X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=9ae0faa57217e629816a5e7f0744e4b2de88b0df;hb=4e3d9c23940c4511623b5bf328cbbe42641c4b30;hp=6d27d12b8ab97f03fc6ef05688ae771a4348ccdd;hpb=b0c2d423138dfb4849c679b3fb93e4336dcf5845;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 6d27d12..9ae0faa 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -1,20 +1,21 @@ #ifndef BLANK_WORLD_WORLD_HPP_ #define BLANK_WORLD_WORLD_HPP_ -#include "BlockTypeRegistry.hpp" #include "ChunkLoader.hpp" #include "Entity.hpp" #include "Generator.hpp" -#include "../graphics/ArrayTexture.hpp" +#include #include +#include #include #include namespace blank { -class Assets; +class BlockTypeRegistry; +class EntityCollision; class Viewport; class WorldCollision; @@ -22,6 +23,7 @@ class World { public: struct Config { + std::string name = "default"; // initial player position glm::vec3 spawn = { 0.0f, 0.0f, 0.0f }; // direction facing towards(!) the light @@ -36,50 +38,64 @@ public: ChunkLoader::Config load = ChunkLoader::Config(); }; - World(const Assets &, const Config &, const WorldSave &); + World(const BlockTypeRegistry &, const Config &, const WorldSave &); - // check if this ray hits a block + const std::string &Name() const noexcept { return config.name; } + + /// check if this ray hits a block + /// depth in the collision is the distance between the ray's + /// origin and the intersection point + /// M is the global transform for given reference chunk bool Intersection( const Ray &, const glm::mat4 &M, - Chunk *&chunk, - int &blkid, - float &dist, - glm::vec3 &normal); + const Chunk::Pos &reference, + WorldCollision &); - // check if this ray hits an entity + /// check if this ray hits an entity + /// intersections with the reference are not tested + /// M is the global transform for the chunk of given reference entity bool Intersection( const Ray &, const glm::mat4 &M, - Entity *&entity, - float &dist, - glm::vec3 &normal); + const Entity &reference, + EntityCollision &); + /// check if given entity intersects with the world bool Intersection(const Entity &e, std::vector &); void Resolve(Entity &e, std::vector &); - BlockTypeRegistry &BlockTypes() noexcept { return block_type; } + const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } ChunkLoader &Loader() noexcept { return chunks; } - Entity &Player() { return *player; } - Entity &AddEntity() { entities.emplace_back(); return entities.back(); } - - Chunk &PlayerChunk(); - Chunk &Next(const Chunk &to, const glm::ivec3 &dir); + /// add player with given name + /// returns nullptr if the name is already taken + Entity *AddPlayer(const std::string &name); + /// add player with given name and ID + /// returns nullptr if the name or ID is already taken + Entity *AddPlayer(const std::string &name, std::uint32_t id); + /// add an entity with an autogenerated ID + Entity &AddEntity(); + /// add entity with given ID + /// returns nullptr if the ID is already taken + Entity *AddEntity(std::uint32_t id); + + const std::vector &Players() const noexcept { return players; } + const std::list &Entities() const noexcept { return entities; } void Update(int dt); void Render(Viewport &); private: - BlockTypeRegistry block_type; + Config config; - ArrayTexture block_tex; + const BlockTypeRegistry &block_type; Generator generate; ChunkLoader chunks; - Entity *player; + std::vector players; std::list entities; glm::vec3 light_direction;