X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FWorld.hpp;h=9ae0faa57217e629816a5e7f0744e4b2de88b0df;hb=4e3d9c23940c4511623b5bf328cbbe42641c4b30;hp=9ec4cb2faf7fae204c53672e0b1f6e800a09e9dc;hpb=955fbb45dedb570520fc45d2ce69f420bed2ad08;p=blank.git diff --git a/src/world/World.hpp b/src/world/World.hpp index 9ec4cb2..9ae0faa 100644 --- a/src/world/World.hpp +++ b/src/world/World.hpp @@ -1,27 +1,29 @@ #ifndef BLANK_WORLD_WORLD_HPP_ #define BLANK_WORLD_WORLD_HPP_ -#include "BlockTypeRegistry.hpp" #include "ChunkLoader.hpp" #include "Entity.hpp" #include "Generator.hpp" -#include "../model/shapes.hpp" +#include #include +#include #include #include namespace blank { -class BlockLighting; -class DirectionalLighting; +class BlockTypeRegistry; +class EntityCollision; +class Viewport; class WorldCollision; 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 @@ -36,41 +38,64 @@ public: ChunkLoader::Config load = ChunkLoader::Config(); }; - explicit World(const Config &); + World(const BlockTypeRegistry &, const Config &, const WorldSave &); + 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, + const Chunk::Pos &reference, + WorldCollision &); + + /// 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, - Chunk *&chunk, - int &blkid, - 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() { return blockType; } + const BlockTypeRegistry &BlockTypes() noexcept { return block_type; } + ChunkLoader &Loader() noexcept { return chunks; } - Entity &Player() { return *player; } - Entity &AddEntity() { entities.emplace_back(); return entities.back(); } + /// 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); - Chunk &PlayerChunk(); - Chunk &Next(const Chunk &to, const glm::tvec3 &dir); + const std::vector &Players() const noexcept { return players; } + const std::list &Entities() const noexcept { return entities; } void Update(int dt); - void Render(BlockLighting &, DirectionalLighting &); + void Render(Viewport &); private: - BlockTypeRegistry blockType; - CuboidShape blockShape; - StairShape stairShape; - CuboidShape slabShape; + Config config; + + const BlockTypeRegistry &block_type; Generator generate; ChunkLoader chunks; - Entity *player; + std::vector players; std::list entities; glm::vec3 light_direction;