]> git.localhorst.tv Git - blank.git/commitdiff
grouped entity physics state into a struct
authorDaniel Karbach <daniel.karbach@localhorst.tv>
Mon, 14 Sep 2015 13:15:59 +0000 (15:15 +0200)
committerDaniel Karbach <daniel.karbach@localhorst.tv>
Mon, 14 Sep 2015 13:39:15 +0000 (15:39 +0200)
src/client/client.cpp
src/net/Packet.hpp
src/net/net.cpp
src/world/Entity.cpp [deleted file]
src/world/Entity.hpp
src/world/EntityState.hpp [new file with mode: 0644]
src/world/World.cpp [deleted file]
src/world/world.cpp [new file with mode: 0644]

index bd436358b9af5163766121bf07981f7d5fdc60a9..8a3d1c89c98e36a17c645852172f3d92d9cfb0eb 100644 (file)
@@ -212,7 +212,7 @@ void MasterState::On(const Packet::Join &pack) {
        pack.ReadPlayerID(player_id);
        state.reset(new InteractiveState(*this, player_id));
 
-       pack.ReadPlayer(*state->GetInterface().GetPlayer().entity);
+       pack.ReadPlayerState(state->GetInterface().GetPlayer().entity->GetState());
 
        env.state.PopAfter(this);
        env.state.Push(state.get());
@@ -293,7 +293,7 @@ void MasterState::On(const Packet::EntityUpdate &pack) {
                }
                if (world_iter->ID() == entity_id) {
                        if (UpdateEntity(entity_id, pack.Seq())) {
-                               pack.ReadEntity(*world_iter, i);
+                               pack.ReadEntityState(world_iter->GetState(), i);
                        }
                }
        }
index 4742a4525d679a44333c2d27b7eb88a306793cdc..232d0be9900d880995c90e77339491ea1194319e 100644 (file)
@@ -10,6 +10,7 @@
 namespace blank {
 
 class Entity;
+class EntityState;
 
 struct Packet {
 
@@ -85,7 +86,7 @@ struct Packet {
 
                void WritePlayer(const Entity &) noexcept;
                void ReadPlayerID(std::uint32_t &) const noexcept;
-               void ReadPlayer(Entity &) const noexcept;
+               void ReadPlayerState(EntityState &) const noexcept;
                void WriteWorldName(const std::string &) noexcept;
                void ReadWorldName(std::string &) const noexcept;
        };
@@ -100,7 +101,7 @@ struct Packet {
                static constexpr std::size_t MAX_LEN = 64;
 
                void WritePlayer(const Entity &) noexcept;
-               void ReadPlayer(Entity &) const noexcept;
+               void ReadPlayerState(EntityState &) const noexcept;
        };
 
        struct SpawnEntity : public Payload {
@@ -135,7 +136,7 @@ struct Packet {
 
                void WriteEntity(const Entity &, std::uint32_t) noexcept;
                void ReadEntityID(std::uint32_t &, std::uint32_t) const noexcept;
-               void ReadEntity(Entity &, std::uint32_t) const noexcept;
+               void ReadEntityState(EntityState &, std::uint32_t) const noexcept;
        };
 
 
index 18abb9250a7912b264829060cc11bdafba725551..13ea4d372784c1f177e404b63394a32d325c5be5 100644 (file)
@@ -8,6 +8,8 @@
 
 #include "../app/init.hpp"
 #include "../model/CompositeModel.hpp"
+#include "../world/Entity.hpp"
+#include "../world/EntityState.hpp"
 #include "../world/World.hpp"
 
 #include <cstring>
@@ -334,7 +336,8 @@ void ClientConnection::On(const Packet::PlayerUpdate &pack) {
        player_update_timer.Reset();
        if (pack_diff > 0 || overdue) {
                player_update_pack = pack.Seq();
-               pack.ReadPlayer(Player());
+               // TODO: do client input validation here
+               pack.ReadPlayerState(Player().GetState());
        }
 }
 
@@ -542,34 +545,15 @@ void Packet::Login::ReadPlayerName(string &name) const noexcept {
 
 void Packet::Join::WritePlayer(const Entity &player) noexcept {
        Write(player.ID(), 0);
-       Write(player.ChunkCoords(), 4);
-       Write(player.Position(), 16);
-       Write(player.Velocity(), 28);
-       Write(player.Orientation(), 40);
-       Write(player.AngularVelocity(), 56);
+       Write(player.GetState(), 4);
 }
 
 void Packet::Join::ReadPlayerID(uint32_t &id) const noexcept {
        Read(id, 0);
 }
 
-void Packet::Join::ReadPlayer(Entity &player) const noexcept {
-       glm::ivec3 chunk_coords(0);
-       glm::vec3 pos;
-       glm::vec3 vel;
-       glm::quat rot;
-       glm::vec3 ang;
-
-       Read(chunk_coords, 4);
-       Read(pos, 16);
-       Read(vel, 28);
-       Read(rot, 40);
-       Read(ang, 56);
-
-       player.Position(chunk_coords, pos);
-       player.Velocity(vel);
-       player.Orientation(rot);
-       player.AngularVelocity(ang);
+void Packet::Join::ReadPlayerState(EntityState &state) const noexcept {
+       Read(state, 4);
 }
 
 void Packet::Join::WriteWorldName(const string &name) noexcept {
@@ -581,30 +565,11 @@ void Packet::Join::ReadWorldName(string &name) const noexcept {
 }
 
 void Packet::PlayerUpdate::WritePlayer(const Entity &player) noexcept {
-       Write(player.ChunkCoords(), 0);
-       Write(player.Position(), 12);
-       Write(player.Velocity(), 24);
-       Write(player.Orientation(), 36);
-       Write(player.AngularVelocity(), 52);
+       Write(player.GetState(), 0);
 }
 
-void Packet::PlayerUpdate::ReadPlayer(Entity &player) const noexcept {
-       glm::ivec3 chunk_coords(0);
-       glm::vec3 pos;
-       glm::vec3 vel;
-       glm::quat rot;
-       glm::vec3 ang;
-
-       Read(chunk_coords, 0);
-       Read(pos, 12);
-       Read(vel, 24);
-       Read(rot, 36);
-       Read(ang, 52);
-
-       player.Position(chunk_coords, pos);
-       player.Velocity(vel);
-       player.Orientation(rot);
-       player.AngularVelocity(ang);
+void Packet::PlayerUpdate::ReadPlayerState(EntityState &state) const noexcept {
+       Read(state, 0);
 }
 
 void Packet::SpawnEntity::WriteEntity(const Entity &e) noexcept {
@@ -614,11 +579,7 @@ void Packet::SpawnEntity::WriteEntity(const Entity &e) noexcept {
        } else {
                Write(uint32_t(0), 4);
        }
-       Write(e.ChunkCoords(), 8);
-       Write(e.Position(), 20);
-       Write(e.Velocity(), 32);
-       Write(e.Orientation(), 44);
-       Write(e.AngularVelocity(), 60);
+       Write(e.GetState(), 8);
        Write(e.Bounds(), 72);
        uint32_t flags = 0;
        if (e.WorldCollidable()) {
@@ -637,28 +598,17 @@ void Packet::SpawnEntity::ReadSkeletonID(uint32_t &id) const noexcept {
 }
 
 void Packet::SpawnEntity::ReadEntity(Entity &e) const noexcept {
-       glm::ivec3 chunk_coords(0);
-       glm::vec3 pos;
-       glm::vec3 vel;
-       glm::quat rot;
-       glm::vec3 ang;
+       EntityState state;
        AABB bounds;
        uint32_t flags = 0;
        string name;
 
-       Read(chunk_coords, 8);
-       Read(pos, 20);
-       Read(vel, 32);
-       Read(rot, 44);
-       Read(ang, 60);
+       Read(state, 8);
        Read(bounds, 72);
        Read(flags, 96);
        ReadString(name, 100, 32);
 
-       e.Position(chunk_coords, pos);
-       e.Velocity(vel);
-       e.Orientation(rot);
-       e.AngularVelocity(ang);
+       e.SetState(state);
        e.Bounds(bounds);
        e.WorldCollidable(flags & 1);
        e.Name(name);
@@ -684,36 +634,16 @@ void Packet::EntityUpdate::WriteEntity(const Entity &entity, uint32_t num) noexc
        uint32_t off = 4 + (num * 64);
 
        Write(entity.ID(), off);
-       Write(entity.ChunkCoords(), off + 4);
-       Write(entity.Position(), off + 16);
-       Write(entity.Velocity(), off + 28);
-       Write(entity.Orientation(), off + 40);
-       Write(entity.AngularVelocity(), off + 56);
+       Write(entity.GetState(), off + 4);
 }
 
 void Packet::EntityUpdate::ReadEntityID(uint32_t &id, uint32_t num) const noexcept {
        Read(id, 4 + (num * 64));
 }
 
-void Packet::EntityUpdate::ReadEntity(Entity &entity, uint32_t num) const noexcept {
+void Packet::EntityUpdate::ReadEntityState(EntityState &state, uint32_t num) const noexcept {
        uint32_t off = 4 + (num * 64);
-
-       glm::ivec3 chunk_coords(0);
-       glm::vec3 pos;
-       glm::vec3 vel;
-       glm::quat rot;
-       glm::vec3 ang;
-
-       Read(chunk_coords, off + 4);
-       Read(pos, off + 16);
-       Read(vel, off + 28);
-       Read(rot, off + 40);
-       Read(ang, off + 56);
-
-       entity.Position(chunk_coords, pos);
-       entity.Velocity(vel);
-       entity.Orientation(rot);
-       entity.AngularVelocity(ang);
+       Read(state, off + 4);
 }
 
 
diff --git a/src/world/Entity.cpp b/src/world/Entity.cpp
deleted file mode 100644 (file)
index b909603..0000000
+++ /dev/null
@@ -1,118 +0,0 @@
-#include "Entity.hpp"
-
-#include "../model/Shape.hpp"
-
-#include <cmath>
-#include <glm/gtx/quaternion.hpp>
-#include <glm/gtx/transform.hpp>
-
-namespace {
-
-blank::EntityModel::Buffer model_buffer;
-
-}
-
-namespace blank {
-
-Entity::Entity() noexcept
-: model()
-, id(-1)
-, name("anonymous")
-, bounds()
-, velocity(0, 0, 0)
-, chunk(0, 0, 0)
-, angular_velocity(0.0f)
-, ref_count(0)
-, world_collision(false)
-, dead(false) {
-
-}
-
-
-void Entity::Position(const Chunk::Pos &c, const glm::vec3 &pos) noexcept {
-       chunk = c;
-       model.Position(pos);
-}
-
-void Entity::Position(const glm::vec3 &pos) noexcept {
-       glm::vec3 position(pos);
-       while (position.x >= Chunk::width) {
-               position.x -= Chunk::width;
-               ++chunk.x;
-       }
-       while (position.x < 0) {
-               position.x += Chunk::width;
-               --chunk.x;
-       }
-       while (position.y >= Chunk::height) {
-               position.y -= Chunk::height;
-               ++chunk.y;
-       }
-       while (position.y < 0) {
-               position.y += Chunk::height;
-               --chunk.y;
-       }
-       while (position.z >= Chunk::depth) {
-               position.z -= Chunk::depth;
-               ++chunk.z;
-       }
-       while (position.z < 0) {
-               position.z += Chunk::depth;
-               --chunk.z;
-       }
-       model.Position(position);
-}
-
-void Entity::Move(const glm::vec3 &delta) noexcept {
-       Position(Position() + delta);
-}
-
-void Entity::Rotate(const glm::quat &delta) noexcept {
-       Orientation(delta * Orientation());
-}
-
-glm::mat4 Entity::ChunkTransform(const Chunk::Pos &chunk_offset) const noexcept {
-       const glm::vec3 translation = glm::vec3((chunk - chunk_offset) * Chunk::Extent());
-       return glm::translate(translation);
-}
-
-glm::mat4 Entity::Transform(const Chunk::Pos &chunk_offset) const noexcept {
-       const glm::vec3 translation = glm::vec3((chunk - chunk_offset) * Chunk::Extent()) + Position();
-       glm::mat4 transform(toMat4(Orientation()));
-       transform[3].x = translation.x;
-       transform[3].y = translation.y;
-       transform[3].z = translation.z;
-       return transform;
-}
-
-Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept {
-       glm::mat4 transform = Transform(chunk_offset);
-       glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
-       from /= from.w;
-       glm::vec4 to = transform * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
-       to /= to.w;
-       return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) };
-}
-
-namespace {
-
-glm::quat delta_rot(const glm::vec3 &av, float dt) {
-       glm::vec3 half(av * dt * 0.5f);
-       float mag = length(half);
-       if (mag > 0.0f) {
-               float smag = std::sin(mag) / mag;
-               return glm::quat(std::cos(mag), half * smag);
-       } else {
-               return glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
-       }
-}
-
-}
-
-void Entity::Update(int dt) noexcept {
-       float fdt = float(dt);
-       Move(velocity * fdt);
-       Rotate(delta_rot(angular_velocity, fdt));
-}
-
-}
index c0d9a0bd858159bbd969f225d15abf16f689fa92..dcfb4189a3199a210c2056768fcd34eb8176d16a 100644 (file)
@@ -2,6 +2,7 @@
 #define BLANK_WORLD_ENTITY_HPP_
 
 #include "Chunk.hpp"
+#include "EntityState.hpp"
 #include "../model/CompositeInstance.hpp"
 #include "../model/geometry.hpp"
 
@@ -36,35 +37,38 @@ public:
        bool WorldCollidable() const noexcept { return world_collision; }
        void WorldCollidable(bool b) noexcept { world_collision = b; }
 
-       const glm::vec3 &Velocity() const noexcept { return velocity; }
-       void Velocity(const glm::vec3 &v) noexcept { velocity = v; }
+       const glm::vec3 &Velocity() const noexcept { return state.velocity; }
+       void Velocity(const glm::vec3 &v) noexcept { state.velocity = v; }
 
-       const glm::vec3 &Position() const noexcept { return model.Position(); }
-       void Position(const Chunk::Pos &, const glm::vec3 &) noexcept;
+       const glm::vec3 &Position() const noexcept { return state.block_pos; }
+       void Position(const glm::ivec3 &, const glm::vec3 &) noexcept;
        void Position(const glm::vec3 &) noexcept;
-       void Move(const glm::vec3 &delta) noexcept;
 
-       const Chunk::Pos ChunkCoords() const noexcept { return chunk; }
+       const glm::ivec3 ChunkCoords() const noexcept { return state.chunk_pos; }
 
        glm::vec3 AbsolutePosition() const noexcept {
-               return glm::vec3(chunk * Chunk::Extent()) + Position();
+               return state.AbsolutePosition();
        }
        glm::vec3 AbsoluteDifference(const Entity &other) const noexcept {
-               return glm::vec3((chunk - other.chunk) * Chunk::Extent()) + Position() - other.Position();
+               return state.Diff(other.state);
        }
 
        /// direction is rotation axis, magnitude is speed in rad/ms
-       const glm::vec3 &AngularVelocity() const noexcept { return angular_velocity; }
-       void AngularVelocity(const glm::vec3 &v) noexcept { angular_velocity = v; }
+       const glm::vec3 &AngularVelocity() const noexcept { return state.ang_vel; }
+       void AngularVelocity(const glm::vec3 &v) noexcept { state.ang_vel = v; }
 
-       const glm::quat &Orientation() const noexcept { return model.Orientation(); }
-       void Orientation(const glm::quat &o) noexcept { model.Orientation(o); }
-       void Rotate(const glm::quat &delta) noexcept;
+       const glm::quat &Orientation() const noexcept { return state.orient; }
+       void Orientation(const glm::quat &o) noexcept { state.orient = o; }
 
-       glm::mat4 ChunkTransform(const Chunk::Pos &chunk_offset) const noexcept;
-       glm::mat4 Transform(const Chunk::Pos &chunk_offset) const noexcept;
+       glm::mat4 Transform(const glm::ivec3 &reference) const noexcept {
+               return state.Transform(reference);
+       }
        Ray Aim(const Chunk::Pos &chunk_offset) const noexcept;
 
+       void SetState(const EntityState &s) noexcept { state = s; }
+       EntityState &GetState() noexcept { return state; }
+       const EntityState &GetState() const noexcept { return state; }
+
        void Ref() noexcept { ++ref_count; }
        void UnRef() noexcept { --ref_count; }
        void Kill() noexcept { dead = true; }
@@ -85,11 +89,7 @@ private:
        std::string name;
 
        AABB bounds;
-
-       glm::vec3 velocity;
-       Chunk::Pos chunk;
-
-       glm::vec3 angular_velocity;
+       EntityState state;
 
        int ref_count;
 
diff --git a/src/world/EntityState.hpp b/src/world/EntityState.hpp
new file mode 100644 (file)
index 0000000..8f74114
--- /dev/null
@@ -0,0 +1,50 @@
+#ifndef BLANK_WORLD_ENTITYSTATE_HPP_
+#define BLANK_WORLD_ENTITYSTATE_HPP_
+
+#include "Chunk.hpp"
+
+#include <glm/glm.hpp>
+#include <glm/gtc/quaternion.hpp>
+
+
+namespace blank {
+
+struct EntityState {
+
+       glm::ivec3 chunk_pos;
+       glm::vec3 block_pos;
+       glm::vec3 velocity;
+
+       glm::quat orient;
+       glm::vec3 ang_vel;
+
+       EntityState();
+
+       /// make sure block_pos is within chunk bounds
+       void AdjustPosition() noexcept;
+
+       /// do an integration step of dt milliseconds
+       void Update(int dt) noexcept;
+
+       /// get a position vector relative to the (0,0,0) chunk
+       glm::vec3 AbsolutePosition() const noexcept {
+               return glm::vec3(chunk_pos * Chunk::Extent()) + block_pos;
+       }
+       /// get a position vector relative to given reference chunk
+       glm::vec3 RelativePosition(const glm::ivec3 &reference) const noexcept {
+               return glm::vec3((chunk_pos - reference) * Chunk::Extent()) + block_pos;
+       }
+
+       /// get the difference between this and the given position
+       glm::vec3 Diff(const EntityState &other) const noexcept {
+               return RelativePosition(other.chunk_pos) - other.block_pos;
+       }
+
+       /// get entity state as a matrix tranform relative to given reference chunk
+       glm::mat4 Transform(const glm::ivec3 &reference) const noexcept;
+
+};
+
+}
+
+#endif
diff --git a/src/world/World.cpp b/src/world/World.cpp
deleted file mode 100644 (file)
index 505cbbb..0000000
+++ /dev/null
@@ -1,321 +0,0 @@
-#include "World.hpp"
-
-#include "ChunkIndex.hpp"
-#include "EntityCollision.hpp"
-#include "WorldCollision.hpp"
-#include "../app/Assets.hpp"
-#include "../graphics/Format.hpp"
-#include "../graphics/Viewport.hpp"
-
-#include <algorithm>
-#include <limits>
-#include <glm/gtx/io.hpp>
-#include <glm/gtx/transform.hpp>
-
-
-namespace blank {
-
-World::World(const BlockTypeRegistry &types, const Config &config)
-: config(config)
-, block_type(types)
-, chunks(types)
-// TODO: set spawn base and extent from config
-, spawn_index(chunks.MakeIndex(Chunk::Pos(0, 0, 0), 3))
-, players()
-, entities()
-, light_direction(config.light_direction)
-, fog_density(config.fog_density) {
-
-}
-
-World::~World() {
-       chunks.UnregisterIndex(spawn_index);
-}
-
-
-Player World::AddPlayer(const std::string &name) {
-       for (Player &p : players) {
-               if (p.entity->Name() == name) {
-                       return { nullptr, nullptr };
-               }
-       }
-       Entity &entity = AddEntity();
-       entity.Name(name);
-       // TODO: load from save file here
-       entity.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
-       entity.WorldCollidable(true);
-       entity.Position(config.spawn);
-       ChunkIndex *index = &chunks.MakeIndex(entity.ChunkCoords(), 6);
-       players.emplace_back(&entity, index);
-       return players.back();
-}
-
-Player World::AddPlayer(const std::string &name, std::uint32_t id) {
-       for (Player &p : players) {
-               if (p.entity->Name() == name) {
-                       return { nullptr, nullptr };
-               }
-       }
-       Entity *entity = AddEntity(id);
-       if (!entity) {
-               return { nullptr, nullptr };
-       }
-       entity->Name(name);
-       // TODO: load from save file here
-       entity->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
-       entity->WorldCollidable(true);
-       entity->Position(config.spawn);
-       ChunkIndex *index = &chunks.MakeIndex(entity->ChunkCoords(), 6);
-       players.emplace_back(entity, index);
-       return players.back();
-}
-
-Entity &World::AddEntity() {
-       if (entities.empty()) {
-               entities.emplace_back();
-               entities.back().ID(1);
-               return entities.back();
-       }
-       if (entities.back().ID() < std::numeric_limits<std::uint32_t>::max()) {
-               std::uint32_t id = entities.back().ID() + 1;
-               entities.emplace_back();
-               entities.back().ID(id);
-               return entities.back();
-       }
-       std::uint32_t id = 1;
-       auto position = entities.begin();
-       auto end = entities.end();
-       while (position != end && position->ID() == id) {
-               ++id;
-               ++position;
-       }
-       auto entity = entities.emplace(position);
-       entity->ID(id);
-       return *entity;
-}
-
-Entity *World::AddEntity(std::uint32_t id) {
-       if (entities.empty() || entities.back().ID() < id) {
-               entities.emplace_back();
-               entities.back().ID(id);
-               return &entities.back();
-       }
-
-       auto position = entities.begin();
-       auto end = entities.end();
-       while (position != end && position->ID() < id) {
-               ++position;
-       }
-       if (position != end && position->ID() == id) {
-               return nullptr;
-       }
-       auto entity = entities.emplace(position);
-       entity->ID(id);
-       return &*entity;
-}
-
-Entity &World::ForceAddEntity(std::uint32_t id) {
-       if (entities.empty() || entities.back().ID() < id) {
-               entities.emplace_back();
-               entities.back().ID(id);
-               return entities.back();
-       }
-
-       auto position = entities.begin();
-       auto end = entities.end();
-       while (position != end && position->ID() < id) {
-               ++position;
-       }
-       if (position != end && position->ID() == id) {
-               return *position;
-       }
-       auto entity = entities.emplace(position);
-       entity->ID(id);
-       return *entity;
-}
-
-
-namespace {
-
-struct Candidate {
-       Chunk *chunk;
-       float dist;
-};
-
-bool CandidateLess(const Candidate &a, const Candidate &b) {
-       return a.dist < b.dist;
-}
-
-std::vector<Candidate> candidates;
-
-}
-
-bool World::Intersection(
-       const Ray &ray,
-       const glm::mat4 &M,
-       const Chunk::Pos &reference,
-       WorldCollision &coll
-) {
-       candidates.clear();
-
-       for (Chunk &cur_chunk : chunks) {
-               float cur_dist;
-               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(reference), cur_dist)) {
-                       candidates.push_back({ &cur_chunk, cur_dist });
-               }
-       }
-
-       if (candidates.empty()) return false;
-
-       std::sort(candidates.begin(), candidates.end(), CandidateLess);
-
-       coll.chunk = nullptr;
-       coll.block = -1;
-       coll.depth = std::numeric_limits<float>::infinity();
-
-       for (Candidate &cand : candidates) {
-               if (cand.dist > coll.depth) continue;
-               WorldCollision cur_coll;
-               if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(reference), cur_coll)) {
-                       if (cur_coll.depth < coll.depth) {
-                               coll = cur_coll;
-                       }
-               }
-       }
-
-       return coll.chunk;
-}
-
-bool World::Intersection(
-       const Ray &ray,
-       const glm::mat4 &M,
-       const Entity &reference,
-       EntityCollision &coll
-) {
-       coll.entity = nullptr;
-       coll.depth = std::numeric_limits<float>::infinity();
-       for (Entity &cur_entity : entities) {
-               if (&cur_entity == &reference) {
-                       continue;
-               }
-               float cur_dist;
-               glm::vec3 cur_normal;
-               if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) {
-                       // TODO: fine grained check goes here? maybe?
-                       if (cur_dist < coll.depth) {
-                               coll.entity = &cur_entity;
-                               coll.depth = cur_dist;
-                               coll.normal = cur_normal;
-                       }
-               }
-       }
-
-       return coll.entity;
-}
-
-bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
-       AABB box = e.Bounds();
-       Chunk::Pos reference = e.ChunkCoords();
-       glm::mat4 M = e.Transform(reference);
-       bool any = false;
-       for (Chunk &cur_chunk : chunks) {
-               if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) {
-                       // chunk is not one of the 3x3x3 surrounding the entity
-                       // since there's no entity which can extent over 16 blocks, they can be skipped
-                       continue;
-               }
-               if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) {
-                       any = true;
-               }
-       }
-       return any;
-}
-
-
-namespace {
-
-std::vector<WorldCollision> col;
-
-}
-
-void World::Update(int dt) {
-       for (Entity &entity : entities) {
-               entity.Update(dt);
-       }
-       for (Entity &entity : entities) {
-               col.clear();
-               if (entity.WorldCollidable() && Intersection(entity, col)) {
-                       // entity collides with the world
-                       Resolve(entity, col);
-               }
-       }
-       for (Player &player : players) {
-               player.chunks->Rebase(player.entity->ChunkCoords());
-       }
-       for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
-               if (iter->CanRemove()) {
-                       iter = RemoveEntity(iter);
-               } else {
-                       ++iter;
-               }
-       }
-}
-
-void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
-       // determine displacement for each cardinal axis and move entity accordingly
-       glm::vec3 min_disp(0.0f);
-       glm::vec3 max_disp(0.0f);
-       for (const WorldCollision &c : col) {
-               if (!c.Blocks()) continue;
-               glm::vec3 local_disp(c.normal * c.depth);
-               // swap if neccessary (normal may point away from the entity)
-               if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) {
-                       local_disp *= -1;
-               }
-               min_disp = min(min_disp, local_disp);
-               max_disp = max(max_disp, local_disp);
-       }
-       // for each axis
-       // if only one direction is set, use that as the final
-       // if both directions are set, use average
-       glm::vec3 final_disp(0.0f);
-       for (int axis = 0; axis < 3; ++axis) {
-               if (std::abs(min_disp[axis]) > std::numeric_limits<float>::epsilon()) {
-                       if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
-                               final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f;
-                       } else {
-                               final_disp[axis] = min_disp[axis];
-                       }
-               } else if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
-                       final_disp[axis] = max_disp[axis];
-               }
-       }
-       e.Move(final_disp);
-}
-
-World::EntityHandle World::RemoveEntity(EntityHandle &eh) {
-       // check for player
-       for (auto player = players.begin(), end = players.end(); player != end;) {
-               if (player->entity == &*eh) {
-                       chunks.UnregisterIndex(*player->chunks);
-                       player = players.erase(player);
-                       end = players.end();
-               } else {
-                       ++player;
-               }
-       }
-       return entities.erase(eh);
-}
-
-
-void World::Render(Viewport &viewport) {
-       DirectionalLighting &entity_prog = viewport.EntityProgram();
-       entity_prog.SetLightDirection(light_direction);
-       entity_prog.SetFogDensity(fog_density);
-
-       for (Entity &entity : entities) {
-               entity.Render(entity.ChunkTransform(players[0].entity->ChunkCoords()), entity_prog);
-       }
-}
-
-}
diff --git a/src/world/world.cpp b/src/world/world.cpp
new file mode 100644 (file)
index 0000000..a35f76a
--- /dev/null
@@ -0,0 +1,430 @@
+#include "Entity.hpp"
+#include "EntityState.hpp"
+#include "World.hpp"
+
+#include "ChunkIndex.hpp"
+#include "EntityCollision.hpp"
+#include "WorldCollision.hpp"
+#include "../app/Assets.hpp"
+#include "../graphics/Format.hpp"
+#include "../graphics/Viewport.hpp"
+
+#include <algorithm>
+#include <cmath>
+#include <limits>
+#include <glm/gtx/io.hpp>
+#include <glm/gtx/quaternion.hpp>
+#include <glm/gtx/transform.hpp>
+
+
+namespace blank {
+
+Entity::Entity() noexcept
+: model()
+, id(-1)
+, name("anonymous")
+, bounds()
+, state()
+, ref_count(0)
+, world_collision(false)
+, dead(false) {
+
+}
+
+
+void Entity::Position(const glm::ivec3 &c, const glm::vec3 &b) noexcept {
+       state.chunk_pos = c;
+       state.block_pos = b;
+}
+
+void Entity::Position(const glm::vec3 &pos) noexcept {
+       state.block_pos = pos;
+       state.AdjustPosition();
+}
+
+Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept {
+       glm::mat4 transform = Transform(chunk_offset);
+       glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
+       from /= from.w;
+       glm::vec4 to = transform * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
+       to /= to.w;
+       return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) };
+}
+
+namespace {
+
+glm::quat delta_rot(const glm::vec3 &av, float dt) {
+       glm::vec3 half(av * dt * 0.5f);
+       float mag = length(half);
+       if (mag > 0.0f) {
+               float smag = std::sin(mag) / mag;
+               return glm::quat(std::cos(mag), half * smag);
+       } else {
+               return glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
+       }
+}
+
+}
+
+void Entity::Update(int dt) noexcept {
+       state.Update(dt);
+}
+
+
+EntityState::EntityState()
+: chunk_pos(0)
+, block_pos(0.0f)
+, velocity(0.0f)
+, orient(1.0f, 0.0f, 0.0f, 0.0f)
+, ang_vel(0.0f) {
+
+}
+
+void EntityState::Update(int dt) noexcept {
+       float fdt = float(dt);
+       block_pos += velocity * fdt;
+       orient = delta_rot(ang_vel, fdt) * orient;
+       AdjustPosition();
+}
+
+void EntityState::AdjustPosition() noexcept {
+       while (block_pos.x >= Chunk::width) {
+               block_pos.x -= Chunk::width;
+               ++chunk_pos.x;
+       }
+       while (block_pos.x < 0) {
+               block_pos.x += Chunk::width;
+               --chunk_pos.x;
+       }
+       while (block_pos.y >= Chunk::height) {
+               block_pos.y -= Chunk::height;
+               ++chunk_pos.y;
+       }
+       while (block_pos.y < 0) {
+               block_pos.y += Chunk::height;
+               --chunk_pos.y;
+       }
+       while (block_pos.z >= Chunk::depth) {
+               block_pos.z -= Chunk::depth;
+               ++chunk_pos.z;
+       }
+       while (block_pos.z < 0) {
+               block_pos.z += Chunk::depth;
+               --chunk_pos.z;
+       }
+}
+
+glm::mat4 EntityState::Transform(const glm::ivec3 &reference) const noexcept {
+       const glm::vec3 translation = RelativePosition(reference);
+       glm::mat4 transform(toMat4(orient));
+       transform[3].x = translation.x;
+       transform[3].y = translation.y;
+       transform[3].z = translation.z;
+       return transform;
+}
+
+
+World::World(const BlockTypeRegistry &types, const Config &config)
+: config(config)
+, block_type(types)
+, chunks(types)
+// TODO: set spawn base and extent from config
+, spawn_index(chunks.MakeIndex(Chunk::Pos(0, 0, 0), 3))
+, players()
+, entities()
+, light_direction(config.light_direction)
+, fog_density(config.fog_density) {
+
+}
+
+World::~World() {
+       chunks.UnregisterIndex(spawn_index);
+}
+
+
+Player World::AddPlayer(const std::string &name) {
+       for (Player &p : players) {
+               if (p.entity->Name() == name) {
+                       return { nullptr, nullptr };
+               }
+       }
+       Entity &entity = AddEntity();
+       entity.Name(name);
+       // TODO: load from save file here
+       entity.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+       entity.WorldCollidable(true);
+       entity.Position(config.spawn);
+       ChunkIndex *index = &chunks.MakeIndex(entity.ChunkCoords(), 6);
+       players.emplace_back(&entity, index);
+       return players.back();
+}
+
+Player World::AddPlayer(const std::string &name, std::uint32_t id) {
+       for (Player &p : players) {
+               if (p.entity->Name() == name) {
+                       return { nullptr, nullptr };
+               }
+       }
+       Entity *entity = AddEntity(id);
+       if (!entity) {
+               return { nullptr, nullptr };
+       }
+       entity->Name(name);
+       // TODO: load from save file here
+       entity->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+       entity->WorldCollidable(true);
+       entity->Position(config.spawn);
+       ChunkIndex *index = &chunks.MakeIndex(entity->ChunkCoords(), 6);
+       players.emplace_back(entity, index);
+       return players.back();
+}
+
+Entity &World::AddEntity() {
+       if (entities.empty()) {
+               entities.emplace_back();
+               entities.back().ID(1);
+               return entities.back();
+       }
+       if (entities.back().ID() < std::numeric_limits<std::uint32_t>::max()) {
+               std::uint32_t id = entities.back().ID() + 1;
+               entities.emplace_back();
+               entities.back().ID(id);
+               return entities.back();
+       }
+       std::uint32_t id = 1;
+       auto position = entities.begin();
+       auto end = entities.end();
+       while (position != end && position->ID() == id) {
+               ++id;
+               ++position;
+       }
+       auto entity = entities.emplace(position);
+       entity->ID(id);
+       return *entity;
+}
+
+Entity *World::AddEntity(std::uint32_t id) {
+       if (entities.empty() || entities.back().ID() < id) {
+               entities.emplace_back();
+               entities.back().ID(id);
+               return &entities.back();
+       }
+
+       auto position = entities.begin();
+       auto end = entities.end();
+       while (position != end && position->ID() < id) {
+               ++position;
+       }
+       if (position != end && position->ID() == id) {
+               return nullptr;
+       }
+       auto entity = entities.emplace(position);
+       entity->ID(id);
+       return &*entity;
+}
+
+Entity &World::ForceAddEntity(std::uint32_t id) {
+       if (entities.empty() || entities.back().ID() < id) {
+               entities.emplace_back();
+               entities.back().ID(id);
+               return entities.back();
+       }
+
+       auto position = entities.begin();
+       auto end = entities.end();
+       while (position != end && position->ID() < id) {
+               ++position;
+       }
+       if (position != end && position->ID() == id) {
+               return *position;
+       }
+       auto entity = entities.emplace(position);
+       entity->ID(id);
+       return *entity;
+}
+
+
+namespace {
+
+struct Candidate {
+       Chunk *chunk;
+       float dist;
+};
+
+bool CandidateLess(const Candidate &a, const Candidate &b) {
+       return a.dist < b.dist;
+}
+
+std::vector<Candidate> candidates;
+
+}
+
+bool World::Intersection(
+       const Ray &ray,
+       const glm::mat4 &M,
+       const Chunk::Pos &reference,
+       WorldCollision &coll
+) {
+       candidates.clear();
+
+       for (Chunk &cur_chunk : chunks) {
+               float cur_dist;
+               if (cur_chunk.Intersection(ray, M * cur_chunk.Transform(reference), cur_dist)) {
+                       candidates.push_back({ &cur_chunk, cur_dist });
+               }
+       }
+
+       if (candidates.empty()) return false;
+
+       std::sort(candidates.begin(), candidates.end(), CandidateLess);
+
+       coll.chunk = nullptr;
+       coll.block = -1;
+       coll.depth = std::numeric_limits<float>::infinity();
+
+       for (Candidate &cand : candidates) {
+               if (cand.dist > coll.depth) continue;
+               WorldCollision cur_coll;
+               if (cand.chunk->Intersection(ray, M * cand.chunk->Transform(reference), cur_coll)) {
+                       if (cur_coll.depth < coll.depth) {
+                               coll = cur_coll;
+                       }
+               }
+       }
+
+       return coll.chunk;
+}
+
+bool World::Intersection(
+       const Ray &ray,
+       const glm::mat4 &M,
+       const Entity &reference,
+       EntityCollision &coll
+) {
+       coll.entity = nullptr;
+       coll.depth = std::numeric_limits<float>::infinity();
+       for (Entity &cur_entity : entities) {
+               if (&cur_entity == &reference) {
+                       continue;
+               }
+               float cur_dist;
+               glm::vec3 cur_normal;
+               if (blank::Intersection(ray, cur_entity.Bounds(), M * cur_entity.Transform(reference.ChunkCoords()), &cur_dist, &cur_normal)) {
+                       // TODO: fine grained check goes here? maybe?
+                       if (cur_dist < coll.depth) {
+                               coll.entity = &cur_entity;
+                               coll.depth = cur_dist;
+                               coll.normal = cur_normal;
+                       }
+               }
+       }
+
+       return coll.entity;
+}
+
+bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
+       AABB box = e.Bounds();
+       Chunk::Pos reference = e.ChunkCoords();
+       glm::mat4 M = e.Transform(reference);
+       bool any = false;
+       for (Chunk &cur_chunk : chunks) {
+               if (manhattan_radius(cur_chunk.Position() - e.ChunkCoords()) > 1) {
+                       // chunk is not one of the 3x3x3 surrounding the entity
+                       // since there's no entity which can extent over 16 blocks, they can be skipped
+                       continue;
+               }
+               if (cur_chunk.Intersection(box, M, cur_chunk.Transform(reference), col)) {
+                       any = true;
+               }
+       }
+       return any;
+}
+
+
+namespace {
+
+std::vector<WorldCollision> col;
+
+}
+
+void World::Update(int dt) {
+       for (Entity &entity : entities) {
+               entity.Update(dt);
+       }
+       for (Entity &entity : entities) {
+               col.clear();
+               if (entity.WorldCollidable() && Intersection(entity, col)) {
+                       // entity collides with the world
+                       Resolve(entity, col);
+               }
+       }
+       for (Player &player : players) {
+               player.chunks->Rebase(player.entity->ChunkCoords());
+       }
+       for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
+               if (iter->CanRemove()) {
+                       iter = RemoveEntity(iter);
+               } else {
+                       ++iter;
+               }
+       }
+}
+
+void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
+       // determine displacement for each cardinal axis and move entity accordingly
+       glm::vec3 min_disp(0.0f);
+       glm::vec3 max_disp(0.0f);
+       for (const WorldCollision &c : col) {
+               if (!c.Blocks()) continue;
+               glm::vec3 local_disp(c.normal * c.depth);
+               // swap if neccessary (normal may point away from the entity)
+               if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) {
+                       local_disp *= -1;
+               }
+               min_disp = min(min_disp, local_disp);
+               max_disp = max(max_disp, local_disp);
+       }
+       // for each axis
+       // if only one direction is set, use that as the final
+       // if both directions are set, use average
+       glm::vec3 final_disp(0.0f);
+       for (int axis = 0; axis < 3; ++axis) {
+               if (std::abs(min_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+                       if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+                               final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f;
+                       } else {
+                               final_disp[axis] = min_disp[axis];
+                       }
+               } else if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
+                       final_disp[axis] = max_disp[axis];
+               }
+       }
+       e.Position(e.Position() + final_disp);
+}
+
+World::EntityHandle World::RemoveEntity(EntityHandle &eh) {
+       // check for player
+       for (auto player = players.begin(), end = players.end(); player != end;) {
+               if (player->entity == &*eh) {
+                       chunks.UnregisterIndex(*player->chunks);
+                       player = players.erase(player);
+                       end = players.end();
+               } else {
+                       ++player;
+               }
+       }
+       return entities.erase(eh);
+}
+
+
+void World::Render(Viewport &viewport) {
+       DirectionalLighting &entity_prog = viewport.EntityProgram();
+       entity_prog.SetLightDirection(light_direction);
+       entity_prog.SetFogDensity(fog_density);
+
+       for (Entity &entity : entities) {
+               entity.Render(entity.Transform(players[0].entity->ChunkCoords()), entity_prog);
+       }
+}
+
+}