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());
}
if (world_iter->ID() == entity_id) {
if (UpdateEntity(entity_id, pack.Seq())) {
- pack.ReadEntity(*world_iter, i);
+ pack.ReadEntityState(world_iter->GetState(), i);
}
}
}
namespace blank {
class Entity;
+class EntityState;
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;
};
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 {
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;
};
#include "../app/init.hpp"
#include "../model/CompositeModel.hpp"
+#include "../world/Entity.hpp"
+#include "../world/EntityState.hpp"
#include "../world/World.hpp"
#include <cstring>
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());
}
}
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 {
}
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 {
} 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()) {
}
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);
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);
}
+++ /dev/null
-#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));
-}
-
-}
#define BLANK_WORLD_ENTITY_HPP_
#include "Chunk.hpp"
+#include "EntityState.hpp"
#include "../model/CompositeInstance.hpp"
#include "../model/geometry.hpp"
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; }
std::string name;
AABB bounds;
-
- glm::vec3 velocity;
- Chunk::Pos chunk;
-
- glm::vec3 angular_velocity;
+ EntityState state;
int ref_count;
--- /dev/null
+#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
+++ /dev/null
-#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);
- }
-}
-
-}
--- /dev/null
+#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);
+ }
+}
+
+}