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#include "utils.h"
#include "assets.h"
#include "entity.h"

#ifndef WORLD_H
#define WORLD_H

#define BVH_MAX 4 // Max entities per node.
#define BVH_MAX_BRANCH_COUNT 8
#define BVH_BOX_MAX 100.0

#define WORLD_ENTITY_MAX 1000
#define WORLD_SIZE (Vector3){1000.0, 100.0, 1000.0}
#define WORLD_IMAGE_WIDTH 100
#define WORLD_IMAGE_HEIGHT 100
#define WORLD_IMAGE_SCALE 5.0

// UID for anything in the world.
typedef int16_t WorldUID;

typedef struct BVHNode {
  BoundingBox box;
  Vector3 position;
  WorldUID entities[BVH_MAX]; // Only for leafs.
  struct BVHNode* branches[BVH_MAX_BRANCH_COUNT];
  int8_t branchCount;
} BVHNode;

typedef struct {
  Vector3 size;
  Texture texture;
  Model heightmap;
  Entity entities[WORLD_ENTITY_MAX];
  BVHNode bvh;

  int bvhDebugSelect;
} World;

World createWorld(int seed);
void updateWorld(World* world, Game* game);
void freeWorld(World world);
// Dam, I wanta live in a free world ):

float getWorldHeightAtLocation(const World* world, float x, float y);
WorldUID castRayAtWorld(const World* world, Ray ray, int* tests);

#endif