1 #ifndef BLANK_WORLD_ENTITY_HPP_
2 #define BLANK_WORLD_ENTITY_HPP_
5 #include "EntityState.hpp"
6 #include "../model/Instance.hpp"
7 #include "../model/geometry.hpp"
11 #include <glm/glm.hpp>
12 #include <glm/gtc/quaternion.hpp>
17 class DirectionalLighting;
25 Instance &GetModel() noexcept { return model; }
26 const Instance &GetModel() const noexcept { return model; }
28 std::uint32_t ID() const noexcept { return id; }
29 void ID(std::uint32_t i) noexcept { id = i; }
31 const std::string &Name() const noexcept { return name; }
32 void Name(const std::string &n) { name = n; }
34 const AABB &Bounds() const noexcept { return bounds; }
35 void Bounds(const AABB &b) noexcept { bounds = b; }
37 bool WorldCollidable() const noexcept { return world_collision; }
38 void WorldCollidable(bool b) noexcept { world_collision = b; }
40 /// desired velocity in local coordinate system
41 const glm::vec3 &TargetVelocity() const noexcept { return tgt_vel; }
42 void TargetVelocity(const glm::vec3 &v) noexcept { tgt_vel = v; }
44 const glm::vec3 &Velocity() const noexcept { return state.velocity; }
45 void Velocity(const glm::vec3 &v) noexcept { state.velocity = v; }
47 const glm::vec3 &Position() const noexcept { return state.block_pos; }
48 void Position(const glm::ivec3 &, const glm::vec3 &) noexcept;
49 void Position(const glm::vec3 &) noexcept;
51 const glm::ivec3 ChunkCoords() const noexcept { return state.chunk_pos; }
53 glm::vec3 AbsolutePosition() const noexcept {
54 return state.AbsolutePosition();
56 glm::vec3 AbsoluteDifference(const Entity &other) const noexcept {
57 return state.Diff(other.state);
60 /// orientation of local coordinate system
61 const glm::quat &Orientation() const noexcept { return state.orient; }
62 void Orientation(const glm::quat &o) noexcept { state.orient = o; }
64 /// orientation of head within local coordinate system, in radians
65 float Pitch() const noexcept { return state.pitch; }
66 float Yaw() const noexcept { return state.yaw; }
67 void TurnHead(float delta_pitch, float delta_yaw) noexcept;
68 void SetHead(float pitch, float yaw) noexcept;
70 /// get a transform for this entity's coordinate space
71 glm::mat4 Transform(const glm::ivec3 &reference) const noexcept;
72 /// get a transform for this entity's view space
73 glm::mat4 ViewTransform(const glm::ivec3 &reference) const noexcept;
74 /// get a ray in entity's face direction originating from center of vision
75 Ray Aim(const Chunk::Pos &chunk_offset) const noexcept;
77 void SetState(const EntityState &s) noexcept { state = s; }
78 EntityState &GetState() noexcept { return state; }
79 const EntityState &GetState() const noexcept { return state; }
81 void Ref() noexcept { ++ref_count; }
82 void UnRef() noexcept { --ref_count; }
83 void Kill() noexcept { dead = true; }
84 bool Referenced() const noexcept { return ref_count > 0; }
85 bool Dead() const noexcept { return dead; }
86 bool CanRemove() const noexcept { return dead && ref_count <= 0; }
88 void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept {
89 if (model) model.Render(M, prog);
93 void UpdateModel() noexcept;
107 bool world_collision;