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;
18 struct EntityDerivative;
26 Instance &GetModel() noexcept { return model; }
27 const Instance &GetModel() const noexcept { return model; }
29 std::uint32_t ID() const noexcept { return id; }
30 void ID(std::uint32_t i) noexcept { id = i; }
32 const std::string &Name() const noexcept { return name; }
33 void Name(const std::string &n) { name = n; }
35 const AABB &Bounds() const noexcept { return bounds; }
36 void Bounds(const AABB &b) noexcept { bounds = b; }
38 bool WorldCollidable() const noexcept { return world_collision; }
39 void WorldCollidable(bool b) noexcept { world_collision = b; }
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 /// direction is rotation axis, magnitude is speed in rad/ms
61 const glm::vec3 &AngularVelocity() const noexcept { return state.ang_vel; }
62 void AngularVelocity(const glm::vec3 &v) noexcept { state.ang_vel = v; }
64 const glm::quat &Orientation() const noexcept { return state.orient; }
65 void Orientation(const glm::quat &o) noexcept { state.orient = o; }
67 glm::mat4 Transform(const glm::ivec3 &reference) const noexcept {
68 return state.Transform(reference);
70 Ray Aim(const Chunk::Pos &chunk_offset) const noexcept;
72 void SetState(const EntityState &s) noexcept { state = s; }
73 EntityState &GetState() noexcept { return state; }
74 const EntityState &GetState() const noexcept { return state; }
76 void Ref() noexcept { ++ref_count; }
77 void UnRef() noexcept { --ref_count; }
78 void Kill() noexcept { dead = true; }
79 bool Referenced() const noexcept { return ref_count > 0; }
80 bool Dead() const noexcept { return dead; }
81 bool CanRemove() const noexcept { return dead && ref_count <= 0; }
83 void Update(int dt) noexcept;
85 void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept {
86 if (model) model.Render(M, prog);
90 EntityDerivative CalculateStep(
91 const EntityState &cur,
93 const EntityDerivative &prev
95 glm::vec3 ControlForce(const EntityState &) const noexcept;
109 bool world_collision;