#include "entity.hpp"
+#include "chunk.hpp"
+
+#include <cmath>
#include <glm/gtx/transform.hpp>
+namespace {
+
+blank::Model::Buffer model_buffer;
+
+}
namespace blank {
Entity::Entity()
-: velocity()
-, position()
-, rotation(1.0f)
-, transform(1.0f)
-, dirty(false) {
+: shape(nullptr)
+, model()
+, velocity(0, 0, 0)
+, position(0, 0, 0)
+, chunk(0, 0, 0)
+, angular_velocity(1.0f, 0.0f, 0.0f, 0.0f)
+, rotation(1.0f) {
+
+}
+
+void Entity::SetShape(Shape *s, const glm::vec3 &color) {
+ shape = s;
+ model_buffer.Clear();
+ shape->Vertices(model_buffer.vertices, model_buffer.normals, model_buffer.indices);
+ model_buffer.colors.resize(shape->VertexCount(), color);
+ model.Update(model_buffer);
+}
+
+void Entity::SetShapeless() {
+ shape = nullptr;
}
velocity = vel;
}
-void Entity::Position(const glm::vec3 &pos) {
+void Entity::Position(const Block::Pos &pos) {
position = pos;
- dirty = true;
+ 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;
+ }
}
void Entity::Move(const glm::vec3 &delta) {
- position += delta;
- dirty = true;
+ Position(position + delta);
+}
+
+void Entity::AngularVelocity(const glm::quat &v) {
+ angular_velocity = v;
}
void Entity::Rotation(const glm::mat4 &rot) {
rotation = rot;
}
-const glm::mat4 &Entity::Transform() const {
- if (dirty) {
- transform = glm::translate(position) * rotation;
- dirty = false;
- }
- return transform;
+void Entity::Rotate(const glm::quat &delta) {
+ Rotation(rotation * glm::mat4_cast(delta));
}
-Ray Entity::Aim() const {
- Transform();
+glm::mat4 Entity::Transform(const Chunk::Pos &chunk_offset) const {
+ const glm::vec3 chunk_pos = (chunk - chunk_offset) * Chunk::Extent();
+ return glm::translate(position + chunk_pos) * rotation;
+}
+
+Ray Entity::Aim(const Chunk::Pos &chunk_offset) const {
+ glm::mat4 transform = Transform(chunk_offset);
glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 1.0f, 1.0f);
from /= from.w;
glm::vec4 to = transform * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
void Entity::Update(int dt) {
Move(velocity * float(dt));
+ Rotate(angular_velocity * float(dt));
+}
+
+
+void Entity::Draw() {
+ model.Draw();
}
}