#include "Chunk.hpp"
#include "EntityState.hpp"
-#include "../model/CompositeInstance.hpp"
+#include "../model/Instance.hpp"
#include "../model/geometry.hpp"
#include <cstdint>
namespace blank {
class DirectionalLighting;
+class EntityController;
class Shape;
class Entity {
public:
Entity() noexcept;
-
- CompositeInstance &GetModel() noexcept { return model; }
- const CompositeInstance &GetModel() const noexcept { return model; }
+ ~Entity() noexcept;
+
+ // note that when copying an entity which owns its controller, the
+ // original must outlive the copy, otherwise the copy ends up with
+ // an invalid controller pointer
+ Entity(const Entity &) noexcept;
+ Entity &operator =(const Entity &) = delete;
+
+ bool HasController() const noexcept { return ctrl; }
+ // entity takes over ownership of controller
+ void SetController(EntityController *c) noexcept;
+ // entity uses shared controller
+ void SetController(EntityController &c) noexcept;
+ void UnsetController() noexcept;
+ EntityController &GetController() noexcept { return *ctrl; }
+ const EntityController &GetController() const noexcept { return *ctrl; }
+
+ Instance &GetModel() noexcept { return model; }
+ const Instance &GetModel() const noexcept { return model; }
std::uint32_t ID() const noexcept { return id; }
void ID(std::uint32_t i) noexcept { id = i; }
bool WorldCollidable() const noexcept { return world_collision; }
void WorldCollidable(bool b) noexcept { world_collision = b; }
+ float MaxVelocity() const noexcept { return max_vel; }
+ void MaxVelocity(float v) noexcept { max_vel = v; }
+ float MaxControlForce() const noexcept { return max_force; }
+ void MaxControlForce(float f) noexcept { max_force = f; }
+
+ glm::vec3 ControlForce(const EntityState &) const noexcept;
+
const glm::vec3 &Velocity() const noexcept { return state.velocity; }
void Velocity(const glm::vec3 &v) noexcept { state.velocity = v; }
+ bool Moving() const noexcept {
+ return dot(Velocity(), Velocity()) > std::numeric_limits<float>::epsilon();
+ }
+
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;
return state.Diff(other.state);
}
- /// direction is rotation axis, magnitude is speed in rad/ms
- const glm::vec3 &AngularVelocity() const noexcept { return state.ang_vel; }
- void AngularVelocity(const glm::vec3 &v) noexcept { state.ang_vel = v; }
-
+ /// orientation of local coordinate system
const glm::quat &Orientation() const noexcept { return state.orient; }
void Orientation(const glm::quat &o) noexcept { state.orient = o; }
- glm::mat4 Transform(const glm::ivec3 &reference) const noexcept {
- return state.Transform(reference);
- }
+ /// orientation of head within local coordinate system, in radians
+ float Pitch() const noexcept { return state.pitch; }
+ float Yaw() const noexcept { return state.yaw; }
+ void TurnHead(float delta_pitch, float delta_yaw) noexcept;
+ void SetHead(float pitch, float yaw) noexcept;
+
+ /// get a transform for this entity's coordinate space
+ glm::mat4 Transform(const glm::ivec3 &reference) const noexcept;
+ /// get a transform for this entity's view space
+ glm::mat4 ViewTransform(const glm::ivec3 &reference) const noexcept;
+ /// get a ray in entity's face direction originating from center of vision
Ray Aim(const Chunk::Pos &chunk_offset) const noexcept;
- void SetState(const EntityState &s) noexcept { state = s; }
- EntityState &GetState() noexcept { return state; }
+ void SetState(const EntityState &s) noexcept { state = s; UpdateModel(); }
const EntityState &GetState() const noexcept { return state; }
void Ref() noexcept { ++ref_count; }
bool Dead() const noexcept { return dead; }
bool CanRemove() const noexcept { return dead && ref_count <= 0; }
- void Update(int dt) noexcept;
+ void Update(float dt);
void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept {
if (model) model.Render(M, prog);
}
private:
- CompositeInstance model;
+ void UpdateModel() noexcept;
+
+private:
+ EntityController *ctrl;
+ Instance model;
std::uint32_t id;
std::string name;
AABB bounds;
EntityState state;
+ // TODO: I'd prefer a drag solution
+ float max_vel;
+ float max_force;
+
int ref_count;
bool world_collision;
bool dead;
+ bool owns_controller;
+
};
}