#define BLANK_WORLD_ENTITY_HPP_
#include "Chunk.hpp"
+#include "EntityDerivative.hpp"
#include "EntityState.hpp"
+#include "Steering.hpp"
+#include "../geometry/primitive.hpp"
+#include "../graphics/glm.hpp"
#include "../model/Instance.hpp"
-#include "../model/geometry.hpp"
#include <cstdint>
#include <string>
-#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
class DirectionalLighting;
class EntityController;
class Shape;
+class World;
class Entity {
Entity(const Entity &) noexcept;
Entity &operator =(const Entity &) = delete;
+ Steering &GetSteering() noexcept { return steering; }
+ const Steering &GetSteering() const noexcept { return steering; }
+
bool HasController() const noexcept { return ctrl; }
// entity takes over ownership of controller
void SetController(EntityController *c) noexcept;
void Name(const std::string &n) { name = n; }
const AABB &Bounds() const noexcept { return bounds; }
- void Bounds(const AABB &b) noexcept { bounds = b; }
+ // get distance between local origin and farthest vertex
+ float Radius() const noexcept { return radius; }
+ void Bounds(const AABB &b) noexcept { bounds = b; radius = b.OriginRadius(); }
bool WorldCollidable() const noexcept { return world_collision; }
void WorldCollidable(bool b) noexcept { world_collision = b; }
const glm::vec3 &Velocity() const noexcept { return state.velocity; }
- 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;
+ const ExactLocation::Fine &Position() const noexcept { return state.pos.block; }
+ void Position(const ExactLocation::Coarse &, const ExactLocation::Fine &) noexcept;
+ void Position(const ExactLocation::Fine &) noexcept;
- const glm::ivec3 ChunkCoords() const noexcept { return state.chunk_pos; }
+ const glm::ivec3 ChunkCoords() const noexcept { return state.pos.chunk; }
glm::vec3 AbsolutePosition() const noexcept {
return state.AbsolutePosition();
}
/// orientation of local coordinate system
+ void Orientation(const glm::quat &o) noexcept { state.orient = o; }
const glm::quat &Orientation() const noexcept { return state.orient; }
/// orientation of head within local coordinate system, in radians
void SetHead(float pitch, float yaw) noexcept;
/// get a transform for this entity's coordinate space
+ const glm::mat4 &Transform() const noexcept { return model_transform; }
+ /// get the entity's local up vector
+ const glm::vec4 &Up() const noexcept { return model_transform[1]; }
+ /// get a transform for this entity's coordinate space relative to reference chunk
glm::mat4 Transform(const glm::ivec3 &reference) const noexcept;
- /// get a transform for this entity's view space
+ /// get a transform for this entity's view space relative to reference chunk
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;
+ Ray Aim(const ExactLocation::Coarse &chunk_offset) const noexcept;
+ /// true if this entity's position will change (significantly) the next update
+ bool Moving() const noexcept { return speed > 0.0f; }
+ /// magnitude of velocity
+ float Speed() const noexcept { return speed; }
+ /// normalized velocity or heading if standing still
const glm::vec3 &Heading() const noexcept { return heading; }
- void SetState(const EntityState &s) noexcept { state = s; UpdateModel(); }
+ void SetState(const EntityState &s) noexcept { state = s; }
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(float dt);
+ void Update(World &, float dt);
void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept {
if (model) model.Render(M, prog);
}
private:
- void UpdateModel() noexcept;
- void UpdateView() noexcept;
+ void UpdatePhysics(World &, float dt);
+ void UpdateTransforms() noexcept;
void UpdateHeading() noexcept;
+ void UpdateModel(float dt) noexcept;
+public:
+ // temporarily made public so AI can use it until it's smoothed out to be suitable for players, too
+ void OrientBody(float dt) noexcept;
+private:
+ void OrientHead(float dt) noexcept;
+
+ EntityDerivative CalculateStep(
+ World &,
+ const EntityState &cur,
+ float dt,
+ const EntityDerivative &prev
+ ) const;
+
private:
+ Steering steering;
EntityController *ctrl;
Instance model;
std::string name;
AABB bounds;
+ float radius;
EntityState state;
- /// local transform of eyes
+ /// chunk to model space
+ glm::mat4 model_transform;
+ /// model to view space
/// if this entity has no model, the eyes are assumed to
- /// be at local origin and oriented towards -Z
- glm::mat4 view_local;
- /// normalized velocity or heading if standing still
+ /// be at origin and oriented towards pitch of model space
+ glm::mat4 view_transform;
+ float speed;
glm::vec3 heading;
// TODO: I'd prefer a drag solution
float max_vel;
+ // TODO: split max_force into (local) axes?
+ // e.g. players may want to disable vertical thrust under certain
+ // conditions (e.g. "walking" ^^)
float max_force;
int ref_count;