#include <cmath>
#include <iostream>
#include <limits>
+#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/io.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/transform.hpp>
, name(other.name)
, bounds(other.bounds)
, state(other.state)
+, model_transform(1.0f)
+, view_transform(1.0f)
+, speed(0.0f)
+, heading(0.0f, 0.0f, -1.0f)
, max_vel(other.max_vel)
, max_force(other.max_force)
, ref_count(0)
}
glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept {
- return state.Transform(reference);
+ return glm::translate(glm::vec3((state.chunk_pos - reference) * Chunk::Extent())) * model_transform;
}
glm::mat4 Entity::ViewTransform(const glm::ivec3 &reference) const noexcept {
- glm::mat4 transform = view_local;
- transform[3] += glm::vec4(state.RelativePosition(reference), 0.0f);
- return transform;
+ return Transform(reference) * view_transform;
}
Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept {
void Entity::UpdateModel() noexcept {
state.AdjustHeading();
+ state.orient = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f));
if (model) {
- Part::State &body_state = model.BodyState();
- Part::State &eyes_state = model.EyesState();
- if (&body_state != &eyes_state) {
- body_state.orientation = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f));
- eyes_state.orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f));
- } else {
- eyes_state.orientation = glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f));
- }
+ model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f));
}
}
void Entity::Update(float dt) {
- UpdateView();
+ UpdateTransforms();
UpdateHeading();
if (HasController()) {
GetController().Update(*this, dt);
}
}
-void Entity::UpdateView() noexcept {
- // create local transform
- view_local = Transform(ChunkCoords());
- // clear the translation part
- view_local[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
- // add the model's eyes translation, if any
+void Entity::UpdateTransforms() noexcept {
+ // model transform is the one given by current state
+ model_transform = state.Transform(state.chunk_pos);
+ // view transform is either the model's eyes transform or,
+ // should the entity have no model, the pitch (yaw already is
+ // in model transform)
if (model) {
- view_local *= model.EyesTransform();
+ view_transform = model.EyesTransform();
+ } else {
+ view_transform = glm::eulerAngleX(state.pitch);
}
}
void Entity::UpdateHeading() noexcept {
- if (Moving()) {
- heading = normalize(Velocity());
+ speed = length(Velocity());
+ if (speed > std::numeric_limits<float>::epsilon()) {
+ heading = Velocity() / speed;
} else {
+ speed = 0.0f;
// use -Z (forward axis) of local view transform
- heading = -glm::vec3(view_local[2]);
+ heading = -glm::vec3(view_transform[2]);
}
}
AABB box = e.Bounds();
Chunk::Pos reference = s.chunk_pos;
glm::mat4 M = s.Transform(reference);
+ return Intersection(box, M, reference, col);
+}
+
+bool World::Intersection(
+ const AABB &box,
+ const glm::mat4 &M,
+ const glm::ivec3 &reference,
+ std::vector<WorldCollision> &col
+) {
bool any = false;
for (Chunk &cur_chunk : chunks) {
if (manhattan_radius(cur_chunk.Position() - reference) > 1) {
return any;
}
-
void World::Update(int dt) {
float fdt(dt * 0.001f);
for (Entity &entity : entities) {
- entity.Update(fdt);
+ Update(entity, fdt);
}
for (Entity &entity : entities) {
- Update(entity, fdt);
+ entity.Update(fdt);
}
for (Player &player : players) {
player.Update(dt);
entity_prog.SetFogDensity(fog_density);
for (Entity &entity : entities) {
- entity.Render(entity.Transform(players.front().GetEntity().ChunkCoords()), entity_prog);
+ glm::mat4 M(entity.Transform(players.front().GetEntity().ChunkCoords()));
+ if (!CullTest(entity.Bounds(), entity_prog.GetVP() * M)) {
+ entity.Render(M, entity_prog);
+ }
+ }
+}
+
+namespace {
+
+PrimitiveMesh::Buffer debug_buf;
+
+}
+
+void World::RenderDebug(Viewport &viewport) {
+ PrimitiveMesh debug_mesh;
+ PlainColor &prog = viewport.WorldColorProgram();
+ for (const Entity &entity : entities) {
+ debug_buf.OutlineBox(entity.Bounds(), glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
+ debug_mesh.Update(debug_buf);
+ prog.SetM(entity.Transform(players.front().GetEntity().ChunkCoords()));
+ debug_mesh.DrawLines();
}
}