#include "Entity.hpp"
+#include "EntityController.hpp"
+#include "EntityDerivative.hpp"
#include "EntityState.hpp"
+#include "Player.hpp"
#include "World.hpp"
#include "ChunkIndex.hpp"
#include "EntityCollision.hpp"
#include "WorldCollision.hpp"
#include "../app/Assets.hpp"
+#include "../geometry/const.hpp"
+#include "../geometry/distance.hpp"
#include "../graphics/Format.hpp"
#include "../graphics/Viewport.hpp"
#include <algorithm>
#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/rotate_vector.hpp>
#include <glm/gtx/transform.hpp>
namespace blank {
Entity::Entity() noexcept
-: model()
+: ctrl(nullptr)
+, model()
, id(-1)
, name("anonymous")
, bounds()
, state()
+, heading(0.0f, 0.0f, -1.0f)
+, max_vel(5.0f)
+, max_force(25.0f)
, ref_count(0)
, world_collision(false)
-, dead(false) {
+, dead(false)
+, owns_controller(false) {
}
+Entity::~Entity() noexcept {
+ UnsetController();
+}
+
+Entity::Entity(const Entity &other) noexcept
+: ctrl(other.ctrl)
+, model(other.model)
+, id(-1)
+, 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)
+, world_collision(other.world_collision)
+, dead(other.dead)
+, owns_controller(false) {
+
+}
+
+void Entity::SetController(EntityController *c) noexcept {
+ UnsetController();
+ ctrl = c;
+ owns_controller = true;
+}
+
+void Entity::SetController(EntityController &c) noexcept {
+ UnsetController();
+ ctrl = &c;
+ owns_controller = false;
+}
+
+void Entity::UnsetController() noexcept {
+ if (ctrl && owns_controller) {
+ delete ctrl;
+ }
+ ctrl = nullptr;
+}
+
+glm::vec3 Entity::ControlForce(const EntityState &s) const noexcept {
+ if (HasController()) {
+ return GetController().ControlForce(*this, s);
+ } else {
+ return -s.velocity;
+ }
+}
void Entity::Position(const glm::ivec3 &c, const glm::vec3 &b) noexcept {
state.chunk_pos = c;
state.AdjustPosition();
}
+void Entity::TurnHead(float dp, float dy) noexcept {
+ SetHead(state.pitch + dp, state.yaw + dy);
+}
+
+void Entity::SetHead(float p, float y) noexcept {
+ state.pitch = p;
+ state.yaw = y;
+}
+
+glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept {
+ return glm::translate(glm::vec3((state.chunk_pos - reference) * Chunk::Extent())) * model_transform;
+}
+
+glm::mat4 Entity::ViewTransform(const glm::ivec3 &reference) const noexcept {
+ return Transform(reference) * view_transform;
+}
+
Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept {
- glm::mat4 transform = Transform(chunk_offset);
- glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
- from /= from.w;
- glm::vec4 to = transform * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
- to /= to.w;
- return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) };
+ glm::mat4 transform = ViewTransform(chunk_offset);
+ return Ray{ glm::vec3(transform[3]), -glm::vec3(transform[2]) };
}
-namespace {
+void Entity::Update(float dt) {
+ UpdateTransforms();
+ UpdateHeading();
+ if (HasController()) {
+ GetController().Update(*this, dt);
+ }
+ UpdateModel(dt);
+}
-glm::quat delta_rot(const glm::vec3 &av, float dt) {
- glm::vec3 half(av * dt * 0.5f);
- float mag = length(half);
- if (mag > 0.0f) {
- float smag = std::sin(mag) / mag;
- return glm::quat(std::cos(mag), half * smag);
+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_transform = model.EyesTransform();
} else {
- return glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
+ view_transform = toMat4(glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f)));
}
}
+void Entity::UpdateHeading() noexcept {
+ speed = length(Velocity());
+ if (speed > std::numeric_limits<float>::epsilon()) {
+ heading = Velocity() / speed;
+ } else {
+ speed = 0.0f;
+ // use -Z (forward axis) of model transform (our "chest")
+ heading = -glm::vec3(model_transform[2]);
+ }
}
-void Entity::Update(int dt) noexcept {
- state.Update(dt);
+void Entity::UpdateModel(float dt) noexcept {
+ // first, sanitize the pitch and yaw fields of state (our input)
+ // those indicate the head orientation in the entity's local cosystem
+ state.AdjustHeading();
+ // TODO: this flickers horrible and also shouldn't be based on velocity, but on control force
+ //OrientBody(dt);
+ OrientHead(dt);
+}
+
+void Entity::OrientBody(float dt) noexcept {
+ // maximum body rotation per second (due to velocity orientation) (90°)
+ constexpr float max_body_turn_per_second = PI_0p5;
+ const float max_body_turn = max_body_turn_per_second * dt;
+ // minimum speed to apply body correction
+ constexpr float min_speed = 0.0625f;
+ // use local Y as up
+ const glm::vec3 up(model_transform[1]);
+ if (speed > min_speed) {
+ // check if our orientation and velocity are aligned
+ const glm::vec3 forward(-model_transform[2]);
+ // facing is local -Z rotated about local Y by yaw and transformed into world space
+ const glm::vec3 facing(normalize(glm::vec3(glm::vec4(rotateY(glm::vec3(0.0f, 0.0f, -1.0f), state.yaw), 0.0f) * transpose(model_transform))));
+ // only adjust if velocity isn't almost parallel to up
+ float vel_dot_up = dot(Velocity(), up);
+ if (std::abs(1.0f - std::abs(vel_dot_up)) > std::numeric_limits<float>::epsilon()) {
+ // get direction of velocity projected onto model plane
+ glm::vec3 direction(normalize(Velocity() - (Velocity() * vel_dot_up)));
+ // if velocity points away from our facing (with a little bias), flip it around
+ // (the entity is "walking backwards")
+ if (dot(facing, direction) < -0.1f) {
+ direction = -direction;
+ }
+ // calculate the difference between forward and direction
+ const float absolute_difference = std::acos(dot(forward, direction));
+ // if direction is clockwise with respect to up vector, invert the angle
+ const float relative_difference = dot(cross(forward, direction), up) < 0.0f
+ ? -absolute_difference
+ : absolute_difference;
+ // only correct by half the difference max
+ const float correction = glm::clamp(relative_difference * 0.5f, -max_body_turn, max_body_turn);
+ if (ID() == 1) {
+ std::cout << "orientation before: " << state.orient << std::endl;
+ std::cout << "up: " << up << std::endl;
+ std::cout << "forward: " << forward << std::endl;
+ std::cout << "facing: " << facing << std::endl;
+ std::cout << "direction: " << direction << std::endl;
+ std::cout << "difference: " << glm::degrees(relative_difference) << "°" << std::endl;
+ std::cout << "correction: " << glm::degrees(correction) << "°" << std::endl;
+ std::cout << std::endl;
+ }
+ // now rotate body by correction and head by -correction
+ state.orient = rotate(state.orient, correction, up);
+ state.yaw -= correction;
+ }
+ }
+}
+
+void Entity::OrientHead(float dt) noexcept {
+ // maximum yaw of head (90°)
+ constexpr float max_head_yaw = PI_0p5;
+ // use local Y as up
+ const glm::vec3 up(model_transform[1]);
+ // if yaw is bigger than max, rotate the body to accomodate
+ if (std::abs(state.yaw) > max_head_yaw) {
+ float deviation = state.yaw < 0.0f ? state.yaw + max_head_yaw : state.yaw - max_head_yaw;
+ // rotate the entity by deviation about local Y
+ state.orient = rotate(state.orient, deviation, up);
+ // and remove from head yaw
+ state.yaw -= deviation;
+ // shouldn't be necessary if max_head_yaw is < PI, but just to be sure :p
+ state.AdjustHeading();
+ }
+ // update model if any
+ if (model) {
+ model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f));
+ }
+}
+
+
+EntityController::~EntityController() {
+
+}
+
+bool EntityController::MaxOutForce(
+ glm::vec3 &out,
+ const glm::vec3 &add,
+ float max
+) noexcept {
+ if (iszero(add) || any(isnan(add))) {
+ return false;
+ }
+ float current = iszero(out) ? 0.0f : length(out);
+ float remain = max - current;
+ if (remain <= 0.0f) {
+ return true;
+ }
+ float additional = length(add);
+ if (additional > remain) {
+ out += normalize(add) * remain;
+ return true;
+ } else {
+ out += add;
+ return false;
+ }
}
, block_pos(0.0f)
, velocity(0.0f)
, orient(1.0f, 0.0f, 0.0f, 0.0f)
-, ang_vel(0.0f) {
-
-}
+, pitch(0.0f)
+, yaw(0.0f) {
-void EntityState::Update(int dt) noexcept {
- float fdt = float(dt);
- block_pos += velocity * fdt;
- orient = delta_rot(ang_vel, fdt) * orient;
- AdjustPosition();
}
void EntityState::AdjustPosition() noexcept {
}
}
+void EntityState::AdjustHeading() noexcept {
+ pitch = glm::clamp(pitch, -PI_0p5, PI_0p5);
+ while (yaw > PI) {
+ yaw -= PI_2p0;
+ }
+ while (yaw < -PI) {
+ yaw += PI_2p0;
+ }
+}
+
glm::mat4 EntityState::Transform(const glm::ivec3 &reference) const noexcept {
const glm::vec3 translation = RelativePosition(reference);
glm::mat4 transform(toMat4(orient));
- transform[3].x = translation.x;
- transform[3].y = translation.y;
- transform[3].z = translation.z;
+ transform[3] = glm::vec4(translation, 1.0f);
return transform;
}
+Player::Player(Entity &e, ChunkIndex &c)
+: entity(e)
+, chunks(c)
+, inv_slot(0) {
+
+}
+
+Player::~Player() {
+
+}
+
+bool Player::SuitableSpawn(BlockLookup &spawn_block) const noexcept {
+ if (!spawn_block || spawn_block.GetType().collide_block) {
+ return false;
+ }
+
+ BlockLookup head_block(spawn_block.Next(Block::FACE_UP));
+ if (!head_block || head_block.GetType().collide_block) {
+ return false;
+ }
+
+ return true;
+}
+
+void Player::Update(int dt) {
+ chunks.Rebase(entity.ChunkCoords());
+}
+
+
World::World(const BlockTypeRegistry &types, const Config &config)
: config(config)
, block_type(types)
, chunks(types)
-// TODO: set spawn base and extent from config
-, spawn_index(chunks.MakeIndex(Chunk::Pos(0, 0, 0), 3))
, players()
, entities()
, light_direction(config.light_direction)
}
World::~World() {
- chunks.UnregisterIndex(spawn_index);
+
}
-Player World::AddPlayer(const std::string &name) {
+Player *World::AddPlayer(const std::string &name) {
for (Player &p : players) {
- if (p.entity->Name() == name) {
- return { nullptr, nullptr };
+ if (p.Name() == name) {
+ return nullptr;
}
}
Entity &entity = AddEntity();
entity.Name(name);
- // TODO: load from save file here
- entity.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+ entity.Bounds({ { -0.4f, -0.9f, -0.4f }, { 0.4f, 0.9f, 0.4f } });
entity.WorldCollidable(true);
- entity.Position(config.spawn);
- ChunkIndex *index = &chunks.MakeIndex(entity.ChunkCoords(), 6);
- players.emplace_back(&entity, index);
- return players.back();
+ ChunkIndex &index = chunks.MakeIndex(entity.ChunkCoords(), 6);
+ players.emplace_back(entity, index);
+ return &players.back();
}
-Player World::AddPlayer(const std::string &name, std::uint32_t id) {
+Player *World::AddPlayer(const std::string &name, std::uint32_t id) {
for (Player &p : players) {
- if (p.entity->Name() == name) {
- return { nullptr, nullptr };
+ if (p.Name() == name) {
+ return nullptr;
}
}
Entity *entity = AddEntity(id);
if (!entity) {
- return { nullptr, nullptr };
+ return nullptr;
}
entity->Name(name);
- // TODO: load from save file here
- entity->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } });
+ entity->Bounds({ { -0.4f, -0.9f, -0.4f }, { 0.4f, 0.9f, 0.4f } });
entity->WorldCollidable(true);
- entity->Position(config.spawn);
- ChunkIndex *index = &chunks.MakeIndex(entity->ChunkCoords(), 6);
- players.emplace_back(entity, index);
- return players.back();
+ ChunkIndex &index = chunks.MakeIndex(entity->ChunkCoords(), 6);
+ players.emplace_back(*entity, index);
+ return &players.back();
}
Entity &World::AddEntity() {
return coll.entity;
}
-bool World::Intersection(const Entity &e, std::vector<WorldCollision> &col) {
+bool World::Intersection(const Entity &e, const EntityState &s, std::vector<WorldCollision> &col) {
AABB box = e.Bounds();
- Chunk::Pos reference = e.ChunkCoords();
- glm::mat4 M = e.Transform(reference);
+ 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() - e.ChunkCoords()) > 1) {
+ if (manhattan_radius(cur_chunk.Position() - reference) > 1) {
// chunk is not one of the 3x3x3 surrounding the entity
// since there's no entity which can extent over 16 blocks, they can be skipped
continue;
return any;
}
-
-namespace {
-
-std::vector<WorldCollision> col;
-
-}
-
void World::Update(int dt) {
+ float fdt(dt * 0.001f);
for (Entity &entity : entities) {
- entity.Update(dt);
+ Update(entity, fdt);
}
for (Entity &entity : entities) {
- col.clear();
- if (entity.WorldCollidable() && Intersection(entity, col)) {
- // entity collides with the world
- Resolve(entity, col);
- }
+ entity.Update(fdt);
}
for (Player &player : players) {
- player.chunks->Rebase(player.entity->ChunkCoords());
+ player.Update(dt);
}
for (auto iter = entities.begin(), end = entities.end(); iter != end;) {
if (iter->CanRemove()) {
}
}
-void World::Resolve(Entity &e, std::vector<WorldCollision> &col) {
- // determine displacement for each cardinal axis and move entity accordingly
- glm::vec3 min_disp(0.0f);
- glm::vec3 max_disp(0.0f);
- for (const WorldCollision &c : col) {
- if (!c.Blocks()) continue;
- glm::vec3 local_disp(c.normal * c.depth);
- // swap if neccessary (normal may point away from the entity)
- if (dot(c.normal, e.Position() - c.BlockCoords()) < 0) {
- local_disp *= -1;
+void World::Update(Entity &entity, float dt) {
+ EntityState state(entity.GetState());
+
+ EntityDerivative a(CalculateStep(entity, state, 0.0f, EntityDerivative()));
+ EntityDerivative b(CalculateStep(entity, state, dt * 0.5f, a));
+ EntityDerivative c(CalculateStep(entity, state, dt * 0.5f, b));
+ EntityDerivative d(CalculateStep(entity, state, dt, c));
+
+ EntityDerivative f;
+ constexpr float sixth = 1.0f / 6.0f;
+ f.position = sixth * ((a.position + 2.0f * (b.position + c.position)) + d.position);
+ f.velocity = sixth * ((a.velocity + 2.0f * (b.velocity + c.velocity)) + d.velocity);
+
+ state.block_pos += f.position * dt;
+ state.velocity += f.velocity * dt;
+ state.AdjustPosition();
+
+ entity.SetState(state);
+}
+
+EntityDerivative World::CalculateStep(
+ const Entity &entity,
+ const EntityState &cur,
+ float dt,
+ const EntityDerivative &delta
+) {
+ EntityState next(cur);
+ next.block_pos += delta.position * dt;
+ next.velocity += delta.velocity * dt;
+ next.AdjustPosition();
+
+ if (dot(next.velocity, next.velocity) > entity.MaxVelocity() * entity.MaxVelocity()) {
+ next.velocity = normalize(next.velocity) * entity.MaxVelocity();
+ }
+
+ EntityDerivative out;
+ out.position = next.velocity;
+ out.velocity = CalculateForce(entity, next); // by mass = 1kg
+ return out;
+}
+
+glm::vec3 World::CalculateForce(
+ const Entity &entity,
+ const EntityState &state
+) {
+ glm::vec3 force(ControlForce(entity, state) + CollisionForce(entity, state) + Gravity(entity, state));
+ if (dot(force, force) > entity.MaxControlForce() * entity.MaxControlForce()) {
+ return normalize(force) * entity.MaxControlForce();
+ } else {
+ return force;
+ }
+}
+
+glm::vec3 World::ControlForce(
+ const Entity &entity,
+ const EntityState &state
+) {
+ return entity.ControlForce(state);
+}
+
+namespace {
+
+std::vector<WorldCollision> col;
+
+}
+
+glm::vec3 World::CollisionForce(
+ const Entity &entity,
+ const EntityState &state
+) {
+ col.clear();
+ if (entity.WorldCollidable() && Intersection(entity, state, col)) {
+ // determine displacement for each cardinal axis and move entity accordingly
+ glm::vec3 min_pen(0.0f);
+ glm::vec3 max_pen(0.0f);
+ for (const WorldCollision &c : col) {
+ if (!c.Blocks()) continue;
+ glm::vec3 local_pen(c.normal * c.depth);
+ // swap if neccessary (normal may point away from the entity)
+ if (dot(c.normal, state.RelativePosition(c.ChunkPos()) - c.BlockCoords()) > 0) {
+ local_pen *= -1;
+ }
+ min_pen = min(min_pen, local_pen);
+ max_pen = max(max_pen, local_pen);
}
- min_disp = min(min_disp, local_disp);
- max_disp = max(max_disp, local_disp);
- }
- // for each axis
- // if only one direction is set, use that as the final
- // if both directions are set, use average
- glm::vec3 final_disp(0.0f);
- for (int axis = 0; axis < 3; ++axis) {
- if (std::abs(min_disp[axis]) > std::numeric_limits<float>::epsilon()) {
- if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
- final_disp[axis] = (min_disp[axis] + max_disp[axis]) * 0.5f;
+ glm::vec3 correction(0.0f);
+ // only apply correction for axes where penetration is only in one direction
+ for (std::size_t i = 0; i < 3; ++i) {
+ if (min_pen[i] < -std::numeric_limits<float>::epsilon()) {
+ if (max_pen[i] < std::numeric_limits<float>::epsilon()) {
+ correction[i] = -min_pen[i];
+ }
} else {
- final_disp[axis] = min_disp[axis];
+ correction[i] = -max_pen[i];
}
- } else if (std::abs(max_disp[axis]) > std::numeric_limits<float>::epsilon()) {
- final_disp[axis] = max_disp[axis];
}
+ // correction may be zero in which case normalize() returns NaNs
+ if (dot(correction, correction) < std::numeric_limits<float>::epsilon()) {
+ return glm::vec3(0.0f);
+ }
+ glm::vec3 normal(normalize(correction));
+ glm::vec3 normal_velocity(normal * dot(state.velocity, normal));
+ // apply force proportional to penetration
+ // use velocity projected onto normal as damper
+ constexpr float k = 1000.0f; // spring constant
+ constexpr float b = 10.0f; // damper constant
+ const glm::vec3 x(-correction); // endpoint displacement from equilibrium in m
+ const glm::vec3 v(normal_velocity); // relative velocity between endpoints in m/s
+ return (((-k) * x) - (b * v)); // times 1kg/s, in kg*m/s²
+ } else {
+ return glm::vec3(0.0f);
}
- e.Position(e.Position() + final_disp);
+}
+
+glm::vec3 World::Gravity(
+ const Entity &entity,
+ const EntityState &state
+) {
+ return glm::vec3(0.0f);
}
World::EntityHandle World::RemoveEntity(EntityHandle &eh) {
// check for player
for (auto player = players.begin(), end = players.end(); player != end;) {
- if (player->entity == &*eh) {
- chunks.UnregisterIndex(*player->chunks);
+ if (&player->GetEntity() == &*eh) {
+ chunks.UnregisterIndex(player->GetChunks());
player = players.erase(player);
end = players.end();
} else {
void World::Render(Viewport &viewport) {
DirectionalLighting &entity_prog = viewport.EntityProgram();
- entity_prog.SetLightDirection(light_direction);
entity_prog.SetFogDensity(fog_density);
+ glm::vec3 light_dir;
+ glm::vec3 light_col;
+ glm::vec3 ambient_col;
for (Entity &entity : entities) {
- entity.Render(entity.Transform(players[0].entity->ChunkCoords()), entity_prog);
+ glm::mat4 M(entity.Transform(players.front().GetEntity().ChunkCoords()));
+ if (!CullTest(entity.Bounds(), entity_prog.GetVP() * M)) {
+ GetLight(entity, light_dir, light_col, ambient_col);
+ entity_prog.SetLightDirection(light_dir);
+ entity_prog.SetLightColor(light_col);
+ entity_prog.SetAmbientColor(ambient_col);
+ entity.Render(M, entity_prog);
+ }
+ }
+}
+
+// this should interpolate based on the fractional part of entity's block position
+void World::GetLight(
+ const Entity &e,
+ glm::vec3 &dir,
+ glm::vec3 &col,
+ glm::vec3 &amb
+) {
+ Chunk *chunk = chunks.Get(e.ChunkCoords());
+ if (!chunk) {
+ // chunk unavailable, so make it really dark and from
+ // some arbitrary direction
+ dir = glm::vec3(1.0f, 2.0f, 3.0f);
+ col = glm::vec3(0.025f); // ~0.8^15
+ return;
+ }
+ glm::ivec3 base(e.Position());
+ int base_light = chunk->GetLight(base);
+ int max_light = 0;
+ int min_light = 15;
+ glm::ivec3 acc(0, 0, 0);
+ for (glm::ivec3 offset(-1, -1, -1); offset.z < 2; ++offset.z) {
+ for (offset.y = -1; offset.y < 2; ++offset.y) {
+ for (offset.x = -1; offset.x < 2; ++offset.x) {
+ BlockLookup block(chunk, base + offset);
+ if (!block) {
+ // missing, just ignore it
+ continue;
+ }
+ // otherwise, accumulate the difference times direction
+ acc += offset * (base_light - block.GetLight());
+ max_light = std::max(max_light, block.GetLight());
+ min_light = std::min(min_light, block.GetLight());
+ }
+ }
+ }
+ dir = acc;
+ col = glm::vec3(std::pow(0.8f, 15 - max_light));
+ amb = glm::vec3(std::pow(0.8f, 15 - min_light));
+}
+
+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();
}
}