class Situation {
+public:
+ struct State {
+ // position
+ glm::dvec3 pos;
+ // velocity
+ glm::dvec3 vel;
+ // face direction, normalized
+ glm::dvec3 dir;
+ State(
+ const glm::dvec3 &pos = glm::dvec3(0.0),
+ const glm::dvec3 &vel = glm::dvec3(0.0),
+ const glm::dvec3 &dir = glm::dvec3(0.0, 0.0, -1.0))
+ : pos(pos), vel(vel), dir(dir) { }
+ };
+ struct Derivative {
+ // velocity
+ glm::dvec3 vel;
+ // acceleration
+ glm::dvec3 acc;
+ // orientation adjust
+ glm::dvec3 turn;
+ Derivative(
+ const glm::dvec3 &vel = glm::dvec3(0.0),
+ const glm::dvec3 &acc = glm::dvec3(0.0),
+ const glm::dvec3 &turn = glm::dvec3(0.0))
+ : vel(vel), acc(acc), turn(turn) { }
+ };
+
public:
Situation();
~Situation();
world::Planet &GetPlanet() const noexcept { return *planet; }
bool OnSurface() const noexcept;
int Surface() const noexcept { return surface; }
- const glm::dvec3 &Position() const noexcept { return position; }
+ const glm::dvec3 &Position() const noexcept { return state.pos; }
+ bool OnTile() const noexcept;
+ glm::ivec2 SurfacePosition() const noexcept;
world::Tile &GetTile() const noexcept;
const world::TileType &GetTileType() const noexcept;
+ void SetState(const State &s) noexcept { state = s; }
+ const State &GetState() const noexcept { return state; }
+
+ const glm::dvec3 &Velocity() const noexcept { return state.vel; }
+ bool Moving() const noexcept { return glm::length2(state.vel) < 0.00000001; }
void Move(const glm::dvec3 &dp) noexcept;
+
+ const glm::dvec3 &Heading() const noexcept { return state.dir; }
+
void SetPlanetSurface(world::Planet &, int srf, const glm::dvec3 &pos) noexcept;
public:
world::Planet *planet;
- glm::dvec3 position;
+ State state;
int surface;
enum {
LOST,