#include "Chunk.hpp"
#include "EntityState.hpp"
-#include "../model/CompositeInstance.hpp"
-#include "../model/geometry.hpp"
+#include "../geometry/primitive.hpp"
+#include "../model/Instance.hpp"
#include <cstdint>
#include <string>
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; }
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; }
+ 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; }
- 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();
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; }
-
- const glm::quat &Orientation() const noexcept { return state.orient; }
+ /// orientation of local coordinate system
void Orientation(const glm::quat &o) noexcept { state.orient = o; }
+ const glm::quat &Orientation() const noexcept { return state.orient; }
- glm::mat4 Transform(const glm::ivec3 &reference) const noexcept {
- return state.Transform(reference);
- }
- Ray Aim(const Chunk::Pos &chunk_offset) const noexcept;
+ /// 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
+ const glm::mat4 Transform() const noexcept { return model_transform; }
+ /// 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 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 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; }
- EntityState &GetState() noexcept { return state; }
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 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;
+
+private:
+ EntityController *ctrl;
+ Instance model;
std::uint32_t id;
std::string name;
AABB bounds;
+ float radius;
EntityState state;
+ /// 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 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;
+ float max_force;
+
int ref_count;
bool world_collision;
bool dead;
+ bool owns_controller;
+
};
}