#include "Chunk.hpp"
#include "EntityState.hpp"
-#include "../model/CompositeInstance.hpp"
+#include "../model/Instance.hpp"
#include "../model/geometry.hpp"
#include <cstdint>
namespace blank {
class DirectionalLighting;
+struct EntityDerivative;
class Shape;
class Entity {
public:
Entity() noexcept;
- CompositeInstance &GetModel() noexcept { return model; }
- const CompositeInstance &GetModel() const noexcept { return model; }
+ 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; }
bool WorldCollidable() const noexcept { return world_collision; }
void WorldCollidable(bool b) noexcept { world_collision = b; }
+ const glm::vec3 &TargetVelocity() const noexcept { return tgt_vel; }
+ void TargetVelocity(const glm::vec3 &v) noexcept { tgt_vel = v; }
+
const glm::vec3 &Velocity() const noexcept { return state.velocity; }
void Velocity(const glm::vec3 &v) noexcept { state.velocity = v; }
}
private:
- CompositeInstance model;
+ EntityDerivative CalculateStep(
+ const EntityState &cur,
+ float dt,
+ const EntityDerivative &prev
+ ) const noexcept;
+ glm::vec3 ControlForce(const EntityState &) const noexcept;
+
+private:
+ Instance model;
std::uint32_t id;
std::string name;
AABB bounds;
EntityState state;
+ glm::vec3 tgt_vel;
int ref_count;