]> git.localhorst.tv Git - blank.git/blobdiff - src/world/world.cpp
use yaw as entity's orientation
[blank.git] / src / world / world.cpp
index ffd30c00e48d4393a9ded247cafb219194cf8050..08ee294fca5e5a8b72351be8bb3ff3e3e40abdd2 100644 (file)
@@ -16,6 +16,7 @@
 #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>
@@ -51,6 +52,10 @@ Entity::Entity(const Entity &other) noexcept
 , 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)
@@ -109,13 +114,11 @@ void Entity::SetHead(float p, float y) noexcept {
 }
 
 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 {
@@ -125,34 +128,30 @@ 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);
        }
 }
 
@@ -163,7 +162,7 @@ void Entity::UpdateHeading() noexcept {
        } else {
                speed = 0.0f;
                // use -Z (forward axis) of local view transform
-               heading = -glm::vec3(view_local[2]);
+               heading = -glm::vec3(view_transform[2]);
        }
 }
 
@@ -502,10 +501,10 @@ bool World::Intersection(
 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);
@@ -661,7 +660,27 @@ void World::Render(Viewport &viewport) {
        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();
        }
 }