]> git.localhorst.tv Git - blank.git/blobdiff - src/world/world.cpp
treat head pitch and yaw as entity state
[blank.git] / src / world / world.cpp
index 18853914b5536aa4427751af9270ffd59a25db17..a852038664a05410292a2e7bdd58ecfb0183f2de 100644 (file)
@@ -45,6 +45,17 @@ void Entity::Position(const glm::vec3 &pos) noexcept {
        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;
+       // TODO: I feel like this could be delayed
+       UpdateModel();
+}
+
 glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept {
        return state.Transform(reference);
 }
@@ -66,12 +77,28 @@ Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept {
        return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) };
 }
 
+void Entity::UpdateModel() noexcept {
+       state.AdjustHeading();
+       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));
+               }
+       }
+}
+
 
 EntityState::EntityState()
 : chunk_pos(0)
 , block_pos(0.0f)
 , velocity(0.0f)
-, orient(1.0f, 0.0f, 0.0f, 0.0f) {
+, orient(1.0f, 0.0f, 0.0f, 0.0f)
+, pitch(0.0f)
+, yaw(0.0f) {
 
 }
 
@@ -102,6 +129,21 @@ void EntityState::AdjustPosition() noexcept {
        }
 }
 
+void EntityState::AdjustHeading() noexcept {
+       while (pitch > PI / 2) {
+               pitch = PI / 2;
+       }
+       while (pitch < -PI / 2) {
+               pitch = -PI / 2;
+       }
+       while (yaw > PI) {
+               yaw -= PI * 2;
+       }
+       while (yaw < -PI) {
+               yaw += PI * 2;
+       }
+}
+
 glm::mat4 EntityState::Transform(const glm::ivec3 &reference) const noexcept {
        const glm::vec3 translation = RelativePosition(reference);
        glm::mat4 transform(toMat4(orient));
@@ -165,7 +207,7 @@ Player *World::AddPlayer(const std::string &name) {
        }
        Entity &entity = AddEntity();
        entity.Name(name);
-       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);
        ChunkIndex &index = chunks.MakeIndex(entity.ChunkCoords(), 6);
        players.emplace_back(entity, index);
@@ -183,7 +225,7 @@ Player *World::AddPlayer(const std::string &name, std::uint32_t id) {
                return nullptr;
        }
        entity->Name(name);
-       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);
        ChunkIndex &index = chunks.MakeIndex(entity->ChunkCoords(), 6);
        players.emplace_back(*entity, index);