, id(-1)
, name("anonymous")
, bounds()
+, radius(0.0f)
, state()
, heading(0.0f, 0.0f, -1.0f)
, max_vel(5.0f)
}
void Entity::Position(const glm::ivec3 &c, const glm::vec3 &b) noexcept {
- state.chunk_pos = c;
- state.block_pos = b;
+ state.pos.chunk = c;
+ state.pos.block = b;
}
void Entity::Position(const glm::vec3 &pos) noexcept {
- state.block_pos = pos;
+ state.pos.block = pos;
state.AdjustPosition();
}
}
glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept {
- return glm::translate(glm::vec3((state.chunk_pos - reference) * Chunk::Extent())) * model_transform;
+ return glm::translate(glm::vec3((state.pos.chunk - reference) * ExactLocation::Extent())) * model_transform;
}
glm::mat4 Entity::ViewTransform(const glm::ivec3 &reference) const noexcept {
return Transform(reference) * view_transform;
}
-Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept {
+Ray Entity::Aim(const ExactLocation::Coarse &chunk_offset) const noexcept {
glm::mat4 transform = ViewTransform(chunk_offset);
return Ray{ glm::vec3(transform[3]), -glm::vec3(transform[2]) };
}
void Entity::UpdateTransforms() noexcept {
// model transform is the one given by current state
- model_transform = state.Transform(state.chunk_pos);
+ model_transform = state.Transform(state.pos.chunk);
// view transform is either the model's eyes transform or,
// should the entity have no model, the pitch (yaw already is
// in model transform)
EntityState::EntityState()
-: chunk_pos(0)
-, block_pos(0.0f)
+: pos()
, velocity(0.0f)
, orient(1.0f, 0.0f, 0.0f, 0.0f)
, pitch(0.0f)
}
void EntityState::AdjustPosition() noexcept {
- while (block_pos.x >= Chunk::width) {
- block_pos.x -= Chunk::width;
- ++chunk_pos.x;
- }
- while (block_pos.x < 0) {
- block_pos.x += Chunk::width;
- --chunk_pos.x;
- }
- while (block_pos.y >= Chunk::height) {
- block_pos.y -= Chunk::height;
- ++chunk_pos.y;
- }
- while (block_pos.y < 0) {
- block_pos.y += Chunk::height;
- --chunk_pos.y;
- }
- while (block_pos.z >= Chunk::depth) {
- block_pos.z -= Chunk::depth;
- ++chunk_pos.z;
- }
- while (block_pos.z < 0) {
- block_pos.z += Chunk::depth;
- --chunk_pos.z;
- }
+ pos.Correct();
}
void EntityState::AdjustHeading() noexcept {
bool World::Intersection(
const Ray &ray,
const glm::mat4 &M,
- const Chunk::Pos &reference,
+ const ExactLocation::Coarse &reference,
WorldCollision &coll
) {
candidates.clear();
}
bool World::Intersection(const Entity &e, const EntityState &s, std::vector<WorldCollision> &col) {
- AABB box = e.Bounds();
- Chunk::Pos reference = s.chunk_pos;
+ // TODO: make special case for entities here and in Chunk::Intersection so entity's bounding radius
+ // doesn't have to be calculated over and over again (sqrt)
+ glm::ivec3 reference = s.pos.chunk;
glm::mat4 M = s.Transform(reference);
- return Intersection(box, M, reference, col);
+
+ bool any = false;
+ for (Chunk &cur_chunk : chunks) {
+ if (manhattan_radius(cur_chunk.Position() - reference) > 1) {
+ // chunk is not one of the 3x3x3 surrounding the entity
+ // since there's no entity which can extent over 16 blocks, they can be skipped
+ continue;
+ }
+ if (cur_chunk.Intersection(e, M, cur_chunk.Transform(reference), col)) {
+ any = true;
+ }
+ }
+ return any;
}
bool World::Intersection(
f.position = sixth * ((a.position + 2.0f * (b.position + c.position)) + d.position);
f.velocity = sixth * ((a.velocity + 2.0f * (b.velocity + c.velocity)) + d.velocity);
- state.block_pos += f.position * dt;
+ state.pos.block += f.position * dt;
state.velocity += f.velocity * dt;
state.AdjustPosition();
const EntityDerivative &delta
) {
EntityState next(cur);
- next.block_pos += delta.position * dt;
+ next.pos.block += delta.position * dt;
next.velocity += delta.velocity * dt;
next.AdjustPosition();