#include "Entity.hpp"
+#include "EntityController.hpp"
#include "EntityDerivative.hpp"
#include "EntityState.hpp"
#include "Player.hpp"
namespace blank {
Entity::Entity() noexcept
-: model()
+: ctrl(nullptr)
+, model()
, id(-1)
, name("anonymous")
, bounds()
, state()
-, tgt_vel(0.0f)
+, max_vel(5.0f)
+, max_force(25.0f)
, ref_count(0)
, world_collision(false)
-, dead(false) {
+, dead(false)
+, owns_controller(false) {
}
+Entity::~Entity() noexcept {
+ UnsetController();
+}
+
+Entity::Entity(const Entity &other) noexcept
+: ctrl(other.ctrl)
+, model(other.model)
+, id(-1)
+, name(other.name)
+, bounds(other.bounds)
+, state(other.state)
+, max_vel(other.max_vel)
+, max_force(other.max_force)
+, ref_count(0)
+, world_collision(other.world_collision)
+, dead(other.dead)
+, owns_controller(false) {
+
+}
+
+void Entity::SetController(EntityController *c) noexcept {
+ UnsetController();
+ ctrl = c;
+ owns_controller = true;
+}
+
+void Entity::SetController(EntityController &c) noexcept {
+ UnsetController();
+ ctrl = &c;
+ owns_controller = false;
+}
+
+void Entity::UnsetController() noexcept {
+ if (ctrl && owns_controller) {
+ delete ctrl;
+ }
+ ctrl = nullptr;
+}
+
+glm::vec3 Entity::ControlForce(const EntityState &s) const noexcept {
+ if (HasController()) {
+ return GetController().ControlForce(s);
+ } else {
+ return -s.velocity;
+ }
+}
+
void Entity::Position(const glm::ivec3 &c, const glm::vec3 &b) noexcept {
state.chunk_pos = c;
state.block_pos = b;
}
}
+void Entity::Update(float dt) {
+ if (HasController()) {
+ GetController().Update(*this, dt);
+ }
+}
+
+
+EntityController::~EntityController() {
+
+}
+
EntityState::EntityState()
: chunk_pos(0)
void World::Update(int dt) {
float fdt(dt * 0.001f);
+ for (Entity &entity : entities) {
+ entity.Update(fdt);
+ }
for (Entity &entity : entities) {
Update(entity, fdt);
}
const Entity &entity,
const EntityState &state
) {
- constexpr float k = 10.0f; // spring constant
- constexpr float b = 10.0f; // damper constant
- const glm::vec3 x(-entity.TargetVelocity()); // endpoint displacement from equilibrium, by 1s, in m
- const glm::vec3 v(state.velocity); // relative velocity between endpoints in m/s
- return ((-k) * x) - (b * v); // times 1kg/s, in kg*m/s²
+ return entity.ControlForce(state);
}
namespace {