X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;ds=sidebyside;f=src%2Fworld%2FEntity.hpp;h=3bcc21f65f2573a456d094bb3a0656c1b1001e99;hb=81e963e684a369d840affc3f2fb03170b1aa2262;hp=efd9224a9f86f7f7e25fbc0dd42bb7d116ea56bf;hpb=8e9e2bb4b2dd5a4100f4531628ab58002fe253c1;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index efd9224..3bcc21f 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -3,8 +3,8 @@ #include "Chunk.hpp" #include "EntityState.hpp" +#include "../geometry/primitive.hpp" #include "../model/Instance.hpp" -#include "../model/geometry.hpp" #include #include @@ -63,15 +63,11 @@ public: const glm::vec3 &Velocity() const noexcept { return state.velocity; } - bool Moving() const noexcept { - return dot(Velocity(), Velocity()) > std::numeric_limits::epsilon(); - } - - const glm::vec3 &Position() const noexcept { return state.block_pos; } - void Position(const glm::ivec3 &, const glm::vec3 &) noexcept; - void Position(const glm::vec3 &) noexcept; + const ExactLocation::Fine &Position() const noexcept { return state.pos.block; } + void Position(const ExactLocation::Coarse &, const ExactLocation::Fine &) noexcept; + void Position(const ExactLocation::Fine &) noexcept; - const glm::ivec3 ChunkCoords() const noexcept { return state.chunk_pos; } + const glm::ivec3 ChunkCoords() const noexcept { return state.pos.chunk; } glm::vec3 AbsolutePosition() const noexcept { return state.AbsolutePosition(); @@ -81,6 +77,7 @@ public: } /// orientation of local coordinate system + void Orientation(const glm::quat &o) noexcept { state.orient = o; } const glm::quat &Orientation() const noexcept { return state.orient; } /// orientation of head within local coordinate system, in radians @@ -90,15 +87,22 @@ public: void SetHead(float pitch, float yaw) noexcept; /// get a transform for this entity's coordinate space + const glm::mat4 Transform() const noexcept { return model_transform; } + /// get a transform for this entity's coordinate space relative to reference chunk glm::mat4 Transform(const glm::ivec3 &reference) const noexcept; - /// get a transform for this entity's view space + /// get a transform for this entity's view space relative to reference chunk glm::mat4 ViewTransform(const glm::ivec3 &reference) const noexcept; /// get a ray in entity's face direction originating from center of vision - Ray Aim(const Chunk::Pos &chunk_offset) const noexcept; + Ray Aim(const ExactLocation::Coarse &chunk_offset) const noexcept; + /// true if this entity's position will change (significantly) the next update + bool Moving() const noexcept { return speed > 0.0f; } + /// magnitude of velocity + float Speed() const noexcept { return speed; } + /// normalized velocity or heading if standing still const glm::vec3 &Heading() const noexcept { return heading; } - void SetState(const EntityState &s) noexcept { state = s; UpdateModel(); } + void SetState(const EntityState &s) noexcept { state = s; } const EntityState &GetState() const noexcept { return state; } void Ref() noexcept { ++ref_count; } @@ -115,9 +119,14 @@ public: } private: - void UpdateModel() noexcept; - void UpdateView() noexcept; + void UpdateTransforms() noexcept; void UpdateHeading() noexcept; + void UpdateModel(float dt) noexcept; +public: + // temporarily made public so AI can use it until it's smoothed out to be suitable for players, too + void OrientBody(float dt) noexcept; +private: + void OrientHead(float dt) noexcept; private: EntityController *ctrl; @@ -129,11 +138,13 @@ private: AABB bounds; EntityState state; - /// local transform of eyes + /// chunk to model space + glm::mat4 model_transform; + /// model to view space /// if this entity has no model, the eyes are assumed to - /// be at local origin and oriented towards -Z - glm::mat4 view_local; - /// normalized velocity or heading if standing still + /// be at origin and oriented towards pitch of model space + glm::mat4 view_transform; + float speed; glm::vec3 heading; // TODO: I'd prefer a drag solution