X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;ds=sidebyside;f=src%2Fworld%2Fworld.cpp;h=51c060c1c5bf411c183e01da278f2ab12422e451;hb=81e963e684a369d840affc3f2fb03170b1aa2262;hp=a17b0cb1f6e2a19f64676f5b575f8f2c11cca8ee;hpb=0d580658b896dfec07466c31ae4847455724ee95;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index a17b0cb..51c060c 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -9,6 +9,8 @@ #include "EntityCollision.hpp" #include "WorldCollision.hpp" #include "../app/Assets.hpp" +#include "../geometry/const.hpp" +#include "../geometry/distance.hpp" #include "../graphics/Format.hpp" #include "../graphics/Viewport.hpp" @@ -94,12 +96,12 @@ glm::vec3 Entity::ControlForce(const EntityState &s) const noexcept { } 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(); } @@ -113,14 +115,14 @@ void Entity::SetHead(float p, float y) noexcept { } 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]) }; } @@ -136,7 +138,7 @@ void Entity::Update(float dt) { 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) @@ -204,8 +206,8 @@ void Entity::OrientBody(float dt) noexcept { std::cout << "forward: " << forward << std::endl; std::cout << "facing: " << facing << std::endl; std::cout << "direction: " << direction << std::endl; - std::cout << "difference: " << rad2deg(relative_difference) << "°" << std::endl; - std::cout << "correction: " << rad2deg(correction) << "°" << std::endl; + std::cout << "difference: " << glm::degrees(relative_difference) << "°" << std::endl; + std::cout << "correction: " << glm::degrees(correction) << "°" << std::endl; std::cout << std::endl; } // now rotate body by correction and head by -correction @@ -266,8 +268,7 @@ bool EntityController::MaxOutForce( 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) @@ -276,30 +277,7 @@ EntityState::EntityState() } 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 { @@ -481,7 +459,7 @@ std::vector candidates; bool World::Intersection( const Ray &ray, const glm::mat4 &M, - const Chunk::Pos &reference, + const ExactLocation::Coarse &reference, WorldCollision &coll ) { candidates.clear(); @@ -543,7 +521,7 @@ bool World::Intersection( bool World::Intersection(const Entity &e, const EntityState &s, std::vector &col) { AABB box = e.Bounds(); - Chunk::Pos reference = s.chunk_pos; + glm::ivec3 reference = s.pos.chunk; glm::mat4 M = s.Transform(reference); return Intersection(box, M, reference, col); } @@ -601,7 +579,7 @@ void World::Update(Entity &entity, float dt) { 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(); @@ -615,7 +593,7 @@ EntityDerivative World::CalculateStep( 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();