X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fentity.cpp;h=52502c26f256aceebcd7b2a30958cf98ec84c9ff;hb=46509f82dcea114b004c53a7f3a9608f2518077f;hp=c572429067c6e0dd77bd4a21ac9e1dde7c864b14;hpb=1a7bbd64b1fef1f4e2f9303f820d6f3ce76cebf1;p=blank.git diff --git a/src/entity.cpp b/src/entity.cpp index c572429..52502c2 100644 --- a/src/entity.cpp +++ b/src/entity.cpp @@ -1,26 +1,49 @@ #include "entity.hpp" -#include "chunk.hpp" +#include "geometry.hpp" +#include "shape.hpp" #include #include +namespace { + +blank::Model::Buffer model_buffer; + +} namespace blank { Entity::Entity() -: velocity() -, position() +: shape(nullptr) +, model() +, velocity(0, 0, 0) +, position(0, 0, 0) +, chunk(0, 0, 0) +, angular_velocity(1.0f, 0.0f, 0.0f, 0.0f) , rotation(1.0f) { } +void Entity::SetShape(const Shape *s, const glm::vec3 &color) { + shape = s; + model_buffer.Clear(); + shape->Vertices(model_buffer.vertices, model_buffer.normals, model_buffer.indices); + model_buffer.colors.resize(shape->VertexCount(), color); + model.Update(model_buffer); +} + +void Entity::SetShapeless() { + shape = nullptr; +} + + void Entity::Velocity(const glm::vec3 &vel) { velocity = vel; } -void Entity::Position(const glm::vec3 &pos) { +void Entity::Position(const Block::Pos &pos) { position = pos; while (position.x >= Chunk::Width()) { position.x -= Chunk::Width(); @@ -52,16 +75,24 @@ void Entity::Move(const glm::vec3 &delta) { Position(position + delta); } +void Entity::AngularVelocity(const glm::quat &v) { + angular_velocity = v; +} + void Entity::Rotation(const glm::mat4 &rot) { rotation = rot; } -glm::mat4 Entity::Transform(const glm::tvec3 &chunk_offset) const { +void Entity::Rotate(const glm::quat &delta) { + Rotation(rotation * glm::mat4_cast(delta)); +} + +glm::mat4 Entity::Transform(const Chunk::Pos &chunk_offset) const { const glm::vec3 chunk_pos = (chunk - chunk_offset) * Chunk::Extent(); return glm::translate(position + chunk_pos) * rotation; } -Ray Entity::Aim(const glm::tvec3 &chunk_offset) const { +Ray Entity::Aim(const Chunk::Pos &chunk_offset) const { glm::mat4 transform = Transform(chunk_offset); glm::vec4 from = transform * glm::vec4(0.0f, 0.0f, 1.0f, 1.0f); from /= from.w; @@ -72,6 +103,12 @@ Ray Entity::Aim(const glm::tvec3 &chunk_offset) const { void Entity::Update(int dt) { Move(velocity * float(dt)); + Rotate(angular_velocity * float(dt)); +} + + +void Entity::Draw() { + model.Draw(); } }