X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.cpp;h=f116153e640a467eec61b434860e118e1369e150;hb=dbfcb12348b80e2582f710acb1e4ed0011889ba2;hp=b06dbc38b50ccfbdebdc6df3c96a36afaeb483a2;hpb=12744a2f68b3c9496076d6d7b6fb3581ff78472a;p=blank.git diff --git a/src/world/Entity.cpp b/src/world/Entity.cpp index b06dbc3..f116153 100644 --- a/src/world/Entity.cpp +++ b/src/world/Entity.cpp @@ -3,6 +3,7 @@ #include "../model/Shape.hpp" #include +#include #include namespace { @@ -14,40 +15,26 @@ blank::EntityModel::Buffer model_buffer; namespace blank { Entity::Entity() noexcept -: shape(nullptr) -, model() +: model() , name("anonymous") , bounds() , 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) +, angular_velocity(0.0f) +, ref_count(0) , world_collision(false) -, remove(false) { +, dead(false) { } -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::Position(const Chunk::Pos &c, const glm::vec3 &pos) noexcept { + chunk = c; + model.Position(pos); } -void Entity::SetShapeless() noexcept { - shape = nullptr; -} - - -void Entity::Velocity(const glm::vec3 &vel) noexcept { - velocity = vel; -} - -void Entity::Position(const Block::Pos &pos) noexcept { - position = pos; +void Entity::Position(const glm::vec3 &pos) noexcept { + glm::vec3 position(pos); while (position.x >= Chunk::width) { position.x -= Chunk::width; ++chunk.x; @@ -72,27 +59,29 @@ void Entity::Position(const Block::Pos &pos) noexcept { position.z += Chunk::depth; --chunk.z; } + model.Position(position); } void Entity::Move(const glm::vec3 &delta) noexcept { - Position(position + delta); + Position(Position() + delta); } -void Entity::AngularVelocity(const glm::quat &v) noexcept { - angular_velocity = v; +void Entity::Rotate(const glm::quat &delta) noexcept { + Orientation(delta * Orientation()); } -void Entity::Rotation(const glm::mat4 &rot) noexcept { - rotation = rot; -} - -void Entity::Rotate(const glm::quat &delta) noexcept { - Rotation(rotation * glm::mat4_cast(delta)); +glm::mat4 Entity::ChunkTransform(const Chunk::Pos &chunk_offset) const noexcept { + const glm::vec3 translation = glm::vec3((chunk - chunk_offset) * Chunk::Extent()); + return glm::translate(translation); } glm::mat4 Entity::Transform(const Chunk::Pos &chunk_offset) const noexcept { - const glm::vec3 chunk_pos = (chunk - chunk_offset) * Chunk::Extent(); - return glm::translate(position + chunk_pos) * rotation; + const glm::vec3 translation = glm::vec3((chunk - chunk_offset) * Chunk::Extent()) + Position(); + glm::mat4 transform(toMat4(Orientation())); + transform[3].x = translation.x; + transform[3].y = translation.y; + transform[3].z = translation.z; + return transform; } Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { @@ -104,14 +93,25 @@ Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) }; } -void Entity::Update(int dt) noexcept { - Move(velocity * float(dt)); - Rotate(angular_velocity * float(dt)); +namespace { + +glm::quat delta_rot(const glm::vec3 &av, float dt) { + glm::vec3 half(av * dt * 0.5f); + float mag = length(half); + if (mag > 0.0f) { + float smag = std::sin(mag) / mag; + return glm::quat(std::cos(mag), half * smag); + } else { + return glm::quat(1.0f, 0.0f, 0.0f, 0.0f); + } } +} -void Entity::Draw() noexcept { - model.Draw(); +void Entity::Update(int dt) noexcept { + float fdt = float(dt); + Move(velocity * fdt); + Rotate(delta_rot(angular_velocity, fdt)); } }