X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=3bcc21f65f2573a456d094bb3a0656c1b1001e99;hb=81e963e684a369d840affc3f2fb03170b1aa2262;hp=33eeb7db20540e5e354f1398d7105894d7b3f6ea;hpb=150d065f431d665326fd8028748c48a74ad956bb;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index 33eeb7d..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 @@ -62,17 +62,12 @@ public: glm::vec3 ControlForce(const EntityState &) const noexcept; const glm::vec3 &Velocity() const noexcept { return state.velocity; } - void Velocity(const glm::vec3 &v) noexcept { state.velocity = v; } - 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(); @@ -82,8 +77,8 @@ public: } /// orientation of local coordinate system - const glm::quat &Orientation() const noexcept { return state.orient; } 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 float Pitch() const noexcept { return state.pitch; } @@ -92,13 +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; - void SetState(const EntityState &s) noexcept { state = s; UpdateModel(); } + /// 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; } const EntityState &GetState() const noexcept { return state; } void Ref() noexcept { ++ref_count; } @@ -115,7 +119,14 @@ public: } private: - void UpdateModel() 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; @@ -127,6 +138,15 @@ private: AABB bounds; EntityState state; + /// 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 origin and oriented towards pitch of model space + glm::mat4 view_transform; + float speed; + glm::vec3 heading; + // TODO: I'd prefer a drag solution float max_vel; float max_force;