X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=48646e80ddd656b353e7f105cab6a6ebc34621eb;hb=12744a2f68b3c9496076d6d7b6fb3581ff78472a;hp=83c1f6fb0889b88697365e34a129b15aa7dc076f;hpb=b7d09e1e35ef90282c97509e0020b20db3c7ea9f;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index 83c1f6f..48646e8 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -3,15 +3,16 @@ #include "Block.hpp" #include "Chunk.hpp" -#include "../model/Model.hpp" +#include "../model/geometry.hpp" +#include "../model/EntityModel.hpp" +#include #include #include namespace blank { -class Ray; class Shape; class Entity { @@ -24,6 +25,15 @@ public: void SetShape(const Shape *, const glm::vec3 &color); void SetShapeless() noexcept; + const std::string &Name() const noexcept { return name; } + void Name(const std::string &n) { name = n; } + + const AABB &Bounds() const noexcept { return bounds; } + void Bounds(const AABB &b) noexcept { bounds = b; } + + bool WorldCollidable() const noexcept { return world_collision; } + void WorldCollidable(bool b) noexcept { world_collision = b; } + const glm::vec3 &Velocity() const noexcept { return velocity; } void Velocity(const glm::vec3 &) noexcept; @@ -33,6 +43,10 @@ public: const Chunk::Pos ChunkCoords() const noexcept { return chunk; } + glm::vec3 AbsolutePosition() const noexcept { + return glm::vec3(chunk * Chunk::Extent()) + position; + } + const glm::quat &AngularVelocity() const noexcept { return angular_velocity; } void AngularVelocity(const glm::quat &) noexcept; @@ -43,13 +57,20 @@ public: glm::mat4 Transform(const Chunk::Pos &chunk_offset) const noexcept; Ray Aim(const Chunk::Pos &chunk_offset) const noexcept; + void Remove() noexcept { remove = true; } + bool CanRemove() const noexcept { return remove; } + void Update(int dt) noexcept; void Draw() noexcept; private: const Shape *shape; - Model model; + EntityModel model; + + std::string name; + + AABB bounds; glm::vec3 velocity; Block::Pos position; @@ -58,6 +79,9 @@ private: glm::quat angular_velocity; glm::mat4 rotation; + bool world_collision; + bool remove; + }; }