X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=4f0d3c435f58e709a4c33dba335453f03b75d81b;hb=8de9eb53c9ae92c6bfa8f01cf6659b683fe2155d;hp=bf5fbe9db56bac383afcdcdac74c1e105120f99d;hpb=d38be21d103052761505d58a6d13e30a896dde01;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index bf5fbe9..4f0d3c4 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -15,7 +15,6 @@ namespace blank { class DirectionalLighting; -struct EntityDerivative; class Shape; class Entity { @@ -38,6 +37,7 @@ public: bool WorldCollidable() const noexcept { return world_collision; } void WorldCollidable(bool b) noexcept { world_collision = b; } + /// desired velocity in local coordinate system const glm::vec3 &TargetVelocity() const noexcept { return tgt_vel; } void TargetVelocity(const glm::vec3 &v) noexcept { tgt_vel = v; } @@ -57,16 +57,21 @@ public: return state.Diff(other.state); } - /// direction is rotation axis, magnitude is speed in rad/ms - const glm::vec3 &AngularVelocity() const noexcept { return state.ang_vel; } - void AngularVelocity(const glm::vec3 &v) noexcept { state.ang_vel = v; } - + /// orientation of local coordinate system const glm::quat &Orientation() const noexcept { return state.orient; } void Orientation(const glm::quat &o) noexcept { state.orient = o; } - glm::mat4 Transform(const glm::ivec3 &reference) const noexcept { - return state.Transform(reference); - } + /// orientation of head within local coordinate system, in radians + float Pitch() const noexcept { return state.pitch; } + float Yaw() const noexcept { return state.yaw; } + void TurnHead(float delta_pitch, float delta_yaw) noexcept; + void SetHead(float pitch, float yaw) noexcept; + + /// get a transform for this entity's coordinate space + glm::mat4 Transform(const glm::ivec3 &reference) const noexcept; + /// get a transform for this entity's view space + 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; void SetState(const EntityState &s) noexcept { state = s; } @@ -80,19 +85,12 @@ public: bool Dead() const noexcept { return dead; } bool CanRemove() const noexcept { return dead && ref_count <= 0; } - void Update(int dt) noexcept; - void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept { if (model) model.Render(M, prog); } private: - EntityDerivative CalculateStep( - const EntityState &cur, - float dt, - const EntityDerivative &prev - ) const noexcept; - glm::vec3 ControlForce(const EntityState &) const noexcept; + void UpdateModel() noexcept; private: Instance model;