X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=4f0d3c435f58e709a4c33dba335453f03b75d81b;hb=8de9eb53c9ae92c6bfa8f01cf6659b683fe2155d;hp=eb312eee8d19417ac97995e0abdcb09afa8ece20;hpb=eba29c8ad489194cd1e3cd64b5f23424ad4384ef;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index eb312ee..4f0d3c4 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -37,6 +37,10 @@ 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; } + const glm::vec3 &Velocity() const noexcept { return state.velocity; } void Velocity(const glm::vec3 &v) noexcept { state.velocity = v; } @@ -53,16 +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; } @@ -76,12 +85,13 @@ 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: + void UpdateModel() noexcept; + private: Instance model; @@ -90,6 +100,7 @@ private: AABB bounds; EntityState state; + glm::vec3 tgt_vel; int ref_count;