X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=b140a08d95d7b21db850ef1966f841ffccf938f3;hb=3e7901a804ef85eea01adfb60274218748c0337b;hp=7e85591c89150f1c22e6a20604cca20a7c6eccca;hpb=4da2ae6f12d7cf4594edb2d560c5c112e9bcd094;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index 7e85591..b140a08 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -2,9 +2,11 @@ #define BLANK_WORLD_ENTITY_HPP_ #include "Chunk.hpp" +#include "EntityDerivative.hpp" #include "EntityState.hpp" +#include "Steering.hpp" +#include "../geometry/primitive.hpp" #include "../model/Instance.hpp" -#include "../model/geometry.hpp" #include #include @@ -15,12 +17,33 @@ namespace blank { class DirectionalLighting; +class EntityController; class Shape; +class World; class Entity { public: Entity() noexcept; + ~Entity() noexcept; + + // note that when copying an entity which owns its controller, the + // original must outlive the copy, otherwise the copy ends up with + // an invalid controller pointer + Entity(const Entity &) noexcept; + Entity &operator =(const Entity &) = delete; + + Steering &GetSteering() noexcept { return steering; } + const Steering &GetSteering() const noexcept { return steering; } + + bool HasController() const noexcept { return ctrl; } + // entity takes over ownership of controller + void SetController(EntityController *c) noexcept; + // entity uses shared controller + void SetController(EntityController &c) noexcept; + void UnsetController() noexcept; + EntityController &GetController() noexcept { return *ctrl; } + const EntityController &GetController() const noexcept { return *ctrl; } Instance &GetModel() noexcept { return model; } const Instance &GetModel() const noexcept { return model; } @@ -32,22 +55,27 @@ public: void Name(const std::string &n) { name = n; } const AABB &Bounds() const noexcept { return bounds; } - void Bounds(const AABB &b) noexcept { bounds = b; } + // get distance between local origin and farthest vertex + float Radius() const noexcept { return radius; } + void Bounds(const AABB &b) noexcept { bounds = b; radius = b.OriginRadius(); } bool WorldCollidable() const noexcept { return world_collision; } void WorldCollidable(bool b) noexcept { world_collision = b; } - const glm::vec3 &TargetVelocity() const noexcept { return tgt_vel; } - void TargetVelocity(const glm::vec3 &v) noexcept { tgt_vel = v; } + float MaxVelocity() const noexcept { return max_vel; } + void MaxVelocity(float v) noexcept { max_vel = v; } + float MaxControlForce() const noexcept { return max_force; } + void MaxControlForce(float f) noexcept { max_force = f; } + + 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; } - 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(); @@ -56,20 +84,35 @@ public: return state.Diff(other.state); } - /// direction is rotation axis, magnitude is speed in rad/s - const glm::vec3 &AngularVelocity() const noexcept { return state.ang_vel; } - void AngularVelocity(const glm::vec3 &v) noexcept { state.ang_vel = v; } - - const glm::quat &Orientation() const noexcept { return state.orient; } + /// orientation of local coordinate system void Orientation(const glm::quat &o) noexcept { state.orient = o; } + const glm::quat &Orientation() const noexcept { return state.orient; } - glm::mat4 Transform(const glm::ivec3 &reference) const noexcept { - return state.Transform(reference); - } - Ray Aim(const Chunk::Pos &chunk_offset) const noexcept; + /// 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 + const glm::mat4 &Transform() const noexcept { return model_transform; } + /// get the entity's local up vector + const glm::vec4 &Up() const noexcept { return model_transform[1]; } + /// 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 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 ExactLocation::Coarse &chunk_offset) const noexcept; + + /// 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; } - EntityState &GetState() noexcept { return state; } const EntityState &GetState() const noexcept { return state; } void Ref() noexcept { ++ref_count; } @@ -79,25 +122,66 @@ public: bool Dead() const noexcept { return dead; } bool CanRemove() const noexcept { return dead && ref_count <= 0; } + void Update(World &, float dt); + void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept { if (model) model.Render(M, prog); } private: + void UpdatePhysics(World &, float dt); + 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; + + EntityDerivative CalculateStep( + World &, + const EntityState &cur, + float dt, + const EntityDerivative &prev + ) const; + + +private: + Steering steering; + EntityController *ctrl; Instance model; std::uint32_t id; std::string name; AABB bounds; + float radius; EntityState state; - glm::vec3 tgt_vel; + + /// 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; + // TODO: split max_force into (local) axes? + // e.g. players may want to disable vertical thrust under certain + // conditions (e.g. "walking" ^^) + float max_force; int ref_count; bool world_collision; bool dead; + bool owns_controller; + }; }