X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=b3eb1f4360e57c5f95fd14039cd4669eacd33ee8;hb=1bc2f230105ad6e1ee8d999ddc079cd85d244bf9;hp=6affc21762a2bae9354d223c2203e5133d4317fa;hpb=7f15e27277382f0176a23dd21702f9d113581763;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index 6affc21..b3eb1f4 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 @@ -15,12 +15,29 @@ namespace blank { class DirectionalLighting; +class EntityController; class Shape; 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; + + 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; } @@ -32,23 +49,27 @@ 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; } - /// 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; } + 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(); @@ -58,8 +79,8 @@ 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; } @@ -68,13 +89,22 @@ 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; } @@ -84,28 +114,53 @@ public: bool Dead() const noexcept { return dead; } bool CanRemove() const noexcept { return dead && ref_count <= 0; } + void Update(float dt); + void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept { if (model) model.Render(M, prog); } 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; 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; + float max_force; int ref_count; bool world_collision; bool dead; + bool owns_controller; + }; }