X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=f60bf4cc6e01c2537a8c3c0927292e867a743e79;hb=071459d05271dd9376364fc3d8c33bf091724321;hp=a5723f43b6cd6afb85b9e959d9ec23fbf9cb2aac;hpb=5998b18978bd8e7a0c9deb516474634e1d3521c9;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index a5723f4..f60bf4c 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -22,7 +22,7 @@ public: bool HasShape() const noexcept { return shape; } const Shape *GetShape() const noexcept { return shape; } - void SetShape(const Shape *, const glm::vec3 &color); + void SetShape(const Shape *, const glm::vec3 &color, float texture); void SetShapeless() noexcept; const std::string &Name() const noexcept { return name; } @@ -38,24 +38,38 @@ public: void Velocity(const glm::vec3 &) noexcept; const Block::Pos &Position() const noexcept { return position; } + void Position(const Chunk::Pos &, const Block::Pos &) noexcept; void Position(const Block::Pos &) noexcept; void Move(const glm::vec3 &delta) noexcept; const Chunk::Pos ChunkCoords() const noexcept { return chunk; } - const glm::quat &AngularVelocity() const noexcept { return angular_velocity; } - void AngularVelocity(const glm::quat &) noexcept; + glm::vec3 AbsolutePosition() const noexcept { + return glm::vec3(chunk * Chunk::Extent()) + position; + } + glm::vec3 AbsoluteDifference(const Entity &other) const noexcept { + return glm::vec3((chunk - other.chunk) * Chunk::Extent()) + position - other.position; + } - const glm::mat4 &Rotation() const noexcept { return rotation; } - void Rotation(const glm::mat4 &) noexcept; + /// direction is rotation axis, magnitude is speed in rad/ms + const glm::vec3 &AngularVelocity() const noexcept { return angular_velocity; } + void AngularVelocity(const glm::vec3 &) noexcept; + + const glm::quat &Rotation() const noexcept { return rotation; } + void Rotation(const glm::quat &) noexcept; void Rotate(const glm::quat &delta) noexcept; 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; + void Draw() noexcept { + model.Draw(); + } private: const Shape *shape; @@ -69,10 +83,11 @@ private: Block::Pos position; Chunk::Pos chunk; - glm::quat angular_velocity; - glm::mat4 rotation; + glm::vec3 angular_velocity; + glm::quat rotation; bool world_collision; + bool remove; };