X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=937203190ff1b3879b64a5339f5e540b222e3ff8;hb=4fbf5a3c1b0e530706023f5fc4be2f68d30ea645;hp=46afc1b2a1525a325273cb776dd4ba64d97891ae;hpb=b4e5dad2ed5c7e77573de413f3bf5be88577856d;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index 46afc1b..9372031 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -9,6 +9,8 @@ #include "EntityCollision.hpp" #include "WorldCollision.hpp" #include "../app/Assets.hpp" +#include "../geometry/const.hpp" +#include "../geometry/distance.hpp" #include "../graphics/Format.hpp" #include "../graphics/Viewport.hpp" @@ -19,6 +21,7 @@ #include #include #include +#include #include @@ -109,8 +112,6 @@ void Entity::TurnHead(float dp, float dy) noexcept { void Entity::SetHead(float p, float y) noexcept { state.pitch = p; state.yaw = y; - // TODO: I feel like this could be delayed - UpdateModel(); } glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept { @@ -126,20 +127,13 @@ Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { return Ray{ glm::vec3(transform[3]), -glm::vec3(transform[2]) }; } -void Entity::UpdateModel() noexcept { - state.AdjustHeading(); - state.orient = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f)); - if (model) { - model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f)); - } -} - void Entity::Update(float dt) { UpdateTransforms(); UpdateHeading(); if (HasController()) { GetController().Update(*this, dt); } + UpdateModel(dt); } void Entity::UpdateTransforms() noexcept { @@ -151,7 +145,7 @@ void Entity::UpdateTransforms() noexcept { if (model) { view_transform = model.EyesTransform(); } else { - view_transform = glm::eulerAngleX(state.pitch); + view_transform = toMat4(glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f))); } } @@ -166,6 +160,84 @@ void Entity::UpdateHeading() noexcept { } } +void Entity::UpdateModel(float dt) noexcept { + // first, sanitize the pitch and yaw fields of state (our input) + // those indicate the head orientation in the entity's local cosystem + state.AdjustHeading(); + // TODO: this flickers horrible and also shouldn't be based on velocity, but on control force + //OrientBody(dt); + OrientHead(dt); +} + +void Entity::OrientBody(float dt) noexcept { + // maximum body rotation per second (due to velocity orientation) (90°) + constexpr float max_body_turn_per_second = PI_0p5; + const float max_body_turn = max_body_turn_per_second * dt; + // minimum speed to apply body correction + constexpr float min_speed = 0.0625f; + // use local Y as up + const glm::vec3 up(model_transform[1]); + if (speed > min_speed) { + // check if our orientation and velocity are aligned + const glm::vec3 forward(-model_transform[2]); + // facing is local -Z rotated about local Y by yaw and transformed into world space + const glm::vec3 facing(normalize(glm::vec3(glm::vec4(rotateY(glm::vec3(0.0f, 0.0f, -1.0f), state.yaw), 0.0f) * transpose(model_transform)))); + // only adjust if velocity isn't almost parallel to up + float vel_dot_up = dot(Velocity(), up); + if (std::abs(1.0f - std::abs(vel_dot_up)) > std::numeric_limits::epsilon()) { + // get direction of velocity projected onto model plane + glm::vec3 direction(normalize(Velocity() - (Velocity() * vel_dot_up))); + // if velocity points away from our facing (with a little bias), flip it around + // (the entity is "walking backwards") + if (dot(facing, direction) < -0.1f) { + direction = -direction; + } + // calculate the difference between forward and direction + const float absolute_difference = std::acos(dot(forward, direction)); + // if direction is clockwise with respect to up vector, invert the angle + const float relative_difference = dot(cross(forward, direction), up) < 0.0f + ? -absolute_difference + : absolute_difference; + // only correct by half the difference max + const float correction = glm::clamp(relative_difference * 0.5f, -max_body_turn, max_body_turn); + if (ID() == 1) { + std::cout << "orientation before: " << state.orient << std::endl; + std::cout << "up: " << up << std::endl; + std::cout << "forward: " << forward << std::endl; + std::cout << "facing: " << facing << std::endl; + std::cout << "direction: " << direction << std::endl; + std::cout << "difference: " << glm::degrees(relative_difference) << "°" << std::endl; + std::cout << "correction: " << glm::degrees(correction) << "°" << std::endl; + std::cout << std::endl; + } + // now rotate body by correction and head by -correction + state.orient = rotate(state.orient, correction, up); + state.yaw -= correction; + } + } +} + +void Entity::OrientHead(float dt) noexcept { + // maximum yaw of head (90°) + constexpr float max_head_yaw = PI_0p5; + // use local Y as up + const glm::vec3 up(model_transform[1]); + // if yaw is bigger than max, rotate the body to accomodate + if (std::abs(state.yaw) > max_head_yaw) { + float deviation = state.yaw < 0.0f ? state.yaw + max_head_yaw : state.yaw - max_head_yaw; + // rotate the entity by deviation about local Y + state.orient = rotate(state.orient, deviation, up); + // and remove from head yaw + state.yaw -= deviation; + // shouldn't be necessary if max_head_yaw is < PI, but just to be sure :p + state.AdjustHeading(); + } + // update model if any + if (model) { + model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f)); + } +} + EntityController::~EntityController() {