1 #ifndef BLOBS_CREATURE_SITUATION_HPP_
2 #define BLOBS_CREATURE_SITUATION_HPP_
4 #include "../math/glm.hpp"
23 // face direction, normalized
26 const glm::dvec3 &pos = glm::dvec3(0.0),
27 const glm::dvec3 &vel = glm::dvec3(0.0),
28 const glm::dvec3 &dir = glm::dvec3(0.0, 0.0, -1.0))
29 : pos(pos), vel(vel), dir(dir) { }
39 const glm::dvec3 &vel = glm::dvec3(0.0),
40 const glm::dvec3 &acc = glm::dvec3(0.0),
41 const glm::dvec3 &turn = glm::dvec3(0.0))
42 : vel(vel), acc(acc), turn(turn) { }
49 Situation(const Situation &) = delete;
50 Situation &operator =(const Situation &) = delete;
52 Situation(Situation &&) = delete;
53 Situation &operator =(Situation &&) = delete;
56 bool OnPlanet() const noexcept;
57 world::Planet &GetPlanet() const noexcept { return *planet; }
58 bool OnSurface() const noexcept;
59 int Surface() const noexcept { return surface; }
60 const glm::dvec3 &Position() const noexcept { return state.pos; }
61 bool OnTile() const noexcept;
62 glm::ivec2 SurfacePosition() const noexcept;
63 world::Tile &GetTile() const noexcept;
64 const world::TileType &GetTileType() const noexcept;
66 void SetState(const State &s) noexcept { state = s; }
67 const State &GetState() const noexcept { return state; }
69 const glm::dvec3 &Velocity() const noexcept { return state.vel; }
70 bool Moving() const noexcept { return glm::length2(state.vel) < 0.00000001; }
71 void Move(const glm::dvec3 &dp) noexcept;
73 const glm::dvec3 &Heading() const noexcept { return state.dir; }
75 void SetPlanetSurface(world::Planet &, int srf, const glm::dvec3 &pos) noexcept;
78 world::Planet *planet;