#include "Chunk.hpp"
#include "EntityState.hpp"
+#include "../geometry/primitive.hpp"
#include "../model/Instance.hpp"
-#include "../model/geometry.hpp"
#include <cstdint>
#include <string>
const glm::vec3 &Velocity() const noexcept { return state.velocity; }
- 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();
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;
/// true if this entity's position will change (significantly) the next update
bool Moving() const noexcept { return speed > 0.0f; }
/// normalized velocity or heading if standing still
const glm::vec3 &Heading() const noexcept { return heading; }
- void SetState(const EntityState &s) noexcept { state = s; UpdateModel(); }
+ void SetState(const EntityState &s) noexcept { state = s; }
const EntityState &GetState() const noexcept { return state; }
void Ref() noexcept { ++ref_count; }
}
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;