X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;ds=sidebyside;f=src%2Fworld%2FEntity.hpp;h=2a4ef89093ff848556841669839c95965f7614e3;hb=4727825186798902f68df5b99a6a32f0ef618454;hp=7c10395ce6c5a04025d57467984c55fc26f4db2c;hpb=52154f309e569c913520dd004e9fafcbc4671e6f;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index 7c10395..2a4ef89 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 @@ -63,11 +63,11 @@ public: 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(); @@ -86,11 +86,13 @@ 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; /// true if this entity's position will change (significantly) the next update bool Moving() const noexcept { return speed > 0.0f; } @@ -99,7 +101,7 @@ public: /// 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; } @@ -116,9 +118,14 @@ public: } 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;