X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.cpp;h=072bb38d38ab2350c2da582c6946fe86c80b33ac;hb=7bb75960dbf9bfdee9ac865384aca81791b3da5c;hp=844f74bf5f7be7da0cb7d9545beb157bd9d1f1fe;hpb=c04ea5a6f67d446ea29aa2e88dc4c666956d7732;p=blank.git diff --git a/src/world/Entity.cpp b/src/world/Entity.cpp index 844f74b..072bb38 100644 --- a/src/world/Entity.cpp +++ b/src/world/Entity.cpp @@ -3,11 +3,12 @@ #include "../model/Shape.hpp" #include +#include #include namespace { -blank::Model::Buffer model_buffer; +blank::EntityModel::Buffer model_buffer; } @@ -21,17 +22,18 @@ Entity::Entity() noexcept , velocity(0, 0, 0) , position(0, 0, 0) , chunk(0, 0, 0) -, angular_velocity(1.0f, 0.0f, 0.0f, 0.0f) -, rotation(1.0f) -, world_collision(false) { +, angular_velocity(0.0f) +, rotation(1.0f, 0.0f, 0.0f, 0.0f) +, world_collision(false) +, remove(false) { } -void Entity::SetShape(const Shape *s, const glm::vec3 &color) { +void Entity::SetShape(const Shape *s, const glm::vec3 &color, float texture) { shape = s; model_buffer.Clear(); - shape->Vertices(model_buffer.vertices, model_buffer.normals, model_buffer.indices); + shape->Vertices(model_buffer, texture); model_buffer.colors.resize(shape->VertexCount(), color); model.Update(model_buffer); } @@ -45,6 +47,11 @@ void Entity::Velocity(const glm::vec3 &vel) noexcept { velocity = vel; } +void Entity::Position(const Chunk::Pos &c, const Block::Pos &pos) noexcept { + chunk = c; + position = pos; +} + void Entity::Position(const Block::Pos &pos) noexcept { position = pos; while (position.x >= Chunk::width) { @@ -77,21 +84,25 @@ void Entity::Move(const glm::vec3 &delta) noexcept { Position(position + delta); } -void Entity::AngularVelocity(const glm::quat &v) noexcept { +void Entity::AngularVelocity(const glm::vec3 &v) noexcept { angular_velocity = v; } -void Entity::Rotation(const glm::mat4 &rot) noexcept { +void Entity::Rotation(const glm::quat &rot) noexcept { rotation = rot; } void Entity::Rotate(const glm::quat &delta) noexcept { - Rotation(rotation * glm::mat4_cast(delta)); + Rotation(delta * Rotation()); } glm::mat4 Entity::Transform(const Chunk::Pos &chunk_offset) const noexcept { - const glm::vec3 chunk_pos = (chunk - chunk_offset) * Chunk::Extent(); - return glm::translate(position + chunk_pos) * rotation; + const glm::vec3 translation = glm::vec3((chunk - chunk_offset) * Chunk::Extent()) + position; + glm::mat4 transform(toMat4(Rotation())); + transform[3].x = translation.x; + transform[3].y = translation.y; + transform[3].z = translation.z; + return transform; } Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { @@ -103,14 +114,25 @@ Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) }; } -void Entity::Update(int dt) noexcept { - Move(velocity * float(dt)); - Rotate(angular_velocity * float(dt)); +namespace { + +glm::quat delta_rot(const glm::vec3 &av, float dt) { + glm::vec3 half(av * dt * 0.5f); + float mag = length(half); + if (mag > 0.0f) { + float smag = std::sin(mag) / mag; + return glm::quat(std::cos(mag), half * smag); + } else { + return glm::quat(1.0f, 0.0f, 0.0f, 0.0f); + } } +} -void Entity::Draw() noexcept { - model.Draw(); +void Entity::Update(int dt) noexcept { + float fdt = float(dt); + Move(velocity * fdt); + Rotate(delta_rot(angular_velocity, fdt)); } }