X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=33eeb7db20540e5e354f1398d7105894d7b3f6ea;hb=150d065f431d665326fd8028748c48a74ad956bb;hp=65e1441aa6b1407f40a50423fd7ffce2548e0514;hpb=808d9dbd3ab101c0ff10697e36ef2c45a23b6ef5;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index 65e1441..33eeb7d 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -15,12 +15,29 @@ namespace blank { class DirectionalLighting; +class EntityController; class Shape; class Entity { public: Entity() noexcept; + ~Entity() noexcept; + + // note that when copying an entity which owns its controller, the + // original must outlive the copy, otherwise the copy ends up with + // an invalid controller pointer + Entity(const Entity &) noexcept; + Entity &operator =(const Entity &) = delete; + + bool HasController() const noexcept { return ctrl; } + // entity takes over ownership of controller + void SetController(EntityController *c) noexcept; + // entity uses shared controller + void SetController(EntityController &c) noexcept; + void UnsetController() noexcept; + EntityController &GetController() noexcept { return *ctrl; } + const EntityController &GetController() const noexcept { return *ctrl; } Instance &GetModel() noexcept { return model; } const Instance &GetModel() const noexcept { return model; } @@ -37,12 +54,20 @@ public: bool WorldCollidable() const noexcept { return world_collision; } void WorldCollidable(bool b) noexcept { world_collision = b; } - const glm::vec3 &TargetVelocity() const noexcept { return tgt_vel; } - void TargetVelocity(const glm::vec3 &v) noexcept { tgt_vel = v; } + float MaxVelocity() const noexcept { return max_vel; } + void MaxVelocity(float v) noexcept { max_vel = v; } + float MaxControlForce() const noexcept { return max_force; } + void MaxControlForce(float f) noexcept { max_force = f; } + + glm::vec3 ControlForce(const EntityState &) const noexcept; const glm::vec3 &Velocity() const noexcept { return state.velocity; } void Velocity(const glm::vec3 &v) noexcept { state.velocity = v; } + bool Moving() const noexcept { + return dot(Velocity(), Velocity()) > std::numeric_limits::epsilon(); + } + 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; @@ -56,9 +81,16 @@ public: return state.Diff(other.state); } + /// orientation of local coordinate system const glm::quat &Orientation() const noexcept { return state.orient; } void Orientation(const glm::quat &o) noexcept { state.orient = o; } + /// orientation of head within local coordinate system, in radians + float Pitch() const noexcept { return state.pitch; } + float Yaw() const noexcept { return state.yaw; } + void TurnHead(float delta_pitch, float delta_yaw) noexcept; + void SetHead(float pitch, float yaw) noexcept; + /// get a transform for this entity's coordinate space glm::mat4 Transform(const glm::ivec3 &reference) const noexcept; /// get a transform for this entity's view space @@ -66,8 +98,7 @@ public: /// get a ray in entity's face direction originating from center of vision Ray Aim(const Chunk::Pos &chunk_offset) const noexcept; - void SetState(const EntityState &s) noexcept { state = s; } - EntityState &GetState() noexcept { return state; } + void SetState(const EntityState &s) noexcept { state = s; UpdateModel(); } const EntityState &GetState() const noexcept { return state; } void Ref() noexcept { ++ref_count; } @@ -77,11 +108,17 @@ public: bool Dead() const noexcept { return dead; } bool CanRemove() const noexcept { return dead && ref_count <= 0; } + void Update(float dt); + void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept { if (model) model.Render(M, prog); } private: + void UpdateModel() noexcept; + +private: + EntityController *ctrl; Instance model; std::uint32_t id; @@ -89,13 +126,18 @@ private: AABB bounds; EntityState state; - glm::vec3 tgt_vel; + + // TODO: I'd prefer a drag solution + float max_vel; + float max_force; int ref_count; bool world_collision; bool dead; + bool owns_controller; + }; }