X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=33eeb7db20540e5e354f1398d7105894d7b3f6ea;hb=150d065f431d665326fd8028748c48a74ad956bb;hp=a5723f43b6cd6afb85b9e959d9ec23fbf9cb2aac;hpb=5998b18978bd8e7a0c9deb516474634e1d3521c9;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index a5723f4..33eeb7d 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -1,11 +1,12 @@ #ifndef BLANK_WORLD_ENTITY_HPP_ #define BLANK_WORLD_ENTITY_HPP_ -#include "Block.hpp" #include "Chunk.hpp" +#include "EntityState.hpp" +#include "../model/Instance.hpp" #include "../model/geometry.hpp" -#include "../model/EntityModel.hpp" +#include #include #include #include @@ -13,17 +14,36 @@ namespace blank { +class DirectionalLighting; +class EntityController; class Shape; class Entity { public: Entity() noexcept; + ~Entity() noexcept; - bool HasShape() const noexcept { return shape; } - const Shape *GetShape() const noexcept { return shape; } - void SetShape(const Shape *, const glm::vec3 &color); - void SetShapeless() 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; } + + std::uint32_t ID() const noexcept { return id; } + void ID(std::uint32_t i) noexcept { id = i; } const std::string &Name() const noexcept { return name; } void Name(const std::string &n) { name = n; } @@ -34,45 +54,89 @@ public: bool WorldCollidable() const noexcept { return world_collision; } void WorldCollidable(bool b) noexcept { world_collision = b; } - const glm::vec3 &Velocity() const noexcept { return velocity; } - void Velocity(const glm::vec3 &) noexcept; + 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 Block::Pos &Position() const noexcept { return position; } - void Position(const Block::Pos &) noexcept; - void Move(const glm::vec3 &delta) noexcept; + 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 Chunk::Pos ChunkCoords() const noexcept { return chunk; } + const glm::ivec3 ChunkCoords() const noexcept { return state.chunk_pos; } - const glm::quat &AngularVelocity() const noexcept { return angular_velocity; } - void AngularVelocity(const glm::quat &) noexcept; + glm::vec3 AbsolutePosition() const noexcept { + return state.AbsolutePosition(); + } + glm::vec3 AbsoluteDifference(const Entity &other) const noexcept { + return state.Diff(other.state); + } - const glm::mat4 &Rotation() const noexcept { return rotation; } - void Rotation(const glm::mat4 &) noexcept; - void Rotate(const glm::quat &delta) noexcept; + /// orientation of local coordinate system + const glm::quat &Orientation() const noexcept { return state.orient; } + void Orientation(const glm::quat &o) noexcept { state.orient = o; } - glm::mat4 Transform(const Chunk::Pos &chunk_offset) const noexcept; + /// 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 + 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; - void Update(int dt) noexcept; + void SetState(const EntityState &s) noexcept { state = s; UpdateModel(); } + const EntityState &GetState() const noexcept { return state; } + + void Ref() noexcept { ++ref_count; } + void UnRef() noexcept { --ref_count; } + void Kill() noexcept { dead = true; } + bool Referenced() const noexcept { return ref_count > 0; } + bool Dead() const noexcept { return dead; } + bool CanRemove() const noexcept { return dead && ref_count <= 0; } + + void Update(float dt); - void Draw() noexcept; + void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept { + if (model) model.Render(M, prog); + } private: - const Shape *shape; - EntityModel model; + void UpdateModel() noexcept; +private: + EntityController *ctrl; + Instance model; + + std::uint32_t id; std::string name; AABB bounds; + EntityState state; - glm::vec3 velocity; - Block::Pos position; - Chunk::Pos chunk; + // TODO: I'd prefer a drag solution + float max_vel; + float max_force; - glm::quat angular_velocity; - glm::mat4 rotation; + int ref_count; bool world_collision; + bool dead; + + bool owns_controller; };