X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=33eeb7db20540e5e354f1398d7105894d7b3f6ea;hb=150d065f431d665326fd8028748c48a74ad956bb;hp=ae14297bb0baf282a3ddef142285a262a95c11b6;hpb=d02daa5a4805dc3184884f3a7cd7620e5787adcb;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index ae14297..33eeb7d 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -2,9 +2,11 @@ #define BLANK_WORLD_ENTITY_HPP_ #include "Chunk.hpp" -#include "../model/CompositeModel.hpp" +#include "EntityState.hpp" +#include "../model/Instance.hpp" #include "../model/geometry.hpp" +#include #include #include #include @@ -13,15 +15,35 @@ namespace blank { class DirectionalLighting; +class EntityController; class Shape; class Entity { public: Entity() noexcept; + ~Entity() noexcept; - CompositeModel &GetModel() noexcept { return model; } - const CompositeModel &GetModel() const noexcept { return model; } + // 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; } @@ -32,58 +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 &v) noexcept { velocity = 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 model.Position(); } - void Position(const Chunk::Pos &, const glm::vec3 &) 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; - void Move(const glm::vec3 &delta) noexcept; - const Chunk::Pos ChunkCoords() const noexcept { return chunk; } + const glm::ivec3 ChunkCoords() const noexcept { return state.chunk_pos; } glm::vec3 AbsolutePosition() const noexcept { - return glm::vec3(chunk * Chunk::Extent()) + Position(); + return state.AbsolutePosition(); } glm::vec3 AbsoluteDifference(const Entity &other) const noexcept { - return glm::vec3((chunk - other.chunk) * Chunk::Extent()) + Position() - other.Position(); + return state.Diff(other.state); } - /// direction is rotation axis, magnitude is speed in rad/ms - const glm::vec3 &AngularVelocity() const noexcept { return angular_velocity; } - void AngularVelocity(const glm::vec3 &v) noexcept { angular_velocity = v; } - - const glm::quat &Orientation() const noexcept { return model.Orientation(); } - void Orientation(const glm::quat &o) noexcept { model.Orientation(o); } - void Rotate(const glm::quat &delta) noexcept; - - glm::mat4 ChunkTransform(const Chunk::Pos &chunk_offset) const noexcept; - glm::mat4 Transform(const Chunk::Pos &chunk_offset) const 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; } + + /// 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 Remove() noexcept { remove = true; } - bool CanRemove() const noexcept { return remove; } + 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(int dt) noexcept; + void Update(float dt); void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept { - model.Render(M, prog); + if (model) model.Render(M, prog); } private: - CompositeModel model; + void UpdateModel() noexcept; +private: + EntityController *ctrl; + Instance model; + + std::uint32_t id; std::string name; AABB bounds; + EntityState state; - glm::vec3 velocity; - Chunk::Pos chunk; + // TODO: I'd prefer a drag solution + float max_vel; + float max_force; - glm::vec3 angular_velocity; + int ref_count; bool world_collision; - bool remove; + bool dead; + + bool owns_controller; };