X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2FEntity.hpp;h=e38e0b449e79bf41eae31c4800a7bc10ad04d6ea;hb=110ef77a019384fccbbf33649955bcc064a6399e;hp=efd9224a9f86f7f7e25fbc0dd42bb7d116ea56bf;hpb=8e9e2bb4b2dd5a4100f4531628ab58002fe253c1;p=blank.git diff --git a/src/world/Entity.hpp b/src/world/Entity.hpp index efd9224..e38e0b4 100644 --- a/src/world/Entity.hpp +++ b/src/world/Entity.hpp @@ -2,9 +2,11 @@ #define BLANK_WORLD_ENTITY_HPP_ #include "Chunk.hpp" +#include "EntityDerivative.hpp" #include "EntityState.hpp" +#include "Steering.hpp" +#include "../geometry/primitive.hpp" #include "../model/Instance.hpp" -#include "../model/geometry.hpp" #include #include @@ -17,6 +19,7 @@ namespace blank { class DirectionalLighting; class EntityController; class Shape; +class World; class Entity { @@ -30,6 +33,9 @@ public: Entity(const Entity &) noexcept; Entity &operator =(const Entity &) = delete; + Steering &GetSteering() noexcept { return steering; } + const Steering &GetSteering() const noexcept { return steering; } + bool HasController() const noexcept { return ctrl; } // entity takes over ownership of controller void SetController(EntityController *c) noexcept; @@ -49,7 +55,9 @@ public: void Name(const std::string &n) { name = n; } const AABB &Bounds() const noexcept { return bounds; } - void Bounds(const AABB &b) noexcept { bounds = b; } + // get distance between local origin and farthest vertex + float Radius() const noexcept { return radius; } + void Bounds(const AABB &b) noexcept { bounds = b; radius = b.OriginRadius(); } bool WorldCollidable() const noexcept { return world_collision; } void WorldCollidable(bool b) noexcept { world_collision = b; } @@ -63,15 +71,11 @@ public: const glm::vec3 &Velocity() const noexcept { return state.velocity; } - 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; + 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(); @@ -81,6 +85,7 @@ public: } /// orientation of local coordinate system + void Orientation(const glm::quat &o) noexcept { state.orient = o; } const glm::quat &Orientation() const noexcept { return state.orient; } /// orientation of head within local coordinate system, in radians @@ -90,15 +95,22 @@ 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; } + /// magnitude of velocity + float Speed() const noexcept { return speed; } + /// 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; } @@ -108,18 +120,33 @@ public: bool Dead() const noexcept { return dead; } bool CanRemove() const noexcept { return dead && ref_count <= 0; } - void Update(float dt); + void Update(World &, float dt); void Render(const glm::mat4 &M, DirectionalLighting &prog) noexcept { if (model) model.Render(M, prog); } private: - void UpdateModel() noexcept; - void UpdateView() noexcept; + void UpdatePhysics(World &, float dt); + 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; + + EntityDerivative CalculateStep( + World &, + const EntityState &cur, + float dt, + const EntityDerivative &prev + ) const; + private: + Steering steering; EntityController *ctrl; Instance model; @@ -127,17 +154,23 @@ private: std::string name; AABB bounds; + float radius; EntityState state; - /// local transform of eyes + /// chunk to model space + glm::mat4 model_transform; + /// model to view space /// if this entity has no model, the eyes are assumed to - /// be at local origin and oriented towards -Z - glm::mat4 view_local; - /// normalized velocity or heading if standing still + /// be at origin and oriented towards pitch of model space + glm::mat4 view_transform; + float speed; glm::vec3 heading; // TODO: I'd prefer a drag solution float max_vel; + // TODO: split max_force into (local) axes? + // e.g. players may want to disable vertical thrust under certain + // conditions (e.g. "walking" ^^) float max_force; int ref_count;