X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=a852038664a05410292a2e7bdd58ecfb0183f2de;hb=7f15e27277382f0176a23dd21702f9d113581763;hp=18853914b5536aa4427751af9270ffd59a25db17;hpb=808d9dbd3ab101c0ff10697e36ef2c45a23b6ef5;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index 1885391..a852038 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -45,6 +45,17 @@ void Entity::Position(const glm::vec3 &pos) noexcept { state.AdjustPosition(); } +void Entity::TurnHead(float dp, float dy) noexcept { + SetHead(state.pitch + dp, state.yaw + dy); +} + +void Entity::SetHead(float p, float y) noexcept { + state.pitch = p; + state.yaw = y; + // TODO: I feel like this could be delayed + UpdateModel(); +} + glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept { return state.Transform(reference); } @@ -66,12 +77,28 @@ Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) }; } +void Entity::UpdateModel() noexcept { + state.AdjustHeading(); + if (model) { + Part::State &body_state = model.BodyState(); + Part::State &eyes_state = model.EyesState(); + if (&body_state != &eyes_state) { + body_state.orientation = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f)); + eyes_state.orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f)); + } else { + eyes_state.orientation = glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f)); + } + } +} + EntityState::EntityState() : chunk_pos(0) , block_pos(0.0f) , velocity(0.0f) -, orient(1.0f, 0.0f, 0.0f, 0.0f) { +, orient(1.0f, 0.0f, 0.0f, 0.0f) +, pitch(0.0f) +, yaw(0.0f) { } @@ -102,6 +129,21 @@ void EntityState::AdjustPosition() noexcept { } } +void EntityState::AdjustHeading() noexcept { + while (pitch > PI / 2) { + pitch = PI / 2; + } + while (pitch < -PI / 2) { + pitch = -PI / 2; + } + while (yaw > PI) { + yaw -= PI * 2; + } + while (yaw < -PI) { + yaw += PI * 2; + } +} + glm::mat4 EntityState::Transform(const glm::ivec3 &reference) const noexcept { const glm::vec3 translation = RelativePosition(reference); glm::mat4 transform(toMat4(orient)); @@ -165,7 +207,7 @@ Player *World::AddPlayer(const std::string &name) { } Entity &entity = AddEntity(); entity.Name(name); - entity.Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); + entity.Bounds({ { -0.4f, -0.9f, -0.4f }, { 0.4f, 0.9f, 0.4f } }); entity.WorldCollidable(true); ChunkIndex &index = chunks.MakeIndex(entity.ChunkCoords(), 6); players.emplace_back(entity, index); @@ -183,7 +225,7 @@ Player *World::AddPlayer(const std::string &name, std::uint32_t id) { return nullptr; } entity->Name(name); - entity->Bounds({ { -0.5f, -0.5f, -0.5f }, { 0.5f, 0.5f, 0.5f } }); + entity->Bounds({ { -0.4f, -0.9f, -0.4f }, { 0.4f, 0.9f, 0.4f } }); entity->WorldCollidable(true); ChunkIndex &index = chunks.MakeIndex(entity->ChunkCoords(), 6); players.emplace_back(*entity, index);