X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=e77192b277b46c8a592c9049f00601c59be1a08f;hb=150d065f431d665326fd8028748c48a74ad956bb;hp=8f22f0c091645486c99913cfa4925bdc1533e5be;hpb=9f220f26cd81235a43993deed53b5780d17fb5fa;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index 8f22f0c..e77192b 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -1,4 +1,5 @@ #include "Entity.hpp" +#include "EntityController.hpp" #include "EntityDerivative.hpp" #include "EntityState.hpp" #include "Player.hpp" @@ -23,18 +24,68 @@ namespace blank { Entity::Entity() noexcept -: model() +: ctrl(nullptr) +, model() , id(-1) , name("anonymous") , bounds() , state() -, tgt_vel(0.0f) +, max_vel(5.0f) +, max_force(25.0f) , ref_count(0) , world_collision(false) -, dead(false) { +, dead(false) +, owns_controller(false) { } +Entity::~Entity() noexcept { + UnsetController(); +} + +Entity::Entity(const Entity &other) noexcept +: ctrl(other.ctrl) +, model(other.model) +, id(-1) +, name(other.name) +, bounds(other.bounds) +, state(other.state) +, max_vel(other.max_vel) +, max_force(other.max_force) +, ref_count(0) +, world_collision(other.world_collision) +, dead(other.dead) +, owns_controller(false) { + +} + +void Entity::SetController(EntityController *c) noexcept { + UnsetController(); + ctrl = c; + owns_controller = true; +} + +void Entity::SetController(EntityController &c) noexcept { + UnsetController(); + ctrl = &c; + owns_controller = false; +} + +void Entity::UnsetController() noexcept { + if (ctrl && owns_controller) { + delete ctrl; + } + ctrl = nullptr; +} + +glm::vec3 Entity::ControlForce(const EntityState &s) const noexcept { + if (HasController()) { + return GetController().ControlForce(s); + } else { + return -s.velocity; + } +} + void Entity::Position(const glm::ivec3 &c, const glm::vec3 &b) noexcept { state.chunk_pos = c; state.block_pos = b; @@ -45,6 +96,17 @@ 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); } @@ -66,13 +128,39 @@ 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)); + } + } +} + +void Entity::Update(float dt) { + if (HasController()) { + GetController().Update(*this, dt); + } +} + + +EntityController::~EntityController() { + +} + EntityState::EntityState() : chunk_pos(0) , block_pos(0.0f) , velocity(0.0f) , orient(1.0f, 0.0f, 0.0f, 0.0f) -, ang_vel(0.0f) { +, pitch(0.0f) +, yaw(0.0f) { } @@ -103,6 +191,21 @@ 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)); @@ -166,7 +269,7 @@ 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); @@ -184,7 +287,7 @@ 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); @@ -355,6 +458,9 @@ bool World::Intersection(const Entity &e, const EntityState &s, std::vector 0.0f) { - float smag = std::sin(mag) / mag; - return glm::quat(std::cos(mag), half * smag); - } else { - return glm::quat(1.0f, 0.0f, 0.0f, 0.0f); - } -} - -} - void World::Update(Entity &entity, float dt) { EntityState state(entity.GetState()); @@ -397,11 +488,9 @@ void World::Update(Entity &entity, float dt) { constexpr float sixth = 1.0f / 6.0f; f.position = sixth * ((a.position + 2.0f * (b.position + c.position)) + d.position); f.velocity = sixth * ((a.velocity + 2.0f * (b.velocity + c.velocity)) + d.velocity); - f.orient = sixth * ((a.orient + 2.0f * (b.orient + c.orient)) + d.orient); state.block_pos += f.position * dt; state.velocity += f.velocity * dt; - state.orient = delta_rot(f.orient, dt) * state.orient; state.AdjustPosition(); entity.SetState(state); @@ -416,7 +505,6 @@ EntityDerivative World::CalculateStep( EntityState next(cur); next.block_pos += delta.position * dt; next.velocity += delta.velocity * dt; - next.orient = delta_rot(cur.ang_vel, dt) * cur.orient; next.AdjustPosition(); EntityDerivative out; @@ -436,11 +524,7 @@ glm::vec3 World::ControlForce( const Entity &entity, const EntityState &state ) { - constexpr float k = 10.0f; // spring constant - constexpr float b = 10.0f; // damper constant - const glm::vec3 x(-entity.TargetVelocity()); // endpoint displacement from equilibrium, by 1s, in m - const glm::vec3 v(state.velocity); // relative velocity between endpoints in m/s - return ((-k) * x) - (b * v); // times 1kg/s, in kg*m/s² + return entity.ControlForce(state); } namespace {