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;
/// 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; }
}
private:
- void UpdateModel() noexcept;
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;
private:
EntityController *ctrl;
#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/io.hpp>
#include <glm/gtx/quaternion.hpp>
+#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/transform.hpp>
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 Ray{ glm::vec3(transform[3]), -glm::vec3(transform[2]) };
}
-void Entity::UpdateModel() noexcept {
- state.AdjustHeading();
- state.orient = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f));
- if (model) {
- model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f));
- }
-}
-
void Entity::Update(float dt) {
UpdateTransforms();
UpdateHeading();
if (HasController()) {
GetController().Update(*this, dt);
}
+ UpdateModel(dt);
}
void Entity::UpdateTransforms() noexcept {
if (model) {
view_transform = model.EyesTransform();
} else {
- view_transform = glm::eulerAngleX(state.pitch);
+ view_transform = toMat4(glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f)));
}
}
}
}
+void Entity::UpdateModel(float dt) noexcept {
+ // first, sanitize the pitch and yaw fields of state (our input)
+ // those indicate the head orientation in the entity's local cosystem
+ state.AdjustHeading();
+ // TODO: this flickers horrible and also shouldn't be based on velocity, but on control force
+ //OrientBody(dt);
+ OrientHead(dt);
+}
+
+void Entity::OrientBody(float dt) noexcept {
+ // maximum body rotation per second (due to velocity orientation) (90°)
+ constexpr float max_body_turn_per_second = PI_0p5;
+ const float max_body_turn = max_body_turn_per_second * dt;
+ // minimum speed to apply body correction
+ constexpr float min_speed = 0.0625f;
+ // use local Y as up
+ const glm::vec3 up(model_transform[1]);
+ if (speed > min_speed) {
+ // check if our orientation and velocity are aligned
+ const glm::vec3 forward(-model_transform[2]);
+ // facing is local -Z rotated about local Y by yaw and transformed into world space
+ const glm::vec3 facing(normalize(glm::vec3(glm::vec4(rotateY(glm::vec3(0.0f, 0.0f, -1.0f), state.yaw), 0.0f) * transpose(model_transform))));
+ // only adjust if velocity isn't almost parallel to up
+ float vel_dot_up = dot(Velocity(), up);
+ if (std::abs(1.0f - std::abs(vel_dot_up)) > std::numeric_limits<float>::epsilon()) {
+ // get direction of velocity projected onto model plane
+ glm::vec3 direction(normalize(Velocity() - (Velocity() * vel_dot_up)));
+ // if velocity points away from our facing (with a little bias), flip it around
+ // (the entity is "walking backwards")
+ if (dot(facing, direction) < -0.1f) {
+ direction = -direction;
+ }
+ // calculate the difference between forward and direction
+ const float absolute_difference = std::acos(dot(forward, direction));
+ // if direction is clockwise with respect to up vector, invert the angle
+ const float relative_difference = dot(cross(forward, direction), up) < 0.0f
+ ? -absolute_difference
+ : absolute_difference;
+ // only correct by half the difference max
+ const float correction = glm::clamp(relative_difference * 0.5f, -max_body_turn, max_body_turn);
+ if (ID() == 1) {
+ std::cout << "orientation before: " << state.orient << std::endl;
+ std::cout << "up: " << up << std::endl;
+ std::cout << "forward: " << forward << std::endl;
+ std::cout << "facing: " << facing << std::endl;
+ std::cout << "direction: " << direction << std::endl;
+ std::cout << "difference: " << rad2deg(relative_difference) << "°" << std::endl;
+ std::cout << "correction: " << rad2deg(correction) << "°" << std::endl;
+ std::cout << std::endl;
+ }
+ // now rotate body by correction and head by -correction
+ state.orient = rotate(state.orient, correction, up);
+ state.yaw -= correction;
+ }
+ }
+}
+
+void Entity::OrientHead(float dt) noexcept {
+ // maximum yaw of head (90°)
+ constexpr float max_head_yaw = PI_0p5;
+ // use local Y as up
+ const glm::vec3 up(model_transform[1]);
+ // if yaw is bigger than max, rotate the body to accomodate
+ if (std::abs(state.yaw) > max_head_yaw) {
+ float deviation = state.yaw < 0.0f ? state.yaw + max_head_yaw : state.yaw - max_head_yaw;
+ // rotate the entity by deviation about local Y
+ state.orient = rotate(state.orient, deviation, up);
+ // and remove from head yaw
+ state.yaw -= deviation;
+ // shouldn't be necessary if max_head_yaw is < PI, but just to be sure :p
+ state.AdjustHeading();
+ }
+ // update model if any
+ if (model) {
+ model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f));
+ }
+}
+
EntityController::~EntityController() {