private:
void UpdateModel() noexcept;
- void UpdateView() noexcept;
+ void UpdateTransforms() noexcept;
void UpdateHeading() noexcept;
private:
AABB bounds;
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;
+ /// be at origin and oriented towards pitch of model space
+ glm::mat4 view_transform;
float speed;
glm::vec3 heading;
#include <cmath>
#include <iostream>
#include <limits>
+#include <glm/gtx/euler_angles.hpp>
#include <glm/gtx/io.hpp>
#include <glm/gtx/quaternion.hpp>
#include <glm/gtx/transform.hpp>
, name(other.name)
, bounds(other.bounds)
, state(other.state)
+, model_transform(1.0f)
+, view_transform(1.0f)
+, speed(0.0f)
+, heading(0.0f, 0.0f, -1.0f)
, max_vel(other.max_vel)
, max_force(other.max_force)
, ref_count(0)
}
glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept {
- return state.Transform(reference);
+ return glm::translate(glm::vec3((state.chunk_pos - reference) * Chunk::Extent())) * model_transform;
}
glm::mat4 Entity::ViewTransform(const glm::ivec3 &reference) const noexcept {
- glm::mat4 transform = view_local;
- transform[3] += glm::vec4(state.RelativePosition(reference), 0.0f);
- return transform;
+ return Transform(reference) * view_transform;
}
Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept {
}
void Entity::Update(float dt) {
- UpdateView();
+ UpdateTransforms();
UpdateHeading();
if (HasController()) {
GetController().Update(*this, dt);
}
}
-void Entity::UpdateView() noexcept {
- // create local transform
- view_local = Transform(ChunkCoords());
- // clear the translation part
- view_local[3] = glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
- // add the model's eyes translation, if any
+void Entity::UpdateTransforms() noexcept {
+ // model transform is the one given by current state
+ model_transform = state.Transform(state.chunk_pos);
+ // view transform is either the model's eyes transform or,
+ // should the entity have no model, the pitch (yaw already is
+ // in model transform)
if (model) {
- view_local *= model.EyesTransform();
+ view_transform = model.EyesTransform();
+ } else {
+ view_transform = glm::eulerAngleX(state.pitch);
}
}
} else {
speed = 0.0f;
// use -Z (forward axis) of local view transform
- heading = -glm::vec3(view_local[2]);
+ heading = -glm::vec3(view_transform[2]);
}
}
void World::Update(int dt) {
float fdt(dt * 0.001f);
for (Entity &entity : entities) {
- entity.Update(fdt);
+ Update(entity, fdt);
}
for (Entity &entity : entities) {
- Update(entity, fdt);
+ entity.Update(fdt);
}
for (Player &player : players) {
player.Update(dt);