add test entities prototype

This commit is contained in:
MihailRis 2024-06-23 22:09:04 +03:00
parent 6f618ae3ff
commit ba458be334
7 changed files with 121 additions and 1 deletions

View File

@ -15,6 +15,7 @@
#include "../../maths/FrustumCulling.hpp"
#include "../../maths/voxmaths.hpp"
#include "../../objects/Player.hpp"
#include "../../objects/Entities.hpp"
#include "../../settings.hpp"
#include "../../voxels/Block.hpp"
#include "../../voxels/Chunk.hpp"
@ -195,7 +196,7 @@ void WorldRenderer::renderLevel(
drawChunks(level->chunks.get(), camera, shader);
shader->uniformMatrix("u_model", glm::mat4(1.0f));
// draw entities here
level->entities->render(assets, *modelBatch);
modelBatch->render();
skybox->unbind();

View File

@ -6,6 +6,7 @@
#include "../world/Level.hpp"
#include "../world/World.hpp"
#include "../physics/Hitbox.hpp"
#include "../objects/Entities.hpp"
#include "scripting/scripting.hpp"
#include "../interfaces/Object.hpp"
@ -47,6 +48,7 @@ void LevelController::update(float delta, bool input, bool pause) {
}
}
blocks->update(delta);
level->entities->updatePhysics(delta);
}
}

55
src/objects/Entities.cpp Normal file
View File

@ -0,0 +1,55 @@
#include "Entities.hpp"
#include "../assets/Assets.hpp"
#include "../world/Level.hpp"
#include "../physics/Hitbox.hpp"
#include "../physics/PhysicsSolver.hpp"
#include "../graphics/render/ModelBatch.hpp"
#include "../graphics/core/Model.hpp"
#include <glm/ext/matrix_transform.hpp>
void Transform::refresh() {
combined = glm::mat4(1.0f);
combined = glm::translate(combined, pos);
}
Entities::Entities(Level* level) : level(level) {
auto entity = registry.create();
glm::vec3 pos(0.5f, 170, 0.5f);
glm::vec3 size(1);
registry.emplace<EntityId>(entity, 1);
registry.emplace<Transform>(entity, pos, size, glm::mat3(1.0f));
registry.emplace<Hitbox>(entity, pos, size/20.0f);
}
void Entities::updatePhysics(float delta){
auto view = registry.view<Transform, Hitbox>();
auto physics = level->physics.get();
for (auto [entity, transform, hitbox] : view.each()) {
physics->step(
level->chunks.get(),
&hitbox,
delta,
10,
false,
1.0f,
true
);
transform.pos = hitbox.position;
if (hitbox.grounded) {
hitbox.velocity.y = 10;
}
}
}
void Entities::render(Assets* assets, ModelBatch& batch) {
auto view = registry.view<Transform>();
auto model = assets->get<model::Model>("dingus");
for (auto [entity, transform] : view.each()) {
transform.refresh();
batch.pushMatrix(transform.combined);
batch.draw(model);
batch.popMatrix();
}
}

57
src/objects/Entities.hpp Normal file
View File

@ -0,0 +1,57 @@
#ifndef OBJECTS_ENTITIES_HPP_
#define OBJECTS_ENTITIES_HPP_
#include "../typedefs.hpp"
#include <glm/glm.hpp>
#include <unordered_map>
#include <entt/entity/registry.hpp>
struct EntityId {
entityid_t uid;
};
struct Transform {
glm::vec3 pos;
glm::vec3 size;
glm::mat3 rot;
glm::mat4 combined;
void refresh();
};
class Level;
class Assets;
class ModelBatch;
class Entity {
entt::registry& registry;
entt::entity entity;
public:
Entity(entt::registry& registry, entt::entity entity)
: registry(registry), entity(entity) {}
bool isValid() const {
return registry.valid(entity);
}
Transform& getTransform() const {
return registry.get<Transform>(entity);
}
entityid_t getUID() const {
return registry.get<EntityId>(entity).uid;
}
};
class Entities {
entt::registry registry;
Level* level;
std::unordered_map<entityid_t, entt::entity> entities;
public:
Entities(Level* level);
void updatePhysics(float delta);
void render(Assets* assets, ModelBatch& batch);
};
#endif // OBJECTS_ENTITIES_HPP_

View File

@ -21,6 +21,7 @@ using ubyte = uint8_t;
using itemid_t = uint32_t;
using blockid_t = uint16_t;
using entityid_t = uint64_t;
using itemcount_t = uint32_t;
using blockstate_t = uint16_t;
using light_t = uint16_t;

View File

@ -10,6 +10,7 @@
#include "../physics/Hitbox.hpp"
#include "../physics/PhysicsSolver.hpp"
#include "../objects/Player.hpp"
#include "../objects/Entities.hpp"
#include "../items/Inventory.hpp"
#include "../items/Inventories.hpp"
@ -22,6 +23,7 @@ Level::Level(
chunksStorage(std::make_unique<ChunksStorage>(this)),
physics(std::make_unique<PhysicsSolver>(glm::vec3(0, -22.6f, 0))),
events(std::make_unique<LevelEvents>()),
entities(std::make_unique<Entities>(this)),
settings(settings)
{
auto inv = std::make_shared<Inventory>(

View File

@ -14,6 +14,7 @@ class Content;
class World;
class Player;
class Chunks;
class Entities;
class Inventory;
class Inventories;
class LevelEvents;
@ -35,6 +36,7 @@ public:
std::unique_ptr<PhysicsSolver> physics;
std::unique_ptr<Lighting> lighting;
std::unique_ptr<LevelEvents> events;
std::unique_ptr<Entities> entities;
const EngineSettings& settings;