VoxelEngine/src/objects/Entities.cpp
2024-06-27 15:53:51 +03:00

94 lines
2.8 KiB
C++

#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/LineBatch.hpp"
#include "../graphics/core/Model.hpp"
#include "../maths/FrustumCulling.hpp"
#include "../objects/EntityDef.hpp"
#include <glm/ext/matrix_transform.hpp>
void Transform::refresh() {
combined = glm::mat4(1.0f);
combined = glm::translate(combined, pos);
combined = glm::scale(combined, size);
combined = combined * glm::mat4(rot);
}
Entities::Entities(Level* level) : level(level) {
}
entityid_t Entities::spawn(EntityDef& def, glm::vec3 pos) {
auto entity = registry.create();
glm::vec3 size(1);
auto id = nextID++;
registry.emplace<EntityId>(entity, static_cast<entityid_t>(id));
registry.emplace<Transform>(entity, pos, size/4.0f, glm::mat3(1.0f));
registry.emplace<Rigidbody>(entity, true, Hitbox {pos, def.hitbox});
entities[id] = entity;
return id;
}
void Entities::clean() {
for (auto it = entities.begin(); it != entities.end();) {
if (registry.valid(it->second)) {
++it;
} else {
it = entities.erase(it);
}
}
}
void Entities::updatePhysics(float delta){
auto view = registry.view<Transform, Rigidbody>();
auto physics = level->physics.get();
for (auto [entity, transform, rigidbody] : view.each()) {
if (!rigidbody.enabled) {
continue;
}
auto& hitbox = rigidbody.hitbox;
physics->step(
level->chunks.get(),
&hitbox,
delta,
10,
false,
1.0f,
true
);
hitbox.linear_damping = hitbox.grounded * 12;
transform.pos = hitbox.position;
//transform.rot = glm::rotate(glm::mat4(transform.rot), delta, glm::vec3(0, 1, 0));
if (hitbox.grounded) {
//hitbox.velocity.y = 10;
}
}
}
void Entities::renderDebug(LineBatch& batch) {
batch.lineWidth(1.0f);
auto view = registry.view<Transform, Hitbox>();
for (auto [entity, transform, hitbox] : view.each()) {
batch.box(hitbox.position, hitbox.halfsize * 2.0f, glm::vec4(1.0f));
}
}
void Entities::render(Assets* assets, ModelBatch& batch, Frustum& frustum) {
auto view = registry.view<Transform>();
auto model = assets->get<model::Model>("cube");
for (auto [entity, transform] : view.each()) {
const auto& pos = transform.pos;
const auto& size = transform.size;
if (frustum.isBoxVisible(pos-size, pos+size)) {
transform.refresh();
batch.pushMatrix(transform.combined);
batch.draw(model);
batch.popMatrix();
}
}
}