278 lines
6.2 KiB
C++
278 lines
6.2 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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#include <memory>
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#include <optional>
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#include <vector>
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#include "data/dv.hpp"
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#include "physics/Hitbox.hpp"
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#include "typedefs.hpp"
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#include "util/Clock.hpp"
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#define GLM_ENABLE_EXPERIMENTAL
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#include <entt/entity/registry.hpp>
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#include <glm/gtx/norm.hpp>
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#include <unordered_map>
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struct EntityFuncsSet {
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bool init;
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bool on_despawn;
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bool on_grounded;
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bool on_fall;
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bool on_sensor_enter;
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bool on_sensor_exit;
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bool on_save;
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bool on_aim_on;
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bool on_aim_off;
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bool on_attacked;
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bool on_used;
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};
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struct EntityDef;
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struct EntityId {
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entityid_t uid;
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const EntityDef& def;
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bool destroyFlag = false;
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int64_t player = -1;
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};
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struct Transform {
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static inline constexpr float EPSILON = 0.0000001f;
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glm::vec3 pos;
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glm::vec3 size;
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glm::mat3 rot;
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glm::mat4 combined;
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bool dirty = true;
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glm::vec3 displayPos;
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glm::vec3 displaySize;
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void refresh();
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inline void setRot(glm::mat3 m) {
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rot = m;
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dirty = true;
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}
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inline void setSize(glm::vec3 v) {
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if (glm::distance2(displaySize, v) >= EPSILON) {
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dirty = true;
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}
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size = v;
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}
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inline void setPos(glm::vec3 v) {
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if (glm::distance2(displayPos, v) >= EPSILON) {
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dirty = true;
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}
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pos = v;
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}
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};
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struct Rigidbody {
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bool enabled = true;
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Hitbox hitbox;
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std::vector<Sensor> sensors;
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};
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struct UserComponent {
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std::string name;
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EntityFuncsSet funcsset;
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scriptenv env;
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dv::value params;
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UserComponent(
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const std::string& name,
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EntityFuncsSet funcsset,
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scriptenv env,
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dv::value params
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)
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: name(name),
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funcsset(funcsset),
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env(std::move(env)),
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params(std::move(params)) {
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}
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};
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struct ScriptComponents {
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std::vector<std::unique_ptr<UserComponent>> components;
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ScriptComponents() = default;
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ScriptComponents(ScriptComponents&& other)
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: components(std::move(other.components)) {
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}
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};
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class Level;
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class Assets;
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class LineBatch;
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class ModelBatch;
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class Frustum;
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class Entities;
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class DrawContext;
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namespace rigging {
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struct Skeleton;
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class SkeletonConfig;
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}
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class Entity {
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Entities& entities;
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entityid_t id;
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entt::registry& registry;
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const entt::entity entity;
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public:
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Entity(
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Entities& entities,
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entityid_t id,
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entt::registry& registry,
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const entt::entity entity
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)
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: entities(entities), id(id), registry(registry), entity(entity) {
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}
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EntityId& getID() const {
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return registry.get<EntityId>(entity);
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}
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bool isValid() const {
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return registry.valid(entity);
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}
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const EntityDef& getDef() const {
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return registry.get<EntityId>(entity).def;
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}
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Transform& getTransform() const {
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return registry.get<Transform>(entity);
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}
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Rigidbody& getRigidbody() const {
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return registry.get<Rigidbody>(entity);
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}
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ScriptComponents& getScripting() const {
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return registry.get<ScriptComponents>(entity);
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}
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rigging::Skeleton& getSkeleton() const;
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void setRig(const rigging::SkeletonConfig* rigConfig);
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entityid_t getUID() const {
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return registry.get<EntityId>(entity).uid;
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}
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entt::entity getHandler() const {
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return entity;
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}
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int64_t getPlayer() const {
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return registry.get<EntityId>(entity).player;
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}
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void setPlayer(int64_t id) {
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registry.get<EntityId>(entity).player = id;
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}
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void setInterpolatedPosition(const glm::vec3& position);
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glm::vec3 getInterpolatedPosition() const;
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void destroy();
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};
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class Entities {
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entt::registry registry;
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Level& level;
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std::unordered_map<entityid_t, entt::entity> entities;
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std::unordered_map<entt::entity, entityid_t> uids;
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entityid_t nextID = 1;
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util::Clock sensorsTickClock;
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util::Clock updateTickClock;
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void updateSensors(
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Rigidbody& body, const Transform& tsf, std::vector<Sensor*>& sensors
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);
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void preparePhysics(float delta);
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public:
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struct RaycastResult {
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entityid_t entity;
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glm::ivec3 normal;
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float distance;
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};
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Entities(Level& level);
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void clean();
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void updatePhysics(float delta);
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void update(float delta);
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void renderDebug(
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LineBatch& batch, const Frustum* frustum, const DrawContext& ctx
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);
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void render(
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const Assets& assets,
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ModelBatch& batch,
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const Frustum* frustum,
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float delta,
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bool pause
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);
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entityid_t spawn(
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const EntityDef& def,
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glm::vec3 position,
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dv::value args = nullptr,
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dv::value saved = nullptr,
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entityid_t uid = 0
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);
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std::optional<Entity> get(entityid_t id) {
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const auto& found = entities.find(id);
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if (found != entities.end() && registry.valid(found->second)) {
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return Entity(*this, id, registry, found->second);
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}
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return std::nullopt;
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}
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/// @brief Entities raycast. No blocks check included, use combined with
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/// Chunks.rayCast
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/// @param start Ray start
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/// @param dir Ray direction normalized vector
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/// @param maxDistance Max ray length
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/// @param ignore Ignored entity ID
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/// @return An optional structure containing entity, normal and distance
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std::optional<RaycastResult> rayCast(
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glm::vec3 start,
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glm::vec3 dir,
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float maxDistance,
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entityid_t ignore = -1
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);
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void loadEntities(dv::value map);
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void loadEntity(const dv::value& map);
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void loadEntity(const dv::value& map, Entity entity);
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void onSave(const Entity& entity);
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bool hasBlockingInside(AABB aabb);
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std::vector<Entity> getAllInside(AABB aabb);
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std::vector<Entity> getAllInRadius(glm::vec3 center, float radius);
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void despawn(entityid_t id);
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void despawn(std::vector<Entity> entities);
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dv::value serialize(const Entity& entity);
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dv::value serialize(const std::vector<Entity>& entities);
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void setNextID(entityid_t id) {
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nextID = id;
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}
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inline size_t size() const {
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return entities.size();
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}
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inline entityid_t peekNextID() const {
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return nextID;
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}
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};
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