247 lines
4.3 KiB
C++
247 lines
4.3 KiB
C++
#include "gameMap.h"
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using namespace SE;
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TMapCharacter::TMapCharacter() :
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Pos(ZeroVec3),
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RotationMatrix(IdentityMatrix),
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Direction(vec3(0.0f, 0.0f, 1.0f)),
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Destination(ZeroVec3),
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VectorToDestination(ZeroVec3),
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Velocity(0.0f)
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{
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}
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void TMapCharacter::SetPos(vec3& pos)
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{
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Pos = pos;
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}
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void TMapCharacter::GoToDestination(vec3& dest)
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{
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Destination = vec3(dest.v[0], 0.0f, dest.v[2]);
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Velocity = 0.002f;
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}
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void TMapCharacter::Update(cardinal timer)
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{
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const float CONST_DISTANCE_SLOW_DOWN = 1.0f;
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const float CONST_DISTANCE_STOP = 0.1f;
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const float CONST_ROTATION_ANGLE_STEP = pi/200;
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VectorToDestination = (Destination - Pos);
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VectorToDestination.v[1] = 0.0f;
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VectorToDestination = Normalize(VectorToDestination);
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if (!IsFloatEqual(Velocity, 0.0f))
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{
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float cosa = DotProduct(VectorToDestination, Direction);
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float alpha = acosf(cosa);
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if (alpha <= CONST_ROTATION_ANGLE_STEP * timer)
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{
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Direction = VectorToDestination;
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}
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else
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{
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vec3 n = Normalize(CrossProduct(Direction, VectorToDestination));
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float sinb = sinf(CONST_ROTATION_ANGLE_STEP * timer / 2.0f);
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float cosb = cosf(CONST_ROTATION_ANGLE_STEP * timer / 2.0f);
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vec4 q;
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q.v[0] = n.v[0] * sinb;
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q.v[1] = n.v[1] * sinb;
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q.v[2] = n.v[2] * sinb;
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q.v[3] = cosb;
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mat3 rmat = mat3(q);
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RotationMatrix *= rmat;
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Direction = rmat * Direction;
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}
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}
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if (!(Pos == Destination))
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{
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float dist = sqrtf((Pos.v[0] - Destination.v[0])*(Pos.v[0] - Destination.v[0]) +
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(Pos.v[1] - Destination.v[1])*(Pos.v[1] - Destination.v[1]) +
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(Pos.v[2] - Destination.v[2])*(Pos.v[2] - Destination.v[2]));
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if (dist > CONST_DISTANCE_SLOW_DOWN)
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{
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Pos = Pos + timer*Velocity*Direction;
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}
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else if (dist > CONST_DISTANCE_STOP && dist <= CONST_DISTANCE_SLOW_DOWN)
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{
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Pos = Pos + 0.5f*timer*Velocity*Direction;
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}
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else
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{
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Pos = Destination;
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Velocity = 0.0f;
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VectorToDestination = ZeroVec3;
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}
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}
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}
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vec3 TMapCharacter::GetPos()
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{
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return Pos;
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}
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mat3 TMapCharacter::GetRotationMatrix()
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{
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return RotationMatrix;
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}
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void TGameMap::LoadMap()
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{
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Land = new TSimpleLandClass;
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Land->LoadFromFile(std::string("landscapes/out.ls1"));
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Land->SetTexture(std::string("landscapes/out.bmp"));
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Land->Scale(0.005f);
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StaticModelArr.reserve(1);
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StaticModelArr.resize(1);
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StaticModelArr[0].LoadModel("bt_box_yellow.lm1");
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//StaticModelArr[0].SetShaderTranslateVector(vec3(-1.0f, 0.23f, 6.3f));
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PlayerChar = new TLiteModel;
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PlayerChar->LoadModel("bt_cone.lm1");
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AnimModel = new TAnimModel;
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AnimModel->LoadModel("bonemodel.lm1");
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animSeq = 0;
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//AnimModel->ApplySequence("bonemodel.an1", animSeq);
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GirlText = new TAnimModel;
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GirlText->LoadModel("girl.lm1");
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//GirlText->ScaleModel(0.1f);
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//GirlText->MoveModel(vec3(0,4,0));
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//GirlText->UpdateVBO();
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//GirlText->ApplySequence("girl.an1", 0);
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MapChar.SetPos(vec3(0.0f, 0.0f, 10.0f));
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}
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void TGameMap::FreeMap()
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{
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if (Land)
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{
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delete Land;
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Land = NULL;
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}
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if (PlayerChar)
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{
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delete PlayerChar;
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PlayerChar = NULL;
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}
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if (AnimModel)
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{
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delete AnimModel;
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AnimModel = NULL;
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}
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if (GirlText)
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{
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delete GirlText;
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GirlText = NULL;
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}
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StaticModelArr.clear();
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}
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TSimpleLandClass* TGameMap::GetLand()
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{
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return Land;
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}
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void TGameMap::DrawVBO()
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{
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Renderer->PushShader("Simple3D");
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Land->DrawVBO();
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Renderer->PopShader();
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//Land->DrawImmediate();
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for (TLiteModelArr::iterator i = StaticModelArr.begin(); i != StaticModelArr.end(); ++i)
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{
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//i->DrawImmediate();
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i->DrawVBO();
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}
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//PlayerChar->DrawVBO();
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//AnimModel->DrawVBO();
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//GirlText->DrawVBO();
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}
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cardinal timeForSeq = 0;
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void TGameMap::Update(cardinal timer)
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{
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MapChar.Update(timer);
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vec3 vecFrom, vecTo;
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vec3 pos = Land->CalcVerticalCrossing(MapChar.GetPos());
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PlayerChar->SetShaderTranslateVector(pos);
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PlayerChar->SetShaderRotateMatrix(MapChar.GetRotationMatrix());
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timeForSeq += timer;
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if (timeForSeq >= 2000)
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{
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timeForSeq = 0;
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if (animSeq != 12)
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{
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animSeq = 12;
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//animSeq+= 1;
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if (animSeq >= 100)
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{
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animSeq = 0;
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}
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//GirlText->ApplySequence("girl.an1", animSeq);
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//GirlText->UpdateVBO();
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}
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}
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//AnimModel->ApplySequence("bonemodel.an1", animSeq);
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//AnimModel->UpdateVBO();
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}
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void TGameMap::PlayerClicked(int x, int y)
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{
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/*
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vec3 vecFrom, vecTo;
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SalmonRender->GetVectorOutOfCursor(x, y, vecFrom, vecTo);
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vec3 r = Land->CalcCrossing(vecFrom, vecTo);
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MapChar.GoToDestination(r);
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*/
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} |