Some refactoring

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Vladislav Khorev committed 2026-04-16 20:06:03 +03:00
1 parent f2f56125f0
commit 92ba3f2b60
7 files changed
+847 -485

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#pragma once
#include "render/Renderer.h"
#include "Environment.h"
#include "render/TextureManager.h"
#include "items/GameObjectLoader.h"
#include "items/InteractiveObject.h"
#include "navigation/PathFinder.h"
#include "render/ShadowMap.h"
#include "ScriptEngine.h"
namespace ZL
{
class Location
{
public:
Location(Renderer& iRenderer, Inventory& iInventory);
std::shared_ptr<Texture> roomTexture;
VertexRenderStruct roomMesh;
std::unordered_map<std::string, LoadedGameObject> gameObjects;
std::vector<InteractiveObject> interactiveObjects;
std::unique_ptr<Character> player;
std::vector<std::unique_ptr<Character>> npcs;
float cameraAzimuth = 0.0f;
float cameraInclination = M_PI * 30.f / 180.f;
PathFinder navigation;
std::unique_ptr<ShadowMap> shadowMap;
Eigen::Matrix4f cameraViewMatrix = Eigen::Matrix4f::Identity();
InteractiveObject* targetInteractiveObject = nullptr;
ScriptEngine scriptEngine;
#ifdef SHOW_PATH
std::vector<VertexRenderStruct> debugNavMeshes;
void buildDebugNavMeshes();
void drawDebugNavigation();
#endif
bool rightMouseDown = false;
int lastMouseX = 0;
int lastMouseY = 0;
void setup();
void setupNavigation();
InteractiveObject* raycastInteractiveObjects(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir);
Character* raycastNpcs(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir, float maxDistance = 100.0f);
void drawGame();
void drawShadowDepthPass();
void drawGameWithShadows();
bool setNavigationAreaAvailable(const std::string& areaName, bool available);
void update(int64_t deltaMs);
void handleDown(int64_t fingerId, int mx, int my);
void handleUp(int64_t fingerId, int mx, int my);
void handleMotion(int64_t fingerId, int mx, int my);
protected:
Renderer& renderer;
Inventory& inventory;
};
} // namespace ZL