Merge branch 'salmon' of github.com:mephi1984/ZeptoLabTest1 into salmon

This commit is contained in:
Vladislav Khorev 2025-03-02 14:34:11 +03:00
commit 0fc6b483d1
13 changed files with 17228 additions and 10 deletions

31
.vscode/settings.json vendored Normal file
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@ -0,0 +1,31 @@
{
"files.associations": {
"array": "cpp",
"bitset": "cpp",
"string_view": "cpp",
"hash_map": "cpp",
"hash_set": "cpp",
"initializer_list": "cpp",
"span": "cpp",
"regex": "cpp",
"valarray": "cpp",
"__hash_table": "cpp",
"__split_buffer": "cpp",
"__tree": "cpp",
"deque": "cpp",
"list": "cpp",
"map": "cpp",
"queue": "cpp",
"set": "cpp",
"stack": "cpp",
"string": "cpp",
"unordered_map": "cpp",
"unordered_set": "cpp",
"vector": "cpp",
"chrono": "cpp",
"text_encoding": "cpp",
"typeindex": "cpp",
"typeinfo": "cpp",
"*.inc": "cpp"
}
}

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@ -7,12 +7,13 @@
namespace ZL {
const float GameObjectManager::INVENTORY_ICON_SIZE = 32.0f;
const float GameObjectManager::INVENTORY_ICON_SIZE = 64.0f;
const float GameObjectManager::INVENTORY_MARGIN = 10.0f;
void GameObjectManager::initialize() {
current_room_index = 0;
objects_in_inventory = 0;
coneTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
@ -27,10 +28,15 @@ void GameObjectManager::initialize() {
testObjMeshMutable.data = testObjMesh;
testObjMeshMutable.RefreshVBO();
textMesh = ZL::LoadFromTextFile("./mesh_first_room.txt"); // Add ZL:: namespace
textMesh = ZL::LoadFromTextFile("./textures/mesh_first_room.txt"); // Add ZL:: namespace
textMesh.Scale(10);
textMesh.SwapZandY();
textMesh.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundX(M_PI * 0.5)));
textMesh.Move(Vector3f{0, 93, 0});
coneMesh = ZL::LoadFromTextFile("./cone001.txt"); // Add ZL:: namespace
coneMesh.Scale(200);
textMesh.Scale(20);
textMeshMutable.AssignFrom(textMesh);
textMeshMutable.RefreshVBO();
@ -99,7 +105,7 @@ void GameObjectManager::initialize() {
// Initialize inventory
inventoryIconMesh = CreateRect2D(
{0.0f, 0.0f},
{0.0f, 40.0f},
{INVENTORY_ICON_SIZE/2, INVENTORY_ICON_SIZE/2},
0.5f
);
@ -108,6 +114,12 @@ void GameObjectManager::initialize() {
roomTexturePtr = rooms[current_room_index].roomTexture;
AddItemToInventory("book1", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), objects_in_inventory+1);
objects_in_inventory++;
AddItemToInventory("book2", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), objects_in_inventory+1);
objects_in_inventory++;
//SDL_ShowCursor(SDL_DISABLE);
SDL_SetRelativeMouseMode(SDL_TRUE);
}
@ -145,7 +157,8 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
continue;
}
AddItemToInventory(ao->name, ao->activeObjectTexturePtr);
AddItemToInventory(ao->name, ao->activeObjectTexturePtr, objects_in_inventory+1);
objects_in_inventory++;
aoMgr.removeByName(ao->name);
}
@ -234,6 +247,17 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
Environment::violaLastWalkFrame = -1;
}
break;
case SDLK_1:
case SDLK_2:
{
int hot_key = (event.key.keysym.sym == SDLK_1) ? 1 : 2;
UnselectAllItems();
if (InventoryItem* item = GetItemByHotkey(hot_key)) {
item->isSelected = true;
}
}
break;
// ...handle other keys...
}
}

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@ -55,6 +55,7 @@ public:
static const float INVENTORY_ICON_SIZE;
static const float INVENTORY_MARGIN;
ActiveObjectManager aoMgr;
int objects_in_inventory;
private:
//int animationCounter = 0;

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@ -5,11 +5,12 @@ namespace ZL
// Определяем глобальную переменную
std::unordered_map<std::string, InventoryItem> gInventoryMap;
void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex)
void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex, int hot_key)
{
InventoryItem item;
item.name = name;
item.texture = tex;
item.hot_key = hot_key;
// Вставляем или перезаписываем (operator[] так сделает).
gInventoryMap[name] = item;
@ -34,6 +35,16 @@ namespace ZL
return nullptr;
}
InventoryItem* GetItemByHotkey(int hotkey)
{
for (auto& [_, item] : gInventoryMap) {
if (item.hot_key == hotkey) {
return &item;
}
}
return nullptr;
}
void PrintInventory()
{
std::cout << "Inventory contents:\n";
@ -43,6 +54,13 @@ namespace ZL
}
}
void UnselectAllItems()
{
for (auto& [_, item] : gInventoryMap) {
item.isSelected = false;
}
}
const std::unordered_map<std::string, InventoryItem>& ReturnInventory()
{
return gInventoryMap;

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@ -12,13 +12,15 @@ namespace ZL
{
std::string name;
std::shared_ptr<Texture> texture;
bool isSelected = false;
int hot_key;
};
// Глобальное хранилище предметов
extern std::unordered_map<std::string, InventoryItem> gInventory;
extern std::unordered_map<std::string, InventoryItem> gInventoryMap; // Changed from gInventory
// Добавить предмет в инвентарь
void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex);
void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex, int hot_key);
// Удалить предмет из инвентаря
void RemoveItemFromInventory(const std::string& name);
@ -30,4 +32,8 @@ namespace ZL
void PrintInventory();
const std::unordered_map<std::string, InventoryItem>& ReturnInventory();
// Add these new functions
void UnselectAllItems();
InventoryItem* GetItemByHotkey(int hotkey);
}

46
Readme.md.save Normal file
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@ -0,0 +1,46 @@
# Script to run:
```
C:\Work\Projects\emsdk\emsdk.bat activate latest
C:\Work\Projects\emsdk\emsdk_env.bat
emcc main.cpp Game.cpp Math.cpp Physics.cpp Renderer.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -sTOTAL_MEMORY=33554432 -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS="[""png""]" -sUSE_SDL=2 --preload-file background.bmp --preload-file bird.bmp32 --preload-file default.fragment --preload-file default.vertex --preload-file game_over.bmp32 --preload-file pipe.bmp32 -o jumpingbird.html
```
```
zlib-1.3.1:
mkdir build
cd build
cmake -DCMAKE_INSTALL_PREFIX=install ..
then run ALL_BUILD and INSTALL in Visual Studio
lpng1645:
mkdir build
cd build
cmake -DCMAKE_INSTALL_PREFIX=install -DZLIB_ROOT=C:\Work\Projects\zlib-1.3.1\build\install ..
then run ALL_BUILD and INSTALL in Visual Studio
```
https://github.com/Bly7/OBJ-Loader/blob/master/Source/OBJ_Loader.h
https://github.com/gametutorials/tutorials/blob/master/OpenGL/MD3%20Animation/Main.cpp
linux:
```
g++ Game.cpp main.cpp Math.cpp OpenGlExtensions.cpp Physics.cpp Renderer.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp BoneAnimatedModel.cpp ObjLoader.cpp cmakeaudioplayer/src/AudioPlayer.cpp TextModel.cpp Inventory.cpp -o sdl_app -O2 -std=c++17 \
-I cmakeaudioplayer/include \
$(pkg-config --cflags --libs sdl2 gl) \
$(pkg-config --cflags --libs vorbis vorbisfile ogg) \
-lopenal
```

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@ -1,6 +1,5 @@
#include "Renderer.h"
#include <cmath>
namespace ZL {
@ -287,6 +286,13 @@ namespace ZL {
PositionData[i] = PositionData[i] * scale;
}
}
void VertexDataStruct::Move(Vector3f diff)
{
for (int i = 0; i < PositionData.size(); i++)
{
PositionData[i] = PositionData[i] + diff;
}
}
void VertexDataStruct::SwapZandY()
{
@ -297,6 +303,7 @@ namespace ZL {
PositionData[i].v[2] = value;
}
}
void VertexDataStruct::RotateByMatrix(Matrix3f m)
{

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@ -52,6 +52,7 @@ namespace ZL {
void RotateByMatrix(Matrix3f m);
void Scale(float scale);
void Move(Vector3f diff);
void SwapZandY();
};

1
py_script.py Normal file
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/home/albert/Downloads/Telegram Desktop/plain_obj_script.py

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4833
textures/mesh_first_room.txt Normal file

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