NPC code
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parent
2e4a7ab467
commit
995e2c8e5b
@ -14,6 +14,8 @@ add_executable(space-game001
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../src/main.cpp
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../src/Game.cpp
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../src/Game.h
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../src/Character.cpp
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../src/Character.h
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../src/Environment.cpp
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../src/Environment.h
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../src/render/Renderer.cpp
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489481
resources/w/default_idle001.txt
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489481
resources/w/default_idle001.txt
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File diff suppressed because it is too large
Load Diff
434020
resources/w/default_idle002.txt
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434020
resources/w/default_idle002.txt
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File diff suppressed because it is too large
Load Diff
BIN
resources/w/default_skin001.png
(Stored with Git LFS)
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BIN
resources/w/default_skin001.png
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -450,6 +450,11 @@ namespace ZL
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throw std::runtime_error("No number found in the input string.");
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}
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if (i == 0)
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{
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startingFrame == numberFrame;
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}
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animations[0].keyFrames[i].frame = numberFrame;
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animations[0].keyFrames[i].bones.resize(numberBones);
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@ -609,35 +614,11 @@ namespace ZL
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Matrix3f oneFrameBonesMatrix;
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oneFrameBonesMatrix = oneFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
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/*
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oneFrameBonesMatrix.data()[0] = oneFrameBones[i].boneMatrixWorld.m[0];
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oneFrameBonesMatrix.data()[1] = oneFrameBones[i].boneMatrixWorld.m[1];
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oneFrameBonesMatrix.data()[2] = oneFrameBones[i].boneMatrixWorld.m[2];
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oneFrameBonesMatrix.data()[3] = oneFrameBones[i].boneMatrixWorld.m[0 + 1*4];
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oneFrameBonesMatrix.data()[4] = oneFrameBones[i].boneMatrixWorld.m[1 + 1*4];
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oneFrameBonesMatrix.data()[5] = oneFrameBones[i].boneMatrixWorld.m[2 + 1*4];
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oneFrameBonesMatrix.data()[6] = oneFrameBones[i].boneMatrixWorld.m[0 + 2*4];
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oneFrameBonesMatrix.data()[7] = oneFrameBones[i].boneMatrixWorld.m[1 + 2*4];
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oneFrameBonesMatrix.data()[8] = oneFrameBones[i].boneMatrixWorld.m[2 + 2*4];
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*/
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Matrix3f nextFrameBonesMatrix;
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nextFrameBonesMatrix = nextFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
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/*
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nextFrameBonesMatrix.data()[0] = nextFrameBones[i].boneMatrixWorld.m[0];
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nextFrameBonesMatrix.data()[1] = nextFrameBones[i].boneMatrixWorld.m[1];
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nextFrameBonesMatrix.data()[2] = nextFrameBones[i].boneMatrixWorld.m[2];
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nextFrameBonesMatrix.data()[3] = nextFrameBones[i].boneMatrixWorld.m[0 + 1 * 4];
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nextFrameBonesMatrix.data()[4] = nextFrameBones[i].boneMatrixWorld.m[1 + 1 * 4];
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nextFrameBonesMatrix.data()[5] = nextFrameBones[i].boneMatrixWorld.m[2 + 1 * 4];
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nextFrameBonesMatrix.data()[6] = nextFrameBones[i].boneMatrixWorld.m[0 + 2 * 4];
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nextFrameBonesMatrix.data()[7] = nextFrameBones[i].boneMatrixWorld.m[1 + 2 * 4];
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nextFrameBonesMatrix.data()[8] = nextFrameBones[i].boneMatrixWorld.m[2 + 2 * 4];
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*/
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Eigen::Quaternionf q1 = Eigen::Quaternionf(oneFrameBonesMatrix).normalized();
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Eigen::Quaternionf q2 = Eigen::Quaternionf(nextFrameBonesMatrix).normalized();
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Eigen::Quaternionf q1_norm = q1.normalized();
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@ -47,6 +47,7 @@ namespace ZL
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std::vector<Bone> currentBones;
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std::vector<Animation> animations;
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int startingFrame = 0;
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void LoadFromFile(const std::string& fileName, const std::string& ZIPFileName = "");
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97
src/Character.cpp
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97
src/Character.cpp
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@ -0,0 +1,97 @@
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#include "Character.h"
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#include <cmath>
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namespace ZL {
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void Character::loadAnimation(AnimationState state, const std::string& filename, const std::string& zipFile) {
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auto& data = animations[state];
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data.model.LoadFromFile(filename, zipFile);
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if (!data.model.animations.empty() && !data.model.animations[0].keyFrames.empty()) {
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data.totalFrames = data.model.animations[0].keyFrames.back().frame + 1;
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} else {
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data.totalFrames = 1;
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}
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}
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void Character::setTexture(std::shared_ptr<Texture> tex) {
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texture = tex;
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}
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void Character::setTarget(const Eigen::Vector3f& target) {
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walkTarget = target;
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}
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AnimationState Character::resolveActiveState() const {
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if (animations.count(currentState)) return currentState;
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return AnimationState::IDLE;
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}
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void Character::update(int64_t deltaMs) {
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// Move toward walk target on the XZ plane
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Eigen::Vector3f toTarget = walkTarget - position;
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toTarget.y() = 0.f;
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float dist = toTarget.norm();
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if (dist > WALK_THRESHOLD) {
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Eigen::Vector3f dir = toTarget / dist;
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float moveAmount = walkSpeed * static_cast<float>(deltaMs) / 1000.f;
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if (moveAmount >= dist) {
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position = walkTarget;
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position.y() = 0.f;
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} else {
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position += dir * moveAmount;
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}
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targetFacingAngle = atan2(dir.x(), -dir.z());
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currentState = AnimationState::WALK;
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} else {
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currentState = AnimationState::IDLE;
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}
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// Rotate toward target facing angle at constant angular speed
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float angleDiff = targetFacingAngle - facingAngle;
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while (angleDiff > static_cast<float>(M_PI)) angleDiff -= 2.f * static_cast<float>(M_PI);
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while (angleDiff < -static_cast<float>(M_PI)) angleDiff += 2.f * static_cast<float>(M_PI);
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float rotStep = rotationSpeed * static_cast<float>(deltaMs) / 1000.f;
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if (std::fabs(angleDiff) <= rotStep) {
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facingAngle = targetFacingAngle;
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} else {
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facingAngle += (angleDiff > 0.f ? rotStep : -rotStep);
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}
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// Advance active animation frame
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AnimationState animState = resolveActiveState();
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auto it = animations.find(animState);
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if (it == animations.end()) return;
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auto& anim = it->second;
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anim.currentFrame += static_cast<float>(deltaMs) / 24.f;
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if (static_cast<int>(anim.currentFrame) >= anim.totalFrames-1) {
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anim.currentFrame = anim.model.startingFrame;
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}
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if (static_cast<int>(anim.currentFrame) != anim.lastFrame) {
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anim.model.Interpolate(static_cast<int>(anim.currentFrame));
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anim.lastFrame = static_cast<int>(anim.currentFrame);
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}
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}
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void Character::draw(Renderer& renderer) {
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AnimationState drawState = resolveActiveState();
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auto it = animations.find(drawState);
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if (it == animations.end() || !texture) return;
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renderer.PushMatrix();
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renderer.TranslateMatrix({ position.x(), position.y(), position.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(modelScale);
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renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
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auto& anim = it->second;
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anim.modelMutable.AssignFrom(anim.model.mesh);
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anim.modelMutable.RefreshVBO();
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glBindTexture(GL_TEXTURE_2D, texture->getTexID());
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renderer.DrawVertexRenderStruct(anim.modelMutable);
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renderer.PopMatrix();
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}
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} // namespace ZL
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59
src/Character.h
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59
src/Character.h
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@ -0,0 +1,59 @@
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#pragma once
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#include "BoneAnimatedModel.h"
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#include "render/Renderer.h"
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#include "render/TextureManager.h"
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#include <memory>
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#include <map>
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#include <string>
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#include <cstdint>
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namespace ZL {
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enum class AnimationState {
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IDLE = 0,
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WALK = 1
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};
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class Character {
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public:
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void loadAnimation(AnimationState state, const std::string& filename, const std::string& zipFile = "");
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void setTexture(std::shared_ptr<Texture> texture);
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void update(int64_t deltaMs);
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void setTarget(const Eigen::Vector3f& target);
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void draw(Renderer& renderer);
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// Public: read by Game for camera tracking and ray-cast origin
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Eigen::Vector3f position = Eigen::Vector3f(0.f, 0.f, 0.f);
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float facingAngle = 0.0f;
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// Per-character tuning — set after construction, before first update
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float walkSpeed = 3.0f;
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float rotationSpeed = 4.0f;
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float modelScale = 0.12f;
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// Applied after scale, fixes model-space orientation (e.g. Blender Z-up exports)
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Eigen::Quaternionf modelCorrectionRotation = Eigen::Quaternionf::Identity();
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private:
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struct AnimationData {
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BoneSystem model;
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VertexRenderStruct modelMutable;
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float currentFrame = 0.f;
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int lastFrame = -1;
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int totalFrames = 1;
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};
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std::map<AnimationState, AnimationData> animations;
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AnimationState currentState = AnimationState::IDLE;
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std::shared_ptr<Texture> texture;
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Eigen::Vector3f walkTarget = Eigen::Vector3f(0.f, 0.f, 0.f);
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float targetFacingAngle = 0.0f;
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static constexpr float WALK_THRESHOLD = 0.05f;
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// Returns the animation state to actually play/draw, falling back to IDLE
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// if the requested state has no loaded animation.
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AnimationState resolveActiveState() const;
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};
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} // namespace ZL
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144
src/Game.cpp
144
src/Game.cpp
@ -162,12 +162,31 @@ namespace ZL
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benchMesh.data.Move({ -2.1, 0.5, -7.9 });
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benchMesh.RefreshVBO();
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violaIdleModel.LoadFromFile("resources/idleviola_uv010.txt", CONST_ZIP_FILE);
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violaWalkModel.LoadFromFile("resources/walkviola_uv010.txt", CONST_ZIP_FILE);
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auto violaTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/viola.png", CONST_ZIP_FILE));
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zombieModel.LoadFromFile("resources/w/zombie002.txt", CONST_ZIP_FILE);
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// Player (Viola)
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player = std::make_unique<Character>();
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player->loadAnimation(AnimationState::IDLE, "resources/idleviola_uv010.txt", CONST_ZIP_FILE);
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player->loadAnimation(AnimationState::WALK, "resources/walkviola_uv010.txt", CONST_ZIP_FILE);
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player->setTexture(violaTexture);
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player->walkSpeed = 3.0f;
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player->rotationSpeed = 8.0f;
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player->modelScale = 0.12f;
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player->modelCorrectionRotation =
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Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5f, Eigen::Vector3f::UnitX())) *
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Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitZ()));
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violaTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/viola.png", CONST_ZIP_FILE));
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auto defaultTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/default_skin001.png", CONST_ZIP_FILE));
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auto zombie = std::make_unique<Character>();
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zombie->loadAnimation(AnimationState::IDLE, "resources/w/default_idle002.txt", CONST_ZIP_FILE);
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zombie->setTexture(defaultTexture);
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zombie->walkSpeed = 1.5f;
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zombie->rotationSpeed = 2.0f;
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zombie->modelScale = 0.01f;
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zombie->position = Eigen::Vector3f(0.f, 0.f, -15.f);
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zombie->setTarget(zombie->position);
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npcs.push_back(std::move(zombie));
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loadingCompleted = true;
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}
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@ -206,7 +225,8 @@ namespace ZL
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraInclination, Eigen::Vector3f::UnitX())).toRotationMatrix());
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraAzimuth, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.TranslateMatrix({ -violaPosition.x(), -violaPosition.y(), -violaPosition.z() });
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const Eigen::Vector3f& camTarget = player ? player->position : Eigen::Vector3f::Zero();
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renderer.TranslateMatrix({ -camTarget.x(), -camTarget.y(), -camTarget.z() });
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glBindTexture(GL_TEXTURE_2D, roomTexture->getTexID());
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renderer.DrawVertexRenderStruct(roomMesh);
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@ -219,41 +239,8 @@ namespace ZL
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renderer.DrawVertexRenderStruct(benchMesh);
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renderer.PushMatrix();
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renderer.TranslateMatrix({ 0,0,-15 });
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renderer.ScaleMatrix(0.01);
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zombieModelMutable.AssignFrom(zombieModel.mesh);
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zombieModelMutable.RefreshVBO();
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glBindTexture(GL_TEXTURE_2D, violaTexture->getTexID());
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renderer.DrawVertexRenderStruct(zombieModelMutable);
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renderer.PopMatrix();
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renderer.PushMatrix();
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renderer.TranslateMatrix({ violaPosition.x(), violaPosition.y(), violaPosition.z() });
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-violaFacingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
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renderer.ScaleMatrix(0.12);
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5f, Eigen::Vector3f::UnitX())).toRotationMatrix());
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renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitZ())).toRotationMatrix());
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//renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 2.0));
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//renderer.RotateMatrix(QuatFromRotateAroundZ(M_PI));
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if (violaCurrentAnimation == 0) {
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violaIdleModelMutable.AssignFrom(violaIdleModel.mesh);
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violaIdleModelMutable.RefreshVBO();
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glBindTexture(GL_TEXTURE_2D, violaTexture->getTexID());
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renderer.DrawVertexRenderStruct(violaIdleModelMutable);
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}
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else if (violaCurrentAnimation == 1) {
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violaWalkModelMutable.AssignFrom(violaWalkModel.mesh);
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violaWalkModelMutable.RefreshVBO();
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glBindTexture(GL_TEXTURE_2D, violaTexture->getTexID());
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renderer.DrawVertexRenderStruct(violaWalkModelMutable);
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}
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renderer.PopMatrix();
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if (player) player->draw(renderer);
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for (auto& npc : npcs) npc->draw(renderer);
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renderer.PopMatrix();
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@ -332,74 +319,8 @@ namespace ZL
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lastTickCount = newTickCount;
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// Move Viola toward target
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Eigen::Vector3f toTarget = violaTarget - violaPosition;
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toTarget.y() = 0.f;
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float dist = toTarget.norm();
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if (dist > VIOLA_WALK_THRESHOLD) {
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Eigen::Vector3f dir = toTarget / dist;
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float moveAmount = VIOLA_WALK_SPEED * delta / 1000.f;
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if (moveAmount >= dist) {
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violaPosition = violaTarget;
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violaPosition.y() = 0.f;
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} else {
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violaPosition += dir * moveAmount;
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}
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violaTargetFacingAngle = atan2(dir.x(), -dir.z());
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violaCurrentAnimation = 1;
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} else {
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violaCurrentAnimation = 0;
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}
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// Rotate Viola toward target facing angle at constant angular speed
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float angleDiff = violaTargetFacingAngle - violaFacingAngle;
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while (angleDiff > M_PI) angleDiff -= 2.f * static_cast<float>(M_PI);
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while (angleDiff < -M_PI) angleDiff += 2.f * static_cast<float>(M_PI);
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float rotStep = VIOLA_ROTATION_SPEED * delta / 1000.f;
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if (std::fabs(angleDiff) <= rotStep) {
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violaFacingAngle = violaTargetFacingAngle;
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} else {
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violaFacingAngle += (angleDiff > 0.f ? rotStep : -rotStep);
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}
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if (violaCurrentAnimation == 0) {
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violaCurrentIdleFrame += delta / 24.f;
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while (violaCurrentIdleFrame >= 40) {
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violaCurrentIdleFrame -= 40;
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}
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if (int(violaCurrentIdleFrame) != violaLastIdleFrame) {
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violaIdleModel.Interpolate(int(violaCurrentIdleFrame));
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violaLastIdleFrame = int(violaCurrentIdleFrame);
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}
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}
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else if (violaCurrentAnimation == 1) {
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violaCurrentWalkFrame += delta / 24.f;
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while (violaCurrentWalkFrame >= 30) {
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violaCurrentWalkFrame -= 30;
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}
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if (int(violaCurrentWalkFrame) != violaLastWalkFrame) {
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violaWalkModel.Interpolate(int(violaCurrentWalkFrame));
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violaLastWalkFrame = int(violaCurrentWalkFrame);
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}
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}
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zombieCurrentIdleFrame += delta / 24.f;
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while (zombieCurrentIdleFrame >= 90) {
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zombieCurrentIdleFrame -= 90;
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}
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if (int(zombieCurrentIdleFrame) != zombieLastIdleFrame) {
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zombieModel.Interpolate(int(zombieCurrentIdleFrame));
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zombieLastIdleFrame = int(zombieCurrentIdleFrame);
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}
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if (player) player->update(delta);
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for (auto& npc : npcs) npc->update(delta);
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}
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@ -500,14 +421,15 @@ namespace ZL
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Eigen::Vector3f camRight(cosAzim, 0.f, sinAzim);
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Eigen::Vector3f camForward(sinAzim * cosIncl, -sinIncl, -cosAzim * cosIncl);
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Eigen::Vector3f camUp(sinAzim * sinIncl, cosIncl, -cosAzim * sinIncl);
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Eigen::Vector3f camPos = violaPosition + Eigen::Vector3f(-sinAzim * cosIncl, sinIncl, cosAzim * cosIncl) * Environment::zoom;
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const Eigen::Vector3f& playerPos = player ? player->position : Eigen::Vector3f::Zero();
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Eigen::Vector3f camPos = playerPos + Eigen::Vector3f(-sinAzim * cosIncl, sinIncl, cosAzim * cosIncl) * Environment::zoom;
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|
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Eigen::Vector3f rayDir = (camForward + camRight * (ndcX * aspect * tanHalfFov) + camUp * (ndcY * tanHalfFov)).normalized();
|
||||
|
||||
if (rayDir.y() < -0.001f) {
|
||||
if (rayDir.y() < -0.001f && player) {
|
||||
float t = -camPos.y() / rayDir.y();
|
||||
Eigen::Vector3f hit = camPos + rayDir * t;
|
||||
violaTarget = Eigen::Vector3f(hit.x(), 0.f, hit.z());
|
||||
player->setTarget(Eigen::Vector3f(hit.x(), 0.f, hit.z()));
|
||||
}
|
||||
} else {
|
||||
handleUp(ZL::UiManager::MOUSE_FINGER_ID, mx, my);
|
||||
|
||||
33
src/Game.h
33
src/Game.h
@ -1,4 +1,5 @@
|
||||
#pragma once
|
||||
#include "Character.h"
|
||||
#include "BoneAnimatedModel.h"
|
||||
#include "render/Renderer.h"
|
||||
#include "Environment.h"
|
||||
@ -55,45 +56,17 @@ namespace ZL {
|
||||
std::shared_ptr<Texture> benchTexture;
|
||||
VertexRenderStruct benchMesh;
|
||||
|
||||
BoneSystem violaIdleModel;
|
||||
VertexRenderStruct violaIdleModelMutable;
|
||||
|
||||
BoneSystem violaWalkModel;
|
||||
VertexRenderStruct violaWalkModelMutable;
|
||||
|
||||
BoneSystem zombieModel;
|
||||
VertexRenderStruct zombieModelMutable;
|
||||
|
||||
std::shared_ptr<Texture> violaTexture;
|
||||
|
||||
float zombieCurrentIdleFrame = 0;
|
||||
int zombieLastIdleFrame = 0;
|
||||
|
||||
float violaCurrentIdleFrame = 0;
|
||||
float violaCurrentWalkFrame = 0;
|
||||
|
||||
int violaLastIdleFrame = 0;
|
||||
int violaLastWalkFrame = 0;
|
||||
|
||||
int violaCurrentAnimation = 0;
|
||||
std::unique_ptr<Character> player;
|
||||
std::vector<std::unique_ptr<Character>> npcs;
|
||||
|
||||
float cameraAzimuth = 0.0f;
|
||||
float cameraInclination = M_PI * 30.f / 180.f;
|
||||
|
||||
Eigen::Vector3f violaPosition = Eigen::Vector3f(0.f, 0.f, 0.f);
|
||||
Eigen::Vector3f violaTarget = Eigen::Vector3f(0.f, 0.f, 0.f);
|
||||
float violaFacingAngle = 0.0f;
|
||||
private:
|
||||
bool rightMouseDown = false;
|
||||
int lastMouseX = 0;
|
||||
int lastMouseY = 0;
|
||||
|
||||
static constexpr float CAMERA_FOV_Y = 1.0f / 1.5f;
|
||||
static constexpr float VIOLA_WALK_SPEED = 3.0f;
|
||||
static constexpr float VIOLA_WALK_THRESHOLD = 0.05f;
|
||||
static constexpr float VIOLA_ROTATION_SPEED = 8.0f; // radians per second
|
||||
|
||||
float violaTargetFacingAngle = 0.0f;
|
||||
|
||||
int64_t getSyncTimeMs();
|
||||
void processTickCount();
|
||||
|
||||
Loading…
Reference in New Issue
Block a user