Fixing bug with collisions
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@ -340,8 +340,8 @@ private:
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{
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const std::vector<Eigen::Vector3f> localOffsets = {
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Eigen::Vector3f(-1.5f, 0.9f, 5.0f),
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Eigen::Vector3f(1.5f, 0.9f, 5.0f)
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Eigen::Vector3f(-1.5f, 0.9f - 6.f, 5.0f),
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Eigen::Vector3f(1.5f, 0.9f - 6.f, 5.0f)
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};
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uint64_t now_ms = std::chrono::duration_cast<std::chrono::milliseconds>(
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@ -532,7 +532,8 @@ void update_world(net::steady_timer& timer, net::io_context& ioc) {
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{
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std::lock_guard<std::mutex> bm(g_boxes_mutex);
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const float projectileHitRadius = 1.5f;
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//const float projectileHitRadius = 1.5f;
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const float projectileHitRadius = 5.0f;
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const float boxCollisionRadius = 2.0f;
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std::vector<std::pair<size_t, size_t>> boxProjectileCollisions;
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@ -540,11 +541,12 @@ void update_world(net::steady_timer& timer, net::io_context& ioc) {
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for (size_t bi = 0; bi < g_serverBoxes.size(); ++bi) {
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if (g_serverBoxes[bi].destroyed) continue;
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Eigen::Vector3f boxWorld = g_serverBoxes[bi].position + Eigen::Vector3f(0.0f, 6.0f, 45000.0f);
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Eigen::Vector3f boxWorld = g_serverBoxes[bi].position + Eigen::Vector3f(0.0f, 0.0f, 45000.0f);
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for (size_t pi = 0; pi < g_projectiles.size(); ++pi) {
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const auto& pr = g_projectiles[pi];
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Eigen::Vector3f diff = pr.pos - boxWorld;
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//std::cout << "diff norm is " << diff.norm() << std::endl;
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float thresh = boxCollisionRadius + projectileHitRadius;
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if (diff.squaredNorm() <= thresh * thresh) {
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@ -714,6 +716,7 @@ int main() {
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{
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std::lock_guard<std::mutex> lock(g_boxes_mutex);
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g_serverBoxes = generateServerBoxes(50);
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//g_serverBoxes = generateServerBoxes(1);
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std::cout << "Generated " << g_serverBoxes.size() << " boxes on server\n";
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}
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net::io_context ioc;
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10
src/Game.cpp
10
src/Game.cpp
@ -582,12 +582,14 @@ namespace ZL
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renderer.LoadIdentity();
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renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
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renderer.PushMatrix();
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renderer.TranslateMatrix({ 0, -6.f, 0 }); //Ship camera offset
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if (shipAlive) {
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glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
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renderer.DrawVertexRenderStruct(spaceship);
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}
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renderer.PopMatrix();
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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@ -597,12 +599,14 @@ namespace ZL
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}
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}
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projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
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if (shipAlive) {
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renderer.PushMatrix();
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renderer.TranslateMatrix({ 0, 0, 16 });
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renderer.TranslateMatrix({ 0, -6.f, 0 });
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sparkEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
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renderer.PopMatrix();
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projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
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}
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if (showExplosion) {
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@ -1320,8 +1324,8 @@ namespace ZL
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void Game::fireProjectiles() {
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std::vector<Vector3f> localOffsets = {
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Vector3f{ -1.5f, 0.9f, 5.0f },
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Vector3f{ 1.5f, 0.9f, 5.0f }
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Vector3f{ -1.5f, 0.9f - 6.f, 5.0f },
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Vector3f{ 1.5f, 0.9f - 6.f, 5.0f }
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};
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const float projectileSpeed = 60.0f;
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