#include "Location.h" #include "utils/Utils.h" #include "render/OpenGlExtensions.h" #include #include "render/TextureManager.h" #include "TextModel.h" #include #include #include #include #include #include #include "GameConstants.h" #include "Character.h" namespace ZL { extern const char* CONST_ZIP_FILE; static constexpr float CAMERA_FOV_Y = 1.0f / 1.5f; Location::Location(Renderer& iRenderer, Inventory& iInventory) : renderer(iRenderer) , inventory(iInventory) { } void Location::setup() { roomTexture = std::make_unique(CreateTextureDataFromPng("resources/w/room005.png", CONST_ZIP_FILE)); roomMesh.data = LoadFromTextFile02("resources/w/room001.txt", CONST_ZIP_FILE); roomMesh.data.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5, Eigen::Vector3f::UnitY())).toRotationMatrix()); roomMesh.RefreshVBO(); // Load static game objects gameObjects = GameObjectLoader::loadAndCreateGameObjects("resources/config2/gameobjects.json", renderer, CONST_ZIP_FILE); // Load interactive objects interactiveObjects = GameObjectLoader::loadAndCreateInteractiveObjects("resources/config2/gameobjects.json", renderer, CONST_ZIP_FILE); //auto playerTexture = std::make_shared(CreateTextureDataFromPng("resources/w/gg/IMG_20260413_182354_992.png", CONST_ZIP_FILE)); auto playerTexture = std::make_shared(CreateTextureDataFromPng("resources/w/gg/UniV_Grid_2K_Base_color.png", CONST_ZIP_FILE)); player = std::make_unique(); /* player->loadBinaryAnimation(AnimationState::STAND, "resources/w/gg/gg_stand_idle001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::WALK, "resources/w/gg/gg_walking001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::STAND_TO_ACTION, "resources/w/gg/gg_stand_to_action002.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::ACTION_ATTACK, "resources/w/gg/gg_action_attack001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::ACTION_IDLE, "resources/w/gg/gg_action_idle001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::ACTION_TO_STAND, "resources/w/gg/gg_action_to_stand001.anim", CONST_ZIP_FILE); */ player->loadBinaryAnimation(AnimationState::STAND, "resources/w/gg/new/gg_stand_idle001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::WALK, "resources/w/gg/new/gg_walk001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::STAND_TO_ACTION, "resources/w/gg/new/gg_stand_to_action001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::ACTION_ATTACK, "resources/w/gg/gg_action_chop001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::ACTION_ATTACK_2, "resources/w/gg/gg_action_stab001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::ACTION_IDLE, "resources/w/gg/gg_action_idle002.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::ACTION_TO_STAND, "resources/w/gg/new/gg_action_to_stand001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::ACTION_TO_DEATH, "resources/w/gg/new/gg_die001.anim", CONST_ZIP_FILE); player->loadBinaryAnimation(AnimationState::DEATH_IDLE, "resources/w/gg/new/gg_die_idle001.anim", CONST_ZIP_FILE); player->weaponTexture = std::make_shared(CreateTextureDataFromPng("resources/w/white.png", CONST_ZIP_FILE)); //player->weaponMesh.AssignFrom(LoadFromTextFile02("resources/w/gg/knife001.txt", CONST_ZIP_FILE)); player->weaponMesh.data = LoadFromTextFile02("resources/w/gg/knife002.txt", CONST_ZIP_FILE); player->weaponMesh.data.Scale(0.1f); //player->weaponMesh.data.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5, Eigen::Vector3f::UnitY())).toRotationMatrix()); player->weaponMesh.RefreshVBO(); player->weaponAttachBoneName = "RightHand"; player->weaponInitialRotation = Eigen::AngleAxisf(-M_PI * 0.5, Eigen::Vector3f::UnitZ()).toRotationMatrix(); player->weaponInitialPosition = Eigen::Vector3f(0, 0.09, 0.016); player->setTexture(playerTexture); player->walkSpeed = 3.0f; player->rotationSpeed = 8.0f; player->modelScale = 1.f; player->modelCorrectionRotation = Eigen::Quaternionf( Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitY()) * Eigen::AngleAxisf(-M_PI*0.5, Eigen::Vector3f::UnitX()) ); player->canAttack = true; player->isPlayer = true; std::cout << "Load resurces step 9" << std::endl; // Load NPCs from JSON npcs = GameObjectLoader::loadAndCreate_Npcs("resources/config2/npcs.json", CONST_ZIP_FILE); auto ghostTexture = std::make_shared(CreateTextureDataFromPng("resources/w/ghost_skin001.png", CONST_ZIP_FILE)); std::cout << "Load resurces step 11" << std::endl; auto npc02 = std::make_unique(); npc02->loadBinaryAnimation(AnimationState::STAND, "resources/w/default_float001.anim", CONST_ZIP_FILE); npc02->loadBinaryAnimation(AnimationState::WALK, "resources/w/default_float001.anim", CONST_ZIP_FILE); npc02->loadBinaryAnimation(AnimationState::ACTION_IDLE, "resources/w/float_attack003_cut.anim", CONST_ZIP_FILE); npc02->loadBinaryAnimation(AnimationState::ACTION_ATTACK, "resources/w/float_attack003.anim", CONST_ZIP_FILE); npc02->loadBinaryAnimation(AnimationState::STAND_TO_ACTION, "resources/w/default_float001_cut.anim", CONST_ZIP_FILE); npc02->loadBinaryAnimation(AnimationState::ACTION_TO_STAND, "resources/w/default_float001_cut.anim", CONST_ZIP_FILE); npc02->loadBinaryAnimation(AnimationState::ACTION_TO_DEATH, "resources/w/default_float001_cut.anim", CONST_ZIP_FILE); npc02->loadBinaryAnimation(AnimationState::DEATH_IDLE, "resources/w/default_float001_cut.anim", CONST_ZIP_FILE); npc02->npcId = "ghost_01x"; npc02->setTexture(ghostTexture); npc02->walkSpeed = 1.5f; npc02->rotationSpeed = 8.0f; npc02->modelScale = 0.01f; npc02->hp = 30; //npc02->modelScale = 0.1f; npc02->modelCorrectionRotation = Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitY())); npc02->position = Eigen::Vector3f(0.f, 0.f, -20.f); npc02->setTarget(npc02->position); npc02->canAttack = true; npc02->attackTarget = player.get(); npcs.push_back(std::move(npc02)); // Create shadow map (2048x2048, ortho size 40, near 0.1, far 100) shadowMap = std::make_unique(2048, 40.0f, 0.1f, 100.0f); shadowMap->setLightDirection(Eigen::Vector3f(-0.5f, -1.0f, -0.3f)); std::cout << "Shadow map initialized" << std::endl; setupNavigation(); scriptEngine.init(this, &inventory); dialogueSystem.init(renderer, CONST_ZIP_FILE); dialogueSystem.loadDatabase("resources/dialogue/sample_dialogues.json"); /*dialogueSystem.addTriggerZone({ "ghost_room_trigger", "test_line_dialogue", Eigen::Vector3f(0.0f, 0.0f, -8.5f), 2.0f, true, false });*/ } void Location::setupNavigation() { std::vector obstacles; obstacles.reserve(gameObjects.size() + interactiveObjects.size()); for (const auto& item : gameObjects) { const LoadedGameObject& gameObj = item.second; obstacles.push_back({ &gameObj.mesh.data, Eigen::Vector3f::Zero() }); } for (const InteractiveObject& intObj : interactiveObjects) { if (!intObj.isActive) { continue; } obstacles.push_back({ &intObj.mesh.data, intObj.position }); } navigation.build(obstacles, "resources/config2/navigation.json", CONST_ZIP_FILE); #ifdef SHOW_PATH buildDebugNavMeshes(); #endif auto planner = [this](const Eigen::Vector3f& start, const Eigen::Vector3f& end) { return navigation.findPath(start, end); }; if (player) { player->setPathPlanner(planner); } for (auto& npc : npcs) { if (npc) { npc->setPathPlanner(planner); } } } #ifdef SHOW_PATH void Location::buildDebugNavMeshes() { debugNavMeshes.clear(); const auto& areas = navigation.getAreas(); float y = navigation.getFloorY() + 0.02f; Eigen::Vector3f red(1.0f, 0.0f, 0.0f); for (const auto& area : areas) { if (area.polygon.size() < 3) continue; VertexRenderStruct mesh; mesh.data = CreatePolygonFloor(area.polygon, y, red); mesh.RefreshVBO(); debugNavMeshes.push_back(std::move(mesh)); } } void Location::drawDebugNavigation() { renderer.shaderManager.PushShader("defaultColor"); renderer.SetMatrix(); for (const auto& mesh : debugNavMeshes) { renderer.DrawVertexRenderStruct(mesh); } renderer.shaderManager.PopShader(); renderer.SetMatrix(); } #endif InteractiveObject* Location::raycastInteractiveObjects(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir) { if (interactiveObjects.empty()) { std::cout << "[RAYCAST] No interactive objects to check" << std::endl; return nullptr; } std::cout << "[RAYCAST] Starting raycast with " << interactiveObjects.size() << " objects" << std::endl; std::cout << "[RAYCAST] Ray origin: (" << rayOrigin.x() << ", " << rayOrigin.y() << ", " << rayOrigin.z() << ")" << std::endl; std::cout << "[RAYCAST] Ray dir: (" << rayDir.x() << ", " << rayDir.y() << ", " << rayDir.z() << ")" << std::endl; float closestDistance = FLT_MAX; InteractiveObject* closestObject = nullptr; for (auto& intObj : interactiveObjects) { std::cout << "[RAYCAST] Checking object: " << intObj.name << " (active: " << intObj.isActive << ")" << std::endl; if (!intObj.isActive) { std::cout << "[RAYCAST] -> Object inactive, skipping" << std::endl; continue; } std::cout << "[RAYCAST] Position: (" << intObj.position.x() << ", " << intObj.position.y() << ", " << intObj.position.z() << "), Radius: " << intObj.interactionRadius << std::endl; Eigen::Vector3f toObject = intObj.position - rayOrigin; std::cout << "[RAYCAST] Vector to object: (" << toObject.x() << ", " << toObject.y() << ", " << toObject.z() << ")" << std::endl; float distanceAlongRay = toObject.dot(rayDir); std::cout << "[RAYCAST] Distance along ray: " << distanceAlongRay << std::endl; if (distanceAlongRay < 0.1f) { std::cout << "[RAYCAST] -> Object behind camera, skipping" << std::endl; continue; } Eigen::Vector3f closestPointOnRay = rayOrigin + rayDir * distanceAlongRay; float distToObject = (closestPointOnRay - intObj.position).norm(); std::cout << "[RAYCAST] Distance to object: " << distToObject << " (interaction radius: " << intObj.interactionRadius << ")" << std::endl; if (distToObject <= intObj.interactionRadius && distanceAlongRay < closestDistance) { std::cout << "[RAYCAST] *** HIT DETECTED! ***" << std::endl; closestDistance = distanceAlongRay; closestObject = &intObj; } } if (closestObject) { std::cout << "[RAYCAST] *** RAYCAST SUCCESS: Found object " << closestObject->name << " ***" << std::endl; } else { std::cout << "[RAYCAST] No objects hit" << std::endl; } return closestObject; } Character* Location::raycastNpcs(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir, float maxDistance) { Character* closestNpc = nullptr; float closestDist = maxDistance; for (auto& npc : npcs) { Eigen::Vector3f toNpc = npc->position - rayOrigin; float distAlongRay = toNpc.dot(rayDir); if (distAlongRay < 0.1f) continue; Eigen::Vector3f closestPoint = rayOrigin + rayDir * distAlongRay; float distToNpc = (closestPoint - npc->position).norm(); float radius = npc->modelScale * 50.0f; if (distToNpc <= radius && distAlongRay < closestDist) { closestDist = distAlongRay; closestNpc = npc.get(); } } return closestNpc; } void Location::drawGame() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); renderer.shaderManager.PushShader(defaultShaderName); renderer.RenderUniform1i(textureUniformName, 0); renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, static_cast(Environment::width) / static_cast(Environment::height), Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR); renderer.PushMatrix(); renderer.LoadIdentity(); renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom }); //renderer.TranslateMatrix({ 0, -6.f, 0 }); renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraInclination, Eigen::Vector3f::UnitX())).toRotationMatrix()); renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraAzimuth, Eigen::Vector3f::UnitY())).toRotationMatrix()); const Eigen::Vector3f& camTarget = player ? player->position : Eigen::Vector3f::Zero(); renderer.TranslateMatrix({ -camTarget.x(), -camTarget.y(), -camTarget.z() }); glBindTexture(GL_TEXTURE_2D, roomTexture->getTexID()); renderer.DrawVertexRenderStruct(roomMesh); for (auto& [name, gameObj] : gameObjects) { glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID()); renderer.DrawVertexRenderStruct(gameObj.mesh); } for (auto& intObj : interactiveObjects) { if (intObj.isActive) { intObj.draw(renderer); } } if (player) player->draw(renderer); for (auto& npc : npcs) npc->draw(renderer); #ifdef SHOW_PATH drawDebugNavigation(); #endif renderer.PopMatrix(); renderer.PopProjectionMatrix(); renderer.shaderManager.PopShader(); } void Location::drawShadowDepthPass() { if (!shadowMap) return; const Eigen::Vector3f& sceneCenter = player ? player->position : Eigen::Vector3f::Zero(); shadowMap->updateLightSpaceMatrix(sceneCenter); shadowMap->bind(); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // Use front-face culling during depth pass to reduce shadow acne on lit faces //glCullFace(GL_FRONT); glEnable(GL_CULL_FACE); renderer.shaderManager.PushShader("shadow_depth"); // Set up light's orthographic projection const Eigen::Matrix4f& lightProj = shadowMap->getLightProjectionMatrix(); const Eigen::Matrix4f& lightView = shadowMap->getLightViewMatrix(); // Push the light's projection matrix via the 6-param ortho overload won't // match our pre-computed matrix. Instead, use the raw stack approach: // push a dummy projection then overwrite via PushSpecialMatrix-style. // Simpler: push ortho then push the light view as modelview. renderer.PushProjectionMatrix( -40.0f, 40.0f, -40.0f, 40.0f, 0.1f, 100.0f); const Eigen::Vector3f& lightDir = shadowMap->getLightDirection(); Eigen::Vector3f lightPos = sceneCenter - lightDir * 50.0f; Eigen::Vector3f up(0.0f, 1.0f, 0.0f); if (std::abs(lightDir.dot(up)) > 0.99f) { up = Eigen::Vector3f(0.0f, 0.0f, 1.0f); } // Build the light view matrix and push it renderer.PushSpecialMatrix(lightView); // Draw static geometry renderer.DrawVertexRenderStruct(roomMesh); for (auto& [name, gameObj] : gameObjects) { renderer.DrawVertexRenderStruct(gameObj.mesh); } for (auto& intObj : interactiveObjects) { if (intObj.isActive && intObj.texture) { renderer.PushMatrix(); renderer.TranslateMatrix(intObj.position); renderer.DrawVertexRenderStruct(intObj.mesh); renderer.PopMatrix(); } } // Draw characters (they handle their own skinning shader switch internally) if (player) player->drawShadowDepth(renderer); for (auto& npc : npcs) npc->drawShadowDepth(renderer); renderer.PopMatrix(); // light view renderer.PopProjectionMatrix(); renderer.shaderManager.PopShader(); //glCullFace(GL_BACK); glDisable(GL_CULL_FACE); shadowMap->unbind(); } void Location::drawGameWithShadows() { glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); #ifdef DEBUG_LIGHT // Debug mode: render from the light's point of view using the plain // textured shader so we can see what the shadow map "sees". renderer.shaderManager.PushShader(defaultShaderName); renderer.RenderUniform1i(textureUniformName, 0); renderer.PushProjectionMatrix( -40.0f, 40.0f, -40.0f, 40.0f, 0.1f, 1000.0f); renderer.PushSpecialMatrix(shadowMap->getLightViewMatrix()); #else static const std::string shadowShaderName = "default_shadow"; renderer.shaderManager.PushShader(shadowShaderName); renderer.RenderUniform1i(textureUniformName, 0); renderer.RenderUniform1i("uShadowMap", 1); // Bind shadow map texture to unit 1 glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthTexture()); glActiveTexture(GL_TEXTURE0); renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, static_cast(Environment::width) / static_cast(Environment::height), Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR); renderer.PushMatrix(); renderer.LoadIdentity(); renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom }); renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraInclination, Eigen::Vector3f::UnitX())).toRotationMatrix()); renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraAzimuth, Eigen::Vector3f::UnitY())).toRotationMatrix()); const Eigen::Vector3f& camTarget = player ? player->position : Eigen::Vector3f::Zero(); renderer.TranslateMatrix({ -camTarget.x(), -camTarget.y(), -camTarget.z() }); // Capture the camera view matrix and compute uLightFromCamera cameraViewMatrix = renderer.GetCurrentModelViewMatrix(); Eigen::Matrix4f cameraViewInverse = cameraViewMatrix.inverse(); Eigen::Matrix4f lightFromCamera = shadowMap->getLightSpaceMatrix() * cameraViewInverse; renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data()); // Light direction in camera space for diffuse lighting Eigen::Vector3f lightDirCamera = cameraViewMatrix.block<3, 3>(0, 0) * shadowMap->getLightDirection(); renderer.RenderUniform3fv("uLightDir", lightDirCamera.data()); #endif CheckGlError(__FILE__, __LINE__); glBindTexture(GL_TEXTURE_2D, roomTexture->getTexID()); renderer.DrawVertexRenderStruct(roomMesh); CheckGlError(__FILE__, __LINE__); for (auto& [name, gameObj] : gameObjects) { glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID()); renderer.DrawVertexRenderStruct(gameObj.mesh); } CheckGlError(__FILE__, __LINE__); for (auto& intObj : interactiveObjects) { if (intObj.isActive) { intObj.draw(renderer); } } CheckGlError(__FILE__, __LINE__); #ifdef DEBUG_LIGHT // In debug-light mode characters use the plain shaders (draw normally // but from the light's viewpoint — projection/view already on stack). if (player) player->draw(renderer); for (auto& npc : npcs) npc->draw(renderer); #else // Characters use their own shadow-aware shaders CheckGlError(__FILE__, __LINE__); if (player) player->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera); CheckGlError(__FILE__, __LINE__); for (auto& npc : npcs) npc->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera); #endif CheckGlError(__FILE__, __LINE__); renderer.PopMatrix(); renderer.PopProjectionMatrix(); renderer.shaderManager.PopShader(); } bool Location::setNavigationAreaAvailable(const std::string& areaName, bool available) { return navigation.setAreaAvailable(areaName, available); } void Location::update(int64_t delta) { if (player) { player->update(delta); dialogueSystem.update(static_cast(delta), player->position); } for (auto& npc : npcs) { npc->update(delta); } // Check if player reached target interactive object if (targetInteractiveObject && player) { float distToObject = (player->position - targetInteractiveObject->position).norm(); // If player is close enough to pick up the item if (distToObject <= targetInteractiveObject->interactionRadius + 1.0f) { std::cout << "[PICKUP] Player reached object! Distance: " << distToObject << std::endl; std::cout << "[PICKUP] Calling Lua callback for: " << targetInteractiveObject->id << std::endl; // Call custom activate function if specified, otherwise use fallback try { if (!targetInteractiveObject->activateFunctionName.empty()) { std::cout << "[PICKUP] Using custom function: " << targetInteractiveObject->activateFunctionName << std::endl; scriptEngine.callActivateFunction(targetInteractiveObject->activateFunctionName); } else { std::cout << "[PICKUP] Using fallback callback" << std::endl; scriptEngine.callItemPickupCallback(targetInteractiveObject->id); } } catch (const std::exception& e) { std::cerr << "[PICKUP] Error calling function: " << e.what() << std::endl; } targetInteractiveObject = nullptr; } } } void Location::handleDown(int64_t fingerId, int eventX, int eventY, int mx, int my) { // Calculate ray for picking if (dialogueSystem.blocksGameplayInput()) { dialogueSystem.handlePointerReleased(static_cast(mx), Environment::projectionHeight - static_cast(my)); return; } player->attackTarget = nullptr; // Unproject click to ground plane (y=0) for Viola's walk target float ndcX = 2.0f * eventX / Environment::width - 1.0f; float ndcY = 1.0f - 2.0f * eventY / Environment::height; float aspect = (float)Environment::width / (float)Environment::height; float tanHalfFov = tan(CAMERA_FOV_Y * 0.5f); float cosAzim = cos(cameraAzimuth), sinAzim = sin(cameraAzimuth); float cosIncl = cos(cameraInclination), sinIncl = sin(cameraInclination); Eigen::Vector3f camRight(cosAzim, 0.f, sinAzim); Eigen::Vector3f camForward(sinAzim * cosIncl, -sinIncl, -cosAzim * cosIncl); Eigen::Vector3f camUp(sinAzim * sinIncl, cosIncl, -cosAzim * sinIncl); const Eigen::Vector3f& playerPos = player ? player->position : Eigen::Vector3f::Zero(); Eigen::Vector3f camPos = playerPos + Eigen::Vector3f(-sinAzim * cosIncl, sinIncl, cosAzim * cosIncl) * Environment::zoom; Eigen::Vector3f rayDir = (camForward + camRight * (ndcX * aspect * tanHalfFov) + camUp * (ndcY * tanHalfFov)).normalized(); std::cout << "[CLICK] Camera position: (" << camPos.x() << ", " << camPos.y() << ", " << camPos.z() << ")" << std::endl; std::cout << "[CLICK] Ray direction: (" << rayDir.x() << ", " << rayDir.y() << ", " << rayDir.z() << ")" << std::endl; // First check if we clicked on interactive object InteractiveObject* clickedObject = raycastInteractiveObjects(camPos, rayDir); if (clickedObject && player && clickedObject->isActive) { std::cout << "[CLICK] *** SUCCESS: Clicked on interactive object: " << clickedObject->name << " ***" << std::endl; std::cout << "[CLICK] Object position: (" << clickedObject->position.x() << ", " << clickedObject->position.y() << ", " << clickedObject->position.z() << ")" << std::endl; std::cout << "[CLICK] Player position: (" << player->position.x() << ", " << player->position.y() << ", " << player->position.z() << ")" << std::endl; targetInteractiveObject = clickedObject; player->setTarget(clickedObject->position); player->attackTarget = nullptr; std::cout << "[CLICK] Player moving to object..." << std::endl; } else { // Check if we clicked on an NPC Character* clickedNpc = raycastNpcs(camPos, rayDir); if (clickedNpc && player) { float distance = (player->position - clickedNpc->position).norm(); int npcIndex = -1; for (size_t i = 0; i < npcs.size(); ++i) { if (npcs[i].get() == clickedNpc) { npcIndex = static_cast(i); break; } } if (npcIndex != -1) { if (distance <= clickedNpc->interactionRadius) { std::cout << "[CLICK] *** SUCCESS: Clicked on NPC index: " << npcIndex << " ***" << std::endl; scriptEngine.callNpcInteractCallback(npcIndex); } else { std::cout << "[CLICK] Too far from NPC (distance " << distance << " > " << clickedNpc->interactionRadius << ")" << std::endl; } if (clickedNpc->canAttack) { player->attackTarget = clickedNpc; } else { player->attackTarget = nullptr; } } } else if (rayDir.y() < -0.001f && player) { // Otherwise, unproject click to ground plane for Viola's walk target float t = -camPos.y() / rayDir.y(); Eigen::Vector3f hit = camPos + rayDir * t; std::cout << "[CLICK] Clicked on ground at: (" << hit.x() << ", " << hit.z() << ")" << std::endl; player->setTarget(Eigen::Vector3f(hit.x(), 0.f, hit.z())); player->attackTarget = nullptr; } else { std::cout << "[CLICK] No valid target found" << std::endl; } } std::cout << "========================================\n" << std::endl; } void Location::handleUp(int64_t fingerId, int mx, int my) { } void Location::handleMotion(int64_t fingerId, int eventX, int eventY, int mx, int my) { if (dialogueSystem.blocksGameplayInput()) { dialogueSystem.handlePointerMoved( static_cast(mx), Environment::projectionHeight - static_cast(my) ); } if (rightMouseDown) { int dx = eventX - lastMouseX; int dy = eventY - lastMouseY; lastMouseX = eventX; lastMouseY = eventY; const float sensitivity = 0.005f; cameraAzimuth += dx * sensitivity; cameraInclination += dy * sensitivity; const float minInclination = M_PI * 30.f / 180.f; const float maxInclination = M_PI * 0.5f; cameraInclination = max(minInclination, min(maxInclination, cameraInclination)); } } bool Location::requestDialogueStart(const std::string& dialogueId) { return dialogueSystem.startDialogue(dialogueId); } void Location::setDialogueFlag(const std::string& flag, int value) { dialogueSystem.setFlag(flag, value); } int Location::getDialogueFlag(const std::string& flag) const { return dialogueSystem.getFlag(flag); } } // namespace ZL