space-game001/src/Location.cpp
Vladislav Khorev 2bb7da2e37 Added hp
2026-04-24 18:40:51 +03:00

703 lines
25 KiB
C++

#include "Location.h"
#include "utils/Utils.h"
#include "render/OpenGlExtensions.h"
#include <iostream>
#include "render/TextureManager.h"
#include "TextModel.h"
#include <random>
#include <cmath>
#include <algorithm>
#include <functional>
#include <memory>
#include <cfloat>
#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<Texture>(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<Texture>(CreateTextureDataFromPng("resources/w/gg/IMG_20260413_182354_992.png", CONST_ZIP_FILE));
auto playerTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/gg/UniV_Grid_2K_Base_color.png", CONST_ZIP_FILE));
player = std::make_unique<Character>();
/*
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<Texture>(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<Texture>(CreateTextureDataFromPng("resources/w/ghost_skin001.png", CONST_ZIP_FILE));
std::cout << "Load resurces step 11" << std::endl;
auto npc02 = std::make_unique<Character>();
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<ShadowMap>(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<PathFinder::ObstacleMesh> 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<float>(Environment::width) / static_cast<float>(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<float>(Environment::width) / static_cast<float>(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<int>(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<float>(mx), Environment::projectionHeight - static_cast<float>(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<int>(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<float>(mx),
Environment::projectionHeight - static_cast<float>(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