124 lines
4.3 KiB
C++
124 lines
4.3 KiB
C++
#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 "items/Item.h"
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#include <functional>
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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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#include <vector>
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namespace ZL {
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enum class AnimationState {
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STAND = 0,
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WALK = 1,
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STAND_TO_ACTION = 2,
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ACTION_ATTACK = 3,
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ACTION_IDLE = 4,
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ACTION_TO_STAND = 5
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};
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class Character {
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public:
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using PathPlanner = std::function<std::vector<Eigen::Vector3f>(
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const Eigen::Vector3f& start,
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const Eigen::Vector3f& end)>;
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void loadAnimation(AnimationState state, const std::string& filename, const std::string& zipFile = "");
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void loadBinaryAnimation(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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this->texture = texture;
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}
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void update(int64_t deltaMs);
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// onArrived is called once when the character reaches this target.
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// From Python you can chain further commands (walk, wait, trigger others).
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void setTarget(const Eigen::Vector3f& target,
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std::function<void()> onArrived = nullptr);
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void setPathPlanner(PathPlanner planner);
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void draw(Renderer& renderer);
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void drawShadowDepth(Renderer& renderer);
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void drawWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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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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// NPC Gift
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Item giftItem;
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std::string npcId;
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std::string npcName;
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bool giftReceived = false;
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int battle_state = 0;
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bool resetAnim = false;
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int attack = 0;
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AnimationState currentState = AnimationState::STAND;
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float attack_cooldown = 0.f;
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bool canAttack = false;
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Character* attackTarget = nullptr;
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bool isPlayer = false;
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bool useGpuSkinning = true;
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//bool useGpuSkinning = false;
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float interactionRadius = 0.0f;
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VertexRenderStruct weaponMesh;
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std::shared_ptr<Texture> weaponTexture;
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Eigen::Matrix3f weaponInitialRotation = Eigen::Matrix3f::Identity();
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Eigen::Vector3f weaponInitialPosition = Eigen::Vector3f::Zero();
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std::string weaponAttachBoneName = "RightHand";
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bool showWeapon = true;
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private:
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std::map<AnimationState, BoneAnimationData> animations;
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VertexRenderStruct modelMutable;
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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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Eigen::Vector3f requestedWalkTarget = Eigen::Vector3f(0.f, 0.f, 0.f);
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std::vector<Eigen::Vector3f> pathWaypoints;
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size_t currentWaypointIndex = 0;
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PathPlanner pathPlanner;
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float targetFacingAngle = 0.0f;
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std::function<void()> onArrivedCallback;
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static constexpr float WALK_THRESHOLD = 0.05f;
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static constexpr float TARGET_REPLAN_THRESHOLD = 0.25f;
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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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bool prepareGpuSkinning();
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// Draws the weapon mesh attached to weaponAttachBoneName.
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// Caller must ensure the right shader is active with matching uniforms.
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void drawAttachedWeapon(Renderer& renderer);
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// GPU skinning: draw using shader-based skinning
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void drawGpuSkinning(Renderer& renderer);
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// Shadow: draw into depth map (no texture, no projection push)
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void drawShadowDepthGpuSkinning(Renderer& renderer);
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void drawShadowDepthCpu(Renderer& renderer);
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// Shadow: draw with shadow-aware shaders
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void drawGpuSkinningWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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void drawCpuWithShadow(Renderer& renderer, const Eigen::Matrix4f& lightFromCamera, GLuint shadowMapTex, const Eigen::Vector3f& lightDirCamera);
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};
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} // namespace ZL
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