229 lines
8.3 KiB
C++
229 lines
8.3 KiB
C++
#include "GameObjectManager.h"
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#include "Environment.h"
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#include "ObjLoader.h"
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#include "Inventory.h"
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#include "TextModel.h" // Add this include for LoadFromTextFile
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namespace ZL {
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const float GameObjectManager::INVENTORY_ICON_SIZE = 32.0f;
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const float GameObjectManager::INVENTORY_MARGIN = 10.0f;
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void GameObjectManager::initialize() {
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// Load textures
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roomTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
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coneTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
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// Load models
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colorCubeMesh = CreateCube3D(5.0);
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colorCubeMeshMutable.data = CreateCube3D(5.0);
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colorCubeMeshMutable.RefreshVBO();
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testObjMesh = LoadFromObjFile("./chair_01.obj");
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testObjMesh.Scale(10);
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testObjMesh.SwapZandY();
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testObjMeshMutable.data = testObjMesh;
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testObjMeshMutable.RefreshVBO();
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textMesh = ZL::LoadFromTextFile("./mesh001.txt"); // Add ZL:: namespace
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coneMesh = ZL::LoadFromTextFile("./cone001.txt"); // Add ZL:: namespace
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coneMesh.Scale(200);
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textMeshMutable.AssignFrom(textMesh);
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textMeshMutable.RefreshVBO();
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coneMeshMutable.AssignFrom(coneMesh);
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coneMeshMutable.RefreshVBO();
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// Load bone animations
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bx.LoadFromFile("mesh_armature_and_animation_data.txt");
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// Create active object
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ActiveObject ao1;
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ao1.activeObjectMesh = ZL::LoadFromTextFile("./book001.txt"); // Add ZL:: namespace
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ao1.activeObjectMesh.Scale(4);
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ao1.activeObjectMeshMutable.AssignFrom(ao1.activeObjectMesh);
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ao1.activeObjectMeshMutable.RefreshVBO();
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ao1.objectPos = Vector3f{50, 0, -300};
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ao1.activeObjectTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./book03.bmp"));
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ao1.activeObjectScreenTexturePtr = std::make_shared<Texture>(CreateTextureDataFromBmp24("./aoscreen01.bmp"));
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ao1.activeObjectScreenMesh = CreateRect2D({ 0.f, 0.f }, { 64.f, 64.f }, 0.5);
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ao1.activeObjectScreenMeshMutable.AssignFrom(ao1.activeObjectScreenMesh);
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ao1.activeObjectScreenMeshMutable.RefreshVBO();
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activeObjects.push_back(ao1);
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// Initialize audio
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audioPlayer = std::make_unique<AudioPlayer>();
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if (audioPlayer) {
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audioPlayer->playMusic("Symphony No.6 (1st movement).ogg");
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}
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// Initialize inventory
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inventoryIconMesh = CreateRect2D(
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{0.0f, 0.0f},
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{INVENTORY_ICON_SIZE/2, INVENTORY_ICON_SIZE/2},
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0.5f
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);
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inventoryIconMeshMutable.AssignFrom(inventoryIconMesh);
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inventoryIconMeshMutable.RefreshVBO();
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// Add test items to inventory
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auto testRoomTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp"));
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auto testConeTexture = std::make_shared<Texture>(CreateTextureDataFromBmp24("./conus.bmp"));
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AddItemToInventory("RoomCeramics", testRoomTexture);
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AddItemToInventory("Cone", testConeTexture);
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}
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void GameObjectManager::update() {
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updateScene(16); // Добавим фиксированный timestep для обновления сцены
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}
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void GameObjectManager::handleEvent(const SDL_Event& event) {
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if (event.type == SDL_MOUSEBUTTONDOWN) {
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bx.Interpolate(animationCounter);
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animationCounter += 2;
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}
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else if (event.type == SDL_MOUSEWHEEL) {
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static const float zoomstep = 1.0f;
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if (event.wheel.y > 0) {
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Environment::zoom -= zoomstep;
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}
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else if (event.wheel.y < 0) {
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Environment::zoom += zoomstep;
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}
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if (Environment::zoom < zoomstep) {
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Environment::zoom = zoomstep;
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}
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}
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else if (event.type == SDL_KEYDOWN) {
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switch (event.key.keysym.sym) {
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case SDLK_LEFT:
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case SDLK_a:
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Environment::leftPressed = true;
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if (audioPlayer) {
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audioPlayer->playSound("Звук-Идут-по-земле.ogg");
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}
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break;
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case SDLK_RIGHT:
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case SDLK_d:
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Environment::rightPressed = true;
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if (audioPlayer) {
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audioPlayer->playSound("Звук-Идут-по-земле.ogg");
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}
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break;
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case SDLK_UP:
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case SDLK_w:
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Environment::upPressed = true;
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if (audioPlayer) {
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audioPlayer->playSound("Звук-Идут-по-земле.ogg");
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}
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break;
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case SDLK_DOWN:
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case SDLK_s:
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Environment::downPressed = true;
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if (audioPlayer) {
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audioPlayer->playSound("Звук-Идут-по-земле.ogg");
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}
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break;
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// ...handle other keys...
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}
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}
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else if (event.type == SDL_KEYUP) {
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switch (event.key.keysym.sym) {
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case SDLK_LEFT:
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case SDLK_a:
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Environment::leftPressed = false;
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break;
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case SDLK_RIGHT:
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case SDLK_d:
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Environment::rightPressed = false;
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break;
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case SDLK_UP:
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case SDLK_w:
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Environment::upPressed = false;
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break;
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case SDLK_DOWN:
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case SDLK_s:
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Environment::downPressed = false;
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break;
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}
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}
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if (event.type == SDL_MOUSEMOTION) {
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// Сохраняем позицию мыши для последующей проверки
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lastMouseX = event.motion.x;
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lastMouseY = event.motion.y;
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}
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}
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void GameObjectManager::updateScene(size_t ms) {
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const float SPEED = 0.1f;
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if (Environment::leftPressed) {
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Environment::cameraShift.v[0] += SPEED * ms;
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}
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if (Environment::rightPressed) {
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Environment::cameraShift.v[0] -= SPEED * ms;
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}
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if (Environment::upPressed) {
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Environment::cameraShift.v[2] += SPEED * ms;
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}
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if (Environment::downPressed) {
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Environment::cameraShift.v[2] -= SPEED * ms;
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}
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Environment::characterPos.v[0] = -Environment::cameraShift.v[0];
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Environment::characterPos.v[1] = -Environment::cameraShift.v[1];
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Environment::characterPos.v[2] = -Environment::cameraShift.v[2];
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for (auto& ao : activeObjects) {
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float dist = sqrtf(
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pow(Environment::characterPos.v[0] - ao.objectPos.v[0], 2) +
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pow(Environment::characterPos.v[1] - ao.objectPos.v[1], 2) +
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pow(Environment::characterPos.v[2] - ao.objectPos.v[2], 2)
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);
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ao.highlighted = (dist < 50.f);
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}
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}
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bool GameObjectManager::isPointInObject(int screenX, int screenY, int objectScreenX, int objectScreenY) const {
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// Простая проверка попадания точки в квадрат 64x64 вокруг центра объекта
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const int objectSize = 32; // Половина размера области выделения
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return (screenX >= objectScreenX - objectSize &&
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screenX <= objectScreenX + objectSize &&
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screenY >= objectScreenY - objectSize &&
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screenY <= objectScreenY + objectSize);
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}
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void GameObjectManager::checkMouseIntersection(int mouseX, int mouseY, const Matrix4f& projectionModelView) {
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for (auto& ao : activeObjects) {
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int screenX, screenY;
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worldToScreenCoordinates(ao.objectPos, projectionModelView,
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Environment::width, Environment::height, screenX, screenY);
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if (isPointInObject(mouseX, mouseY, screenX, screenY)) {
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std::cout << "Mouse over object at screen coordinates: "
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<< screenX << ", " << screenY
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<< " (world pos: "
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<< ao.objectPos.v[0] << ", "
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<< ao.objectPos.v[1] << ", "
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<< ao.objectPos.v[2] << ")"
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<< std::endl;
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}
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}
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}
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void GameObjectManager::worldToScreenCoordinates(Vector3f objectPos,
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Matrix4f projectionModelView,
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int screenWidth, int screenHeight,
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int& screenX, int& screenY) {
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Vector4f inx = { objectPos.v[0], objectPos.v[1], objectPos.v[2], 1.0f};
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Vector4f clipCoords = MultMatrixVector(projectionModelView, inx);
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float ndcX = clipCoords.v[0] / clipCoords.v[3];
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float ndcY = clipCoords.v[1] / clipCoords.v[3];
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screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
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screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
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}
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} // namespace ZL
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