1688 lines
59 KiB
C++
1688 lines
59 KiB
C++
#include "Location.h"
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#include "utils/Utils.h"
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#include "render/OpenGlExtensions.h"
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#include <iostream>
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#include "render/TextureManager.h"
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#include "TextModel.h"
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#include <cmath>
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#include <algorithm>
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#include <functional>
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#include <memory>
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#include <cfloat>
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#include <limits>
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#include "GameConstants.h"
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#include "Character.h"
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#include "external/nlohmann/json.hpp"
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#include <SDL.h>
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namespace ZL
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{
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extern const char* CONST_ZIP_FILE;
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static constexpr float CAMERA_FOV_Y = 1.0f / 1.5f;
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// How close the player needs to be to a peaceful NPC before the
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// on_npc_interact callback fires and the conversation begins.
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static constexpr float NPC_TALK_DISTANCE = 1.35f;
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static float distancePointToSegmentXZ(const Eigen::Vector3f& p,
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const Eigen::Vector3f& a,
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const Eigen::Vector3f& b)
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{
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const Eigen::Vector2f p2(p.x(), p.z());
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const Eigen::Vector2f a2(a.x(), a.z());
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const Eigen::Vector2f b2(b.x(), b.z());
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const Eigen::Vector2f ab = b2 - a2;
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const float abLenSq = ab.squaredNorm();
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if (abLenSq <= 1e-8f) {
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return (p2 - a2).norm();
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}
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const float t = std::clamp((p2 - a2).dot(ab) / abLenSq, 0.0f, 1.0f);
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const Eigen::Vector2f closest = a2 + ab * t;
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return (p2 - closest).norm();
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}
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Location::Location(Renderer& iRenderer, Inventory& iInventory)
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: renderer(iRenderer)
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, inventory(iInventory)
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, editor(*this)
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{
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}
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void Location::setup(const LocationSetup& params, Quest::QuestJournal* journal)
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{
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// Load static game objects
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gameObjects = GameObjectLoader::loadAndCreateGameObjects(params.gameObjectsJsonPath, renderer, CONST_ZIP_FILE);
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// Load interactive objects
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interactiveObjects = GameObjectLoader::loadAndCreateInteractiveObjects(params.interactiveObjectsJsonPath, renderer, CONST_ZIP_FILE);
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//auto playerTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/gg/IMG_20260413_182354_992.png", CONST_ZIP_FILE));
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auto playerTexture = renderer.textureManager.LoadFromPng("resources/w/gg/UniV_Grid_2K_Base_color.png", CONST_ZIP_FILE);
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auto sparkTexture = renderer.textureManager.LoadFromPng("resources/w/spark.png", CONST_ZIP_FILE);
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player = std::make_unique<Character>();
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player->loadBinaryAnimation(AnimationState::STAND, "resources/w/gg/new/gg_stand_idle001.anim", CONST_ZIP_FILE);
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player->loadBinaryAnimation(AnimationState::WALK, "resources/w/gg/new/gg_walk001.anim", CONST_ZIP_FILE);
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player->loadBinaryAnimation(AnimationState::STAND_TO_ACTION, "resources/w/gg/new/gg_stand_to_action001.anim", CONST_ZIP_FILE);
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player->loadBinaryAnimation(AnimationState::ACTION_ATTACK, "resources/w/gg/gg_action_chop001.anim", CONST_ZIP_FILE);
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player->loadBinaryAnimation(AnimationState::ACTION_ATTACK_2, "resources/w/gg/gg_action_stab001.anim", CONST_ZIP_FILE);
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player->loadBinaryAnimation(AnimationState::ACTION_IDLE, "resources/w/gg/gg_action_idle002.anim", CONST_ZIP_FILE);
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player->loadBinaryAnimation(AnimationState::ACTION_TO_STAND, "resources/w/gg/new/gg_action_to_stand001.anim", CONST_ZIP_FILE);
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player->loadBinaryAnimation(AnimationState::ACTION_TO_DEATH, "resources/w/gg/new/gg_die001.anim", CONST_ZIP_FILE);
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player->loadBinaryAnimation(AnimationState::DEATH_IDLE, "resources/w/gg/new/gg_die_idle001.anim", CONST_ZIP_FILE);
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player->weaponTexture = renderer.textureManager.LoadFromPng("resources/w/white.png", CONST_ZIP_FILE);
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player->weaponMesh.data = LoadFromTextFile02("resources/w/gg/knife002.txt", CONST_ZIP_FILE);
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player->weaponMesh.data.Scale(0.1f);
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player->weaponMesh.RefreshVBO();
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player->weaponAttachBoneName = "RightHand";
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player->weaponInitialRotation = Eigen::AngleAxisf(-M_PI * 0.5, Eigen::Vector3f::UnitZ()).toRotationMatrix();
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player->weaponInitialPosition = Eigen::Vector3f(0, 0.09, 0.016);
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player->setTexture(playerTexture);
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player->walkSpeed = 3.0f;
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player->rotationSpeed = 8.0f;
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player->modelScale = 1.f;
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player->modelCorrectionRotation = Eigen::Quaternionf(
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Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitY())
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*
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Eigen::AngleAxisf(-M_PI*0.5, Eigen::Vector3f::UnitX())
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);
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player->canAttack = true;
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player->isPlayer = true;
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player->position = params.playerPosition;
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player->setTarget(params.playerPosition);
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player->setupHitSparks(sparkTexture);
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std::cout << "Load resurces step 9" << std::endl;
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// Load NPCs from JSON. Aggressive (canAttack) NPCs need a player target
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// and hit sparks; peaceful NPCs don't take damage from the player so
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// they don't need either.
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npcs = GameObjectLoader::loadAndCreate_Npcs(params.npcsJsonPath, CONST_ZIP_FILE);
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for (auto& npc : npcs) {
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if (!npc) continue;
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npc->homePosition = Eigen::Vector3f(npc->position.x(), 0.f, npc->position.z());
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if (npc->canAttack) {
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npc->setupHitSparks(sparkTexture);
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npc->attackTarget = player.get();
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}
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}
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loadTeleportZones(params.teleportsJsonPath, CONST_ZIP_FILE);
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loadTriggerZones(params.triggerZonesJsonPath, CONST_ZIP_FILE);
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loadPointLights(params.lightsJsonPath, CONST_ZIP_FILE);
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//#ifndef EMSCRIPTEN
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// Create shadow map (2048x2048, ortho size 40, near 0.1, far 100)
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shadowMap = std::make_unique<ShadowMap>(2048, 40.0f, 0.1f, 100.0f);
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shadowMap->setLightDirection(Eigen::Vector3f(-0.5f, -1.0f, -0.3f));
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std::cout << "Shadow map initialized" << std::endl;
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//#endif
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setupNavigation(params.navigationJsonPaths);
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dialogueSystem.init(renderer, CONST_ZIP_FILE);
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dialogueSystem.loadDatabase(params.dialoguesJsonPath);
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dialogueSystem.setQuestJournal(journal);
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npcNameText = std::make_unique<TextRenderer>();
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if (!npcNameText->init(renderer, "resources/fonts/DroidSans.ttf", 24, CONST_ZIP_FILE)) {
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std::cerr << "Failed to init NPC name TextRenderer" << std::endl;
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npcNameText.reset();
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}
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scriptEngine.init(this, &inventory, params.scriptPath);
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scriptEngine.setQuestJournal(journal);
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dialogueSystem.setOnCutsceneFinished([this](const std::string& cutsceneId) {
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scriptEngine.callCutsceneCompleteCallback(cutsceneId);
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});
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dialogueSystem.setOnDialogueLineStarted([this](const std::string& fn) {
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try { scriptEngine.callActivateFunction(fn); }
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catch (const std::exception& e) {
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std::cerr << "[dialogue] line callback error: " << e.what() << "\n";
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}
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});
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dialogueSystem.setOnCutsceneLineStarted([this](const std::string& fn) {
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try { scriptEngine.callActivateFunction(fn); }
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catch (const std::exception& e) {
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std::cerr << "[cutscene] line callback error: " << e.what() << "\n";
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}
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});
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dialogueSystem.setOnCutsceneFadeInComplete([this](const std::string& fn) {
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try { scriptEngine.callActivateFunction(fn); }
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catch (const std::exception& e) {
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std::cerr << "[cutscene] fade-in callback error: " << e.what() << "\n";
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}
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});
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}
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void Location::loadTeleportZones(const std::string& jsonPath, const char* zipFile)
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{
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if (jsonPath.empty()) return;
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std::string content;
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try {
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if (!zipFile || zipFile[0] == '\0') {
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content = readTextFile(jsonPath);
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} else {
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auto buf = readFileFromZIP(jsonPath, zipFile);
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if (buf.empty()) {
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std::cerr << "[TELEPORT] Failed to read " << jsonPath << " from zip" << std::endl;
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return;
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}
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content.assign(buf.begin(), buf.end());
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}
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} catch (const std::exception& e) {
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std::cerr << "[TELEPORT] Failed to open " << jsonPath << ": " << e.what() << std::endl;
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return;
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}
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using json = nlohmann::json;
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json j;
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try {
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j = json::parse(content);
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} catch (const std::exception& e) {
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std::cerr << "[TELEPORT] JSON parse error in " << jsonPath << ": " << e.what() << std::endl;
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return;
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}
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if (!j.contains("teleports") || !j["teleports"].is_array()) return;
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auto activeTex = renderer.textureManager.LoadFromPng("resources/w/star.png", zipFile ? zipFile : "");
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auto inactiveTex = renderer.textureManager.LoadFromPng("resources/w/star_red.png", zipFile ? zipFile : "");
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for (const auto& item : j["teleports"]) {
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TeleportZone tz;
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tz.id = item.value("id", "");
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tz.active = item.value("active", false);
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tz.position = Eigen::Vector3f(
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item.value("positionX", 0.0f),
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item.value("positionY", 0.0f),
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item.value("positionZ", 0.0f)
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);
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tz.radius = item.value("radius", 0.0f);
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tz.destinationLocation = item.value("destinationLocation", "");
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tz.destinationPosition = Eigen::Vector3f(
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item.value("destinationPositionX", 0.0f),
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item.value("destinationPositionY", 0.0f),
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item.value("destinationPositionZ", 0.0f)
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);
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tz.destinationRotationY = item.value("destinationRotationY", 0.0f);
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tz.initSparks(activeTex, inactiveTex);
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teleportZones.push_back(std::move(tz));
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}
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std::cout << "[TELEPORT] Loaded " << teleportZones.size() << " teleport(s) from " << jsonPath << std::endl;
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}
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void Location::loadTriggerZones(const std::string& jsonPath, const char* zipFile)
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{
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if (jsonPath.empty()) return;
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std::string content;
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try {
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if (!zipFile || zipFile[0] == '\0') {
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content = readTextFile(jsonPath);
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} else {
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auto buf = readFileFromZIP(jsonPath, zipFile);
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if (buf.empty()) {
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std::cerr << "[TRIGGER] Failed to read " << jsonPath << " from zip" << std::endl;
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return;
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}
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content.assign(buf.begin(), buf.end());
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}
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} catch (const std::exception& e) {
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std::cerr << "[TRIGGER] Failed to open " << jsonPath << ": " << e.what() << std::endl;
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return;
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}
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using json = nlohmann::json;
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json j;
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try {
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j = json::parse(content);
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} catch (const std::exception& e) {
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std::cerr << "[TRIGGER] JSON parse error in " << jsonPath << ": " << e.what() << std::endl;
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return;
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}
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if (!j.contains("trigger_zones") || !j["trigger_zones"].is_array()) return;
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for (const auto& item : j["trigger_zones"]) {
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TriggerZone tz;
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tz.id = item.value("id", "");
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tz.enabled = item.value("enabled", true);
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tz.radius = item.value("radius", 1.5f);
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tz.hysteresis = item.value("hysteresis", 0.3f);
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tz.position = Eigen::Vector3f(
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item.value("positionX", 0.0f),
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item.value("positionY", 0.0f),
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item.value("positionZ", 0.0f)
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);
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triggerZones.push_back(std::move(tz));
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}
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std::cout << "[TRIGGER] Loaded " << triggerZones.size() << " trigger zone(s) from " << jsonPath << std::endl;
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}
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void Location::loadPointLights(const std::string& jsonPath, const char* zipFile)
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{
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if (jsonPath.empty()) return;
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std::string content;
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try {
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if (!zipFile || zipFile[0] == '\0') {
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content = readTextFile(jsonPath);
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} else {
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auto buf = readFileFromZIP(jsonPath, zipFile);
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if (buf.empty()) {
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std::cerr << "[LIGHTS] Failed to read " << jsonPath << " from zip" << std::endl;
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return;
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}
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content.assign(buf.begin(), buf.end());
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}
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} catch (const std::exception& e) {
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std::cerr << "[LIGHTS] Failed to open " << jsonPath << ": " << e.what() << std::endl;
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return;
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}
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using json = nlohmann::json;
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json j;
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try {
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j = json::parse(content);
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} catch (const std::exception& e) {
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std::cerr << "[LIGHTS] JSON parse error in " << jsonPath << ": " << e.what() << std::endl;
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return;
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}
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if (!j.contains("lights") || !j["lights"].is_array()) return;
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for (const auto& item : j["lights"]) {
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PointLight pl;
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pl.id = item.value("id", "");
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pl.autoLight = item.value("autoLight", false);
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pl.autoLightDistance = item.value("autoLightDistance", -1.0f);
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pl.position = Eigen::Vector3f(
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item.value("positionX", 0.0f),
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item.value("positionY", 0.0f),
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item.value("positionZ", 0.0f)
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);
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pl.direction = Eigen::Vector3f(
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item.value("directionX", 0.0f),
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item.value("directionY", -1.0f),
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item.value("directionZ", 0.0f)
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);
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pl.color = Eigen::Vector3f(
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item.value("colorR", 1.0f),
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item.value("colorG", 1.0f),
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item.value("colorB", 1.0f)
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);
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pointLights.push_back(std::move(pl));
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}
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std::cout << "[LIGHTS] Loaded " << pointLights.size() << " light(s) from " << jsonPath << std::endl;
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}
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void Location::updateTriggerZones(const Eigen::Vector3f& playerPos)
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{
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for (auto& tz : triggerZones) {
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if (!tz.enabled) continue;
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const float dist = (playerPos - tz.position).norm();
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if (!tz.playerInside && dist <= tz.radius) {
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tz.playerInside = true;
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scriptEngine.callTriggerEnterCallback(tz.id);
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} else if (tz.playerInside && dist > tz.radius + tz.hysteresis) {
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tz.playerInside = false;
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scriptEngine.callTriggerExitCallback(tz.id);
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}
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}
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}
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void Location::setupNavigation(const std::vector<std::string>& paths)
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{
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navigationMapPaths = paths;
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navigationMaps.clear();
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navigationMaps.resize(paths.size());
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for (size_t i = 0; i < paths.size(); ++i) {
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navigationMaps[i].build(paths[i], CONST_ZIP_FILE);
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}
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activeNavigationIndex = 0;
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navigation = navigationMaps.empty() ? nullptr : &navigationMaps[0];
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if (editorMode == EditorMode::Navigation && navigation) {
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editor.buildNavMeshes();
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}
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static constexpr float kDynamicObstacleInfluenceDist = 6.0f;
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auto makePlanner = [this](const Character* self) {
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return [this, self](const Eigen::Vector3f& start, const Eigen::Vector3f& end) {
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if (!navigation) return std::vector<Eigen::Vector3f>{};
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std::vector<PathFinder::DynamicObstacle> dynamicObstacles;
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dynamicObstacles.reserve(npcs.size() + 1);
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const auto addCharacter = [&](const Character* other) {
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if (!other || other == self) return;
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if (other->hp <= 0.f || !other->enabled) return;
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if (other->isMoving()) return;
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if (distancePointToSegmentXZ(other->position, start, end) > kDynamicObstacleInfluenceDist) {
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return;
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}
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PathFinder::DynamicObstacle obs;
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obs.position = Eigen::Vector3f(other->position.x(), navigation->getFloorY(), other->position.z());
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obs.radius = (std::max)(0.0f, other->collisionRadius * 0.6f);
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dynamicObstacles.push_back(obs);
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};
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addCharacter(player.get());
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for (const auto& npc : npcs) {
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addCharacter(npc.get());
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}
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return navigation->findPathToNearest(start, end, dynamicObstacles);
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};
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};
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if (player) {
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player->setPathPlanner(makePlanner(player.get()));
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}
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for (auto& npc : npcs) {
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if (npc) {
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npc->setPathPlanner(makePlanner(npc.get()));
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}
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}
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}
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bool Location::switchNavigation(int index)
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{
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if (index < 0 || index >= static_cast<int>(navigationMaps.size())) {
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std::cerr << "[NAV] switchNavigation: index " << index << " out of range\n";
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return false;
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}
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activeNavigationIndex = index;
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navigation = &navigationMaps[index];
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// Force all characters to replan their paths against the new nav map.
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if (player) player->forceReplan();
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for (auto& npc : npcs) {
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if (npc) npc->forceReplan();
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}
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if (editorMode == EditorMode::Navigation) {
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editor.buildNavMeshes();
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}
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std::cout << "[NAV] Switched to navigation map " << index << "\n";
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return true;
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}
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InteractiveObject* Location::raycastInteractiveObjects(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir) {
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if (interactiveObjects.empty()) {
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//std::cout << "[RAYCAST] No interactive objects to check" << std::endl;
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return nullptr;
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}
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//std::cout << "[RAYCAST] Starting raycast with " << interactiveObjects.size() << " objects" << std::endl;
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//std::cout << "[RAYCAST] Ray origin: (" << rayOrigin.x() << ", " << rayOrigin.y() << ", " << rayOrigin.z() << ")" << std::endl;
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//std::cout << "[RAYCAST] Ray dir: (" << rayDir.x() << ", " << rayDir.y() << ", " << rayDir.z() << ")" << std::endl;
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float closestDistance = FLT_MAX;
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InteractiveObject* closestObject = nullptr;
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for (auto& intObj : interactiveObjects) {
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//std::cout << "[RAYCAST] Checking object: " << intObj.loadedObject.name << " (active: " << intObj.isActive << ")" << std::endl;
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if (!intObj.isActive || intObj.isAnimating) {
|
|
//std::cout << "[RAYCAST] -> Object inactive or animating, skipping" << std::endl;
|
|
continue;
|
|
}
|
|
|
|
if (isDarklands) {
|
|
if (!intObj.loadedObject.textureDarklands) continue;
|
|
} else {
|
|
if (!intObj.loadedObject.texture) continue;
|
|
}
|
|
|
|
//std::cout << "[RAYCAST] Position: (" << intObj.position.x() << ", " << intObj.position.y() << ", "
|
|
// << intObj.position.z() << "), Radius: " << intObj.interactionRadius << std::endl;
|
|
|
|
const bool hasBox = !(intObj.boundsMin.isZero() && intObj.boundsMax.isZero());
|
|
if (hasBox) {
|
|
const Eigen::Vector3f worldMin = intObj.position + intObj.boundsMin;
|
|
const Eigen::Vector3f worldMax = intObj.position + intObj.boundsMax;
|
|
float tMin = 0.1f;
|
|
float tMax = FLT_MAX;
|
|
bool miss = false;
|
|
for (int axis = 0; axis < 3; ++axis) {
|
|
if (std::abs(rayDir[axis]) < 1e-8f) {
|
|
if (rayOrigin[axis] < worldMin[axis] || rayOrigin[axis] > worldMax[axis]) {
|
|
miss = true;
|
|
break;
|
|
}
|
|
} else {
|
|
const float invD = 1.0f / rayDir[axis];
|
|
float t0 = (worldMin[axis] - rayOrigin[axis]) * invD;
|
|
float t1 = (worldMax[axis] - rayOrigin[axis]) * invD;
|
|
if (invD < 0.0f) std::swap(t0, t1);
|
|
tMin = max(tMin, t0);
|
|
tMax = min(tMax, t1);
|
|
if (tMax < tMin) { miss = true; break; }
|
|
}
|
|
}
|
|
if (!miss && tMin < closestDistance) {
|
|
closestDistance = tMin;
|
|
closestObject = &intObj;
|
|
}
|
|
} else {
|
|
Eigen::Vector3f toObject = intObj.position - rayOrigin;
|
|
|
|
float distanceAlongRay = toObject.dot(rayDir);
|
|
|
|
if (distanceAlongRay < 0.1f) {
|
|
continue;
|
|
}
|
|
|
|
Eigen::Vector3f closestPointOnRay = rayOrigin + rayDir * distanceAlongRay;
|
|
float distToObject = (closestPointOnRay - intObj.position).norm();
|
|
|
|
if (distToObject <= intObj.interactionRadius && distanceAlongRay < closestDistance) {
|
|
closestDistance = distanceAlongRay;
|
|
closestObject = &intObj;
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
if (closestObject) {
|
|
std::cout << "[RAYCAST] *** RAYCAST SUCCESS: Found object " << closestObject->loadedObject.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) {
|
|
// Every NPC is treated as a vertical cylinder: radius 1.0m, height 1.85m,
|
|
// base at npc->position (the model's foot). Intersection = circle hit in the
|
|
// XZ plane, then clip the entry/exit t against the [yFoot, yFoot+height] slab.
|
|
static constexpr float NPC_CLICK_RADIUS = 1.0f;
|
|
static constexpr float NPC_CLICK_HEIGHT = 1.85f;
|
|
|
|
Character* closestNpc = nullptr;
|
|
float closestDist = maxDistance;
|
|
|
|
//std::cout << "[RAYCAST_NPC] Starting raycast with " << npcs.size() << " npcs" << std::endl;
|
|
|
|
for (auto& npc : npcs) {
|
|
if (npc->hp <= 0.f) {
|
|
//std::cout << "[RAYCAST_NPC] " << npc->npcId << " is dead, skipping" << std::endl;
|
|
continue;
|
|
}
|
|
if (!npc->enabled) continue;
|
|
const float dx = rayOrigin.x() - npc->position.x();
|
|
const float dz = rayOrigin.z() - npc->position.z();
|
|
const float a = rayDir.x() * rayDir.x() + rayDir.z() * rayDir.z();
|
|
if (a < 1e-6f) continue; // purely-vertical ray; not a real click case
|
|
|
|
const float b = 2.0f * (dx * rayDir.x() + dz * rayDir.z());
|
|
const float c = dx * dx + dz * dz - NPC_CLICK_RADIUS * NPC_CLICK_RADIUS;
|
|
const float disc = b * b - 4.0f * a * c;
|
|
if (disc < 0.0f) continue; // ray misses the infinite cylinder
|
|
|
|
const float sqrtDisc = std::sqrt(disc);
|
|
const float tNear = (-b - sqrtDisc) / (2.0f * a);
|
|
const float tFar = (-b + sqrtDisc) / (2.0f * a);
|
|
|
|
float entryT = max(tNear, 0.1f);
|
|
float exitT = tFar;
|
|
|
|
// Clip against the cylinder's vertical extent.
|
|
const float yMin = npc->position.y();
|
|
const float yMax = yMin + NPC_CLICK_HEIGHT;
|
|
if (std::abs(rayDir.y()) > 1e-6f) {
|
|
const float tYa = (yMin - rayOrigin.y()) / rayDir.y();
|
|
const float tYb = (yMax - rayOrigin.y()) / rayDir.y();
|
|
entryT = max(entryT, min(tYa, tYb));
|
|
exitT = min(exitT, max(tYa, tYb));
|
|
}
|
|
else if (rayOrigin.y() < yMin || rayOrigin.y() > yMax) {
|
|
continue; // horizontal ray passing above or below the cylinder
|
|
}
|
|
|
|
if (entryT > exitT) continue;
|
|
|
|
//std::cout << "[RAYCAST_NPC] " << npc->npcId << " hit at t=" << entryT << std::endl;
|
|
|
|
if (entryT < closestDist) {
|
|
closestDist = entryT;
|
|
closestNpc = npc.get();
|
|
}
|
|
}
|
|
|
|
if (closestNpc) {
|
|
//std::cout << "[RAYCAST_NPC] HIT: " << closestNpc->npcId << std::endl;
|
|
}
|
|
else {
|
|
//std::cout << "[RAYCAST_NPC] No NPC hit" << std::endl;
|
|
}
|
|
|
|
return closestNpc;
|
|
}
|
|
|
|
|
|
void Location::drawGame()
|
|
{
|
|
|
|
glClearColor(0.53, 0.81, 0.92, 1.0f);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
|
|
renderer.shaderManager.PushShader("fog");
|
|
renderer.RenderUniform1i(textureUniformName, 0);
|
|
const float playerEyePos[3] = { 0.0f, 0.0f, -Environment::zoom };
|
|
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePos);
|
|
|
|
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);
|
|
|
|
renderer.RenderUniform1f("uAlpha", 1.0f);
|
|
for (auto& [name, gameObj] : gameObjects) {
|
|
if (!gameObj.texture) continue;
|
|
glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID());
|
|
renderer.DrawVertexRenderStruct(gameObj.mesh);
|
|
}
|
|
|
|
for (auto& intObj : interactiveObjects) {
|
|
if (intObj.isActive) {
|
|
intObj.draw(renderer);
|
|
}
|
|
}
|
|
renderer.RenderUniform1f("uAlpha", 1.0f);
|
|
const Eigen::Matrix4f currentView = renderer.GetCurrentModelViewMatrix();
|
|
if (player) player->prepareHitSparksForDraw(currentView);
|
|
for (auto& npc : npcs) npc->prepareHitSparksForDraw(currentView);
|
|
for (auto& tz : teleportZones) tz.prepareForDraw(currentView);
|
|
|
|
if (player) player->draw(renderer);
|
|
for (auto& npc : npcs) npc->draw(renderer);
|
|
|
|
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
|
|
|
|
if (editorMode == EditorMode::Navigation) {
|
|
editor.drawNavigation();
|
|
editor.drawPoints();
|
|
}
|
|
if (editorMode == EditorMode::InteractiveObjects) {
|
|
editor.drawInteractiveObjectBounds();
|
|
}
|
|
|
|
renderer.PopMatrix();
|
|
|
|
renderer.PopProjectionMatrix();
|
|
|
|
renderer.shaderManager.PopShader();
|
|
|
|
if (npcNameText) {
|
|
Eigen::Matrix4f proj = MakePerspectiveMatrix(1.0f / 1.5f,
|
|
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
|
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
|
for (auto& npc : npcs) {
|
|
if (npc) npc->drawName(*npcNameText, currentView, proj);
|
|
}
|
|
if (player) player->drawHealthBar(renderer, currentView, proj);
|
|
for (auto& npc : npcs) {
|
|
if (npc) npc->drawHealthBar(renderer, currentView, proj);
|
|
}
|
|
}
|
|
}
|
|
|
|
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.castShadow && intObj.loadedObject.texture) {
|
|
renderer.PushMatrix();
|
|
renderer.TranslateMatrix(intObj.position);
|
|
renderer.DrawVertexRenderStruct(intObj.loadedObject.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(0.53, 0.81, 0.92, 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 = "fog_shadow";
|
|
|
|
renderer.shaderManager.PushShader(shadowShaderName);
|
|
renderer.RenderUniform1i(textureUniformName, 0);
|
|
renderer.RenderUniform1i("uShadowMap", 1);
|
|
const float playerEyePos[3] = { 0.0f, 0.0f, -Environment::zoom };
|
|
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePos);
|
|
|
|
// 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__);
|
|
renderer.RenderUniform1f("uAlpha", 1.0f);
|
|
for (auto& [name, gameObj] : gameObjects) {
|
|
if (!gameObj.texture) continue;
|
|
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).
|
|
{
|
|
const Eigen::Matrix4f currentView = renderer.GetCurrentModelViewMatrix();
|
|
if (player) player->prepareHitSparksForDraw(currentView);
|
|
for (auto& npc : npcs) npc->prepareHitSparksForDraw(currentView);
|
|
}
|
|
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->prepareHitSparksForDraw(cameraViewMatrix);
|
|
for (auto& npc : npcs) npc->prepareHitSparksForDraw(cameraViewMatrix);
|
|
for (auto& tz : teleportZones) tz.prepareForDraw(cameraViewMatrix);
|
|
|
|
if (player) player->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera);
|
|
CheckGlError(__FILE__, __LINE__);
|
|
|
|
for (auto& npc : npcs) npc->drawWithShadow(renderer, lightFromCamera, shadowMap->getDepthTexture(), lightDirCamera);
|
|
|
|
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
|
|
#endif
|
|
|
|
if (editorMode == EditorMode::Navigation) {
|
|
editor.drawNavigation();
|
|
editor.drawPoints();
|
|
}
|
|
if (editorMode == EditorMode::InteractiveObjects) {
|
|
editor.drawInteractiveObjectBounds();
|
|
}
|
|
|
|
CheckGlError(__FILE__, __LINE__);
|
|
|
|
renderer.PopMatrix();
|
|
renderer.PopProjectionMatrix();
|
|
renderer.shaderManager.PopShader();
|
|
|
|
if (npcNameText) {
|
|
Eigen::Matrix4f proj = MakePerspectiveMatrix(1.0f / 1.5f,
|
|
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
|
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
|
for (auto& npc : npcs) {
|
|
if (npc) npc->drawName(*npcNameText, cameraViewMatrix, proj);
|
|
}
|
|
if (player) player->drawHealthBar(renderer, cameraViewMatrix, proj);
|
|
for (auto& npc : npcs) {
|
|
if (npc) npc->drawHealthBar(renderer, cameraViewMatrix, proj);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Location::drawGameDarklands()
|
|
{
|
|
glClearColor(0.05f, 0.05f, 0.2f, 1.0f);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
|
|
renderer.shaderManager.PushShader("darklands_fog");
|
|
renderer.RenderUniform1i(textureUniformName, 0);
|
|
const float playerEyePos[3] = { 0.0f, 0.0f, -Environment::zoom };
|
|
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePos);
|
|
|
|
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() });
|
|
|
|
renderer.RenderUniform1f("uAlpha", 1.0f);
|
|
for (auto& [name, gameObj] : gameObjects) {
|
|
if (!gameObj.textureDarklands) continue;
|
|
glBindTexture(GL_TEXTURE_2D, gameObj.textureDarklands->getTexID());
|
|
renderer.DrawVertexRenderStruct(gameObj.mesh);
|
|
}
|
|
|
|
for (auto& intObj : interactiveObjects) {
|
|
if (intObj.isActive) {
|
|
intObj.drawDarklands(renderer);
|
|
}
|
|
}
|
|
renderer.RenderUniform1f("uAlpha", 1.0f);
|
|
const Eigen::Matrix4f currentView = renderer.GetCurrentModelViewMatrix();
|
|
if (player) player->prepareHitSparksForDraw(currentView);
|
|
for (auto& npc : npcs) npc->prepareHitSparksForDraw(currentView);
|
|
for (auto& tz : teleportZones) tz.prepareForDraw(currentView);
|
|
|
|
if (player) player->draw(renderer);
|
|
for (auto& npc : npcs) npc->draw(renderer);
|
|
|
|
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
|
|
|
|
if (editorMode == EditorMode::Navigation) {
|
|
editor.drawNavigation();
|
|
editor.drawPoints();
|
|
}
|
|
if (editorMode == EditorMode::InteractiveObjects) {
|
|
editor.drawInteractiveObjectBounds();
|
|
}
|
|
|
|
renderer.PopMatrix();
|
|
renderer.PopProjectionMatrix();
|
|
renderer.shaderManager.PopShader();
|
|
|
|
if (npcNameText) {
|
|
Eigen::Matrix4f proj = MakePerspectiveMatrix(1.0f / 1.5f,
|
|
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
|
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
|
for (auto& npc : npcs) {
|
|
if (npc) npc->drawName(*npcNameText, currentView, proj);
|
|
}
|
|
if (player) player->drawHealthBar(renderer, currentView, proj);
|
|
for (auto& npc : npcs) {
|
|
if (npc) npc->drawHealthBar(renderer, currentView, proj);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Location::drawNightShadowDepthPass(const PointLight& light)
|
|
{
|
|
if (!shadowMap) return;
|
|
static constexpr float kSpotFovY = static_cast<float>(M_PI) * 0.5f; // 90°
|
|
shadowMap->updateSpotlightMatrix(light.position, light.direction, kSpotFovY, 0.1f, 20.0f);
|
|
shadowMap->bind();
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LESS);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
renderer.shaderManager.PushShader("shadow_depth");
|
|
renderer.PushPerspectiveProjectionMatrix(kSpotFovY, 1.0f, 0.1f, 20.0f);
|
|
renderer.PushSpecialMatrix(shadowMap->getLightViewMatrix());
|
|
|
|
for (auto& [name, gameObj] : gameObjects) {
|
|
renderer.DrawVertexRenderStruct(gameObj.mesh);
|
|
}
|
|
for (auto& intObj : interactiveObjects) {
|
|
if (intObj.castShadowNight && intObj.loadedObject.texture) {
|
|
renderer.PushMatrix();
|
|
renderer.TranslateMatrix(intObj.position);
|
|
renderer.DrawVertexRenderStruct(intObj.loadedObject.mesh);
|
|
renderer.PopMatrix();
|
|
}
|
|
}
|
|
if (player) player->drawShadowDepth(renderer);
|
|
for (auto& npc : npcs) npc->drawShadowDepth(renderer);
|
|
|
|
renderer.PopMatrix(); // light view
|
|
renderer.PopProjectionMatrix();
|
|
renderer.shaderManager.PopShader();
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
shadowMap->unbind();
|
|
}
|
|
|
|
void Location::drawGameNight()
|
|
{
|
|
// --- Determine which lights are active this frame ---
|
|
// autoLight=true lights only activate when they are the nearest light to the player.
|
|
// autoLight=false lights are always active.
|
|
int nearestLightIdx = -1;
|
|
if (player && !pointLights.empty()) {
|
|
float minDist = FLT_MAX;
|
|
for (int i = 0; i < static_cast<int>(pointLights.size()); ++i) {
|
|
const float d = (pointLights[i].position - player->position).norm();
|
|
if (d < minDist) { minDist = d; nearestLightIdx = i; }
|
|
}
|
|
}
|
|
|
|
static constexpr int MAX_POINT_LIGHTS = 4;
|
|
std::vector<int> activeLightIndices;
|
|
activeLightIndices.reserve(pointLights.size());
|
|
for (int i = 0; i < static_cast<int>(pointLights.size()); ++i) {
|
|
const PointLight& pl = pointLights[i];
|
|
bool active = !pl.autoLight;
|
|
if (!active && i == nearestLightIdx) {
|
|
// autoLight: also check distance threshold if set
|
|
const float dist = player ? (pl.position - player->position).norm() : 0.0f;
|
|
active = (pl.autoLightDistance <= 0.0f || dist <= pl.autoLightDistance);
|
|
}
|
|
if (active) {
|
|
activeLightIndices.push_back(i);
|
|
if (static_cast<int>(activeLightIndices.size()) >= MAX_POINT_LIGHTS) break;
|
|
}
|
|
}
|
|
|
|
// Shadow caster = nearest active light to player
|
|
const PointLight* shadowLight = nullptr;
|
|
if (player && !activeLightIndices.empty()) {
|
|
float minDist = FLT_MAX;
|
|
for (int idx : activeLightIndices) {
|
|
const float d = (pointLights[idx].position - player->position).norm();
|
|
if (d < minDist) { minDist = d; shadowLight = &pointLights[idx]; }
|
|
}
|
|
}
|
|
const bool hasShadows = (shadowMap != nullptr && shadowLight != nullptr);
|
|
|
|
// Ambient and fog color: different for plain night vs dawn
|
|
static const float kNightAmbient[3] = { 0.37f, 0.37f, 0.37f };
|
|
static const float kDawnAmbient[3] = { 0.72f, 0.52f, 0.62f }; // brighter warm pink
|
|
static const float kNightFogColor[3] = { 0.01f, 0.01f, 0.05f };
|
|
static const float kDawnFogColor[3] = { 0.50f, 0.44f, 0.47f }; // grey with slight pink
|
|
const float* ambientColor = isDawn ? kDawnAmbient : kNightAmbient;
|
|
const float* fogColor = isDawn ? kDawnFogColor : kNightFogColor;
|
|
|
|
if (hasShadows) {
|
|
drawNightShadowDepthPass(*shadowLight);
|
|
}
|
|
|
|
// --- Main render pass ---
|
|
glClearColor(0.01f, 0.01f, 0.05f, 1.0f);
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
|
|
const std::string mainShader = hasShadows ? "night_fog_shadow" : "night_fog";
|
|
renderer.shaderManager.PushShader(mainShader);
|
|
renderer.RenderUniform1i(textureUniformName, 0);
|
|
|
|
if (hasShadows) {
|
|
renderer.RenderUniform1i("uShadowMap", 1);
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, shadowMap->getDepthTexture());
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
const float playerEyePos[3] = { 0.0f, 0.0f, -Environment::zoom };
|
|
renderer.RenderUniform3fv("uPlayerEyePos", playerEyePos);
|
|
renderer.RenderUniform3fv("uAmbientColor", ambientColor);
|
|
renderer.RenderUniform3fv("uFogColor", fogColor);
|
|
|
|
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() });
|
|
|
|
cameraViewMatrix = renderer.GetCurrentModelViewMatrix();
|
|
|
|
// Transform active spot lights to eye space and build uniform arrays
|
|
float plPosEye[MAX_POINT_LIGHTS * 3] = {};
|
|
float plDirEye[MAX_POINT_LIGHTS * 3] = {};
|
|
float plColors[MAX_POINT_LIGHTS * 3] = {};
|
|
const Eigen::Matrix3f camRot = cameraViewMatrix.block<3, 3>(0, 0);
|
|
const int lightCount = static_cast<int>(activeLightIndices.size());
|
|
for (int j = 0; j < lightCount; ++j) {
|
|
const PointLight& pl = pointLights[activeLightIndices[j]];
|
|
const Eigen::Vector4f worldPos(pl.position.x(), pl.position.y(), pl.position.z(), 1.0f);
|
|
const Eigen::Vector4f eyePos4 = cameraViewMatrix * worldPos;
|
|
plPosEye[j * 3 + 0] = eyePos4.x();
|
|
plPosEye[j * 3 + 1] = eyePos4.y();
|
|
plPosEye[j * 3 + 2] = eyePos4.z();
|
|
const Eigen::Vector3f eyeDir = camRot * pl.direction;
|
|
plDirEye[j * 3 + 0] = eyeDir.x();
|
|
plDirEye[j * 3 + 1] = eyeDir.y();
|
|
plDirEye[j * 3 + 2] = eyeDir.z();
|
|
plColors[j * 3 + 0] = pl.color.x();
|
|
plColors[j * 3 + 1] = pl.color.y();
|
|
plColors[j * 3 + 2] = pl.color.z();
|
|
}
|
|
|
|
// Compute light-from-camera matrix for shadow lookup
|
|
Eigen::Matrix4f lightFromCamera = Eigen::Matrix4f::Identity();
|
|
if (hasShadows) {
|
|
lightFromCamera = shadowMap->getLightSpaceMatrix() * cameraViewMatrix.inverse();
|
|
renderer.RenderUniformMatrix4fv("uLightFromCamera", false, lightFromCamera.data());
|
|
// Pass first active light's eye-space direction as uLightDir for shadow bias
|
|
renderer.RenderUniform3fv("uLightDir", plDirEye);
|
|
}
|
|
|
|
renderer.RenderUniform1i("uPointLightCount", lightCount);
|
|
if (lightCount > 0) {
|
|
renderer.RenderUniform3fvArray("uPointLightPos[0]", lightCount, plPosEye);
|
|
renderer.RenderUniform3fvArray("uPointLightDir[0]", lightCount, plDirEye);
|
|
renderer.RenderUniform3fvArray("uPointLightColor[0]", lightCount, plColors);
|
|
}
|
|
|
|
renderer.RenderUniform1f("uAlpha", 1.0f);
|
|
for (auto& [name, gameObj] : gameObjects) {
|
|
if (!gameObj.texture) continue;
|
|
glBindTexture(GL_TEXTURE_2D, gameObj.texture->getTexID());
|
|
renderer.DrawVertexRenderStruct(gameObj.mesh);
|
|
}
|
|
|
|
for (auto& intObj : interactiveObjects) {
|
|
if (intObj.isActive) {
|
|
intObj.draw(renderer);
|
|
}
|
|
}
|
|
|
|
renderer.RenderUniform1f("uAlpha", 1.0f);
|
|
if (player) player->prepareHitSparksForDraw(cameraViewMatrix);
|
|
for (auto& npc : npcs) npc->prepareHitSparksForDraw(cameraViewMatrix);
|
|
for (auto& tz : teleportZones) tz.prepareForDraw(cameraViewMatrix);
|
|
|
|
if (hasShadows) {
|
|
if (player) player->drawNightWithShadow(renderer, plPosEye, plDirEye, plColors, lightCount, lightFromCamera, shadowMap->getDepthTexture(), ambientColor, fogColor);
|
|
for (auto& npc : npcs) npc->drawNightWithShadow(renderer, plPosEye, plDirEye, plColors, lightCount, lightFromCamera, shadowMap->getDepthTexture(), ambientColor, fogColor);
|
|
} else {
|
|
if (player) player->drawNight(renderer, plPosEye, plDirEye, plColors, lightCount, ambientColor, fogColor);
|
|
for (auto& npc : npcs) npc->drawNight(renderer, plPosEye, plDirEye, plColors, lightCount, ambientColor, fogColor);
|
|
}
|
|
|
|
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
|
|
|
|
if (editorMode == EditorMode::Navigation) {
|
|
editor.drawNavigation();
|
|
editor.drawPoints();
|
|
}
|
|
if (editorMode == EditorMode::InteractiveObjects) {
|
|
editor.drawInteractiveObjectBounds();
|
|
}
|
|
|
|
renderer.PopMatrix();
|
|
renderer.PopProjectionMatrix();
|
|
renderer.shaderManager.PopShader();
|
|
|
|
if (npcNameText) {
|
|
Eigen::Matrix4f proj = MakePerspectiveMatrix(1.0f / 1.5f,
|
|
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
|
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
|
for (auto& npc : npcs) {
|
|
if (npc) npc->drawName(*npcNameText, cameraViewMatrix, proj);
|
|
}
|
|
if (player) player->drawHealthBar(renderer, cameraViewMatrix, proj);
|
|
for (auto& npc : npcs) {
|
|
if (npc) npc->drawHealthBar(renderer, cameraViewMatrix, proj);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool Location::setNavigationAreaAvailable(const std::string& areaName, bool available)
|
|
{
|
|
if (!navigation) return false;
|
|
return navigation->setAreaAvailable(areaName, available);
|
|
}
|
|
|
|
int Location::findNpcIndex(const Character* npc) const
|
|
{
|
|
for (int i = 0; i < static_cast<int>(npcs.size()); ++i) {
|
|
if (npcs[i].get() == npc) return i;
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
void Location::fireBumpCallbacks(Character* mover, Character* standing)
|
|
{
|
|
if (mover->isPlayer) {
|
|
// Player walked into a standing NPC
|
|
const int idx = findNpcIndex(standing);
|
|
if (idx < 0) return;
|
|
auto& cooldown = npcBumpedByPlayerCooldown[idx];
|
|
if (cooldown <= 0.f) {
|
|
cooldown = NPC_BUMP_CALLBACK_COOLDOWN;
|
|
scriptEngine.callNpcBumpedByPlayerCallback(idx);
|
|
}
|
|
} else if (standing->isPlayer) {
|
|
// Moving NPC walked into the standing player
|
|
const int idx = findNpcIndex(mover);
|
|
if (idx < 0) return;
|
|
auto& cooldown = npcBumpsPlayerCooldown[idx];
|
|
if (cooldown <= 0.f) {
|
|
cooldown = NPC_BUMP_CALLBACK_COOLDOWN;
|
|
scriptEngine.callNpcBumpsPlayerCallback(idx);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Location::nudgeCharacterAside(Character* standing, const Eigen::Vector3f& awayFrom)
|
|
{
|
|
if (!standing || standing->isPlayer) return;
|
|
if (!navigation || !navigation->isReady()) return;
|
|
|
|
static constexpr float kNudgeDist = 1.2f;
|
|
|
|
Eigen::Vector3f dir = standing->position - awayFrom;
|
|
dir.y() = 0.f;
|
|
if (dir.norm() < 1e-3f) dir = Eigen::Vector3f(1.f, 0.f, 0.f);
|
|
else dir.normalize();
|
|
|
|
const float angles[] = { 0.f, static_cast<float>(M_PI * 0.5), static_cast<float>(-M_PI * 0.5), static_cast<float>(M_PI) };
|
|
for (float angle : angles) {
|
|
Eigen::Vector3f rotated = Eigen::AngleAxisf(angle, Eigen::Vector3f::UnitY()) * dir;
|
|
Eigen::Vector3f candidate = standing->position + rotated * kNudgeDist;
|
|
candidate.y() = 0.f;
|
|
if (navigation->isWalkable(candidate)) {
|
|
standing->setTarget(candidate);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Location::resolveCharacterCollisions()
|
|
{
|
|
std::vector<Character*> characters;
|
|
characters.reserve(npcs.size() + 1);
|
|
|
|
if (player) {
|
|
characters.push_back(player.get());
|
|
}
|
|
for (auto& npc : npcs) {
|
|
if (npc) {
|
|
characters.push_back(npc.get());
|
|
}
|
|
}
|
|
|
|
if (characters.size() < 2) {
|
|
return;
|
|
}
|
|
|
|
static constexpr int kIterations = 3;
|
|
static constexpr float kMinSeparationEps = 1e-4f;
|
|
|
|
for (int iter = 0; iter < kIterations; ++iter) {
|
|
for (size_t i = 0; i < characters.size(); ++i) {
|
|
for (size_t j = i + 1; j < characters.size(); ++j) {
|
|
Character* a = characters[i];
|
|
Character* b = characters[j];
|
|
if (!a || !b) continue;
|
|
if (a->hp <= 0.f || b->hp <= 0.f || !a->enabled || !b->enabled) continue;
|
|
|
|
const float minDist = a->collisionRadius + b->collisionRadius;
|
|
if (minDist <= 0.f) continue;
|
|
|
|
const Eigen::Vector2f pa(a->position.x(), a->position.z());
|
|
const Eigen::Vector2f pb(b->position.x(), b->position.z());
|
|
const Eigen::Vector2f delta = pb - pa;
|
|
const float dist = delta.norm();
|
|
|
|
if (dist >= minDist) {
|
|
continue;
|
|
}
|
|
|
|
Eigen::Vector2f normal(1.f, 0.f);
|
|
if (dist > kMinSeparationEps) {
|
|
normal = delta / dist;
|
|
}
|
|
|
|
const float penetration = (minDist - dist);
|
|
const float push = penetration * 0.5f;
|
|
|
|
Eigen::Vector3f newA = a->position;
|
|
Eigen::Vector3f newB = b->position;
|
|
newA.x() -= normal.x() * push;
|
|
newA.z() -= normal.y() * push;
|
|
newA.y() = 0.f;
|
|
newB.x() += normal.x() * push;
|
|
newB.z() += normal.y() * push;
|
|
newB.y() = 0.f;
|
|
|
|
const bool aWasMoving = a->isMoving();
|
|
const bool bWasMoving = b->isMoving();
|
|
|
|
if (navigation && navigation->isReady()) {
|
|
const bool aOk = navigation->isWalkable(newA);
|
|
const bool bOk = navigation->isWalkable(newB);
|
|
|
|
if (aOk && bOk) {
|
|
a->position = newA;
|
|
b->position = newB;
|
|
}
|
|
else if (aOk && !bOk) {
|
|
a->position = newA;
|
|
}
|
|
else if (!aOk && bOk) {
|
|
b->position = newB;
|
|
}
|
|
}
|
|
else {
|
|
a->position = newA;
|
|
b->position = newB;
|
|
}
|
|
|
|
if (a->isPlayer && !aWasMoving) a->stopInPlace();
|
|
if (b->isPlayer && !bWasMoving) b->stopInPlace();
|
|
|
|
if (aWasMoving && !bWasMoving) {
|
|
nudgeCharacterAside(b, a->position);
|
|
fireBumpCallbacks(a, b);
|
|
} else if (bWasMoving && !aWasMoving) {
|
|
nudgeCharacterAside(a, b->position);
|
|
fireBumpCallbacks(b, a);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void Location::updateDynamicReplans(int64_t deltaMs)
|
|
{
|
|
static constexpr float kMovedEps = 0.05f;
|
|
static constexpr float kReplanTriggerDist = 1.8f;
|
|
static constexpr int64_t kReplanCooldownMs = 500;
|
|
|
|
for (auto it = replanCooldownRemainingMs.begin(); it != replanCooldownRemainingMs.end();) {
|
|
it->second -= deltaMs;
|
|
if (it->second <= 0) {
|
|
it = replanCooldownRemainingMs.erase(it);
|
|
}
|
|
else {
|
|
++it;
|
|
}
|
|
}
|
|
|
|
std::vector<Character*> characters;
|
|
characters.reserve(npcs.size() + 1);
|
|
if (player) characters.push_back(player.get());
|
|
for (auto& npc : npcs) if (npc) characters.push_back(npc.get());
|
|
|
|
std::vector<Character*> movers;
|
|
movers.reserve(characters.size());
|
|
for (Character* c : characters) {
|
|
if (!c) continue;
|
|
auto it = lastCharacterPositions.find(c);
|
|
if (it == lastCharacterPositions.end()) {
|
|
lastCharacterPositions[c] = c->position;
|
|
continue;
|
|
}
|
|
|
|
const Eigen::Vector3f prev = it->second;
|
|
const float moved = (c->position - prev).norm();
|
|
it->second = c->position;
|
|
|
|
if (moved > kMovedEps) {
|
|
movers.push_back(c);
|
|
}
|
|
}
|
|
|
|
if (movers.empty()) {
|
|
return;
|
|
}
|
|
|
|
for (Character* mover : movers) {
|
|
if (!mover) continue;
|
|
|
|
for (Character* walker : characters) {
|
|
if (!walker || walker == mover) continue;
|
|
if (walker->hp <= 0.f || !walker->enabled) continue;
|
|
if (!walker->isMoving()) continue;
|
|
|
|
if (replanCooldownRemainingMs.find(walker) != replanCooldownRemainingMs.end()) {
|
|
continue;
|
|
}
|
|
|
|
const Eigen::Vector3f nextTarget = walker->getCurrentNavigationTarget();
|
|
const float distToSegment = distancePointToSegmentXZ(mover->position, walker->position, nextTarget);
|
|
if (distToSegment > kReplanTriggerDist) {
|
|
continue;
|
|
}
|
|
|
|
walker->forceReplan();
|
|
replanCooldownRemainingMs[walker] = kReplanCooldownMs;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Location::update(int64_t delta)
|
|
{
|
|
for (auto& intObj : interactiveObjects) {
|
|
intObj.update(delta);
|
|
}
|
|
|
|
if (player) {
|
|
player->update(delta);
|
|
dialogueSystem.update(static_cast<int>(delta));
|
|
updateTriggerZones(player->position);
|
|
}
|
|
for (auto& npc : npcs)
|
|
{
|
|
npc->update(delta);
|
|
}
|
|
|
|
resolveCharacterCollisions();
|
|
updateDynamicReplans(delta);
|
|
|
|
const float deltaS = static_cast<float>(delta) / 1000.f;
|
|
for (auto& [idx, t] : npcBumpedByPlayerCooldown) t -= deltaS;
|
|
for (auto& [idx, t] : npcBumpsPlayerCooldown) t -= deltaS;
|
|
|
|
// Check if player reached target interactive object
|
|
if (targetInteractiveObject && player && !targetInteractiveObject->isAnimating) {
|
|
const Eigen::Vector3f& approachTarget = targetInteractiveObject->hasInteractionPosition
|
|
? targetInteractiveObject->interactionPosition
|
|
: targetInteractiveObject->position;
|
|
float distToObject = (player->position - approachTarget).norm();
|
|
|
|
// If player is close enough to pick up the item
|
|
if (distToObject <= targetInteractiveObject->approachRadius) {
|
|
std::cout << "[PICKUP] Player reached object! Distance: " << distToObject << std::endl;
|
|
std::cout << "[PICKUP] Calling Lua callback for: " << targetInteractiveObject->loadedObject.name << 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->loadedObject.name);
|
|
}
|
|
}
|
|
catch (const std::exception& e) {
|
|
std::cerr << "[PICKUP] Error calling function: " << e.what() << std::endl;
|
|
}
|
|
|
|
targetInteractiveObject = nullptr;
|
|
}
|
|
}
|
|
|
|
// Check if player reached target NPC for interaction.
|
|
if (targetInteractNpc && targetInteractNpcIndex >= 0 && player) {
|
|
float distToNpc = (player->position - targetInteractNpc->position).norm();
|
|
if (distToNpc <= NPC_TALK_DISTANCE) {
|
|
std::cout << "[NPC] Player reached NPC index " << targetInteractNpcIndex
|
|
<< " (distance " << distToNpc << "); firing on_npc_interact" << std::endl;
|
|
// Stop the player at the talk distance and have the NPC turn to face them.
|
|
player->setTarget(player->position);
|
|
targetInteractNpc->faceTarget = player.get();
|
|
try {
|
|
scriptEngine.callNpcInteractCallback(targetInteractNpcIndex);
|
|
}
|
|
catch (const std::exception& e) {
|
|
std::cerr << "[NPC] callback error: " << e.what() << std::endl;
|
|
}
|
|
targetInteractNpc = nullptr;
|
|
targetInteractNpcIndex = -1;
|
|
}
|
|
}
|
|
|
|
for (auto& tz : teleportZones) tz.update(static_cast<float>(delta));
|
|
|
|
if (targetTeleportZone && player) {
|
|
float dist = (player->position - targetTeleportZone->position).norm();
|
|
if (dist <= targetTeleportZone->radius) {
|
|
std::cout << "[TELEPORT] Player reached teleport zone '" << targetTeleportZone->id << "'" << std::endl;
|
|
if (onTeleport) onTeleport(targetTeleportZone->destinationLocation, targetTeleportZone->destinationPosition, targetTeleportZone->destinationRotationY);
|
|
targetTeleportZone = nullptr;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
if (editorMode == EditorMode::Navigation) {
|
|
if (rayDir.y() < -0.001f) {
|
|
const float t = -camPos.y() / rayDir.y();
|
|
const Eigen::Vector3f hit = camPos + rayDir * t;
|
|
const bool ctrlHeld = (SDL_GetModState() & KMOD_CTRL) != 0;
|
|
editor.handleLeftClick(hit, ctrlHeld);
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (editorMode == EditorMode::InteractiveObjects) {
|
|
if (rayDir.y() < -0.001f) {
|
|
const float t = -camPos.y() / rayDir.y();
|
|
const Eigen::Vector3f hit = camPos + rayDir * t;
|
|
const bool ctrlHeld = (SDL_GetModState() & KMOD_CTRL) != 0;
|
|
editor.handleInteractiveObjectClick(hit, ctrlHeld);
|
|
}
|
|
return;
|
|
}
|
|
|
|
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->loadedObject.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;
|
|
targetInteractNpc = nullptr;
|
|
targetInteractNpcIndex = -1;
|
|
targetTeleportZone = nullptr;
|
|
player->setTarget(clickedObject->hasInteractionPosition
|
|
? clickedObject->interactionPosition
|
|
: 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) {
|
|
targetInteractiveObject = nullptr;
|
|
targetTeleportZone = nullptr;
|
|
|
|
if (clickedNpc->canAttack) {
|
|
// Hostile NPC: combat logic walks the player in via attackTarget;
|
|
// don't queue a Lua interaction during a fight.
|
|
player->attackTarget = clickedNpc;
|
|
targetInteractNpc = nullptr;
|
|
targetInteractNpcIndex = -1;
|
|
|
|
if (distance <= clickedNpc->interactionRadius) {
|
|
std::cout << "[CLICK] Hostile NPC " << npcIndex << " in range; firing on_npc_interact" << std::endl;
|
|
scriptEngine.callNpcInteractCallback(npcIndex);
|
|
}
|
|
}
|
|
else {
|
|
// Peaceful NPC: walk to them, fire on_npc_interact when within talk distance.
|
|
player->attackTarget = nullptr;
|
|
|
|
if (distance <= NPC_TALK_DISTANCE) {
|
|
// Already in talk range — fire immediately, stop, and face the player.
|
|
std::cout << "[CLICK] *** SUCCESS: Clicked on NPC index: " << npcIndex << " (in range) ***" << std::endl;
|
|
player->setTarget(player->position);
|
|
clickedNpc->faceTarget = player.get();
|
|
scriptEngine.callNpcInteractCallback(npcIndex);
|
|
targetInteractNpc = nullptr;
|
|
targetInteractNpcIndex = -1;
|
|
}
|
|
else {
|
|
std::cout << "[CLICK] NPC " << npcIndex << " out of talk range (distance " << distance
|
|
<< " > " << NPC_TALK_DISTANCE << "); walking to NPC..." << std::endl;
|
|
player->setTarget(clickedNpc->position);
|
|
targetInteractNpc = clickedNpc;
|
|
targetInteractNpcIndex = npcIndex;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
else if (rayDir.y() < -0.001f && player) {
|
|
// Unproject click to ground plane for walk target / teleport detection
|
|
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;
|
|
|
|
TeleportZone* clickedTeleport = nullptr;
|
|
for (auto& tz : teleportZones) {
|
|
if (!tz.active) continue;
|
|
Eigen::Vector2f d(hit.x() - tz.position.x(), hit.z() - tz.position.z());
|
|
if (d.norm() <= tz.radius) { clickedTeleport = &tz; break; }
|
|
}
|
|
|
|
if (clickedTeleport) {
|
|
std::cout << "[CLICK] Clicked teleport zone '" << clickedTeleport->id << "'" << std::endl;
|
|
targetTeleportZone = clickedTeleport;
|
|
targetInteractiveObject = nullptr;
|
|
targetInteractNpc = nullptr;
|
|
targetInteractNpcIndex = -1;
|
|
player->setTarget(clickedTeleport->position);
|
|
player->attackTarget = nullptr;
|
|
} else {
|
|
player->setTarget(Eigen::Vector3f(hit.x(), 0.f, hit.z()));
|
|
player->attackTarget = nullptr;
|
|
targetInteractNpc = nullptr;
|
|
targetInteractNpcIndex = -1;
|
|
targetTeleportZone = nullptr;
|
|
if (onPlayerFloorWalk) onPlayerFloorWalk();
|
|
}
|
|
}
|
|
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)
|
|
{
|
|
if (dialogueSystem.blocksGameplayInput()) {
|
|
dialogueSystem.handlePointerReleased(static_cast<float>(mx), Environment::projectionHeight - static_cast<float>(my));
|
|
return;
|
|
}
|
|
|
|
}
|
|
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 (cameraDragging) {
|
|
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);
|
|
}
|
|
|
|
bool Location::requestCutsceneStart(const std::string& cutsceneId)
|
|
{
|
|
return dialogueSystem.startCutscene(cutsceneId);
|
|
}
|
|
|
|
void Location::setOnCutsceneFinished(std::function<void(const std::string&)> cb)
|
|
{
|
|
dialogueSystem.setOnCutsceneFinished(std::move(cb));
|
|
}
|
|
|
|
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
|