pleurer en rotation
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@@ -1,13 +1,14 @@
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#include "remoteplayer.h"
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#include <iostream>
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#include <cstring>
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#include "texture.h"
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#include <thread>
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#include <queue>
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RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0), 0, 0) {
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RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(Vector3f(0, 0, 0)){
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LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
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@@ -18,7 +19,7 @@ RemotePlayer::~RemotePlayer()
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}
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void RemotePlayer::Init()
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void RemotePlayer::Init()
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{
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}
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@@ -69,22 +70,36 @@ void RemotePlayer::Feed(const netprot::Output out) {
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previous.id = current.id;
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}
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void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, float elapsedTime)
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void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, float elapsedTime, Player m_player)
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{
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shader.Use();
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//m_texture_front.Bind();
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//
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//Vector3f playerToQuad = m_player.GetPosition() - m_position;
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//playerToQuad.Normalize();
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//Vector3f targetPosition = m_player.GetPosition() + playerToQuad * 10.0f;
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//Matrix4f rotationMatrix;
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//rotationMatrix.SetLookAt(m_position, targetPosition, Vector3f(0, 1, 0));
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//glMultMatrixf(rotationMatrix.GetInternalValues());
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//Pt override les collisions.. a ce point la je sais pas quoi faire
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shader.Use();
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float x = 0;
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float y = m_player.GetPosition().y;
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float z = 0;
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float size = 5.0f;
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float u, v, w, h;
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atlas.Bind();
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atlas.TextureIndexToCoord(0, u, v, w, h);
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glBegin(GL_QUADS);
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glTexCoord2f(u, v); glVertex3f(0, 50., 0);
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glTexCoord2f(u+w, v); glVertex3f(50., 50., 0);
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glTexCoord2f(u+w, v+h); glVertex3f(50., 0, 0);
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glTexCoord2f(u, v+h); glVertex3f(0, 0, 0);
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atlas.TextureIndexToCoord(0, u, v, w, h);
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glTexCoord2f(u, v); glVertex3f(x, y + size, z);
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glTexCoord2f(u + w, v); glVertex3f(x + size, y + size, z);
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glTexCoord2f(u + w, v + h); glVertex3f(x + size, y, z);
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glTexCoord2f(u, v + h); glVertex3f(x, y, z);
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glEnd();
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shader.Disable();
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}
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bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
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