Compare commits
	
		
			11 Commits
		
	
	
		
			SQC-15_paq
			...
			RUNNINGREA
		
	
	| Author | SHA1 | Date | |
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					7a7dc1fad6 | ||
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					0856f913d2 | ||
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					16e9f6aefe | ||
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					e98bd03192 | ||
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					e6e93ef6d0 | ||
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					df0a142b12 | ||
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					5a491c5446 | ||
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					20eb410b08 | ||
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					c44d1453ae | ||
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					37ea09aaf3 | ||
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					62b7719eb4 | 
@@ -7,7 +7,7 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
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Bullet::~Bullet() {}
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					Bullet::~Bullet() {}
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bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer) {
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					bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer, netprot::ChunkMod** chunkmod) {
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	int max = 100 / perframe;
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						int max = 100 / perframe;
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	float damage = 0.057f;
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						float damage = 0.057f;
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	for (int x = 0; x < max; ++x) {
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						for (int x = 0; x < max; ++x) {
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@@ -23,6 +23,15 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordere
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		if (!world->ChunkAt(m_currentpos))
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							if (!world->ChunkAt(m_currentpos))
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			return true;
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								return true;
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		else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
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							else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
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								if (chunkmod) {
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									using namespace netprot;
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									ChunkMod* cmod = *chunkmod;
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									cmod = new ChunkMod();
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									cmod->old_b_type = world->BlockAt(m_currentpos);
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									cmod->b_type = BTYPE_AIR;
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									cmod->pos = m_currentpos;
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								}
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			world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
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								world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
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			return true;
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								return true;
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		}
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							}
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@@ -5,7 +5,7 @@
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#include "define.h"
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					#include "define.h"
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#include "vector3.h"
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					#include "vector3.h"
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#include "player.h"
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					#include "player.h"
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					#include "netprotocol.h"
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class World;
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					class World;
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class Player;
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					class Player;
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@@ -16,7 +16,7 @@ public:
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	Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
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						Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
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	~Bullet();
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						~Bullet();
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	bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer);
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						bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer, netprot::ChunkMod** chunkmod);
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	void Transpose(int& x, int& z);
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						void Transpose(int& x, int& z);
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	Vector3f getPos() const;
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						Vector3f getPos() const;
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	Vector3f getVel() const;
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						Vector3f getVel() const;
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@@ -402,6 +402,34 @@ void netprot::Serialize(Chat* chat, char* buf[], uint32_t* buflen) {
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	*buflen = messize + sizeof(uint64_t) * 3 + 2;
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						*buflen = messize + sizeof(uint64_t) * 3 + 2;
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}
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					}
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					void netprot::Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen) {
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						*buf[0] = (char)netprot::PACKET_TYPE::CHUNKMOD;
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						uint32_t vec[3];
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						memcpy(vec, &chmod->pos, sizeof(Vector3f)); // Pour d<>naturer les floats.
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						uint8_t vec8[3 * sizeof(uint32_t)] = {
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												(uint8_t)((vec[0] >> 24) & 0xFF),
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												(uint8_t)((vec[0] >> 16) & 0xFF),
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												(uint8_t)((vec[0] >> 8) & 0xFF),
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												 (uint8_t)(vec[0] & 0xFF),
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											(uint8_t)((vec[1] >> 24) & 0xFF),
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											(uint8_t)((vec[1] >> 16) & 0xFF),
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											(uint8_t)((vec[1] >> 8) & 0xFF),
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											 (uint8_t)(vec[1] & 0xFF),
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										 (uint8_t)((vec[2] >> 24) & 0xFF),
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										 (uint8_t)((vec[2] >> 16) & 0xFF),
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										(uint8_t)((vec[2] >> 8) & 0xFF),
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										 (uint8_t)(vec[2] & 0xFF) };
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						memcpy(*buf + 1, vec8, sizeof(uint32_t) * 3);
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						memcpy(*buf + sizeof(uint32_t) * 3 + 1, &chmod->b_type, sizeof(BlockType));
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						memcpy(*buf + sizeof(uint32_t) * 3 + 2, &chmod->old_b_type, sizeof(BlockType));
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						*buflen = sizeof(uint32_t) * 3 + 3;
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					}
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void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) {
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					void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) {
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	*buf[0] = (char)netprot::PACKET_TYPE::ERRLOG;
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						*buf[0] = (char)netprot::PACKET_TYPE::ERRLOG;
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@@ -818,6 +846,36 @@ bool netprot::Deserialize(Chat* chat, char* buf, uint32_t *buflen) {
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	return true;
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						return true;
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}
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					}
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					bool netprot::Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen) {
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						if (*buflen <= sizeof(ChunkMod))
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							return false;
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						uint8_t subvec[3 * sizeof(uint32_t)] = { 0,0,0,0,0,0,0,0,0,0,0,0 };
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						memcpy(subvec, &buf[1], sizeof(uint8_t) * 12);
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						uint32_t vec[3] = {
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							(uint32_t)subvec[0] << 24 |
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							(uint32_t)subvec[1] << 16 |
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							(uint32_t)subvec[2] << 8 |
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							(uint32_t)subvec[3],
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								(uint32_t)subvec[4] << 24 |
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								(uint32_t)subvec[5] << 16 |
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								(uint32_t)subvec[6] << 8 |
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								(uint32_t)subvec[7],
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									(uint32_t)subvec[8] << 24 |
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									(uint32_t)subvec[9] << 16 |
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									(uint32_t)subvec[10] << 8 |
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									(uint32_t)subvec[11] };
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						memcpy(&chmod->pos, vec, sizeof(uint32_t) * 3);
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						memcpy(&chmod->b_type, &buf[1 + sizeof(uint8_t) * 12], sizeof(BlockType));
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						memcpy(&chmod->old_b_type, &buf[2 + sizeof(uint8_t) * 12], sizeof(BlockType));
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						*buflen = sizeof(uint32_t) * 3 + 3;
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						return true;
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					}
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bool netprot::Deserialize(ErrorLog* errlog, char* buf, uint32_t *buflen) {
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					bool netprot::Deserialize(ErrorLog* errlog, char* buf, uint32_t *buflen) {
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	if (*buflen <= sizeof(ErrorLog))
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						if (*buflen <= sizeof(ErrorLog))
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		return false;
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							return false;
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@@ -130,6 +130,11 @@ namespace netprot {
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		Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(cha->mess, mess); }
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							Chat(Chat* cha) : src_id(cha->src_id), dest_id(cha->dest_id), dest_team_id(cha->dest_team_id) { strcpy(cha->mess, mess); }
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	};
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						};
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						struct ChunkMod {
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							Vector3f pos;
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							BlockType b_type, old_b_type;
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						};
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	struct ErrorLog {									// srv -> cli			TCP			event
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						struct ErrorLog {									// srv -> cli			TCP			event
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		char mess[140];
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							char mess[140];
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		bool is_fatal;
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							bool is_fatal;
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@@ -147,6 +152,7 @@ namespace netprot {
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	void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv
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						void Serialize(PlayerInfo* pinfo, char* buf[], uint32_t* buflen); // srv
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	void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv
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						void Serialize(GameInfo* ginfo, char* buf[], uint32_t* buflen); // cli/srv
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	void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv
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						void Serialize(Chat* chat, char* buf[], uint32_t* buflen); // cli/srv
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						void Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen); // srv
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	void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv
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						void Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen); // srv
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	bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv
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						bool Deserialize(Input* in, char* buf, uint32_t* buflen); // srv
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@@ -157,6 +163,7 @@ namespace netprot {
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	bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli
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						bool Deserialize(PlayerInfo* pinfo, char* buf, uint32_t* buflen); // cli
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	bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli
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						bool Deserialize(GameInfo* ginfo, char* buf, uint32_t* buflen); // cli
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	bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli
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						bool Deserialize(Chat* chat, char* buf, uint32_t* buflen); // srv/cli
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						bool Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen); // cli
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	bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv
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						bool Deserialize(ErrorLog* errlog, char* buf, uint32_t* buflen); // srv
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	PACKET_TYPE getType(char* buf, uint32_t buflen);
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						PACKET_TYPE getType(char* buf, uint32_t buflen);
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@@ -204,11 +204,11 @@ Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTi
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void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const {
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					void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const {
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	transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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						transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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	transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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						transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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	if (rel) transformation.ApplyTranslation(-GetPOV());
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						if (rel) transformation.ApplyTranslation(-GetPOV());
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	if (!rot) {
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		transformation.ApplyRotation(-m_rotX, 1, 0, 0);
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		transformation.ApplyRotation(-m_rotY, 0, 1, 0);
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	}
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}
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					}
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void Player::GetBooster(Booster boosttype)
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					void Player::GetBooster(Booster boosttype)
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@@ -169,31 +169,26 @@ void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, Blo
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	UpdateWorld(player_pos, blockinfo);
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						UpdateWorld(player_pos, blockinfo);
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	//TransposeWorld(player_pos, bullets);
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						//TransposeWorld(player_pos, bullets);
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}
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					}
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//
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//void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) {
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//	if (updates == 0 && ChunkAt(chx, 1, chy) &&
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//		ChunkAt(chx, 1, chy)->IsDirty()) {
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//		ChunkAt(chx, 1, chy)->Update(blockinfo, this);
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//		updates = FRAMES_UPDATE_CHUNKS;
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//	}
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//
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//}
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void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) {
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					netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net) {
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	Vector3f currentPos = player_pos;
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						Vector3f currentPos = player_pos;
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	Vector3f currentBlock = currentPos;
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						Vector3f currentBlock = currentPos;
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	Vector3f ray = player_dir;
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						Vector3f ray = player_dir;
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						BlockType oldbtype;
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						netprot::ChunkMod* cmod = nullptr;
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	bool found = false;
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						bool found = false;
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	if (block) return;
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						if (block) return cmod;
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	while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
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						while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
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		currentBlock += ray / 10.f;
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							currentBlock += ray / 10.f;
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		BlockType bt = BlockAt(currentBlock);
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							BlockType bt = BlockAt(currentBlock);
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		if (bt != BTYPE_AIR)
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							if (bt != BTYPE_AIR) {
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			found = true;
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								found = true;
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								oldbtype = bt;
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							}
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	}
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						}
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	if (found)
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						if (found)
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@@ -219,21 +214,30 @@ void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos,
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						(By == PyA ||
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											(By == PyA ||
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							By == PyB ||
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												By == PyB ||
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							By == PyC) &&
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												By == PyC) &&
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						Bz == Pz))
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											Bz == Pz)) {
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						found = true;
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											found = true;
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											oldbtype = bt;
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											}
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				}
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									}
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			}
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								}
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		}
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							}
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	if (found && (int)currentBlock.y < CHUNK_SIZE_Y) {
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						if (found && (int)currentBlock.y < CHUNK_SIZE_Y) {
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							if (net) {
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								cmod = new netprot::ChunkMod();
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								cmod->old_b_type = oldbtype;
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								cmod->b_type = blockType;
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								cmod->pos = currentBlock;
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							}
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		int bx = (int)currentBlock.x % CHUNK_SIZE_X;
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							int bx = (int)currentBlock.x % CHUNK_SIZE_X;
 | 
				
			||||||
		int by = (int)currentBlock.y % CHUNK_SIZE_Y;
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							int by = (int)currentBlock.y % CHUNK_SIZE_Y;
 | 
				
			||||||
		int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
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							int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
 | 
				
			||||||
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					 | 
				
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		ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
 | 
							ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
 | 
				
			||||||
		ChunkAt(currentBlock)->MakeModified();
 | 
							ChunkAt(currentBlock)->MakeModified();
 | 
				
			||||||
		block = true;
 | 
							block = true;
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						return cmod;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
 | 
					void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -11,6 +11,7 @@
 | 
				
			|||||||
#include "array2d.h"
 | 
					#include "array2d.h"
 | 
				
			||||||
#include "bullet.h"
 | 
					#include "bullet.h"
 | 
				
			||||||
#include "chunk.h"
 | 
					#include "chunk.h"
 | 
				
			||||||
 | 
					#include "netprotocol.h"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
class Chunk;
 | 
					class Chunk;
 | 
				
			||||||
class Bullet;
 | 
					class Bullet;
 | 
				
			||||||
@@ -37,7 +38,7 @@ public:
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	void GetScope(unsigned int& x, unsigned int& y);
 | 
						void GetScope(unsigned int& x, unsigned int& y);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	void ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block);
 | 
						netprot::ChunkMod* ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net);
 | 
				
			||||||
	void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
 | 
						void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
 | 
				
			||||||
	void CleanUpWorld(int& deleteframes, bool clear);
 | 
						void CleanUpWorld(int& deleteframes, bool clear);
 | 
				
			||||||
	int GettbDeleted() const;
 | 
						int GettbDeleted() const;
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -122,17 +122,28 @@ void Connection::Run(World* world) {
 | 
				
			|||||||
		last = m_input_vector.at(m_last_in);
 | 
							last = m_input_vector.at(m_last_in);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		el = (double)(in.timestamp - last.timestamp) / 1000.;
 | 
							el = (double)(in.timestamp - last.timestamp) / 1000.;
 | 
				
			||||||
		std::cout << 1. / el << std::endl;
 | 
					
 | 
				
			||||||
 | 
							if (m_shoot_acc > 0.) {
 | 
				
			||||||
 | 
								m_shoot_acc -= el;
 | 
				
			||||||
 | 
								if (m_shoot_acc < 0.)
 | 
				
			||||||
 | 
									m_shoot_acc = 0;
 | 
				
			||||||
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		player.get()->SetDirection(in.direction);
 | 
							player.get()->SetDirection(in.direction);
 | 
				
			||||||
		std::cout << in.direction << std::endl;
 | 
					 | 
				
			||||||
		player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward, 
 | 
							player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward, 
 | 
				
			||||||
														  in.keys.backward, 
 | 
																			  in.keys.backward, 
 | 
				
			||||||
														  in.keys.left, 
 | 
																			  in.keys.left, 
 | 
				
			||||||
														  in.keys.right, 
 | 
																			  in.keys.right, 
 | 
				
			||||||
														  in.keys.jump, false, el), world, el);
 | 
																			  in.keys.jump, false, el), world, el);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							//if (in.keys.block)
 | 
				
			||||||
 | 
							//	ChunkDiffs.push_back()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							if (in.keys.shoot && m_shoot_acc <= 0.)
 | 
				
			||||||
 | 
								Bullets.push_back(Bullet(player.get()->GetPOV() + player.get()->GetDirection(), player.get()->GetDirection()));
 | 
				
			||||||
 | 
							
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		out.position = player.get()->GetPositionAbs();
 | 
							out.position = player.get()->GetPositionAbs();
 | 
				
			||||||
		player.get()->GetPositionAbs().Afficher();
 | 
					 | 
				
			||||||
		out.direction = in.direction;
 | 
							out.direction = in.direction;
 | 
				
			||||||
		out.timestamp = in.timestamp;
 | 
							out.timestamp = in.timestamp;
 | 
				
			||||||
		out.id = m_playinfo.id;
 | 
							out.id = m_playinfo.id;
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -41,6 +41,10 @@ public:
 | 
				
			|||||||
	void CleanInputManifest(Timestamp time);
 | 
						void CleanInputManifest(Timestamp time);
 | 
				
			||||||
	
 | 
						
 | 
				
			||||||
	bool m_nsync = true;
 | 
						bool m_nsync = true;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						std::vector<Bullet> Bullets;
 | 
				
			||||||
 | 
						std::vector<ChunkMod> ChunkDiffs;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
private:
 | 
					private:
 | 
				
			||||||
	std::unordered_map<Timestamp, Input> m_input_manifest;
 | 
						std::unordered_map<Timestamp, Input> m_input_manifest;
 | 
				
			||||||
	std::vector<Input> m_input_vector;
 | 
						std::vector<Input> m_input_vector;
 | 
				
			||||||
@@ -48,6 +52,8 @@ private:
 | 
				
			|||||||
	std::deque<Output> m_output_vector;
 | 
						std::deque<Output> m_output_vector;
 | 
				
			||||||
	std::unordered_map<Timestamp, Chat> m_chatlog;
 | 
						std::unordered_map<Timestamp, Chat> m_chatlog;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						float m_shoot_acc = 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	SOCKET m_sock;
 | 
						SOCKET m_sock;
 | 
				
			||||||
	sockaddr_in m_addr;
 | 
						sockaddr_in m_addr;
 | 
				
			||||||
	LoginInfo m_loginfo;
 | 
						LoginInfo m_loginfo;
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -77,7 +77,8 @@ int Server::Ready() {
 | 
				
			|||||||
		std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
							std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
				
			||||||
		try {
 | 
							try {
 | 
				
			||||||
			m_game.countdown = std::stoi(m_buf.ptr);
 | 
								m_game.countdown = std::stoi(m_buf.ptr);
 | 
				
			||||||
		} catch(const std::exception& e) {
 | 
							}
 | 
				
			||||||
 | 
							catch (const std::exception& e) {
 | 
				
			||||||
			Log(e.what(), true, false);
 | 
								Log(e.what(), true, false);
 | 
				
			||||||
			m_game.countdown = 0;
 | 
								m_game.countdown = 0;
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
@@ -87,7 +88,8 @@ int Server::Ready() {
 | 
				
			|||||||
		std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
							std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
				
			||||||
		try {
 | 
							try {
 | 
				
			||||||
			m_game.seed = 9370707;//std::stoi(m_buf.ptr);
 | 
								m_game.seed = 9370707;//std::stoi(m_buf.ptr);
 | 
				
			||||||
		} catch(const std::exception& e) {
 | 
							}
 | 
				
			||||||
 | 
							catch (const std::exception& e) {
 | 
				
			||||||
			Log(e.what(), true, false);
 | 
								Log(e.what(), true, false);
 | 
				
			||||||
			m_game.seed = 0;
 | 
								m_game.seed = 0;
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
@@ -97,7 +99,8 @@ int Server::Ready() {
 | 
				
			|||||||
		std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
							std::cin.getline(m_buf.ptr, BUFFER_LENGTH);
 | 
				
			||||||
		try {
 | 
							try {
 | 
				
			||||||
			nbrjoueurs = std::stoi(m_buf.ptr);
 | 
								nbrjoueurs = std::stoi(m_buf.ptr);
 | 
				
			||||||
		} catch(const std::exception& e) {
 | 
							}
 | 
				
			||||||
 | 
							catch (const std::exception& e) {
 | 
				
			||||||
			Log(e.what(), true, false);
 | 
								Log(e.what(), true, false);
 | 
				
			||||||
			nbrjoueurs = 0;
 | 
								nbrjoueurs = 0;
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
@@ -207,10 +210,12 @@ void Server::Run() {
 | 
				
			|||||||
		sync.timestamp = 0;
 | 
							sync.timestamp = 0;
 | 
				
			||||||
		sync.timer = m_game.countdown;
 | 
							sync.timer = m_game.countdown;
 | 
				
			||||||
		sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr());
 | 
							sendPackTo<Sync>(m_sock_udp, &sync, &m_buf, conn->getAddr());
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	int timer = m_game.countdown, sync_acc = 0;
 | 
						int timer = m_game.countdown, sync_acc = 0;
 | 
				
			||||||
	std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
 | 
						std::chrono::high_resolution_clock::time_point start = std::chrono::high_resolution_clock::now();
 | 
				
			||||||
	Timestamp last = 0;
 | 
						Timestamp last = 0;
 | 
				
			||||||
 | 
						std::vector<Chat> chatlog;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	while (!endgame) {
 | 
						while (!endgame) {
 | 
				
			||||||
		using namespace std::chrono;
 | 
							using namespace std::chrono;
 | 
				
			||||||
@@ -225,49 +230,61 @@ void Server::Run() {
 | 
				
			|||||||
		}
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		for (auto& [key, conn] : m_players) {
 | 
							for (auto& [key, conn] : m_players) {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								/* In */
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			int deadplayers = 0;
 | 
								int deadplayers = 0;
 | 
				
			||||||
			std::vector<char*> lsPck;
 | 
								std::vector<char*> lsPck;
 | 
				
			||||||
				Input in;
 | 
								Input in; Chat chat; Sync sync;
 | 
				
			||||||
				Sync sync;
 | 
					 | 
				
			||||||
			lsPck = recvPacks(m_sock_udp, &m_buf);
 | 
								lsPck = recvPacks(m_sock_udp, &m_buf);
 | 
				
			||||||
			for (auto& pck : lsPck) {
 | 
								for (auto& pck : lsPck) {
 | 
				
			||||||
				uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
 | 
									uint32_t bsize = m_buf.len - (pck - m_buf.ptr);
 | 
				
			||||||
				switch (netprot::getType(pck, 1)) {
 | 
									switch (netprot::getType(pck, 1)) {
 | 
				
			||||||
					using enum netprot::PACKET_TYPE;
 | 
										using enum netprot::PACKET_TYPE;
 | 
				
			||||||
				case INPUT:
 | 
									case INPUT:
 | 
				
			||||||
						if (Deserialize(&in, pck, &bsize)) {
 | 
										if (Deserialize(&in, pck, &bsize))
 | 
				
			||||||
						m_players[in.sid]->AddInput(in);
 | 
											m_players[in.sid]->AddInput(in);
 | 
				
			||||||
						}
 | 
					 | 
				
			||||||
					break;
 | 
										break;
 | 
				
			||||||
				case SYNC:
 | 
									case SYNC:
 | 
				
			||||||
					if (Deserialize(&sync, pck, &bsize)) {}
 | 
										if (Deserialize(&sync, pck, &bsize)) {}
 | 
				
			||||||
					break;
 | 
										break;
 | 
				
			||||||
				case CHAT:
 | 
									case CHAT:
 | 
				
			||||||
						// TODO: Pitcher les chats à tous le monde.
 | 
										if (Deserialize(&chat, pck, &bsize))
 | 
				
			||||||
 | 
											chatlog.push_back(chat);
 | 
				
			||||||
					break;
 | 
										break;
 | 
				
			||||||
				default: break;
 | 
									default: break;
 | 
				
			||||||
				}
 | 
									}
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
			lsPck.clear();
 | 
								lsPck.clear();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								/* Process */
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			if (conn->m_nsync) {
 | 
								if (conn->m_nsync) {
 | 
				
			||||||
				if (conn->player->AmIDead()) {
 | 
									if (conn->player->AmIDead()) {
 | 
				
			||||||
					++deadplayers;
 | 
										++deadplayers;
 | 
				
			||||||
 | 
										conn->m_nsync == false;
 | 
				
			||||||
					continue;
 | 
										continue;
 | 
				
			||||||
				}
 | 
									}
 | 
				
			||||||
				conn->Run(m_world);
 | 
									conn->Run(m_world);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
									/* Out */
 | 
				
			||||||
 | 
					
 | 
				
			||||||
				conn->sendPacks(m_sock_udp, m_players, timer);
 | 
									conn->sendPacks(m_sock_udp, m_players, timer);
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			if (deadplayers == players - 1 || timer <= 0)
 | 
								if (deadplayers == players - 1 || timer <= 0)
 | 
				
			||||||
				endgame = true;
 | 
									endgame = true;
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
							for (auto& chat : chatlog)
 | 
				
			||||||
 | 
								for (auto& [key, conn] : m_players)
 | 
				
			||||||
 | 
									sendPackTo<Chat>(m_sock_udp, &chat, &m_buf, conn->getAddr());
 | 
				
			||||||
 | 
							chatlog.clear();
 | 
				
			||||||
	}
 | 
						}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game.
 | 
						// TODO: Gérer les 2-3 secondes post-game avant le billboard pour pas avoir un whiplash à la fin de la game.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
}
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
inline std::string Server::LogTimestamp() {
 | 
					inline std::string Server::LogTimestamp() {
 | 
				
			||||||
	time_t rawtime;
 | 
						time_t rawtime;
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -394,7 +394,7 @@ void Engine::Init() {
 | 
				
			|||||||
	m_world.SetSeed(seed);
 | 
						m_world.SetSeed(seed);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	m_startTime = std::chrono::high_resolution_clock::now();
 | 
						m_startTime = std::chrono::high_resolution_clock::now();
 | 
				
			||||||
 | 
						m_remotePlayer.SetPosition(Vector3f(.5, CHUNK_SIZE_Y + 10., .5));
 | 
				
			||||||
	// Gestion de souris.
 | 
						// Gestion de souris.
 | 
				
			||||||
	CenterMouse();
 | 
						CenterMouse();
 | 
				
			||||||
	HideCursor();
 | 
						HideCursor();
 | 
				
			||||||
@@ -462,67 +462,67 @@ void Engine::LoadResource() {
 | 
				
			|||||||
	//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM 
 | 
						//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM 
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	//STILL//STANDING
 | 
						//STILL//STANDING
 | 
				
			||||||
	TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
 | 
						TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); //0
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png");
 | 
						TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); //1
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png");
 | 
						TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); //2
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png");
 | 
						TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); //3
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png");
 | 
						TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); //4
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png");
 | 
						TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); //5
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png");
 | 
						TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); //6 
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png");
 | 
						TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); //7
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	//SHOOTINGSTILL SANS TIRER
 | 
						//SHOOTINGSTILL SANS TIRER
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
 | 
						//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////9
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
 | 
						//TextureAtlas::TextureIndex StillQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png"); ////10
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png");
 | 
						//TextureAtlas::TextureIndex StillQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueRightShootingRight.png"); ////11
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png");
 | 
						//TextureAtlas::TextureIndex StillProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingLeft.png"); ////12
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png");
 | 
						//TextureAtlas::TextureIndex StillProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueProfilShootingRight.png"); ////13
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png");
 | 
						//TextureAtlas::TextureIndex StillQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackLeftShootingLeft.png"); ////14
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png");
 | 
						//TextureAtlas::TextureIndex StillQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueBackRightShootingRight.png"); ////15
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png");
 | 
						//TextureAtlas::TextureIndex StillBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueShootingBackRight.png"); ////16
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	//SHOOTINGSTILL TIRER
 | 
						//SHOOTINGSTILL TIRER
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueFrontRightShootingRightShoot1.png");
 | 
						//TextureAtlas::TextureIndex StillFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueFrontRightShootingRightShoot1.png"); ////17
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueLeftShootingLeftShoot1.png");
 | 
						//TextureAtlas::TextureIndex StillQuarterFrontLeftFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueLeftShootingLeftShoot1.png"); ////18
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueRightShootingRightShoot1.png");
 | 
						//TextureAtlas::TextureIndex StillQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueRightShootingRightShoot1.png"); ////19
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingLeftShoot1.png");
 | 
						//TextureAtlas::TextureIndex StillProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingLeftShoot1.png"); ////20
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingRightShoot1.png");
 | 
						//TextureAtlas::TextureIndex StillProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueProfilShootingRightShoot1.png"); ////21 
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackLeftShootingLeftShoot1.png");
 | 
						//TextureAtlas::TextureIndex StillQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackLeftShootingLeftShoot1.png"); ////22
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackRightShootingRightShoot1.png");
 | 
						//TextureAtlas::TextureIndex StillQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueBackRightShootingRightShoot1.png"); ////23
 | 
				
			||||||
	//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueShootingBackRightShoot1.png");
 | 
						//TextureAtlas::TextureIndex StillBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT2  "BlueShootingBackRightShoot1.png"); ////24
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	//JUMP
 | 
						//JUMP
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png");
 | 
						//TextureAtlas::TextureIndex JumpFront = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueFrontJumpRight.png"); ////25
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftFrontJumpLeft.png"); ////26
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightFrontJumpRight.png"); ////27
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png");
 | 
						//TextureAtlas::TextureIndex JumpProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpLeft.png"); ////28
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png");
 | 
						//TextureAtlas::TextureIndex JumpProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueProfilJumpRight.png"); ////29
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueLeftBackJumpLeft.png"); ////30
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueRightBackJumpRight.png"); ////31
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png");
 | 
						//TextureAtlas::TextureIndex JumpBack = m_animeAtlas.AddTexture(ANIME_PATH_JUMP "BlueBackJumpRight.png"); ////32
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	//SHOOTINGJUMP SANS TIRER  
 | 
						//SHOOTINGJUMP SANS TIRER  
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontJumpRightShootingRight.png");
 | 
						//TextureAtlas::TextureIndex JumpFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontJumpRightShootingRight.png"); ////33
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontLeftJumpLeftShootingLeft.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterFrontLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontLeftJumpLeftShootingLeft.png"); ////34
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontRightJumpRightShootingRight.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterFrontRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueFrontRightJumpRightShootingRight.png"); ////35
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueProfilLeftJumpLeftShootingLeft.png");
 | 
						//TextureAtlas::TextureIndex JumpProfiltLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueProfilLeftJumpLeftShootingLeft.png");  ////36
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BluerProfilRightJumprightShootingRight.png");
 | 
						//TextureAtlas::TextureIndex JumpProfiltRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BluerProfilRightJumprightShootingRight.png"); ////37
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackLeftJumpLeftShootingLeft.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterBackLeftShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackLeftJumpLeftShootingLeft.png"); ////38
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackRightJumpRightShootingRight.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterBackRightShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackRightJumpRightShootingRight.png"); ////39
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackJumpRightShootingRight.png");
 | 
						//TextureAtlas::TextureIndex JumpBackShoot = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT1  "BlueBackJumpRightShootingRight.png"); ////40
 | 
				
			||||||
	 
 | 
						 
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	//SHOOTINGJUMP TIRER
 | 
						//SHOOTINGJUMP TIRER
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontJumpRightShootingRightShoot1.png");
 | 
						//TextureAtlas::TextureIndex JumpFrontShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontJumpRightShootingRightShoot1.png"); ////41
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontLeftJumpLeftShootingLeftShoot1.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterFrontLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontLeftJumpLeftShootingLeftShoot1.png"); ////42
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontRightJumpRightShootingRightShoot1.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterFrontRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueFrontRightJumpRightShootingRightShoot1.png"); ////43
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueProfilLeftJumpLeftShootingLeftShoot1.png");
 | 
						//TextureAtlas::TextureIndex JumpProfiltLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueProfilLeftJumpLeftShootingLeftShoot1.png"); ////44
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BluerProfilRightJumprightShootingRightShoot1.png");
 | 
						//TextureAtlas::TextureIndex JumpProfiltRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BluerProfilRightJumprightShootingRightShoot1.png"); ////45
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackLeftJumpLeftShootingLeftShoot1.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterBackLeftShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackLeftJumpLeftShootingLeftShoot1.png"); ////46
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackRightJumpRightShootingRightShoot1.png");
 | 
						//TextureAtlas::TextureIndex JumpQuarterBackRightShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackRightJumpRightShootingRightShoot1.png"); ////47
 | 
				
			||||||
	//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackJumpRightShootingRightShoot1.png");
 | 
						//TextureAtlas::TextureIndex JumpBackShootFire = m_animeAtlas.AddTexture(ANIM_PATH_JSHOOT2  "BlueBackJumpRightShootingRightShoot1.png"); ////48
 | 
				
			||||||
	
 | 
						
 | 
				
			||||||
	
 | 
						
 | 
				
			||||||
	
 | 
						
 | 
				
			||||||
@@ -1193,10 +1193,11 @@ void Engine::Render(float elapsedTime) {
 | 
				
			|||||||
		if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
 | 
							if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
 | 
				
			||||||
		else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
 | 
							else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
 | 
				
			||||||
		m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
 | 
							m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
 | 
				
			||||||
 | 
							netprot::ChunkMod* cmod = nullptr;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		if (m_mouseL) {
 | 
							if (m_mouseL) {
 | 
				
			||||||
			if (bloc != BTYPE_LAST)
 | 
								if (bloc != BTYPE_LAST)
 | 
				
			||||||
				m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
 | 
									cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
 | 
				
			||||||
			else if (bulletTime <= 0.f) {
 | 
								else if (bulletTime <= 0.f) {
 | 
				
			||||||
				for (int x = 0; x < MAX_BULLETS; ++x)  // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
 | 
									for (int x = 0; x < MAX_BULLETS; ++x)  // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
 | 
				
			||||||
					if (!m_bullets[x]) {
 | 
										if (!m_bullets[x]) {
 | 
				
			||||||
@@ -1218,12 +1219,12 @@ void Engine::Render(float elapsedTime) {
 | 
				
			|||||||
			}
 | 
								}
 | 
				
			||||||
		}
 | 
							}
 | 
				
			||||||
		else if (m_mouseR)
 | 
							else if (m_mouseR)
 | 
				
			||||||
			m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
 | 
								cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
 | 
							for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
 | 
				
			||||||
			if (m_bullets[x]) {
 | 
								if (m_bullets[x]) {
 | 
				
			||||||
				for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
 | 
									for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
 | 
				
			||||||
					if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
 | 
										if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) {
 | 
				
			||||||
						m_bullets[x]->~Bullet();
 | 
											m_bullets[x]->~Bullet();
 | 
				
			||||||
						if (m_whoosh[x])
 | 
											if (m_whoosh[x])
 | 
				
			||||||
							m_whoosh[x]->drop();
 | 
												m_whoosh[x]->drop();
 | 
				
			||||||
@@ -1248,6 +1249,8 @@ void Engine::Render(float elapsedTime) {
 | 
				
			|||||||
		m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
 | 
							m_renderer.UpdateMesh(&m_world, m_player.GetPosition(), m_blockinfo);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
 | 
							//m_booster.RenderBillboard({ 195,16,195 }, m_textureAtlas, m_shader01, all);
 | 
				
			||||||
 | 
						/*	m_remotePlayer.ApplyPhysics(Vector3f(0, 0, 0), &m_world, elapsedTime);
 | 
				
			||||||
 | 
							m_remotePlayer.Render(m_animeAtlas, m_shader01, all ,elapsedTime , m_player);*/
 | 
				
			||||||
 | 
					
 | 
				
			||||||
		m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
 | 
							m_renderer.RenderWorld(&m_world, m_renderCount, m_player.GetPosition(), m_player.GetDirection(), all, m_shader01, m_textureAtlas);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -1282,6 +1285,9 @@ void Engine::Render(float elapsedTime) {
 | 
				
			|||||||
			static std::vector<char*> lsPck;
 | 
								static std::vector<char*> lsPck;
 | 
				
			||||||
			static int sync_acc = 0;
 | 
								static int sync_acc = 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
								if (cmod)
 | 
				
			||||||
 | 
									m_chunkmod_manifest.emplace_back(cmod);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
			if (last == 0)
 | 
								if (last == 0)
 | 
				
			||||||
				last = tstamp;
 | 
									last = tstamp;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -1339,8 +1345,6 @@ void Engine::Render(float elapsedTime) {
 | 
				
			|||||||
							if (diff.y < 1.)
 | 
												if (diff.y < 1.)
 | 
				
			||||||
								diff.y = 0;
 | 
													diff.y = 0;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
							//std::cout << sync.timestamp << " ms: " << comp.position << " - " << sync.position << " Diff: " << diff.Length() << std::endl;
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
							if (diff.Length() > 1.5) {
 | 
												if (diff.Length() > 1.5) {
 | 
				
			||||||
								diff.Normalize();
 | 
													diff.Normalize();
 | 
				
			||||||
								m_player.Move(-diff);
 | 
													m_player.Move(-diff);
 | 
				
			||||||
@@ -1375,7 +1379,7 @@ void Engine::Render(float elapsedTime) {
 | 
				
			|||||||
			for (auto& [key, player] : m_players) {
 | 
								for (auto& [key, player] : m_players) {
 | 
				
			||||||
				RemotePlayer* rt = static_cast<RemotePlayer*>(player);
 | 
									RemotePlayer* rt = static_cast<RemotePlayer*>(player);
 | 
				
			||||||
				glClear(GL_STENCIL_BUFFER_BIT);
 | 
									glClear(GL_STENCIL_BUFFER_BIT);
 | 
				
			||||||
				rt->Render(m_animeAtlas, m_shader01, all, elapsedTime);
 | 
									rt->Render(m_animeAtlas, m_shader01, all, elapsedTime, m_player);
 | 
				
			||||||
				m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
 | 
									m_otherplayerpos = player->GetPosition(); // Aller chercher GetPosition des deux façon, voir si ça chie.
 | 
				
			||||||
			}
 | 
								}
 | 
				
			||||||
			glEnable(GL_CULL_FACE);
 | 
								glEnable(GL_CULL_FACE);
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -101,10 +101,12 @@ private:
 | 
				
			|||||||
    Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
 | 
					    Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
 | 
				
			||||||
    
 | 
					    
 | 
				
			||||||
    Bullet* m_bullets[MAX_BULLETS];
 | 
					    Bullet* m_bullets[MAX_BULLETS];
 | 
				
			||||||
 | 
					    std::vector<netprot::ChunkMod*> m_chunkmod_manifest;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    std::unordered_map<uint64_t, Player*> m_players;
 | 
					    std::unordered_map<uint64_t, Player*> m_players;
 | 
				
			||||||
    netprot::Buffer m_buf, m_bufout;
 | 
					    netprot::Buffer m_buf, m_bufout;
 | 
				
			||||||
    std::chrono::high_resolution_clock::time_point m_startTime;
 | 
					    std::chrono::high_resolution_clock::time_point m_startTime;
 | 
				
			||||||
 | 
					    netprot::ChunkMod* m_chunkmod = nullptr;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    //Menu
 | 
					    //Menu
 | 
				
			||||||
    enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
 | 
					    enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -10,13 +10,13 @@
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
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)){
 | 
					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)){
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
 | 
						
 | 
				
			||||||
 | 
					
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(pos) {
 | 
					RemotePlayer::RemotePlayer(netprot::PlayerInfo pinfo, const Vector3f& pos) : m_pinfo(pinfo), m_aminacc(0.0f), m_animstate(Anim::STILL), m_team_id(0), current(), previous(), m_texture_front(), Player(pos) {
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
 | 
						
 | 
				
			||||||
 | 
					
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -81,31 +81,67 @@ void RemotePlayer::Feed(const netprot::Output out) {
 | 
				
			|||||||
	//m_position = current.position;
 | 
						//m_position = current.position;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera)
 | 
				
			||||||
{
 | 
					{
 | 
				
			||||||
	float x = GetPosition().x;
 | 
					
 | 
				
			||||||
	float y = GetPosition().y;
 | 
					 | 
				
			||||||
	float z = GetPosition().z;
 | 
					 | 
				
			||||||
	float width = 1.f;
 | 
						float width = 1.f;
 | 
				
			||||||
	float height = 1.7f;
 | 
						float height = 1.7f;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	//Matrix4 mat4 = tran.GetMatrix();
 | 
						Vector3f DiffCam = GetPosition() - camera.GetPosition();
 | 
				
			||||||
	//mat4 VP = pMatrix * vMatrix;
 | 
						Vector3f UpCam = Vector3f(0.f, 1.f, 0.f);
 | 
				
			||||||
	//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
 | 
						Vector3f CrossA = DiffCam.Cross(UpCam);
 | 
				
			||||||
	//Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
 | 
						Vector3f CrossB = DiffCam.Cross(CrossA);
 | 
				
			||||||
 | 
						CrossA.Normalize();
 | 
				
			||||||
 | 
						CrossB.Normalize();
 | 
				
			||||||
 | 
						Vector3f playerPosition = GetPosition() + Vector3f(0.f, -.75f, 0.f);
 | 
				
			||||||
 | 
						Vector3f v2 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height);
 | 
				
			||||||
 | 
						Vector3f v1 = (playerPosition - CrossA * 0.5 * width + CrossB * 0.5 * height);
 | 
				
			||||||
 | 
						Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height);
 | 
				
			||||||
 | 
						Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	//Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width);
 | 
						Vector3f angleRemote = GetDirection();
 | 
				
			||||||
	//Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width);
 | 
						Vector3f angleCam = (v1 - v2).Cross(v3 - v2);
 | 
				
			||||||
	//Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width);
 | 
						angleCam.y = 0;
 | 
				
			||||||
	//Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width);
 | 
						angleRemote.y = 0;
 | 
				
			||||||
 | 
						angleCam.Normalize();
 | 
				
			||||||
 | 
						angleRemote.Normalize();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						float angle = angleRemote.Dot(angleCam);
 | 
				
			||||||
 | 
						int index = 0;
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						Vector3f side = angleRemote.Cross(angleCam);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						bool isLeft = side.y > 0;
 | 
				
			||||||
 | 
						if (angle >= 0.75 ) //Face //side positif
 | 
				
			||||||
 | 
							index = 0;
 | 
				
			||||||
 | 
						else if (angle >= 0.25 && isLeft) //Frontleft
 | 
				
			||||||
 | 
							index = 1;
 | 
				
			||||||
 | 
						else if (angle >= -0.25 && isLeft) //ProfileLeft
 | 
				
			||||||
 | 
							index = 3;
 | 
				
			||||||
 | 
						else if (angle >= -0.75 && isLeft) //BackLeft
 | 
				
			||||||
 | 
							index = 5;
 | 
				
			||||||
 | 
						else if (angle < -0.75) //Dos //side n<>gatif
 | 
				
			||||||
 | 
							index = 7;
 | 
				
			||||||
 | 
						else if (angle >= 0.25 && !isLeft) //FrontRight
 | 
				
			||||||
 | 
							index = 2;
 | 
				
			||||||
 | 
						else if (angle >= -0.25 && !isLeft) //ProfileRight
 | 
				
			||||||
 | 
							index = 4;
 | 
				
			||||||
 | 
						else if (angle >= -0.75 && !isLeft) //BackRight
 | 
				
			||||||
 | 
							index = 6;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						std::cout << index << std::endl;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						std::cout << "angle: " << angle << std::endl;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	//tran.ApplyTranslation(m_position);
 | 
					 | 
				
			||||||
	float u, v, w, h;
 | 
						float u, v, w, h;
 | 
				
			||||||
	//glDisable(GL_DEPTH_TEST);
 | 
					
 | 
				
			||||||
	shader.Use();
 | 
						shader.Use();
 | 
				
			||||||
	atlas.Bind();
 | 
						atlas.Bind();
 | 
				
			||||||
	atlas.TextureIndexToCoord(0, u, v, w, h);
 | 
						atlas.TextureIndexToCoord(index, u, v, w, h);
 | 
				
			||||||
	//glLoadIdentity();
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
	glEnable(GL_BLEND);
 | 
						glEnable(GL_BLEND);
 | 
				
			||||||
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
						glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 | 
				
			||||||
@@ -113,20 +149,19 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	glLoadMatrixf(tran.GetMatrix().GetInternalValues());
 | 
						glLoadMatrixf(tran.GetMatrix().GetInternalValues());
 | 
				
			||||||
	glBegin(GL_QUADS);
 | 
						glBegin(GL_QUADS);
 | 
				
			||||||
	glTexCoord2f(u, v); glVertex3f(x - width/2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
 | 
						glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
 | 
				
			||||||
	glTexCoord2f(u + w, v); glVertex3f(x+width/2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
 | 
						glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
 | 
				
			||||||
	glTexCoord2f(u + w, v + h); glVertex3f(x+width/2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
 | 
						glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z);
 | 
				
			||||||
	glTexCoord2f(u, v + h); glVertex3f(x-width/2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
 | 
						glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z);
 | 
				
			||||||
	glEnd();
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						glEnd();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
 | 
						glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
 | 
				
			||||||
	glBlendEquation(GL_FUNC_SUBTRACT);
 | 
						glBlendEquation(GL_FUNC_SUBTRACT);
 | 
				
			||||||
	glDisable(GL_BLEND);
 | 
						glDisable(GL_BLEND);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
	shader.Disable();
 | 
						shader.Disable();
 | 
				
			||||||
	//tran.ApplyTranslation(-m_position);
 | 
					
 | 
				
			||||||
	//glEnable(GL_DEPTH_TEST);
 | 
					 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
 | 
					bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -21,7 +21,7 @@ public:
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
	void Init();
 | 
						void Init();
 | 
				
			||||||
	void Feed(const netprot::Output out);
 | 
						void Feed(const netprot::Output out);
 | 
				
			||||||
	void Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime);
 | 
						void Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera);
 | 
				
			||||||
	bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError);
 | 
						bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError);
 | 
				
			||||||
	
 | 
						
 | 
				
			||||||
	void SetPosition(Vector3f pos) { m_position = pos; }
 | 
						void SetPosition(Vector3f pos) { m_position = pos; }
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user