SQCSimulator2023/SQCSim2021/remoteplayer.cpp

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#include "remoteplayer.h"
#include <iostream>
#include <cstring>
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#include <thread>
#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)){
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}
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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) {
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}
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RemotePlayer::~RemotePlayer()
{
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}
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void RemotePlayer::Init()
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{
}
void RemotePlayer::Feed(const netprot::Output out) {
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m_position = Vector3f(out.position);
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m_direction = Vector3f(out.direction);
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std::cout << "Dead: " << out.states.dead << " Hit:" << out.states.hit << " Jump:" << out.states.jumping << " JumpShot: " << out.states.jumpshot << " Running: " << out.states.running << " Shooting: " << out.states.shooting << " Still: " << out.states.still << std::endl;
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//std::cout << "powerUp " << out.states.powerup << std::endl;
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current.states = out.states;
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//current.position = out.position;
//current.direction = out.direction;
//current.states = out.states;
//current.id = out.id;
//if (current.position != previous.position)
//{
// Vector3f positionDelta = current.position - previous.position;
// m_position = current.position + positionDelta;
// m_direction = current.direction;
//}
//if(current.direction != previous.direction)
//{
// m_direction = current.direction;
// current.direction = current.direction;
//}
//if (current.states.shooting) {
// m_animstate = Anim::SHOOTING;
//}
//else if (current.states.jumping) {
// m_animstate = Anim::JUMPING;
//}
//else if (current.states.dead) {
// m_animstate = Anim::DEAD;
//}
//else if(current.states.powerup){
// m_animstate = Anim::POWERUP;
//}
//else if (current.states.still) {
// m_animstate = Anim::STILL;
//}
//else if (current.states.running) {
// m_animstate = Anim::RUNNING;
//}
//previous.direction = current.direction;
//previous.position = current.position;
//previous.states = current.states;
//previous.id = current.id;
//m_direction = current.direction;
//m_position = current.position;
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}
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void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera)
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{
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float width = 1.f;
float height = 1.7f;
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Vector3f DiffCam = GetPosition() - camera.GetPosition();
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Vector3f UpCam = Vector3f(0.f, 1.f, 0.f);
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Vector3f CrossA = DiffCam.Cross(UpCam);
Vector3f CrossB = DiffCam.Cross(CrossA);
CrossA.Normalize();
CrossB.Normalize();
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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);
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Vector3f v3 = (playerPosition + CrossA * 0.5 * width - CrossB * 0.5 * height);
Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
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Vector3f angleRemote = GetDirection();
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Vector3f angleCam = (v1 - v2).Cross(v3 - v2);
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angleCam.y = 0;
angleRemote.y = 0;
angleCam.Normalize();
angleRemote.Normalize();
float angle = angleRemote.Dot(angleCam);
int index = 0;
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angle = -angle;
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Vector3f side = angleRemote.Cross(angleCam);
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static float time = 0.f;
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static bool Shooting = false;
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time += elapsedTime;
if (time >= 200)
{
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time -= 200;
if (!current.states.shooting)
Shooting = false;
else {
Shooting = !Shooting;
}
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}
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bool isLeft = side.y > 0;
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if (angle >= 0.75) //Face //side positif
{
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if(current.states.shooting){
if (Shooting)
index = 17;
else
index = 9;
}
else if (current.states.jumpshot) {
if (Shooting)
index = 41;
else
index = 33;
}
else if (current.states.jumping)
index = 25;
else if (current.states.running && current.states.still)
index = 0;
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}
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else if (angle >= 0.25 && isLeft) //Frontleft
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{
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if (current.states.shooting) {
if (Shooting)
index = 18;
else
index = 10;
}
else if (current.states.jumpshot) {
if (Shooting)
index = 42;
else
index = 34;
}
else if (current.states.jumping)
index = 26;
else if (current.states.running && current.states.still)
index = 1;
}
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else if (angle >= -0.25 && isLeft) //ProfileLeft
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{
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if (current.states.shooting) {
if (Shooting)
index = 20;
else
index = 12;
}
else if (current.states.jumpshot) {
if (Shooting)
index = 44;
else
index = 36;
}
else if (current.states.jumping)
index = 28;
else if (current.states.running && current.states.still)
index = 3;
}
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else if (angle >= -0.75 && isLeft) //BackLeft
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{
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if (current.states.shooting) {
if (Shooting)
index = 22;
else
index = 14;
}
else if (current.states.jumpshot) {
if (Shooting)
index = 46;
else
index = 38;
}
else if (current.states.jumping)
index = 30;
else if (current.states.running && current.states.still)
index = 5;
}
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else if (angle < -0.75) //Dos //side n<>gatif
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{
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if (current.states.shooting) {
if (Shooting)
index = 24;
else
index = 16;
}
else if (current.states.jumpshot) {
if (Shooting)
index = 48;
else
index = 40;
}
else if (current.states.jumping)
index = 32;
else if (current.states.running && current.states.still)
index = 7;
}
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else if (angle >= 0.25 && !isLeft) //FrontRight
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{
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if (current.states.shooting) {
if (Shooting)
index = 19;
else
index = 11;
}
else if (current.states.jumpshot) {
if (Shooting)
index = 43;
else
index = 35;
}
else if (current.states.jumping)
index = 27;
else if (current.states.running && current.states.still)
index = 2;
}
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else if (angle >= -0.25 && !isLeft) //ProfileRight
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{
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if (current.states.shooting) {
if (Shooting)
index = 21;
else
index = 13;
}
else if (current.states.jumpshot) {
if (Shooting)
index = 45;
else
index = 37;
}
else if (current.states.jumping)
index = 29;
else if (current.states.running && current.states.still)
index = 4;
}
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else if (angle >= -0.75 && !isLeft) //BackRight
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{
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if (current.states.shooting) {
if (Shooting)
index = 23;
else
index = 15;
}
else if (current.states.jumpshot) {
if (Shooting)
index = 47;
else
index = 39;
}
else if (current.states.jumping)
index = 31;
else if (current.states.running && current.states.still)
index = 6;
}
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float u, v, w, h;
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shader.Use();
atlas.Bind();
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atlas.TextureIndexToCoord(index, u, v, w, h);
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
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glLoadMatrixf(tran.GetMatrix().GetInternalValues());
glBegin(GL_QUADS);
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glTexCoord2f(u, v); glVertex3f(v1.x, v1.y, v1.z);
glTexCoord2f(u + w, v); glVertex3f(v2.x, v2.y, v2.z);
glTexCoord2f(u + w, v + h); glVertex3f(v3.x, v3.y, v3.z);
glTexCoord2f(u, v + h); glVertex3f(v4.x, v4.y, v4.z);
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glEnd();
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glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glDisable(GL_BLEND);
shader.Disable();
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}
bool RemotePlayer::LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps, bool stopOnError)
{
texture.Load(filename, useMipmaps);
if (!texture.IsValid()) {
std::cerr << "Unable to load texture (" << filename << ")" << std::endl;
if (stopOnError)
return false;
return false;
}
return true;
}