GG le push
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@ -462,14 +462,14 @@ void Engine::LoadResource() {
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//AJOUTER LES TEXTURES DANS L'ORDRE DE L'ÉNUM
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//STILL//STANDING
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TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png");
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//TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png");
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//TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png");
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//TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png");
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//TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png");
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//TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png");
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//TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png");
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//TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png");
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TextureAtlas::TextureIndex StillFront = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueFrontRight.png"); //0
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TextureAtlas::TextureIndex StillQuarterFrontLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeft.png"); //1
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TextureAtlas::TextureIndex StillQuarterFrontRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRight.png"); //2
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TextureAtlas::TextureIndex StillProfiltLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilLeft.png"); //3
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TextureAtlas::TextureIndex StillProfiltRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueProfilRight.png"); //4
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TextureAtlas::TextureIndex StillQuarterBackLeft = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueLeftBack.png"); //5
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TextureAtlas::TextureIndex StillQuarterBackRight = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueRightBack.png"); //6
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TextureAtlas::TextureIndex StillBack = m_animeAtlas.AddTexture(ANIME_PATH_STILL "BlueBackRight.png"); //7
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//SHOOTINGSTILL SANS TIRER
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//TextureAtlas::TextureIndex StillFrontShoot = m_animeAtlas.AddTexture(ANIM_PATH_SSHOOT1 "BlueFrontRightShootingRight.png");
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@ -89,30 +89,55 @@ void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tr
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float width = 1.f;
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float height = 1.7f;
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Matrix4 mat4 = tran.GetMatrix();
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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);
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Vector3f CrossB = DiffCam.Cross(CrossA);
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CrossA.Normalize();
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CrossB.Normalize();
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Vector3f playerPosition = GetPosition() + Vector3f(0.f, -.75f, 0.f);
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Vector3f v2 = (playerPosition + CrossA * 0.5 * width + CrossB * 0.5 * height);
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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);
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Vector3f v4 = (playerPosition - CrossA * 0.5 * width - CrossB * 0.5 * height);
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Vector3f angleRemote = GetDirection();
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Vector3f angleCam = Vector3f(v2.z, 0, -v2.x);
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angleCam.y = 0;
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angleRemote.y = 0;
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angleCam.Normalize();
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angleRemote.Normalize();
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float angle = angleRemote.Dot(angleCam);
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angle *= 100;
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int index = 0;
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if (angle >= -0.125 && angle <= 0.125)
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index = 0;
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else if (angle >= 0.125 && angle <= 0.375)
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index = 1;
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else if (angle >= 0.375 && angle <= 0.625)
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index = 3;
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else if (angle >= 0.625 && angle <= 0.875)
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index = 5;
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else if (angle >= 0.875 && angle <= -0.875)
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index = 7;
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else if (angle >= -0.875 && angle <= -0.625)
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index = 6;
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else if (angle >= -0.625 && angle <= -0.375)
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index = 4;
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else if (angle >= -0.375 && angle <= -0.125)
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index = 2;
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std::cout << "angle: " << angle << std::endl;
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float u, v, w, h;
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shader.Use();
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atlas.Bind();
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atlas.TextureIndexToCoord(0, u, v, w, h);
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atlas.TextureIndexToCoord(index, u, v, w, h);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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