#include "remoteplayer.h" #include #include #include #include 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, 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() { } void RemotePlayer::Init() { } void RemotePlayer::Feed(const netprot::Output out) { m_position = Vector3f(out.position); //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; } void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime, Player& camera) { float width = 1.f; float height = 1.7f; Vector3f DiffCam = GetPosition() - camera.GetPosition(); Vector3f UpCam = Vector3f(0.f, 1.f, 0.f); Vector3f CrossA = DiffCam.Cross(UpCam); 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 angleRemote = GetDirection(); Vector3f angleCam = (v1 - v2).Cross(v3 - v2); angleCam.y = 0; angleRemote.y = 0; angleCam.Normalize(); angleRemote.Normalize(); float angle = angleRemote.Dot(angleCam); //angle *= 100; //angle /= 57.2958; int index = 0; Vector3f side = angleRemote.Cross(angleCam); //std::cout << "trying: " << trying.y << std::endl; 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 négatif 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; float u, v, w, h; shader.Use(); atlas.Bind(); atlas.TextureIndexToCoord(index, u, v, w, h); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); glLoadMatrixf(tran.GetMatrix().GetInternalValues()); glBegin(GL_QUADS); 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); glEnd(); glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR); glBlendEquation(GL_FUNC_SUBTRACT); glDisable(GL_BLEND); shader.Disable(); } 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; }