#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); m_direction = Vector3f(out.direction); 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; //std::cout << "powerUp " << out.states.powerup << std::endl; current.states = out.states; //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); int index = 0; angle = -angle; Vector3f side = angleRemote.Cross(angleCam); static float time = 0.f; static bool Shooting = false; bool isLeft = side.y > 0; time += elapsedTime; if (time >= 200) { time -= 200; if (!current.states.shooting) Shooting = false; else Shooting = !Shooting; } if (angle >= 0.75) //Face - side positif { if(current.states.shooting){ if (Shooting) index = 17; else index = 9; } else if (current.states.jumping && current.states.shooting) { if (Shooting) index = 41; else index = 33; } else if (current.states.jumping) index = 25; else if (current.states.running && current.states.still) index = 0; } else if (angle >= 0.25 && isLeft) //Frontleft { if (current.states.shooting) { if (Shooting) index = 18; else index = 10; } else if (current.states.jumping && current.states.shooting) { if (Shooting) index = 42; else index = 34; } else if (current.states.jumping) index = 26; else if (current.states.running && current.states.still) index = 1; } else if (angle >= -0.25 && isLeft) //ProfileLeft { if (current.states.shooting) { if (Shooting) index = 20; else index = 12; } else if (current.states.jumping && current.states.shooting) { if (Shooting) index = 44; else index = 36; } else if (current.states.jumping) index = 28; else if (current.states.running && current.states.still) index = 3; } else if (angle >= -0.75 && isLeft) //BackLeft { if (current.states.shooting) { if (Shooting) index = 22; else index = 14; } else if (current.states.jumping && current.states.shooting) { if (Shooting) index = 46; else index = 38; } else if (current.states.jumping) index = 30; else if (current.states.running && current.states.still) index = 5; } else if (angle < -0.75) //Dos - side négatif { if (current.states.shooting) { if (Shooting) index = 24; else index = 16; } else if (current.states.jumping && current.states.shooting) { if (Shooting) index = 48; else index = 40; } else if (current.states.jumping) index = 32; else if (current.states.running && current.states.still) index = 7; } else if (angle >= 0.25 && !isLeft) //FrontRight { if (current.states.shooting) { if (Shooting) index = 19; else index = 11; } else if (current.states.jumping && current.states.shooting) { if (Shooting) index = 43; else index = 35; } else if (current.states.jumping) index = 27; else if (current.states.running && current.states.still) index = 2; } else if (angle >= -0.25 && !isLeft) //ProfileRight { if (current.states.shooting) { if (Shooting) index = 21; else index = 13; } else if (current.states.jumping && current.states.shooting) { if (Shooting) index = 45; else index = 37; } else if (current.states.jumping) index = 29; else if (current.states.running && current.states.still) index = 4; } else if (angle >= -0.75 && !isLeft) //BackRight { if (current.states.shooting) { if (Shooting) index = 23; else index = 15; } else if (current.states.jumping && current.states.shooting) { if (Shooting) index = 47; else index = 39; } else if (current.states.jumping) index = 31; else if (current.states.running && current.states.still) index = 6; } 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; }