SQCSimulator2023/SQCSim2021/remoteplayer.cpp
2023-12-07 15:13:45 -05:00

340 lines
7.0 KiB
C++
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#include "remoteplayer.h"
#include <iostream>
#include <cstring>
#include <thread>
#include <queue>
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);
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.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;
}
else if (angle >= 0.25 && isLeft) //Frontleft
{
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;
}
else if (angle >= -0.25 && isLeft) //ProfileLeft
{
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;
}
else if (angle >= -0.75 && isLeft) //BackLeft
{
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;
}
else if (angle < -0.75) //Dos - side n<>gatif
{
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;
}
else if (angle >= 0.25 && !isLeft) //FrontRight
{
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;
}
else if (angle >= -0.25 && !isLeft) //ProfileRight
{
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;
}
else if (angle >= -0.75 && !isLeft) //BackRight
{
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;
}
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;
}