SQCSimulator2023/SQCSim2021/remoteplayer.cpp
2023-11-20 15:02:02 -05:00

143 lines
4.0 KiB
C++

#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)){
LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
}
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) {
LoadTexture(m_texture_front, TEXTURE_PATH "AssetOtherPlayer/FinalPNGStanding/BlueFrontRight.png", false, false);
}
RemotePlayer::~RemotePlayer()
{
}
void RemotePlayer::Init()
{
}
void RemotePlayer::Feed(const netprot::Output out) {
//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;
}
void RemotePlayer::Render(TextureAtlas& atlas, Shader& shader, Transformation tran, float elapsedTime)
{
float x = GetPosition().x;
float y = GetPosition().y;
float z = GetPosition().z;
float width = 1.f;
float height = 1.7f;
//Matrix4 mat4 = tran.GetMatrix();
//mat4 VP = pMatrix * vMatrix;
//Vector3f CameraRight = Vector3f(mat4.Get11(), mat4.Get21(), mat4.Get31());
//Vector3f CameraUp = Vector3f(mat4.Get12(), mat4.Get22(), mat4.Get32());
//Vector3f v1 = (m_position + CameraRight * 0.5 * width + CameraUp * -0.5 * width);
//Vector3f v2 = (m_position + CameraRight * 0.5 * width + CameraUp * 0.5 * width);
//Vector3f v4 = (m_position + CameraRight * -0.5 * width + CameraUp * -0.5 * width);
//Vector3f v3 = (m_position + CameraRight * -0.5 * width + CameraUp * 0.5 * width);
//tran.ApplyTranslation(m_position);
float u, v, w, h;
//glDisable(GL_DEPTH_TEST);
shader.Use();
atlas.Bind();
atlas.TextureIndexToCoord(0, u, v, w, h);
//glLoadIdentity();
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(x - width/2., y - height, z); //glVertex3f(v4.x, v4.y, v4.z);//glVertex3f(0, 50, 0);
glTexCoord2f(u + w, v); glVertex3f(x+width/2., y - height, z); //glVertex3f(v3.x, v3.y, v3.z); //glVertex3f(50,50, 0);
glTexCoord2f(u + w, v + h); glVertex3f(x+width/2., y, z); //glVertex3f(v2.x, v2.y, v2.z); //glVertex3f(50, 0, 0);
glTexCoord2f(u, v + h); glVertex3f(x-width/2., y, z); //glVertex3f(v1.x, v1.y, v1.z);// glVertex3f(0, 0, 0);
glEnd();
glBlendFunc(GL_CONSTANT_COLOR, GL_ONE_MINUS_CONSTANT_COLOR);
glBlendEquation(GL_FUNC_SUBTRACT);
glDisable(GL_BLEND);
shader.Disable();
//tran.ApplyTranslation(-m_position);
//glEnable(GL_DEPTH_TEST);
}
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;
}