359 lines
7.9 KiB
C++
359 lines
7.9 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)){
|
||
|
||
}
|
||
|
||
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 >= 100)
|
||
{
|
||
time -= 100;
|
||
if (!current.states.shooting)
|
||
Shooting = false;
|
||
else
|
||
Shooting = true;
|
||
}
|
||
|
||
std::cout << "shooting : " << current.states.shooting << " jumping : " << current.states.jumping << " jumpshot : " << current.states.jumpshot << " running : " << current.states.running << " still : " << current.states.still << " dead : " << current.states.dead << " hit : " << current.states.hit << std::endl;
|
||
|
||
if (angle >= 0.75) //Face - side positif
|
||
{
|
||
if(current.states.shooting){
|
||
if (Shooting)
|
||
index = 17;
|
||
else
|
||
index = 9;
|
||
|
||
std::cout << "face" << std::endl;
|
||
}
|
||
else if (current.states.jumpshot) {
|
||
if (Shooting)
|
||
index = 41;
|
||
else
|
||
index = 33;
|
||
}
|
||
else if (current.states.jumping)
|
||
index = 25;
|
||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||
index = 0;
|
||
|
||
}
|
||
else if (angle >= 0.25 && isLeft) //Frontleft
|
||
{
|
||
if (current.states.shooting) {
|
||
if (Shooting)
|
||
index = 18;
|
||
else
|
||
index = 10;
|
||
|
||
std::cout << "Frontleft" << std::endl;
|
||
}
|
||
else if (current.states.jumpshot) {
|
||
if (Shooting)
|
||
index = 42;
|
||
else
|
||
index = 34;
|
||
}
|
||
else if (current.states.jumping )
|
||
index = 26;
|
||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||
index = 1;
|
||
|
||
}
|
||
else if (angle >= -0.25 && isLeft) //ProfileLeft
|
||
{
|
||
if (current.states.shooting) {
|
||
if (Shooting)
|
||
index = 20;
|
||
else
|
||
index = 12;
|
||
|
||
std::cout << "ProfileLeft" << std::endl;
|
||
|
||
}
|
||
else if (current.states.jumpshot ) {
|
||
if (Shooting)
|
||
index = 44;
|
||
else
|
||
index = 36;
|
||
}
|
||
else if (current.states.jumping )
|
||
index = 28;
|
||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||
index = 3;
|
||
|
||
}
|
||
else if (angle >= -0.75 && isLeft) //BackLeft
|
||
{
|
||
if (current.states.shooting) {
|
||
if (Shooting)
|
||
index = 22;
|
||
else
|
||
index = 14;
|
||
|
||
std::cout << "BackLeft" << std::endl;
|
||
}
|
||
else if (current.states.jumpshot) {
|
||
if (Shooting)
|
||
index = 46;
|
||
else
|
||
index = 38;
|
||
}
|
||
else if (current.states.jumping)
|
||
index = 30;
|
||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||
index = 5;
|
||
}
|
||
else if (angle < -0.75) //Dos - side n<>gatif
|
||
{
|
||
if (current.states.shooting) {
|
||
if (Shooting)
|
||
index = 24;
|
||
else
|
||
index = 16;
|
||
|
||
std::cout << "Dos" << std::endl;
|
||
}
|
||
else if (current.states.jumpshot) {
|
||
if (Shooting)
|
||
index = 48;
|
||
else
|
||
index = 40;
|
||
}
|
||
else if (current.states.jumping )
|
||
index = 32;
|
||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||
index = 7;
|
||
|
||
}
|
||
else if (angle >= 0.25 && !isLeft) //FrontRight
|
||
{
|
||
if (current.states.shooting) {
|
||
if (Shooting)
|
||
index = 19;
|
||
else
|
||
index = 11;
|
||
|
||
std::cout << "FrontRight" << std::endl;
|
||
}
|
||
else if (current.states.jumpshot) {
|
||
if (Shooting)
|
||
index = 43;
|
||
else
|
||
index = 35;
|
||
}
|
||
else if (current.states.jumping)
|
||
index = 27;
|
||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||
index = 2;
|
||
|
||
}
|
||
else if (angle >= -0.25 && !isLeft) //ProfileRight
|
||
{
|
||
if (current.states.shooting) {
|
||
if (Shooting)
|
||
index = 21;
|
||
else
|
||
index = 13;
|
||
|
||
std::cout << "ProfileRight" << std::endl;
|
||
}
|
||
else if (current.states.jumpshot) {
|
||
if (Shooting)
|
||
index = 45;
|
||
else
|
||
index = 37;
|
||
}
|
||
else if (current.states.jumping)
|
||
index = 29;
|
||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||
index = 4;
|
||
|
||
}
|
||
else if (angle >= -0.75 && !isLeft) //BackRight
|
||
{
|
||
if (current.states.shooting) {
|
||
if (Shooting)
|
||
index = 23;
|
||
else
|
||
index = 15;
|
||
|
||
std::cout << "BackRight" << std::endl;
|
||
|
||
|
||
}
|
||
else if (current.states.jumpshot) {
|
||
if (Shooting)
|
||
index = 47;
|
||
else
|
||
index = 39;
|
||
}
|
||
else if (current.states.jumping)
|
||
index = 31;
|
||
else if (!current.states.jumping && !current.states.shooting && !current.states.jumpshot)
|
||
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;
|
||
}
|