HALLELUJAH!!
This commit is contained in:
parent
2756c37e4c
commit
bb62651c62
@ -37,6 +37,7 @@
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<ClInclude Include="transformation.h" />
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<ClInclude Include="vector3.h" />
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<ClInclude Include="vertexbuffer.h" />
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<ClInclude Include="world.h" />
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="audio.cpp" />
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@ -53,6 +54,7 @@
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<ClCompile Include="tool.cpp" />
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<ClCompile Include="transformation.cpp" />
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<ClCompile Include="vertexbuffer.cpp" />
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<ClCompile Include="world.cpp" />
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{A21FD938-1FEA-4687-AB86-0EABAC30877B}</ProjectGuid>
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@ -65,6 +65,9 @@
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<ClInclude Include="textureatlas.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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<ClInclude Include="world.h">
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<Filter>Fichiers d%27en-tête</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="blockinfo.cpp">
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@ -109,5 +112,8 @@
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<ClCompile Include="textureatlas.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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<ClCompile Include="world.cpp">
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<Filter>Fichiers sources</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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@ -50,45 +50,45 @@ void Chunk::AddBlockToMesh(VertexBuffer::VertexData* vd, int& count, BlockType b
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int x, int y, int z, float u, float v, float s) {
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if (x == CHUNK_SIZE_X - 1 || GetBlock(x + 1, y, z) == BTYPE_AIR) { // x
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vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z - .5f, .9f, .9f, .9f, u, v);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z - .5f, .9f, .9f, .9f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z + .5f, .9f, .9f, .9f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z + .5f, .9f, .9f, .9f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .9f, .9f, .9f, u, v);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .9f, .9f, .9f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .9f, .9f, .9f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .9f, .9f, .9f, u + s, v);
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}
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if (x == 0 || GetBlock(x - 1, y, z) == BTYPE_AIR) { // -x
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vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z + .5f, .9f, .9f, .9f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z - .5f, .9f, .9f, .9f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z - .5f, .9f, .9f, .9f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z + .5f, .9f, .9f, .9f, u, v);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .9f, .9f, .9f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .9f, .9f, .9f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y, z, .9f, .9f, .9f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .9f, .9f, .9f, u, v);
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}
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if (y == CHUNK_SIZE_Y - 1 || GetBlock(x, y + 1, z) == BTYPE_AIR) { // y
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vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z - .5f, .8f, .8f, .8f, u, v);
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vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z + .5f, .8f, .8f, .8f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z + .5f, .8f, .8f, .8f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z - .5f, .8f, .8f, .8f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, .8f, .8f, .8f, u, v);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, .8f, .8f, .8f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, .8f, .8f, .8f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, .8f, .8f, .8f, u + s, v);
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}
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if (y == 0 || GetBlock(x, y - 1, z) == BTYPE_AIR) { // -y
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vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z + .5f, .8f, .8f, .8f, u, v);
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vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z - .5f, .8f, .8f, .8f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z - .5f, .8f, .8f, .8f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z + .5f, .8f, .8f, .8f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, .8f, .8f, .8f, u, v);
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vd[count++] = VertexBuffer::VertexData(x, y, z, .8f, .8f, .8f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, .8f, .8f, .8f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, .8f, .8f, .8f, u + s, v);
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}
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if (z == CHUNK_SIZE_Z - 1 || GetBlock(x, y, z + 1) == BTYPE_AIR) { // z
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vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z + .5f, 1.f, 1.f, 1.f, u, v);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z + .5f, 1.f, 1.f, 1.f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z + .5f, 1.f, 1.f, 1.f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z + .5f, 1.f, 1.f, 1.f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y, z + 1.f, 1.f, 1.f, 1.f, u, v);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z + 1.f, 1.f, 1.f, 1.f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z + 1.f, 1.f, 1.f, 1.f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z + 1.f, 1.f, 1.f, 1.f, u, v + s);
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}
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if (z == 0 || GetBlock(x, y, z - 1) == BTYPE_AIR) { // -z
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vd[count++] = VertexBuffer::VertexData(x - .5f, y + .5f, z - .5f, 1.f, 1.f, 1.f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y + .5f, z - .5f, 1.f, 1.f, 1.f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x + .5f, y - .5f, z - .5f, 1.f, 1.f, 1.f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x - .5f, y - .5f, z - .5f, 1.f, 1.f, 1.f, u, v);
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vd[count++] = VertexBuffer::VertexData(x, y + 1.f, z, 1.f, 1.f, 1.f, u, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y + 1.f, z, 1.f, 1.f, 1.f, u + s, v + s);
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vd[count++] = VertexBuffer::VertexData(x + 1.f, y, z, 1.f, 1.f, 1.f, u + s, v);
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vd[count++] = VertexBuffer::VertexData(x, y, z, 1.f, 1.f, 1.f, u, v);
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}
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}
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@ -45,26 +45,90 @@ void Engine::Init()
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m_skybox.Init(0.00013f);
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// Objet de musique!
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//m_audio.ToggleMusicState();
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m_audio.ToggleMusicState();
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for (int x = 0; x < CHUNK_SIZE_X; ++x)
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for (int z = 0; z < CHUNK_SIZE_Z; ++z)
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for (int y = 0; y < 32; ++y)
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m_copychunk.SetBlock(x, y, z, BTYPE_GRASS);
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m_copychunk.SetBlock(5, 32, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(5, 33, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(5, 34, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(6, 34, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(7, 34, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(7, 33, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(7, 32, 15, BTYPE_GRASS);
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m_copychunk.SetBlock(8, 32, 3, BTYPE_GRASS);
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m_copychunk.SetBlock(8, 33, 4, BTYPE_GRASS);
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m_copychunk.SetBlock(8, 34, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(8, 35, 6, BTYPE_GRASS);
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m_copychunk.SetBlock(11, 32, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(11, 33, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(11, 34, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(11, 35, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(12, 32, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(12, 33, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(12, 34, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(12, 35, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(13, 32, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(13, 33, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(13, 34, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(13, 35, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(14, 32, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(14, 33, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(14, 34, 5, BTYPE_GRASS);
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m_copychunk.SetBlock(14, 35, 5, BTYPE_GRASS);
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for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
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for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
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m_world.GetChunks().Set(chx, chy, &m_copychunk);
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// Init Chunks
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for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
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for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
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m_chunks.Set(chx, chy, new Chunk(chx, chy));
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//for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
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// for (int chy = 0; chy < VIEW_DISTANCE; ++chy)
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// m_world.GetChunks().Set(chx, chy, new Chunk(chx, chy));
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// Génération Chunks.
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for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
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for (int chy = 0; chy < VIEW_DISTANCE; ++chy) {
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// // Génération Chunks.
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// for (int chx = 0; chx < VIEW_DISTANCE; ++chx)
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// for (int chy = 0; chy < VIEW_DISTANCE; ++chy) {
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for (int x = 0; x < CHUNK_SIZE_X; ++x)
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for (int z = 0; z < CHUNK_SIZE_Z; ++z)
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for (int y = 0; y < 32; ++y)
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m_chunks.Get(chx, chy)->SetBlock(x, y, z, BTYPE_DIRT);
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// for (int x = 0; x < CHUNK_SIZE_X; ++x)
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// for (int z = 0; z < CHUNK_SIZE_Z; ++z)
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// for (int y = 0; y < 32; ++y)
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// m_world.GetChunks().Get(chx, chy)->SetBlock(x, y, z, BTYPE_GRASS);
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m_chunks.Get(chx, chy)->SetBlock(8, chx + 32, 8, BTYPE_DIRT);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(5, 32, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(5, 33, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(5, 34, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(6, 34, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(7, 34, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(7, 33, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(7, 32, 15, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(8, 32, 3, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(8, 33, 4, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(8, 34, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(8, 35, 6, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(11, 32, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(11, 33, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(11, 34, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(11, 35, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(12, 32, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(12, 33, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(12, 34, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(12, 35, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(13, 32, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(13, 33, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(13, 34, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(13, 35, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(14, 32, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(14, 33, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(14, 34, 5, BTYPE_GRASS);
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// m_world.GetChunks().Get(chx, chy)->SetBlock(14, 35, 5, BTYPE_GRASS);
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}
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// //m_world.GetChunks().Get(chx, chy)->SetBlock(8, chx + 32, 8, BTYPE_DIRT);
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// }
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// Gestion de souris.
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@ -111,7 +175,7 @@ void Engine::LoadResource() {
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}
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}
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void Engine::UnloadResource(){}
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void Engine::UnloadResource() {}
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void Engine::DrawHud(float elapsedTime) {
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// Setter le blend function , tout ce qui sera noir sera transparent
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@ -141,13 +205,16 @@ void Engine::DrawHud(float elapsedTime) {
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ss.str("");
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ss << " Position : " << m_player.GetPosition();
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PrintText(10, 30, ss.str());
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ss.str("");
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ss << " Delta : " << m_player.GetPOV();
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PrintText(10, 40, ss.str());
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// Affichage du crosshair
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m_textureCrosshair.Bind();
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static const int crossSize = 32;
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glLoadIdentity();
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glTranslated(Width() / 2 - crossSize / 2, Height() / 2 - crossSize / 2, 0);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0);
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glTexCoord2f(0, 0);
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glVertex2i(0, 0);
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glTexCoord2f(1, 0);
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glVertex2i(crossSize, 0);
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@ -190,6 +257,7 @@ int Engine::GetFps(float elapsedTime) const { return 1 / elapsedTime; }
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void Engine::Render(float elapsedTime) {
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static float gameTime = elapsedTime;
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if (elapsedTime > 0.1f) return;
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gameTime += elapsedTime;
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@ -202,7 +270,7 @@ void Engine::Render(float elapsedTime) {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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m_player.Move(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime);
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m_player.ApplyPhysics(m_player.GetInput(m_keyW, m_keyS, m_keyA, m_keyD, m_keySpace, m_keylshift, elapsedTime), m_world, elapsedTime);
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m_audio.Update3DAudio(m_player.GetPosition(), m_player.GetDirection(), m_player.GetVelocity()); // Ajustement du positionnement 3D avec les coordonnées du joueur et
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// son vecteur de vélocité (pour l'effet Doppler)
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m_player.ApplyTransformation(all);
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@ -211,8 +279,6 @@ void Engine::Render(float elapsedTime) {
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glDisable(GL_LIGHT0);
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m_skybox.Render(skybox);
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// Chunks
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all.Use();
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glEnable(GL_LIGHT0);
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@ -220,14 +286,14 @@ void Engine::Render(float elapsedTime) {
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m_textureAtlas.Bind();
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for (int chx = 0; chx < VIEW_DISTANCE; chx++)
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for (int chy = 0; chy < VIEW_DISTANCE; chy++) {
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all.ApplyTranslation(chx * CHUNK_SIZE_X - (VIEW_DISTANCE * CHUNK_SIZE_X / 2), -(CHUNK_SIZE_Y / 2), chy * CHUNK_SIZE_Z - (VIEW_DISTANCE * CHUNK_SIZE_Z / 2));
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all.ApplyTranslation(chx * CHUNK_SIZE_X, 0, chy * CHUNK_SIZE_Z);
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all.Use();
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if (m_chunks.Get(chx, chy)->IsDirty())
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m_chunks.Get(chx, chy)->Update(m_blockinfo);
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m_chunks.Get(chx, chy)->Render();
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all.ApplyTranslation(-(chx * CHUNK_SIZE_X - (VIEW_DISTANCE * CHUNK_SIZE_X / 2)), CHUNK_SIZE_Y / 2, -(chy * CHUNK_SIZE_Z - (VIEW_DISTANCE * CHUNK_SIZE_Z / 2)));
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if (m_world.GetChunks().Get(chx, chy)->IsDirty())
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m_world.GetChunks().Get(chx, chy)->Update(m_blockinfo);
|
||||
m_world.GetChunks().Get(chx, chy)->Render();
|
||||
all.ApplyTranslation(-chx * CHUNK_SIZE_X, 0, -chy * CHUNK_SIZE_Z);
|
||||
}
|
||||
|
||||
|
||||
m_shader01.Disable();
|
||||
|
||||
if (m_wireframe)
|
||||
|
@ -12,9 +12,9 @@
|
||||
#include "textureatlas.h"
|
||||
#include "blockinfo.h"
|
||||
#include "array2d.h"
|
||||
#include "world.h"
|
||||
|
||||
class Engine : public OpenglContext
|
||||
{
|
||||
class Engine : public OpenglContext {
|
||||
public:
|
||||
Engine();
|
||||
virtual ~Engine();
|
||||
@ -35,12 +35,12 @@ private:
|
||||
void PrintText(unsigned int x, unsigned int y, const std::string& t);
|
||||
int GetFps(float elapsedTime) const;
|
||||
|
||||
private:
|
||||
bool m_wireframe = false;
|
||||
|
||||
BlockInfo* m_blockinfo[BTYPE_LAST];
|
||||
TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
|
||||
Array2d<Chunk*> m_chunks = Array2d<Chunk*>(VIEW_DISTANCE, VIEW_DISTANCE);
|
||||
World m_world = World();
|
||||
Chunk m_copychunk = Chunk(0, 0);;
|
||||
|
||||
Texture m_textureFloor;
|
||||
Texture m_textureSkybox;
|
||||
@ -52,7 +52,7 @@ private:
|
||||
Shader m_shader01;
|
||||
Audio m_audio = Audio(AUDIO_PATH "music01.wav");
|
||||
|
||||
Player m_player = Player(Vector3f(0, 0, 0));
|
||||
Player m_player = Player(Vector3f(64, 64, 64));
|
||||
|
||||
bool m_keyW = false;
|
||||
bool m_keyA = false;
|
||||
@ -60,6 +60,9 @@ private:
|
||||
bool m_keyD = false;
|
||||
bool m_keylshift = false;
|
||||
bool m_keySpace = false;
|
||||
|
||||
|
||||
|
||||
};
|
||||
|
||||
#endif // ENGINE_H__
|
||||
|
@ -1,161 +1,236 @@
|
||||
#include "player.h"
|
||||
|
||||
Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
|
||||
Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
|
||||
m_velocity = Vector3f(0, 0, 0);
|
||||
m_dbljump = 0;
|
||||
m_airborne = true;
|
||||
}
|
||||
|
||||
void Player::TurnLeftRight(float value) {
|
||||
m_rotY += value;
|
||||
void Player::TurnLeftRight(float value) {
|
||||
m_rotY += value;
|
||||
if (m_rotY > 360) m_rotY = 0;
|
||||
else if (m_rotY < -360) m_rotY = 0;
|
||||
}
|
||||
|
||||
void Player::TurnTopBottom(float value) {
|
||||
void Player::TurnTopBottom(float value) {
|
||||
m_rotX += value;
|
||||
if (m_rotX > 45) m_rotX = 45;
|
||||
else if (m_rotX < -45) m_rotX = -45;
|
||||
}
|
||||
|
||||
void Player::Move(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
|
||||
static float accWS = 0;
|
||||
static float accAD = 0;
|
||||
static float accjmp = 0;
|
||||
|
||||
Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
|
||||
static float yrotrad = 0;
|
||||
static float xrotrad = 0;
|
||||
static bool jumped = true;
|
||||
static int dbljump = 0; // Peut sauter ou dasher tant que la variable est en dessous de 2.
|
||||
static float dashtimeout = 0;
|
||||
static float bobbingtime = 0;
|
||||
|
||||
Vector3f delta = Vector3f(0, 0, 0);
|
||||
|
||||
m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),
|
||||
-sin(m_rotX / 57.2957795056f),
|
||||
-sin(m_rotX / 57.2957795056f),
|
||||
sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
|
||||
|
||||
if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0;
|
||||
if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
|
||||
|
||||
if (dashtimeout > 0.f) {
|
||||
if ((jump || dash) && !m_airborne) {
|
||||
delta.y += jump ? m_jumpforce : 0.01f;
|
||||
m_airborne = true;
|
||||
m_dbljump++;
|
||||
}
|
||||
|
||||
if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash.
|
||||
dash = false;
|
||||
dashtimeout -= elapsedTime;
|
||||
}
|
||||
else dashtimeout = 0;
|
||||
|
||||
if (jumped && !jump) jumped = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
|
||||
|
||||
if (dash) dashtimeout = 2;
|
||||
|
||||
if (dbljump >= 2) jump = false;
|
||||
|
||||
if ((jump || dash) && !jumped ) {
|
||||
accjmp += jump? m_jumpforce: 0.1f;
|
||||
jumped = true;
|
||||
dbljump++;
|
||||
}
|
||||
else if (m_position.y > -0.2f && accjmp != 0) {
|
||||
if (accjmp > 0.f) {
|
||||
if (jump) {
|
||||
accjmp *= 0.95f - accjmp * elapsedTime;
|
||||
accjmp -= elapsedTime * 1.1;
|
||||
}
|
||||
else {
|
||||
accjmp *= 0.75f - accjmp * elapsedTime;
|
||||
accjmp -= elapsedTime * 1.1;
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (jump) accjmp -= elapsedTime * 0.7;
|
||||
else accjmp -= elapsedTime * 0.9;
|
||||
}
|
||||
}
|
||||
else accjmp = 0;
|
||||
|
||||
if (m_position.y < 0.f) { // Suivi de mouvement pour l'atterrissage.
|
||||
m_position.y += elapsedTime * 5.f;
|
||||
if (m_position.y > 0.f) {
|
||||
dbljump = 0;
|
||||
m_position.y = 0;
|
||||
}
|
||||
}
|
||||
|
||||
if ((dbljump < 1 && ( left || right || front || back)) ||
|
||||
(dash && !(left || right || front || back)) ) {
|
||||
if ((m_dbljump < 1 && (left || right || front || back)) ||
|
||||
(dash && !(left || right || front || back))) {
|
||||
yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
|
||||
xrotrad = (m_rotX / 57.2957795056f);
|
||||
if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul.
|
||||
if (dash) {
|
||||
delta.x += float(sin(yrotrad)) * elapsedTime;
|
||||
delta.z += float(-cos(yrotrad)) * elapsedTime;
|
||||
}
|
||||
}
|
||||
|
||||
// Ajoute l'accélération de saut et le view bobbing.
|
||||
m_velocity.y = accjmp + (sin(bobbingtime) - 0.5f) * ((abs(accWS) + abs(accAD)) / 2.f) / (10.f * m_topspeed);
|
||||
if (!m_airborne) {
|
||||
if (front) {
|
||||
delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
|
||||
delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
|
||||
}
|
||||
else if (back) {
|
||||
delta.x -= float(-sin(yrotrad)) * elapsedTime * -10.f;
|
||||
delta.z -= float(cos(yrotrad)) * elapsedTime * -10.f;
|
||||
}
|
||||
|
||||
if (left) {
|
||||
delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
|
||||
delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
|
||||
}
|
||||
else if (right) {
|
||||
delta.x -= float(cos(yrotrad)) * elapsedTime * -10.f;
|
||||
delta.z -= float(sin(yrotrad)) * elapsedTime * -10.f;
|
||||
}
|
||||
}
|
||||
|
||||
return delta;
|
||||
}
|
||||
|
||||
//
|
||||
//Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime) {
|
||||
// static float accWS = 0;
|
||||
// static float accAD = 0;
|
||||
// static float yrotrad = 0;
|
||||
// static float xrotrad = 0;
|
||||
// static float dashtimeout = 0;
|
||||
//
|
||||
// Vector3f movepos = m_velocity;
|
||||
//
|
||||
// m_direction = Vector3f(cos(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f),
|
||||
// -sin(m_rotX / 57.2957795056f),
|
||||
// sin(m_rotY / 57.2957795056f) * cos(m_rotX / 57.2957795056f));
|
||||
//
|
||||
// if (dashtimeout > 0.f) { // Gestion du timeout de dash pour ne pas pouvoir spammer le dash.
|
||||
// dash = false;
|
||||
// dashtimeout -= elapsedTime;
|
||||
// }
|
||||
// else dashtimeout = 0;
|
||||
// if (dash) dashtimeout = 2;
|
||||
//
|
||||
// if (m_airborne && !jump) m_airborne = false; // Anti-rebondissement du saut, pour pouvoir rebondir.
|
||||
//
|
||||
// if (m_dbljump >= 2) jump = false;
|
||||
//
|
||||
// if ((jump || dash) && !m_airborne ) {
|
||||
// m_velocity.y += jump? m_jumpforce: 0.1f;
|
||||
// movepos.y += m_velocity.y;
|
||||
// m_airborne = true;
|
||||
// m_dbljump++;
|
||||
// }
|
||||
//
|
||||
// if ((m_dbljump < 1 && ( left || right || front || back)) ||
|
||||
// (dash && !(left || right || front || back)) ) {
|
||||
// yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
|
||||
// xrotrad = (m_rotX / 57.2957795056f);
|
||||
// if (dash) accWS = m_topspeed; // Pour avoir un boost de vitesse vers l'avant si le dash est appuyé seul.
|
||||
// }
|
||||
//
|
||||
// if (front) {
|
||||
// if (m_dbljump == 0)
|
||||
// if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
|
||||
// if (dash) accWS *= accWS > 0.f ? 3.f : -1.f;
|
||||
// m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
|
||||
// movepos.x += m_velocity.x;
|
||||
// m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
|
||||
// movepos.z += m_velocity.z;
|
||||
// }
|
||||
// else if (back) {
|
||||
// if (m_dbljump == 0)
|
||||
// if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
|
||||
// if (dash) accWS *= accWS < 0.f? 3.f: -1.f;
|
||||
// m_velocity.x = float(-sin(yrotrad)) * elapsedTime * -accWS;
|
||||
// movepos.x += m_velocity.x;
|
||||
// m_velocity.z = float(cos(yrotrad)) * elapsedTime * -accWS;
|
||||
// movepos.z += m_velocity.z;
|
||||
// }
|
||||
// else if (accWS != 0) {
|
||||
// accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
|
||||
// : accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
|
||||
//
|
||||
// m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
|
||||
// movepos.x += m_velocity.x;
|
||||
// m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
|
||||
// movepos.z += m_velocity.z;
|
||||
// if (accWS < 1 && accWS > -1) accWS = 0;
|
||||
// }
|
||||
//
|
||||
// if (left) {
|
||||
// if (m_dbljump == 0)
|
||||
// if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
|
||||
// if (dash) accAD *= accAD > 0.f? 3.f: -1.f;
|
||||
// m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
|
||||
// movepos.x += m_velocity.x;
|
||||
// m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
|
||||
// movepos.z += m_velocity.z;
|
||||
// }
|
||||
// else if (right) {
|
||||
// if (m_dbljump == 0)
|
||||
// if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
|
||||
// if (dash) accAD *= accAD < 0.f ? 3.f : -1.f;
|
||||
// m_velocity.x = float(cos(yrotrad)) * elapsedTime * -accAD;
|
||||
// movepos.x += m_velocity.x;
|
||||
// m_velocity.z = float(sin(yrotrad)) * elapsedTime * -accAD;
|
||||
// movepos.z += m_velocity.z;
|
||||
// }
|
||||
// else if (accAD != 0) {
|
||||
// accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
|
||||
// : accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
|
||||
//
|
||||
// m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
|
||||
// movepos.x += m_velocity.x;
|
||||
// m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
|
||||
// movepos.z += m_velocity.z;
|
||||
// if (accAD < 1.f && accAD > -1.f) accAD = 0;
|
||||
// }
|
||||
//
|
||||
// // Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite.
|
||||
// if (abs(accAD) + abs(accWS) > sqrtf(exp2f(m_topspeed) * 2)) {
|
||||
// accWS *= 0.8f;
|
||||
// accAD *= 0.8f;
|
||||
// }
|
||||
//
|
||||
// return movepos;
|
||||
//}
|
||||
|
||||
void Player::ApplyPhysics(Vector3f input, World world, float elapsedTime) {
|
||||
/* Gestion de collisions */
|
||||
|
||||
BlockType bt1, bt2, bt3;
|
||||
|
||||
bt1 = world.BlockAt(m_position.x, m_position.y + input.y, m_position.z);
|
||||
bt2 = world.BlockAt(m_position.x, m_position.y + input.y - 0.9f, m_position.z);
|
||||
bt3 = world.BlockAt(m_position.x, m_position.y + input.y - 1.7f, m_position.z);
|
||||
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||
m_dbljump = 0;
|
||||
if (input.y < 0.f) {
|
||||
input.y = 0;
|
||||
}
|
||||
m_velocity.y = input.y;
|
||||
if (!m_airborne) m_position.y = (int)m_position.y + .7f;
|
||||
m_airborne = false;
|
||||
}
|
||||
else {
|
||||
if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime;
|
||||
m_airborne = true;
|
||||
}
|
||||
|
||||
bt1 = world.BlockAt(m_position.x + input.x, m_position.y, m_position.z);
|
||||
bt2 = world.BlockAt(m_position.x + input.x, m_position.y - 0.9f, m_position.z);
|
||||
bt3 = world.BlockAt(m_position.x + input.x, m_position.y - 1.7f, m_position.z);
|
||||
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||
input.x = 0;
|
||||
}
|
||||
|
||||
bt1 = world.BlockAt(m_position.x, m_position.y, m_position.z + input.z);
|
||||
bt2 = world.BlockAt(m_position.x, m_position.y - 0.9f, m_position.z + input.z);
|
||||
bt3 = world.BlockAt(m_position.x, m_position.y - 1.7f, m_position.z + input.z);
|
||||
if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
|
||||
input.z = 0;
|
||||
}
|
||||
|
||||
/* Fin gestion de collisions */
|
||||
|
||||
m_position += input;
|
||||
m_POV = input;
|
||||
m_position.y += m_velocity.y;
|
||||
|
||||
if (front) {
|
||||
if (dbljump == 0)
|
||||
if (accWS < m_topspeed) accWS += elapsedTime * 30; else accWS = m_topspeed;
|
||||
if (dash) accWS *= accWS > 0.f ? 3.f : -1.f;
|
||||
m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
|
||||
m_position.x += m_velocity.x;
|
||||
m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
|
||||
m_position.z += m_velocity.z;
|
||||
|
||||
}
|
||||
else if (back) {
|
||||
if (dbljump == 0)
|
||||
if (accWS > -m_topspeed) accWS -= elapsedTime * 30; else accWS = -m_topspeed;
|
||||
if (dash) accWS *= accWS < 0.f? 3.f: -1.f;
|
||||
m_velocity.x = float(-sin(yrotrad)) * elapsedTime * -accWS;
|
||||
m_position.x += m_velocity.x;
|
||||
m_velocity.z = float(cos(yrotrad)) * elapsedTime * -accWS;
|
||||
m_position.z += m_velocity.z;
|
||||
}
|
||||
else if (accWS != 0) {
|
||||
accWS = accWS > 0 ? accWS - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
|
||||
: accWS + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
|
||||
|
||||
m_velocity.x = float(sin(yrotrad)) * elapsedTime * accWS;
|
||||
m_position.x += m_velocity.x;
|
||||
m_velocity.z = float(-cos(yrotrad)) * elapsedTime * accWS;
|
||||
m_position.z += m_velocity.z;
|
||||
if (accWS < 1 && accWS > -1) accWS = 0;
|
||||
}
|
||||
|
||||
if (left) {
|
||||
if (dbljump == 0)
|
||||
if (accAD < m_topspeed) accAD += elapsedTime * 30; else accAD = m_topspeed;
|
||||
if (dash) accAD *= accAD > 0.f? 3.f: -1.f;
|
||||
m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
|
||||
m_position.x += m_velocity.x;
|
||||
m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
|
||||
m_position.z += m_velocity.z;
|
||||
}
|
||||
else if (right) {
|
||||
if (dbljump == 0)
|
||||
if (accAD > -m_topspeed) accAD -= elapsedTime * 30; else accAD = -m_topspeed;
|
||||
if (dash) accAD *= accAD < 0.f ? 3.f : -1.f;
|
||||
m_velocity.x = float(cos(yrotrad)) * elapsedTime * -accAD;
|
||||
m_position.x += m_velocity.x;
|
||||
m_velocity.z = float(sin(yrotrad)) * elapsedTime * -accAD;
|
||||
m_position.z += m_velocity.z;
|
||||
}
|
||||
else if (accAD != 0) {
|
||||
accAD = accAD > 0 ? accAD - elapsedTime * (m_position.y > 0.1f ? 10 : 120)
|
||||
: accAD + elapsedTime * (m_position.y > 0.1f ? 10 : 120);
|
||||
|
||||
m_velocity.x = float(-cos(yrotrad)) * elapsedTime * accAD;
|
||||
m_position.x += m_velocity.x;
|
||||
m_velocity.z = float(-sin(yrotrad)) * elapsedTime * accAD;
|
||||
m_position.z += m_velocity.z;
|
||||
if (accAD < 1.f && accAD > -1.f) accAD = 0;
|
||||
}
|
||||
|
||||
// Gestion de si le personnage va en diagonale, qu'il n'aille pas plus vite que s'il allait en ligne droite.
|
||||
if (abs(accAD) + abs(accWS) > sqrtf(exp2f(m_topspeed) * 2)) {
|
||||
accWS *= 0.8f;
|
||||
accAD *= 0.8f;
|
||||
}
|
||||
|
||||
// Threshold de vélocité.
|
||||
if (abs(m_velocity.x) < 0.02f) m_velocity.x = 0;
|
||||
if (abs(m_velocity.y) < 0.02f) m_velocity.y = 0;
|
||||
if (abs(m_velocity.z) < 0.02f) m_velocity.z = 0;
|
||||
//static float bobbingtime = 0; // Gestion de la caméra
|
||||
//if (bobbingtime <= 360.f) bobbingtime += elapsedTime * m_topspeed / 2; else bobbingtime = 0;
|
||||
//m_POV.x = m_position.x;
|
||||
//m_POV.z = m_position.z;
|
||||
//m_POV.y = m_position.y - 1.7f + m_airborne ? 0 : ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x * 40) + abs(m_velocity.z * 40)) / (10.f * m_topspeed));
|
||||
}
|
||||
|
||||
void Player::ApplyTransformation(Transformation& transformation, bool rel) const {
|
||||
@ -168,4 +243,9 @@ Vector3f Player::GetPosition() const { return m_position; }
|
||||
|
||||
Vector3f Player::GetVelocity() const { return m_velocity; }
|
||||
|
||||
Vector3f Player::GetPOV() const
|
||||
{
|
||||
return m_POV;
|
||||
}
|
||||
|
||||
Vector3f Player::GetDirection() const { return m_direction; }
|
||||
|
@ -2,6 +2,7 @@
|
||||
#define _PLAYER_H__
|
||||
#include "vector3.h"
|
||||
#include "transformation.h"
|
||||
#include "world.h"
|
||||
#include <cmath>
|
||||
|
||||
class Player {
|
||||
@ -9,21 +10,28 @@ public:
|
||||
Player(const Vector3f& position, float rotX = 0, float rotY = 0);
|
||||
void TurnLeftRight(float value);
|
||||
void TurnTopBottom(float value);
|
||||
void Move(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
|
||||
Vector3f GetInput(bool front, bool back, bool left, bool right, bool jump, bool dash, float elapsedTime);
|
||||
void ApplyPhysics(Vector3f input, World world, float elapsedTime);
|
||||
void ApplyTransformation(Transformation& transformation, bool rel = true) const;
|
||||
|
||||
Vector3f GetPosition() const;
|
||||
Vector3f GetDirection() const;
|
||||
Vector3f GetVelocity() const;
|
||||
Vector3f GetPOV() const;
|
||||
|
||||
private:
|
||||
Vector3f m_position;
|
||||
Vector3f m_POV;
|
||||
Vector3f m_velocity;
|
||||
Vector3f m_direction;
|
||||
|
||||
float m_rotX = 0;
|
||||
float m_rotY = 0;
|
||||
float m_topspeed = 40;
|
||||
float m_jumpforce = .9f;
|
||||
float m_topspeed = 20;
|
||||
float m_jumpforce = 0.3f;
|
||||
|
||||
bool m_airborne;
|
||||
int m_dbljump; // Peut sauter ou dasher tant que la variable est en dessous de 2.
|
||||
};
|
||||
#endif //_PLAYER_H__
|
||||
|
||||
|
7
SQCSim2021/world.cpp
Normal file
7
SQCSim2021/world.cpp
Normal file
@ -0,0 +1,7 @@
|
||||
#include "world.h"
|
||||
|
||||
World::World(){}
|
||||
|
||||
World::~World(){}
|
||||
|
||||
Array2d<Chunk*>& World::GetChunks() { return m_chunks; }
|
57
SQCSim2021/world.h
Normal file
57
SQCSim2021/world.h
Normal file
@ -0,0 +1,57 @@
|
||||
#ifndef WORLD_H__
|
||||
#define WORLD_H__
|
||||
#include "define.h"
|
||||
#include "chunk.h"
|
||||
#include "array2d.h"
|
||||
#include "vector3.h"
|
||||
#include "transformation.h"
|
||||
|
||||
class World {
|
||||
public:
|
||||
World();
|
||||
~World();
|
||||
|
||||
Array2d<Chunk*>& GetChunks();
|
||||
|
||||
template <class T>
|
||||
Chunk* World::ChunkAt(T x, T y, T z) const {
|
||||
int cx = (int)x / CHUNK_SIZE_X;
|
||||
int cz = (int)z / CHUNK_SIZE_Z;
|
||||
|
||||
if (cx >= VIEW_DISTANCE || // L'array en ce moment est de VIEW_DISTANCE par VIEW_DISTANCE.
|
||||
cz >= VIEW_DISTANCE ||
|
||||
cx < 0 || cz < 0)
|
||||
return 0;
|
||||
|
||||
return m_chunks.Get(cx, cz);
|
||||
}
|
||||
|
||||
template <class T>
|
||||
Chunk* World::ChunkAt(const Vector3<T>& pos) const { return ChunkAt(pos.x, pos.y, pos.z); }
|
||||
|
||||
template <class T>
|
||||
BlockType World::BlockAt(T x, T y, T z, BlockType defaultBlockType = BTYPE_AIR) const {
|
||||
Chunk* c = ChunkAt(x, y, z);
|
||||
|
||||
if (!c)
|
||||
return defaultBlockType;
|
||||
|
||||
int bx = (int)x % CHUNK_SIZE_X;
|
||||
int by = (int)y % CHUNK_SIZE_Y;
|
||||
int bz = (int)z % CHUNK_SIZE_Z;
|
||||
|
||||
return c->GetBlock(bx, by, bz);
|
||||
}
|
||||
|
||||
template <class T>
|
||||
BlockType World::BlockAt(Vector3<T>& pos, BlockType defaultBlockType = BTYPE_AIR) const {
|
||||
return BlockAt(pos.x, pos.y, pos.z);
|
||||
}
|
||||
|
||||
private:
|
||||
Array2d<Chunk*> m_chunks = Array2d<Chunk*>(VIEW_DISTANCE, VIEW_DISTANCE);
|
||||
|
||||
int m_center[2] = {0, 0};
|
||||
};
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user