Files
PlanetFleet/unitFrameController.cpp
T

119 lines
3.2 KiB
C++

#include <solUtil.h>
#include "unitFrameController.h"
#include "util.h"
#include "map.h"
#include <material.h>
#include <meshData.h>
#include <mesh.h>
#include <model.h>
#include <root.h>
#include <ray.h>
#include <string>
namespace battleship{
using namespace std;
using namespace vb01;
using namespace gameBase;
static UnitFrameController *unitFrameController = nullptr;
UnitFrameController::UnitFrame::UnitFrame(string modelPath, int i, int t) : id(i), type(t) {
Root *root = Root::getSingleton();
Material *mat = new Material(root->getLibPath() + "texture");
mat->addBoolUniform("texturingEnabled", false);
mat->addBoolUniform("lightingEnabled", false);
mat->addVec4Uniform("diffuseColor", Vector4::VEC_ZERO);
model = new Model(modelPath);
model->setWireframe(true);
model->setMaterial(mat);
root->getRootNode()->attachChild(model);
}
UnitFrameController* UnitFrameController::getSingleton(){
if(!unitFrameController)
unitFrameController = new UnitFrameController();
return unitFrameController;
}
//TODO implement terrain evenness check
void UnitFrameController::update(){
Map *map = Map::getSingleton();
MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
MeshData::Vertex *verts = meshData.vertices;
int numVerts = 3 * meshData.numTris;
sol::state_view SOL_LUA_STATE = generateView();
float maxUnevenness = SOL_LUA_STATE["maxUnevenness"];
Camera *cam = Root::getSingleton()->getCamera();
Vector3 startPos = cam->getPosition();
Vector3 endPos = screenToSpace(getCursorPos());
for(UnitFrame &s : unitFrames){
vector<Ray::CollisionResult> results;
Ray::retrieveCollisions(startPos, (endPos - startPos).norm(), map->getNodeParent()->getChild(0), results);
Ray::sortResults(results);
if(!results.empty()){
if(!rotatingStructure)
s.model->setPosition(results[0].pos);
sol::table unitTable = SOL_LUA_STATE["unitCornerPoints"][s.id + 1];
float width = (float)unitTable[1]["x"] - (float)unitTable[2]["x"];
float length = (float)unitTable[4]["z"] - (float)unitTable[1]["z"];
float unevenness = 0;
for(int i = 0; i < numVerts; i++){
float diffX = fabs(s.model->getPosition().x - verts[i].pos.x);
float diffY = fabs(s.model->getPosition().y - verts[i].pos.y);
float diffZ = fabs(s.model->getPosition().z - verts[i].pos.z);
if(diffX < 0.5 * width && diffZ < 0.5 * length && diffY > unevenness){
unevenness = diffY;
if(unevenness > maxUnevenness)
break;
}
}
Vector4 color;
if(unevenness > maxUnevenness){
color = Vector4(1, 0, 0, 1);
s.status = UnitFrame::NOT_PLACEABLE;
}
else{
color = Vector4(0, 1, 0, 1);
s.status = UnitFrame::PLACEABLE;
}
Material *mat = s.model->getMaterial();
mat->setVec4Uniform("diffuseColor", color);
}
}
}
void UnitFrameController::removeUnitFrames(){
for(UnitFrame &u : unitFrames){
u.model->getParent()->dettachChild(u.model);
delete u.model;
}
unitFrames.clear();
}
void UnitFrameController::rotateUnitFrames(float angle){
for(UnitFrame &s : unitFrames)
if(s.status != UnitFrame::PLACED){
Quaternion rot = s.model->getOrientation();
s.model->setOrientation(Quaternion(angle, Vector3::VEC_J) * rot);
}
}
}