fixed game object frame snapping

This commit is contained in:
devZoGok
2025-11-26 15:36:39 +02:00
parent af8e124276
commit 786d0c706d
3 changed files with 29 additions and 41 deletions
+1 -1
View File
@@ -312,7 +312,7 @@ namespace battleship{
if(!buildableStructSelected)
for(int i = 0; i < selectedUnits.size(); i++)
fc->addGameObjectFrame(GameObjectFrame(selectedUnits[i]->getId(), GameObject::Type::UNIT, targets[0].pos));
fc->addGameObjectFrame(GameObjectFrame(selectedUnits[i]->getId(), GameObject::Type::UNIT, selectedUnits[i], targets[0].pos));
selectingDestOrient = true;
fc->setRotating(true);
+27 -38
View File
@@ -57,20 +57,17 @@ namespace battleship{
}
}
//TODO specify what to snap the frame to
void GameObjectFrameController::snapToObj(GameObjectFrame &s, GameObject::Type type, int unitId, float maxDist){
if(s.getType() == GameObject::Type::UNIT && s.getId() == unitId){
s.status = GameObjectFrame::NOT_PLACEABLE;
Player *civPl = Game::getSingleton()->getCivilianPlayer();
void GameObjectFrameController::snapToObj(GameObjectFrame &s, vector<GameObject*> snapTargets, float maxDist){
s.status = GameObjectFrame::NOT_PLACEABLE;
for(ResourceDeposit *dep : civPl->getResourceDeposits()){
Vector3 depPos = dep->getPos();
for(GameObject *st : snapTargets){
Vector3 stPos = st->getPos();
if(!dep->getExtractor() && s.getPos().getDistanceFrom(depPos) < maxDist){
s.status = GameObjectFrame::PLACEABLE;
s.placeAt(depPos);
break;
}
if(s.getPos().getDistanceFrom(stPos) < maxDist){
s.status = GameObjectFrame::PLACEABLE;
s.placeAt(stPos);
checkPlacement(s);
break;
}
}
}
@@ -82,7 +79,7 @@ namespace battleship{
MeshData::Vertex *verts = meshData.vertices;
int numVerts = 3 * meshData.numTris;
bool placeable = true;
s.status = GameObjectFrame::PLACEABLE;
if(s.getMaxUnevenness() > 0)
for(int i = 0; i < numVerts; i++){
@@ -91,7 +88,7 @@ namespace battleship{
float diffZ = fabs(s.getPos().z - verts[i].pos->z);
if(diffX < 0.5 * s.getWidth() && diffZ < 0.5 * s.getLength() && diffY > s.getMaxUnevenness()){
placeable = false;
s.status = GameObjectFrame::NOT_PLACEABLE;
break;
}
}
@@ -133,24 +130,10 @@ namespace battleship{
);
if(intersects){
placeable = false;
s.status = GameObjectFrame::NOT_PLACEABLE;
break;
}
}
Vector4 color;
if(placeable){
s.status = GameObjectFrame::PLACEABLE;
color = Vector4(0, 1, 0, 1);
}
else{
s.status = GameObjectFrame::NOT_PLACEABLE;
color = Vector4(1, 0, 0, 1);
}
Material *mat = s.getModel()->getMaterial();
mat->setVec4Uniform("diffuseColor", color);
}
void GameObjectFrameController::shiftVerticalPlacement(){
@@ -193,10 +176,7 @@ namespace battleship{
}
}
void GameObjectFrameController::updatePlacement(){
for(GameObjectFrame &frame : gameObjectFrames)
frame.update();
void GameObjectFrameController::update(){
Map *map = Map::getSingleton();
Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
Vector3 endPos = screenToSpace(getCursorPos());
@@ -209,7 +189,13 @@ namespace battleship{
if(placingVertically) shiftVerticalPlacement();
else if(placingOnSurface) placementPos = results[0].pos;
vector<GameObject*> deposits;
for(ResourceDeposit *rd : Game::getSingleton()->getCivilianPlayer()->getResourceDeposits())
deposits.push_back((GameObject*)rd);
for(int i = 0; i < gameObjectFrames.size(); i++){
gameObjectFrames[i].update();
if(paintSelecting){
float width = gameObjectFrames[0].getWidth();
float length = gameObjectFrames[0].getLength();
@@ -221,12 +207,15 @@ namespace battleship{
if(!rotating && (placingOnSurface || placingVertically))
gameObjectFrames[i].placeAt(placementPos);
checkPlacement(gameObjectFrames[i]);
}
}
if(gameObjectFrames[i].getId() == 23)
snapToObj(gameObjectFrames[i], deposits, 20);
else
checkPlacement(gameObjectFrames[i]);
void GameObjectFrameController::update(){
updatePlacement();
bool placeable = (gameObjectFrames[i].status == GameObjectFrame::PLACEABLE);
Vector4 color = (placeable ? Vector4(0, 1, 0, 1) : Vector4(1, 0, 0, 1));
gameObjectFrames[i].getModel()->getMaterial()->setVec4Uniform("diffuseColor", color);
}
if(!placingVertically) minDepthCalculated = false;
}
+1 -2
View File
@@ -42,9 +42,8 @@ namespace battleship{
private:
GameObjectFrameController(){}
void paintSelect(vb01::Vector3);
void snapToObj(GameObjectFrame&, GameObject::Type, int, float);
void snapToObj(GameObjectFrame&, std::vector<GameObject*>, float);
void shiftVerticalPlacement();
void updatePlacement();
std::vector<GameObjectFrame> gameObjectFrames;
vb01::Vector3 paintSelectRowStart, placementPos;