removed many Irrlicht references

This commit is contained in:
devZoGok
2021-10-31 15:13:47 +02:00
parent 0e236a44d6
commit b18b2fe9a8
70 changed files with 1822 additions and 1529 deletions
+96 -59
View File
@@ -1,3 +1,6 @@
#include <model.h>
#include <texture.h>
#include "unit.h"
#include "inGameAppState.h"
#include "stateManager.h"
@@ -7,63 +10,62 @@
using namespace game::content::unitData;
using namespace game::core;
using namespace game::util;
using namespace sf;
using namespace vb01;
using namespace std;
namespace game{
namespace content{
Unit::Unit(Player *player, vector3df pos, int id) {
Unit::Unit(Player *player, vb01::Vector3 pos, int id) {
this->id = id;
this->player = player;
type = unitData::unitType[id];
this->health = unitData::health[id];
this->maxTurnAngle = unitData::maxTurnAngle[id];
this->range = unitData::range[id];
this->lineOfSight = unitData::lineOfSight[id];
width = unitData::unitCornerPoints[id][0].X - unitData::unitCornerPoints[id][1].X;
height = unitData::unitCornerPoints[id][4].Y - unitData::unitCornerPoints[id][0].Y;
length = unitData::unitCornerPoints[id][3].Z - unitData::unitCornerPoints[id][0].Z;
this->speed = unitData::speed[id];
type = unitData::unitType[id];
width = unitData::unitCornerPoints[id][0].x - unitData::unitCornerPoints[id][1].x;
height = unitData::unitCornerPoints[id][4].y - unitData::unitCornerPoints[id][0].y;
length = unitData::unitCornerPoints[id][3].z - unitData::unitCornerPoints[id][0].z;
GameManager *gm = GameManager::getSingleton();
ISceneManager *smgr = gm->getDevice()->getSceneManager();
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
this->speed = unitData::speed[id];
mesh = smgr->getMesh(basePath[id] + meshPath[id]);
node = smgr->addAnimatedMeshSceneNode(mesh);
node = new Model(basePath[id] + meshPath[id]);
placeUnit(pos);
/*
node->setMaterialFlag(EMF_LIGHTING, false);
ITriangleSelector *tr = smgr->createTriangleSelector((IAnimatedMeshSceneNode*)node);
node->setTriangleSelector(tr);
tr->drop();
ITexture *diffuseTexture = driver->getTexture(basePath[id] + "diffuseMap.png");
if (diffuseTexture)
node->setMaterialTexture(0, diffuseTexture);
else
node->setMaterialTexture(0, driver->getTexture(DEFAULT_TEXTURE));
*/
string f[]{basePath[id] + "diffuseMap.png"};
Texture *diffuseTexture = new Texture(f, 1);
/*
light = smgr->addLightSceneNode(node, vector3df(0, 2, 0), SColor(255, 255, 255, 255), lineOfSight);
light->setVisible(false);
node->setVisible(false);
selectionSfxBuffer=new SoundBuffer();
path p=PATH+"Sounds/"+unitData::name[id]+"s/selection.ogg";
*/
selectionSfxBuffer = new sf::SoundBuffer();
string p = PATH+"Sounds/"+unitData::name[id]+"s/selection.ogg";
if(selectionSfxBuffer->loadFromFile(p.c_str()))
selectionSfx=new Sound(*selectionSfxBuffer);
selectionSfx = new sf::Sound(*selectionSfxBuffer);
}
Unit::~Unit() {
/*
GameManager *gm = GameManager::getSingleton();
ISceneManager *smgr = gm->getDevice()->getSceneManager();
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
// driver->removeTexture(node->getMaterial(0).getTexture(0));
driver->removeTexture(node->getMaterial(0).getTexture(0));
node->removeChild(light);
node->getParent()->removeChild(node);
*/
}
void Unit::update() {
if (orders.size() > 0){
if(selected&&canDisplayOrderLine()){
int r=0,g=0,b=0;
switch(orders[0].type){
case Order::TYPE::MOVE:
g=255;
@@ -77,18 +79,23 @@ namespace game{
r=255,g=255;
break;
}
GameManager::getSingleton()->getDevice()->getVideoDriver()->draw3DLine(pos,*(orders[0].targetPos[0]),SColor(255,r,g,b));
//GameManager::getSingleton()->getDevice()->getVideoDriver()->draw3DLine(pos,*(orders[0].targetPos[0]),SColor(255,r,g,b));
}
while (patrolPoints.size() > 0 && orders[0].type != Order::TYPE::PATROL) {
patrolPoints.pop_back();
patrolPointId = 0;
}
}
executeOrders();
if (health <= 0)
blowUp();
}
/*
void Unit::updateScreenCoordinates(ICameraSceneNode *cam, vector3df camDir, vector3df camLeft, vector3df camUp) {
vector3df camPos = cam->getPosition();
vector3df farLeftUpPoint = cam->getViewFrustum()->getFarLeftUp();
@@ -115,11 +122,13 @@ namespace game{
} else
selectable = false;
}
*/
void Unit::blowUp(){
working=false;
working = false;
}
/*
void Unit::updateUnitGUIInfo(ICameraSceneNode* cam, vector3df camDir, vector3df camLeft, vector3df camUp) {
updateScreenCoordinates(cam, camDir, camLeft, camUp);
if (selected) {
@@ -127,7 +136,9 @@ namespace game{
drawCuboid();
}
}
*/
/*
void Unit::displayUnitStats() {
IVideoDriver *driver = GameManager::getSingleton()->getDevice()->getVideoDriver();
SColor white = SColor(255, 255, 255, 255);
@@ -138,7 +149,9 @@ namespace game{
driver->draw2DRectangle(SColor(255, 0, 200, 0), rect<s32>(screenPos.X - 50, screenPos.Y - 19, screenPos.X - 50 + ((float)health / unitData::health[id]) * 100, screenPos.Y));
}
*/
/*
void Unit::drawCuboid() {
IVideoDriver *driver = GameManager::getSingleton()->getDevice()->getVideoDriver();
driver->setTransform(ETS_WORLD, IdentityMatrix);
@@ -157,7 +170,9 @@ namespace game{
driver->draw3DLine(pos + vec, pos + vec + yVec);
}
}
*/
/*
void Unit::debug() {
IVideoDriver *driver = GameManager::getSingleton()->getDevice()->getVideoDriver();
driver->setTransform(ETS_WORLD, IdentityMatrix);
@@ -167,10 +182,12 @@ namespace game{
driver->draw3DLine(pos, pos + leftVec * length, SColor(255, 255, 0, 0));
driver->draw3DLine(pos, pos + upVec * length, SColor(255, 0, 255, 0));
}
*/
void Unit::executeOrders() {
if (orders.size() > 0) {
Order order = orders[0];
switch (order.type) {
case Order::TYPE::ATTACK:
attack(order);
@@ -179,9 +196,7 @@ namespace game{
move(order, unitData::destinationOffset[id]);
break;
case Order::TYPE::PATROL:
{
patrol(order);
}
break;
case Order::TYPE::LAUNCH:
launch(order);
@@ -195,12 +210,14 @@ namespace game{
void Unit::setOrder(Order order) {
while (orders.size() > 0)
orders.pop_back();
addOrder(order);
orderLineDispTime=getTime();
orderLineDispTime = getTime();
}
void Unit::attack(Order order) {
vector3df target=*order.targetPos[0];
Vector3 target = *order.targetPos[0];
if (pos.getDistanceFrom(target) >= range)
move(order, range);
// InGameAppState *inGameState=((InGameAppState*)gameManager->getAppState(AppStateTypes::IN_GAME_STATE));
@@ -211,39 +228,47 @@ namespace game{
void Unit::move(Order order, float destOffset) {
float movementAmmount, radius = getCircleRadius(), angle = 0.;
vector3df dest = *order.targetPos[0];
dest.Y = pos.Y;
vector3df center;
if (getAngleBetween(leftVec, dest - pos) < PI / 2) {
Vector3 dest = *order.targetPos[0];
dest.y = pos.y;
Vector3 center;
if (leftVec.getAngleBetween(dest - pos) < PI / 2) {
moveDir = MoveDir::LEFT;
center = pos + leftVec*radius;
} else if (getAngleBetween(-leftVec, dest - pos) < PI / 2) {
} else if (-leftVec.getAngleBetween(dest - pos) < PI / 2) {
moveDir = MoveDir::RIGHT;
center = pos - leftVec*radius;
}
bool withinCircle = center.getDistanceFrom(dest) < radius ? true : false;
if (moveDir != MoveDir::FORWARD) {
if (withinCircle)
angle = getAngleBetween(dirVec, center - dest) / PI * 180;
angle = dirVec.getAngleBetween(center - dest) / PI * 180;
else
angle = getAngleBetween(dirVec, dest - pos) / PI * 180;
angle = dirVec.getAngleBetween(dest - pos) / PI * 180;
angle = isnan(angle) ? 0. : angle;
if (angle > anglePrecision[id]) {
float rotAngle = maxTurnAngle > angle ? angle : maxTurnAngle;
angle -= rotAngle;
turn(moveDir == MoveDir::RIGHT ? rotAngle : -rotAngle);
}
}
if (angle > anglePrecision[id])
movementAmmount = speed;
else {
if (withinCircle) {
float inDest = ((center - dest).normalize() * radius - (center - dest)).getLength();
float inDest = ((center - dest).norm() * radius - (center - dest)).getLength();
movementAmmount = speed > inDest ? inDest : speed;
} else
movementAmmount = speed > pos.getDistanceFrom(dest) ? pos.getDistanceFrom(dest) : speed;
}
advance(movementAmmount);
if (pos.getDistanceFrom(dest) <= destOffset && orders[0].type == Order::TYPE::MOVE) {
moveDir = MoveDir::FORWARD;
removeOrder(0);
@@ -257,14 +282,16 @@ namespace game{
void Unit::launch(Order order) {}
void Unit::advance(float speed) {
pos += dirVec*speed;
pos = pos + dirVec * speed;
node->setPosition(pos);
}
void Unit::turn(float angle) {// rad
quaternion rotQuat = rotQuat.fromAngleAxis(PI / 180 * angle, vector3df(0, 1, 0));
node->setRotation(vector3df(node->getRotation().X, node->getRotation().Y + angle, 0));
/*
Quaternion rotQuat = Quaternion(PI / 180 * angle, Vector3(0, 1, 0));
node->setOrientation(Vector3(node->getOrientation().x, node->getRotation().Y + angle, 0));
dirVec = rotQuat*dirVec, leftVec = rotQuat*leftVec;
*/
}
void Unit::halt() {
@@ -279,66 +306,76 @@ namespace game{
return radius;
}
void Unit::placeUnit(vector3df p) {
void Unit::placeUnit(Vector3 p) {
node->setPosition(p);
pos = p;
}
void Unit::orientUnit(vector3df orientVec){
vector3df orientVecProj=vector3df(orientVec.X,0,orientVec.Z).normalize();
float projAngle=getAngleBetween(orientVec,orientVecProj);
float rotAngle=getAngleBetween(vector3df(0,0,-1),orientVecProj);
rotAngle*=(orientVec.X<0?1:-1)/PI*180;
projAngle*=(orientVec.Y>0?1:-1)/PI*180;
dirVec=orientVecProj;
upVec=vector3df(0,1,0);
leftVec=quaternion(0,0,0,1).fromAngleAxis(-PI/2,upVec)*dirVec;
quaternion rotQuat=quaternion(0,0,0,1).fromAngleAxis(projAngle/180*PI,leftVec);
dirVec=rotQuat*dirVec;
upVec=rotQuat*upVec;
node->setRotation(vector3df(projAngle,rotAngle,0));
void Unit::orientUnit(Vector3 orientVec){
Vector3 orientVecProj = Vector3(orientVec.x, 0, orientVec.z).norm();
float projAngle = orientVec.getAngleBetween(orientVecProj);
float rotAngle = Vector3(0,0,-1).getAngleBetween(orientVecProj);
rotAngle *= (orientVec.x < 0 ? 1 : -1) / PI * 180;
projAngle *= (orientVec.y > 0 ? 1 : -1) / PI * 180;
dirVec = orientVecProj;
upVec = Vector3(0,1,0);
leftVec = Quaternion(-PI / 2, upVec) * dirVec;
Quaternion rotQuat = Quaternion(projAngle / 180 * PI, leftVec);
dirVec = rotQuat * dirVec;
upVec = rotQuat * upVec;
//node->setRotation(vector3df(projAngle,rotAngle,0));
}
vector3df Unit::getCorner(int i) {
vector3df corner=unitCornerPoints[id][i];
return pos+(leftVec*corner.X+upVec*corner.Y-dirVec*corner.Z);
Vector3 Unit::getCorner(int i) {
Vector3 corner = unitCornerPoints[id][i];
return pos + (leftVec * corner.x + upVec * corner.y - dirVec * corner.z);
}
std::vector<Projectile*> Unit::getProjectiles(){
std::vector<Projectile*> projectiles;
InGameAppState *inGameState=((InGameAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::IN_GAME_STATE));
for(Projectile *p: inGameState->getProjectiles())
if(p->getUnit()==this)
projectiles.push_back(p);
return projectiles;
}
void Unit::removeOrder(int id) {
for (vector3df *v : orders[id].targetPos) {
for (Vector3 *v : orders[id].targetPos) {
bool isUnitPos = false;
InGameAppState *state = (InGameAppState*) GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::IN_GAME_STATE);
for (Player *p : state->getPlayers())
for (Unit *u : p->getUnits())
if (v == u->getPosPtr())
isUnitPos = true;
if(!isUnitPos)
delete v;
}
orders.erase(orders.begin() + id);
}
void Unit::toggleSelection(bool selection) {
selected = selection;
if(selection&&selectionSfx)
if(selection && selectionSfx)
selectionSfx->play();
orderLineDispTime=getTime();
}
/*
SMaterial Unit::createLineMaterial() {
SMaterial mat;
mat.Lighting = false;
return mat;
}
*/
void Unit::addProjectile(Projectile *p) {((InGameAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::IN_GAME_STATE))->addProjectile(p);}
}