mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
159 lines
4.9 KiB
C++
159 lines
4.9 KiB
C++
#include <solUtil.h>
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#include "unitFrameController.h"
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#include "unit.h"
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#include "util.h"
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#include "map.h"
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#include <material.h>
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#include <meshData.h>
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#include <mesh.h>
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#include <model.h>
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#include <root.h>
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#include <ray.h>
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#include <string>
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namespace battleship{
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using namespace std;
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using namespace vb01;
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using namespace gameBase;
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static UnitFrameController *unitFrameController = nullptr;
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UnitFrameController::UnitFrame::UnitFrame(string modelPath, int i, int t, Vector3 pos, Quaternion rot) : id(i), type(t) {
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Root *root = Root::getSingleton();
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Material *mat = new Material(root->getLibPath() + "texture");
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mat->addBoolUniform("texturingEnabled", false);
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mat->addBoolUniform("lightingEnabled", false);
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mat->addVec4Uniform("diffuseColor", Vector4::VEC_ZERO);
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model = new Model(modelPath);
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model->setWireframe(true);
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model->setMaterial(mat);
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model->setPosition(pos);
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model->setOrientation(rot);
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root->getRootNode()->attachChild(model);
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}
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UnitFrameController* UnitFrameController::getSingleton(){
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if(!unitFrameController)
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unitFrameController = new UnitFrameController();
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return unitFrameController;
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}
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void UnitFrameController::paintSelect(Vector3 rowEnd, float width, float length){
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Vector3 rowDir = rowEnd - paintSelectRowStart;
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float lenRow = rowDir.getLength();
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float hypothenuse = sqrt(width * width + length * length);
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int numStructsInRow = int(lenRow / hypothenuse);
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while(unitFrames.size() > numStructsInRow)
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removeUnitFrame(unitFrames.size() - 1);
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if(unitFrames.size() < numStructsInRow){
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int structureId = unitFrames[0].id;
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sol::state_view SOL_LUA_STATE = generateView();
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string modelPath = (string)SOL_LUA_STATE["basePath"][structureId + 1] + (string)SOL_LUA_STATE["meshPath"][structureId + 1];
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Vector3 buildDir = rowDir;
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if(unitFrames.size() > 1)
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buildDir = unitFrames[1].model->getPosition() - unitFrames[0].model->getPosition();
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Vector3 pos = paintSelectRowStart + buildDir.norm() * hypothenuse * unitFrames.size();
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addUnitFrame(UnitFrame(modelPath, structureId, (int)UnitType::LAND, pos));
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}
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}
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//TODO implement terrain evenness check
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void UnitFrameController::placeUnitFrame(int id, Vector3 newPos, float width, float length){
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UnitFrame &s = unitFrames[id];
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if(!rotatingStructure)
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s.model->setPosition(newPos);
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Map *map = Map::getSingleton();
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MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
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MeshData::Vertex *verts = meshData.vertices;
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int numVerts = 3 * meshData.numTris;
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float maxUnevenness = generateView()["maxUnevenness"], unevenness = 0;
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for(int i = 0; i < numVerts; i++){
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float diffX = fabs(s.model->getPosition().x - verts[i].pos.x);
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float diffY = fabs(s.model->getPosition().y - verts[i].pos.y);
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float diffZ = fabs(s.model->getPosition().z - verts[i].pos.z);
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if(diffX < 0.5 * width && diffZ < 0.5 * length && diffY > unevenness){
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unevenness = diffY;
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if(unevenness > maxUnevenness)
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break;
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}
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}
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Vector4 color;
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if(unevenness > maxUnevenness){
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color = Vector4(1, 0, 0, 1);
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s.status = UnitFrame::NOT_PLACEABLE;
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}
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else{
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color = Vector4(0, 1, 0, 1);
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s.status = UnitFrame::PLACEABLE;
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}
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Material *mat = s.model->getMaterial();
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mat->setVec4Uniform("diffuseColor", color);
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}
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void UnitFrameController::update(){
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Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
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vector<Ray::CollisionResult> results;
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Ray::retrieveCollisions(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), Map::getSingleton()->getNodeParent()->getChild(0), results);
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Ray::sortResults(results);
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if(results.empty()) return;
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Vector3 newPos, rowEnd;
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sol::state_view SOL_LUA_STATE = generateView();
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sol::table unitTable = SOL_LUA_STATE["unitCornerPoints"][unitFrames[0].id + 1];
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float width = (float)unitTable[1]["x"] - (float)unitTable[2]["x"];
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float length = (float)unitTable[4]["z"] - (float)unitTable[1]["z"];
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if(paintSelecting)
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paintSelect(results[0].pos, width, length);
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else if(!(paintSelecting || rotatingStructure))
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newPos = results[0].pos;
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for(int i = 0; i < unitFrames.size(); i++){
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if(paintSelecting){
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float hypothenuse = sqrt(width * width + length * length);
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Vector3 dir = (results[0].pos - paintSelectRowStart).norm();
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newPos = paintSelectRowStart + dir * hypothenuse * i;
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}
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placeUnitFrame(i, newPos, width, length);
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}
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}
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void UnitFrameController::removeUnitFrame(int i){
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unitFrames[i].model->getParent()->dettachChild(unitFrames[i].model);
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delete unitFrames[i].model;
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unitFrames.erase(unitFrames.begin() + i);
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}
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void UnitFrameController::removeUnitFrames(){
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while(unitFrames.size() > 0)
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removeUnitFrame(0);
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}
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void UnitFrameController::rotateUnitFrames(float angle){
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for(UnitFrame &s : unitFrames)
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if(s.status != UnitFrame::PLACED){
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Quaternion rot = s.model->getOrientation();
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s.model->setOrientation(Quaternion(angle, Vector3::VEC_J) * rot);
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}
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}
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}
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