Files
PlanetFleet/gameObjectFrameController.cpp
T

146 lines
4.5 KiB
C++

#include <solUtil.h>
#include "gameObjectFrameController.h"
#include "unit.h"
#include "util.h"
#include "map.h"
#include <material.h>
#include <meshData.h>
#include <mesh.h>
#include <model.h>
#include <root.h>
#include <rayCaster.h>
#include <string>
namespace battleship{
using namespace std;
using namespace vb01;
using namespace gameBase;
static GameObjectFrameController *gameObjectFrameController = nullptr;
GameObjectFrameController* GameObjectFrameController::getSingleton(){
if(!gameObjectFrameController)
gameObjectFrameController = new GameObjectFrameController();
return gameObjectFrameController;
}
void GameObjectFrameController::paintSelect(Vector3 rowEnd, float width, float length){
Vector3 rowDir = rowEnd - paintSelectRowStart;
float lenRow = rowDir.getLength();
float hypothenuse = sqrt(width * width + length * length);
int numStructsInRow = int(lenRow / hypothenuse);
while(gameObjectFrames.size() > numStructsInRow)
removeGameObjectFrame(gameObjectFrames.size() - 1);
if(gameObjectFrames.size() < numStructsInRow){
int structureId = gameObjectFrames[0].getId();
Vector3 buildDir = rowDir;
if(gameObjectFrames.size() > 1)
buildDir = gameObjectFrames[1].getModel()->getPosition() - gameObjectFrames[0].getModel()->getPosition();
Vector3 pos = paintSelectRowStart + buildDir.norm() * hypothenuse * gameObjectFrames.size();
addGameObjectFrame(GameObjectFrame(structureId, GameObject::Type::UNIT, pos));
}
}
//TODO implement terrain evenness check
void GameObjectFrameController::placeGameObjectFrame(int id, Vector3 newPos, float width, float length){
GameObjectFrame &s = gameObjectFrames[id];
Model *model = s.getModel();
if(!rotatingStructure)
model->setPosition(newPos);
Map *map = Map::getSingleton();
MeshData meshData = map->getNodeParent()->getChild(0)->getMesh(0)->getMeshBase();
MeshData::Vertex *verts = meshData.vertices;
int numVerts = 3 * meshData.numTris;
float maxUnevenness = generateView()["maxUnevenness"], unevenness = 0;
for(int i = 0; i < numVerts; i++){
float diffX = fabs(model->getPosition().x - verts[i].pos.x);
float diffY = fabs(model->getPosition().y - verts[i].pos.y);
float diffZ = fabs(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 = GameObjectFrame::NOT_PLACEABLE;
}
else{
color = Vector4(0, 1, 0, 1);
s.status = GameObjectFrame::PLACEABLE;
}
Material *mat = model->getMaterial();
mat->setVec4Uniform("diffuseColor", color);
}
void GameObjectFrameController::update(){
for(GameObjectFrame &frame : gameObjectFrames)
frame.update();
Vector3 startPos = Root::getSingleton()->getCamera()->getPosition();
vector<RayCaster::CollisionResult> results = RayCaster::cast(startPos, (screenToSpace(getCursorPos()) - startPos).norm(), Map::getSingleton()->getNodeParent()->getChild(0));
if(results.empty()) return;
Vector3 newPos, rowEnd;
sol::table unitTable = generateView()[gameObjectFrames[0].getGameObjTableName()]["unitCornerPoints"][gameObjectFrames[0].getId() + 1];
float width = (float)unitTable[1]["x"] - (float)unitTable[2]["x"];
float length = (float)unitTable[4]["z"] - (float)unitTable[1]["z"];
if(paintSelecting)
paintSelect(results[0].pos, width, length);
else if(!(paintSelecting || rotatingStructure))
newPos = results[0].pos;
for(int i = 0; i < gameObjectFrames.size(); i++){
if(paintSelecting){
float hypothenuse = sqrt(width * width + length * length);
Vector3 dir = (results[0].pos - paintSelectRowStart).norm();
newPos = paintSelectRowStart + dir * hypothenuse * i;
}
placeGameObjectFrame(i, newPos, width, length);
}
}
void GameObjectFrameController::removeGameObjectFrame(int i){
Model *model = gameObjectFrames[i].getModel();
model->getParent()->dettachChild(model);
delete model;
gameObjectFrames.erase(gameObjectFrames.begin() + i);
}
void GameObjectFrameController::removeGameObjectFrames(){
while(gameObjectFrames.size() > 0)
removeGameObjectFrame(0);
}
void GameObjectFrameController::rotateGameObjectFrames(float angle){
for(GameObjectFrame &s : gameObjectFrames)
if(s.status != GameObjectFrame::PLACED){
Model *model = s.getModel();
Quaternion rot = model->getOrientation();
model->setOrientation(Quaternion(angle, Vector3::VEC_J) * rot);
}
}
}