mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
148 lines
4.4 KiB
C++
Executable File
148 lines
4.4 KiB
C++
Executable File
#include <cmath>
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#include <chrono>
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#include <thread>
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#include <camera.h>
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#include <quad.h>
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#include <root.h>
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#include <vector.h>
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#include <util.h>
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#include <assetManager.h>
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#include <stateManager.h>
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#include <solUtil.h>
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#include <glm.hpp>
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#include <ext.hpp>
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#include <tinydir.h>
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#include "util.h"
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#include "defConfigs.h"
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#include "gameManager.h"
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#include "concreteGuiManager.h"
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#include "guiAppState.h"
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#include "inGameAppState.h"
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#include "loadingAppState.h"
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#include "mapEditorButton.h"
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using namespace std;
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using namespace std::this_thread;
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using namespace std::chrono;
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using namespace glm;
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using namespace vb01;
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using namespace vb01Gui;
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namespace battleship{
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using namespace configData;
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/// @brief Pushes the loadable assets from asset manager as a state to the state manager stack
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/// @param loadState
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void handleLoadingGui(LoadingAppState *loadState){
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ConcreteGuiManager *guiManager = ConcreteGuiManager::getSingleton();
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guiManager->readLuaScreenScript("loadingScreen.lua");
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sol::state_view SOL_LUA_VIEW = generateView();
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string vfxPrefix = SOL_LUA_VIEW["vfxPrefix"], gameObjPrefix = SOL_LUA_VIEW["gameObjPrefix"];
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AssetManager *assetManager = AssetManager::getSingleton();
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string path = GameManager::getSingleton()->getPath();
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vector<string> assets = vector<string>{path + DEFAULT_TEXTURE};
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assetManager->readDir(path + vfxPrefix, assets, true);
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assetManager->readDir(path + gameObjPrefix, assets, true);
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loadState->setLoadableAssets(assets);
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StateManager *stateManager = GameManager::getSingleton()->getStateManager();
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stateManager->attachAppState(loadState);
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}
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Vector3 getVecToPlane(Vector3 pos, Vector3 dirVec, Vector3 upVec){
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float baseAngle = upVec.getAngleBetween(dirVec.norm());
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if(fabs(baseAngle - PI / 2) > .001){
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bool acuteAngle = (baseAngle < PI / 2);
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if(acuteAngle) baseAngle = PI / 2 - baseAngle;
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else baseAngle -= PI / 2;
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float pointToPlane = dirVec.getLength() * sin(baseAngle);
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return (dirVec + upVec * pointToPlane * (acuteAngle ? -1 : 1)).norm();
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}
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else return dirVec.norm();
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}
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vector<string> readDir(string path, bool findFolders){
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tinydir_dir dir;
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tinydir_open_sorted(&dir, path.c_str());
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vector<string> files;
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for (int i = 0; i < dir.n_files; i++) {
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tinydir_file file;
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tinydir_readfile_n(&dir, &file, i);
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if (file.is_dir == findFolders && file.name[0] != '.')
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files.push_back(file.name);
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}
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tinydir_close(&dir);
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return files;
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}
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Vector3 spaceToScreen3d(Vector3 pos){
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Root *root = Root::getSingleton();
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Camera *cam = root->getCamera();
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Vector3 dir = cam->getDirection(), up = cam->getUp();
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Vector3 camPos = cam->getPosition();
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mat4 view = lookAt(vec3(camPos.x, camPos.y, camPos.z), vec3(camPos.x + dir.x, camPos.y + dir.y, camPos.z + dir.z), vec3(up.x, up.y, up.z));
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float fov = cam->getFov(), width = root->getWidth(), height = root->getHeight(), nearPlane = cam->getNearPlane(), farPlane = cam->getFarPlane();
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mat4 proj = perspective(radians(fov), width / height, nearPlane, farPlane);
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vec4 ndcPos = proj * view * vec4(pos.x, pos.y, pos.z, 1);
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ndcPos.x /= ndcPos.w;
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ndcPos.y /= ndcPos.w;
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ndcPos.z /= ndcPos.w;
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return Vector3(0.5 * width * (1 + ndcPos.x), 0.5 * height * (1 - ndcPos.y), ndcPos.z);
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}
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Vector2 spaceToScreen(Vector3 pos){
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Vector3 pos3d = spaceToScreen3d(pos);
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return Vector2(pos3d.x, pos3d.y);
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}
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Vector3 screenToSpace(Vector2 pos){
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GameManager *gm = GameManager::getSingleton();
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float midWidth = .5 * gm->getWidth(), midHeight = .5 * gm->getHeight(), horOffset, vertOffset;
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bool left, up;
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if(pos.x < midWidth){
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left = true;
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horOffset = pos.x / midWidth - 1;
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}
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else{
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left = false;
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horOffset = (pos.x - midWidth) / midWidth;
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}
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if(pos.y < midHeight){
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up = true;
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vertOffset = 1 - pos.y / midHeight;
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}
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else{
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up = false;
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vertOffset = -(pos.y - midHeight) / midHeight;
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}
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Camera *cam = Root::getSingleton()->getCamera();
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float camNorm = cam->getNearPlane();
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float tg = tan(radians(cam->getFov()) / 2), ar = midWidth / midHeight;
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float camHeight = camNorm * tg, camWidth = camHeight * ar;
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Vector3 posOffset = (cam->getLeft() * camWidth * horOffset + cam->getUp() * camHeight * vertOffset + cam->getDirection() * camNorm);
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return cam->getPosition() + posOffset;
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}
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}
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