2024-01-16 22:15:26 +01:00
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#include "glm.hpp"
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#include "src/Shader_Loader.h"
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2024-02-03 20:20:01 +01:00
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#include <vector>
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#include "GameEntity.h"
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2024-01-16 22:15:26 +01:00
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#pragma once
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class Bullet
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{
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private:
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float speed;
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float lifetime;
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glm::vec3 directionNormalized;
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glm::vec3 startPosition;
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float birthTime;
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float scale;
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//GLuint program;
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Core::RenderContext renderContext;
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float getAge(float time) {
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return time - birthTime;
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}
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Bullet(float speed, float lifetime, glm::vec3 directionNormalized, glm::vec3 startPosition, float birthTime, Core::RenderContext renderContext, float scale){
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this->speed = speed;
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this->lifetime = lifetime;
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this->directionNormalized = directionNormalized;
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this->startPosition = startPosition;
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this->birthTime = birthTime;
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this->renderContext = renderContext;
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this->scale = scale;
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}
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public:
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static Bullet* createSimpleBullet(glm::vec3 directionNormalized, glm::vec3 startPosition, float birthTime) {
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static bool simpleRenderContextLoaded;
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static Core::RenderContext simpleRenderContext;
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if (!simpleRenderContextLoaded) {
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simpleRenderContextLoaded = true;
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Core::loadModelToContext("./models/sphere.obj", simpleRenderContext);
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}
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return new Bullet(10, 10, directionNormalized, startPosition, birthTime, simpleRenderContext, 0.01f);
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}
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2024-02-03 20:20:01 +01:00
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bool shouldBeDestroyed(float time, GLuint program, std::vector<GameEntity*>& gameEntities, float attackerDmg) {
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2024-01-16 22:15:26 +01:00
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float age = getAge(time);
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if (age > lifetime) {
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return true;
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}
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glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), startPosition) * glm::translate(directionNormalized * speed * age) * glm::scale(glm::vec3(scale));
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Core::drawObjectPBR(renderContext, modelMatrix, glm::vec3(1.f, 0.f, 0.f), 0.3, 0, program);
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2024-02-03 20:20:01 +01:00
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//std::cout << "x: " << modelMatrix[3].x << std::endl;
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//std::cout << "y: " << modelMatrix[3].y << std::endl;
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//std::cout << "z: " << modelMatrix[3].z << std::endl;
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if (checkCollisionWithGameEntities(gameEntities, modelMatrix, attackerDmg)) {
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return true;
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}
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return false;
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}
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bool checkCollisionWithGameEntities(std::vector<GameEntity*>& gameEntities, glm::mat4 bulletModelMatrix, float attackerDmg) {
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for (const auto& entity : gameEntities) {
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glm::mat4 entityModelMatrix = entity->getModelMatrix();
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if (checkAABBCollision(bulletModelMatrix, entityModelMatrix)) {
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entity->applyDamage(attackerDmg);
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return true;
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}
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}
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2024-01-16 22:15:26 +01:00
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return false;
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}
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2024-02-03 20:20:01 +01:00
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bool checkAABBCollision(const glm::mat4& obj1ModelMatrix, const glm::mat4& obj2ModelMatrix) {
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2024-02-07 23:44:53 +01:00
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2024-02-03 20:20:01 +01:00
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glm::vec3 obj1Min = glm::vec3(obj1ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f));
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glm::vec3 obj1Max = glm::vec3(obj1ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));
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2024-02-08 00:43:24 +01:00
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glm::vec3 obj2Min = glm::vec3(obj2ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f));
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glm::vec3 obj2Max = glm::vec3(obj2ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));
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2024-02-03 20:20:01 +01:00
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// Sprawd<77> kolizj<7A> wzd<7A>u<EFBFBD> trzech osi (x, y, z)
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bool collisionX = obj1Max.x >= obj2Min.x && obj1Min.x <= obj2Max.x;
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bool collisionY = obj1Max.y >= obj2Min.y && obj1Min.y <= obj2Max.y;
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bool collisionZ = obj1Max.z >= obj2Min.z && obj1Min.z <= obj2Max.z;
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// Kolizja wyst<73>puje tylko wtedy, gdy zachodzi kolizja na wszystkich trzech osiach
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return collisionX && collisionY && collisionZ;
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}
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2024-01-16 22:15:26 +01:00
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};
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