2024-01-03 20:51:29 +01:00
|
|
|
|
#include "glm.hpp"
|
|
|
|
|
#include "ext.hpp"
|
2024-01-08 16:17:25 +01:00
|
|
|
|
#include <GLFW/glfw3.h>
|
2024-01-16 22:15:26 +01:00
|
|
|
|
#include <list>
|
|
|
|
|
#include "Bullet.h"
|
2024-01-30 21:13:23 +01:00
|
|
|
|
#include "ParticleSystem.h"
|
2024-02-03 20:20:01 +01:00
|
|
|
|
#include "GameEntity.h"
|
2024-01-03 20:51:29 +01:00
|
|
|
|
|
|
|
|
|
#pragma once
|
2024-01-16 22:15:26 +01:00
|
|
|
|
|
2024-02-03 20:20:01 +01:00
|
|
|
|
class Spaceship : public GameEntity
|
2024-01-03 20:51:29 +01:00
|
|
|
|
{
|
2024-01-03 22:06:27 +01:00
|
|
|
|
private:
|
2024-02-04 20:31:21 +01:00
|
|
|
|
|
2024-01-16 22:15:26 +01:00
|
|
|
|
std::list<Bullet*> bullets;
|
|
|
|
|
float lastShootTime = 0.f;
|
|
|
|
|
float shootInterval = 0.3f;
|
2024-01-30 21:13:23 +01:00
|
|
|
|
ParticleSystem* leftParticle;
|
|
|
|
|
ParticleSystem* rightParticle;
|
2024-01-16 22:15:26 +01:00
|
|
|
|
|
2024-02-03 20:20:01 +01:00
|
|
|
|
// Prywatny konstruktor, aby zapobiec zewn<77>trznemu tworzeniu instancji
|
|
|
|
|
Spaceship() : GameEntity(100.0f, 100.0f, 10.0f)
|
|
|
|
|
{
|
2024-01-30 21:13:23 +01:00
|
|
|
|
|
2024-01-16 22:15:26 +01:00
|
|
|
|
}
|
2024-01-03 22:06:27 +01:00
|
|
|
|
|
|
|
|
|
// Prywatny destruktor, aby zapobiec przypadkowemu usuwaniu instancji
|
|
|
|
|
~Spaceship() {}
|
|
|
|
|
|
2024-01-03 20:51:29 +01:00
|
|
|
|
public:
|
2024-01-03 22:06:27 +01:00
|
|
|
|
|
2024-01-10 21:20:52 +01:00
|
|
|
|
static Spaceship* getInstance()
|
2024-01-03 22:06:27 +01:00
|
|
|
|
{
|
|
|
|
|
static Spaceship instance; // Jedna i jedyna instancja
|
2024-01-10 21:20:52 +01:00
|
|
|
|
return &instance;
|
2024-01-03 22:06:27 +01:00
|
|
|
|
}
|
|
|
|
|
|
2024-01-05 00:08:17 +01:00
|
|
|
|
glm::vec3 color = glm::vec3(0.3, 0.3, 0.5);
|
2024-02-07 13:59:41 +01:00
|
|
|
|
float roughness = 0.5;
|
|
|
|
|
float metallic = 0.6;
|
2024-02-07 16:23:09 +01:00
|
|
|
|
float turbo = 1.0f;
|
|
|
|
|
float turboMAX = 1.0f;
|
2024-01-05 00:08:17 +01:00
|
|
|
|
|
2024-01-30 21:13:23 +01:00
|
|
|
|
glm::vec3 spaceshipPos /*= glm::vec3(0.065808f, 1.250000f, -2.189549f)*/;
|
2024-01-03 20:51:29 +01:00
|
|
|
|
glm::vec3 spaceshipDir = glm::vec3(-0.490263f, 0.000000f, 0.871578f);
|
|
|
|
|
|
2024-01-03 20:56:56 +01:00
|
|
|
|
glm::vec3 spotlightPos = glm::vec3(0, 0, 0);
|
|
|
|
|
glm::vec3 spotlightConeDir = glm::vec3(0, 0, 0);
|
|
|
|
|
glm::vec3 spotlightColor = glm::vec3(0.4, 0.4, 0.9) * 3;
|
|
|
|
|
float spotlightPhi = 3.14 / 4;
|
|
|
|
|
|
2024-01-03 20:59:48 +01:00
|
|
|
|
glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
|
|
|
|
|
glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
|
2024-02-07 16:23:09 +01:00
|
|
|
|
glm::vec3 cameraPosHUDBar = cameraPos;
|
2024-02-04 20:31:21 +01:00
|
|
|
|
glm::mat4 additionalHorRotationMatrix;
|
|
|
|
|
glm::mat4 additionalVerRotationMatrix;
|
2024-01-03 20:59:48 +01:00
|
|
|
|
|
2024-01-03 20:51:29 +01:00
|
|
|
|
glm::mat4 calculateModelMatrix() {
|
|
|
|
|
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
|
|
|
|
|
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
|
2024-02-04 20:31:21 +01:00
|
|
|
|
|
|
|
|
|
glm::mat4 spaceshipCameraRotationMatrix = glm::mat4({
|
|
|
|
|
spaceshipSide.x, spaceshipSide.y, spaceshipSide.z, 0,
|
|
|
|
|
spaceshipUp.x, spaceshipUp.y, spaceshipUp.z, 0,
|
|
|
|
|
-spaceshipDir.x, -spaceshipDir.y, -spaceshipDir.z, 0,
|
|
|
|
|
0., 0., 0., 1.
|
2024-01-03 20:51:29 +01:00
|
|
|
|
});
|
|
|
|
|
|
2024-02-04 20:31:21 +01:00
|
|
|
|
float additionalVerRotationAngle = glm::radians(currentShipVerAngle);
|
|
|
|
|
additionalVerRotationMatrix = glm::rotate(glm::mat4(1.0f), additionalVerRotationAngle, glm::vec3(1.f, 0.f, 0.f));
|
|
|
|
|
|
|
|
|
|
float additionalHorRotationAngle = glm::radians(currentShipHorAngle);
|
|
|
|
|
additionalHorRotationMatrix = glm::rotate(glm::mat4(1.0f), additionalHorRotationAngle, glm::vec3(0.f, 0.2f, 1.f));
|
|
|
|
|
|
|
|
|
|
glm::mat4 modelMatrix = glm::translate(spaceshipPos) * spaceshipCameraRotationMatrix * additionalVerRotationMatrix * additionalHorRotationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
|
|
|
|
|
|
|
|
|
|
return modelMatrix;
|
2024-01-03 20:51:29 +01:00
|
|
|
|
}
|
|
|
|
|
|
2024-01-30 21:13:23 +01:00
|
|
|
|
void setPerticlesParameters(float speed, float generationInterval) {
|
|
|
|
|
leftParticle->speed = speed;
|
|
|
|
|
leftParticle->generationInterval = generationInterval;
|
|
|
|
|
rightParticle->speed = speed;
|
|
|
|
|
rightParticle->generationInterval = generationInterval;
|
|
|
|
|
}
|
|
|
|
|
|
2024-02-04 20:31:21 +01:00
|
|
|
|
|
|
|
|
|
const float fromCameraDirHorizontalStateToStateTime = 0.2f;
|
|
|
|
|
const float CAMERA_DISTANCE_STATIC_HOR = 0.7f;
|
|
|
|
|
const float CAMERA_DISTANCE_SLOW_HOR = 0.85f;
|
|
|
|
|
const float CAMERA_DISTANCE_FAST_HOR = 1.f;
|
|
|
|
|
|
|
|
|
|
float currentCameraDistanceHor = CAMERA_DISTANCE_STATIC_HOR;
|
|
|
|
|
float targetCameraDistanceHor = CAMERA_DISTANCE_STATIC_HOR;
|
|
|
|
|
int currentWState = 0;
|
|
|
|
|
int currentShiftState = 0;
|
|
|
|
|
|
|
|
|
|
float calculateCameraDistanceHor(int wState, int shiftState, float time) {
|
|
|
|
|
currentWState = wState;
|
|
|
|
|
currentShiftState = shiftState;
|
|
|
|
|
|
|
|
|
|
if (currentWState == 1 && currentShiftState == 0) {
|
|
|
|
|
targetCameraDistanceHor = CAMERA_DISTANCE_SLOW_HOR;
|
|
|
|
|
}
|
|
|
|
|
else if (currentWState == 1 && currentShiftState == 1) {
|
|
|
|
|
targetCameraDistanceHor = CAMERA_DISTANCE_FAST_HOR;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
targetCameraDistanceHor = CAMERA_DISTANCE_STATIC_HOR;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float diff = targetCameraDistanceHor - currentCameraDistanceHor;
|
|
|
|
|
float step = diff / fromCameraDirHorizontalStateToStateTime * time;
|
|
|
|
|
|
|
|
|
|
currentCameraDistanceHor += step;
|
|
|
|
|
|
|
|
|
|
return currentCameraDistanceHor;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const float fromCameraDirVerticalStateToStateTime = 0.2f;
|
|
|
|
|
const float CAMERA_DISTANCE_STATIC_VER = 0.2f;
|
|
|
|
|
const float CAMERA_DISTANCE_SLOW_VER = 0.25f;
|
|
|
|
|
const float CAMERA_DISTANCE_FAST_VER = 0.3f;
|
|
|
|
|
|
|
|
|
|
float currentCameraDistanceVer = CAMERA_DISTANCE_STATIC_VER;
|
|
|
|
|
float targetCameraDistanceVer = CAMERA_DISTANCE_STATIC_VER;
|
|
|
|
|
|
|
|
|
|
float calculateCameraDistanceVer(float time) {
|
|
|
|
|
if (currentWState == 1 && currentShiftState == 0) {
|
|
|
|
|
targetCameraDistanceVer = CAMERA_DISTANCE_SLOW_VER;
|
|
|
|
|
}
|
|
|
|
|
else if (currentWState == 1 && currentShiftState == 1) {
|
|
|
|
|
targetCameraDistanceVer = CAMERA_DISTANCE_FAST_VER;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
targetCameraDistanceVer = CAMERA_DISTANCE_STATIC_VER;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float diff = targetCameraDistanceVer - currentCameraDistanceVer;
|
|
|
|
|
float step = diff / fromCameraDirVerticalStateToStateTime * time;
|
|
|
|
|
|
|
|
|
|
currentCameraDistanceVer += step;
|
|
|
|
|
|
|
|
|
|
return currentCameraDistanceVer;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const float MAX_VERTICAL_ANGLE = 15.f;
|
|
|
|
|
float currentShipVerAngle = 0.f;
|
|
|
|
|
float targetShipVerAngle = 0.f;
|
|
|
|
|
int currentQState = 0;
|
|
|
|
|
int currentEState = 0;
|
|
|
|
|
|
|
|
|
|
float calculateShipAngleVer(int qState, int eState, float time) {
|
|
|
|
|
currentQState = qState;
|
|
|
|
|
currentEState = eState;
|
|
|
|
|
|
|
|
|
|
if (currentQState == 1) {
|
|
|
|
|
targetShipVerAngle = MAX_VERTICAL_ANGLE;
|
|
|
|
|
}
|
|
|
|
|
else if (currentEState == 1) {
|
|
|
|
|
targetShipVerAngle = -MAX_VERTICAL_ANGLE;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
targetShipVerAngle = 0.f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float diff = targetShipVerAngle - currentShipVerAngle;
|
|
|
|
|
float step = diff / 0.2f * time;
|
|
|
|
|
|
|
|
|
|
currentShipVerAngle += step;
|
|
|
|
|
|
|
|
|
|
return currentShipVerAngle;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const float MAX_HORIZONTALL_ANGLE = 15.f;
|
|
|
|
|
float currentShipHorAngle = 0.f;
|
|
|
|
|
float targetShipHorAngle = 0.f;
|
|
|
|
|
int currentAState = 0;
|
|
|
|
|
int currentDState = 0;
|
|
|
|
|
|
|
|
|
|
float calculateShipAngleHor(int aState, int dState, float time) {
|
|
|
|
|
currentAState = aState;
|
|
|
|
|
currentDState = dState;
|
|
|
|
|
|
|
|
|
|
if (currentAState == 1) {
|
|
|
|
|
targetShipHorAngle = MAX_HORIZONTALL_ANGLE;
|
|
|
|
|
}
|
|
|
|
|
else if (currentDState == 1) {
|
|
|
|
|
targetShipHorAngle = -MAX_HORIZONTALL_ANGLE;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
targetShipHorAngle = 0.f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float diff = targetShipHorAngle - currentShipHorAngle;
|
|
|
|
|
float step = diff / 0.2f * time;
|
|
|
|
|
|
|
|
|
|
currentShipHorAngle += step;
|
|
|
|
|
|
|
|
|
|
return currentShipHorAngle;
|
|
|
|
|
}
|
|
|
|
|
|
2024-01-16 22:15:26 +01:00
|
|
|
|
void processInput(GLFWwindow* window, float deltaTime, float time) {
|
|
|
|
|
static bool mouseButtonCallbackSet = false;
|
|
|
|
|
if (!mouseButtonCallbackSet) {
|
|
|
|
|
|
|
|
|
|
}
|
2024-01-03 20:51:29 +01:00
|
|
|
|
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
|
|
|
|
|
glm::vec3 spaceshipUp = glm::vec3(0.f, 1.f, 0.f);
|
|
|
|
|
float angleSpeed = 0.05f * deltaTime * 60;
|
|
|
|
|
float moveSpeed = 0.05f * deltaTime * 60;
|
|
|
|
|
|
2024-01-30 21:13:23 +01:00
|
|
|
|
int w = glfwGetKey(window, GLFW_KEY_W);
|
|
|
|
|
int s = glfwGetKey(window, GLFW_KEY_S);
|
2024-02-04 20:31:21 +01:00
|
|
|
|
int shiftState = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT);
|
|
|
|
|
int qState = glfwGetKey(window, GLFW_KEY_Q);
|
|
|
|
|
int eState = glfwGetKey(window, GLFW_KEY_E);
|
|
|
|
|
int aState = glfwGetKey(window, GLFW_KEY_A);
|
|
|
|
|
int dState = glfwGetKey(window, GLFW_KEY_D);
|
|
|
|
|
|
|
|
|
|
calculateShipAngleVer(qState, eState, deltaTime);
|
|
|
|
|
calculateShipAngleHor(aState, dState, deltaTime);
|
|
|
|
|
//spaceshipDir = glm::vec3(glm::eulerAngleX(verticalAngle) * glm::vec4(spaceshipDir, 0));
|
2024-01-30 21:13:23 +01:00
|
|
|
|
|
|
|
|
|
if (w == GLFW_PRESS) {
|
2024-02-04 20:31:21 +01:00
|
|
|
|
if (shiftState == GLFW_PRESS) {
|
2024-02-07 16:23:09 +01:00
|
|
|
|
|
|
|
|
|
turbo = glm::max(0.0f, turbo - 0.004f * deltaTime * 60);
|
|
|
|
|
if (turbo == 0.0f) {
|
|
|
|
|
shiftState = GLFW_RELEASE;
|
|
|
|
|
moveSpeed = 0.05f * deltaTime * 60;
|
|
|
|
|
setPerticlesParameters(100.f, 0.0001f);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
moveSpeed *= 2;
|
|
|
|
|
setPerticlesParameters(200.f, 0.00005f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2024-01-30 21:13:23 +01:00
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
setPerticlesParameters(100.f, 0.0001f);
|
2024-02-07 16:23:09 +01:00
|
|
|
|
turbo = glm::min(turboMAX, turbo + 0.001f * deltaTime * 60);
|
2024-01-30 21:13:23 +01:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
setPerticlesParameters(50.f, 0.0002f);
|
2024-02-07 16:23:09 +01:00
|
|
|
|
turbo = glm::min(turboMAX, turbo + 0.005f * deltaTime * 60);
|
2024-01-30 21:13:23 +01:00
|
|
|
|
}
|
|
|
|
|
|
2024-01-03 20:51:29 +01:00
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
|
|
|
|
|
glfwSetWindowShouldClose(window, true);
|
|
|
|
|
}
|
2024-01-30 21:13:23 +01:00
|
|
|
|
if (w == GLFW_PRESS)
|
2024-01-03 20:51:29 +01:00
|
|
|
|
spaceshipPos += spaceshipDir * moveSpeed;
|
2024-01-30 21:13:23 +01:00
|
|
|
|
if (s == GLFW_PRESS)
|
2024-01-03 20:51:29 +01:00
|
|
|
|
spaceshipPos -= spaceshipDir * moveSpeed;
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_X) == GLFW_PRESS)
|
|
|
|
|
spaceshipPos += spaceshipSide * moveSpeed;
|
|
|
|
|
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
|
|
|
|
|
spaceshipPos -= spaceshipSide * moveSpeed;
|
2024-02-04 20:31:21 +01:00
|
|
|
|
if (qState == GLFW_PRESS)
|
2024-01-03 20:51:29 +01:00
|
|
|
|
spaceshipPos += spaceshipUp * moveSpeed;
|
2024-02-04 20:31:21 +01:00
|
|
|
|
if (eState == GLFW_PRESS)
|
2024-01-03 20:51:29 +01:00
|
|
|
|
spaceshipPos -= spaceshipUp * moveSpeed;
|
2024-02-04 20:31:21 +01:00
|
|
|
|
if (aState == GLFW_PRESS)
|
2024-01-03 20:51:29 +01:00
|
|
|
|
spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
|
2024-02-04 20:31:21 +01:00
|
|
|
|
if (dState == GLFW_PRESS)
|
2024-01-03 20:51:29 +01:00
|
|
|
|
spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
|
2024-01-16 22:15:26 +01:00
|
|
|
|
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
|
|
|
|
|
requestShoot(time);
|
2024-01-03 20:56:56 +01:00
|
|
|
|
|
2024-02-04 20:31:21 +01:00
|
|
|
|
cameraPos = spaceshipPos - calculateCameraDistanceHor(w, shiftState, deltaTime) * spaceshipDir + glm::vec3(0, calculateCameraDistanceVer(deltaTime), 0);
|
2024-02-07 15:09:10 +01:00
|
|
|
|
cameraPosHUDBar = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
|
|
|
|
|
|
2024-01-03 20:59:48 +01:00
|
|
|
|
cameraDir = spaceshipDir;
|
2024-01-30 21:13:23 +01:00
|
|
|
|
glm::vec3 perpendicularVector = 0.04f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f)));
|
|
|
|
|
if (leftParticle != nullptr && rightParticle != nullptr) {
|
|
|
|
|
leftParticle->sourcePosition = spaceshipPos + perpendicularVector - (0.25f * spaceshipDir);
|
|
|
|
|
rightParticle->sourcePosition = spaceshipPos - perpendicularVector - (0.25f * spaceshipDir);
|
|
|
|
|
leftParticle->sourceDirection = -spaceshipDir;
|
|
|
|
|
rightParticle->sourceDirection = -spaceshipDir;
|
|
|
|
|
}
|
2024-01-03 20:59:48 +01:00
|
|
|
|
|
2024-01-03 20:56:56 +01:00
|
|
|
|
spotlightPos = spaceshipPos + 0.2 * spaceshipDir;
|
|
|
|
|
spotlightConeDir = spaceshipDir;
|
2024-01-03 20:51:29 +01:00
|
|
|
|
}
|
2024-01-03 20:59:48 +01:00
|
|
|
|
|
2024-01-30 21:13:23 +01:00
|
|
|
|
void renderParticles(GLuint program, glm::mat4 view, glm::mat4 projection, float time) {
|
|
|
|
|
if (leftParticle != nullptr && rightParticle != nullptr) {
|
2024-02-04 20:31:21 +01:00
|
|
|
|
glm::mat4 modelSrc = additionalVerRotationMatrix * additionalHorRotationMatrix;
|
|
|
|
|
leftParticle->drawParticles(program, view, projection, modelSrc, time);
|
|
|
|
|
rightParticle->drawParticles(program, view, projection, modelSrc, time);
|
2024-01-30 21:13:23 +01:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void createParticles() {
|
|
|
|
|
if (leftParticle != nullptr && rightParticle != nullptr) {
|
|
|
|
|
delete leftParticle;
|
|
|
|
|
delete rightParticle;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
leftParticle = new ParticleSystem();
|
|
|
|
|
rightParticle = new ParticleSystem();
|
|
|
|
|
}
|
|
|
|
|
|
2024-01-03 20:59:48 +01:00
|
|
|
|
glm::mat4 createCameraMatrix()
|
|
|
|
|
{
|
|
|
|
|
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
|
|
|
|
|
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
|
|
|
|
|
glm::mat4 cameraRotrationMatrix = glm::mat4({
|
|
|
|
|
cameraSide.x,cameraSide.y,cameraSide.z,0,
|
|
|
|
|
cameraUp.x,cameraUp.y,cameraUp.z ,0,
|
|
|
|
|
-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
|
|
|
|
|
0.,0.,0.,1.,
|
|
|
|
|
});
|
|
|
|
|
cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
|
|
|
|
|
glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPos);
|
|
|
|
|
|
|
|
|
|
return cameraMatrix;
|
|
|
|
|
}
|
2024-01-16 22:15:26 +01:00
|
|
|
|
|
2024-02-03 20:20:01 +01:00
|
|
|
|
void renderBullets(float time, GLuint program, std::vector<GameEntity*>& gameEntities) {
|
2024-01-16 22:15:26 +01:00
|
|
|
|
for (auto it = bullets.begin(); it != bullets.end();) {
|
|
|
|
|
Bullet* bullet = *it;
|
|
|
|
|
|
2024-02-03 20:20:01 +01:00
|
|
|
|
if (bullet->shouldBeDestroyed(time, program, gameEntities, dmg)) {
|
2024-01-16 22:15:26 +01:00
|
|
|
|
delete bullet;
|
|
|
|
|
it = bullets.erase(it);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
it++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void requestShoot(float time) {
|
|
|
|
|
if (canShoot(time)) {
|
|
|
|
|
shoot(time);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool canShoot(float time) {
|
|
|
|
|
return lastShootTime == 0 || time - lastShootTime > shootInterval;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void shoot(float time) {
|
|
|
|
|
glm::vec3 perpendicularVector = 0.25f * glm::normalize(glm::cross(cameraDir, glm::vec3(0.0f, 1.0f, 0.0f)));
|
2024-02-04 20:31:21 +01:00
|
|
|
|
glm::vec3 dir = glm::vec4(spaceshipDir.x, spaceshipDir.y, spaceshipDir.z, 1.f) * additionalVerRotationMatrix * additionalHorRotationMatrix;
|
|
|
|
|
bullets.push_back(Bullet::createSimpleBullet(dir, spaceshipPos - perpendicularVector, time));
|
|
|
|
|
bullets.push_back(Bullet::createSimpleBullet(dir, spaceshipPos + perpendicularVector, time));
|
2024-01-16 22:15:26 +01:00
|
|
|
|
lastShootTime = time;
|
|
|
|
|
}
|
2024-02-03 20:20:01 +01:00
|
|
|
|
|
|
|
|
|
glm::vec3 getPosition() const override {
|
|
|
|
|
return spaceshipPos;
|
|
|
|
|
}
|
|
|
|
|
glm::mat4 getModelMatrix() override {
|
|
|
|
|
return calculateModelMatrix();
|
|
|
|
|
}
|
2024-02-07 15:09:10 +01:00
|
|
|
|
|
|
|
|
|
glm::mat4 calculateModelMatrixForHUDBar() {
|
|
|
|
|
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
|
|
|
|
|
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
|
|
|
|
|
|
|
|
|
|
glm::mat4 spaceshipCameraRotationMatrix = glm::mat4({
|
|
|
|
|
spaceshipSide.x, spaceshipSide.y, spaceshipSide.z, 0,
|
|
|
|
|
spaceshipUp.x, spaceshipUp.y, spaceshipUp.z, 0,
|
|
|
|
|
-spaceshipDir.x, -spaceshipDir.y, -spaceshipDir.z, 0,
|
|
|
|
|
0., 0., 0., 1.
|
|
|
|
|
});
|
|
|
|
|
return glm::translate(spaceshipPos) * spaceshipCameraRotationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
|
|
|
|
|
}
|
|
|
|
|
glm::mat4 createCameraMatrixForHUDBar()
|
|
|
|
|
{
|
|
|
|
|
glm::vec3 cameraSide = glm::normalize(glm::cross(cameraDir, glm::vec3(0.f, 1.f, 0.f)));
|
|
|
|
|
glm::vec3 cameraUp = glm::normalize(glm::cross(cameraSide, cameraDir));
|
|
|
|
|
glm::mat4 cameraRotrationMatrix = glm::mat4({
|
|
|
|
|
cameraSide.x,cameraSide.y,cameraSide.z,0,
|
|
|
|
|
cameraUp.x,cameraUp.y,cameraUp.z ,0,
|
|
|
|
|
-cameraDir.x,-cameraDir.y,-cameraDir.z,0,
|
|
|
|
|
0.,0.,0.,1.,
|
|
|
|
|
});
|
|
|
|
|
cameraRotrationMatrix = glm::transpose(cameraRotrationMatrix);
|
|
|
|
|
glm::mat4 cameraMatrix = cameraRotrationMatrix * glm::translate(-cameraPosHUDBar);
|
|
|
|
|
|
|
|
|
|
return cameraMatrix;
|
|
|
|
|
}
|
2024-01-03 20:51:29 +01:00
|
|
|
|
};
|