#include "glm.hpp" #include "src/Shader_Loader.h" #include #include "GameEntity.h" #pragma once class Bullet { private: float speed; float lifetime; glm::vec3 directionNormalized; glm::vec3 startPosition; float birthTime; float scale; //GLuint program; Core::RenderContext renderContext; float getAge(float time) { return time - birthTime; } Bullet(float speed, float lifetime, glm::vec3 directionNormalized, glm::vec3 startPosition, float birthTime, Core::RenderContext renderContext, float scale){ this->speed = speed; this->lifetime = lifetime; this->directionNormalized = directionNormalized; this->startPosition = startPosition; this->birthTime = birthTime; this->renderContext = renderContext; this->scale = scale; } public: static Bullet* createSimpleBullet(glm::vec3 directionNormalized, glm::vec3 startPosition, float birthTime) { static bool simpleRenderContextLoaded; static Core::RenderContext simpleRenderContext; if (!simpleRenderContextLoaded) { simpleRenderContextLoaded = true; Core::loadModelToContext("./models/sphere.obj", simpleRenderContext); } return new Bullet(10, 10, directionNormalized, startPosition, birthTime, simpleRenderContext, 0.01f); } bool shouldBeDestroyed(float time, GLuint program, std::vector& gameEntities, float attackerDmg) { float age = getAge(time); if (age > lifetime) { return true; } glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), startPosition) * glm::translate(directionNormalized * speed * age) * glm::scale(glm::vec3(scale)); Core::drawObjectPBR(renderContext, modelMatrix, glm::vec3(1.f, 0.f, 0.f), 0.3, 0, program); //std::cout << "x: " << modelMatrix[3].x << std::endl; //std::cout << "y: " << modelMatrix[3].y << std::endl; //std::cout << "z: " << modelMatrix[3].z << std::endl; if (checkCollisionWithGameEntities(gameEntities, modelMatrix, attackerDmg)) { return true; } return false; } bool checkCollisionWithGameEntities(std::vector& gameEntities, glm::mat4 bulletModelMatrix, float attackerDmg) { for (const auto& entity : gameEntities) { glm::mat4 entityModelMatrix = entity->getModelMatrix(); if (checkAABBCollision(bulletModelMatrix, entityModelMatrix)) { entity->applyDamage(attackerDmg); return true; } } return false; } bool checkAABBCollision(const glm::mat4& obj1ModelMatrix, const glm::mat4& obj2ModelMatrix) { glm::vec3 obj1Min = glm::vec3(obj1ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f)); glm::vec3 obj1Max = glm::vec3(obj1ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f)); /*glm::vec3 obj2Min = glm::vec3(obj2ModelMatrix * glm::vec4(-0.5f, -0.5f, -0.5f, 1.0f)); glm::vec3 obj2Max = glm::vec3(obj2ModelMatrix * glm::vec4(0.5f, 0.5f, 0.5f, 1.0f));*/ glm::vec3 obj2Min = glm::vec3(obj2ModelMatrix * glm::vec4(-0.6f, -0.6f, -0.6f, 1.0f)); glm::vec3 obj2Max = glm::vec3(obj2ModelMatrix * glm::vec4(0.6f, 0.6f, 0.6f, 1.0f)); // SprawdŸ kolizję wzdłuż trzech osi (x, y, z) bool collisionX = obj1Max.x >= obj2Min.x && obj1Min.x <= obj2Max.x; bool collisionY = obj1Max.y >= obj2Min.y && obj1Min.y <= obj2Max.y; bool collisionZ = obj1Max.z >= obj2Min.z && obj1Min.z <= obj2Max.z; // Kolizja występuje tylko wtedy, gdy zachodzi kolizja na wszystkich trzech osiach return collisionX && collisionY && collisionZ; } };