Fixes to ghosts
This commit is contained in:
79
ghost.cpp
79
ghost.cpp
@@ -4,7 +4,9 @@
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#include "ghost.h"
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float pi = glm::pi<float>();
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int counter = 0;
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float direction_persist_factor = 0.02;
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Ghost::Ghost(float xmin, float xmax, float zmin, float zmax) {
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@@ -20,65 +22,82 @@ Ghost::Ghost(float xmin, float xmax, float zmin, float zmax) {
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pos.y = 2.5;
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pos.z = rand_float(zmin, zmax);
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y_offset = rand_float(0.0, 3.14);
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yawr = rand_float(0.0, 6.28);
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y_offset = rand_float(0.0, pi);
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yawr = rand_float(0.0, pi*2.0f);
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first_frame = false;
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direction_persist = 0.0f;
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}
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void Ghost::apply_movement() {
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void Ghost::apply_movement(float curr_time, float timed) {
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float curr_time = static_cast<float>(glfwGetTime());
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// vertical movement
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pos.y = 2.5 + sin(curr_time + y_offset);
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if (!first_frame) {
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first_frame = true;
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prev_move_time = curr_time;
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return;
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}
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moved.x = -sin(yawr) + cos(yawr);
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moved.z = cos(yawr) + sin(yawr);
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float diff_time = curr_time - prev_move_time;
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prev_move_time = curr_time;
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glm::vec3 moved;
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moved.x = pos.x + (-sin(yawr) + cos(yawr)) * diff_time;
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moved.y = 2.5 + sin(curr_time + y_offset);
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moved.z = pos.z + (cos(yawr) + sin(yawr)) * diff_time;
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pos += moved * timed;
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bool reset_yaw = false;
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if (moved.x < xmin) {
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if (pos.x < xmin) {
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reset_yaw = true;
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moved.x = xmin;
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} else if (moved.x > xmax) {
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pos.x = xmin;
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} else if (pos.x > xmax) {
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reset_yaw = true;
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moved.x = xmax;
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pos.x = xmax;
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}
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if (moved.z < zmin) {
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if (pos.z < zmin) {
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reset_yaw = true;
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moved.z = zmin;
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} else if (moved.z > zmax) {
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pos.z = zmin;
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} else if (pos.z > zmax) {
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reset_yaw = true;
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moved.z = zmax;
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pos.z = zmax;
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}
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// TODO make this face origin
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if (reset_yaw) {
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yawr = rand_float(0.0, 6.28);
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yawr = rand_float(0.0, pi * 2.0);
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} else {
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yawr += rand_float(-0.3, 0.3);
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yawr += rand_float(-0.05, 0.05);
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}
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pos = moved;
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}
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glm::mat4 Ghost::get_model(glm::vec3 &camera_pos) {
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// initialize to identity matrix
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glm::mat4 ghost_model = glm::mat4(1.0f);
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// apply location
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ghost_model = glm::translate(ghost_model, pos);
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glm::vec3 ghost_direction = pos - camera_pos;
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ghost_model = glm::rotate(ghost_model, atan2f(ghost_direction.x, ghost_direction.z), glm::vec3(0.0f, 1.0f, 0.0f));
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// apply direction
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// the cross product helps us determine which direction it's going relative to player
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glm::vec3 ghost_to_player = pos - camera_pos;
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glm::vec3 crossed = glm::cross(ghost_to_player, moved);
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//float dist2 = ghost_to_player.x * ghost_to_player.x + ghost_to_player.z * ghost_to_player.z;
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float theta = atan2f(ghost_to_player.x, ghost_to_player.z);
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if (crossed.y < 0.0) {
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direction_persist = (1.0 - direction_persist_factor) * direction_persist - direction_persist_factor;
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} else {
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direction_persist = (1.0 - direction_persist_factor) * direction_persist + direction_persist_factor;
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}
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if (direction_persist < 0.0) {
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theta += pi;
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}
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ghost_model = glm::rotate(ghost_model, theta, glm::vec3(0.0f, 1.0f, 0.0f));
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/*
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if (dist2 > 256) {
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yawr = theta;
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}
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if (ghost_id == 0) {
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printf("(%f, %f, %f)\n", pos.x, pos.y, pos.z);
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printf("%f %f %f %f\n", xmin, xmax, zmin, zmax);
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}
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*/
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return ghost_model;
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}
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4
ghost.h
4
ghost.h
@@ -6,12 +6,13 @@
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class Ghost {
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public:
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Ghost(float xmin, float xmax, float zmin, float zmax);
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void apply_movement();
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void apply_movement(float curr_time, float timed);
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glm::mat4 get_model(glm::vec3 &camera_pos);
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private:
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int ghost_id;
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bool first_frame;
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glm::vec3 moved;
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glm::vec3 pos;
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float yawr;
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float xmin;
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@@ -20,6 +21,7 @@ class Ghost {
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float zmax;
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float y_offset;
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float prev_move_time;
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float direction_persist;
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};
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float rand_float(float rmin, float rmax);
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@@ -27,20 +27,11 @@ void set_light_front(int xoffset, int yoffset);
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Player *player;
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// settings
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const unsigned int WINDOWWIDTH = 1600;
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const unsigned int WINDOWHEIGHT = 900;
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unsigned int WINDOWWIDTH = 1600;
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unsigned int WINDOWHEIGHT = 900;
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// camera
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bool mousemove = false;
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float xpersist = 0.0f;
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float ypersist = 0.0f;
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bool first_mouse = true;
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float yaw = 0.0f;
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float pitch = 0.0f;
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float lastX = WINDOWWIDTH / 2.0;
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float lastY = WINDOWHEIGHT / 2.0;
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bool first_frame = false;
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float timed = 0.0f;
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float last_frame = 0.0f;
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@@ -88,7 +79,11 @@ int main(int argc, char *argv[])
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// num surfaces * 6 (vertices per point) * 6 (floats per point)
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int num_wall_vertices = num_walls * 6 * 6;
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wall_vertices = (float *)calloc(sizeof(float), num_wall_vertices);
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int xmin_wall, xmax_wall, zmin_wall, zmax_wall;
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float xmin_wall, xmax_wall, zmin_wall, zmax_wall;
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xmin_wall = 9999.9;
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xmax_wall = -9999.9;
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zmin_wall = 9999.9;
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zmax_wall = -9999.9;
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// read walls
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for (int i = 0; i < num_walls; i++) {
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for (int j = 0; j < 6; j++) {
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@@ -149,7 +144,13 @@ int main(int argc, char *argv[])
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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GLFWwindow* window = glfwCreateWindow(WINDOWWIDTH, WINDOWHEIGHT, "Ghostland!", NULL, NULL);
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GLFWmonitor *monitor = glfwGetPrimaryMonitor();
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const GLFWvidmode *monitor_mode = glfwGetVideoMode(monitor);
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WINDOWWIDTH = monitor_mode->width;
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WINDOWHEIGHT = monitor_mode->height;
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GLFWwindow* window = glfwCreateWindow(WINDOWWIDTH, WINDOWHEIGHT, "Ghostland!", monitor, NULL);
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if (window == NULL)
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{
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printf("Failed to create GLFW window.\n");
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@@ -166,6 +167,7 @@ int main(int argc, char *argv[])
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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printf("Failed to initialize GLAD.\n");
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glfwTerminate();
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return -1;
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}
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@@ -270,12 +272,12 @@ int main(int argc, char *argv[])
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}
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// ghost vertices
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float ghost_vertices[] = {
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
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0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
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-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
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};
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unsigned int ghostVBO, ghostVAO;
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glGenVertexArrays(1, &ghostVAO);
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@@ -327,7 +329,7 @@ int main(int argc, char *argv[])
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float smallcutoff = glm::cos(glm::radians(7.5f));
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std::vector<Ghost *> ghosts;
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for (int i = 0; i < 1000; i++) {
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for (int i = 0; i < 800; i++) {
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ghosts.push_back(new Ghost(xmin_wall, xmax_wall, zmin_wall, zmax_wall));
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}
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@@ -359,8 +361,10 @@ int main(int argc, char *argv[])
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}
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timed = current_frame - last_frame;
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last_frame = current_frame;
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mousemove = false;
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if (!first_frame) {
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first_frame = true;
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continue;
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}
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player->process_input(window);
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@@ -451,13 +455,13 @@ int main(int argc, char *argv[])
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set_uniform(ghost_program, viewC, view);
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for (int i = 0; i < ghosts.size(); i++) {
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glm::mat4 ghost_model = ghosts[i]->get_model(camera_pos);
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ghosts[i]->apply_movement();
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ghosts[i]->apply_movement(current_frame, timed);
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set_uniform(ghost_program, modelC, ghost_model);
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glBindVertexArray(ghostVAO);
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glDrawArrays(GL_TRIANGLES, 0, (3 + 3 + 2) * 6);
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}
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player->apply_movement();
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player->apply_movement(timed);
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glfwSwapBuffers(window);
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glfwPollEvents();
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21
player.cpp
21
player.cpp
@@ -6,9 +6,9 @@
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Player::Player(glm::vec3 startpos, float startyaw) {
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position = startpos;
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yaw = startyaw;
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yaw = 45.0f + startyaw;
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pitch = 0.0f;
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pitch = 45.0f;
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first_mouse = false;
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first_frame = false;
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light_xpersist = 0.0f;
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@@ -203,18 +203,7 @@ void Player::set_light_offset(float xoffset, float yoffset) {
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}
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void Player::apply_movement() {
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float curr_time = static_cast<float>(glfwGetTime());
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if (!first_frame) {
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prev_move_time = curr_time;
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first_frame = true;
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return;
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}
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float diff_time = curr_time - prev_move_time;
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prev_move_time = curr_time;
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void Player::apply_movement(float timed) {
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// mouse movement
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glm::vec3 front;
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@@ -230,7 +219,7 @@ void Player::apply_movement() {
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// positional movement
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glm::vec3 movement = velocity;
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movement *= diff_time;
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movement *= timed;
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glm::vec3 intersected = check_intersection(movement);
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if (is_in_air()) {
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if (intersected.x == 0.0) {
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@@ -253,7 +242,7 @@ void Player::apply_movement() {
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position.y = 0.0f;
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velocity.y = 0.0f;
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} else {
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velocity.y += diff_time * vacceleration;
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velocity.y += timed * vacceleration;
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}
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position.x += intersected.x;
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