Fixes to ghosts
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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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