Add ghosts
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90
ghost.cpp
Normal file
90
ghost.cpp
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#include <GLFW/glfw3.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <stdio.h>
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#include "ghost.h"
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int counter = 0;
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Ghost::Ghost(float xmin, float xmax, float zmin, float zmax) {
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ghost_id = counter;
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counter++;
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this->xmin = xmin;
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this->xmax = xmax;
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this->zmin = zmin;
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this->zmax = zmax;
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pos.x = rand_float(xmin, xmax);
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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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first_frame = false;
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}
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void Ghost::apply_movement() {
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float curr_time = static_cast<float>(glfwGetTime());
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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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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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bool reset_yaw = false;
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if (moved.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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reset_yaw = true;
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moved.x = xmax;
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}
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if (moved.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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reset_yaw = true;
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moved.z = zmax;
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}
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if (reset_yaw) {
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yawr = rand_float(0.0, 6.28);
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} else {
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yawr += rand_float(-0.3, 0.3);
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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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glm::mat4 ghost_model = glm::mat4(1.0f);
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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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return ghost_model;
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}
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float rand_float(float rmin, float rmax) {
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float rdiff = rmax - rmin;
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float res = (float)rand()/(float)RAND_MAX;
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return res * rdiff + rmin;
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}
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