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openrw/rwgame/RWGame.hpp

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#ifndef _RWGAME_HPP_
#define _RWGAME_HPP_
#include <engine/GameWorld.hpp>
#include "game.hpp"
#include <SFML/Graphics.hpp>
class RWGame
{
GameWorld* engine;
sf::RenderWindow window;
sf::Clock clock;
bool inFocus;
ViewCamera lastCam, nextCam;
float accum;
float timescale;
sf::Font font;
public:
RWGame(const std::string& gamepath);
~RWGame();
int run();
GameWorld* getWorld() const
{
return engine;
}
sf::RenderWindow& getWindow()
{
return window;
}
sf::Font& getFont()
{
return font;
}
bool hitWorldRay(glm::vec3 &hit, glm::vec3 &normal, GameObject** object = nullptr)
{
auto vc = nextCam;
glm::vec3 from(vc.position.x, vc.position.y, vc.position.z);
glm::vec3 tmp = vc.rotation * glm::vec3(1000.f, 0.f, 0.f);
return hitWorldRay(from, tmp, hit, normal, object);
}
bool hitWorldRay(const glm::vec3 &start, const glm::vec3 &direction, glm::vec3 &hit, glm::vec3 &normal, GameObject **object = nullptr)
{
auto from = btVector3(start.x, start.y, start.z);
auto to = btVector3(start.x+direction.x, start.y+direction.y, start.z+direction.z);
btCollisionWorld::ClosestRayResultCallback ray(from, to);
engine->dynamicsWorld->rayTest(from, to, ray);
if( ray.hasHit() )
{
hit = glm::vec3(ray.m_hitPointWorld.x(), ray.m_hitPointWorld.y(),
ray.m_hitPointWorld.z());
normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
ray.m_hitNormalWorld.z());
if(object) {
*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
}
return true;
}
return false;
}
private:
void tick(float dt);
void render(float alpha);
void globalKeyEvent(const sf::Event& event);
};
#endif