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