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Refactor objects into a single set to DRY
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3c57d9278c
commit
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@ -102,6 +102,8 @@ struct GameObject
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virtual bool isAnimationFixed() const { return true; }
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virtual bool isInWater() const { return _inWater; }
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virtual void tick(float dt) = 0;
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};
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#endif // __GAMEOBJECTS_HPP__
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@ -23,6 +23,7 @@ class WeaponScan;
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#include <btBulletCollisionCommon.h>
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#include <vector>
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#include <set>
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#include <queue>
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#include <random>
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@ -165,24 +166,16 @@ public:
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std::map<uint16_t, std::shared_ptr<CharacterData>> pedestrianTypes;
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/**
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* Game Objects!
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* @brief objects All active GameObjects in the world.
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* @TODO add some mechanism to allow objects to be "locked" preventing deletion.
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* @TODO add deletion queue to allow objects to self delete.
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*/
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std::vector<std::shared_ptr<InstanceObject>> objectInstances;
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std::set<GameObject*> objects;
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/**
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* Map of Model Names to Instances
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*/
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std::map<std::string, std::shared_ptr<InstanceObject>> modelInstances;
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/**
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* Game Vehicles!
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*/
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std::vector<VehicleObject*> vehicleInstances;
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/**
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* Pedestrians and PCs.
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*/
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std::vector<CharacterObject*> pedestrians;
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std::map<std::string, InstanceObject*> modelInstances;
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/**
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* AI Graph
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@ -13,19 +13,18 @@ struct InstanceObject : public GameObject
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glm::vec3 scale;
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btRigidBody* body = nullptr;
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std::shared_ptr<ObjectData> object;
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std::shared_ptr<InstanceObject> LODinstance;
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InstanceObject* LODinstance;
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std::shared_ptr<DynamicObjectData> dynamics;
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float _collisionHeight;
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bool _enablePhysics;
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InstanceObject(
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GameWorld* engine,
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InstanceObject(GameWorld* engine,
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const glm::vec3& pos,
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const glm::quat& rot,
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ModelHandle* model,
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const glm::vec3& scale,
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std::shared_ptr<ObjectData> obj,
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std::shared_ptr<InstanceObject> lod,
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InstanceObject *lod,
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std::shared_ptr<DynamicObjectData> dyn
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);
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@ -38,11 +38,14 @@ void PlayerController::enterNearestVehicle()
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if(! character->getCurrentVehicle()) {
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auto world = character->engine;
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VehicleObject* nearest = nullptr; float d = 10.f;
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for(auto it = world->vehicleInstances.begin(); it != world->vehicleInstances.end(); ++it) {
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float vd = glm::length( character->getPosition() - (*it)->getPosition());
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for( GameObject* object : world->objects ) {
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if( object->type() == GameObject::Vehicle ) {
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float vd = glm::length( character->getPosition() - object->getPosition());
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if( vd < d ) {
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d = vd;
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nearest = *it;
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nearest = static_cast<VehicleObject*>(object);
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}
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}
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}
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@ -194,11 +194,14 @@ bool GameWorld::placeItems(const std::string& name)
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}
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// Attempt to Associate LODs.
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for( size_t i = 0; i < objectInstances.size(); ++i ) {
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if( !objectInstances[i]->object->LOD ) {
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auto lodInstit = modelInstances.find("LOD" + objectInstances[i]->object->modelName.substr(3));
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for(GameObject* object : objects) {
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if( object->type() == GameObject::Instance ) {
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InstanceObject* instance = static_cast<InstanceObject*>(object);
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if( !instance->object->LOD ) {
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auto lodInstit = modelInstances.find("LOD" + instance->object->modelName.substr(3));
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if( lodInstit != modelInstances.end() ) {
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objectInstances[i]->LODinstance = lodInstit->second;
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instance->LODinstance = lodInstit->second;
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}
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}
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}
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}
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@ -251,25 +254,27 @@ InstanceObject *GameWorld::createInstance(const uint16_t id, const glm::vec3& po
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dydata = dyit->second;
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}
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auto instance = std::shared_ptr<InstanceObject>(new InstanceObject(
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if( oi->second->modelName.empty() ) {
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logWarning("Instance with missing model: " + std::to_string(id));
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}
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auto instance = new InstanceObject(
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this,
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pos,
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rot,
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gameData.models[oi->second->modelName],
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glm::vec3(1.f, 1.f, 1.f),
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oi->second, nullptr, dydata
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));
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);
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objectInstances.push_back(instance);
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objects.insert(instance);
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if( !oi->second->modelName.empty() ) {
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modelInstances.insert({
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oi->second->modelName,
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objectInstances.back()
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instance
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});
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}
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return instance.get();
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return instance;
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}
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return nullptr;
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@ -330,8 +335,11 @@ VehicleObject *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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}
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}
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vehicleInstances.push_back(new VehicleObject{ this, pos, rot, m, vti->second, info->second, prim, sec });
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return vehicleInstances.back();
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auto vehicle = new VehicleObject{ this, pos, rot, m, vti->second, info->second, prim, sec };
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objects.insert(vehicle);
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return vehicle;
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}
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return nullptr;
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}
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@ -356,7 +364,7 @@ CharacterObject* GameWorld::createPedestrian(const uint16_t id, const glm::vec3
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if(m != nullptr) {
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auto ped = new CharacterObject( this, pos, rot, m, pt );
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pedestrians.push_back(ped);
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objects.insert(ped);
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new DefaultAIController(ped);
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return ped;
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}
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@ -366,40 +374,12 @@ CharacterObject* GameWorld::createPedestrian(const uint16_t id, const glm::vec3
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void GameWorld::destroyObject(GameObject* object)
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{
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if(object->type() == GameObject::Character)
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{
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for(auto it = pedestrians.begin(); it != pedestrians.end(); ) {
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if( *it == object ) {
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it = pedestrians.erase(it);
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}
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else {
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++it;
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}
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}
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}
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else if(object->type() == GameObject::Vehicle)
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{
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for(auto it = vehicleInstances.begin(); it != vehicleInstances.end(); ) {
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if( *it == object ) {
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it = vehicleInstances.erase(it);
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}
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else {
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++it;
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}
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}
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}
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else if(object->type() == GameObject::Instance)
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{
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for(auto it = modelInstances.begin(); it != modelInstances.end(); ) {
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if( it->second.get() == object ) {
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it = modelInstances.erase(it);
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}
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else {
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++it;
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}
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}
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}
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/// @TODO deletion queue
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auto iterator = objects.find(object);
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if( iterator != objects.end() ) {
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delete object;
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objects.erase(iterator);
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}
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}
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void GameWorld::doWeaponScan(const WeaponScan &scan)
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@ -537,8 +517,10 @@ void GameWorld::PhysicsTickCallback(btDynamicsWorld *physWorld, btScalar timeSte
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{
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GameWorld* world = static_cast<GameWorld*>(physWorld->getWorldUserInfo());
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for(VehicleObject* v : world->vehicleInstances) {
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v->tickPhysics(timeStep);
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for( GameObject* object : world->objects ) {
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if( object->type() == GameObject::Vehicle ) {
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static_cast<VehicleObject*>(object)->tickPhysics(timeStep);
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}
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}
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}
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@ -8,7 +8,7 @@ InstanceObject::InstanceObject(GameWorld* engine,
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ModelHandle *model,
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const glm::vec3& scale,
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std::shared_ptr<ObjectData> obj,
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std::shared_ptr<InstanceObject> lod,
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InstanceObject* lod,
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std::shared_ptr<DynamicObjectData> dyn)
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: GameObject(engine, pos, rot, model), scale(scale), object(obj),
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LODinstance(lod), dynamics(dyn), _collisionHeight(0.f), _enablePhysics(false)
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@ -250,16 +250,19 @@ void GameRenderer::renderWorld(float alpha)
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(uniTexture, 0);
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for(GameObject* object : engine->pedestrians) {
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for( GameObject* object : engine->objects ) {
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switch(object->type()) {
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case GameObject::Character:
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renderPedestrian(static_cast<CharacterObject*>(object));
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}
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for(auto object : engine->objectInstances) {
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renderInstance(static_cast<InstanceObject*>(object.get()));
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}
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for(GameObject* object : engine->vehicleInstances) {
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break;
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case GameObject::Vehicle:
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renderVehicle(static_cast<VehicleObject*>(object));
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break;
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case GameObject::Instance:
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renderInstance(static_cast<InstanceObject*>(object));
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break;
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default: break;
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}
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}
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// Draw anything that got queued.
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@ -742,16 +745,6 @@ void GameRenderer::renderPaths()
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}
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}
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for(size_t i = 0; i < engine->pedestrians.size(); ++i) {
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CharacterObject* charac = engine->pedestrians[i];
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if(charac->controller) {
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carlines.push_back(charac->getPosition());
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carlines.push_back(charac->controller->getTargetPosition());
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}
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}
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glm::mat4 model;
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glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(model));
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glEnableVertexAttribArray(posAttrib);
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@ -330,24 +330,8 @@ void update(float dt)
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gta->renderer.camera.worldPos = viewPosition;
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gta->renderer.camera.frustum.view = view;
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// Update all objects.
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for( size_t p = 0; p < gta->pedestrians.size(); ++p) {
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gta->pedestrians[p]->tick(dt);
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if(gta->pedestrians[p]->mHealth <= 0.f) {
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gta->destroyObject(gta->pedestrians[p]);
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p--;
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}
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}
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for( size_t v = 0; v < gta->vehicleInstances.size(); ++v ) {
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gta->vehicleInstances[v]->tick(dt);
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if(gta->vehicleInstances[v]->mHealth <= 0.f) {
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gta->destroyObject(gta->vehicleInstances[v]);
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v--;
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}
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}
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for( size_t p = 0; p < gta->objectInstances.size(); ++p) {
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gta->objectInstances[p]->tick(dt);
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for( GameObject* object : gta->objects ) {
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object->tick(dt);
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}
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gta->dynamicsWorld->stepSimulation(dt, 2, dt);
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