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https://github.com/rwengine/openrw.git
synced 2024-11-21 18:02:43 +01:00
Cleanup headers of rwengine
This commit is contained in:
parent
c03fbf79f8
commit
dd8de77b8e
@ -2,7 +2,6 @@
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#define _LIBRW_TYPES_HPP_
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#include <cstdint>
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#include <glm/glm.hpp>
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#include <map>
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#include <memory>
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#include <rw/debug.hpp>
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@ -16,6 +16,7 @@ set(RWENGINE_SOURCES
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src/audio/alCheck.hpp
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src/audio/SfxParameters.cpp
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src/audio/SfxParameters.hpp
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src/audio/Sound.cpp
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src/audio/Sound.hpp
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src/audio/SoundBuffer.cpp
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src/audio/SoundBuffer.hpp
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@ -34,6 +35,7 @@ set(RWENGINE_SOURCES
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src/data/Chase.cpp
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src/data/Chase.hpp
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src/data/CollisionModel.hpp
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src/data/CutsceneData.cpp
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src/data/CutsceneData.hpp
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src/data/InstanceData.hpp
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src/data/ModelData.cpp
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@ -45,6 +47,7 @@ set(RWENGINE_SOURCES
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src/data/WeaponData.hpp
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src/data/Weather.cpp
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src/data/Weather.hpp
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src/data/ZoneData.cpp
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src/data/ZoneData.hpp
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src/dynamics/CollisionInstance.cpp
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@ -122,6 +125,7 @@ set(RWENGINE_SOURCES
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src/render/TextRenderer.cpp
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src/render/TextRenderer.hpp
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src/render/ViewCamera.hpp
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src/render/ViewFrustum.cpp
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src/render/ViewFrustum.hpp
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src/render/VisualFX.cpp
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src/render/VisualFX.hpp
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@ -11,6 +11,8 @@
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#include <rw/debug.hpp>
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#include <rw/types.hpp>
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namespace ai {
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void AIGraph::createPathNodes(const glm::vec3& position,
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const glm::quat& rotation, PathData& path) {
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auto startIndex = static_cast<std::uint32_t>(nodes.size());
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@ -38,8 +40,8 @@ void AIGraph::createPathNodes(const glm::vec3& position,
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auto ptr = ainode.get();
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ainode->type =
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(path.type == PathData::PATH_PED ? AIGraphNode::Pedestrian
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: AIGraphNode::Vehicle);
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(path.type == PathData::PATH_PED ? NodeType::Pedestrian
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: NodeType::Vehicle);
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ainode->nextIndex = node.next >= 0 ? startIndex + node.next : -1;
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ainode->flags = AIGraphNode::None;
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ainode->size = node.size;
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@ -95,7 +97,7 @@ glm::ivec2 worldToGrid(const glm::vec2& world) {
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void AIGraph::gatherExternalNodesNear(const glm::vec3& center,
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const float radius,
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std::vector<AIGraphNode*>& nodes,
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AIGraphNode::NodeType type) {
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NodeType type) {
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// the bounds end up covering more than might fit
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auto planecoords = glm::vec2(center);
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auto minWorld = planecoords - glm::vec2(radius);
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@ -119,3 +121,5 @@ void AIGraph::gatherExternalNodesNear(const glm::vec3& center,
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}
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}
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}
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} // namespace ai
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@ -1,17 +1,20 @@
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#ifndef _RWENGINE_AIGRAPH_HPP_
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#define _RWENGINE_AIGRAPH_HPP_
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#include <array>
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#include <vector>
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#include <glm/glm.hpp>
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#include "ai/AIGraphNode.hpp"
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#include <glm/gtc/quaternion.hpp>
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#include <rw/types.hpp>
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struct AIGraphNode;
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#include <array>
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#include <vector>
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struct PathData;
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namespace ai {
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enum class NodeType;
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struct AIGraphNode;
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class AIGraph {
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public:
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~AIGraph() = default;
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@ -34,7 +37,9 @@ public:
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PathData& path);
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void gatherExternalNodesNear(const glm::vec3& center, const float radius,
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std::vector<AIGraphNode*>& nodes, AIGraphNode::NodeType type);
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std::vector<AIGraphNode*>& nodes, NodeType type);
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};
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} // ai
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#endif
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@ -1,12 +1,16 @@
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#ifndef _RWENGINE_AIGRAPHNODE_HPP_
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#define _RWENGINE_AIGRAPHNODE_HPP_
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#include <glm/vec3.hpp>
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#include <cstdint>
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#include <glm/glm.hpp>
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#include <vector>
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struct AIGraphNode {
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enum NodeType { Vehicle, Pedestrian };
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namespace ai {
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enum class NodeType { Vehicle, Pedestrian };
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struct AIGraphNode {
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enum {
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None = 0,
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CrossesRoad =
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@ -28,4 +32,6 @@ struct AIGraphNode {
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std::vector<AIGraphNode*> connections;
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};
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} // namespace ai
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#endif
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@ -21,6 +21,8 @@
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#include <rw/debug.hpp>
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#include <dynamics/HitTest.hpp>
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#include "ai/CharacterController.hpp"
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#include "ai/AIGraphNode.hpp"
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#include "data/WeaponData.hpp"
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#include "engine/Animator.hpp"
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#include "engine/GameData.hpp"
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@ -31,6 +33,8 @@
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constexpr float kCloseDoorIdleTime = 2.f;
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namespace ai {
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bool CharacterController::updateActivity() {
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if (_currentActivity && character->isAlive()) {
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return _currentActivity->update(character, this);
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@ -731,3 +735,5 @@ bool Activities::UseItem::update(CharacterObject *character,
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return false;
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}
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} // namespace ai
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@ -1,14 +1,19 @@
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#ifndef _RWENGINE_CHARACTERCONTROLLER_HPP_
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#define _RWENGINE_CHARACTERCONTROLLER_HPP_
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#include <glm/glm.hpp>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <memory>
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#include <string>
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struct AIGraphNode;
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class CharacterObject;
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class VehicleObject;
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namespace ai {
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struct AIGraphNode;
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/**
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* @class CharacterController
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* Character Controller Interface, translates high-level behaviours into low
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@ -59,11 +64,6 @@ public:
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};
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protected:
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/**
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* The character being controlled.
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*/
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CharacterObject* character = nullptr;
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std::unique_ptr<Activity> _currentActivity = nullptr;
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std::unique_ptr<Activity> _nextActivity = nullptr;
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@ -80,6 +80,10 @@ protected:
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CharacterObject* leader = nullptr;
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public:
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/**
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* The character being controlled.
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*/
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CharacterObject* character = nullptr;
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AIGraphNode* targetNode;
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AIGraphNode* lastTargetNode;
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@ -294,4 +298,6 @@ struct UseItem : public CharacterController::Activity {
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};
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}
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} // ai
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#endif
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@ -11,6 +11,8 @@
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#include "objects/CharacterObject.hpp"
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#include "objects/VehicleObject.hpp"
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namespace ai {
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glm::vec3 DefaultAIController::getTargetPosition() {
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/*if(targetNode) {
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if(lastNode && character->getCurrentVehicle()) {
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@ -79,7 +81,7 @@ void DefaultAIController::update(float dt) {
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AIGraphNode* node = nullptr;
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float mindist = std::numeric_limits<float>::max();
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for (const auto& n : graph.nodes) {
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if (n->type != AIGraphNode::Pedestrian) {
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if (n->type != ai::NodeType::Pedestrian) {
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continue;
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}
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@ -182,7 +184,7 @@ void DefaultAIController::update(float dt) {
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for (const auto& n : graph.nodes) {
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// No vehicle node, continue
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if (n->type != AIGraphNode::Vehicle) {
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if (n->type != ai::NodeType::Vehicle) {
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continue;
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}
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@ -216,3 +218,5 @@ void DefaultAIController::update(float dt) {
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CharacterController::update(dt);
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}
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} // namespace ai
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@ -1,14 +1,17 @@
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#ifndef _RWENGINE_DEFAULTAICONTROLLER_HPP_
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#define _RWENGINE_DEFAULTAICONTROLLER_HPP_
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#include <glm/glm.hpp>
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#include <ai/CharacterController.hpp>
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#include <glm/vec3.hpp>
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#include "ai/CharacterController.hpp"
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namespace ai {
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class DefaultAIController final : public CharacterController {
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glm::vec3 gotoPos{};
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public:
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DefaultAIController()
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: CharacterController() {
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DefaultAIController() : CharacterController() {
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}
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glm::vec3 getTargetPosition() override;
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@ -16,4 +19,6 @@ public:
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void update(float dt) override;
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};
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} // namespace ai
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#endif
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class Animator;
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namespace ai {
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void PlayerController::setInputEnabled(bool enabled) {
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_enabled = enabled;
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}
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@ -358,3 +360,5 @@ void PlayerController::freeFromCutscene() {
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// @todo: make player no longer invincible
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// ignored by police
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}
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} // namespace ai
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#ifndef _RWENGINE_PLAYERCONTROLLER_HPP_
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#define _RWENGINE_PLAYERCONTROLLER_HPP_
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#include <ai/CharacterController.hpp>
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#include <glm/glm.hpp>
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#include "ai/CharacterController.hpp"
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#include <glm/gtc/quaternion.hpp>
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namespace ai {
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class PlayerController final : public CharacterController {
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private:
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glm::quat cameraRotation{1.0f, 0.0f, 0.0f, 0.0f};
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@ -94,7 +96,7 @@ public:
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bool isAdrenalineActive() {
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return adrenalineEffect;
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};
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}
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void activateAdrenalineEffect();
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@ -108,4 +110,6 @@ public:
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}
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};
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} // namespace ai
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#endif
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@ -24,19 +24,21 @@
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#include <rw_mingw.hpp>
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#endif
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namespace ai {
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TrafficDirector::TrafficDirector(AIGraph* g, GameWorld* w)
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: graph(g)
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, world(w) {
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}
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std::vector<AIGraphNode*> TrafficDirector::findAvailableNodes(
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AIGraphNode::NodeType type, const ViewCamera& camera, float radius) {
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std::vector<AIGraphNode*> available;
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std::vector<ai::AIGraphNode*> TrafficDirector::findAvailableNodes(
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ai::NodeType type, const ViewCamera& camera, float radius) {
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std::vector<ai::AIGraphNode*> available;
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available.reserve(20);
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graph->gatherExternalNodesNear(camera.position, radius, available, type);
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float density = type == AIGraphNode::Vehicle ? carDensity : pedDensity;
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float density = type == ai::NodeType::Vehicle ? carDensity : pedDensity;
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float minDist = (15.f / density) * (15.f / density);
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float halfRadius2 = std::pow(radius / 2.f, 2.f);
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@ -80,12 +82,12 @@ std::vector<AIGraphNode*> TrafficDirector::findAvailableNodes(
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return available;
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}
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void TrafficDirector::setDensity(AIGraphNode::NodeType type, float density) {
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void TrafficDirector::setDensity(ai::NodeType type, float density) {
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switch (type) {
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case AIGraphNode::Vehicle:
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case ai::NodeType::Vehicle:
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carDensity = density;
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break;
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case AIGraphNode::Pedestrian:
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case ai::NodeType::Pedestrian:
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pedDensity = density;
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break;
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}
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@ -146,7 +148,7 @@ std::vector<GameObject*> TrafficDirector::populateNearby(
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111, 112, 116, 119, 128, 129, 130, 134, 135, 136, 138, 139, 144, 146
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}};
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auto availablePedsNodes = findAvailableNodes(AIGraphNode::Pedestrian, camera, radius);
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auto availablePedsNodes = findAvailableNodes(ai::NodeType::Pedestrian, camera, radius);
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// We have not reached the limit of spawned pedestrians
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if (maximumPedestrians > world->pedestrianPool.objects.size()) {
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@ -159,7 +161,7 @@ std::vector<GameObject*> TrafficDirector::populateNearby(
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}
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for (AIGraphNode* spawn : availablePedsNodes) {
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if (spawn->type != AIGraphNode::Pedestrian) {
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if (spawn->type != ai::NodeType::Pedestrian) {
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continue;
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}
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if (counter == 0) {
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@ -178,7 +180,7 @@ std::vector<GameObject*> TrafficDirector::populateNearby(
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}
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}
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auto availableVehicleNodes = findAvailableNodes(AIGraphNode::Vehicle, camera, radius);
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auto availableVehicleNodes = findAvailableNodes(ai::NodeType::Vehicle, camera, radius);
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// We have not reached the limit of spawned vehicles
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if (maximumCars > world->vehiclePool.objects.size()) {
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@ -191,7 +193,7 @@ std::vector<GameObject*> TrafficDirector::populateNearby(
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}
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for (AIGraphNode* spawn : availableVehicleNodes) {
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if (spawn->type != AIGraphNode::Vehicle) {
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if (spawn->type != ai::NodeType::Vehicle) {
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continue;
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}
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if (counter == 0) {
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@ -265,3 +267,5 @@ void TrafficDirector::setPopulationLimits(int maxPeds, int maxCars) {
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maximumPedestrians = maxPeds;
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maximumCars = maxCars;
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}
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} // namespace ai
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@ -1,24 +1,27 @@
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#ifndef _RWENGINE_TRAFFICDIRECTOR_HPP_
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#define _RWENGINE_TRAFFICDIRECTOR_HPP_
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#include "AIGraphNode.hpp"
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#include <vector>
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class AIGraph;
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class GameObject;
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class GameWorld;
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class GameObject;
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class ViewCamera;
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namespace ai {
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enum class NodeType;
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class AIGraph;
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struct AIGraphNode;
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class TrafficDirector {
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public:
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TrafficDirector(AIGraph* graph, GameWorld* world);
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std::vector<AIGraphNode*> findAvailableNodes(AIGraphNode::NodeType type,
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std::vector<AIGraphNode*> findAvailableNodes(NodeType type,
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const ViewCamera& camera,
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float radius);
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void setDensity(AIGraphNode::NodeType type, float density);
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void setDensity(NodeType type, float density);
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/**
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* Creates new traffic at available locations.
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@ -43,4 +46,6 @@ private:
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size_t maximumCars = 10;
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};
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} // namespace ai
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#endif
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51
rwengine/src/audio/Sound.cpp
Normal file
51
rwengine/src/audio/Sound.cpp
Normal file
@ -0,0 +1,51 @@
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#include "audio/Sound.hpp"
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#include "audio/SoundBuffer.hpp"
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bool Sound::isPlaying() const {
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return buffer->isPlaying();
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}
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bool Sound::isPaused() const {
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return buffer->isPaused();
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}
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bool Sound::isStopped() const {
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return buffer->isStopped();
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}
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void Sound::play() {
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buffer->play();
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}
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void Sound::pause() {
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buffer->pause();
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}
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void Sound::stop() {
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buffer->stop();
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}
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void Sound::setPosition(const glm::vec3 &position) {
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buffer->setPosition(position);
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}
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void Sound::setLooping(bool looping) {
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buffer->setLooping(looping);
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}
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void Sound::setPitch(float pitch) {
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buffer->setPitch(pitch);
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}
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void Sound::setGain(float gain) {
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buffer->setGain(gain);
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}
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void Sound::setMaxDistance(float maxDist) {
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buffer->setMaxDistance(maxDist);
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}
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size_t Sound::getScriptObjectID() const {
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return id;
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}
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@ -1,19 +1,12 @@
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#ifndef _RWENGINE_SOUND_HPP_
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#define _RWENGINE_SOUND_HPP_
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#include <glm/vec3.hpp>
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#include <memory>
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#include <string>
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#include <vector>
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#include <al.h>
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||||
#include <alc.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <rw/filesystem.hpp>
|
||||
#include <rw/types.hpp>
|
||||
|
||||
#include "audio/SoundBuffer.hpp"
|
||||
#include "audio/SoundSource.hpp"
|
||||
class SoundSource;
|
||||
struct SoundBuffer;
|
||||
|
||||
/// Wrapper for SoundBuffer and SoundSource.
|
||||
/// Each command connected
|
||||
@ -26,52 +19,29 @@ struct Sound {
|
||||
std::unique_ptr<SoundBuffer> buffer;
|
||||
|
||||
Sound() = default;
|
||||
~Sound() = default;
|
||||
|
||||
bool isPlaying() const {
|
||||
return buffer->isPlaying();
|
||||
}
|
||||
bool isPlaying() const;
|
||||
|
||||
bool isPaused() const {
|
||||
return buffer->isPaused();
|
||||
}
|
||||
bool isStopped() const {
|
||||
return buffer->isStopped();
|
||||
}
|
||||
bool isPaused() const;
|
||||
bool isStopped() const;
|
||||
|
||||
void play() {
|
||||
buffer->play();
|
||||
}
|
||||
void play();
|
||||
|
||||
void pause() {
|
||||
buffer->pause();
|
||||
}
|
||||
void pause();
|
||||
|
||||
void stop() {
|
||||
buffer->stop();
|
||||
}
|
||||
void stop();
|
||||
|
||||
void setPosition(const glm::vec3& position) {
|
||||
buffer->setPosition(position);
|
||||
}
|
||||
void setPosition(const glm::vec3& position);
|
||||
|
||||
void setLooping(bool looping) {
|
||||
buffer->setLooping(looping);
|
||||
}
|
||||
void setLooping(bool looping);
|
||||
|
||||
void setPitch(float pitch) {
|
||||
buffer->setPitch(pitch);
|
||||
}
|
||||
void setPitch(float pitch);
|
||||
|
||||
void setGain(float gain) {
|
||||
buffer->setGain(gain);
|
||||
}
|
||||
void setGain(float gain);
|
||||
|
||||
void setMaxDistance(float maxDist) {
|
||||
buffer->setMaxDistance(maxDist);
|
||||
}
|
||||
void setMaxDistance(float maxDist);
|
||||
|
||||
size_t getScriptObjectID() const {
|
||||
return id;
|
||||
}
|
||||
size_t getScriptObjectID() const;
|
||||
};
|
||||
#endif
|
||||
|
@ -3,6 +3,7 @@
|
||||
#include <rw/types.hpp>
|
||||
|
||||
#include "audio/alCheck.hpp"
|
||||
#include "audio/SoundSource.hpp"
|
||||
|
||||
SoundBuffer::SoundBuffer() {
|
||||
alCheck(alGenSources(1, &source));
|
||||
|
@ -2,10 +2,9 @@
|
||||
#define _RWENGINE_SOUND_BUFFER_HPP_
|
||||
|
||||
#include <al.h>
|
||||
#include <alc.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include "audio/SoundSource.hpp"
|
||||
class SoundSource;
|
||||
|
||||
/// OpenAL tool for playing
|
||||
/// sound instance.
|
||||
|
@ -8,6 +8,9 @@ extern "C" {
|
||||
}
|
||||
|
||||
#include "audio/alCheck.hpp"
|
||||
#include "audio/Sound.hpp"
|
||||
#include "audio/SoundBuffer.hpp"
|
||||
#include "audio/SoundSource.hpp"
|
||||
#include "engine/GameData.hpp"
|
||||
#include "engine/GameWorld.hpp"
|
||||
#include "render/ViewCamera.hpp"
|
||||
|
@ -3,21 +3,16 @@
|
||||
|
||||
#include "audio/Sound.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include <al.h>
|
||||
#include <alc.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <rw/filesystem.hpp>
|
||||
#include <loaders/LoaderSDT.hpp>
|
||||
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
|
||||
class GameWorld;
|
||||
class ViewCamera;
|
||||
|
||||
|
@ -1,11 +1,12 @@
|
||||
#ifndef _RWENGINE_SOUND_SOURCE_HPP_
|
||||
#define _RWENGINE_SOUND_SOURCE_HPP_
|
||||
|
||||
#include <loaders/LoaderSDT.hpp>
|
||||
#include <rw/filesystem.hpp>
|
||||
|
||||
#include <cstdint>
|
||||
|
||||
class LoaderSDT;
|
||||
|
||||
/// Opaque for raw sound,
|
||||
/// cooperate with ffmpeg
|
||||
/// (loading and decoding sound)
|
||||
|
@ -6,6 +6,8 @@
|
||||
|
||||
#include <rw/debug.hpp>
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include "engine/GameWorld.hpp"
|
||||
#include "objects/GameObject.hpp"
|
||||
|
||||
|
@ -1,8 +1,9 @@
|
||||
#ifndef _RWENGINE_CHASE_HPP_
|
||||
#define _RWENGINE_CHASE_HPP_
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
@ -1,7 +1,9 @@
|
||||
#ifndef _RWENGINE_COLLISIONMODEL_HPP_
|
||||
#define _RWENGINE_COLLISIONMODEL_HPP_
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <cstdint>
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
|
95
rwengine/src/data/CutsceneData.cpp
Normal file
95
rwengine/src/data/CutsceneData.cpp
Normal file
@ -0,0 +1,95 @@
|
||||
#include "data/CutsceneData.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
glm::vec3 CutsceneTracks::getPositionAt(float time) const {
|
||||
glm::vec3 p = position.rbegin()->second;
|
||||
for (auto it = position.begin(); it != position.end(); ++it) {
|
||||
if (it->first <= time) {
|
||||
auto a = it->second;
|
||||
auto b = it->second;
|
||||
auto nextIt = it;
|
||||
float t = it->first;
|
||||
if (++nextIt != position.end()) {
|
||||
b = nextIt->second;
|
||||
t = nextIt->first;
|
||||
}
|
||||
float tdiff = t - it->first;
|
||||
p = b;
|
||||
if (tdiff > 0.f) {
|
||||
float fac = (time - it->first) / tdiff;
|
||||
p = glm::mix(a, b, fac);
|
||||
}
|
||||
}
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
glm::vec3 CutsceneTracks::getTargetAt(float time) const {
|
||||
glm::vec3 p = position.rbegin()->second;
|
||||
for (auto it = target.begin(); it != target.end(); ++it) {
|
||||
if (it->first <= time) {
|
||||
auto a = it->second;
|
||||
auto b = it->second;
|
||||
auto nextIt = it;
|
||||
float t = it->first;
|
||||
if (++nextIt != target.end()) {
|
||||
b = nextIt->second;
|
||||
t = nextIt->first;
|
||||
}
|
||||
float tdiff = t - it->first;
|
||||
p = b;
|
||||
if (tdiff > 0.f) {
|
||||
float fac = (time - it->first) / tdiff;
|
||||
p = glm::mix(a, b, fac);
|
||||
}
|
||||
}
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
float CutsceneTracks::getZoomAt(float time) const {
|
||||
float r = zoom.rbegin()->second;
|
||||
for (auto it = zoom.begin(); it != zoom.end(); ++it) {
|
||||
if (it->first <= time) {
|
||||
auto a = it->second;
|
||||
auto b = it->second;
|
||||
auto nextIt = it;
|
||||
float t = it->first;
|
||||
if (++nextIt != zoom.end()) {
|
||||
b = nextIt->second;
|
||||
t = nextIt->first;
|
||||
}
|
||||
float tdiff = t - it->first;
|
||||
r = b;
|
||||
if (tdiff > 0.f) {
|
||||
float fac = (time - it->first) / tdiff;
|
||||
r = glm::mix(a, b, fac);
|
||||
}
|
||||
}
|
||||
}
|
||||
return r;
|
||||
}
|
||||
|
||||
float CutsceneTracks::getRotationAt(float time) const {
|
||||
float r = rotation.rbegin()->second;
|
||||
for (auto it = rotation.begin(); it != rotation.end(); ++it) {
|
||||
if (it->first <= time) {
|
||||
auto a = it->second;
|
||||
auto b = it->second;
|
||||
auto nextIt = it;
|
||||
float t = it->first;
|
||||
if (++nextIt != rotation.end()) {
|
||||
b = nextIt->second;
|
||||
t = nextIt->first;
|
||||
}
|
||||
float tdiff = t - it->first;
|
||||
r = b;
|
||||
if (tdiff > 0.f) {
|
||||
float fac = (time - it->first) / tdiff;
|
||||
r = glm::mix(a, b, fac);
|
||||
}
|
||||
}
|
||||
}
|
||||
return r;
|
||||
}
|
@ -1,6 +1,8 @@
|
||||
#ifndef _RWENGINE_CUTSCENEDATA_HPP_
|
||||
#define _RWENGINE_CUTSCENEDATA_HPP_
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
@ -39,97 +41,13 @@ struct CutsceneTracks {
|
||||
|
||||
float duration{0.f};
|
||||
|
||||
glm::vec3 getPositionAt(float time) const {
|
||||
glm::vec3 p = position.rbegin()->second;
|
||||
for (auto it = position.begin(); it != position.end(); ++it) {
|
||||
if (it->first <= time) {
|
||||
auto a = it->second;
|
||||
auto b = it->second;
|
||||
auto nextIt = it;
|
||||
float t = it->first;
|
||||
if (++nextIt != position.end()) {
|
||||
b = nextIt->second;
|
||||
t = nextIt->first;
|
||||
}
|
||||
float tdiff = t - it->first;
|
||||
p = b;
|
||||
if (tdiff > 0.f) {
|
||||
float fac = (time - it->first) / tdiff;
|
||||
p = glm::mix(a, b, fac);
|
||||
}
|
||||
}
|
||||
}
|
||||
return p;
|
||||
}
|
||||
glm::vec3 getPositionAt(float time) const;
|
||||
|
||||
glm::vec3 getTargetAt(float time) const {
|
||||
glm::vec3 p = position.rbegin()->second;
|
||||
for (auto it = target.begin(); it != target.end(); ++it) {
|
||||
if (it->first <= time) {
|
||||
auto a = it->second;
|
||||
auto b = it->second;
|
||||
auto nextIt = it;
|
||||
float t = it->first;
|
||||
if (++nextIt != target.end()) {
|
||||
b = nextIt->second;
|
||||
t = nextIt->first;
|
||||
}
|
||||
float tdiff = t - it->first;
|
||||
p = b;
|
||||
if (tdiff > 0.f) {
|
||||
float fac = (time - it->first) / tdiff;
|
||||
p = glm::mix(a, b, fac);
|
||||
}
|
||||
}
|
||||
}
|
||||
return p;
|
||||
}
|
||||
glm::vec3 getTargetAt(float time) const;
|
||||
|
||||
float getZoomAt(float time) const {
|
||||
float r = zoom.rbegin()->second;
|
||||
for (auto it = zoom.begin(); it != zoom.end(); ++it) {
|
||||
if (it->first <= time) {
|
||||
auto a = it->second;
|
||||
auto b = it->second;
|
||||
auto nextIt = it;
|
||||
float t = it->first;
|
||||
if (++nextIt != zoom.end()) {
|
||||
b = nextIt->second;
|
||||
t = nextIt->first;
|
||||
}
|
||||
float tdiff = t - it->first;
|
||||
r = b;
|
||||
if (tdiff > 0.f) {
|
||||
float fac = (time - it->first) / tdiff;
|
||||
r = glm::mix(a, b, fac);
|
||||
}
|
||||
}
|
||||
}
|
||||
return r;
|
||||
}
|
||||
float getZoomAt(float time) const;
|
||||
|
||||
float getRotationAt(float time) const {
|
||||
float r = rotation.rbegin()->second;
|
||||
for (auto it = rotation.begin(); it != rotation.end(); ++it) {
|
||||
if (it->first <= time) {
|
||||
auto a = it->second;
|
||||
auto b = it->second;
|
||||
auto nextIt = it;
|
||||
float t = it->first;
|
||||
if (++nextIt != rotation.end()) {
|
||||
b = nextIt->second;
|
||||
t = nextIt->first;
|
||||
}
|
||||
float tdiff = t - it->first;
|
||||
r = b;
|
||||
if (tdiff > 0.f) {
|
||||
float fac = (time - it->first) / tdiff;
|
||||
r = glm::mix(a, b, fac);
|
||||
}
|
||||
}
|
||||
}
|
||||
return r;
|
||||
}
|
||||
float getRotationAt(float time) const;
|
||||
};
|
||||
|
||||
struct CutsceneData {
|
||||
|
@ -1,7 +1,9 @@
|
||||
#ifndef _RWENGINE_INSTANCEDATA_HPP_
|
||||
#define _RWENGINE_INSTANCEDATA_HPP_
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <string>
|
||||
|
||||
struct InstanceData {
|
||||
|
@ -1,5 +1,16 @@
|
||||
#include "data/ModelData.hpp"
|
||||
|
||||
#include "data/CollisionModel.hpp"
|
||||
#include "data/PathData.hpp"
|
||||
|
||||
SimpleModelInfo::SimpleModelInfo() : BaseModelInfo(kType) {
|
||||
}
|
||||
|
||||
SimpleModelInfo::SimpleModelInfo(ModelDataType type) : BaseModelInfo(type) {
|
||||
}
|
||||
|
||||
SimpleModelInfo::~SimpleModelInfo() = default;
|
||||
|
||||
void SimpleModelInfo::setupBigBuilding(const ModelInfoTable& models) {
|
||||
if (loddistances_[0] > 300.f && atomics_[2] == nullptr) {
|
||||
isbigbuilding_ = true;
|
||||
@ -23,3 +34,12 @@ void SimpleModelInfo::findRelatedModel(const ModelInfoTable& models) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
BaseModelInfo::BaseModelInfo(ModelDataType type) : type_(type) {
|
||||
}
|
||||
|
||||
void BaseModelInfo::setCollisionModel(std::unique_ptr<CollisionModel> &col) {
|
||||
collision = std::move(col);
|
||||
}
|
||||
|
||||
BaseModelInfo::~BaseModelInfo() = default;
|
||||
|
@ -1,8 +1,15 @@
|
||||
#ifndef _RWENGINE_MODELDATA_HPP_
|
||||
#define _RWENGINE_MODELDATA_HPP_
|
||||
|
||||
#include <rw/debug.hpp>
|
||||
#include <rw/forward.hpp>
|
||||
|
||||
#ifdef RW_WINDOWS
|
||||
#include <rw_mingw.hpp>
|
||||
#endif
|
||||
|
||||
#include <array>
|
||||
#include <cstdint>
|
||||
#include <glm/glm.hpp>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
@ -10,15 +17,8 @@
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include <data/Clump.hpp>
|
||||
#include <rw/debug.hpp>
|
||||
#include <rw/forward.hpp>
|
||||
|
||||
#include <data/CollisionModel.hpp>
|
||||
#include <data/PathData.hpp>
|
||||
#ifdef RW_WINDOWS
|
||||
#include <rw_mingw.hpp>
|
||||
#endif
|
||||
struct CollisionModel;
|
||||
struct PathData;
|
||||
|
||||
/**
|
||||
* 16-bit model ID identifier (from .ide)
|
||||
@ -47,10 +47,9 @@ public:
|
||||
std::string name;
|
||||
std::string textureslot;
|
||||
|
||||
BaseModelInfo(ModelDataType type) : type_(type) {
|
||||
}
|
||||
BaseModelInfo(ModelDataType type);
|
||||
|
||||
virtual ~BaseModelInfo() = default;
|
||||
virtual ~BaseModelInfo();
|
||||
|
||||
ModelID id() const {
|
||||
return modelid_;
|
||||
@ -76,9 +75,7 @@ public:
|
||||
return refcount_;
|
||||
}
|
||||
|
||||
void setCollisionModel(std::unique_ptr<CollisionModel>& col) {
|
||||
collision = std::move(col);
|
||||
}
|
||||
void setCollisionModel(std::unique_ptr<CollisionModel>& col);
|
||||
|
||||
CollisionModel* getCollision() const {
|
||||
return collision.get();
|
||||
@ -146,10 +143,9 @@ public:
|
||||
/// @todo remove this from here too :)
|
||||
std::vector<PathData> paths;
|
||||
|
||||
SimpleModelInfo() : BaseModelInfo(kType) {
|
||||
}
|
||||
SimpleModelInfo(ModelDataType type) : BaseModelInfo(type) {
|
||||
}
|
||||
SimpleModelInfo();
|
||||
SimpleModelInfo(ModelDataType type);
|
||||
~SimpleModelInfo() override;
|
||||
|
||||
/// @todo change with librw
|
||||
void setAtomic(const ClumpPtr& model, int n, const AtomicPtr& atomic) {
|
||||
|
@ -1,7 +1,9 @@
|
||||
#ifndef _RWENGINE_PATHDATA_HPP_
|
||||
#define _RWENGINE_PATHDATA_HPP_
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <cstdint>
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
|
@ -1,5 +1,6 @@
|
||||
#ifndef _RWENGINE_PEDDATA_HPP_
|
||||
#define _RWENGINE_PEDDATA_HPP_
|
||||
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
@ -1,6 +1,7 @@
|
||||
#ifndef RWENGINE_VEHICLEGENERATOR_HPP
|
||||
#define RWENGINE_VEHICLEGENERATOR_HPP
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
/**
|
||||
* Stores information about where the game can generate vehicles.
|
||||
|
@ -1,7 +1,9 @@
|
||||
#ifndef _RWENGINE_WEAPONDATA_HPP_
|
||||
#define _RWENGINE_WEAPONDATA_HPP_
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <cinttypes>
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
|
||||
struct WeaponData {
|
||||
|
@ -1,5 +1,6 @@
|
||||
#include "Weather.hpp"
|
||||
|
||||
#include <cmath>
|
||||
|
||||
namespace {
|
||||
Weather::Entry interpolateWeather(const Weather::Entry& a,
|
||||
|
@ -1,12 +1,13 @@
|
||||
#ifndef _RWENGINE_WEATHER_HPP_
|
||||
#define _RWENGINE_WEATHER_HPP_
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <rw/types.hpp>
|
||||
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
enum class WeatherCondition { Sunny = 0, Cloudy = 1, Rainy = 2, Foggy = 3 };
|
||||
|
||||
|
50
rwengine/src/data/ZoneData.cpp
Normal file
50
rwengine/src/data/ZoneData.cpp
Normal file
@ -0,0 +1,50 @@
|
||||
#include "data/ZoneData.hpp"
|
||||
|
||||
#include "glm/glm.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
bool ZoneData::isZoneContained(const ZoneData &inner, const ZoneData &outer) {
|
||||
return glm::all(glm::greaterThanEqual(inner.min, outer.min)) &&
|
||||
glm::all(glm::lessThanEqual(inner.max, outer.max));
|
||||
}
|
||||
|
||||
bool ZoneData::containsPoint(const glm::vec3 &point) const {
|
||||
return glm::all(glm::greaterThanEqual(point, min)) &&
|
||||
glm::all(glm::lessThanEqual(point, max));
|
||||
}
|
||||
|
||||
ZoneData *ZoneData::findLeafAtPoint(const glm::vec3 &point) {
|
||||
for (ZoneData* child : children_) {
|
||||
auto descendent = child->findLeafAtPoint(point);
|
||||
if (descendent) {
|
||||
return descendent;
|
||||
}
|
||||
}
|
||||
return containsPoint(point) ? this : nullptr;
|
||||
}
|
||||
|
||||
bool ZoneData::insertZone(ZoneData &inner) {
|
||||
if (!isZoneContained(inner, *this)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
for (ZoneData* child : children_) {
|
||||
if (child->insertZone(inner)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// inner is a child of outer
|
||||
|
||||
// Move any zones that are really within inner to inner
|
||||
auto it = std::stable_partition(
|
||||
children_.begin(), children_.end(),
|
||||
[&](ZoneData* a) { return !inner.insertZone(*a); });
|
||||
children_.erase(it, children_.end());
|
||||
|
||||
children_.push_back(&inner);
|
||||
inner.parent_ = this;
|
||||
|
||||
return true;
|
||||
}
|
@ -1,8 +1,8 @@
|
||||
#ifndef _RWENGINE_ZONEDATA_HPP_
|
||||
#define _RWENGINE_ZONEDATA_HPP_
|
||||
|
||||
#include <algorithm>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <utility>
|
||||
@ -90,50 +90,13 @@ struct ZoneData {
|
||||
|
||||
ZoneData() = default;
|
||||
|
||||
static bool isZoneContained(const ZoneData& inner, const ZoneData& outer) {
|
||||
return glm::all(glm::greaterThanEqual(inner.min, outer.min)) &&
|
||||
glm::all(glm::lessThanEqual(inner.max, outer.max));
|
||||
}
|
||||
static bool isZoneContained(const ZoneData& inner, const ZoneData& outer);
|
||||
|
||||
bool containsPoint(const glm::vec3& point) const {
|
||||
return glm::all(glm::greaterThanEqual(point, min)) &&
|
||||
glm::all(glm::lessThanEqual(point, max));
|
||||
}
|
||||
bool containsPoint(const glm::vec3& point) const;
|
||||
|
||||
ZoneData* findLeafAtPoint(const glm::vec3& point) {
|
||||
for (ZoneData* child : children_) {
|
||||
auto descendent = child->findLeafAtPoint(point);
|
||||
if (descendent) {
|
||||
return descendent;
|
||||
}
|
||||
}
|
||||
return containsPoint(point) ? this : nullptr;
|
||||
}
|
||||
ZoneData* findLeafAtPoint(const glm::vec3& point);
|
||||
|
||||
bool insertZone(ZoneData& inner) {
|
||||
if (!isZoneContained(inner, *this)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
for (ZoneData* child : children_) {
|
||||
if (child->insertZone(inner)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
// inner is a child of outer
|
||||
|
||||
// Move any zones that are really within inner to inner
|
||||
auto it = std::stable_partition(
|
||||
children_.begin(), children_.end(),
|
||||
[&](ZoneData* a) { return !inner.insertZone(*a); });
|
||||
children_.erase(it, children_.end());
|
||||
|
||||
children_.push_back(&inner);
|
||||
inner.parent_ = this;
|
||||
|
||||
return true;
|
||||
}
|
||||
bool insertZone(ZoneData& inner);
|
||||
};
|
||||
|
||||
using ZoneDataList = std::vector<ZoneData>;
|
||||
|
@ -1,11 +1,12 @@
|
||||
#ifndef _RWENGINE_ANIMATOR_HPP_
|
||||
#define _RWENGINE_ANIMATOR_HPP_
|
||||
#include <map>
|
||||
#include <vector>
|
||||
|
||||
#include <rw/debug.hpp>
|
||||
#include <rw/forward.hpp>
|
||||
|
||||
#include <map>
|
||||
#include <vector>
|
||||
|
||||
struct AnimationBone;
|
||||
class ModelFrame;
|
||||
|
||||
|
@ -19,6 +19,7 @@
|
||||
|
||||
#include "core/Logger.hpp"
|
||||
#include "core/Profiler.hpp"
|
||||
#include "data/CollisionModel.hpp"
|
||||
#include "engine/GameState.hpp"
|
||||
#include "engine/GameWorld.hpp"
|
||||
#include "loaders/LoaderCOL.hpp"
|
||||
@ -701,6 +702,31 @@ void GameData::loadSplash(const std::string& name) {
|
||||
engine->state->currentSplash = lower;
|
||||
}
|
||||
|
||||
TextureData::Handle GameData::findSlotTexture(const std::string &slot, const std::string &texture) const {
|
||||
auto slotit = textureslots.find(slot);
|
||||
if (slotit == textureslots.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
auto textureit = slotit->second.find(texture);
|
||||
if (textureit == slotit->second.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
return textureit->second;
|
||||
}
|
||||
|
||||
ZoneData *GameData::findZone(const std::string &name) {
|
||||
auto it =
|
||||
std::find_if(gamezones.begin(), gamezones.end(),
|
||||
[&](const ZoneData& a) { return a.name == name; });
|
||||
return it != gamezones.end() ? &(*it) : nullptr;
|
||||
}
|
||||
|
||||
ZoneData *GameData::findZoneAt(const glm::vec3 &pos) {
|
||||
RW_CHECK(!gamezones.empty(), "No game zones loaded");
|
||||
ZoneData* zone = gamezones[0].findLeafAtPoint(pos);
|
||||
return zone;
|
||||
}
|
||||
|
||||
int GameData::getWaterIndexAt(const glm::vec3& ws) const {
|
||||
auto wX = static_cast<int>((ws.x + WATER_WORLD_SIZE / 2.f) /
|
||||
(WATER_WORLD_SIZE / WATER_HQ_DATA_SIZE));
|
||||
@ -708,7 +734,7 @@ int GameData::getWaterIndexAt(const glm::vec3& ws) const {
|
||||
(WATER_WORLD_SIZE / WATER_HQ_DATA_SIZE));
|
||||
|
||||
if (wX >= 0 && wX < WATER_HQ_DATA_SIZE && wY >= 0 &&
|
||||
wY < WATER_HQ_DATA_SIZE) {
|
||||
wY < WATER_HQ_DATA_SIZE) {
|
||||
int i = (wX * WATER_HQ_DATA_SIZE) + wY;
|
||||
return engine->data->realWater[i];
|
||||
}
|
||||
|
@ -11,8 +11,6 @@
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <platform/FileIndex.hpp>
|
||||
#include <rw/debug.hpp>
|
||||
#include <rw/forward.hpp>
|
||||
@ -28,7 +26,6 @@
|
||||
#include <loaders/LoaderIMG.hpp>
|
||||
#include <loaders/LoaderTXD.hpp>
|
||||
#include <objects/VehicleInfo.hpp>
|
||||
#include <gl/TextureData.hpp>
|
||||
|
||||
class Logger;
|
||||
struct WeaponData;
|
||||
@ -194,17 +191,7 @@ public:
|
||||
void loadSplash(const std::string& name);
|
||||
|
||||
TextureData::Handle findSlotTexture(const std::string& slot,
|
||||
const std::string& texture) const {
|
||||
auto slotit = textureslots.find(slot);
|
||||
if (slotit == textureslots.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
auto textureit = slotit->second.find(texture);
|
||||
if (textureit == slotit->second.end()) {
|
||||
return nullptr;
|
||||
}
|
||||
return textureit->second;
|
||||
}
|
||||
const std::string& texture) const;
|
||||
|
||||
FileIndex index;
|
||||
|
||||
@ -227,18 +214,9 @@ public:
|
||||
|
||||
ZoneDataList mapzones;
|
||||
|
||||
ZoneData* findZone(const std::string& name) {
|
||||
auto it =
|
||||
std::find_if(gamezones.begin(), gamezones.end(),
|
||||
[&](const ZoneData& a) { return a.name == name; });
|
||||
return it != gamezones.end() ? &(*it) : nullptr;
|
||||
}
|
||||
ZoneData* findZone(const std::string& name);
|
||||
|
||||
ZoneData* findZoneAt(const glm::vec3& pos) {
|
||||
RW_CHECK(!gamezones.empty(), "No game zones loaded");
|
||||
ZoneData* zone = gamezones[0].findLeafAtPoint(pos);
|
||||
return zone;
|
||||
}
|
||||
ZoneData* findZoneAt(const glm::vec3& pos);
|
||||
|
||||
std::unordered_map<ModelID, std::unique_ptr<BaseModelInfo>> modelinfo;
|
||||
|
||||
|
@ -1,14 +1,5 @@
|
||||
#ifndef _RWENGINE_GAMESTATE_HPP_
|
||||
#define _RWENGINE_GAMESTATE_HPP_
|
||||
#include <bitset>
|
||||
#include <cstdint>
|
||||
#include <map>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <fonts/GameTexts.hpp>
|
||||
#include "data/CutsceneData.hpp"
|
||||
@ -20,6 +11,17 @@
|
||||
#include "objects/ObjectTypes.hpp"
|
||||
#include "script/ScriptTypes.hpp"
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec4.hpp>
|
||||
|
||||
#include <bitset>
|
||||
#include <cstdint>
|
||||
#include <map>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
class GameWorld;
|
||||
class GameObject;
|
||||
class ScriptMachine;
|
||||
|
@ -18,7 +18,9 @@
|
||||
|
||||
#include "engine/GameData.hpp"
|
||||
#include "engine/GameState.hpp"
|
||||
#include "engine/Payphone.hpp"
|
||||
|
||||
#include "ai/AIGraphNode.hpp"
|
||||
#include "ai/DefaultAIController.hpp"
|
||||
#include "ai/PlayerController.hpp"
|
||||
#include "ai/TrafficDirector.hpp"
|
||||
@ -172,7 +174,7 @@ InstanceObject* GameWorld::createInstance(const uint16_t id,
|
||||
}
|
||||
|
||||
void GameWorld::createTraffic(const ViewCamera& viewCamera) {
|
||||
TrafficDirector director(&aigraph, this);
|
||||
ai::TrafficDirector director(&aigraph, this);
|
||||
|
||||
director.populateNearby(viewCamera, kMaxTrafficSpawnRadius, 5);
|
||||
}
|
||||
@ -336,7 +338,7 @@ CharacterObject* GameWorld::createPedestrian(const uint16_t id,
|
||||
data->loadModel(id);
|
||||
}
|
||||
|
||||
auto controller = new DefaultAIController();
|
||||
auto controller = new ai::DefaultAIController();
|
||||
auto ped = std::make_unique<CharacterObject>(this, pos, rot, pt, controller);
|
||||
auto ptr = ped.get();
|
||||
ped->setGameObjectID(gid);
|
||||
@ -364,7 +366,7 @@ CharacterObject* GameWorld::createPlayer(const glm::vec3& pos,
|
||||
pt->setModel(model);
|
||||
}
|
||||
|
||||
auto controller = new PlayerController();
|
||||
auto controller = new ai::PlayerController();
|
||||
auto ped = std::make_unique<CharacterObject>(this, pos, rot, pt, controller);
|
||||
auto ptr = ped.get();
|
||||
ped->setGameObjectID(gid);
|
||||
@ -429,7 +431,7 @@ PickupObject* GameWorld::createPickup(const glm::vec3& pos, int id, int type) {
|
||||
}
|
||||
|
||||
Garage* GameWorld::createGarage(const glm::vec3 coord0, const glm::vec3 coord1,
|
||||
Garage::Type type) {
|
||||
GarageType type) {
|
||||
const size_t id = garages.size();
|
||||
garages.emplace_back(std::make_unique<Garage>(this, id, coord0, coord1, type));
|
||||
return garages.back().get();
|
||||
@ -873,7 +875,7 @@ void GameWorld::loadSpecialModel(const unsigned short index,
|
||||
state->specialModels[index] = lowerName;
|
||||
}
|
||||
|
||||
void GameWorld::disableAIPaths(AIGraphNode::NodeType type, const glm::vec3& min,
|
||||
void GameWorld::disableAIPaths(ai::NodeType type, const glm::vec3& min,
|
||||
const glm::vec3& max) {
|
||||
for (auto& n : aigraph.nodes) {
|
||||
if (n->type == type) {
|
||||
@ -886,7 +888,7 @@ void GameWorld::disableAIPaths(AIGraphNode::NodeType type, const glm::vec3& min,
|
||||
}
|
||||
}
|
||||
|
||||
void GameWorld::enableAIPaths(AIGraphNode::NodeType type, const glm::vec3& min,
|
||||
void GameWorld::enableAIPaths(ai::NodeType type, const glm::vec3& min,
|
||||
const glm::vec3& max) {
|
||||
for (auto& n : aigraph.nodes) {
|
||||
if (n->type == type) {
|
||||
@ -1064,11 +1066,11 @@ void GameWorld::clearObjectsWithinArea(const glm::vec3 center,
|
||||
// explosions, remove all projectiles
|
||||
}
|
||||
|
||||
PlayerController* GameWorld::getPlayer() {
|
||||
ai::PlayerController* GameWorld::getPlayer() {
|
||||
auto object = pedestrianPool.find(state->playerObject);
|
||||
if (object) {
|
||||
auto controller = static_cast<CharacterObject*>(object)->controller;
|
||||
return static_cast<PlayerController*>(controller);
|
||||
return static_cast<ai::PlayerController*>(controller);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
@ -17,20 +17,11 @@
|
||||
#pragma warning(default : 4305)
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <ai/AIGraph.hpp>
|
||||
#include <ai/AIGraphNode.hpp>
|
||||
#include <audio/SoundManager.hpp>
|
||||
|
||||
#include <engine/Garage.hpp>
|
||||
#include <engine/Payphone.hpp>
|
||||
#include <objects/ObjectTypes.hpp>
|
||||
|
||||
#include <render/VisualFX.hpp>
|
||||
|
||||
#include <data/Chase.hpp>
|
||||
#include <engine/Garage.hpp>
|
||||
#include <objects/ObjectTypes.hpp>
|
||||
|
||||
class btCollisionDispatcher;
|
||||
class btDefaultCollisionConfiguration;
|
||||
@ -45,7 +36,10 @@ class GameState;
|
||||
class Garage;
|
||||
class Payphone;
|
||||
|
||||
namespace ai {
|
||||
class PlayerController;
|
||||
} // namespace ai
|
||||
|
||||
class Logger;
|
||||
|
||||
class GameData;
|
||||
@ -63,6 +57,11 @@ struct BlipData;
|
||||
struct WeaponScan;
|
||||
struct VehicleGenerator;
|
||||
|
||||
struct LightFX;
|
||||
struct ParticleFX;
|
||||
struct TrailFX;
|
||||
struct VisualFX;
|
||||
|
||||
/**
|
||||
* Information about "Goal" locations so they can be rendered
|
||||
* (this doesn't really belong here).
|
||||
@ -158,7 +157,7 @@ public:
|
||||
* Creates a garage
|
||||
*/
|
||||
Garage* createGarage(const glm::vec3 coord0, const glm::vec3 coord1,
|
||||
Garage::Type type);
|
||||
GarageType type);
|
||||
|
||||
/**
|
||||
* Creates a payphone
|
||||
@ -291,7 +290,7 @@ public:
|
||||
|
||||
ObjectPool& getTypeObjectPool(GameObject* object);
|
||||
|
||||
std::vector<PlayerController*> players;
|
||||
std::vector<ai::PlayerController*> players;
|
||||
|
||||
std::vector<std::unique_ptr<Garage>> garages;
|
||||
|
||||
@ -312,7 +311,7 @@ public:
|
||||
/**
|
||||
* AI Graph
|
||||
*/
|
||||
AIGraph aigraph;
|
||||
ai::AIGraph aigraph;
|
||||
|
||||
/**
|
||||
* Visual Effects
|
||||
@ -368,9 +367,9 @@ public:
|
||||
const std::string& name);
|
||||
void loadSpecialModel(const unsigned short index, const std::string& name);
|
||||
|
||||
void disableAIPaths(AIGraphNode::NodeType type, const glm::vec3& min,
|
||||
void disableAIPaths(ai::NodeType type, const glm::vec3& min,
|
||||
const glm::vec3& max);
|
||||
void enableAIPaths(AIGraphNode::NodeType type, const glm::vec3& min,
|
||||
void enableAIPaths(ai::NodeType type, const glm::vec3& min,
|
||||
const glm::vec3& max);
|
||||
|
||||
void drawAreaIndicator(AreaIndicatorInfo::AreaIndicatorType type,
|
||||
@ -398,14 +397,14 @@ public:
|
||||
void clearObjectsWithinArea(const glm::vec3 center, const float radius,
|
||||
const bool clearParticles);
|
||||
|
||||
PlayerController* getPlayer();
|
||||
ai::PlayerController* getPlayer();
|
||||
|
||||
template <
|
||||
typename T1, typename T2 = T1,
|
||||
typename std::enable_if<std::is_integral<T1>::value>::type* = nullptr,
|
||||
typename std::enable_if<std::is_integral<T2>::value>::type* = nullptr>
|
||||
T1 getRandomNumber(T1 min, T2 max) {
|
||||
std::uniform_int_distribution<T1> dist(min, max);
|
||||
std::uniform_int_distribution<T1> dist(min, static_cast<T1>(max));
|
||||
return dist(randomNumberGen);
|
||||
}
|
||||
|
||||
@ -416,7 +415,7 @@ public:
|
||||
typename std::enable_if<std::is_floating_point<T2>::value>::type* =
|
||||
nullptr>
|
||||
T1 getRandomNumber(T1 min, T2 max) {
|
||||
std::uniform_real_distribution<T1> dist(min, max);
|
||||
std::uniform_real_distribution<T1> dist(min, static_cast<T1>(max));
|
||||
return dist(randomNumberGen);
|
||||
}
|
||||
|
||||
|
@ -10,19 +10,17 @@
|
||||
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include "dynamics/CollisionInstance.hpp"
|
||||
|
||||
#include "ai/PlayerController.hpp"
|
||||
|
||||
#include "data/CollisionModel.hpp"
|
||||
#include "dynamics/CollisionInstance.hpp"
|
||||
#include "engine/GameState.hpp"
|
||||
|
||||
#include "objects/CharacterObject.hpp"
|
||||
#include "objects/GameObject.hpp"
|
||||
#include "objects/InstanceObject.hpp"
|
||||
#include "objects/VehicleObject.hpp"
|
||||
|
||||
Garage::Garage(GameWorld* engine_, size_t id_, const glm::vec3& coord0,
|
||||
const glm::vec3& coord1, Type type_)
|
||||
const glm::vec3& coord1, GarageType type_)
|
||||
: engine(engine_), id(id_), type(type_) {
|
||||
min.x = std::min(coord0.x, coord1.x);
|
||||
min.y = std::min(coord0.y, coord1.y);
|
||||
@ -81,32 +79,32 @@ Garage::Garage(GameWorld* engine_, size_t id_, const glm::vec3& coord0,
|
||||
step /= doorHeight;
|
||||
|
||||
switch (type) {
|
||||
case Garage::Type::Mission:
|
||||
case Garage::Type::CollectCars1:
|
||||
case Garage::Type::CollectCars2:
|
||||
case Garage::Type::MissionForCarToComeOut:
|
||||
case Garage::Type::MissionKeepCar:
|
||||
case Garage::Type::Hideout1:
|
||||
case Garage::Type::Hideout2:
|
||||
case Garage::Type::Hideout3:
|
||||
case Garage::Type::MissionToOpenAndClose:
|
||||
case Garage::Type::MissionForSpecificCar:
|
||||
case Garage::Type::MissionKeepCarAndRemainClosed: {
|
||||
state = State::Closed;
|
||||
case GarageType::Mission:
|
||||
case GarageType::CollectCars1:
|
||||
case GarageType::CollectCars2:
|
||||
case GarageType::MissionForCarToComeOut:
|
||||
case GarageType::MissionKeepCar:
|
||||
case GarageType::Hideout1:
|
||||
case GarageType::Hideout2:
|
||||
case GarageType::Hideout3:
|
||||
case GarageType::MissionToOpenAndClose:
|
||||
case GarageType::MissionForSpecificCar:
|
||||
case GarageType::MissionKeepCarAndRemainClosed: {
|
||||
state = GarageState::Closed;
|
||||
break;
|
||||
}
|
||||
|
||||
case Garage::Type::BombShop1:
|
||||
case Garage::Type::BombShop2:
|
||||
case Garage::Type::BombShop3:
|
||||
case Garage::Type::Respray:
|
||||
case Garage::Type::Crusher: {
|
||||
state = State::Opened;
|
||||
case GarageType::BombShop1:
|
||||
case GarageType::BombShop2:
|
||||
case GarageType::BombShop3:
|
||||
case GarageType::Respray:
|
||||
case GarageType::Crusher: {
|
||||
state = GarageState::Opened;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (state == State::Closed) {
|
||||
if (state == GarageState::Closed) {
|
||||
fraction = 0.f;
|
||||
} else {
|
||||
fraction = 1.f;
|
||||
@ -129,14 +127,14 @@ void Garage::makeDoorSwing() {
|
||||
}
|
||||
|
||||
bool Garage::isTargetInsideGarage() const {
|
||||
return state == State::Closed && isObjectInsideGarage(target);
|
||||
return state == GarageState::Closed && isObjectInsideGarage(target);
|
||||
}
|
||||
|
||||
void Garage::activate() {
|
||||
active = true;
|
||||
|
||||
if (type == Type::MissionForCarToComeOut && state == State::Closed) {
|
||||
state = State::Opening;
|
||||
if (type == GarageType::MissionForCarToComeOut && state == GarageState::Closed) {
|
||||
state = GarageState::Opening;
|
||||
}
|
||||
}
|
||||
|
||||
@ -145,14 +143,14 @@ void Garage::deactivate() {
|
||||
}
|
||||
|
||||
void Garage::open() {
|
||||
if (state == State::Closed || state == State::Closing) {
|
||||
state = State::Opening;
|
||||
if (state == GarageState::Closed || state == GarageState::Closing) {
|
||||
state = GarageState::Opening;
|
||||
}
|
||||
}
|
||||
|
||||
void Garage::close() {
|
||||
if (state == State::Opened || state == State::Opening) {
|
||||
state = State::Closing;
|
||||
if (state == GarageState::Opened || state == GarageState::Opening) {
|
||||
state = GarageState::Closing;
|
||||
}
|
||||
}
|
||||
|
||||
@ -204,7 +202,7 @@ bool Garage::shouldClose() {
|
||||
bool playerIsInVehicle = playerVehicle != nullptr;
|
||||
|
||||
switch (type) {
|
||||
case Type::Mission: {
|
||||
case GarageType::Mission: {
|
||||
if (!isObjectInsideGarage(static_cast<GameObject*>(plyChar)) &&
|
||||
isObjectInsideGarage(target) && !playerIsInVehicle &&
|
||||
getDistanceToGarage(playerPosition) >= 2.f) {
|
||||
@ -214,9 +212,9 @@ bool Garage::shouldClose() {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::BombShop1:
|
||||
case Type::BombShop2:
|
||||
case Type::BombShop3: {
|
||||
case GarageType::BombShop1:
|
||||
case GarageType::BombShop2:
|
||||
case GarageType::BombShop3: {
|
||||
if (playerIsInVehicle) {
|
||||
if (isObjectInsideGarage(
|
||||
static_cast<GameObject*>(playerVehicle)) &&
|
||||
@ -228,7 +226,7 @@ bool Garage::shouldClose() {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::Respray: {
|
||||
case GarageType::Respray: {
|
||||
if (playerIsInVehicle) {
|
||||
if (isObjectInsideGarage(
|
||||
static_cast<GameObject*>(playerVehicle)) &&
|
||||
@ -246,8 +244,8 @@ bool Garage::shouldClose() {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::CollectCars1:
|
||||
case Type::CollectCars2: {
|
||||
case GarageType::CollectCars1:
|
||||
case GarageType::CollectCars2: {
|
||||
if (playerIsInVehicle) {
|
||||
if (isObjectInsideGarage(
|
||||
static_cast<GameObject*>(playerVehicle))) {
|
||||
@ -263,24 +261,24 @@ bool Garage::shouldClose() {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionForCarToComeOut: {
|
||||
case GarageType::MissionForCarToComeOut: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::Crusher: {
|
||||
case GarageType::Crusher: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCar: {
|
||||
case GarageType::MissionKeepCar: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::Hideout1:
|
||||
case Type::Hideout2:
|
||||
case Type::Hideout3: {
|
||||
case GarageType::Hideout1:
|
||||
case GarageType::Hideout2:
|
||||
case GarageType::Hideout3: {
|
||||
// Not sure about these values
|
||||
if ((!playerIsInVehicle &&
|
||||
getDistanceToGarage(playerPosition) >= 5.f) ||
|
||||
@ -292,17 +290,17 @@ bool Garage::shouldClose() {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionToOpenAndClose: {
|
||||
case GarageType::MissionToOpenAndClose: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionForSpecificCar: {
|
||||
case GarageType::MissionForSpecificCar: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCarAndRemainClosed: {
|
||||
case GarageType::MissionKeepCarAndRemainClosed: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
@ -321,7 +319,7 @@ bool Garage::shouldOpen() {
|
||||
bool playerIsInVehicle = playerVehicle != nullptr;
|
||||
|
||||
switch (type) {
|
||||
case Type::Mission: {
|
||||
case GarageType::Mission: {
|
||||
// Not sure about these values
|
||||
if (playerIsInVehicle &&
|
||||
getDistanceToGarage(playerPosition) < 8.f &&
|
||||
@ -332,10 +330,10 @@ bool Garage::shouldOpen() {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::BombShop1:
|
||||
case Type::BombShop2:
|
||||
case Type::BombShop3:
|
||||
case Type::Respray: {
|
||||
case GarageType::BombShop1:
|
||||
case GarageType::BombShop2:
|
||||
case GarageType::BombShop3:
|
||||
case GarageType::Respray: {
|
||||
if (garageTimer < engine->getGameTime()) {
|
||||
return true;
|
||||
}
|
||||
@ -343,30 +341,30 @@ bool Garage::shouldOpen() {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::CollectCars1:
|
||||
case Type::CollectCars2: {
|
||||
case GarageType::CollectCars1:
|
||||
case GarageType::CollectCars2: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionForCarToComeOut: {
|
||||
case GarageType::MissionForCarToComeOut: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::Crusher: {
|
||||
case GarageType::Crusher: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCar: {
|
||||
case GarageType::MissionKeepCar: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::Hideout1:
|
||||
case Type::Hideout2:
|
||||
case Type::Hideout3: {
|
||||
case GarageType::Hideout1:
|
||||
case GarageType::Hideout2:
|
||||
case GarageType::Hideout3: {
|
||||
// Not sure about these values
|
||||
if ((!playerIsInVehicle &&
|
||||
getDistanceToGarage(playerPosition) < 5.f) ||
|
||||
@ -378,17 +376,17 @@ bool Garage::shouldOpen() {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionToOpenAndClose: {
|
||||
case GarageType::MissionToOpenAndClose: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionForSpecificCar: {
|
||||
case GarageType::MissionForSpecificCar: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCarAndRemainClosed: {
|
||||
case GarageType::MissionKeepCarAndRemainClosed: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
@ -407,34 +405,34 @@ bool Garage::shouldStopClosing() {
|
||||
bool playerIsInVehicle = playerVehicle != nullptr;
|
||||
|
||||
switch (type) {
|
||||
case Type::Mission:
|
||||
case Type::BombShop1:
|
||||
case Type::BombShop2:
|
||||
case Type::BombShop3:
|
||||
case Type::Respray:
|
||||
case Type::CollectCars1:
|
||||
case Type::CollectCars2: {
|
||||
case GarageType::Mission:
|
||||
case GarageType::BombShop1:
|
||||
case GarageType::BombShop2:
|
||||
case GarageType::BombShop3:
|
||||
case GarageType::Respray:
|
||||
case GarageType::CollectCars1:
|
||||
case GarageType::CollectCars2: {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionForCarToComeOut: {
|
||||
case GarageType::MissionForCarToComeOut: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::Crusher: {
|
||||
case GarageType::Crusher: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCar: {
|
||||
case GarageType::MissionKeepCar: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::Hideout1:
|
||||
case Type::Hideout2:
|
||||
case Type::Hideout3: {
|
||||
case GarageType::Hideout1:
|
||||
case GarageType::Hideout2:
|
||||
case GarageType::Hideout3: {
|
||||
// Not sure about these values
|
||||
if ((!playerIsInVehicle &&
|
||||
getDistanceToGarage(playerPosition) < 5.f) ||
|
||||
@ -446,17 +444,17 @@ bool Garage::shouldStopClosing() {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionToOpenAndClose: {
|
||||
case GarageType::MissionToOpenAndClose: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionForSpecificCar: {
|
||||
case GarageType::MissionForSpecificCar: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCarAndRemainClosed: {
|
||||
case GarageType::MissionKeepCarAndRemainClosed: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
@ -475,34 +473,34 @@ bool Garage::shouldStopOpening() {
|
||||
bool playerIsInVehicle = playerVehicle != nullptr;
|
||||
|
||||
switch (type) {
|
||||
case Type::Mission:
|
||||
case Type::BombShop1:
|
||||
case Type::BombShop2:
|
||||
case Type::BombShop3:
|
||||
case Type::Respray:
|
||||
case Type::CollectCars1:
|
||||
case Type::CollectCars2: {
|
||||
case GarageType::Mission:
|
||||
case GarageType::BombShop1:
|
||||
case GarageType::BombShop2:
|
||||
case GarageType::BombShop3:
|
||||
case GarageType::Respray:
|
||||
case GarageType::CollectCars1:
|
||||
case GarageType::CollectCars2: {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionForCarToComeOut: {
|
||||
case GarageType::MissionForCarToComeOut: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::Crusher: {
|
||||
case GarageType::Crusher: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCar: {
|
||||
case GarageType::MissionKeepCar: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::Hideout1:
|
||||
case Type::Hideout2:
|
||||
case Type::Hideout3: {
|
||||
case GarageType::Hideout1:
|
||||
case GarageType::Hideout2:
|
||||
case GarageType::Hideout3: {
|
||||
// Not sure about these values
|
||||
if ((!playerIsInVehicle &&
|
||||
getDistanceToGarage(playerPosition) >= 5.f) ||
|
||||
@ -514,17 +512,17 @@ bool Garage::shouldStopOpening() {
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionToOpenAndClose: {
|
||||
case GarageType::MissionToOpenAndClose: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionForSpecificCar: {
|
||||
case GarageType::MissionForSpecificCar: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCarAndRemainClosed: {
|
||||
case GarageType::MissionKeepCarAndRemainClosed: {
|
||||
// @todo unimplemented
|
||||
return false;
|
||||
}
|
||||
@ -545,58 +543,58 @@ void Garage::doOnOpenEvent() {
|
||||
RW_UNUSED(playerIsInVehicle);
|
||||
|
||||
switch (type) {
|
||||
case Type::Mission: {
|
||||
case GarageType::Mission: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::BombShop1: {
|
||||
case GarageType::BombShop1: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::BombShop2: {
|
||||
case GarageType::BombShop2: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::BombShop3: {
|
||||
case GarageType::BombShop3: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::Respray: {
|
||||
case GarageType::Respray: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::CollectCars1:
|
||||
case Type::CollectCars2: {
|
||||
case GarageType::CollectCars1:
|
||||
case GarageType::CollectCars2: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionForCarToComeOut: {
|
||||
case GarageType::MissionForCarToComeOut: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::Crusher: {
|
||||
case GarageType::Crusher: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCar: {
|
||||
case GarageType::MissionKeepCar: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::Hideout1:
|
||||
case Type::Hideout2:
|
||||
case Type::Hideout3: {
|
||||
case GarageType::Hideout1:
|
||||
case GarageType::Hideout2:
|
||||
case GarageType::Hideout3: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionToOpenAndClose: {
|
||||
case GarageType::MissionToOpenAndClose: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionForSpecificCar: {
|
||||
case GarageType::MissionForSpecificCar: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCarAndRemainClosed: {
|
||||
case GarageType::MissionKeepCarAndRemainClosed: {
|
||||
break;
|
||||
}
|
||||
|
||||
@ -614,21 +612,21 @@ void Garage::doOnCloseEvent() {
|
||||
RW_UNUSED(playerIsInVehicle);
|
||||
|
||||
switch (type) {
|
||||
case Type::Mission: {
|
||||
case GarageType::Mission: {
|
||||
player->setInputEnabled(true);
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::BombShop1:
|
||||
case Type::BombShop2:
|
||||
case Type::BombShop3: {
|
||||
case GarageType::BombShop1:
|
||||
case GarageType::BombShop2:
|
||||
case GarageType::BombShop3: {
|
||||
// Find out real value
|
||||
garageTimer = engine->getGameTime() + 1.5f;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::Respray: {
|
||||
case GarageType::Respray: {
|
||||
// Find out real value
|
||||
garageTimer = engine->getGameTime() + 2.f;
|
||||
playerVehicle->setHealth(1000.f);
|
||||
@ -636,38 +634,38 @@ void Garage::doOnCloseEvent() {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::CollectCars1:
|
||||
case Type::CollectCars2: {
|
||||
case GarageType::CollectCars1:
|
||||
case GarageType::CollectCars2: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionForCarToComeOut: {
|
||||
case GarageType::MissionForCarToComeOut: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::Crusher: {
|
||||
case GarageType::Crusher: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCar: {
|
||||
case GarageType::MissionKeepCar: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::Hideout1:
|
||||
case Type::Hideout2:
|
||||
case Type::Hideout3: {
|
||||
case GarageType::Hideout1:
|
||||
case GarageType::Hideout2:
|
||||
case GarageType::Hideout3: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionToOpenAndClose: {
|
||||
case GarageType::MissionToOpenAndClose: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionForSpecificCar: {
|
||||
case GarageType::MissionForSpecificCar: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCarAndRemainClosed: {
|
||||
case GarageType::MissionKeepCarAndRemainClosed: {
|
||||
break;
|
||||
}
|
||||
|
||||
@ -685,58 +683,58 @@ void Garage::doOnStartOpeningEvent() {
|
||||
RW_UNUSED(playerIsInVehicle);
|
||||
|
||||
switch (type) {
|
||||
case Type::Mission: {
|
||||
case GarageType::Mission: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::CollectCars1:
|
||||
case Type::CollectCars2: {
|
||||
case GarageType::CollectCars1:
|
||||
case GarageType::CollectCars2: {
|
||||
player->setInputEnabled(true);
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::BombShop1:
|
||||
case Type::BombShop2:
|
||||
case Type::BombShop3: {
|
||||
case GarageType::BombShop1:
|
||||
case GarageType::BombShop2:
|
||||
case GarageType::BombShop3: {
|
||||
player->setInputEnabled(true);
|
||||
playerVehicle->setHandbraking(false);
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::Respray: {
|
||||
case GarageType::Respray: {
|
||||
player->setInputEnabled(true);
|
||||
playerVehicle->setHandbraking(false);
|
||||
resprayDone = true;
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionForCarToComeOut: {
|
||||
case GarageType::MissionForCarToComeOut: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::Crusher: {
|
||||
case GarageType::Crusher: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCar: {
|
||||
case GarageType::MissionKeepCar: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::Hideout1:
|
||||
case Type::Hideout2:
|
||||
case Type::Hideout3: {
|
||||
case GarageType::Hideout1:
|
||||
case GarageType::Hideout2:
|
||||
case GarageType::Hideout3: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionToOpenAndClose: {
|
||||
case GarageType::MissionToOpenAndClose: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionForSpecificCar: {
|
||||
case GarageType::MissionForSpecificCar: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCarAndRemainClosed: {
|
||||
case GarageType::MissionKeepCarAndRemainClosed: {
|
||||
break;
|
||||
}
|
||||
|
||||
@ -754,43 +752,43 @@ void Garage::doOnStartClosingEvent() {
|
||||
RW_UNUSED(playerIsInVehicle);
|
||||
|
||||
switch (type) {
|
||||
case Type::Mission:
|
||||
case Type::CollectCars1:
|
||||
case Type::CollectCars2: {
|
||||
case GarageType::Mission:
|
||||
case GarageType::CollectCars1:
|
||||
case GarageType::CollectCars2: {
|
||||
player->setInputEnabled(false);
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::BombShop1:
|
||||
case Type::BombShop2:
|
||||
case Type::BombShop3:
|
||||
case Type::Respray: {
|
||||
case GarageType::BombShop1:
|
||||
case GarageType::BombShop2:
|
||||
case GarageType::BombShop3:
|
||||
case GarageType::Respray: {
|
||||
player->setInputEnabled(false);
|
||||
playerVehicle->setHandbraking(true);
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionForCarToComeOut: {
|
||||
case GarageType::MissionForCarToComeOut: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::Crusher: {
|
||||
case GarageType::Crusher: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCar: {
|
||||
case GarageType::MissionKeepCar: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionToOpenAndClose: {
|
||||
case GarageType::MissionToOpenAndClose: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionForSpecificCar: {
|
||||
case GarageType::MissionForSpecificCar: {
|
||||
break;
|
||||
}
|
||||
|
||||
case Type::MissionKeepCarAndRemainClosed: {
|
||||
case GarageType::MissionKeepCarAndRemainClosed: {
|
||||
break;
|
||||
}
|
||||
|
||||
@ -809,32 +807,32 @@ void Garage::tick(float dt) {
|
||||
needsToUpdate = false;
|
||||
|
||||
switch (state) {
|
||||
case State::Opened: {
|
||||
case GarageState::Opened: {
|
||||
if (shouldClose()) {
|
||||
state = State::Closing;
|
||||
state = GarageState::Closing;
|
||||
doOnStartClosingEvent();
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case State::Closed: {
|
||||
case GarageState::Closed: {
|
||||
if (shouldOpen()) {
|
||||
state = State::Opening;
|
||||
state = GarageState::Opening;
|
||||
doOnStartOpeningEvent();
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case State::Opening: {
|
||||
case GarageState::Opening: {
|
||||
if (shouldStopOpening()) {
|
||||
state = State::Closing;
|
||||
state = GarageState::Closing;
|
||||
} else {
|
||||
fraction += dt * step;
|
||||
|
||||
if (fraction >= 1.0f) {
|
||||
state = State::Opened;
|
||||
state = GarageState::Opened;
|
||||
fraction = 1.f;
|
||||
doOnOpenEvent();
|
||||
}
|
||||
@ -845,14 +843,14 @@ void Garage::tick(float dt) {
|
||||
break;
|
||||
}
|
||||
|
||||
case State::Closing: {
|
||||
case GarageState::Closing: {
|
||||
if (shouldStopClosing()) {
|
||||
state = State::Opening;
|
||||
state = GarageState::Opening;
|
||||
} else {
|
||||
fraction -= dt * step;
|
||||
|
||||
if (fraction <= 0.f) {
|
||||
state = State::Closed;
|
||||
state = GarageState::Closed;
|
||||
fraction = 0.f;
|
||||
doOnCloseEvent();
|
||||
}
|
||||
|
@ -1,11 +1,12 @@
|
||||
#ifndef _RWENGINE_GARAGE_HPP_
|
||||
#define _RWENGINE_GARAGE_HPP_
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
#include <rw/debug.hpp>
|
||||
|
||||
namespace ai {
|
||||
class PlayerController;
|
||||
} // namespace ai
|
||||
|
||||
class GameWorld;
|
||||
|
||||
@ -13,6 +14,28 @@ class CharacterObject;
|
||||
class InstanceObject;
|
||||
class GameObject;
|
||||
|
||||
// Garage types are from original game
|
||||
enum class GarageType {
|
||||
Mission = 1,
|
||||
BombShop1 = 2,
|
||||
BombShop2 = 3,
|
||||
BombShop3 = 4,
|
||||
Respray = 5,
|
||||
CollectCars1 = 8,
|
||||
CollectCars2 = 9,
|
||||
MissionForCarToComeOut = 11,
|
||||
Crusher = 13,
|
||||
MissionKeepCar = 14,
|
||||
Hideout1 = 16,
|
||||
Hideout2 = 17,
|
||||
Hideout3 = 18,
|
||||
MissionToOpenAndClose = 19,
|
||||
MissionForSpecificCar = 20,
|
||||
MissionKeepCarAndRemainClosed = 21,
|
||||
};
|
||||
|
||||
enum class GarageState { Closed, Closing, Opening, Opened };
|
||||
|
||||
class Garage {
|
||||
private:
|
||||
InstanceObject* doorObject = nullptr;
|
||||
@ -49,28 +72,6 @@ private:
|
||||
void updateDoor();
|
||||
|
||||
public:
|
||||
// Garage types are from original game
|
||||
enum class Type {
|
||||
Mission = 1,
|
||||
BombShop1 = 2,
|
||||
BombShop2 = 3,
|
||||
BombShop3 = 4,
|
||||
Respray = 5,
|
||||
CollectCars1 = 8,
|
||||
CollectCars2 = 9,
|
||||
MissionForCarToComeOut = 11,
|
||||
Crusher = 13,
|
||||
MissionKeepCar = 14,
|
||||
Hideout1 = 16,
|
||||
Hideout2 = 17,
|
||||
Hideout3 = 18,
|
||||
MissionToOpenAndClose = 19,
|
||||
MissionForSpecificCar = 20,
|
||||
MissionKeepCarAndRemainClosed = 21,
|
||||
};
|
||||
|
||||
enum class State { Closed, Closing, Opening, Opened };
|
||||
|
||||
GameWorld* engine;
|
||||
size_t id;
|
||||
|
||||
@ -81,18 +82,18 @@ public:
|
||||
glm::vec3 min;
|
||||
glm::vec3 max;
|
||||
|
||||
Type type;
|
||||
GarageType type;
|
||||
|
||||
GameObject* target = nullptr;
|
||||
// @todo use model type
|
||||
int targetModel = 0;
|
||||
|
||||
State state = State::Closed;
|
||||
GarageState state = GarageState::Closed;
|
||||
|
||||
bool resprayDone = false;
|
||||
|
||||
Garage(GameWorld* engine_, size_t id_, const glm::vec3& coord0,
|
||||
const glm::vec3& coord1, Type type_);
|
||||
const glm::vec3& coord1, GarageType type_);
|
||||
~Garage() = default;
|
||||
|
||||
void makeDoorSwing();
|
||||
|
@ -1,10 +1,14 @@
|
||||
#ifndef _RWENGINE_PAYPHONE_HPP_
|
||||
#define _RWENGINE_PAYPHONE_HPP_
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <string>
|
||||
|
||||
namespace ai {
|
||||
class PlayerController;
|
||||
} // namespace ai
|
||||
|
||||
class GameWorld;
|
||||
class GameState;
|
||||
|
@ -1267,7 +1267,7 @@ bool SaveGame::loadGame(GameState& state, const std::string& file) {
|
||||
auto& garage = garages[g];
|
||||
state.world->createGarage(glm::vec3(garage.x1, garage.y1, garage.z1),
|
||||
glm::vec3(garage.x2, garage.y2, garage.z2),
|
||||
static_cast<Garage::Type>(garage.type));
|
||||
static_cast<GarageType>(garage.type));
|
||||
}
|
||||
for (auto &c : garageData.cars) {
|
||||
if (c.modelId == 0) continue;
|
||||
|
@ -1,15 +1,19 @@
|
||||
#ifndef _RWENGINE_SCREENTEXT_HPP_
|
||||
#define _RWENGINE_SCREENTEXT_HPP_
|
||||
|
||||
#include <glm/gtc/type_precision.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
#include <glm/vec4.hpp>
|
||||
|
||||
#include <fonts/GameTexts.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cstddef>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <fonts/GameTexts.hpp>
|
||||
|
||||
enum class ScreenTextType {
|
||||
/// Big text will be rendered according to the proscribed style.
|
||||
/// Adding a 2nd big text will cause the first to terminate.
|
||||
|
@ -6,6 +6,8 @@
|
||||
|
||||
#include "data/WeaponData.hpp"
|
||||
#include "dynamics/HitTest.hpp"
|
||||
#include <data/Clump.hpp>
|
||||
|
||||
#include "engine/GameWorld.hpp"
|
||||
#include "objects/CharacterObject.hpp"
|
||||
#include "objects/ProjectileObject.hpp"
|
||||
|
@ -1,16 +1,19 @@
|
||||
#ifndef _RWENGINE_LOADERCOL_HPP_
|
||||
#define _RWENGINE_LOADERCOL_HPP_
|
||||
#include <data/CollisionModel.hpp>
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
struct CollisionModel;
|
||||
|
||||
/**
|
||||
* @class LoaderCOL
|
||||
* Loads collision data from COL files
|
||||
*/
|
||||
class LoaderCOL {
|
||||
public:
|
||||
|
||||
/// Load the COL data into memory
|
||||
bool load(const std::string& file);
|
||||
|
||||
|
@ -1,5 +1,6 @@
|
||||
#ifndef _RWENGINE_LOADERGXT_HPP_
|
||||
#define _RWENGINE_LOADERGXT_HPP_
|
||||
|
||||
#include <rw/forward.hpp>
|
||||
|
||||
class GameTexts;
|
||||
|
@ -1,5 +1,7 @@
|
||||
#include "loaders/LoaderIFP.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
#include <memory>
|
||||
|
@ -7,8 +7,8 @@
|
||||
#include <unordered_map>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <rw/forward.hpp>
|
||||
|
||||
|
@ -4,6 +4,8 @@
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
#include <data/Weather.hpp>
|
||||
|
||||
namespace {
|
||||
glm::vec3 readRGB(std::stringstream &ss) {
|
||||
int r, g, b;
|
||||
|
@ -1,10 +1,10 @@
|
||||
#ifndef _RWENGINE_WEATHERLOADER_HPP_
|
||||
#define _RWENGINE_WEATHERLOADER_HPP_
|
||||
|
||||
#include <data/Weather.hpp>
|
||||
|
||||
#include <string>
|
||||
|
||||
class Weather;
|
||||
|
||||
namespace WeatherLoader {
|
||||
bool load(const std::string &filename, Weather& outWeather);
|
||||
}
|
||||
|
@ -1,10 +1,5 @@
|
||||
#include "objects/CharacterObject.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
#include <cstdlib>
|
||||
#include <memory>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable : 4305)
|
||||
#endif
|
||||
@ -15,9 +10,14 @@
|
||||
#pragma warning(default : 4305)
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <rw/debug.hpp>
|
||||
|
||||
|
||||
#include "ai/CharacterController.hpp"
|
||||
#include "ai/AIGraphNode.hpp"
|
||||
#include "ai/PlayerController.hpp"
|
||||
#include "engine/Animator.hpp"
|
||||
#include "engine/GameData.hpp"
|
||||
@ -31,13 +31,17 @@
|
||||
#error Unable to find BT_BULLET_VERSION
|
||||
#endif
|
||||
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
#include <cstdlib>
|
||||
#include <memory>
|
||||
|
||||
const float CharacterObject::DefaultJumpSpeed = 2.f;
|
||||
|
||||
CharacterObject::CharacterObject(GameWorld* engine, const glm::vec3& pos,
|
||||
const glm::quat& rot, BaseModelInfo* modelinfo,
|
||||
CharacterController* controller)
|
||||
: GameObject(engine, pos, rot, modelinfo)
|
||||
, controller(controller) {
|
||||
ai::CharacterController* controller)
|
||||
: GameObject(engine, pos, rot, modelinfo), controller(controller) {
|
||||
auto info = getModelInfo<PedModelInfo>();
|
||||
setClump(info->getModel()->clone());
|
||||
if (info->getModel()) {
|
||||
@ -117,7 +121,7 @@ glm::vec3 CharacterObject::updateMovementAnimation(float dt) {
|
||||
glm::vec3 animTranslate{};
|
||||
|
||||
if (isPlayer()) {
|
||||
auto c = static_cast<PlayerController*>(controller);
|
||||
auto c = static_cast<ai::PlayerController*>(controller);
|
||||
|
||||
if (c->isTalkingOnPayphone()) {
|
||||
animator->playAnimation(
|
||||
@ -218,7 +222,8 @@ glm::vec3 CharacterObject::updateMovementAnimation(float dt) {
|
||||
}
|
||||
}
|
||||
|
||||
if (isPlayer() && static_cast<PlayerController*>(controller)->isAdrenalineActive() &&
|
||||
if (isPlayer() &&
|
||||
static_cast<ai::PlayerController*>(controller)->isAdrenalineActive() &&
|
||||
movementAnimation == animations->animation(AnimCycle::WalkStart)) {
|
||||
animationSpeed *= 2;
|
||||
}
|
||||
@ -599,13 +604,13 @@ void CharacterObject::setJumpSpeed(float speed) {
|
||||
void CharacterObject::resetToAINode() {
|
||||
auto& nodes = engine->aigraph.nodes;
|
||||
bool vehicleNode = !!getCurrentVehicle();
|
||||
AIGraphNode* nearest = nullptr;
|
||||
ai::AIGraphNode* nearest = nullptr;
|
||||
float d = std::numeric_limits<float>::max();
|
||||
for (const auto& node : nodes) {
|
||||
if (vehicleNode) {
|
||||
if (node->type == AIGraphNode::Pedestrian) continue;
|
||||
if (node->type == ai::NodeType::Pedestrian) continue;
|
||||
} else {
|
||||
if (node->type == AIGraphNode::Vehicle) continue;
|
||||
if (node->type == ai::NodeType::Vehicle) continue;
|
||||
}
|
||||
|
||||
float dist = glm::length(node->position - getPosition());
|
||||
@ -714,7 +719,7 @@ void CharacterObject::useItem(bool active, bool primary) {
|
||||
if (!currentState.primaryActive && active) {
|
||||
// If we've just started, activate
|
||||
controller->setNextActivity(
|
||||
std::make_unique<Activities::UseItem>(item));
|
||||
std::make_unique<ai::Activities::UseItem>(item));
|
||||
} else if (currentState.primaryActive && !active) {
|
||||
// UseItem will cancel itself upon !primaryActive
|
||||
}
|
||||
|
@ -7,16 +7,16 @@
|
||||
#include <cstdint>
|
||||
#include <string>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/constants.hpp>
|
||||
|
||||
#include <rw/forward.hpp>
|
||||
|
||||
#include <data/AnimGroup.hpp>
|
||||
#include <objects/GameObject.hpp>
|
||||
|
||||
class BaseModelInfo;
|
||||
namespace ai {
|
||||
class CharacterController;
|
||||
}
|
||||
|
||||
class BaseModelInfo;
|
||||
class btCapsuleShapeZ;
|
||||
class btKinematicCharacterController;
|
||||
class btPairCachingGhostObject;
|
||||
@ -85,7 +85,7 @@ public:
|
||||
std::unique_ptr<btPairCachingGhostObject> physObject;
|
||||
std::unique_ptr<btCapsuleShapeZ> physShape;
|
||||
|
||||
CharacterController* controller;
|
||||
ai::CharacterController* controller;
|
||||
|
||||
AnimGroup* animations;
|
||||
|
||||
@ -97,7 +97,7 @@ public:
|
||||
*/
|
||||
CharacterObject(GameWorld* engine, const glm::vec3& pos,
|
||||
const glm::quat& rot, BaseModelInfo* modelinfo,
|
||||
CharacterController* controller);
|
||||
ai::CharacterController* controller);
|
||||
|
||||
~CharacterObject() override;
|
||||
|
||||
|
@ -1,6 +1,5 @@
|
||||
#ifndef _RWENGINE_CUTSCENEOBJECT_HPP_
|
||||
#define _RWENGINE_CUTSCENEOBJECT_HPP_
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <rw/forward.hpp>
|
||||
|
||||
|
@ -1,6 +1,8 @@
|
||||
#include "objects/GameObject.hpp"
|
||||
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include "engine/Animator.hpp"
|
||||
|
||||
@ -28,3 +30,10 @@ void GameObject::setHeading(float heading) {
|
||||
auto quat = glm::normalize(glm::quat(glm::vec3(0.f, 0.f, hdg)));
|
||||
setRotation(quat);
|
||||
}
|
||||
|
||||
glm::mat4 GameObject::getTimeAdjustedTransform(float alpha) const {
|
||||
glm::mat4 t{1.0f};
|
||||
t = glm::translate(t, glm::mix(_lastPosition, getPosition(), alpha));
|
||||
t = t * glm::mat4_cast(glm::slerp(_lastRotation, getRotation(), alpha));
|
||||
return t;
|
||||
}
|
||||
|
@ -3,9 +3,8 @@
|
||||
|
||||
#include <limits>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <rw/debug.hpp>
|
||||
#include <rw/forward.hpp>
|
||||
@ -223,12 +222,7 @@ public:
|
||||
_lastRotation = getRotation();
|
||||
}
|
||||
|
||||
glm::mat4 getTimeAdjustedTransform(float alpha) const {
|
||||
glm::mat4 t{1.0f};
|
||||
t = glm::translate(t, glm::mix(_lastPosition, getPosition(), alpha));
|
||||
t = t * glm::mat4_cast(glm::slerp(_lastRotation, getRotation(), alpha));
|
||||
return t;
|
||||
}
|
||||
glm::mat4 getTimeAdjustedTransform(float alpha) const;
|
||||
|
||||
enum ObjectLifetime {
|
||||
/// lifetime has not been set
|
||||
|
@ -14,6 +14,7 @@
|
||||
|
||||
#include <rw/types.hpp>
|
||||
|
||||
#include "data/PathData.hpp"
|
||||
#include "dynamics/CollisionInstance.hpp"
|
||||
#include "engine/Animator.hpp"
|
||||
#include "engine/GameData.hpp"
|
||||
|
@ -1,12 +1,11 @@
|
||||
#ifndef _RWENGINE_INSTANCEOBJECT_HPP_
|
||||
#define _RWENGINE_INSTANCEOBJECT_HPP_
|
||||
#include <memory>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include "objects/GameObject.hpp"
|
||||
|
||||
#include <rw/forward.hpp>
|
||||
|
||||
#include <objects/GameObject.hpp>
|
||||
#include <memory>
|
||||
|
||||
class BaseModelInfo;
|
||||
class CollisionInstance;
|
||||
|
@ -11,8 +11,6 @@
|
||||
#pragma warning(default : 4305)
|
||||
#endif
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include "ai/PlayerController.hpp"
|
||||
#include "data/WeaponData.hpp"
|
||||
#include "engine/GameData.hpp"
|
||||
|
@ -2,7 +2,6 @@
|
||||
#define _RWENGINE_PICKUPOBJECT_HPP_
|
||||
|
||||
#include <cstdint>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <rw/debug.hpp>
|
||||
|
||||
|
@ -1,8 +1,6 @@
|
||||
#ifndef _RWENGINE_PROJECTILEOBJECT_HPP_
|
||||
#define _RWENGINE_PROJECTILEOBJECT_HPP_
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <objects/GameObject.hpp>
|
||||
#include "render/VisualFX.hpp"
|
||||
|
||||
|
@ -1,14 +1,14 @@
|
||||
#ifndef _RWENGINE_VEHICLEINFO_HPP_
|
||||
#define _RWENGINE_VEHICLEINFO_HPP_
|
||||
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
/**
|
||||
* @brief Stores data loaded from handling.cfg
|
||||
*/
|
||||
|
@ -1095,3 +1095,21 @@ std::tuple<glm::vec3, glm::vec3> VehicleObject::obstacleCheckVolume() const {
|
||||
};
|
||||
}
|
||||
|
||||
VehicleObject::Part::Part(ModelFrame* p_dummy, Atomic* p_normal,
|
||||
Atomic* p_damaged,
|
||||
std::unique_ptr<btCollisionShape> p_cs,
|
||||
std::unique_ptr<btRigidBody> p_body,
|
||||
std::unique_ptr<btHingeConstraint> p_constraint,
|
||||
bool p_moveToAngle, float p_targetAngle,
|
||||
float p_openAngle, float p_closedAngle)
|
||||
: dummy(p_dummy)
|
||||
, normal(p_normal)
|
||||
, damaged(p_damaged)
|
||||
, cs(std::move(p_cs))
|
||||
, body(std::move(p_body))
|
||||
, constraint(std::move(p_constraint))
|
||||
, moveToAngle(p_moveToAngle)
|
||||
, targetAngle(p_targetAngle)
|
||||
, openAngle(p_openAngle)
|
||||
, closedAngle(p_closedAngle) {
|
||||
}
|
@ -10,14 +10,13 @@
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable : 4305)
|
||||
#endif
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#include <LinearMath/btScalar.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(default : 4305)
|
||||
#endif
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtc/type_precision.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <data/ModelData.hpp>
|
||||
#include <objects/GameObject.hpp>
|
||||
@ -29,6 +28,12 @@ class CharacterObject;
|
||||
class CollisionInstance;
|
||||
class GameWorld;
|
||||
class ModelFrame;
|
||||
class btRaycastVehicle;
|
||||
class btCollisionShape;
|
||||
class btRigidBody;
|
||||
class btHingeConstraint;
|
||||
class btMotionState;
|
||||
struct btVehicleRaycaster;
|
||||
|
||||
/**
|
||||
* @class VehicleObject
|
||||
@ -67,18 +72,7 @@ public:
|
||||
std::unique_ptr<btRigidBody> p_body,
|
||||
std::unique_ptr<btHingeConstraint> p_constraint,
|
||||
bool p_moveToAngle, float p_targetAngle, float p_openAngle,
|
||||
float p_closedAngle)
|
||||
: dummy(p_dummy)
|
||||
, normal(p_normal)
|
||||
, damaged(p_damaged)
|
||||
, cs(std::move(p_cs))
|
||||
, body(std::move(p_body))
|
||||
, constraint(std::move(p_constraint))
|
||||
, moveToAngle(p_moveToAngle)
|
||||
, targetAngle(p_targetAngle)
|
||||
, openAngle(p_openAngle)
|
||||
, closedAngle(p_closedAngle) {
|
||||
}
|
||||
float p_closedAngle);
|
||||
|
||||
Part(Part&& part) = default;
|
||||
Part& operator=(Part&& part) = default;
|
||||
|
@ -13,15 +13,13 @@
|
||||
#pragma warning(default : 4305)
|
||||
#endif
|
||||
|
||||
#include <data/Clump.hpp>
|
||||
#include <gl/gl_core_3_3.h>
|
||||
|
||||
#include "render/OpenGLRenderer.hpp"
|
||||
|
||||
class btVector3;
|
||||
class DrawBuffer;
|
||||
class GameRenderer;
|
||||
class GeometryBuffer;
|
||||
struct GeometryVertex;
|
||||
|
||||
class DebugDraw final : public btIDebugDraw {
|
||||
public:
|
||||
|
@ -4,11 +4,8 @@
|
||||
#include <cstddef>
|
||||
#include <memory>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <gl/DrawBuffer.hpp>
|
||||
#include <gl/GeometryBuffer.hpp>
|
||||
#include <gl/gl_core_3_3.h>
|
||||
|
||||
#include <rw/forward.hpp>
|
||||
|
||||
|
@ -5,6 +5,7 @@
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <gl/gl_core_3_3.h>
|
||||
|
@ -4,8 +4,6 @@
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <gl/DrawBuffer.hpp>
|
||||
#include <gl/GeometryBuffer.hpp>
|
||||
|
||||
|
@ -3,15 +3,7 @@
|
||||
|
||||
#include <cstddef>
|
||||
|
||||
#include <gl/gl_core_3_3.h>
|
||||
|
||||
//#include <engine/GameWorld.hpp>
|
||||
//#include <gl/DrawBuffer.hpp>
|
||||
#include <glm/glm.hpp>
|
||||
//#include <objects/GameObject.hpp>
|
||||
#include <render/OpenGLRenderer.hpp>
|
||||
//#include <render/ViewCamera.hpp>
|
||||
//#include <rw/types.hpp>
|
||||
#include "render/OpenGLRenderer.hpp"
|
||||
|
||||
class Atomic;
|
||||
class CharacterObject;
|
||||
|
@ -149,6 +149,49 @@ void OpenGLRenderer::useTexture(GLuint unit, GLuint tex) {
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLRenderer::setBlend(BlendMode mode) {
|
||||
if (mode!=BlendMode::BLEND_NONE && blendMode==BlendMode::BLEND_NONE)//To don't call glEnable again when it already enabled
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
if (mode!=blendMode) {
|
||||
switch (mode) {
|
||||
default:
|
||||
assert(false);
|
||||
break;
|
||||
case BlendMode::BLEND_NONE:
|
||||
glDisable(GL_BLEND);
|
||||
break;
|
||||
case BlendMode::BLEND_ALPHA:
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
break;
|
||||
case BlendMode::BLEND_ADDITIVE:
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
blendMode = mode;
|
||||
}
|
||||
|
||||
void OpenGLRenderer::setDepthMode(DepthMode mode) {
|
||||
if (mode != depthMode) {
|
||||
if (depthMode == DepthMode::OFF) glEnable(GL_DEPTH_TEST);
|
||||
switch(mode) {
|
||||
case DepthMode::OFF: glDisable(GL_DEPTH_TEST); break;
|
||||
case DepthMode::LESS: glDepthFunc(GL_LESS); break;
|
||||
}
|
||||
depthMode = mode;
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLRenderer::setDepthWrite(bool enable) {
|
||||
if (enable != depthWriteEnabled) {
|
||||
glDepthMask(enable ? GL_TRUE : GL_FALSE);
|
||||
depthWriteEnabled = enable;
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLRenderer::useProgram(Renderer::ShaderProgram* p) {
|
||||
if (p != currentProgram) {
|
||||
currentProgram = static_cast<OpenGLShaderProgram*>(p);
|
||||
@ -391,6 +434,13 @@ bool OpenGLRenderer::createUBO(Buffer &out, GLsizei size, GLsizei entrySize)
|
||||
return true;
|
||||
}
|
||||
|
||||
void OpenGLRenderer::attachUBO(GLuint buffer) {
|
||||
if (currentUBO != buffer) {
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
|
||||
currentUBO = buffer;
|
||||
}
|
||||
}
|
||||
|
||||
void OpenGLRenderer::uploadUBOEntry(Buffer &buffer, const void *data, size_t size)
|
||||
{
|
||||
attachUBO(buffer.name);
|
||||
@ -469,3 +519,15 @@ const Renderer::ProfileInfo& OpenGLRenderer::popDebugGroup() {
|
||||
}
|
||||
|
||||
Renderer::ShaderProgram::~ShaderProgram() = default;
|
||||
|
||||
GLint OpenGLRenderer::OpenGLShaderProgram::getUniformLocation(const std::string &name) {
|
||||
auto c = uniforms.find(name.c_str());
|
||||
GLint loc = -1;
|
||||
if (c == uniforms.end()) {
|
||||
loc = glGetUniformLocation(program, name.c_str());
|
||||
uniforms[name] = loc;
|
||||
} else {
|
||||
loc = c->second;
|
||||
}
|
||||
return loc;
|
||||
}
|
||||
|
@ -9,11 +9,13 @@
|
||||
#include <vector>
|
||||
#include <array>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <gl/gl_core_3_3.h>
|
||||
#include <gl/GeometryBuffer.hpp>
|
||||
|
||||
#include <glm/gtc/type_precision.hpp>
|
||||
#include <glm/mat4x4.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec4.hpp>
|
||||
|
||||
class DrawBuffer;
|
||||
|
||||
typedef uint64_t RenderKey;
|
||||
@ -271,17 +273,7 @@ public:
|
||||
return program;
|
||||
}
|
||||
|
||||
GLint getUniformLocation(const std::string& name) {
|
||||
auto c = uniforms.find(name.c_str());
|
||||
GLint loc = -1;
|
||||
if (c == uniforms.end()) {
|
||||
loc = glGetUniformLocation(program, name.c_str());
|
||||
uniforms[name] = loc;
|
||||
} else {
|
||||
loc = c->second;
|
||||
}
|
||||
return loc;
|
||||
}
|
||||
GLint getUniformLocation(const std::string& name);
|
||||
};
|
||||
|
||||
OpenGLRenderer();
|
||||
@ -357,48 +349,11 @@ private:
|
||||
std::map<GLuint, GLuint> currentTextures;
|
||||
|
||||
// Set state
|
||||
void setBlend(BlendMode mode) {
|
||||
if (mode!=BlendMode::BLEND_NONE && blendMode==BlendMode::BLEND_NONE)//To don't call glEnable again when it already enabled
|
||||
glEnable(GL_BLEND);
|
||||
void setBlend(BlendMode mode);
|
||||
|
||||
if (mode!=blendMode) {
|
||||
switch (mode) {
|
||||
default:
|
||||
assert(false);
|
||||
break;
|
||||
case BlendMode::BLEND_NONE:
|
||||
glDisable(GL_BLEND);
|
||||
break;
|
||||
case BlendMode::BLEND_ALPHA:
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
break;
|
||||
case BlendMode::BLEND_ADDITIVE:
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
break;
|
||||
void setDepthMode(DepthMode mode);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
blendMode = mode;
|
||||
}
|
||||
|
||||
void setDepthMode(DepthMode mode) {
|
||||
if (mode != depthMode) {
|
||||
if (depthMode == DepthMode::OFF) glEnable(GL_DEPTH_TEST);
|
||||
switch(mode) {
|
||||
case DepthMode::OFF: glDisable(GL_DEPTH_TEST); break;
|
||||
case DepthMode::LESS: glDepthFunc(GL_LESS); break;
|
||||
}
|
||||
depthMode = mode;
|
||||
}
|
||||
}
|
||||
|
||||
void setDepthWrite(bool enable) {
|
||||
if (enable != depthWriteEnabled) {
|
||||
glDepthMask(enable ? GL_TRUE : GL_FALSE);
|
||||
depthWriteEnabled = enable;
|
||||
}
|
||||
}
|
||||
void setDepthWrite(bool enable);
|
||||
|
||||
template <class T>
|
||||
void uploadUBO(Buffer& buffer, const T& data) {
|
||||
@ -413,12 +368,7 @@ private:
|
||||
// Buffer Helpers
|
||||
bool createUBO(Buffer& out, GLsizei size, GLsizei entrySize);
|
||||
|
||||
void attachUBO(GLuint buffer) {
|
||||
if (currentUBO != buffer) {
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, buffer);
|
||||
currentUBO = buffer;
|
||||
}
|
||||
}
|
||||
void attachUBO(GLuint buffer);
|
||||
|
||||
void uploadUBOEntry(Buffer& buffer, const void *data, size_t size);
|
||||
|
||||
|
@ -6,8 +6,6 @@
|
||||
#include <string>
|
||||
#include <array>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <gl/DrawBuffer.hpp>
|
||||
#include <gl/GeometryBuffer.hpp>
|
||||
|
||||
|
@ -1,5 +1,7 @@
|
||||
#ifndef _RWENGINE_VIEWCAMERA_HPP_
|
||||
#define _RWENGINE_VIEWCAMERA_HPP_
|
||||
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include "render/ViewFrustum.hpp"
|
||||
|
35
rwengine/src/render/ViewFrustum.cpp
Normal file
35
rwengine/src/render/ViewFrustum.cpp
Normal file
@ -0,0 +1,35 @@
|
||||
#include "render/ViewFrustum.hpp"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
glm::mat4 ViewFrustum::projection() {
|
||||
return glm::perspective(fov / aspectRatio, aspectRatio, near, far);
|
||||
}
|
||||
|
||||
void ViewFrustum::update(const glm::mat4 &proj) {
|
||||
for (auto i = 0u; i < 6; ++i) {
|
||||
float sign = (i % 2 == 0) ? 1.f : -1.f;
|
||||
auto r = i / 2;
|
||||
planes[i].normal.x = proj[0][3] + proj[0][r] * sign;
|
||||
planes[i].normal.y = proj[1][3] + proj[1][r] * sign;
|
||||
planes[i].normal.z = proj[2][3] + proj[2][r] * sign;
|
||||
planes[i].distance = proj[3][3] + proj[3][r] * sign;
|
||||
|
||||
auto l = glm::length(planes[i].normal);
|
||||
planes[i].normal /= l;
|
||||
planes[i].distance /= l;
|
||||
}
|
||||
}
|
||||
|
||||
bool ViewFrustum::intersects(glm::vec3 center, float radius) const {
|
||||
float d;
|
||||
bool result = true;
|
||||
|
||||
for (const auto &plane : planes) {
|
||||
d = glm::dot(plane.normal, center) + plane.distance;
|
||||
if (d < -radius) result = false;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
@ -1,8 +1,8 @@
|
||||
#ifndef _RWENGINE_VIEWFRUSTUM_HPP_
|
||||
#define _RWENGINE_VIEWFRUSTUM_HPP_
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/mat4x4.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#ifdef RW_WINDOWS
|
||||
#include <rw_mingw.hpp>
|
||||
@ -27,36 +27,11 @@ public:
|
||||
: near(near), far(far), fov(fov), aspectRatio(aspect) {
|
||||
}
|
||||
|
||||
glm::mat4 projection() {
|
||||
return glm::perspective(fov / aspectRatio, aspectRatio, near, far);
|
||||
}
|
||||
glm::mat4 projection();
|
||||
|
||||
void update(const glm::mat4& proj) {
|
||||
for (auto i = 0u; i < 6; ++i) {
|
||||
float sign = (i % 2 == 0) ? 1.f : -1.f;
|
||||
auto r = i / 2;
|
||||
planes[i].normal.x = proj[0][3] + proj[0][r] * sign;
|
||||
planes[i].normal.y = proj[1][3] + proj[1][r] * sign;
|
||||
planes[i].normal.z = proj[2][3] + proj[2][r] * sign;
|
||||
planes[i].distance = proj[3][3] + proj[3][r] * sign;
|
||||
void update(const glm::mat4& proj);
|
||||
|
||||
auto l = glm::length(planes[i].normal);
|
||||
planes[i].normal /= l;
|
||||
planes[i].distance /= l;
|
||||
}
|
||||
}
|
||||
|
||||
bool intersects(glm::vec3 center, float radius) const {
|
||||
float d;
|
||||
bool result = true;
|
||||
|
||||
for (const auto &plane : planes) {
|
||||
d = glm::dot(plane.normal, center) + plane.distance;
|
||||
if (d < -radius) result = false;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
bool intersects(glm::vec3 center, float radius) const;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
@ -1,7 +1,9 @@
|
||||
#ifndef _RWENGINE_VISUALFX_HPP_
|
||||
#define _RWENGINE_VISUALFX_HPP_
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
#include <glm/vec4.hpp>
|
||||
|
||||
#include <gl/TextureData.hpp>
|
||||
|
||||
@ -22,7 +24,7 @@ struct VisualFX {
|
||||
|
||||
struct LightFX final : public VisualFX {
|
||||
LightFX() = default;
|
||||
~LightFX() = default;
|
||||
~LightFX() override = default;
|
||||
|
||||
EffectType getType() const override {
|
||||
return Light;
|
||||
@ -61,7 +63,7 @@ struct ParticleFX final : public VisualFX {
|
||||
|
||||
/** Constructs a particle */
|
||||
ParticleFX() = default;
|
||||
~ParticleFX() = default;
|
||||
~ParticleFX() override = default;
|
||||
|
||||
EffectType getType() const override {
|
||||
return Particle;
|
||||
|
@ -7,7 +7,6 @@
|
||||
|
||||
#include <gl/DrawBuffer.hpp>
|
||||
#include <gl/GeometryBuffer.hpp>
|
||||
#include <gl/gl_core_3_3.h>
|
||||
|
||||
#include <render/OpenGLRenderer.hpp>
|
||||
|
||||
|
@ -6,6 +6,7 @@
|
||||
#include <rw/casts.hpp>
|
||||
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
|
@ -235,11 +235,11 @@ inline void removeObjectFromMissionCleanup(const ScriptArguments& args,
|
||||
}
|
||||
}
|
||||
|
||||
inline void getClosestNode(const ScriptArguments& args, ScriptVec3& coord, AIGraphNode::NodeType type,
|
||||
inline void getClosestNode(const ScriptArguments& args, ScriptVec3& coord, ai::NodeType type,
|
||||
ScriptFloat& xCoord, ScriptFloat& yCoord, ScriptFloat& zCoord) {
|
||||
coord = script::getGround(args, coord);
|
||||
float closest = 10000.f;
|
||||
std::vector<AIGraphNode*> nodes;
|
||||
std::vector<ai::AIGraphNode*> nodes;
|
||||
args.getWorld()->aigraph.gatherExternalNodesNear(coord, closest, nodes, type);
|
||||
|
||||
for (const auto &node : nodes) {
|
||||
|
@ -41,7 +41,7 @@ int ScriptArguments::getModel(unsigned int arg) const {
|
||||
|
||||
GameObject* ScriptArguments::getPlayerCharacter(unsigned int player) const {
|
||||
auto playerId = parameters->at(player).integerValue();
|
||||
PlayerController* controller = getWorld()->players.at(playerId);
|
||||
auto controller = getWorld()->players.at(playerId);
|
||||
RW_CHECK(controller != nullptr, "No controller for player " << player);
|
||||
RW_CHECK(controller->getCharacter(), "No character for player " << player);
|
||||
return controller->getCharacter();
|
||||
@ -50,11 +50,11 @@ GameObject* ScriptArguments::getPlayerCharacter(unsigned int player) const {
|
||||
// @todo figure out original cast
|
||||
template <>
|
||||
ScriptGarageType ScriptArguments::getParameter<ScriptGarageType>(unsigned int arg) const {
|
||||
return static_cast<Garage::Type>(getParameters().at(arg).integerValue());
|
||||
return static_cast<GarageType>(getParameters().at(arg).integerValue());
|
||||
}
|
||||
|
||||
template <>
|
||||
GameObject* ScriptArguments::getObject<PlayerController>(
|
||||
GameObject* ScriptArguments::getObject<ai::PlayerController>(
|
||||
unsigned int arg) const {
|
||||
return getPlayerCharacter(arg);
|
||||
}
|
||||
@ -187,17 +187,17 @@ ScriptObjectType<PickupObject> ScriptArguments::getScriptObject(
|
||||
return {param.handleValue(), getObject<PickupObject>(arg)};
|
||||
}
|
||||
template <>
|
||||
ScriptObjectType<PlayerController> ScriptArguments::getScriptObject(
|
||||
ScriptObjectType<ai::PlayerController> ScriptArguments::getScriptObject(
|
||||
unsigned int arg) const {
|
||||
auto& param = (*this)[arg];
|
||||
RW_CHECK(param.isLvalue(), "Non lvalue passed as object");
|
||||
/// @todo suport more than one player
|
||||
auto player = getState()->playerObject;
|
||||
auto object = getWorld()->pedestrianPool.find(player);
|
||||
PlayerController* ctrl = nullptr;
|
||||
ai::PlayerController* ctrl = nullptr;
|
||||
if (object) {
|
||||
auto playerObject = static_cast<CharacterObject*>(object);
|
||||
ctrl = static_cast<PlayerController*>(playerObject->controller);
|
||||
ctrl = static_cast<ai::PlayerController*>(playerObject->controller);
|
||||
}
|
||||
return {param.handleValue(), ctrl};
|
||||
}
|
||||
|
@ -1,18 +1,23 @@
|
||||
#ifndef _RWENGINE_SCRIPTTYPES_HPP_
|
||||
#define _RWENGINE_SCRIPTTYPES_HPP_
|
||||
|
||||
#include "engine/Garage.hpp"
|
||||
|
||||
#include <rw/debug.hpp>
|
||||
|
||||
#include <glm/gtc/type_precision.hpp>
|
||||
#include <glm/vec2.hpp>
|
||||
#include <glm/vec3.hpp>
|
||||
|
||||
#include <cstdint>
|
||||
#include <functional>
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <rw/debug.hpp>
|
||||
|
||||
#include "audio/Sound.hpp"
|
||||
#include "engine/Garage.hpp"
|
||||
namespace ai {
|
||||
class PlayerController;
|
||||
} // namespace ai
|
||||
|
||||
class CharacterObject;
|
||||
class CutsceneObject;
|
||||
@ -20,7 +25,6 @@ class GameObject;
|
||||
class InstanceObject;
|
||||
class PickupObject;
|
||||
class VehicleObject;
|
||||
class PlayerController;
|
||||
class ScriptMachine;
|
||||
class ScriptModule;
|
||||
struct SCMThread;
|
||||
@ -28,6 +32,7 @@ class GameState;
|
||||
class GameWorld;
|
||||
class Payphone;
|
||||
class Garage;
|
||||
struct Sound;
|
||||
|
||||
typedef uint16_t SCMOpcode;
|
||||
typedef char SCMByte;
|
||||
@ -98,7 +103,7 @@ struct ScriptObjectType {
|
||||
};
|
||||
|
||||
using ScriptObject = ScriptObjectType<InstanceObject>;
|
||||
using ScriptPlayer = ScriptObjectType<PlayerController>;
|
||||
using ScriptPlayer = ScriptObjectType<ai::PlayerController>;
|
||||
using ScriptVehicle = ScriptObjectType<VehicleObject>;
|
||||
using ScriptCharacter = ScriptObjectType<CharacterObject>;
|
||||
using ScriptPickup = ScriptObjectType<PickupObject>;
|
||||
@ -162,7 +167,7 @@ using ScriptParticle = int;
|
||||
using ScriptTempact = int;
|
||||
using ScriptSoundType = int;
|
||||
using ScriptPickupType = int;
|
||||
using ScriptGarageType = Garage::Type;
|
||||
using ScriptGarageType = GarageType;
|
||||
|
||||
///////////////////////////////////////////////////////////
|
||||
// Script Bytecode Types
|
||||
@ -294,7 +299,7 @@ template <>
|
||||
GameObject* ScriptArguments::getObject<PickupObject>(unsigned int arg) const;
|
||||
/** Special player-index returning function */
|
||||
template <>
|
||||
GameObject* ScriptArguments::getObject<PlayerController>(
|
||||
GameObject* ScriptArguments::getObject<ai::PlayerController>(
|
||||
unsigned int arg) const;
|
||||
|
||||
template <>
|
||||
@ -330,7 +335,7 @@ template <>
|
||||
ScriptObjectType<CharacterObject> ScriptArguments::getScriptObject(
|
||||
unsigned int arg) const;
|
||||
template <>
|
||||
ScriptObjectType<PlayerController> ScriptArguments::getScriptObject(
|
||||
ScriptObjectType<ai::PlayerController> ScriptArguments::getScriptObject(
|
||||
unsigned int arg) const;
|
||||
template <>
|
||||
ScriptObjectType<CutsceneObject> ScriptArguments::getScriptObject(
|
||||
|
@ -1,4 +1,4 @@
|
||||
#include <ai/PlayerController.hpp>
|
||||
#include <ai/PlayerController.hpp>
|
||||
#include <audio/SfxParameters.hpp>
|
||||
#include <core/Logger.hpp>
|
||||
#include <data/CutsceneData.hpp>
|
||||
@ -6,6 +6,7 @@
|
||||
#include <engine/GameData.hpp>
|
||||
#include <engine/GameState.hpp>
|
||||
#include <engine/GameWorld.hpp>
|
||||
#include <engine/Payphone.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
#include <objects/CutsceneObject.hpp>
|
||||
#include <objects/InstanceObject.hpp>
|
||||
@ -913,7 +914,7 @@ void opcode_0053(const ScriptArguments& args, const ScriptInt index, ScriptVec3
|
||||
/// @todo fix the API interfaces that are now totally incoherent
|
||||
auto character = args.getWorld()->createPlayer(coord);
|
||||
character->applyOffset();
|
||||
player = static_cast<PlayerController*>(character->controller);
|
||||
player = static_cast<ai::PlayerController*>(character->controller);
|
||||
args.getState()->playerObject = character->getGameObjectID();
|
||||
}
|
||||
|
||||
@ -2069,7 +2070,7 @@ void opcode_00ae(const ScriptArguments& args, const ScriptVehicle vehicle, const
|
||||
if (vehicle->getDriver() != nullptr)
|
||||
{
|
||||
// @todo set the right driving style and lane
|
||||
vehicle->getDriver()->controller->setGoal(CharacterController::TrafficDriver);
|
||||
vehicle->getDriver()->controller->setGoal(ai::CharacterController::TrafficDriver);
|
||||
vehicle->getDriver()->controller->setLane(1);
|
||||
}
|
||||
}
|
||||
@ -5238,7 +5239,7 @@ void opcode_01d3(const ScriptArguments& args, const ScriptCharacter character, c
|
||||
RW_UNUSED(args);
|
||||
character->controller->skipActivity();
|
||||
character->controller->setNextActivity(
|
||||
std::make_unique<Activities::ExitVehicle>());
|
||||
std::make_unique<ai::Activities::ExitVehicle>());
|
||||
}
|
||||
|
||||
/**
|
||||
@ -5252,8 +5253,8 @@ void opcode_01d4(const ScriptArguments& args, const ScriptCharacter character, c
|
||||
RW_UNUSED(args);
|
||||
character->controller->skipActivity();
|
||||
character->controller->setNextActivity(
|
||||
std::make_unique<Activities::EnterVehicle>(
|
||||
vehicle,Activities::EnterVehicle::ANY_SEAT));
|
||||
std::make_unique<ai::Activities::EnterVehicle>(
|
||||
vehicle, ai::Activities::EnterVehicle::ANY_SEAT));
|
||||
}
|
||||
|
||||
/**
|
||||
@ -5266,7 +5267,7 @@ void opcode_01d4(const ScriptArguments& args, const ScriptCharacter character, c
|
||||
void opcode_01d5(const ScriptArguments& args, const ScriptCharacter character, const ScriptVehicle vehicle) {
|
||||
RW_UNUSED(args);
|
||||
character->controller->setNextActivity(
|
||||
std::make_unique<Activities::EnterVehicle>(vehicle));
|
||||
std::make_unique<ai::Activities::EnterVehicle>(vehicle));
|
||||
}
|
||||
|
||||
/**
|
||||
@ -5319,7 +5320,7 @@ void opcode_01de(const ScriptArguments& args, const ScriptCharacter character0,
|
||||
@arg player
|
||||
*/
|
||||
void opcode_01df(const ScriptArguments& args, const ScriptCharacter character, const ScriptPlayer player) {
|
||||
character->controller->setGoal(CharacterController::FollowLeader);
|
||||
character->controller->setGoal(ai::CharacterController::FollowLeader);
|
||||
character->controller->setTargetCharacter(player->getCharacter());
|
||||
RW_UNUSED(args);
|
||||
}
|
||||
@ -5432,7 +5433,7 @@ void opcode_01e5(const ScriptArguments& args, const ScriptString gxtEntry, const
|
||||
@arg coord1 Coordinates
|
||||
*/
|
||||
void opcode_01e7(const ScriptArguments& args, ScriptVec3 coord0, ScriptVec3 coord1) {
|
||||
args.getWorld()->enableAIPaths(AIGraphNode::Vehicle, coord0, coord1);
|
||||
args.getWorld()->enableAIPaths(ai::NodeType::Vehicle, coord0, coord1);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -5443,7 +5444,7 @@ void opcode_01e7(const ScriptArguments& args, ScriptVec3 coord0, ScriptVec3 coor
|
||||
@arg coord1 Coordinates
|
||||
*/
|
||||
void opcode_01e8(const ScriptArguments& args, ScriptVec3 coord0, ScriptVec3 coord1) {
|
||||
args.getWorld()->disableAIPaths(AIGraphNode::Vehicle, coord0, coord1);
|
||||
args.getWorld()->disableAIPaths(ai::NodeType::Vehicle, coord0, coord1);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -6009,11 +6010,11 @@ void opcode_0211(const ScriptArguments& args, const ScriptCharacter character, S
|
||||
{
|
||||
// Since we just cleared the Activities, this will become current immediatley.
|
||||
character->controller->setNextActivity(
|
||||
std::make_unique<Activities::ExitVehicle>());
|
||||
std::make_unique<ai::Activities::ExitVehicle>());
|
||||
}
|
||||
|
||||
character->controller->setNextActivity(
|
||||
std::make_unique<Activities::GoTo>(target));
|
||||
std::make_unique<ai::Activities::GoTo>(target));
|
||||
}
|
||||
|
||||
/**
|
||||
@ -6290,7 +6291,7 @@ void opcode_0229(const ScriptArguments& args, const ScriptVehicle vehicle, const
|
||||
@arg coord1 Coordinates
|
||||
*/
|
||||
void opcode_022a(const ScriptArguments& args, ScriptVec3 coord0, ScriptVec3 coord1) {
|
||||
args.getWorld()->enableAIPaths(AIGraphNode::Pedestrian, coord0, coord1);
|
||||
args.getWorld()->enableAIPaths(ai::NodeType::Pedestrian, coord0, coord1);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -6301,7 +6302,7 @@ void opcode_022a(const ScriptArguments& args, ScriptVec3 coord0, ScriptVec3 coor
|
||||
@arg coord1 Coordinates
|
||||
*/
|
||||
void opcode_022b(const ScriptArguments& args, ScriptVec3 coord0, ScriptVec3 coord1) {
|
||||
args.getWorld()->disableAIPaths(AIGraphNode::Pedestrian, coord0, coord1);
|
||||
args.getWorld()->disableAIPaths(ai::NodeType::Pedestrian, coord0, coord1);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -6438,7 +6439,7 @@ void opcode_0237(const ScriptArguments& args, const ScriptGang gangID, const Scr
|
||||
void opcode_0239(const ScriptArguments& args, const ScriptCharacter character, ScriptVec2 coord) {
|
||||
auto target = script::getGround(args, glm::vec3(coord, -100.f));
|
||||
character->controller->setNextActivity(
|
||||
std::make_unique<Activities::GoTo>(target, true));
|
||||
std::make_unique<ai::Activities::GoTo>(target, true));
|
||||
}
|
||||
|
||||
/**
|
||||
@ -7378,7 +7379,7 @@ bool opcode_02bf(const ScriptArguments& args, const ScriptVehicle vehicle) {
|
||||
@arg zCoord Z Coord
|
||||
*/
|
||||
void opcode_02c0(const ScriptArguments& args, ScriptVec3 coord, ScriptFloat& xCoord, ScriptFloat& yCoord, ScriptFloat& zCoord) {
|
||||
script::getClosestNode(args, coord, AIGraphNode::NodeType::Pedestrian, xCoord, yCoord, zCoord);
|
||||
script::getClosestNode(args, coord, ai::NodeType::Pedestrian, xCoord, yCoord, zCoord);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -7391,7 +7392,7 @@ void opcode_02c0(const ScriptArguments& args, ScriptVec3 coord, ScriptFloat& xCo
|
||||
@arg zCoord Z Coord
|
||||
*/
|
||||
void opcode_02c1(const ScriptArguments& args, ScriptVec3 coord, ScriptFloat& xCoord, ScriptFloat& yCoord, ScriptFloat& zCoord) {
|
||||
script::getClosestNode(args, coord, AIGraphNode::NodeType::Vehicle, xCoord, yCoord, zCoord);
|
||||
script::getClosestNode(args, coord, ai::NodeType::Vehicle, xCoord, yCoord, zCoord);
|
||||
}
|
||||
|
||||
/**
|
||||
@ -10702,7 +10703,7 @@ void opcode_03a5(const ScriptArguments& args, const ScriptGarage garage, const S
|
||||
RW_UNUSED(args);
|
||||
garage->type = garageType;
|
||||
garage->targetModel = model;
|
||||
garage->state = Garage::State::Closed;
|
||||
garage->state = GarageState::Closed;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -10826,7 +10827,7 @@ bool opcode_03b0(const ScriptArguments& args, const ScriptGarage garage) {
|
||||
*/
|
||||
bool opcode_03b1(const ScriptArguments& args, const ScriptGarage garage) {
|
||||
RW_UNUSED(args);
|
||||
return garage->state == Garage::State::Closed;
|
||||
return garage->state == GarageState::Closed;
|
||||
}
|
||||
|
||||
/**
|
||||
@ -11286,7 +11287,7 @@ bool opcode_03d2(const ScriptArguments& args) {
|
||||
*/
|
||||
void opcode_03d3(const ScriptArguments& args, ScriptVec3 coord, ScriptFloat& xCoord, ScriptFloat& yCoord, ScriptFloat& zCoord, ScriptFloat& angle) {
|
||||
RW_UNIMPLEMENTED_OPCODE(0x03d3);
|
||||
script::getClosestNode(args, coord, AIGraphNode::NodeType::Vehicle, xCoord, yCoord, zCoord);
|
||||
script::getClosestNode(args, coord, ai::NodeType::Vehicle, xCoord, yCoord, zCoord);
|
||||
// @todo calculate angle based on node connections
|
||||
angle = 0.f;
|
||||
}
|
||||
@ -11304,10 +11305,10 @@ bool opcode_03d4(const ScriptArguments& args, const ScriptGarage garage, const S
|
||||
RW_CHECK(entryIndex < 32, "Entry index too high");
|
||||
|
||||
// @todo reimplement
|
||||
if (garage->type == Garage::Type::CollectCars1) {
|
||||
if (garage->type == GarageType::CollectCars1) {
|
||||
return args.getState()->importExportPortland[entryIndex];
|
||||
}
|
||||
if (garage->type == Garage::Type::CollectCars2) {
|
||||
if (garage->type == GarageType::CollectCars2) {
|
||||
return args.getState()->importExportShoreside[entryIndex];
|
||||
}
|
||||
|
||||
|
@ -1,284 +0,0 @@
|
||||
#ifndef RWGAME_GAMECONFIG_HPP
|
||||
#define RWGAME_GAMECONFIG_HPP
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <rw/filesystem.hpp>
|
||||
|
||||
class GameConfig {
|
||||
private:
|
||||
enum ParseType { DEFAULT, CONFIG, FILE, STRING };
|
||||
|
||||
/**
|
||||
* @brief extractFilenameParseTypeData Get a human readable filename string
|
||||
* @return file path or a description of the data type
|
||||
*/
|
||||
static std::string extractFilenameParseTypeData(ParseType type,
|
||||
const std::string &data);
|
||||
|
||||
public:
|
||||
class ParseResult {
|
||||
public:
|
||||
enum ErrorType {
|
||||
/// UNINITIALIZED: The config was not initialized
|
||||
UNINITIALIZED,
|
||||
/// GOOD: Input file/string was good
|
||||
GOOD,
|
||||
/// INVALIDINPUTFILE: There was some error while reading from a file
|
||||
/// or string or the input was ambiguous (e.g. duplicate keys)
|
||||
INVALIDINPUTFILE,
|
||||
/// INVALIDARGUMENT: The parser received impossible arguments
|
||||
INVALIDARGUMENT,
|
||||
/// INVALIDCONTENT: Some required keys were missing or some values
|
||||
/// were of incorrect type
|
||||
INVALIDCONTENT,
|
||||
/// INVALIDOUTPUTFILE: There was some error while writing to a file
|
||||
/// or string
|
||||
INVALIDOUTPUTFILE
|
||||
};
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief ParseResult Holds the issues occurred while parsing of a
|
||||
* config file.
|
||||
* @param srcType Type of the source
|
||||
* @param source The source of the parser
|
||||
* @param destType Type of the destination
|
||||
* @param destination The destination
|
||||
*/
|
||||
ParseResult(ParseType srcType, const std::string &source,
|
||||
ParseType destType, const std::string &destination);
|
||||
|
||||
/**
|
||||
* @brief ParseResult Create empty ParseResult
|
||||
*/
|
||||
ParseResult();
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief type Get the type of error
|
||||
* @return Type of error or GOOD if there was no error
|
||||
*/
|
||||
ErrorType type() const;
|
||||
|
||||
/**
|
||||
* @brief getKeysRequiredMissing Get the keys that were missing
|
||||
* @return A vector with all the keys
|
||||
*/
|
||||
const std::vector<std::string> &getKeysRequiredMissing() const;
|
||||
|
||||
/**
|
||||
* @brief getKeysInvalidData Get the keys that contained invalid data
|
||||
* @return A vector with all the keys
|
||||
*/
|
||||
const std::vector<std::string> &getKeysInvalidData() const;
|
||||
|
||||
/**
|
||||
* @brief Mark this result as valid
|
||||
*/
|
||||
void markGood();
|
||||
|
||||
/**
|
||||
* @brief failInputFile Fail because the input file was invalid
|
||||
* @param line Line number where the error is located
|
||||
* @param message Description of the error
|
||||
*/
|
||||
void failInputFile(size_t line, const std::string &message);
|
||||
|
||||
/**
|
||||
* @brief failArgument Fail because an argument was invalid
|
||||
* @param srcType type of the source
|
||||
* @param destType type of the destination
|
||||
*/
|
||||
void failArgument();
|
||||
|
||||
/**
|
||||
* @brief failRequiredMissing Fail because a required key is missing
|
||||
* @param key The key that is missing
|
||||
*/
|
||||
void failRequiredMissing(const std::string &key);
|
||||
|
||||
/**
|
||||
* @brief failInvalidData Fail because a key contains invalid data
|
||||
* @param key The key that contains invalid data
|
||||
*/
|
||||
void failInvalidData(const std::string &key);
|
||||
|
||||
/**
|
||||
* @brief failOutputFile Fail because an error occurred while while
|
||||
* writing to the output
|
||||
* @param line Line number where the error is located
|
||||
* @param message Description of the error
|
||||
*/
|
||||
void failOutputFile(size_t line, const std::string &message);
|
||||
|
||||
/**
|
||||
* @brief isValid
|
||||
* @return True if the loaded configuration is valid
|
||||
*/
|
||||
bool isValid() const;
|
||||
|
||||
/**
|
||||
* @brief what Get a string representing the error
|
||||
* @return String with the error description
|
||||
*/
|
||||
std::string what() const;
|
||||
|
||||
/**
|
||||
* @brief addUnknownData Add unknown key value pairs
|
||||
* @param key The unknown key
|
||||
* @param value The associated data
|
||||
*/
|
||||
void addUnknownData(const std::string &key, const std::string &value);
|
||||
|
||||
/**
|
||||
* @brief addUnknownData Get all the unknown key value pairs
|
||||
* @return Mapping of the unknown keys with associated data
|
||||
*/
|
||||
const std::map<std::string, std::string> &getUnknownData() const;
|
||||
|
||||
private:
|
||||
/// Type of the failure
|
||||
ErrorType m_result;
|
||||
|
||||
/// Filename of the input file
|
||||
std::string m_inputfilename;
|
||||
|
||||
/// Filename of the output file
|
||||
std::string m_outputfilename;
|
||||
|
||||
/// Line number where the failure occurred (on invalid input or output
|
||||
/// file)
|
||||
size_t m_line;
|
||||
|
||||
/// Description of the failure (on invalid input or output file)
|
||||
std::string m_message;
|
||||
|
||||
/// All required keys that are missing
|
||||
std::vector<std::string> m_keys_requiredMissing;
|
||||
|
||||
/// All keys that contain invalid data
|
||||
std::vector<std::string> m_keys_invalidData;
|
||||
|
||||
// Mapping of unknown keys and associated data
|
||||
std::map<std::string, std::string> m_unknownData;
|
||||
|
||||
/**
|
||||
* @brief setUnknownData Replace the the unknown key value pairs
|
||||
*/
|
||||
void setUnknownData(
|
||||
const std::map<std::string, std::string> &unknownData);
|
||||
|
||||
friend class GameConfig;
|
||||
};
|
||||
|
||||
/**
|
||||
* @brief GameConfig Create a game configuration (initially invalid)
|
||||
*/
|
||||
GameConfig() = default;
|
||||
|
||||
/**
|
||||
* @brief Initialize this object using the config file at path
|
||||
* @param path Path of the configuration file
|
||||
*/
|
||||
void loadFile(const rwfs::path &path);
|
||||
|
||||
/**
|
||||
* @brief getConfigPath Returns the path for the configuration
|
||||
*/
|
||||
rwfs::path getConfigPath() const;
|
||||
|
||||
/**
|
||||
* @brief writeConfig Save the game configuration
|
||||
*/
|
||||
ParseResult saveConfig();
|
||||
|
||||
/**
|
||||
* @brief isValid
|
||||
* @return True if the loaded configuration is valid
|
||||
*/
|
||||
bool isValid() const;
|
||||
|
||||
/**
|
||||
* @brief getParseResult Get more information on parsing failures
|
||||
* @return A ParseResult object containing more information
|
||||
*/
|
||||
const ParseResult &getParseResult() const;
|
||||
|
||||
/**
|
||||
* @brief getConfigString Returns the content of the default INI
|
||||
* configuration.
|
||||
* @return INI string
|
||||
*/
|
||||
std::string getDefaultINIString();
|
||||
|
||||
const rwfs::path &getGameDataPath() const {
|
||||
return m_gamePath;
|
||||
}
|
||||
const std::string &getGameLanguage() const {
|
||||
return m_gameLanguage;
|
||||
}
|
||||
bool getInputInvertY() const {
|
||||
return m_inputInvertY;
|
||||
}
|
||||
int getWindowWidth() const {
|
||||
return m_windowWidth;
|
||||
}
|
||||
int getWindowHeight() const {
|
||||
return m_windowHeight;
|
||||
}
|
||||
bool getWindowFullscreen() const {
|
||||
return m_windowFullscreen;
|
||||
}
|
||||
float getHUDScale() const {
|
||||
return m_HUDscale;
|
||||
}
|
||||
|
||||
static rwfs::path getDefaultConfigPath();
|
||||
private:
|
||||
|
||||
/**
|
||||
* @brief parseConfig Load data from source and write it to destination.
|
||||
* Whitespace will be stripped from unknown data.
|
||||
* @param srcType Can be DEFAULT | CONFIG | FILE | STRING
|
||||
* @param source don't care if srcType == (DEFAULT | CONFIG),
|
||||
* path of INI file if srcType == FILE
|
||||
* INI string if srcType == STRING
|
||||
* @param destType Can be CONFIG | FILE | STRING (DEFAULT is invalid)
|
||||
* @param destination don't care if srcType == CONFIG
|
||||
* path of INI file if destType == FILE
|
||||
* INI string if srcType == STRING
|
||||
* @return True if the parsing succeeded
|
||||
*/
|
||||
ParseResult parseConfig(ParseType srcType, const std::string &source,
|
||||
ParseType destType, std::string &destination);
|
||||
|
||||
/* Config State */
|
||||
rwfs::path m_configPath{};
|
||||
ParseResult m_parseResult{};
|
||||
|
||||
/* Actual Configuration */
|
||||
|
||||
/// Path to the game data
|
||||
rwfs::path m_gamePath;
|
||||
|
||||
/// Language for game
|
||||
std::string m_gameLanguage = "american";
|
||||
|
||||
/// Invert the y axis for camera control.
|
||||
bool m_inputInvertY = false;
|
||||
|
||||
/// Size of the window
|
||||
int m_windowWidth{800};
|
||||
int m_windowHeight{600};
|
||||
|
||||
/// Set the window to fullscreen
|
||||
bool m_windowFullscreen = false;
|
||||
|
||||
/// HUD scale parameter
|
||||
float m_HUDscale = 1.f;
|
||||
};
|
||||
|
||||
#endif
|
@ -9,6 +9,8 @@
|
||||
#include <render/GameRenderer.hpp>
|
||||
|
||||
#include <glm/gtc/constants.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <iomanip>
|
||||
#include <sstream>
|
||||
|
||||
@ -43,7 +45,7 @@ void HUDDrawer::drawScriptTimer(GameWorld* world, GameRenderer& render) {
|
||||
}
|
||||
}
|
||||
|
||||
void HUDDrawer::drawMap(ViewCamera& currentView, PlayerController* player,
|
||||
void HUDDrawer::drawMap(ViewCamera& currentView, ai::PlayerController* player,
|
||||
GameWorld* world, GameRenderer& render) {
|
||||
MapRenderer::MapInfo map;
|
||||
|
||||
@ -72,7 +74,7 @@ void HUDDrawer::drawMap(ViewCamera& currentView, PlayerController* player,
|
||||
}
|
||||
}
|
||||
|
||||
void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
|
||||
void HUDDrawer::drawPlayerInfo(ai::PlayerController* player, GameWorld* world,
|
||||
GameRenderer& render) {
|
||||
float infoTextX = static_cast<float>(render.getRenderer().getViewport().x -
|
||||
(hudParameters.uiOuterMargin + hudParameters.uiWeaponSize + hudParameters.uiInfoMargin));
|
||||
@ -248,7 +250,7 @@ void HUDDrawer::drawPlayerInfo(PlayerController* player, GameWorld* world,
|
||||
}
|
||||
}
|
||||
|
||||
void HUDDrawer::drawHUD(ViewCamera& currentView, PlayerController* player,
|
||||
void HUDDrawer::drawHUD(ViewCamera& currentView, ai::PlayerController* player,
|
||||
GameWorld* world, GameRenderer& render) {
|
||||
if (player && player->getCharacter()) {
|
||||
drawMap(currentView, player, world, render);
|
||||
|
@ -1,9 +1,12 @@
|
||||
#ifndef _RWGAME_HUDDRAWER_HPP_
|
||||
#define _RWGAME_HUDDRAWER_HPP_
|
||||
|
||||
namespace ai {
|
||||
class PlayerController;
|
||||
} // namespace ai
|
||||
|
||||
class GameWorld;
|
||||
class GameRenderer;
|
||||
class PlayerController;
|
||||
class ViewCamera;
|
||||
|
||||
#include <glm/gtc/type_precision.hpp>
|
||||
@ -44,7 +47,7 @@ public:
|
||||
|
||||
void applyHUDScale(float scale);
|
||||
HUDParameters getHUDParameters();
|
||||
void drawHUD(ViewCamera& currentView, PlayerController* player,
|
||||
void drawHUD(ViewCamera& currentView, ai::PlayerController* player,
|
||||
GameWorld* world, GameRenderer& render);
|
||||
void drawOnScreenText(GameWorld* world, GameRenderer& renderer);
|
||||
|
||||
@ -52,9 +55,9 @@ private:
|
||||
HUDParameters hudParameters;
|
||||
|
||||
void drawScriptTimer(GameWorld* world, GameRenderer& render);
|
||||
void drawMap(ViewCamera& currentView, PlayerController* player,
|
||||
void drawMap(ViewCamera& currentView, ai::PlayerController* player,
|
||||
GameWorld* world, GameRenderer& render);
|
||||
void drawPlayerInfo(PlayerController* player, GameWorld* world,
|
||||
void drawPlayerInfo(ai::PlayerController* player, GameWorld* world,
|
||||
GameRenderer& render);
|
||||
};
|
||||
|
||||
|
@ -12,11 +12,13 @@
|
||||
|
||||
#include <core/Profiler.hpp>
|
||||
|
||||
#include <engine/Payphone.hpp>
|
||||
#include <engine/SaveGame.hpp>
|
||||
#include <objects/GameObject.hpp>
|
||||
|
||||
#include <script/SCMFile.hpp>
|
||||
|
||||
#include <ai/AIGraphNode.hpp>
|
||||
#include <ai/PlayerController.hpp>
|
||||
#include <core/Logger.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
@ -767,7 +769,7 @@ void RWGame::renderDebugPaths(float time) {
|
||||
|
||||
for (const auto& n : world->aigraph.nodes) {
|
||||
btVector3 p(n->position.x, n->position.y, n->position.z);
|
||||
auto& col = n->type == AIGraphNode::Pedestrian ? pedColour : roadColour;
|
||||
auto& col = n->type == ai::NodeType::Pedestrian ? pedColour : roadColour;
|
||||
debug.drawLine(p - btVector3(0.f, 0.f, 1.f),
|
||||
p + btVector3(0.f, 0.f, 1.f), col);
|
||||
debug.drawLine(p - btVector3(1.f, 0.f, 0.f),
|
||||
|
@ -19,8 +19,6 @@
|
||||
|
||||
#include <chrono>
|
||||
|
||||
class PlayerController;
|
||||
|
||||
class RWGame final : public GameBase {
|
||||
GameData data;
|
||||
GameRenderer renderer;
|
||||
|
@ -2,6 +2,8 @@
|
||||
|
||||
#include "RWGame.hpp"
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
// This serves as the "initial" camera position.
|
||||
const ViewCamera defaultView{{-250.f, -550.f, 75.f},
|
||||
glm::angleAxis(glm::radians(5.f),
|
||||
|
@ -2,6 +2,8 @@
|
||||
#include <engine/GameState.hpp>
|
||||
#include "RWGame.hpp"
|
||||
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
|
@ -527,7 +527,7 @@ void DebugState::spawnFollower(unsigned int id) {
|
||||
auto spawnPos = hit + normal;
|
||||
auto follower = game->getWorld()->createPedestrian(id, spawnPos);
|
||||
jumpCharacter(game, follower, spawnPos);
|
||||
follower->controller->setGoal(CharacterController::FollowLeader);
|
||||
follower->controller->setGoal(ai::CharacterController::FollowLeader);
|
||||
follower->controller->setTargetCharacter(ch);
|
||||
}
|
||||
}
|
||||
|
@ -27,6 +27,8 @@
|
||||
#pragma warning(disable : 4305)
|
||||
#endif
|
||||
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
|
||||
#include <BulletDynamics/Dynamics/btRigidBody.h>
|
||||
#include <btBulletDynamicsCommon.h>
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(default : 4305)
|
||||
#endif
|
||||
@ -251,12 +253,12 @@ void IngameState::tick(float dt) {
|
||||
if (player->getCharacter()->getCurrentVehicle()) {
|
||||
player->exitVehicle();
|
||||
} else if (!player->isCurrentActivity(
|
||||
Activities::EnterVehicle::ActivityName)) {
|
||||
ai::Activities::EnterVehicle::ActivityName)) {
|
||||
player->enterNearestVehicle();
|
||||
}
|
||||
} else if (glm::length2(movement) > 0.001f) {
|
||||
if (player->isCurrentActivity(
|
||||
Activities::EnterVehicle::ActivityName)) {
|
||||
ai::Activities::EnterVehicle::ActivityName)) {
|
||||
// Give up entering a vehicle if we're alreadying doing so
|
||||
player->skipActivity();
|
||||
}
|
||||
|
@ -22,7 +22,7 @@ BOOST_AUTO_TEST_CASE(test_create) {
|
||||
|
||||
// Check that Idle activities are instantly displaced.
|
||||
controller->setNextActivity(
|
||||
std::make_unique<Activities::GoTo>(glm::vec3{1000.f, 0.f, 0.f}));
|
||||
std::make_unique<ai::Activities::GoTo>(glm::vec3{1000.f, 0.f, 0.f}));
|
||||
|
||||
BOOST_CHECK_EQUAL(controller->getCurrentActivity()->name(), "GoTo");
|
||||
BOOST_CHECK_EQUAL(controller->getNextActivity(), nullptr);
|
||||
@ -41,7 +41,7 @@ BOOST_AUTO_TEST_CASE(test_activities) {
|
||||
BOOST_REQUIRE(controller != nullptr);
|
||||
|
||||
controller->setNextActivity(
|
||||
std::make_unique<Activities::GoTo>(glm::vec3{10.f, 10.f, 0.f}));
|
||||
std::make_unique<ai::Activities::GoTo>(glm::vec3{10.f, 10.f, 0.f}));
|
||||
|
||||
BOOST_CHECK_EQUAL(controller->getCurrentActivity()->name(), "GoTo");
|
||||
|
||||
@ -71,7 +71,7 @@ BOOST_AUTO_TEST_CASE(test_activities) {
|
||||
BOOST_REQUIRE(controller != nullptr);
|
||||
|
||||
controller->setNextActivity(
|
||||
std::make_unique<Activities::EnterVehicle>(vehicle, 0));
|
||||
std::make_unique<ai::Activities::EnterVehicle>(vehicle, 0));
|
||||
|
||||
for (float t = 0.f; t < 0.5f; t += (1.f / 60.f)) {
|
||||
character->tick(1.f / 60.f);
|
||||
@ -88,7 +88,7 @@ BOOST_AUTO_TEST_CASE(test_activities) {
|
||||
BOOST_CHECK_EQUAL(vehicle, character->getCurrentVehicle());
|
||||
|
||||
controller->setNextActivity(
|
||||
std::make_unique<Activities::ExitVehicle>());
|
||||
std::make_unique<ai::Activities::ExitVehicle>());
|
||||
|
||||
for (float t = 0.f; t < 9.0f; t += (1.f / 60.f)) {
|
||||
character->tick(1.f / 60.f);
|
||||
@ -99,7 +99,7 @@ BOOST_AUTO_TEST_CASE(test_activities) {
|
||||
|
||||
character->setPosition(glm::vec3(5.f, 0.f, 0.f));
|
||||
controller->setNextActivity(
|
||||
std::make_unique<Activities::EnterVehicle>(vehicle, 0));
|
||||
std::make_unique<ai::Activities::EnterVehicle>(vehicle, 0));
|
||||
|
||||
for (float t = 0.f; t < 0.5f; t += (1.f / 60.f)) {
|
||||
character->tick(1.f / 60.f);
|
||||
|
@ -8,7 +8,7 @@ BOOST_AUTO_TEST_SUITE(GarageTests)
|
||||
BOOST_AUTO_TEST_CASE(test_garage_interaction) {
|
||||
{
|
||||
auto garage = Global::get().e->createGarage(
|
||||
{0.f, 0.f, 0.f}, {3.f, 3.f, 3.f}, Garage::Type::Respray);
|
||||
{0.f, 0.f, 0.f}, {3.f, 3.f, 3.f}, GarageType::Respray);
|
||||
BOOST_REQUIRE(garage != nullptr);
|
||||
}
|
||||
}
|
||||
|
@ -3,6 +3,7 @@
|
||||
#include <boost/test/unit_test.hpp>
|
||||
|
||||
#include <audio/Sound.hpp>
|
||||
#include <audio/SoundBuffer.hpp>
|
||||
#include <audio/SoundManager.hpp>
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(SoundTests)
|
||||
|
@ -2,15 +2,17 @@
|
||||
#include "test_Globals.hpp"
|
||||
|
||||
#include <ai/AIGraph.hpp>
|
||||
#include <ai/AIGraphNode.hpp>
|
||||
#include <ai/TrafficDirector.hpp>
|
||||
#include <data/PathData.hpp>
|
||||
#include <objects/CharacterObject.hpp>
|
||||
#include <objects/InstanceObject.hpp>
|
||||
#include <render/ViewCamera.hpp>
|
||||
|
||||
bool operator!=(const AIGraphNode* lhs, const glm::vec3& rhs) {
|
||||
bool operator!=(const ai::AIGraphNode* lhs, const glm::vec3& rhs) {
|
||||
return lhs->position != rhs;
|
||||
}
|
||||
std::ostream& operator<<(std::ostream& os, const AIGraphNode* yt) {
|
||||
std::ostream& operator<<(std::ostream& os, const ai::AIGraphNode* yt) {
|
||||
os << glm::to_string(yt->position);
|
||||
return os;
|
||||
}
|
||||
@ -19,7 +21,7 @@ BOOST_AUTO_TEST_SUITE(TrafficDirectorTests)
|
||||
|
||||
#if RW_TEST_WITH_DATA
|
||||
BOOST_AUTO_TEST_CASE(test_available_nodes) {
|
||||
AIGraph graph;
|
||||
ai::AIGraph graph;
|
||||
|
||||
PathData path{PathData::PATH_PED,
|
||||
0,
|
||||
@ -36,12 +38,12 @@ BOOST_AUTO_TEST_CASE(test_available_nodes) {
|
||||
|
||||
graph.createPathNodes(glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f}, path);
|
||||
|
||||
TrafficDirector director(&graph, Global::get().e);
|
||||
ai::TrafficDirector director(&graph, Global::get().e);
|
||||
|
||||
ViewCamera testCamera(glm::vec3(-5.f, -5.f, 0.f));
|
||||
|
||||
auto open =
|
||||
director.findAvailableNodes(AIGraphNode::Pedestrian, testCamera, 10.f);
|
||||
director.findAvailableNodes(ai::NodeType::Pedestrian, testCamera, 10.f);
|
||||
|
||||
std::vector<glm::vec3> expected{
|
||||
{0.f, -10.f, 0.f}, {-10.f, -10.f, 0.f}, {-10.f, 0.f, 0.f}};
|
||||
@ -50,14 +52,14 @@ BOOST_AUTO_TEST_CASE(test_available_nodes) {
|
||||
BOOST_ASSERT(expected.size() == open.size());
|
||||
|
||||
for (auto& v : expected) {
|
||||
BOOST_CHECK(std::find_if(open.begin(), open.end(), [v](AIGraphNode* n) {
|
||||
BOOST_CHECK(std::find_if(open.begin(), open.end(), [v](ai::AIGraphNode* n) {
|
||||
return n->position == v;
|
||||
}) != open.end());
|
||||
}
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_node_not_blocking) {
|
||||
AIGraph graph;
|
||||
ai::AIGraph graph;
|
||||
|
||||
PathData path{PathData::PATH_PED,
|
||||
0,
|
||||
@ -68,14 +70,14 @@ BOOST_AUTO_TEST_CASE(test_node_not_blocking) {
|
||||
|
||||
graph.createPathNodes(glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f}, path);
|
||||
|
||||
TrafficDirector director(&graph, Global::get().e);
|
||||
ai::TrafficDirector director(&graph, Global::get().e);
|
||||
|
||||
// Create something that isn't a pedestrian
|
||||
InstanceObject* box =
|
||||
Global::get().e->createInstance(1337, glm::vec3(10.f, 10.f, 0.f));
|
||||
|
||||
{
|
||||
auto open = director.findAvailableNodes(AIGraphNode::Pedestrian,
|
||||
auto open = director.findAvailableNodes(ai::NodeType::Pedestrian,
|
||||
glm::vec3(5.f, 5.f, 0.f), 10.f);
|
||||
BOOST_CHECK(open.size() == 1);
|
||||
}
|
||||
@ -84,7 +86,7 @@ BOOST_AUTO_TEST_CASE(test_node_not_blocking) {
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_node_blocking) {
|
||||
AIGraph graph;
|
||||
ai::AIGraph graph;
|
||||
|
||||
PathData path{PathData::PATH_PED,
|
||||
0,
|
||||
@ -95,14 +97,14 @@ BOOST_AUTO_TEST_CASE(test_node_blocking) {
|
||||
|
||||
graph.createPathNodes(glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f}, path);
|
||||
|
||||
TrafficDirector director(&graph, Global::get().e);
|
||||
ai::TrafficDirector director(&graph, Global::get().e);
|
||||
|
||||
// create something that should block the spawn point
|
||||
CharacterObject* ped =
|
||||
Global::get().e->createPedestrian(1, glm::vec3(10.f, 10.f, 0.f));
|
||||
|
||||
{
|
||||
auto open = director.findAvailableNodes(AIGraphNode::Pedestrian,
|
||||
auto open = director.findAvailableNodes(ai::NodeType::Pedestrian,
|
||||
glm::vec3(5.f, 5.f, 0.f), 10.f);
|
||||
BOOST_CHECK(open.size() == 0);
|
||||
}
|
||||
@ -111,7 +113,7 @@ BOOST_AUTO_TEST_CASE(test_node_blocking) {
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_node_density) {
|
||||
AIGraph graph;
|
||||
ai::AIGraph graph;
|
||||
|
||||
PathData path{PathData::PATH_PED,
|
||||
0,
|
||||
@ -122,21 +124,21 @@ BOOST_AUTO_TEST_CASE(test_node_density) {
|
||||
|
||||
graph.createPathNodes(glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f}, path);
|
||||
|
||||
TrafficDirector director(&graph, Global::get().e);
|
||||
ai::TrafficDirector director(&graph, Global::get().e);
|
||||
|
||||
CharacterObject* ped =
|
||||
Global::get().e->createPedestrian(1, glm::vec3(5.f, 5.f, 0.f));
|
||||
|
||||
{
|
||||
director.setDensity(AIGraphNode::Pedestrian, 1.f);
|
||||
auto open = director.findAvailableNodes(AIGraphNode::Pedestrian,
|
||||
director.setDensity(ai::NodeType::Pedestrian, 1.f);
|
||||
auto open = director.findAvailableNodes(ai::NodeType::Pedestrian,
|
||||
glm::vec3(5.f, 5.f, 0.f), 10.f);
|
||||
BOOST_CHECK(open.size() == 0);
|
||||
}
|
||||
|
||||
{
|
||||
director.setDensity(AIGraphNode::Pedestrian, 2.f);
|
||||
auto open = director.findAvailableNodes(AIGraphNode::Pedestrian,
|
||||
director.setDensity(ai::NodeType::Pedestrian, 2.f);
|
||||
auto open = director.findAvailableNodes(ai::NodeType::Pedestrian,
|
||||
glm::vec3(5.f, 5.f, 0.f), 10.f);
|
||||
BOOST_CHECK(open.size() == 1);
|
||||
}
|
||||
@ -145,7 +147,7 @@ BOOST_AUTO_TEST_CASE(test_node_density) {
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_create_traffic) {
|
||||
AIGraph graph;
|
||||
ai::AIGraph graph;
|
||||
|
||||
PathData path{PathData::PATH_PED,
|
||||
0,
|
||||
@ -156,7 +158,7 @@ BOOST_AUTO_TEST_CASE(test_create_traffic) {
|
||||
|
||||
graph.createPathNodes(glm::vec3(), glm::quat{1.0f,0.0f,0.0f,0.0f}, path);
|
||||
|
||||
TrafficDirector director(&graph, Global::get().e);
|
||||
ai::TrafficDirector director(&graph, Global::get().e);
|
||||
|
||||
auto created = director.populateNearby(glm::vec3(0.f, 0.f, 0.f), 20.f);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user