mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 10:22:52 +01:00
Cleaned up some object data
Renamed some vehicle related data objects Changed types on some vehicle data containers Renamed GTAObject to GameObject
This commit is contained in:
parent
caa1fd301e
commit
e1a37e44c4
@ -4,6 +4,7 @@
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#include <stdint.h>
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#include <string>
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#include <vector>
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#include <memory>
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#include <glm/glm.hpp>
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/**
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@ -42,9 +43,23 @@ struct ObjectData
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};
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/**
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* Data used by vehicles
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* Data used by peds
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*/
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struct CarData
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struct CharacterData
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{
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uint16_t ID;
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std::string modelName;
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std::string textureName;
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std::string type;
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std::string behaviour;
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std::string animGroup;
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uint8_t driveMask;
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};
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/**
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* Data shared by vehicles types.
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*/
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struct VehicleData
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{
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enum VehicleClass
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{
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@ -89,19 +104,7 @@ struct CarData
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float wheelScale; // used only when type == CAR
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};
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/**
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* Data used by peds
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*/
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struct CharacterData
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{
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uint16_t ID;
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std::string modelName;
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std::string textureName;
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std::string type;
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std::string behaviour;
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std::string animGroup;
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uint8_t driveMask;
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};
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typedef std::shared_ptr<VehicleData> VehicleDataHandle;
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/**
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* This is orthogonal to object class, it gives
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@ -179,7 +179,7 @@ public:
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/**
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* Vehicle information
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*/
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std::map<std::string, VehicleInfo> vehicleInfo;
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std::map<std::string, VehicleInfoHandle> vehicleInfo;
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/**
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* Texture Loader
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@ -1,6 +1,6 @@
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#pragma once
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#ifndef _GTAOBJECT_HPP_
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#define _GTAOBJECT_HPP_
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#ifndef _GAMEOBJECT_HPP_
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#define _GAMEOBJECT_HPP_
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#include <engine/GTATypes.hpp>
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#include <loaders/LoaderIDE.hpp>
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@ -17,7 +17,7 @@ class GameWorld;
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/**
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* Stores data used by call types of object instances.
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*/
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struct GTAObject
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struct GameObject
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{
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glm::vec3 position;
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glm::quat rotation;
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@ -33,10 +33,10 @@ struct GTAObject
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*/
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float mHealth;
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GTAObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, Model* model)
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GameObject(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, Model* model)
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: position(pos), rotation(rot), model(model), engine(engine), animator(nullptr), mHealth(0.f) {}
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virtual ~GTAObject() {};
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virtual ~GameObject() {};
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enum Type
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{
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@ -87,4 +87,4 @@ struct GTAObject
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virtual bool takeDamage(const DamageInfo& damage) { return false; };
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};
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#endif // GTAOBJECTS_HPP
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#endif // __GAMEOBJECTS_HPP__
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@ -8,7 +8,7 @@
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#include <ai/GTAAINode.hpp>
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#include <ai/AIGraph.hpp>
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class GTAObject;
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class GameObject;
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class GTACharacter;
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class GTAInstance;
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class GTAVehicle;
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@ -101,7 +101,7 @@ public:
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/**
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* Destroys an existing Object
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*/
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void destroyObject(GTAObject* object);
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void destroyObject(GameObject* object);
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/**
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* Returns the current hour
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@ -146,7 +146,7 @@ public:
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/**
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* Vehicle definitions
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*/
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std::map<uint16_t, std::shared_ptr<CarData>> vehicleTypes;
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std::map<uint16_t, std::shared_ptr<VehicleData>> vehicleTypes;
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/**
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* Ped definitions
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@ -7,6 +7,7 @@
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#include <memory>
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#include <glm/glm.hpp>
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#include <data/ObjectData.hpp>
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#include <objects/VehicleInfo.hpp>
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#include <data/PathData.hpp>
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class LoaderIDE
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@ -28,7 +29,7 @@ public:
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bool load(const std::string& filename);
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std::vector<std::shared_ptr<ObjectData>> OBJSs;
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std::vector<std::shared_ptr<CarData>> CARSs;
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std::vector<std::shared_ptr<VehicleData>> CARSs;
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std::vector<std::shared_ptr<CharacterData>> PEDSs;
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std::vector<std::shared_ptr<PathData>> PATHs;
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};
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@ -1,7 +1,7 @@
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#pragma once
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#ifndef _GTACHARACTER_HPP_
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#define _GTACHARACTER_HPP_
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#include <engine/GTAObject.hpp>
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#include <engine/GameObject.hpp>
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#include <bullet/BulletDynamics/Character/btKinematicCharacterController.h>
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#include <bullet/btBulletCollisionCommon.h>
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#include <BulletCollision/CollisionDispatch/btGhostObject.h>
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@ -14,7 +14,7 @@ class GameWorld;
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* @brief The GTACharacter struct
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* Stores data relating to an instance of a "pedestrian".
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*/
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struct GTACharacter : public GTAObject
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struct GTACharacter : public GameObject
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{
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private:
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GTAVehicle* currentVehicle;
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@ -1,13 +1,13 @@
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#pragma once
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#ifndef _GTAINSTANCE_HPP_
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#define _GTAINSTANCE_HPP_
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#include <engine/GTAObject.hpp>
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#include <engine/GameObject.hpp>
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/**
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* @struct GTAInstance
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* Stores references to the Object data and the instance
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*/
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struct GTAInstance : public GTAObject
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struct GTAInstance : public GameObject
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{
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glm::vec3 scale;
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std::shared_ptr<ObjectData> object;
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@ -1,7 +1,7 @@
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#pragma once
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#ifndef _GTAVEHICLE_HPP_
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#define _GTAVEHICLE_HPP_
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#include <engine/GTAObject.hpp>
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#include <engine/GameObject.hpp>
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#include <bullet/btBulletDynamicsCommon.h>
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#include <map>
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#include <objects/VehicleInfo.hpp>
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@ -10,7 +10,7 @@
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* @class GTAVehicle
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* Stores references to the vehicle data and the instance
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*/
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struct GTAVehicle : public GTAObject
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struct GTAVehicle : public GameObject
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{
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private:
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float steerAngle;
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@ -19,12 +19,12 @@ private:
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bool handbrake;
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public:
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std::shared_ptr<CarData> vehicle;
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VehicleInfo info;
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VehicleDataHandle vehicle;
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VehicleInfoHandle info;
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glm::vec3 colourPrimary;
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glm::vec3 colourSecondary;
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std::map<size_t, GTAObject*> seatOccupants;
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std::map<size_t, GameObject*> seatOccupants;
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btRigidBody* physBody;
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btVehicleRaycaster* physRaycaster;
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@ -34,8 +34,8 @@ public:
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const glm::vec3& pos,
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const glm::quat& rot,
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Model* model,
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std::shared_ptr<CarData> data,
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const VehicleInfo& info,
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VehicleDataHandle data,
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VehicleInfoHandle info,
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const glm::vec3& prim,
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const glm::vec3& sec);
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@ -69,9 +69,9 @@ public:
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void ejectAll();
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GTAObject* getOccupant(size_t seat);
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GameObject* getOccupant(size_t seat);
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void setOccupant(size_t seat, GTAObject* occupant);
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void setOccupant(size_t seat, GameObject* occupant);
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virtual bool takeDamage(const DamageInfo& damage);
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};
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@ -3,8 +3,11 @@
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#define _VEHICLE_INFO_HPP_
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#include <string>
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#include <vector>
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#include <memory>
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#include <glm/glm.hpp>
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class VehicleData;
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/**
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* Vehicle handling data
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*/
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@ -80,13 +83,19 @@ struct SeatInfo {
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glm::vec3 offset;
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};
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struct VehicleInfo
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{
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/**
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* Vehicle Handling and runtime data.
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*/
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struct VehicleInfo {
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/** Handling data */
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VehicleHandlingInfo handling;
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/** Value for caching wheel information */
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std::vector<WheelInfo> wheels;
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/** Value for caching seat information */
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std::vector<SeatInfo> seats;
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};
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typedef std::shared_ptr<VehicleInfo> VehicleInfoHandle;
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#endif
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@ -11,7 +11,7 @@
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class Model;
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class ModelFrame;
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class GameWorld;
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class GTAObject;
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class GameObject;
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class Animator;
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/**
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@ -29,13 +29,13 @@ class GTARenderer
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size_t g;
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size_t sg;
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glm::mat4 matrix;
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GTAObject* object;
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GameObject* object;
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};
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bool renderFrame(Model* m, ModelFrame* f, const glm::mat4& matrix, GTAObject* object, bool queueTransparent = true);
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bool renderFrame(Model* m, ModelFrame* f, const glm::mat4& matrix, GameObject* object, bool queueTransparent = true);
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// Internal method for processing sub-geometry
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bool renderSubgeometry(Model* model, size_t g, size_t sg, const glm::mat4& matrix, GTAObject* object, bool queueTransparent = true);
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bool renderSubgeometry(Model* model, size_t g, size_t sg, const glm::mat4& matrix, GameObject* object, bool queueTransparent = true);
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/// Queue of sub-geometry to post-render
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/// With a faster occulusion culling stage
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@ -72,12 +72,12 @@ public:
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void renderNamedFrame(Model*, const glm::mat4& matrix, const std::string& name);
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void renderGeometry(Model*, size_t geom, const glm::mat4& modelMatrix, GTAObject* = nullptr);
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void renderGeometry(Model*, size_t geom, const glm::mat4& modelMatrix, GameObject* = nullptr);
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/**
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* Renders a model (who'd have thought)
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*/
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void renderModel(Model*, const glm::mat4& modelMatrix, GTAObject* = nullptr, Animator* animator = nullptr);
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void renderModel(Model*, const glm::mat4& modelMatrix, GameObject* = nullptr, Animator* animator = nullptr);
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/**
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* Debug method renders all AI paths
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@ -30,7 +30,7 @@ void GTAPlayerAIController::exitVehicle()
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if(character->getCurrentVehicle()) {
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// Determine the seat location and teleport to outside the vehicle.
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auto vehicle = character->getCurrentVehicle();
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auto seatPos = vehicle->info.seats[character->getCurrentSeat()].offset;
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auto seatPos = vehicle->info->seats[character->getCurrentSeat()].offset;
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seatPos.x += 1.f * glm::sign(seatPos.x);
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glm::mat4 vehicleMatrix;
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vehicleMatrix = glm::translate(vehicleMatrix, vehicle->getPosition());
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@ -1,18 +0,0 @@
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#include <engine/GTAObject.hpp>
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#include <loaders/LoaderIFP.hpp>
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#include <loaders/LoaderDFF.hpp>
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void GTAObject::setPosition(const glm::vec3& pos)
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{
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position = pos;
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}
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glm::vec3 GTAObject::getPosition() const
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{
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return position;
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}
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glm::quat GTAObject::getRotation() const
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{
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return rotation;
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}
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@ -330,9 +330,15 @@ void GameData::loadHandling(const std::string& path)
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ss >> info.suspensionBias;
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ss >> std::hex >> info.flags;
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vehicleInfo.insert({info.ID, {info}});
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auto mit = vehicleInfo.find(info.ID);
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if(mit == vehicleInfo.end()) {
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vehicleInfo.insert({info.ID,
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VehicleInfoHandle(new VehicleInfo{info})});
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}
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else {
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mit->second->handling = info;
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}
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}
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}
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void GameData::loadWaterpro(const std::string& path)
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18
rwengine/src/engine/GameObject.cpp
Normal file
18
rwengine/src/engine/GameObject.cpp
Normal file
@ -0,0 +1,18 @@
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#include <engine/GameObject.hpp>
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#include <loaders/LoaderIFP.hpp>
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#include <loaders/LoaderDFF.hpp>
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void GameObject::setPosition(const glm::vec3& pos)
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{
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position = pos;
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}
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glm::vec3 GameObject::getPosition() const
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{
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return position;
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}
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glm::quat GameObject::getRotation() const
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{
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return rotation;
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}
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@ -239,20 +239,20 @@ GTAVehicle *GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos, co
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Model* model = gameData.models[vti->second->modelName];
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auto info = gameData.vehicleInfo.find(vti->second->handlingID);
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if(model && info != gameData.vehicleInfo.end()) {
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if( info->second.wheels.size() == 0 && info->second.seats.size() == 0 ) {
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if( info->second->wheels.size() == 0 && info->second->seats.size() == 0 ) {
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for( const ModelFrame* f : model->frames ) {
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const std::string& name = f->getName();
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if( name.size() > 5 && name.substr(0, 5) == "wheel" ) {
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auto frameTrans = f->getMatrix();
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info->second.wheels.push_back({glm::vec3(frameTrans[3])});
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info->second->wheels.push_back({glm::vec3(frameTrans[3])});
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}
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if(name.size() > 3 && name.substr(0, 3) == "ped" && name.substr(name.size()-4) == "seat") {
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auto p = f->getDefaultTranslation();
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p.x = p.x * -1.f;
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info->second.seats.push_back({p});
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info->second->seats.push_back({p});
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p.x = p.x * -1.f;
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info->second.seats.push_back({p});
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info->second->seats.push_back({p});
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}
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}
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}
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@ -292,9 +292,9 @@ GTACharacter* GameWorld::createPedestrian(const uint16_t id, const glm::vec3 &po
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return nullptr;
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}
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void GameWorld::destroyObject(GTAObject* object)
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void GameWorld::destroyObject(GameObject* object)
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{
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if(object->type() == GTAObject::Character)
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if(object->type() == GameObject::Character)
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{
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for(auto it = pedestrians.begin(); it != pedestrians.end(); ) {
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if( *it == object ) {
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@ -305,7 +305,7 @@ void GameWorld::destroyObject(GTAObject* object)
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}
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}
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}
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else if(object->type() == GTAObject::Vehicle)
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else if(object->type() == GameObject::Vehicle)
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{
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for(auto it = vehicleInstances.begin(); it != vehicleInstances.end(); ) {
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if( *it == object ) {
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@ -316,7 +316,7 @@ void GameWorld::destroyObject(GTAObject* object)
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}
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}
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}
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else if(object->type() == GTAObject::Instance)
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else if(object->type() == GameObject::Instance)
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{
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for(auto it = modelInstances.begin(); it != modelInstances.end(); ) {
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if( it->second.get() == object ) {
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@ -92,7 +92,7 @@ bool LoaderIDE::load(const std::string &filename)
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break;
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}
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case CARS: {
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std::shared_ptr<CarData> cars(new CarData);
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std::shared_ptr<VehicleData> cars(new VehicleData);
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std::string id, type, classType, frequency, lvl,
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comprules, wheelModelID, wheelScale;
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@ -116,35 +116,35 @@ bool LoaderIDE::load(const std::string &filename)
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cars->comprules = atoi(comprules.c_str());
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if (type == "car") {
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cars->type = CarData::CAR;
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cars->type = VehicleData::CAR;
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cars->wheelModelID = atoi(wheelModelID.c_str());
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cars->wheelScale = atof(wheelScale.c_str());
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} else if (type == "boat") {
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cars->type = CarData::BOAT;
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cars->type = VehicleData::BOAT;
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} else if (type == "train") {
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cars->type = CarData::TRAIN;
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cars->type = VehicleData::TRAIN;
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cars->modelLOD = atoi(wheelModelID.c_str());
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} else if (type == "plane") {
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cars->type = CarData::PLANE;
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cars->type = VehicleData::PLANE;
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} else if (type == "heli") {
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cars->type = CarData::HELI;
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cars->type = VehicleData::HELI;
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}
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const std::map<CarData::VehicleClass, std::string> classTypes{
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{CarData::IGNORE, "ignore"},
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{CarData::NORMAL, "normal"},
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{CarData::POORFAMILY, "poorfamily"},
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{CarData::RICHFAMILY, "richfamily"},
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{CarData::EXECUTIVE, "executive"},
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{CarData::WORKER, "worker"},
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{CarData::BIG, "big"},
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{CarData::TAXI, "taxi"},
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{CarData::MOPED, "moped"},
|
||||
{CarData::MOTORBIKE, "motorbike"},
|
||||
{CarData::LEISUREBOAT, "leisureboat"},
|
||||
{CarData::WORKERBOAT, "workerboat"},
|
||||
{CarData::BICYCLE, "bicycle"},
|
||||
{CarData::ONFOOT, "onfoot"},
|
||||
const std::map<VehicleData::VehicleClass, std::string> classTypes{
|
||||
{VehicleData::IGNORE, "ignore"},
|
||||
{VehicleData::NORMAL, "normal"},
|
||||
{VehicleData::POORFAMILY, "poorfamily"},
|
||||
{VehicleData::RICHFAMILY, "richfamily"},
|
||||
{VehicleData::EXECUTIVE, "executive"},
|
||||
{VehicleData::WORKER, "worker"},
|
||||
{VehicleData::BIG, "big"},
|
||||
{VehicleData::TAXI, "taxi"},
|
||||
{VehicleData::MOPED, "moped"},
|
||||
{VehicleData::MOTORBIKE, "motorbike"},
|
||||
{VehicleData::LEISUREBOAT, "leisureboat"},
|
||||
{VehicleData::WORKERBOAT, "workerboat"},
|
||||
{VehicleData::BICYCLE, "bicycle"},
|
||||
{VehicleData::ONFOOT, "onfoot"},
|
||||
};
|
||||
for (auto &a : classTypes) {
|
||||
if (classType == a.second) {
|
||||
|
@ -6,7 +6,7 @@
|
||||
#include <boost/concept_check.hpp>
|
||||
|
||||
GTACharacter::GTACharacter(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, std::shared_ptr<CharacterData> data)
|
||||
: GTAObject(engine, pos, rot, model),
|
||||
: GameObject(engine, pos, rot, model),
|
||||
currentVehicle(nullptr), currentSeat(0), ped(data), physCharacter(nullptr),
|
||||
controller(nullptr), currentActivity(None)
|
||||
{
|
||||
@ -149,7 +149,7 @@ void GTACharacter::updateCharacter()
|
||||
auto otherObject = static_cast<const btCollisionObject*>(
|
||||
manifold->getBody0() == physObject ? manifold->getBody1() : manifold->getBody0());
|
||||
if(otherObject->getUserPointer()) {
|
||||
GTAObject* object = static_cast<GTAObject*>(otherObject->getUserPointer());
|
||||
GameObject* object = static_cast<GameObject*>(otherObject->getUserPointer());
|
||||
if(object->type() == Vehicle) {
|
||||
GTAVehicle* vehicle = static_cast<GTAVehicle*>(object);
|
||||
if(vehicle->physBody->getLinearVelocity().length() > 0.1f) {
|
||||
@ -248,7 +248,7 @@ void GTACharacter::setCurrentVehicle(GTAVehicle *value, size_t seat)
|
||||
}
|
||||
}
|
||||
|
||||
bool GTACharacter::takeDamage(const GTAObject::DamageInfo& dmg)
|
||||
bool GTACharacter::takeDamage(const GameObject::DamageInfo& dmg)
|
||||
{
|
||||
mHealth -= dmg.hitpoints;
|
||||
return true;
|
||||
|
@ -11,7 +11,7 @@ GTAInstance::GTAInstance(
|
||||
std::shared_ptr<ObjectData> obj,
|
||||
std::shared_ptr<GTAInstance> lod
|
||||
)
|
||||
: GTAObject(engine, pos, rot, model), scale(scale), object(obj), LODinstance(lod)
|
||||
: GameObject(engine, pos, rot, model), scale(scale), object(obj), LODinstance(lod)
|
||||
{
|
||||
btRigidBody* body = nullptr;
|
||||
auto phyit = engine->gameData.collisions.find(obj->modelName);
|
||||
@ -78,7 +78,7 @@ GTAInstance::GTAInstance(
|
||||
}
|
||||
}
|
||||
|
||||
bool GTAInstance::takeDamage(const GTAObject::DamageInfo& dmg)
|
||||
bool GTAInstance::takeDamage(const GameObject::DamageInfo& dmg)
|
||||
{
|
||||
bool explodeOnHit = (object->flags&ObjectData::EXPLODEONHIT) == ObjectData::EXPLODEONHIT;
|
||||
bool smash = (object->flags&ObjectData::SMASHABLE) == ObjectData::SMASHABLE;
|
||||
|
@ -5,8 +5,8 @@
|
||||
#include <sys/stat.h>
|
||||
#include <data/CollisionModel.hpp>
|
||||
|
||||
GTAVehicle::GTAVehicle(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, std::shared_ptr<CarData> data, const VehicleInfo& info, const glm::vec3& prim, const glm::vec3& sec)
|
||||
: GTAObject(engine, pos, rot, model),
|
||||
GTAVehicle::GTAVehicle(GameWorld* engine, const glm::vec3& pos, const glm::quat& rot, Model* model, VehicleDataHandle data, VehicleInfoHandle info, const glm::vec3& prim, const glm::vec3& sec)
|
||||
: GameObject(engine, pos, rot, model),
|
||||
steerAngle(0.f), throttle(0.f), brake(0.f), handbrake(false),
|
||||
vehicle(data), info(info), colourPrimary(prim), colourSecondary(sec),
|
||||
physBody(nullptr), physVehicle(nullptr)
|
||||
@ -27,7 +27,7 @@ GTAVehicle::GTAVehicle(GameWorld* engine, const glm::vec3& pos, const glm::quat&
|
||||
));
|
||||
CollisionModel& physInst = *phyit->second.get();
|
||||
|
||||
btVector3 com(info.handling.centerOfMass.x, info.handling.centerOfMass.y, info.handling.centerOfMass.z);
|
||||
btVector3 com(info->handling.centerOfMass.x, info->handling.centerOfMass.y, info->handling.centerOfMass.z);
|
||||
|
||||
// Boxes
|
||||
for( size_t i = 0; i < physInst.boxes.size(); ++i ) {
|
||||
@ -63,9 +63,9 @@ GTAVehicle::GTAVehicle(GameWorld* engine, const glm::vec3& pos, const glm::quat&
|
||||
}
|
||||
|
||||
btVector3 inertia(0,0,0);
|
||||
cmpShape->calculateLocalInertia(info.handling.mass, inertia);
|
||||
cmpShape->calculateLocalInertia(info->handling.mass, inertia);
|
||||
|
||||
btRigidBody::btRigidBodyConstructionInfo rginfo(info.handling.mass, msta, cmpShape, inertia);
|
||||
btRigidBody::btRigidBodyConstructionInfo rginfo(info->handling.mass, msta, cmpShape, inertia);
|
||||
|
||||
physBody = new btRigidBody(rginfo);
|
||||
physBody->setUserPointer(this);
|
||||
@ -74,7 +74,7 @@ GTAVehicle::GTAVehicle(GameWorld* engine, const glm::vec3& pos, const glm::quat&
|
||||
physRaycaster = new btDefaultVehicleRaycaster(engine->dynamicsWorld);
|
||||
btRaycastVehicle::btVehicleTuning tuning;
|
||||
|
||||
float travel = info.handling.suspensionUpperLimit - info.handling.suspensionLowerLimit;
|
||||
float travel = info->handling.suspensionUpperLimit - info->handling.suspensionLowerLimit;
|
||||
tuning.m_frictionSlip = 1.8f;
|
||||
tuning.m_maxSuspensionTravelCm = travel * 100.f;
|
||||
|
||||
@ -86,15 +86,15 @@ GTAVehicle::GTAVehicle(GameWorld* engine, const glm::vec3& pos, const glm::quat&
|
||||
float kC = 0.4f;
|
||||
float kR = 0.6f;
|
||||
|
||||
for(size_t w = 0; w < info.wheels.size(); ++w) {
|
||||
btVector3 connection(info.wheels[w].position.x, info.wheels[w].position.y, info.wheels[w].position.z - info.handling.suspensionLowerLimit);
|
||||
for(size_t w = 0; w < info->wheels.size(); ++w) {
|
||||
btVector3 connection(info->wheels[w].position.x, info->wheels[w].position.y, info->wheels[w].position.z - info->handling.suspensionLowerLimit);
|
||||
bool front = connection.y() > 0;
|
||||
btWheelInfo& wi = physVehicle->addWheel(connection + com, btVector3(0.f, 0.f, -1.f), btVector3(1.f, 0.f, 0.f), travel, data->wheelScale / 2.f, tuning, front);
|
||||
wi.m_suspensionStiffness = info.handling.suspensionForce * 10.f;
|
||||
wi.m_suspensionStiffness = info->handling.suspensionForce * 10.f;
|
||||
wi.m_wheelsDampingCompression = kC * 2.f * btSqrt(wi.m_suspensionStiffness);
|
||||
wi.m_wheelsDampingRelaxation = kR * 2.f * btSqrt(wi.m_suspensionStiffness);
|
||||
wi.m_rollInfluence = 0.2f;
|
||||
wi.m_frictionSlip = tuning.m_frictionSlip * (front ? info.handling.tractionBias : 1.f - info.handling.tractionBias);
|
||||
wi.m_frictionSlip = tuning.m_frictionSlip * (front ? info->handling.tractionBias : 1.f - info->handling.tractionBias);
|
||||
}
|
||||
|
||||
}
|
||||
@ -114,7 +114,7 @@ GTAVehicle::~GTAVehicle()
|
||||
|
||||
void GTAVehicle::setPosition(const glm::vec3& pos)
|
||||
{
|
||||
GTAObject::setPosition(pos);
|
||||
GameObject::setPosition(pos);
|
||||
if(physBody) {
|
||||
auto t = physBody->getWorldTransform();
|
||||
t.setOrigin(btVector3(pos.x, pos.y, pos.z));
|
||||
@ -126,7 +126,7 @@ glm::vec3 GTAVehicle::getPosition() const
|
||||
{
|
||||
if(physBody) {
|
||||
btVector3 Pos = physBody->getWorldTransform().getOrigin();
|
||||
return glm::vec3(Pos.x(), Pos.y(), Pos.z()) + info.handling.centerOfMass;
|
||||
return glm::vec3(Pos.x(), Pos.y(), Pos.z()) + info->handling.centerOfMass;
|
||||
}
|
||||
return position;
|
||||
}
|
||||
@ -145,19 +145,19 @@ void GTAVehicle::tick(float dt)
|
||||
if(physVehicle) {
|
||||
for(size_t w = 0; w < physVehicle->getNumWheels(); ++w) {
|
||||
btWheelInfo& wi = physVehicle->getWheelInfo(w);
|
||||
if( info.handling.driveType == VehicleHandlingInfo::All ||
|
||||
(info.handling.driveType == VehicleHandlingInfo::Forward && wi.m_bIsFrontWheel) ||
|
||||
(info.handling.driveType == VehicleHandlingInfo::Rear && !wi.m_bIsFrontWheel))
|
||||
if( info->handling.driveType == VehicleHandlingInfo::All ||
|
||||
(info->handling.driveType == VehicleHandlingInfo::Forward && wi.m_bIsFrontWheel) ||
|
||||
(info->handling.driveType == VehicleHandlingInfo::Rear && !wi.m_bIsFrontWheel))
|
||||
{
|
||||
physVehicle->applyEngineForce(info.handling.acceleration * 150.f * throttle, w);
|
||||
physVehicle->applyEngineForce(info->handling.acceleration * 150.f * throttle, w);
|
||||
}
|
||||
|
||||
float brakeReal = info.handling.brakeDeceleration * info.handling.mass * (wi.m_bIsFrontWheel? info.handling.brakeBias : 1.f - info.handling.brakeBias);
|
||||
float brakeReal = info->handling.brakeDeceleration * info->handling.mass * (wi.m_bIsFrontWheel? info->handling.brakeBias : 1.f - info->handling.brakeBias);
|
||||
physVehicle->setBrake(brakeReal * brake, w);
|
||||
|
||||
if(wi.m_bIsFrontWheel) {
|
||||
float sign = std::signbit(steerAngle) ? -1.f : 1.f;
|
||||
physVehicle->setSteeringValue(std::min(info.handling.steeringLock*(3.141f/180.f), std::abs(steerAngle)) * sign, w);
|
||||
physVehicle->setSteeringValue(std::min(info->handling.steeringLock*(3.141f/180.f), std::abs(steerAngle)) * sign, w);
|
||||
//physVehicle->setSteeringValue(std::min(3.141f/2.f, std::abs(steerAngle)) * sign, w);
|
||||
}
|
||||
}
|
||||
@ -206,10 +206,10 @@ bool GTAVehicle::getHandbraking() const
|
||||
|
||||
void GTAVehicle::ejectAll()
|
||||
{
|
||||
for(std::map<size_t, GTAObject*>::iterator it = seatOccupants.begin();
|
||||
for(std::map<size_t, GameObject*>::iterator it = seatOccupants.begin();
|
||||
it != seatOccupants.end();
|
||||
) {
|
||||
if(it->second->type() == GTAObject::Character) {
|
||||
if(it->second->type() == GameObject::Character) {
|
||||
GTACharacter* c = static_cast<GTACharacter*>(it->second);
|
||||
c->setCurrentVehicle(nullptr, 0);
|
||||
c->setPosition(getPosition());
|
||||
@ -218,7 +218,7 @@ void GTAVehicle::ejectAll()
|
||||
}
|
||||
}
|
||||
|
||||
GTAObject* GTAVehicle::getOccupant(size_t seat)
|
||||
GameObject* GTAVehicle::getOccupant(size_t seat)
|
||||
{
|
||||
auto it = seatOccupants.find(seat);
|
||||
if( it != seatOccupants.end() ) {
|
||||
@ -227,7 +227,7 @@ GTAObject* GTAVehicle::getOccupant(size_t seat)
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void GTAVehicle::setOccupant(size_t seat, GTAObject* occupant)
|
||||
void GTAVehicle::setOccupant(size_t seat, GameObject* occupant)
|
||||
{
|
||||
auto it = seatOccupants.find(seat);
|
||||
if(occupant == nullptr) {
|
||||
@ -242,7 +242,7 @@ void GTAVehicle::setOccupant(size_t seat, GTAObject* occupant)
|
||||
}
|
||||
}
|
||||
|
||||
bool GTAVehicle::takeDamage(const GTAObject::DamageInfo& dmg)
|
||||
bool GTAVehicle::takeDamage(const GameObject::DamageInfo& dmg)
|
||||
{
|
||||
mHealth -= dmg.hitpoints;
|
||||
return true;
|
||||
|
@ -268,8 +268,8 @@ void GTARenderer::renderWorld()
|
||||
matrixModel = glm::translate(matrixModel,
|
||||
v->getPosition());
|
||||
matrixModel = matrixModel * glm::mat4_cast(v->getRotation());
|
||||
if(charac->getCurrentSeat() < v->info.seats.size()) {
|
||||
glm::vec3 seatpos = v->info.seats[charac->getCurrentSeat()].offset;
|
||||
if(charac->getCurrentSeat() < v->info->seats.size()) {
|
||||
glm::vec3 seatpos = v->info->seats[charac->getCurrentSeat()].offset;
|
||||
matrixModel = glm::translate(matrixModel, seatpos);
|
||||
}
|
||||
}
|
||||
@ -346,7 +346,7 @@ void GTARenderer::renderWorld()
|
||||
renderModel(inst->model, matrixModel, inst);
|
||||
|
||||
// Draw wheels n' stuff
|
||||
for( size_t w = 0; w < inst->info.wheels.size(); ++w) {
|
||||
for( size_t w = 0; w < inst->info->wheels.size(); ++w) {
|
||||
auto woi = engine->objectTypes.find(inst->vehicle->wheelModelID);
|
||||
if(woi != engine->objectTypes.end()) {
|
||||
Model* wheelModel = engine->gameData.models["wheels"];
|
||||
@ -426,7 +426,7 @@ void GTARenderer::renderNamedFrame(Model* model, const glm::mat4 &matrix, const
|
||||
}
|
||||
}
|
||||
|
||||
void GTARenderer::renderGeometry(Model* model, size_t g, const glm::mat4& modelMatrix, GTAObject* object)
|
||||
void GTARenderer::renderGeometry(Model* model, size_t g, const glm::mat4& modelMatrix, GameObject* object)
|
||||
{
|
||||
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
glUniform4f(uniCol, 1.f, 1.f, 1.f, 1.f);
|
||||
@ -442,7 +442,7 @@ void GTARenderer::renderGeometry(Model* model, size_t g, const glm::mat4& modelM
|
||||
}
|
||||
}
|
||||
|
||||
bool GTARenderer::renderFrame(Model* m, ModelFrame* f, const glm::mat4& matrix, GTAObject* object, bool queueTransparent)
|
||||
bool GTARenderer::renderFrame(Model* m, ModelFrame* f, const glm::mat4& matrix, GameObject* object, bool queueTransparent)
|
||||
{
|
||||
auto localmatrix = matrix * f->getMatrix();
|
||||
for(size_t g : f->getGeometries()) {
|
||||
@ -451,7 +451,7 @@ bool GTARenderer::renderFrame(Model* m, ModelFrame* f, const glm::mat4& matrix,
|
||||
continue;
|
||||
}
|
||||
|
||||
if( object && object->type() == GTAObject::Vehicle ) {
|
||||
if( object && object->type() == GameObject::Vehicle ) {
|
||||
auto& name = f->getName();
|
||||
if(name.size() > 3) {
|
||||
if(name.substr(name.size()-3) == "dam"
|
||||
@ -477,7 +477,7 @@ bool GTARenderer::renderFrame(Model* m, ModelFrame* f, const glm::mat4& matrix,
|
||||
return true;
|
||||
}
|
||||
|
||||
bool GTARenderer::renderSubgeometry(Model* model, size_t g, size_t sg, const glm::mat4& matrix, GTAObject* object, bool queueTransparent)
|
||||
bool GTARenderer::renderSubgeometry(Model* model, size_t g, size_t sg, const glm::mat4& matrix, GameObject* object, bool queueTransparent)
|
||||
{
|
||||
glBindVertexArray(model->geometries[g]->dbuff.getVAOName());
|
||||
|
||||
@ -501,7 +501,7 @@ bool GTARenderer::renderSubgeometry(Model* model, size_t g, size_t sg, const glm
|
||||
|
||||
if( (model->geometries[g]->flags & RW::BSGeometry::ModuleMaterialColor) == RW::BSGeometry::ModuleMaterialColor) {
|
||||
auto col = mat.colour;
|
||||
if( object && object->type() == GTAObject::Vehicle ) {
|
||||
if( object && object->type() == GameObject::Vehicle ) {
|
||||
auto vehicle = static_cast<GTAVehicle*>(object);
|
||||
if( (mat.flags&Model::MTF_PrimaryColour) != 0 ) {
|
||||
glUniform4f(uniCol, vehicle->colourPrimary.r, vehicle->colourPrimary.g, vehicle->colourPrimary.b, 1.f);
|
||||
@ -530,7 +530,7 @@ bool GTARenderer::renderSubgeometry(Model* model, size_t g, size_t sg, const glm
|
||||
return true;
|
||||
}
|
||||
|
||||
void GTARenderer::renderModel(Model* model, const glm::mat4& modelMatrix, GTAObject* object, Animator *animator)
|
||||
void GTARenderer::renderModel(Model* model, const glm::mat4& modelMatrix, GameObject* object, Animator *animator)
|
||||
{
|
||||
renderFrame(model, model->frames[model->rootFrameIdx], modelMatrix, object);
|
||||
}
|
||||
|
@ -37,7 +37,7 @@ GTAPlayerAIController* player = nullptr;
|
||||
GTACharacter* playerCharacter = nullptr;
|
||||
|
||||
DebugDraw* debugDrawer = nullptr;
|
||||
GTAObject* debugObject = nullptr;
|
||||
GameObject* debugObject = nullptr;
|
||||
|
||||
glm::vec3 plyPos(87.f, -932.f, 58.f);
|
||||
glm::vec2 plyLook;
|
||||
@ -51,7 +51,7 @@ sf::Font font;
|
||||
|
||||
bool showControls = false;
|
||||
|
||||
bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GTAObject** object = nullptr)
|
||||
bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GameObject** object = nullptr)
|
||||
{
|
||||
glm::mat4 view;
|
||||
view = glm::rotate(view, -90.f, glm::vec3(1, 0, 0));
|
||||
@ -69,7 +69,7 @@ bool hitWorldRay(glm::vec3& hit, glm::vec3& normal, GTAObject** object = nullptr
|
||||
normal = glm::vec3(ray.m_hitNormalWorld.x(), ray.m_hitNormalWorld.y(),
|
||||
ray.m_hitNormalWorld.z());
|
||||
if(object) {
|
||||
*object = static_cast<GTAObject*>(ray.m_collisionObject->getUserPointer());
|
||||
*object = static_cast<GameObject*>(ray.m_collisionObject->getUserPointer());
|
||||
}
|
||||
return true;
|
||||
}
|
||||
@ -158,7 +158,7 @@ std::map<std::string, std::function<void (std::string)>> Commands = {
|
||||
if(hitWorldRay(hit, normal)) {
|
||||
glm::vec3 spawnPos = hit + glm::vec3(-5, 0.f, 0.0) + normal;
|
||||
size_t k = 1;
|
||||
for(std::map<uint16_t, std::shared_ptr<CarData>>::iterator it = gta->vehicleTypes.begin();
|
||||
for(std::map<uint16_t, std::shared_ptr<VehicleData>>::iterator it = gta->vehicleTypes.begin();
|
||||
it != gta->vehicleTypes.end(); ++it) {
|
||||
if(it->first == 140) continue; // get this plane out of here.
|
||||
gta->createVehicle(it->first, spawnPos);
|
||||
@ -227,7 +227,7 @@ std::map<std::string, std::function<void (std::string)>> Commands = {
|
||||
{"object-info",
|
||||
[&](std::string) {
|
||||
glm::vec3 hit, normal;
|
||||
GTAObject* object;
|
||||
GameObject* object;
|
||||
if(hitWorldRay(hit, normal, &object)) {
|
||||
debugObject = object;
|
||||
}
|
||||
@ -236,8 +236,8 @@ std::map<std::string, std::function<void (std::string)>> Commands = {
|
||||
{"damage-object",
|
||||
[&](std::string) {
|
||||
if(debugObject) {
|
||||
GTAObject::DamageInfo dmg;
|
||||
dmg.type = GTAObject::DamageInfo::Bullet;
|
||||
GameObject::DamageInfo dmg;
|
||||
dmg.type = GameObject::DamageInfo::Bullet;
|
||||
dmg.hitpoints = 15.f;
|
||||
debugObject->takeDamage(dmg);
|
||||
}
|
||||
@ -590,9 +590,9 @@ void render()
|
||||
}
|
||||
}
|
||||
}
|
||||
if(debugObject->type() == GTAObject::Vehicle) {
|
||||
if(debugObject->type() == GameObject::Vehicle) {
|
||||
GTAVehicle* vehicle = static_cast<GTAVehicle*>(debugObject);
|
||||
ss << "ID: " << vehicle->info.handling.ID << std::endl;
|
||||
ss << "ID: " << vehicle->info->handling.ID << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -17,10 +17,19 @@ public:
|
||||
glewExperimental = GL_TRUE;
|
||||
glewInit();
|
||||
e = new GameWorld("test_data");
|
||||
|
||||
e->gameData.loadIMG("/models/gta3");
|
||||
e->load();
|
||||
for(std::map<std::string, std::string>::iterator it = e->gameData.ideLocations.begin();
|
||||
it != e->gameData.ideLocations.end();
|
||||
++it) {
|
||||
e->defineItems(it->second);
|
||||
}
|
||||
}
|
||||
|
||||
~Global() {
|
||||
wnd.close();
|
||||
delete e;
|
||||
}
|
||||
|
||||
static Global& get()
|
||||
|
@ -15,8 +15,8 @@ BOOST_AUTO_TEST_CASE(instance_test_damage)
|
||||
object,
|
||||
nullptr
|
||||
);
|
||||
GTAObject::DamageInfo dmg;
|
||||
dmg.type = GTAObject::DamageInfo::Bullet;
|
||||
GameObject::DamageInfo dmg;
|
||||
dmg.type = GameObject::DamageInfo::Bullet;
|
||||
dmg.hitpoints = 50.f;
|
||||
|
||||
// Set object to undamagable.
|
||||
@ -43,8 +43,8 @@ BOOST_AUTO_TEST_CASE(instance_test_destroy)
|
||||
object,
|
||||
nullptr
|
||||
);
|
||||
GTAObject::DamageInfo dmg;
|
||||
dmg.type = GTAObject::DamageInfo::Bullet;
|
||||
GameObject::DamageInfo dmg;
|
||||
dmg.type = GameObject::DamageInfo::Bullet;
|
||||
dmg.hitpoints = inst.mHealth + 1.f;
|
||||
|
||||
// Now make it damageable
|
||||
|
25
tests/test_vehicle.cpp
Normal file
25
tests/test_vehicle.cpp
Normal file
@ -0,0 +1,25 @@
|
||||
#include <boost/test/unit_test.hpp>
|
||||
#include "test_globals.hpp"
|
||||
#include <objects/GTAVehicle.hpp>
|
||||
|
||||
BOOST_AUTO_TEST_SUITE(VehicleTests)
|
||||
|
||||
BOOST_AUTO_TEST_CASE(test_create_vehicle)
|
||||
{
|
||||
GTAVehicle* vehicle = Global::get().e->createVehicle(90u, glm::vec3(), glm::quat());
|
||||
|
||||
BOOST_REQUIRE(vehicle != nullptr);
|
||||
|
||||
BOOST_REQUIRE(vehicle->info != nullptr);
|
||||
BOOST_REQUIRE(vehicle->vehicle != nullptr);
|
||||
|
||||
// Hardcoded values for the moment
|
||||
BOOST_CHECK_EQUAL(vehicle->vehicle->type, VehicleData::CAR);
|
||||
|
||||
BOOST_CHECK_EQUAL(vehicle->info->wheels.size(), 4);
|
||||
|
||||
BOOST_CHECK_EQUAL(vehicle->info->seats.size(), 4);
|
||||
}
|
||||
|
||||
BOOST_AUTO_TEST_SUITE_END()
|
||||
|
Loading…
Reference in New Issue
Block a user