mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-07 19:32:49 +01:00
157 lines
3.7 KiB
C++
157 lines
3.7 KiB
C++
#include "debugstate.hpp"
|
|
#include "game.hpp"
|
|
#include <objects/CharacterObject.hpp>
|
|
|
|
DebugState::DebugState()
|
|
: _freeLook( false ), _sonicMode( false )
|
|
{
|
|
Menu *m = new Menu(getFont());
|
|
m->offset = glm::vec2(50.f, 100.f);
|
|
float entryHeight = 24.f;
|
|
m->addEntry(Menu::lambda("Random Vehicle", [this] {
|
|
auto it = getWorld()->vehicleTypes.begin();
|
|
std::uniform_int_distribution<int> uniform(0, 3);
|
|
for(size_t i = 0, n = uniform(getWorld()->randomEngine); i != n; i++) {
|
|
it++;
|
|
}
|
|
spawnVehicle(it->first);
|
|
}, entryHeight));
|
|
int vehiclesMax = 16, i = 0;
|
|
for( auto& v : getWorld()->vehicleTypes ) {
|
|
if( (i++) > vehiclesMax ) break;
|
|
m->addEntry(Menu::lambda(v.second->handlingID, [=] {
|
|
spawnVehicle(v.first);
|
|
}, entryHeight));
|
|
}
|
|
this->enterMenu(m);
|
|
}
|
|
|
|
void DebugState::enter()
|
|
{
|
|
_debugPos = getViewPosition();
|
|
_debugAngles = getViewAngles();
|
|
}
|
|
|
|
void DebugState::exit()
|
|
{
|
|
|
|
}
|
|
|
|
void DebugState::tick(float dt)
|
|
{
|
|
/*if(debugObject) {
|
|
auto p = debugObject->getPosition();
|
|
ss << "Position: " << p.x << " " << p.y << " " << p.z << std::endl;
|
|
ss << "Health: " << debugObject->mHealth << std::endl;
|
|
if(debugObject->model) {
|
|
auto m = debugObject->model;
|
|
ss << "Textures: " << std::endl;
|
|
for(auto it = m->geometries.begin(); it != m->geometries.end();
|
|
++it )
|
|
{
|
|
auto g = *it;
|
|
for(auto itt = g->materials.begin(); itt != g->materials.end();
|
|
++itt)
|
|
{
|
|
for(auto tit = itt->textures.begin(); tit != itt->textures.end();
|
|
++tit)
|
|
{
|
|
ss << " " << tit->name << std::endl;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if(debugObject->type() == GameObject::Vehicle) {
|
|
GTAVehicle* vehicle = static_cast<GTAVehicle*>(debugObject);
|
|
ss << "ID: " << vehicle->info->handling.ID << std::endl;
|
|
}
|
|
}*/
|
|
|
|
if( _freeLook ) {
|
|
float qpi = glm::half_pi<float>();
|
|
|
|
sf::Vector2i screenCenter{sf::Vector2i{getWindow().getSize()} / 2};
|
|
sf::Vector2i mousePos = sf::Mouse::getPosition(getWindow());
|
|
sf::Vector2i deltaMouse = mousePos - screenCenter;
|
|
sf::Mouse::setPosition(screenCenter, getWindow());
|
|
|
|
_debugAngles.x += deltaMouse.x / 100.0;
|
|
_debugAngles.y += deltaMouse.y / 100.0;
|
|
|
|
if (_debugAngles.y > qpi)
|
|
_debugAngles.y = qpi;
|
|
else if (_debugAngles.y < -qpi)
|
|
_debugAngles.y = -qpi;
|
|
|
|
glm::quat vR = glm::normalize(glm::angleAxis(_debugAngles.x, glm::vec3{0.f, 0.f, 1.f}));
|
|
vR = vR * glm::angleAxis(_debugAngles.y, glm::vec3(1.f, 0.f, 0.f));
|
|
|
|
_debugPos += vR * _movement * dt * (_sonicMode ? 100.f : 10.f);
|
|
}
|
|
|
|
setViewParameters( _debugPos, _debugAngles );
|
|
}
|
|
|
|
void DebugState::handleEvent(const sf::Event &e)
|
|
{
|
|
switch(e.type) {
|
|
case sf::Event::KeyPressed:
|
|
switch(e.key.code) {
|
|
default: break;
|
|
case sf::Keyboard::Escape:
|
|
StateManager::get().exit();
|
|
break;
|
|
case sf::Keyboard::W:
|
|
_movement.y =-1.f;
|
|
break;
|
|
case sf::Keyboard::S:
|
|
_movement.y = 1.f;
|
|
break;
|
|
case sf::Keyboard::A:
|
|
_movement.x = 1.f;
|
|
break;
|
|
case sf::Keyboard::D:
|
|
_movement.x =-1.f;
|
|
break;
|
|
case sf::Keyboard::F:
|
|
_freeLook = !_freeLook;
|
|
break;
|
|
case sf::Keyboard::LShift:
|
|
_sonicMode = true;
|
|
break;
|
|
}
|
|
break;
|
|
case sf::Event::KeyReleased:
|
|
switch(e.key.code) {
|
|
case sf::Keyboard::W:
|
|
case sf::Keyboard::S:
|
|
_movement.y = 0.f;
|
|
break;
|
|
case sf::Keyboard::A:
|
|
case sf::Keyboard::D:
|
|
_movement.x = 0.f;
|
|
break;
|
|
case sf::Keyboard::LShift:
|
|
_sonicMode = false;
|
|
break;
|
|
default: break;
|
|
}
|
|
default: break;
|
|
}
|
|
State::handleEvent(e);
|
|
}
|
|
|
|
void DebugState::spawnVehicle(unsigned int id)
|
|
{
|
|
auto ch = getPlayerCharacter();
|
|
if(! ch) return;
|
|
|
|
glm::vec3 fwd = ch->rotation * glm::vec3(0.f, 1.f, 0.f);
|
|
|
|
glm::vec3 hit, normal;
|
|
if(hitWorldRay(ch->position + (fwd * 5.f), {0.f, 0.f, -2.f}, hit, normal)) {
|
|
auto spawnpos = hit + normal;
|
|
getWorld()->createVehicle(id, spawnpos, glm::quat());
|
|
}
|
|
}
|