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AppInitModels.cpp
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461 lines (374 loc) · 15.2 KB
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#include "App.h"
#include <random>
#include <sstream>
bool lastStateOfholdItem;
// Struktura pro ukládání informací o kapkách vody
struct WaterDrop {
glm::vec3 position;
glm::vec3 scale;
glm::vec4 rotation;
Model* model;
};
// vektor pro uložení kapek vody
std::vector<WaterDrop> waterDrops;
glm::vec3 cloudPosition = glm::vec3(0);
// vytvoøení kapek vody
void App::CreateWaterDrops(glm::vec3 _cloudPosition) {
std::random_device rd; // Pro generování náhodného semínka
std::mt19937 gen(rd()); // Standardní mersenne_twister_engine se používá k vytvoøení pseudo-náhodných èísel
std::uniform_real_distribution<float> dis(-1.0f, 1.0f); // Rozsah pro náhodná èísla
std::uniform_real_distribution<float> disY(0.0f, 5.0f); // Range for initial Y offset
for (int i = 0; i < 10; ++i) {
glm::vec3 position = _cloudPosition;
// náhodný offset k pozici
position.x += dis(gen);
position.z += dis(gen);
position.y += disY(gen); // Initial Y offset
glm::vec3 scale = glm::vec3(0.005f, 0.005f, 0.005f);
glm::vec4 rotation = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
std::stringstream ss;
ss << "obj_iceCube_" << i + 1; // Unikátní název pro každý model
std::string modelName = ss.str();
Model* model = CreateModel(modelName, "IceCube.obj", "IceCube.png", true, position, scale, rotation);
scene_opaque.find(modelName)->second->canBeHold = true;
WaterDrop drop = { position, scale, rotation, model };
waterDrops.push_back(drop);
}
}
void App::UpdateWaterDrops(glm::vec3 _cloudPosition, GLfloat deltaTime) {
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_real_distribution<float> dis(-1.0f, 1.0f);
std::uniform_real_distribution<float> disY(0.0f, 5.0f);
for (auto& drop : waterDrops) {
drop.position.y -= (deltaTime < 0.004) ? 0.0025 : 0.07; // Rychlost pádu kapky vody
// lepší by bylo dle deltaTime .. èasovì øízeno
if (drop.position.y <= 0.0f) {
drop.position = _cloudPosition;
// náhodný offset k pozici X a Z, Y
drop.position.x += dis(gen);
drop.position.z += dis(gen);
drop.position.y += disY(gen);
}
// Aktualizujte pozici modelu
drop.model->position = drop.position;
}
}
Model* App::CreateModel(std::string name, std::string obj, std::string tex, bool is_opaque, glm::vec3 position, glm::vec3 scale, glm::vec4 rotation)
{
std::filesystem::path modelpath("./assets/obj/" + obj);
std::filesystem::path texturepath("./assets/textures/" + tex);
//float _scale = HEGHTMAP_SCALE;
bool use_aabb = false;
auto model = new Model(name, modelpath, texturepath, position, scale, rotation, false, use_aabb);
/*auto model = Model(modelpath, texturepath);
model.position = position;
model.scale = scale;
model.rotation = rotation;*/
if (is_opaque) {
scene_opaque.insert({ name, model });
}
else {
scene_transparent.insert({ name, model });
}
return model;
}
// Load models, load textures, load shaders, initialize level, etc.
void App::InitAssets()
{
//std::filesystem::path VS_path("./assets/shaders/final.vert");
//std::filesystem::path FS_path("./assets/shaders/final.frag");
//std::filesystem::path FS_path("./assets/shaders/finalFlash.frag");
std::filesystem::path VS_path("./assets/shaders/redo.vert");
std::filesystem::path FS_path("./assets/shaders/redo.frag");
//std::filesystem::path VS_path("./assets/shaders/finalPlusText.vert");
//std::filesystem::path FS_path("./assets/shaders/finalPlusText.frag");
shader = Shader(VS_path, FS_path);
// MODELS
glm::vec3 position{};
glm::vec3 scale{};
glm::vec4 rotation{};
camera = Camera{ glm::vec3(0.0f, 0.0f, 0.0f) };
// BUNNY
/*position = glm::vec3(1.0f, 1.0f, 1.0f);
scale = glm::vec3(0.5f, 0.5f, 0.5f);
rotation = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
CreateModel("obj_bunny", "bunny_tri_vnt.obj", "TextureDouble_A.png", true, position, scale, rotation);*/
// Cloud
position = glm::vec3(8.0f, 30.0f, 1.0f);
cloudPosition = position;
scale = glm::vec3(0.015f, 0.015f, 0.015f);
rotation = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
CreateModel("obj_cloud", "cloud.obj", "white.png", true, position, scale, rotation);
scene_opaque.find("obj_cloud")->second->canBeHold = true;
// IceCube
/*position = glm::vec3(6.0f, 20.0f, 2.0f);
scale = glm::vec3(0.005f, 0.005f, 0.005f);
rotation = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
sound_model = CreateModel("obj_iceCube", "IceCube.obj", "IceCube.png", true, position, scale, rotation);
scene_opaque.find("obj_iceCube")->second->canBeHold = true;*/
CreateWaterDrops(cloudPosition);
// Table
position = glm::vec3(8.0f, 12.0f, -15.0f);
scale = glm::vec3(0.01f, 0.01f, 0.01f);
rotation = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
CreateModel("obj_table", "table.obj", "table.png", true, position, scale, rotation);
// Lamp
position = glm::vec3(8.0f, 13.2f, -15.0f);
scale = glm::vec3(0.08f, 0.08f, 0.08f);
rotation = glm::vec4(1.0f, 0.0f, 0.0f, -90.0f);
//rotation += glm::vec4(0.0f, 1.0f, 0.0f, -50.0f);
//rotation += glm::vec4(0.0f, 0.0f, 1.0f, 90.0f);
CreateModel("obj_lamp", "lamp.obj", "lamp.png", true, position, scale, rotation);
//scene_opaque.find("obj_lamp")->second->canBeHold = true;
// Megaphone
position = glm::vec3(4.0f, 25.0f, 2.0f);
scale = glm::vec3(0.5f, 0.5f, 0.5f);
rotation = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
sound_model = CreateModel("obj_megaphone", "MegaPhone.obj", "MegaPhone_basecolor.png", true, position, scale, rotation);
//CreateModel("obj_megaphone", "MegaPhone.obj", "Glass.png", true, position, scale, rotation);
//scene_opaque.find("obj_megaphone")->second.canBeHold = true;
scene_opaque.find("obj_megaphone")->second->canBeHold = true;
//SUBmarine
position = glm::vec3(8.0f, 8.0f, 1.0f);
scale = glm::vec3(0.3f, 0.3f, 0.3f);
rotation = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
CreateModel("obj_sub", "sub.obj", "sub_texture.jpg", true, position, scale, rotation);
scene_opaque.find("obj_sub")->second->canBeHold = false;
// TEAPOT
position = glm::vec3(2.0f, 25.0f, 2.0f);
scale = glm::vec3(0.1f, 0.1f, 0.1f);
rotation = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
CreateModel("obj_teapot", "teapot_tri_vnt.obj", "Glass.png", false, position, scale, rotation);
//scene_transparent.find("obj_teapot")->second.canBeHold = true;
scene_transparent.find("obj_teapot")->second->canBeHold = true;
position = glm::vec3(-1.0f, 1.0f, 1.0f);
//scale = glm::vec3(0.005f, 0.005f, 0.005f);
scale = glm::vec3(0.01f, 0.01f, 0.01f);
rotation = glm::vec4(1.0f, 0.0f, 10.0f, 0.0f);
//CreateModel("obj_gun", "Beretta_M9.obj", "Beretta_M9.mtl", false, position, scale, rotation);
//CreateModel("obj_gun", "Beretta_M9.obj", "Grey.png", false, position, scale, rotation);
CreateModel("obj_gun", "Beretta_M9.obj", "Grey.png", false, position, scale, rotation);
// right init rotation
/*scene_transparent.find("obj_gun")->second.rotation = glm::vec4(0.0f, 0.0f, 1.0f, -90);
scene_transparent.find("obj_gun")->second.canBeHold = true;
scene_transparent.find("obj_gun")->second.isItemHeld = true;*/
scene_transparent.find("obj_gun")->second->rotation = glm::vec4(0.0f, 0.0f, 1.0f, -90);
scene_transparent.find("obj_gun")->second->canBeHold = true;
scene_transparent.find("obj_gun")->second->isItemHeld = true;
holdItem = true;
lastStateOfholdItem = holdItem;
// Generate MAZE from boxes
cv::Mat maze = cv::Mat(20, 20, CV_8U);
MazeGenerate(maze);
// HEIGHTMAP
//std::filesystem::path heightspath("./assets/textures/heights.png");
//std::filesystem::path heightspath("./assets/textures/heightmap2.jpeg");
std::filesystem::path heightspath("./assets/textures/heightmap3.png");
std::filesystem::path texturepath("./assets/textures/tex_256.png");
/*auto model = Model(heightspath, texturepath, true);
model.position = glm::vec3(-60.0f, 0.0f, -60.0f);
model.scale = glm::vec3(0.1f, 0.1f, 0.1f);
model.rotation = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
scene_opaque.insert({ "hightmap", model });*/
position = glm::vec3(-HEIGHTMAP_SHIFT, 0.0f, -HEIGHTMAP_SHIFT);
scale = glm::vec3(0.1f, 0.1f, 0.1f);
//float scale2 = HEGHTMAP_SCALE;
rotation = glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
auto obj_heightmap = new Model("heightmap", heightspath, texturepath, position, scale, rotation, true, false);
scene_opaque.insert({ "obj_heightmap", obj_heightmap });
//std::cout << "Drop item!\n";
_heights = &obj_heightmap->_heights;
//_heights = &model._heights;
// for TRANSPARENT OBJECTS sorting
for (auto i = scene_transparent.begin(); i != scene_transparent.end(); i++) {
scene_transparent_pairs.push_back(&*i);
}
}
glm::vec3 updateGunPosition(Camera& camera)
{
// Offset pozice zbranì od pozice kamery podél smìru pohledu kamery
glm::vec3 gunPosition = camera.getPosition() + camera.getFront() * 0.5f + glm::vec3(0.4f, 0.0f, 0.0f);
return gunPosition;
}
glm::vec3 updateGunPositionToMiddleOfScreen(Camera& camera)
{
// Fixní vzdálenost zbranì od hráèe
float gunDistance = 1.0f;
// Vypoèítání pozice zbranì ve støedu obrazovky ve fixní vzdálenosti od hráèe
glm::vec3 gunPosition = camera.getPosition() + camera.getFront() * gunDistance;
return gunPosition;
}
glm::vec3 updateGunPosition2(Camera& camera)
{
glm::vec3 handOffset = glm::vec3(0.4f, 0.1f, 0.1f);
// Offset pozice zbranì od pozice kamery podél smìru pohledu kamery
glm::vec3 gunOffset = camera.getFront() * 0.5f; // Vzdálenost od kamery
glm::vec3 gunPosition = camera.getPosition() + gunOffset - handOffset;
// Aktualizace pozice zbranì
return gunPosition;
}
glm::vec4 updateGunRotation2(Camera& camera)
{
// rotace zbranì na základì rotace kamery
//glm::vec4 gunRotation = glm::vec4(0.0f, 0.0f, 1.0f, -90.0f);
glm::vec4 gunRotation = glm::vec4(camera.getFront(), glm::radians(-90.0f));
return gunRotation;
}
void App::UpdateModels(GLfloat deltaTime)
{
glm::vec3 position{};
glm::vec3 scale{};
glm::vec4 rotation{};
rotation = glm::vec4(0.0f, 1.0f, 0.0f, 45 * glfwGetTime());
//scene_transparent.find("obj_teapot")->second.rotation = rotation;
scene_transparent.find("obj_teapot")->second->rotation = rotation;
// Nastavení nové pozice pro zbraò
//scene_transparent.find("obj_gun")->second.position = updateGunPositionToMiddleOfScreen(camera);
//scene_transparent.find("obj_gun")->second.position = updateGunPosition2(camera);
//scene_transparent.find("obj_gun")->second.rotation = updateGunRotation2(camera);
// TODO -> OPRAVA:
// když otoèím kamerou doleva - zbraò se naklápí nahodu,
// když kamera (myš) doprava - zbraò se naklápí dolù,
// když kamera nahoru - zbraò se otáèí doprava,
// když kamera dolù - zbraò se naklápí doleva
//scene_transparent.find("obj_gun")->second.rotation = glm::vec4(cameraFront.x, cameraFront.y, cameraFront.z, -90.0f);
// Upravení smìrového vektoru kamery
glm::vec3 adjustedCameraFront = camera.getFront();
adjustedCameraFront.y *= -1.0f; // Otoèení osy Y (zmìna znaménka) pro obrácenou rotaci zbranì
scene_transparent.find("obj_gun")->second->rotation = glm::vec4(adjustedCameraFront, -90.0f);
//scene_transparent.find("obj_gun")->second.rotation = glm::vec4(cameraFront.x, cameraFront.y, cameraFront.z, -90.0f + camera.getYaw());
//scene_transparent.find("obj_gun")->second.rotation = glm::vec4(camera.getYaw(), camera.getPitch(), 1.0f, -90.0f);
/*glm::vec3 viewDirection = camera.getFront();
float angle = glm::degrees(atan2(viewDirection.y, viewDirection.x));
scene_transparent.find("obj_gun")->second.rotation = glm::vec4(0.0f, 0.0f, 1.0f, angle);*/
//RemoveModel("obj_teapot");
UpdateWaterDrops(scene_opaque.find("obj_cloud")->second->position, deltaTime);
// button "e" pressed ... later needs repair this pick up item logic :(
// changed
Model* heldItem = findHeldItem();
if (lastStateOfholdItem != holdItem) {
if (holdItem == false) {
//std::cout << "Drop item!\n";
// check if you are/were holding item
// if not check -> error -1073741819 -> unauhorized memory write
if (heldItem != nullptr) {
heldItem->isItemHeld = false;
}
}
else {
//std::cout << "Pick up item!\n";
holdNewItem();
}
// current state
lastStateOfholdItem = holdItem;
}
if (heldItem != nullptr) {
heldItem->position = updateGunPositionToMiddleOfScreen(camera);
}
}
void App::RemoveModel(std::string name) {
// Odeber model z mapy scene_opaque
auto it_opaque = scene_opaque.find(name);
if (it_opaque != scene_opaque.end()) {
scene_opaque.erase(it_opaque);
std::cout << "\n Nepruhledny model smazan! \n";
}
// Odeber model z mapy scene_transparent
auto it_transparent = scene_transparent.find(name);
if (it_transparent != scene_transparent.end()) {
scene_transparent.erase(it_transparent);
std::cout << "\n Pruhledny model smazan! \n";
}
}
//void printModels(const std::map<std::string, Model>& models) {
// for (const auto& pair : models) {
// const Model& model = pair.second;
// std::cout << "Position: (" << model.position.x << ", " << model.position.y << ", " << model.position.z << ")\n";
// }
//}
Model* App::findClosestModel(glm::vec3& cameraPosition) {
//std::cout << "findClosestModel() called!\n";
float shortestDistance = std::numeric_limits<float>::max();
Model* closestModel = nullptr;
// Projít všechny modely v mapì scene_opaque
for (auto& pair : scene_opaque) {
if (pair.second->canBeHold) {
float distance = glm::length(pair.second->position - cameraPosition);
if (distance < shortestDistance) {
shortestDistance = distance;
closestModel = pair.second;
//std::cout << "Item founded!\n";
}
}
}
// Projít všechny modely v mapì scene_transparent
for (auto& pair : scene_transparent) {
if (pair.second->canBeHold) {
float distance = glm::length(pair.second->position - cameraPosition);
if (distance < shortestDistance) {
shortestDistance = distance;
closestModel = pair.second;
//std::cout << "Item founded!\n";
}
}
}
return closestModel;
}
Model* App::findClosestModelInItemPickUpRange(glm::vec3& cameraPosition) {
float shortestDistance = std::numeric_limits<float>::max();
Model* closestModel = nullptr;
float distance = 0;
// std::numeric_limits<float>::epsilon()
float myEpsilon = 0.001f; // Nastavte vlastní epsilon podle potøeby
for (auto& pair : scene_opaque) {
if (pair.second->canBeHold) {
distance = glm::length(pair.second->position - cameraPosition);
if (distance < shortestDistance && (distance - itemPickUpRange) < myEpsilon) {
shortestDistance = distance;
closestModel = pair.second;
}
}
}
for (auto& pair : scene_transparent) {
if (pair.second->canBeHold) {
distance = glm::length(pair.second->position - cameraPosition);
if (distance < shortestDistance && (distance - itemPickUpRange) < myEpsilon) {
shortestDistance = distance;
closestModel = pair.second;
}
}
}
return closestModel;
}
Model* App::findHeldItem() {
for (auto& pair : scene_opaque) {
if (pair.second->isItemHeld) {
return pair.second;
}
}
for (auto& pair : scene_transparent) {
if (pair.second->isItemHeld) {
return pair.second;
}
}
return nullptr;
}
void App::holdNewItem() {
//Model* closestModel = findClosestModel(camera.position);
Model* closestModel = findClosestModelInItemPickUpRange(camera.position);
// Pokud byl nalezen nejbližší model
if (closestModel != nullptr) {
std::cout << "item found!\n";
// last held obj -> "drop"
// TODO : Gravity drop item
/*Model* lastHeldItem = findHeldItem();
if (lastHeldItem != nullptr) {
std::cout << "item droped!\n";
lastHeldItem->isItemHeld = false;
}*/
// je držen
closestModel->isItemHeld = true;
audio.PlayMusic3D("bell.wav", 5.0, false);
}
}