/
viewer.cpp
244 lines (172 loc) · 5.62 KB
/
viewer.cpp
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#include "viewer.hpp"
const float PI = 3.14;
Viewer::Viewer() {
_position = glm::vec3(1.42417, 2.116667, 0.276567);
_direction = glm::vec3(0,0,1);
_up = glm::vec3(0,1,0);
_elevation = glm::vec3(0,0.2,0);
_velocity = glm::vec3(0,0,0);
_cameraRotationVelocity = 0;
_current_angle = -PI / 10;
_lastAccessedTime = (GLfloat) glfwGetTime();
_radius = 0.1;
_fall_speed = 0.01;
}
void Viewer::resetElevation(){
_elevation = glm::vec3(0,0.2,0);
}
void Viewer::addTerrain(Object* object){
_terrain.push_back(object);
}
void Viewer::addCollidesWith(Object* object){
_collidesWith.push_back(object);
}
void Viewer::gotoLocation(glm::vec3 position, glm::vec3 direction){
_position = position;
_direction = glm::normalize(direction);
glm::vec3 origin_direction(0,0,1);
double y = (_direction.x * origin_direction.z) - (origin_direction.x * _direction.z);
double x = (_direction.x * origin_direction.x) + (_direction.z * origin_direction.z);
_current_angle = atan2(y,x);
}
bool Viewer::checkTerrainCollision(){
bool collision = 0;
for (unsigned int i = 0; i < _terrain.size(); i++){
//Prevent clipping though things
glm::vec3 hyp_pos = _position + (glm::vec3(_radius * 2, _radius * 2, _radius * 2) * _direction );
glm::mat4 m = _terrain[i]->getModelMatrix();
glm::mat4 inverseM = glm::inverse(m);
glm::vec4 model_position_4 = inverseM * glm::vec4(hyp_pos.x, hyp_pos.y, hyp_pos.z, 1);
glm::vec3 model_position = glm::vec3(model_position_4.x, model_position_4.y, model_position_4.z);
std::vector<glm::vec3> vertices = _terrain[i]->getFaceAverages();
glm::vec3* min_vertex;
GLfloat distance = FLT_MAX;
for(unsigned int j=0; j < vertices.size(); j++){
if (distance == 0.1) {
break;
}
GLfloat this_distance = pow(model_position.x - vertices[j].x, 2) + pow(model_position.z - vertices[j].z, 2);
if (this_distance < distance){
min_vertex = &vertices[j];
distance = this_distance;
}
}
glm::vec4 world_vertex = m * glm::vec4(min_vertex->x, min_vertex->y, min_vertex->z, 1);
if(world_vertex.y + 0.1 > _position.y){
_fall_speed = 0;
//If we can climb, then climb
if (world_vertex.y - _position.y < 0.1) {
_position.y = world_vertex.y + 0.1;
} else {
//Otherwise, ABORT
collision = 1;
}
} else {
_fall_speed += 0.01;
}
}
return collision;
}
bool Viewer::checkObjectCollisions(){
bool collision = 0;
for(unsigned int i = 0; i < _collidesWith.size(); i++){
glm::vec3 relative_positon = (_position + (_direction * glm::vec3(0.1,0.1,0.1) ))- (_collidesWith[i]->getPosition() );
GLfloat distance_squared = pow(relative_positon.x, 2) + pow(relative_positon.y, 2) + pow(relative_positon.z, 2);
GLfloat min_distance_squared = pow(_collidesWith[i]->getRadius(), 2);
if(distance_squared < min_distance_squared){
collision = 1;
}
}
return collision;
}
void Viewer::update(){
GLfloat elapsedTime = glfwGetTime() - _lastAccessedTime;
_lastAccessedTime = glfwGetTime();
changeElevation(_elevation_velocity * elapsedTime);
_velocity = _velocity - glm::vec3(0,_fall_speed,0);
_direction.y = 0;
glm::vec3 displacement = _velocity * elapsedTime;
GLfloat cameraRotation = _cameraRotationVelocity * elapsedTime;
rotateCamera(cameraRotation);
move(displacement.x, displacement.y, - displacement.z);
}
void Viewer::move(float dx, float dy, float dz){
glm::vec3 old_position = _position;
_position.x = _position.x + dz * -sin(_current_angle) + dx * -sin(_current_angle + (PI /2));
_position.y = _position.y + dy;
_position.z = _position.z + dz * -cos(_current_angle) + dx * -cos(_current_angle + (PI/2));
if (checkTerrainCollision()){
//ROLLBACK
_position = old_position;
setVelocity(0,0,0);
}
if (checkObjectCollisions()){
_position.x = _position.x - dz * -sin(_current_angle);
_position.z = _position.z - dz * -cos(_current_angle);
setForwardVelocity(0);
}
}
glm::vec3 Viewer::getMovePos(float dx, float dy, float dz){
glm::vec3 dposition = glm::vec3(0,0,0);
dposition.x = _position.x + dz * -sin(_current_angle) + dx * -sin(_current_angle + (PI /2));
dposition.y = _position.y + dy;
dposition.z = _position.z + dz * -cos(_current_angle) + dx * -cos(_current_angle + (PI/2));
return dposition;
}
void Viewer::setVelocity(GLfloat ax, GLfloat ay, GLfloat az){
_velocity.x = ax;
_velocity.y = ay;
_velocity.z = az;
}
void Viewer::setStrafeVelocity(GLfloat velocity){
_velocity.x = velocity;
}
void Viewer::setUpVelocity(GLfloat velocity){
_velocity.y = velocity;
}
void Viewer::setForwardVelocity(GLfloat velocity){
_velocity.z = velocity;
}
void Viewer::changeElevation(GLfloat delta){
if(_elevation.y + delta < 0.1) return;
if(_elevation.y + delta > 2) return;
_elevation = _elevation + glm::vec3(0, delta, 0);
}
void Viewer::setElevationVelocity(GLfloat velocity){
_elevation_velocity = velocity;
}
void Viewer::changeVelocity(GLfloat dax, GLfloat day, GLfloat daz){
_velocity.x = _velocity.x + dax;
_velocity.y = _velocity.y + day;
_velocity.z = _velocity.z + daz;
if (_velocity.x < 0){
_velocity.x = 0;
}
if (_velocity.y < 0){
_velocity.y = 0;
}
if (_velocity.z < 0){
_velocity.z = 0;
}
}
void Viewer::rotateCamera(GLfloat angle){
_current_angle = _current_angle + angle;
_direction.x = sin(_current_angle);
_direction.z = cos(_current_angle);
}
void Viewer::setCameraRotationVelocity(GLfloat velocity){
_cameraRotationVelocity = velocity;
}
// z inverting goes on here!
glm::vec3 Viewer::getPosition(){
return _position + _elevation;
}
glm::vec3 Viewer::getLookAt(){
return _position + _direction + _elevation;
}
glm::vec3 Viewer::getDirection(){
return _direction;
}
glm::vec3 Viewer::getUp(){
return _up;
}