fixed floors sample
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@@ -36,10 +36,10 @@ Floor::~Floor() {}
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* @param spiral Spiral position
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* @param initOffset Number of floor (index)
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*/
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void Floor::init(ObjModel *obj, MeshSpec *spec, Point &spiral, u8 &initOffset)
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void Floor::init(Mesh *mother, Point &spiral, u8 &initOffset)
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{
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Vector3 initPos = Vector3(0.00F, -10.00F, 0.00F);
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this->mesh.setObj(initPos, obj, spec);
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this->mesh.position.set(0.00F, -10.00F, 0.00F);
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this->mesh.loadFrom(*mother);
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this->initOffset = initOffset;
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this->animTimer = rand() % FLOOR_ANIMATION_LENGTH;
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this->mesh.shouldBeLighted = true;
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@@ -14,7 +14,6 @@
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class Player; // Forward definition
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#include <models/mesh.hpp>
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#include <models/obj_model.hpp>
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#include <models/math/point.hpp>
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#include <tamtypes.h>
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@@ -30,7 +29,7 @@ public:
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Floor();
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~Floor();
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void init(ObjModel *obj, MeshSpec *spec, Point &spiral, u8 &initOffset);
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void init(Mesh *mother, Point &spiral, u8 &initOffset);
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void animate(Player &player);
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};
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@@ -26,8 +26,8 @@ Player::Player()
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this->gravity = 0.1F;
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this->lift = -1.0F;
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Vector3 initPos = Vector3(0.00F, 20.00F, 0.00F);
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this->mesh.loadMD2("warrior/", "warrior.md2", initPos, 0.2F);
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this->mesh.loadMD2("warrior/", "warrior", 0.2F, true);
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this->mesh.position.set(0.00F, 20.00F, 0.00F);
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this->mesh.rotation.x = -1.6F;
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this->mesh.shouldBeBackfaceCulled = false;
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this->mesh.shouldBeFrustumCulled = false;
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@@ -39,7 +39,6 @@ Player::Player()
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Player::~Player()
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{
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delete[] this->spec;
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}
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// ----
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@@ -83,7 +82,7 @@ void Player::updatePosition(Pad &pad, Camera &camera, FloorManager &floorManager
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Vector3 max = Vector3();
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for (int i = 0; i < floorManager.floorAmount; i++)
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{
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floorManager.floors[i].mesh.getMinMax(&min, &max);
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getMinMax(&floorManager.floors[i].mesh, &min, &max);
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this->isCollideFloor = this->playerNextPosition.collidesSquare(min, max);
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if (this->isCollideFloor == 1)
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break;
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@@ -106,37 +105,41 @@ void Player::onBeforePlayerFloorMove(Floor *floor, float &newY)
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this->mesh.position.y -= -newY * 1.05F;
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}
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/** Calculates minimum and maximum X, Y, Z of this 3D objects vertices + current position */
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// void Mesh::getMinMax(Vector3 *t_min, Vector3 *t_max)
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// {
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// Vector3 calc = Vector3();
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// u8 isInitialized = 0;
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// for (u32 i = 0; i < 8; i++)
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// {
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// getFarthestVertex(&calc, i);
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// if (isInitialized == 0)
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// {
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// isInitialized = 1;
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// t_min->set(calc);
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// t_max->set(calc);
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// }
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/** Calculates minimum and maximum X, Y, Z of mesh vertices + current position */
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void Player::getMinMax(Mesh *t_mesh, Vector3 *t_min, Vector3 *t_max)
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{
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Vector3 calc = Vector3();
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u8 isInitialized = 0;
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Vector3 *boundingBox = t_mesh->getCurrentBoundingBox();
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for (u32 i = 0; i < 8; i++)
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{
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calc.set(
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boundingBox[i].x + t_mesh->position.x,
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boundingBox[i].y + t_mesh->position.y,
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boundingBox[i].z + t_mesh->position.z);
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if (isInitialized == 0)
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{
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isInitialized = 1;
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t_min->set(calc);
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t_max->set(calc);
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}
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// if (t_min->x > calc.x)
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// t_min->x = calc.x;
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// if (calc.x > t_max->x)
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// t_max->x = calc.x;
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if (t_min->x > calc.x)
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t_min->x = calc.x;
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if (calc.x > t_max->x)
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t_max->x = calc.x;
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// if (t_min->y > calc.y)
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// t_min->y = calc.y;
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// if (calc.y > t_max->y)
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// t_max->y = calc.y;
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if (t_min->y > calc.y)
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t_min->y = calc.y;
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if (calc.y > t_max->y)
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t_max->y = calc.y;
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// if (t_min->z > calc.z)
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// t_min->z = calc.z;
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// if (calc.z > t_max->z)
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// t_max->z = calc.z;
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// }
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// }
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if (t_min->z > calc.z)
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t_min->z = calc.z;
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if (calc.z > t_max->z)
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t_max->z = calc.z;
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}
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}
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/** Update player position by gravity and update index of current floor */
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void Player::updateGravity(Pad &pad, FloorManager &floorManager)
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@@ -150,7 +153,7 @@ void Player::updateGravity(Pad &pad, FloorManager &floorManager)
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this->isOnFloor = 0;
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for (int i = 0; i < floorManager.floorAmount; i++)
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{
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floorManager.floors[i].mesh.getMinMax(&min, &max);
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getMinMax(&floorManager.floors[i].mesh, &min, &max);
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this->isOnFloor = this->mesh.position.isOnSquare(min, max);
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if (this->isOnFloor == 1)
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{
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@@ -14,7 +14,6 @@
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#include "../managers/floor_manager.hpp"
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#include "../camera.hpp"
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#include <modules/pad.hpp>
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#include <models/mesh_spec.hpp>
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#include <tamtypes.h>
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/** Player 3D object class */
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@@ -25,7 +24,6 @@ public:
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float gravity, velocity, lift;
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u8 isOnFloor, isCollideFloor, indexOfCurrentFloor;
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Mesh mesh;
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MeshSpec *spec;
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Player();
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~Player();
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@@ -34,6 +32,7 @@ public:
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private:
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Vector3 playerNextPosition;
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void getMinMax(Mesh *t_mesh, Vector3 *t_min, Vector3 *t_max);
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void updatePosition(Pad &pad, Camera &camera, FloorManager &floorManager);
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void updateGravity(Pad &pad, FloorManager &floorManager);
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};
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