Generalize characters for animals, cow

This commit is contained in:
tovjemam 2026-06-05 20:36:52 +02:00
parent c136ccf26d
commit d3848169e8
22 changed files with 305 additions and 145 deletions

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@ -132,8 +132,12 @@ set(CLIENT_ONLY_SOURCES
)
set(SERVER_ONLY_SOURCES
"src/game/animal.hpp"
"src/game/animal.cpp"
"src/game/character.hpp"
"src/game/character.cpp"
"src/game/cow.hpp"
"src/game/cow.cpp"
"src/game/destroyed_object.hpp"
"src/game/destroyed_object.cpp"
"src/game/drivable_vehicle.hpp"

66
src/game/animal.cpp Normal file
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@ -0,0 +1,66 @@
#include "animal.hpp"
#include "player_character.hpp"
#include "input_mapping.hpp"
game::Animal::Animal(World& world, const CharacterTuning& tuning, const glm::vec3& position, float yaw)
: Character(world, tuning), Usable(root_.matrix), Rideable(*this, RIDEABLE_ANIMAL)
{
SetPosition(position);
SetYaw(yaw);
EnablePhysics(true);
collision::AddObjectFlags(&GetController()->GetBtGhost(), collision::OF_USABLE);
}
bool game::Animal::QueryUseTarget(PlayerCharacter& character, uint32_t target_id, UseTargetQueryResult& res)
{
if (character.GetRideable())
return false; // already in something
res.enabled = true;
res.error_text = nullptr;
bool seat_occupied = GetPassenger(target_id) != nullptr;
res.delay = seat_occupied ? 2.0f : 0.25f;
return true;
}
void game::Animal::Use(PlayerCharacter& character, uint32_t target_id)
{
if (target_id >= GetNumSeats())
return;
character.Ride(this, target_id);
}
void game::Animal::SetRideableInput(PlayerInputFlags in)
{
SetInputs(MapPlayerInputToCharacterInput(in));
}
void game::Animal::SetRideableYaw(float yaw)
{
SetForwardYaw(yaw);
}
void game::Animal::OnPassengerChanged(size_t seat_idx, HumanCharacter* passenger)
{
if (seat_idx == 0 && !passenger)
{
SetInputs(0);
}
}
void game::Animal::SetUseMessage(const std::string& message)
{
use_message_ = message;
}
void game::Animal::AddAnimalSeat(const glm::vec3& offset)
{
size_t seat_idx = AddSeat(offset);
use_targets_.emplace_back(this, static_cast<uint32_t>(seat_idx), offset + glm::vec3(0.0f, 0.0f, 1.0f),
use_message_ + " (místo " + std::to_string(seat_idx + 1) + ")");
}

31
src/game/animal.hpp Normal file
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@ -0,0 +1,31 @@
#pragma once
#include "character.hpp"
#include "usable.hpp"
#include "rideable.hpp"
namespace game
{
class Animal : public Character, public Usable, public Rideable
{
public:
Animal(World& world, const CharacterTuning& tuning, const glm::vec3& position, float yaw);
virtual bool QueryUseTarget(PlayerCharacter& character, uint32_t target_id, UseTargetQueryResult& res) override;
virtual void Use(PlayerCharacter& character, uint32_t target_id) override;
virtual void SetRideableInput(PlayerInputFlags in) override;
virtual void SetRideableYaw(float yaw) override;
protected:
virtual void OnPassengerChanged(size_t seat_idx, HumanCharacter* passenger) override;
void SetUseMessage(const std::string& message);
void AddAnimalSeat(const glm::vec3& offset);
private:
std::string use_message_;
};
}

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@ -9,9 +9,7 @@ game::Character::Character(World& world, const CharacterTuning& tuning)
{
z_offset_ = tuning_.shape.height * 0.5f + tuning_.shape.radius - 0.05f;
sk_ = SkeletonInstance(assets::CacheManager::GetSkeleton("data/human.sk"), &root_);
animstate_.idle_anim_idx = GetAnim("idle");
animstate_.walk_anim_idx = GetAnim("walk");
sk_ = SkeletonInstance(assets::CacheManager::GetSkeleton("data/" + tuning.model_name + ".sk"), &root_);
}
static bool Turn(float& angle, float target, float step)
@ -52,6 +50,9 @@ void game::Character::SendInitData(Player& player, net::OutMessage& msg) const
{
Super::SendInitData(player, msg);
// write model name
msg.Write(net::ModelName(tuning_.model_name));
// write clothes
msg.Write<net::NumClothes>(tuning_.clothes.size());
for (const auto& clothes : tuning_.clothes)
@ -83,7 +84,7 @@ void game::Character::EnablePhysics(bool enable)
{
if (enable && !controller_)
{
controller_ = std::make_unique<CharacterPhysicsController>(world_.GetBtWorld(), bt_shape_);
controller_ = std::make_unique<CharacterPhysicsController>(*this, world_.GetBtWorld(), bt_shape_);
SyncControllerTransform();
}
else if (!enable && controller_)
@ -100,43 +101,27 @@ void game::Character::SetInput(CharacterInputType type, bool enable)
in_ &= ~(1 << type);
}
// static bool SweepCapsule(btCollisionWorld& world, const btCapsuleShapeZ& shape, const glm::vec3& start,
// const glm::vec3& end, float& hit_fraction, glm::vec3& hit_normal)
// {
// btVector3 bt_start(start.x, start.y, start.z);
// btVector3 bt_end(end.x, end.y, end.z);
// static const btMatrix3x3 bt_basis(1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f);
// btTransform start_transform(bt_basis, bt_start);
// btTransform end_transform(bt_basis, bt_end);
// btCollisionWorld::ClosestConvexResultCallback result_callback(bt_start, bt_end);
// world.convexSweepTest(&shape, start_transform, end_transform, result_callback);
// if (result_callback.hasHit())
// {
// hit_fraction = result_callback.m_closestHitFraction;
// hit_normal = glm::vec3(result_callback.m_hitNormalWorld.x(), result_callback.m_hitNormalWorld.y(),
// result_callback.m_hitNormalWorld.z());
// return true;
// }
// return false;
// }
void game::Character::SetPosition(const glm::vec3& position)
{
root_.local.position = position;
SyncControllerTransform();
}
void game::Character::SetMainAnim(const std::string& anim_name)
void game::Character::SetIdleAnim(const std::string& anim_name)
{
animstate_.idle_anim_idx = GetAnim(anim_name);
}
void game::Character::SetWalkAnim(const std::string& anim_name)
{
animstate_.walk_anim_idx = GetAnim(anim_name);
}
void game::Character::SetRunAnim(const std::string& anim_name)
{
animstate_.run_anim_idx = GetAnim(anim_name);
}
void game::Character::SyncControllerTransform()
{
if (!controller_)
@ -300,48 +285,13 @@ game::CharacterSyncFieldFlags game::Character::WriteState(net::OutMessage& msg,
return fields;
}
void game::Character::Move(glm::vec3& velocity, float t)
{
// glm::vec3 u = velocity * t; // Calculate the movement vector
// btCollisionWorld& bt_world = world_.GetBtWorld();
// btCapsuleShapeZ bt_shape(shape_.radius, shape_.height);
// const int MAX_ITERS = 16;
// for (size_t i = 0; i < MAX_ITERS && glm::dot(u, u) > 0.0f; ++i)
// {
// // printf("Entity::Move: Iteration %zu, u = (%f, %f, %f)\n", i, u.x, u.y, u.z);
// glm::vec3 to = position_ + u;
// float hit_fraction = 1.0f;
// glm::vec3 hit_normal;
// bool hit = SweepCapsule(bt_world, bt_shape, position_, to, hit_fraction, hit_normal);
// // Update the position based on the hit fraction
// position_ += hit_fraction * u;
// if (!hit)
// break;
// // hit_normal *= -1.0f; // Invert the normal to point outwards
// // printf("Entity::Move: Hit detected, hit_fraction = %f, hit_normal = (%f, %f, %f)\n", hit_fraction,
// // hit_normal.x, hit_normal.y, hit_normal.z);
// u -= hit_fraction * u; // Reduce the movement vector by the hit fraction
// u -= glm::dot(u, hit_normal) * hit_normal; // Reflect the velocity along the hit normal
// velocity -= glm::dot(velocity, hit_normal) * hit_normal; // Adjust the velocity
// }
}
assets::AnimIdx game::Character::GetAnim(const std::string& name) const
{
return sk_.GetSkeleton()->GetAnimationIdx(name);
}
game::CharacterPhysicsController::CharacterPhysicsController(btDynamicsWorld& bt_world, btCapsuleShapeZ& bt_shape)
: bt_world_(bt_world), bt_character_(&bt_ghost_, &bt_shape, 0.3f, btVector3(0, 0, 1))
game::CharacterPhysicsController::CharacterPhysicsController(Character& character, btDynamicsWorld& bt_world, btCapsuleShapeZ& bt_shape)
: character_(character), bt_world_(bt_world), bt_character_(&bt_ghost_, &bt_shape, 0.3f, btVector3(0, 0, 1))
{
btTransform start_transform;
start_transform.setIdentity();
@ -349,6 +299,8 @@ game::CharacterPhysicsController::CharacterPhysicsController(btDynamicsWorld& bt
bt_ghost_.setCollisionShape(&bt_shape);
bt_ghost_.setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
collision::SetObjectInfo(&bt_ghost_, collision::OT_ENTITY, 0, &character);
bt_world_.addCollisionObject(&bt_ghost_, btBroadphaseProxy::CharacterFilter,
btBroadphaseProxy::StaticFilter | btBroadphaseProxy::DefaultFilter);
// bt_world.addCollisionObject(&bt_ghost_);

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@ -23,10 +23,12 @@ enum CharacterInputType
CIN_SPRINT,
};
class Character;
class CharacterPhysicsController
{
public:
CharacterPhysicsController(btDynamicsWorld& bt_world, btCapsuleShapeZ& bt_shape);
CharacterPhysicsController(Character& character, btDynamicsWorld& bt_world, btCapsuleShapeZ& bt_shape);
DELETE_COPY_MOVE(CharacterPhysicsController)
btKinematicCharacterController& GetBtController() { return bt_character_; }
@ -37,6 +39,7 @@ public:
~CharacterPhysicsController();
private:
Character& character_;
btDynamicsWorld& bt_world_;
btPairCachingGhostObject bt_ghost_;
btKinematicCharacterController bt_character_;
@ -57,16 +60,20 @@ public:
const CharacterTuning& GetTuning() const { return tuning_; }
void EnablePhysics(bool enable);
CharacterPhysicsController* GetController() { return controller_.get(); }
void SetInput(CharacterInputType type, bool enable);
void SetInputs(CharacterInputFlags inputs) { in_ = inputs; }
void SetForwardYaw(float yaw) { forward_yaw_ = yaw; }
float GetForwardYaw() const { return forward_yaw_; }
void SetYaw(float yaw) { yaw_ = yaw; }
void SetPosition(const glm::vec3& position);
void SetMainAnim(const std::string& anim_name);
void SetIdleAnim(const std::string& anim_name);
void SetWalkAnim(const std::string& anim_name);
void SetRunAnim(const std::string& anim_name);
~Character() override = default;
@ -79,8 +86,6 @@ private:
void SendUpdateMsg();
CharacterSyncFieldFlags WriteState(net::OutMessage& msg, const CharacterSyncState& base) const;
void Move(glm::vec3& velocity, float t);
assets::AnimIdx GetAnim(const std::string& name) const;
private:

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@ -22,7 +22,8 @@ struct CharacterConfigClothes
struct CharacterTuning
{
CharacterShape shape = CharacterShape(0.3f, 0.75f);
CharacterShape shape = CharacterShape(0.3f, 0.75f);
std::string model_name;
std::vector<CharacterConfigClothes> clothes;
};

20
src/game/cow.cpp Normal file
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@ -0,0 +1,20 @@
#include "cow.hpp"
static game::CharacterTuning GetCowTuning()
{
game::CharacterTuning ct{};
ct.shape = game::CharacterShape(0.3f, 0.75f);
ct.model_name = "cow";
return ct;
}
game::Cow::Cow(World& world, const glm::vec3& position, float yaw) : Animal(world, GetCowTuning(), position, yaw)
{
SetUseMessage("vlízt na krávu");
AddAnimalSeat(glm::vec3(0.0f, -0.098926f, 0.447576f));
AddAnimalSeat(glm::vec3(0.0f, 0.394027f, 0.458536f));
SetIdleAnim("idle");
SetWalkAnim("walk");
}

20
src/game/cow.hpp Normal file
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@ -0,0 +1,20 @@
#pragma once
#include "animal.hpp"
namespace game
{
class Cow : public Animal
{
public:
Cow(World& world, const glm::vec3& position, float yaw);
private:
};
}

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@ -1,6 +1,7 @@
#include "drivable_vehicle.hpp"
#include "player_character.hpp"
#include "utils/random.hpp"
#include "input_mapping.hpp"
game::DrivableVehicle::DrivableVehicle(World& world, const VehicleTuning& tuning) : Vehicle(world, tuning), Usable(GetRoot().matrix), Rideable(*this, RIDEABLE_VEHICLE)
{
@ -52,30 +53,21 @@ void game::DrivableVehicle::Use(PlayerCharacter& character, uint32_t target_id)
PlaySound("cardoor", 1.0f, RandomFloat(0.9f, 1.1f));
}
static game::CharacterInputFlags MapPlayerInputToVehicleInput(game::PlayerInputFlags in)
{
game::VehicleInputFlags vin = 0;
if (in & (1 << game::IN_FORWARD))
vin |= 1 << game::VIN_FORWARD;
if (in & (1 << game::IN_BACKWARD))
vin |= 1 << game::VIN_BACKWARD;
if (in & (1 << game::IN_LEFT))
vin |= 1 << game::VIN_LEFT;
if (in & (1 << game::IN_RIGHT))
vin |= 1 << game::VIN_RIGHT;
return vin;
}
void game::DrivableVehicle::SetRideableInput(PlayerInputFlags in)
{
SetInputs(MapPlayerInputToVehicleInput(in));
}
void game::DrivableVehicle::OnPassengerChanged(size_t seat_idx, HumanCharacter* passenger)
{
if (seat_idx == 0 && !passenger)
{
// driver left
SetInputs(0);
}
}
static char HexChar(uint32_t val)
{
if (val < 10)

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@ -24,7 +24,10 @@ public:
virtual bool QueryUseTarget(PlayerCharacter& character, uint32_t target_id, UseTargetQueryResult& res) override;
virtual void Use(PlayerCharacter& character, uint32_t target_id) override;
virtual void SetRideableInput(PlayerInputFlags in);
virtual void SetRideableInput(PlayerInputFlags in) override;
protected:
virtual void OnPassengerChanged(size_t seat_idx, HumanCharacter* passenger) override;
private:
void InitSeats();

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@ -5,7 +5,7 @@
game::EnterableWorld::EnterableWorld(std::string mapname) : World(std::move(mapname)) {}
game::PlayerCharacter& game::EnterableWorld::InsertPlayer(Player& player, const CharacterTuning& tuning, const glm::vec3& pos, float yaw)
game::PlayerCharacter& game::EnterableWorld::InsertPlayer(Player& player, const HumanCharacterTuning& tuning, const glm::vec3& pos, float yaw)
{
return CreatePlayerCharacter(player, tuning, pos, yaw);
}
@ -62,7 +62,7 @@ game::PlayerCharacter* game::EnterableWorld::GetPlayerCharacter(Player& player)
return it->second;
}
game::PlayerCharacter& game::EnterableWorld::CreatePlayerCharacter(Player& player, const CharacterTuning& tuning, const glm::vec3& position, float yaw)
game::PlayerCharacter& game::EnterableWorld::CreatePlayerCharacter(Player& player, const HumanCharacterTuning& tuning, const glm::vec3& position, float yaw)
{
RemovePlayerCharacter(player);

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@ -7,7 +7,7 @@ namespace game
class Player;
class PlayerCharacter;
class CharacterTuning;
class HumanCharacterTuning;
class DrivableVehicle;
class EnterableWorld : public World
@ -16,7 +16,7 @@ public:
EnterableWorld(std::string mapname);
// events
virtual PlayerCharacter& InsertPlayer(Player& player, const CharacterTuning& tuning, const glm::vec3& pos, float yaw);
virtual PlayerCharacter& InsertPlayer(Player& player, const HumanCharacterTuning& tuning, const glm::vec3& pos, float yaw);
virtual void PlayerInput(Player& player, PlayerInputType type, bool enabled);
virtual void PlayerViewAnglesChanged(Player& player, float yaw, float pitch);
virtual void RemovePlayer(Player& player);
@ -28,7 +28,7 @@ public:
PlayerCharacter* GetPlayerCharacter(Player& player);
private:
PlayerCharacter& CreatePlayerCharacter(Player& player, const CharacterTuning& tuning, const glm::vec3& position, float yaw);
PlayerCharacter& CreatePlayerCharacter(Player& player, const HumanCharacterTuning& tuning, const glm::vec3& position, float yaw);
void RemovePlayerCharacter(Player& player);
private:

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@ -52,7 +52,7 @@ void game::Game::PlayerJoined(Player& player)
player_info.world = openworld_.get();
player.SetWorld(openworld_.get());
CharacterTuning tuning{};
HumanCharacterTuning tuning{};
tuning.clothes.push_back({"tshirt", GetRandomColor24()});
tuning.clothes.push_back({"shorts", GetRandomColor24()});
@ -142,7 +142,7 @@ game::PlayerCharacter& game::Game::MovePlayerToWorld(PlayerGameInfo& player_info
auto& old_world = *player_info.world;
auto old_character = old_world.GetPlayerCharacter(player);
auto& tuning = old_character->GetTuning();
auto& tuning = old_character->GetHumanTuning();
old_world.RemovePlayer(player);
player.SetWorld(&new_world);

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@ -1,7 +1,21 @@
#include "human_character.hpp"
#include "drivable_vehicle.hpp"
game::HumanCharacter::HumanCharacter(World& world, const CharacterTuning& tuning) : Character(world, tuning) {}
static game::CharacterTuning GetCharacterTuning(const game::HumanCharacterTuning& tuning)
{
game::CharacterTuning ct{};
ct.shape = game::CharacterShape(0.3f, 0.75f);
ct.model_name = "human";
ct.clothes = tuning.clothes;
return ct;
}
game::HumanCharacter::HumanCharacter(World& world, const HumanCharacterTuning& tuning) : Character(world, GetCharacterTuning(tuning)), human_tuning_(tuning)
{
SetIdleAnim("idle");
SetWalkAnim("walk");
}
void game::HumanCharacter::SetRideable(Rideable* rideable, size_t seat_idx)
{
@ -14,8 +28,8 @@ void game::HumanCharacter::SetRideable(Rideable* rideable, size_t seat_idx)
EnablePhysics(false);
Attach(rideable->GetEntity().GetEntNum());
SetMainAnim(seat_idx == 0 ? "vehicle_drive" : "vehicle_passenger");
SetYaw(0.5f * glm::pi<float>());
SetIdleAnim((rideable->GetRideableType() == RIDEABLE_VEHICLE && seat_idx == 0) ? "vehicle_drive" : "vehicle_passenger");
SetYaw(rideable->GetRideableType() == RIDEABLE_VEHICLE ? 0.5f * glm::pi<float>() : 1.0f * glm::pi<float>());
}
else
{
@ -29,7 +43,7 @@ void game::HumanCharacter::SetRideable(Rideable* rideable, size_t seat_idx)
SetPosition(pos);
Attach(0);
SetMainAnim("idle");
SetIdleAnim("idle");
}
rideable_ = rideable;

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@ -5,6 +5,11 @@
namespace game
{
struct HumanCharacterTuning
{
std::vector<CharacterConfigClothes> clothes;
};
class Rideable;
class DrivableVehicle;
@ -13,8 +18,10 @@ class HumanCharacter : public Character
public:
using Super = Character;
HumanCharacter(World& world, const CharacterTuning& tuning);
HumanCharacter(World& world, const HumanCharacterTuning& tuning);
const HumanCharacterTuning& GetHumanTuning() const { return human_tuning_; }
void SetRideable(Rideable* rideable, size_t seat_idx); // called by Rideable!!
void Ride(Rideable* rideable, size_t seat_idx);
@ -30,6 +37,8 @@ protected:
virtual void OnRideableChanged() {}
private:
HumanCharacterTuning human_tuning_;
Rideable* rideable_ = nullptr;
DrivableVehicle* vehicle_ = nullptr;
size_t seat_idx_ = 0;

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@ -0,0 +1,52 @@
#include "player_input.hpp"
#include "vehicle.hpp"
#include "character.hpp"
namespace game
{
inline game::CharacterInputFlags MapPlayerInputToCharacterInput(game::PlayerInputFlags in)
{
game::CharacterInputFlags c_in = 0;
if (in & (1 << game::IN_FORWARD))
c_in |= 1 << game::CIN_FORWARD;
if (in & (1 << game::IN_BACKWARD))
c_in |= 1 << game::CIN_BACKWARD;
if (in & (1 << game::IN_LEFT))
c_in |= 1 << game::CIN_LEFT;
if (in & (1 << game::IN_RIGHT))
c_in |= 1 << game::CIN_RIGHT;
if (in & (1 << game::IN_JUMP))
c_in |= 1 << game::CIN_JUMP;
if (in & (1 << game::IN_SPRINT))
c_in |= 1 << game::CIN_SPRINT;
return c_in;
}
static game::VehicleInputFlags MapPlayerInputToVehicleInput(game::PlayerInputFlags in)
{
game::VehicleInputFlags vin = 0;
if (in & (1 << game::IN_FORWARD))
vin |= 1 << game::VIN_FORWARD;
if (in & (1 << game::IN_BACKWARD))
vin |= 1 << game::VIN_BACKWARD;
if (in & (1 << game::IN_LEFT))
vin |= 1 << game::VIN_LEFT;
if (in & (1 << game::IN_RIGHT))
vin |= 1 << game::VIN_RIGHT;
return vin;
}
}

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@ -5,7 +5,7 @@
#include <array>
#include <iostream>
game::NpcCharacter::NpcCharacter(World& world, const CharacterTuning& tuning) : Super(world, tuning) {
game::NpcCharacter::NpcCharacter(World& world, const HumanCharacterTuning& tuning) : Super(world, tuning) {
UpdateVehicleState();
}

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@ -19,7 +19,7 @@ class NpcCharacter : public HumanCharacter
public:
using Super = HumanCharacter;
NpcCharacter(World& world, const CharacterTuning& tuning);
NpcCharacter(World& world, const HumanCharacterTuning& tuning);
virtual void Update() override;

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@ -11,6 +11,7 @@
#include "marker.hpp"
#include "tuning_world.hpp"
#include "game.hpp"
#include "cow.hpp"
namespace game
{
@ -87,6 +88,9 @@ game::OpenWorld::OpenWorld(Game& game) : EnterableWorld("openworld"), game_(game
CreateTuningGarage(loc.transform.position, glm::eulerAngles(loc.transform.rotation).x);
}
// cow
auto& cow = Spawn<Cow>(glm::vec3(0.0f, 0.0f, 2.0f), 0.0f);
cow.SetNametag("no ty krávo");
}
void game::OpenWorld::Update(int64_t delta_time)
@ -169,7 +173,7 @@ void game::OpenWorld::SpawnBot()
auto& vehicle = SpawnRandomVehicle();
vehicle.SetPosition(roads->nodes[start_node].position + glm::vec3{0.0f, 0.0f, 5.0f});
CharacterTuning npc_tuning;
HumanCharacterTuning npc_tuning;
npc_tuning.clothes.push_back({ "tshirt", GetRandomColor24() });
npc_tuning.clothes.push_back({ "shorts", GetRandomColor24() });

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@ -1,7 +1,8 @@
#include "player_character.hpp"
#include "world.hpp"
#include "input_mapping.hpp"
game::PlayerCharacter::PlayerCharacter(World& world, Player& player, const CharacterTuning& tuning) : Super(world, tuning), player_(&player)
game::PlayerCharacter::PlayerCharacter(World& world, Player& player, const HumanCharacterTuning& tuning) : Super(world, tuning), player_(&player)
{
EnablePhysics(true);
UpdatePlayerCamera();
@ -13,6 +14,11 @@ void game::PlayerCharacter::Update()
{
UpdateUseTarget();
Super::Update();
if (GetRideable() && IsDriver())
{
GetRideable()->SetRideableYaw(GetForwardYaw());
}
}
void game::PlayerCharacter::ProcessInput(PlayerInputType type, bool enabled)
@ -40,31 +46,6 @@ void game::PlayerCharacter::OnRideableChanged()
UpdateInputs();
}
static game::CharacterInputFlags MapPlayerInputToCharacterInput(game::PlayerInputFlags in)
{
game::CharacterInputFlags c_in = 0;
if (in & (1 << game::IN_FORWARD))
c_in |= 1 << game::CIN_FORWARD;
if (in & (1 << game::IN_BACKWARD))
c_in |= 1 << game::CIN_BACKWARD;
if (in & (1 << game::IN_LEFT))
c_in |= 1 << game::CIN_LEFT;
if (in & (1 << game::IN_RIGHT))
c_in |= 1 << game::CIN_RIGHT;
if (in & (1 << game::IN_JUMP))
c_in |= 1 << game::CIN_JUMP;
if (in & (1 << game::IN_SPRINT))
c_in |= 1 << game::CIN_SPRINT;
return c_in;
}
void game::PlayerCharacter::UpdatePlayerCamera()
{
if (!player_)
@ -80,7 +61,6 @@ void game::PlayerCharacter::UpdatePlayerCamera()
}
}
void game::PlayerCharacter::UpdateInputs()
{
auto in = player_ ? player_->GetInput() : 0;
@ -90,7 +70,9 @@ void game::PlayerCharacter::UpdateInputs()
SetInputs(0);
if (IsDriver())
{
rideable->SetRideableInput(in);
}
}
else
{

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@ -12,7 +12,7 @@ class PlayerCharacter : public HumanCharacter
public:
using Super = HumanCharacter;
PlayerCharacter(World& world, Player& player, const CharacterTuning& tuning);
PlayerCharacter(World& world, Player& player, const HumanCharacterTuning& tuning);
virtual void Update() override;

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@ -6,7 +6,12 @@
game::view::CharacterView::CharacterView(WorldView& world, net::InMessage& msg) : EntityView(world, msg), ubo_(sk_)
{
basemodel_ = assets::CacheManager::GetModel("data/human.mdl");
// read model name
net::ModelName model_name;
if (!msg.Read(model_name))
throw EntityInitError();;
basemodel_ = assets::CacheManager::GetModel("data/" + std::string(model_name) + ".mdl");
sk_ = SkeletonInstance(basemodel_->GetSkeleton(), &root_);
ubo_.Update();
ubo_valid_ = true;
@ -90,17 +95,17 @@ void game::view::CharacterView::Draw(const DrawArgs& args)
//args.dlist.AddBeam(start, end, 0xFF007700, 0.05f);
//// draw bones debug
// const auto& bone_nodes = sk_.GetBoneNodes();
// for (const auto& bone_node : bone_nodes)
//{
// if (!bone_node.parent)
// continue;
const auto& bone_nodes = sk_.GetBoneNodes();
for (const auto& bone_node : bone_nodes)
{
if (!bone_node.parent)
continue;
// glm::vec3 p0 = bone_node.parent->matrix[3];
// glm::vec3 p1 = bone_node.matrix[3];
glm::vec3 p0 = bone_node.parent->matrix[3];
glm::vec3 p1 = bone_node.matrix[3];
// args.dlist.AddBeam(p0, p1, 0xFF00EEEE, 0.01f);
//}
args.dlist.AddBeam(p0, p1, 0xFF00EEEE, 0.01f);
}
// update skinning matrices
if (!ubo_valid_)