Revert "adding camera to 3d render. angles not yet working."
This reverts commit 602d0bb342.
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8dd2f2b292
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1fff1fbce2
12 changed files with 29 additions and 197 deletions
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@ -39,56 +39,12 @@ namespace game {
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m_defaultEnergy = 10.0;
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m_maxNumTraces = 10;
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//setPlayingFieldCenter(0, 0);
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setPlayingFieldCenter(0, 0);
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// TODO: need aspect ratio or data!
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//setPlayingFieldSize(1000, 300);
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(void) numPlanets;
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//setupPlanets(numPlanets);
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setupTestPlanets();
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m_needReInit = false;
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}
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void State::setupTestPlanets()
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{
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// XXX simple setup for testing
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// TODO: spawn hmmm.m....
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//float aspectRatio = 1.0;
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float aspectRatio = m_playingFieldSize.x / m_playingFieldSize.y;
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(void) aspectRatio;
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float smallRadius = 0.05;
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float sunRadius = 0.2;
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int n = 10.0;
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float nf = n-1;
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std::cout<<"spawing planets..." << std::endl;
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// distribute planets in an area equal width the same aspect ratio as the screen
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planets.push_back(new Planet(generateId(), glm::vec2(0.0, 0.0), sunRadius, Planet::Material::Sun));
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for (int y=0; y<2; y++) {
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for (int x=0; x<n; x++) {
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glm::vec2 pos = glm::vec2(x/nf, y);
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pos = 2.0f*pos - 1.0f;
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//pos.x /= aspectRatio;
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planets.push_back(new Planet(generateId(), pos, smallRadius));
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}
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}
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for (int x=0; x<2; x++) {
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for (int y=0; y<n; y++) {
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glm::vec2 pos = glm::vec2(x, y/nf);
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pos = 2.0f*pos - 1.0f;
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//pos.x /= aspectRatio;
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planets.push_back(new Planet(generateId(), pos, smallRadius));
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}
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}
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std::cout<<"planets spawned..." << std::endl;
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setupPlanets(numPlanets);
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}
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bool State::findPlanetSpawnPosition(bool planetIsSun, float radius, glm::vec2 *pos)
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@ -143,6 +99,7 @@ namespace game {
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if (radius > 0.9) {
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radius = 0.9;
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}
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}
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glm::vec2 pos;
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@ -396,11 +353,7 @@ namespace game {
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void State::advance(float dt)
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{
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if (m_needReInit) {
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m_needReInit = false;
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std::cout<<"[state] need initialization of game, restarting." << std::endl;
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init();
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}
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//std::cout<<"[state] (init) cycle: update events length is " << m_nextEvents.size() << std::endl;
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m_time += dt;
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@ -414,11 +367,19 @@ namespace game {
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advancePlayerMissiles(dt);
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//std::cout<<"[state] (before move) cycle: update events length is " << m_nextEvents.size() << std::endl;
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// put collected events into that list.
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//m_allEvents.push_back(std::move(m_nextEvents));
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for (auto *evt : m_nextEvents) {
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m_allEvents.push_back(evt);
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}
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m_nextEvents.clear();
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//std::cout<<"[state] (after move) cycle: update events length is " << m_nextEvents.size() << std::endl;
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// finally remove things.
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//m_nextEvents.clear();
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}
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Player *State::playerForId(size_t playerId)
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@ -546,13 +507,11 @@ namespace game {
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void State::setPlayingFieldCenter(int center_x, int center_y)
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{
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m_playingFieldCenter = glm::vec2((float) center_x, (float) center_y);
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m_needReInit = true;
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}
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void State::setPlayingFieldSize(int width, int height)
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{
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m_playingFieldSize = glm::vec2(width, height);
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m_needReInit = true;
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}
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size_t State::generateId()
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@ -157,8 +157,6 @@ namespace game {
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void addExplosionFromHit(const Missile::Event *evt);
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bool findPlanetSpawnPosition(bool planetIsSun, float radius, glm::vec2 *pos);
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void setupTestPlanets();
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void advanceTraceAges(float dt);
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void advanceExplosions(float dt);
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void advancePlayerShipSpawns(float dt);
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@ -183,7 +181,6 @@ namespace game {
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IdGenerator m_ids;
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float m_time;
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bool m_developerMode;
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bool m_needReInit;
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glm::vec2 m_playingFieldCenter;
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glm::vec2 m_playingFieldSize;
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