Added controller cursor in menu
This commit is contained in:
@@ -121,7 +121,7 @@ void ControllerHandler::commandControllerData(std::vector<std::string> data) {
|
||||
c->joystick.x = std::stoi(data[2])/2000.0f;
|
||||
c->joystick.y = std::stoi(data[3])/2000.0f;
|
||||
c->joystickButton = !(data[4] == "0");
|
||||
|
||||
c->button = !(data[8] == "0");
|
||||
c->magnetSwitch = !(data[9] == "0");
|
||||
}
|
||||
}
|
||||
|
||||
+38
-23
@@ -65,7 +65,10 @@ void CrystalPoint::update()
|
||||
|
||||
if (keyboardState.keys[27] && !prevKeyboardState.keys[27])
|
||||
state = !state;
|
||||
|
||||
|
||||
Controller *rightcontroller = controller.getRightController();
|
||||
Controller *leftcontroller = controller.getLeftController();
|
||||
|
||||
if (state)
|
||||
{
|
||||
if (keyboardState.special[GLUT_KEY_LEFT] && !prevKeyboardState.special[GLUT_KEY_LEFT])
|
||||
@@ -100,42 +103,43 @@ void CrystalPoint::update()
|
||||
if (keyboardState.keys['q']) player->setPosition(1, deltaTime*speed, true);
|
||||
if (keyboardState.keys['e']) player->setPosition(-1, deltaTime*speed, true);
|
||||
|
||||
Controller *leftcontroller = controller.getLeftController();
|
||||
if (leftcontroller != nullptr) {
|
||||
Vec2f *leftControllerJoystick = &leftcontroller->joystick;
|
||||
|
||||
|
||||
if (leftcontroller->joystickButton) {
|
||||
controller.rumble(leftcontroller->controllerId, 100, 100);
|
||||
}
|
||||
|
||||
if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
|
||||
player->rotation.x += leftControllerJoystick->y/4;
|
||||
}
|
||||
|
||||
if (leftControllerJoystick->y > 0.3) {
|
||||
player->setPosition(270, leftControllerJoystick->y * deltaTime * 2.0f, false);
|
||||
}
|
||||
else if (leftControllerJoystick->y < -0.3) {
|
||||
player->setPosition(90, leftControllerJoystick->y * -1 * deltaTime * 2.0f, false);
|
||||
}
|
||||
if (leftControllerJoystick->x > 0.3) {
|
||||
player->setPosition(180, leftControllerJoystick->x * deltaTime * 2.0f, false);
|
||||
}
|
||||
else if (leftControllerJoystick->x < -0.3) {
|
||||
player->setPosition(0, leftControllerJoystick->x * -1 * deltaTime * 2.0f, false);
|
||||
if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
|
||||
player->rotation.y += leftControllerJoystick->x/4;
|
||||
}
|
||||
|
||||
player->leftWeapon->rotateWeapon(Vec3f(leftcontroller->ypr.y + 140, 0, -leftcontroller->ypr.z));
|
||||
|
||||
if(leftcontroller->button && leftcontroller->joystickButton){
|
||||
state = !state;
|
||||
}
|
||||
}
|
||||
Controller *rightcontroller = controller.getRightController();
|
||||
if(rightcontroller != nullptr){
|
||||
Vec2f *rightControllerJoystick = &rightcontroller->joystick;
|
||||
if (rightControllerJoystick->y > 0.3 || rightControllerJoystick->y < -0.3) {
|
||||
player->rotation.x += rightcontroller->joystick.y/4;
|
||||
|
||||
if (rightControllerJoystick->y > 0.3) {
|
||||
player->setPosition(270, rightControllerJoystick->y * deltaTime * 2.0f, false);
|
||||
}
|
||||
else if (rightControllerJoystick->y < -0.3) {
|
||||
player->setPosition(90, rightControllerJoystick->y * -1 * deltaTime * 2.0f, false);
|
||||
}
|
||||
if (rightControllerJoystick->x > 0.3) {
|
||||
player->setPosition(180, rightControllerJoystick->x * deltaTime * 2.0f, false);
|
||||
}
|
||||
else if (rightControllerJoystick->x < -0.3) {
|
||||
player->setPosition(0, rightControllerJoystick->x * -1 * deltaTime * 2.0f, false);
|
||||
}
|
||||
|
||||
if (rightControllerJoystick->x > 0.3 || rightControllerJoystick->x < -0.3) {
|
||||
player->rotation.y += rightcontroller->joystick.x/4;
|
||||
}
|
||||
player->rightWeapon->rotateWeapon(Vec3f(rightcontroller->ypr.y + 140, 0, -rightcontroller->ypr.z));
|
||||
}
|
||||
|
||||
@@ -151,10 +155,21 @@ void CrystalPoint::update()
|
||||
}
|
||||
else
|
||||
{
|
||||
if (keyboardState.keys[27]){
|
||||
glutExit();
|
||||
}
|
||||
menu->update();
|
||||
if (leftcontroller != nullptr) {
|
||||
Vec2f *leftControllerJoystick = &leftcontroller->joystick;
|
||||
if (leftControllerJoystick->y > 0.3 || leftControllerJoystick->y < -0.3) {
|
||||
cursor->update(Vec2f(cursor->mousePosition.x,cursor->mousePosition.y+leftControllerJoystick->y ));
|
||||
}
|
||||
if (leftControllerJoystick->x > 0.3 || leftControllerJoystick->x < -0.3) {
|
||||
cursor->update(Vec2f(cursor->mousePosition.x+leftControllerJoystick->x ,cursor->mousePosition.y));
|
||||
}
|
||||
if(leftcontroller->button){
|
||||
cursor->state = 137;
|
||||
}else if(cursor->state == 137){
|
||||
cursor->state = GLUT_UP;
|
||||
}
|
||||
}
|
||||
cursor->update(cursor->mousePosition + mouseOffset);
|
||||
}
|
||||
|
||||
|
||||
@@ -133,16 +133,19 @@ void Enemy::update(float delta)
|
||||
rotation.y = atan2f(dx, dz) * 180 / M_PI;
|
||||
}
|
||||
Player *player = Player::getInstance();
|
||||
if(inObject(player->leftWeapon->collisionPoint)){
|
||||
|
||||
if(inObject(player->position + player->leftWeapon->collisionPoint)){
|
||||
if(!isHit){
|
||||
isHit = true;
|
||||
hit(player->leftWeapon->damage);
|
||||
}
|
||||
std::cout << "HIT1";
|
||||
}else if(inObject(player->rightWeapon->collisionPoint)){
|
||||
if(!isHit){
|
||||
isHit = true;
|
||||
hit(player->rightWeapon->damage);
|
||||
}
|
||||
std::cout << "HIT2";
|
||||
}else{
|
||||
isHit = false;
|
||||
}
|
||||
|
||||
@@ -61,6 +61,7 @@ int main(int argc, char* argv[])
|
||||
if (button == GLUT_LEFT_BUTTON)
|
||||
Cursor::getInstance()->state = state;
|
||||
|
||||
|
||||
//std::cout << "Left button is down" << std::endl;
|
||||
};
|
||||
|
||||
|
||||
+89
@@ -0,0 +1,89 @@
|
||||
//
|
||||
// Created by janco on 6/21/16.
|
||||
//
|
||||
|
||||
#include "Matrix.h"
|
||||
|
||||
Matrix::Matrix(int size = 4)
|
||||
{
|
||||
data = new float[size][size];
|
||||
}
|
||||
|
||||
Matrix Matrix::identity()
|
||||
{
|
||||
Matrix m = new Matrix(4);
|
||||
m.data[0,0] = 1;
|
||||
m.data[1,1] = 1;
|
||||
m.data[2,2] = 1;
|
||||
m.data[3,3] = 1;
|
||||
return m;
|
||||
}
|
||||
|
||||
Matrix Matrix::rotation(float angle, Vector3 axis)
|
||||
{
|
||||
Matrix m = Matrix.identity();
|
||||
|
||||
float c = (float) Math.Cos((double) angle);
|
||||
float s = (float) Math.Sin((double) angle);
|
||||
|
||||
m.data[0, 0] = (float) Math.Pow(axis.x, 2) * (1 - c) + c;
|
||||
m.data[0, 1] = axis.x * axis.y * (1 - c) - axis.z * s;
|
||||
m.data[0, 2] = axis.x * axis.z * (1 - c) - axis.y * s;
|
||||
m.data[1, 0] = axis.x * axis.y * (1 - c) + axis.z * s;
|
||||
m.data[1, 1] = (float)Math.Pow(axis.y, 2) * (1 - c) + c;
|
||||
m.data[1, 2] = axis.y * axis.z * (1 - c) + axis.x * s;
|
||||
m.data[2, 0] = axis.x * axis.z * (1 - c) + axis.y * s;
|
||||
m.data[2, 1] = axis.y * axis.z * (1 - c) - axis.x * s;
|
||||
m.data[2, 2] = (float)Math.Pow(axis.z, 2) * (1 - c) + c;
|
||||
|
||||
return m;
|
||||
}
|
||||
Matrix Matrix::translate(Vector3 offset)
|
||||
{
|
||||
Matrix m = Matrix.identity();
|
||||
|
||||
for(int i = 0; i < 3; i++)
|
||||
{
|
||||
m.data[i, 3] = offset.data[i];
|
||||
}
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
Vec3f Matrix::operator * (Matrix mat, Vec3f vec)
|
||||
{
|
||||
Vec3f v = Vec3f(0,0,0);
|
||||
|
||||
for(int i = 0; i < 4; i++)
|
||||
{
|
||||
v.data[i] = 0;
|
||||
|
||||
for(int p = 0; p < 4; p++)
|
||||
{
|
||||
v.data[i] += mat.data[i, p] * vec.data[p];
|
||||
}
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
Matrix Matrix::operator * (Matrix mat1, Matrix mat2)
|
||||
{
|
||||
Matrix m = Matrix.identity();
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
for (int p = 0; p < 4; p++)
|
||||
{
|
||||
m.data[i, p] = 0;
|
||||
|
||||
for (int q = 0; q < 4; q++)
|
||||
{
|
||||
m.data[i, p] += mat1.data[i, q] * mat2.data[q, p];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return m;
|
||||
}
|
||||
};
|
||||
@@ -0,0 +1,26 @@
|
||||
//
|
||||
// Created by janco on 6/21/16.
|
||||
//
|
||||
|
||||
#ifndef CRYSTALPOINT_MATRIX_H
|
||||
#define CRYSTALPOINT_MATRIX_H
|
||||
|
||||
|
||||
class Matrix {
|
||||
private:
|
||||
public:
|
||||
float *data;
|
||||
|
||||
Matrix(int i = 4);
|
||||
~Matrix();
|
||||
|
||||
static Matrix rotation(int angle, Vec3f axis);
|
||||
static Matrix identity(void);
|
||||
static Matrix translate(Vec3f offset);
|
||||
|
||||
Matrix operator * (Matrix m1, Matrix m2);
|
||||
Vec3f operator * (Matrix m, Vec3f v);
|
||||
}
|
||||
|
||||
|
||||
#endif //CRYSTALPOINT_MATRIX_H
|
||||
@@ -2,6 +2,7 @@
|
||||
#include <cmath>
|
||||
#include "Vector.h"
|
||||
|
||||
|
||||
Vec3f::Vec3f(float x, float y, float z)
|
||||
{
|
||||
this->x = x;
|
||||
|
||||
+38
-4
@@ -22,6 +22,8 @@ Weapon::Weapon(std::string modelFilename, float scale, Vec3f location, Vec2f rot
|
||||
this->maxRotation = maxRotation;
|
||||
this->minRotation = minRotation;
|
||||
this->collisionPoint = collisionPoint;
|
||||
|
||||
this->damage = 1;
|
||||
};
|
||||
|
||||
Weapon::~Weapon(){
|
||||
@@ -46,6 +48,22 @@ void Weapon::move(Vec3f location){
|
||||
position = location;
|
||||
}
|
||||
|
||||
Vec3f multiply(float matrix[16], Vec3f vec)
|
||||
{
|
||||
Vec3f result;
|
||||
|
||||
for(int i = 0; i < 4; i++)
|
||||
{
|
||||
for(int p = 0; p < 4; p++)
|
||||
{
|
||||
result[i] += matrix[i * p] * vec[p];
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
void Weapon::draw(){
|
||||
if (weaponmodel != nullptr)
|
||||
{
|
||||
@@ -67,13 +85,27 @@ void Weapon::draw(){
|
||||
glRotatef(rotationWeapon.x, 1, 0, 0);
|
||||
glTranslatef(-ankerPoint.x, -ankerPoint.y, -ankerPoint.z);
|
||||
|
||||
glScalef(scale, scale, scale);
|
||||
|
||||
weaponmodel->draw();
|
||||
|
||||
//Test code for finding anker point
|
||||
glColor3ub(255, 255, 0);
|
||||
//Test code for finding anchor point
|
||||
glTranslatef(collisionPoint.x, collisionPoint.y, collisionPoint.z);
|
||||
|
||||
float matrix[16];
|
||||
glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
|
||||
|
||||
Vec3f point = multiply(matrix, Vec3f(1,1,1));
|
||||
|
||||
|
||||
glScalef(scale, scale, scale);
|
||||
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
glPushMatrix();
|
||||
|
||||
glTranslatef(point.x, point.y, point.z);
|
||||
glColor3ub(255, 255, 0);
|
||||
glBegin(GL_LINES);
|
||||
glVertex2f(0, 4);
|
||||
glVertex2f(0, -4);
|
||||
@@ -82,6 +114,8 @@ void Weapon::draw(){
|
||||
glEnd();
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -28,6 +28,7 @@ public:
|
||||
Vec3f position, rotation, rotationWeapon;
|
||||
Vec3f offsetPlayer, ankerPoint, collisionPoint;
|
||||
Vec2f maxRotation, minRotation;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user