📄 geosquareprojectile.cpp
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#include "StdAfx.h"
#include "Game/Camera.h"
#include "GeoSquareProjectile.h"
#include "Rendering/GL/VertexArray.h"
#include "Sim/Projectiles/ProjectileHandler.h"
#include "mmgr.h"
CR_BIND_DERIVED(CGeoSquareProjectile, CProjectile, (float3(0,0,0),float3(0,0,0),float3(0,0,0),float3(0,0,0),0,0));
CR_REG_METADATA(CGeoSquareProjectile,(
CR_MEMBER(p1),
CR_MEMBER(p2),
CR_MEMBER(v1),
CR_MEMBER(v2),
CR_MEMBER(w1),
CR_MEMBER(w2),
CR_MEMBER(r),
CR_MEMBER(g),
CR_MEMBER(b),
CR_MEMBER(a),
CR_RESERVED(8)
));
CGeoSquareProjectile::CGeoSquareProjectile(const float3& p1,const float3& p2,const float3& v1,const float3& v2,float w1,float w2)
: CProjectile((p1+p2)*0.5f,ZeroVector,0, false),
p1(p1),
p2(p2),
v1(v1),
v2(v2),
w1(w1),
w2(w2),
r(0.5f),
g(1.0f),
b(0.5f),
a(0.5f)
{
checkCol=false;
alwaysVisible=true;
SetRadius(p1.distance(p2)*0.55f);
}
CGeoSquareProjectile::~CGeoSquareProjectile(void)
{
}
void CGeoSquareProjectile::Draw(void)
{
inArray=true;
unsigned char col[4];
col[0]=(unsigned char) (r*a*255);
col[1]=(unsigned char) (g*a*255);
col[2]=(unsigned char) (b*a*255);
col[3]=(unsigned char) (a*255);
float3 dif(p1-camera->pos);
dif.Normalize();
float3 dir1(dif.cross(v1));
dir1.Normalize();
float3 dif2(p2-camera->pos);
dif2.Normalize();
float3 dir2(dif2.cross(v2));
dir2.Normalize();
float u = (ph->geosquaretex.xstart + ph->geosquaretex.xend) / 2;
float v0 = ph->geosquaretex.ystart;
float v1 = ph->geosquaretex.yend;
if(w2!=0){
va->AddVertexTC(p1-dir1*w1,u,v1,col);
va->AddVertexTC(p1+dir1*w1,u,v0,col);
va->AddVertexTC(p2+dir2*w2,u,v0,col);
va->AddVertexTC(p2-dir2*w2,u,v1,col);
} else {
va->AddVertexTC(p1-dir1*w1,u,v1,col);
va->AddVertexTC(p1+dir1*w1,u,v0,col);
va->AddVertexTC(p2,u,v0+(v1-v0)*0.5f,col);
va->AddVertexTC(p2,u,v0+(v1-v0)*1.5f,col);
}
}
void CGeoSquareProjectile::Update(void)
{
}
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