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@@ -0,0 +1,86 @@
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+//
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+// Created by janco on 25-5-16.
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+//
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+
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+#include "Weapon.h"
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+#include "Model.h"
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+#include <iostream>
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+#include <string>
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+#include <cmath>
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+
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+
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+Weapon::Weapon(std::string modelFilename, float scale, Vec3f location, Vec2f rotation,
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+ Vec3f offsetPlayer, Vec3f ankerPoint,
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+ Vec2f maxRotation, Vec2f minRotation){
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+ weaponmodel = Model::load(modelFilename);
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+ rotate(rotation);
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+ move(location);
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+ this->scale = scale;
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+
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+ this->offsetPlayer = offsetPlayer;
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+ this->ankerPoint = ankerPoint;
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+ this->maxRotation = maxRotation;
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+ this->minRotation = minRotation;
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+};
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+
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+Weapon::~Weapon(){
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+
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+}
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+
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+void Weapon::rotateWeapon(Vec3f rotation){
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+ if(rotation.x < maxRotation.x && rotation.x > minRotation.x){
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+ rotationWeapon.x = rotation.x;
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+ }
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+ if(rotation.z < maxRotation.y && rotation.z > minRotation.y){
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+ rotationWeapon.z = rotation.z;
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+ }
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+ rotationWeapon.y = rotation.y;
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+}
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+
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+void Weapon::rotate(Vec2f rotation){
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+ this->rotation.y = -rotation.y;
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+}
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+
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+void Weapon::move(Vec3f location){
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+ position = location;
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+}
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+
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+void Weapon::draw(){
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+ if (weaponmodel != nullptr)
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+ {
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+ glPushMatrix();
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+
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+ //Player position and rotation
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+ glTranslatef(position.x, position.y, position.z);
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+ glRotatef(rotation.x, 1, 0, 0);
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+ glRotatef(rotation.y, 0, 1, 0);
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+ glRotatef(rotation.z, 0, 0, 1);
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+
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+ //offset from player
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+ glTranslatef(offsetPlayer.x, offsetPlayer.y, offsetPlayer.z);
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+
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+ //Rotate weapon itself, from specific anker point
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+ glTranslatef(ankerPoint.x, ankerPoint.y, ankerPoint.z);
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+ glRotatef(rotationWeapon.z, 0, 0, 1);
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+ glRotatef(rotationWeapon.y, 0, 1, 0);
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+ glRotatef(rotationWeapon.x, 1, 0, 0);
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+ glTranslatef(-ankerPoint.x, -ankerPoint.y, -ankerPoint.z);
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+
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+ glScalef(scale, scale, scale);
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+
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+ weaponmodel->draw();
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+
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+ //Test code for finding anker point
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+/* glColor3ub(255, 255, 0);
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+ glTranslatef(ankerPoint.x, ankerPoint.y, ankerPoint.z);
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+ glBegin(GL_LINES);
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+ glVertex2f(0, 4);
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+ glVertex2f(0, -4);
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+ glVertex2f(4, 0);
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+ glVertex2f(-4, 0);
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+ glEnd();*/
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+
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+ glPopMatrix();
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+
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+ }
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+}
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