add player names display

This commit is contained in:
MihailRis
2024-11-23 07:41:44 +03:00
parent acc4d2540d
commit 65e5063326
10 changed files with 80 additions and 16 deletions
+51 -4
View File
@@ -1,13 +1,19 @@
#include "Decorator.hpp"
#include "ParticlesRenderer.hpp"
#include "WorldRenderer.hpp"
#include "TextsRenderer.hpp"
#include "TextNote.hpp"
#include "assets/assets_util.hpp"
#include "content/Content.hpp"
#include "voxels/Chunks.hpp"
#include "voxels/Block.hpp"
#include "world/Level.hpp"
#include "window/Camera.hpp"
#include "objects/Players.hpp"
#include "logic/LevelController.hpp"
#include "util/stringutil.hpp"
#include "presets/NotePreset.hpp"
/// @brief Not greather than 64 for this BIG_PRIME value
inline constexpr int UPDATE_AREA_DIAMETER = 32;
@@ -19,16 +25,37 @@ inline constexpr int ITERATIONS = 512;
/// @brief Big prime number used for pseudo-random 3d array iteration
inline constexpr int BIG_PRIME = 666667;
static u64id_t create_player_name_note(
const WorldRenderer& renderer, const Player& player
) {
NotePreset preset {};
preset.displayMode = NoteDisplayMode::PROJECTED;
preset.xrayOpacity = 0.3f;
preset.renderDistance = 128.0f;
return renderer.texts->add(std::make_unique<TextNote>(
util::str2wstr_utf8(player.getName()), preset, player.getPosition()
));
}
Decorator::Decorator(
LevelController& controller, ParticlesRenderer& particles, const Assets& assets
LevelController& controller, WorldRenderer& renderer, const Assets& assets
)
: level(*controller.getLevel()), particles(particles), assets(assets) {
: level(*controller.getLevel()),
renderer(renderer),
assets(assets),
player(*controller.getPlayer()) {
controller.getBlocksController()->listenBlockInteraction(
[this](auto player, const auto& pos, const auto& def, BlockInteraction type) {
if (type == BlockInteraction::placing && def.particles) {
addParticles(def, pos);
}
});
for (const auto& [id, player] : *level.players) {
if (id == controller.getPlayer()->getId()) {
continue;
}
playerTexts[id] = create_player_name_note(renderer, *player);
}
}
void Decorator::addParticles(const Block& def, const glm::ivec3& pos) {
@@ -37,7 +64,7 @@ void Decorator::addParticles(const Block& def, const glm::ivec3& pos) {
auto treg = util::get_texture_region(
assets, def.particles->texture, ""
);
blockEmitters[pos] = particles.add(std::make_unique<Emitter>(
blockEmitters[pos] = renderer.particles->add(std::make_unique<Emitter>(
level,
glm::vec3{pos.x + 0.5, pos.y + 0.5, pos.z + 0.5},
*def.particles,
@@ -81,7 +108,7 @@ void Decorator::update(float delta, const Camera& camera) {
const auto& indices = *level.content->getIndices();
auto iter = blockEmitters.begin();
while (iter != blockEmitters.end()) {
auto emitter = particles.getEmitter(iter->second);
auto emitter = renderer.particles->getEmitter(iter->second);
if (emitter == nullptr) {
iter = blockEmitters.erase(iter);
continue;
@@ -108,4 +135,24 @@ void Decorator::update(float delta, const Camera& camera) {
}
iter++;
}
for (const auto& [id, player] : *level.players) {
if (id == this->player.getId() ||
playerTexts.find(id) != playerTexts.end()) {
continue;
}
playerTexts[id] = create_player_name_note(renderer, *player);
}
auto textsIter = playerTexts.begin();
while (textsIter != playerTexts.end()) {
auto note = renderer.texts->get(textsIter->second);
auto player = level.players->get(textsIter->first);
if (player == nullptr) {
textsIter = playerTexts.erase(textsIter);
} else {
note->setPosition(player->getPosition() + glm::vec3(0, 1, 0));
++textsIter;
}
}
}