add to render path automatically when going through a portal and fix images on tp path nodes

This commit is contained in:
2025-02-17 23:51:49 +01:00
parent d10f7a5bc1
commit 62852a51dc
5 changed files with 66 additions and 23 deletions

View File

@ -6,7 +6,7 @@
/* By: ycontre <ycontre@student.42.fr> +#+ +:+ +#+ */
/* +#+#+#+#+#+ +#+ */
/* Created: 2024/10/15 14:00:38 by TheRed #+# #+# */
/* Updated: 2025/02/06 19:45:46 by ycontre ### ########.fr */
/* Updated: 2025/02/17 23:00:28 by tomoron ### ########.fr */
/* */
/* ************************************************************************** */
@ -60,7 +60,7 @@ void Camera::updateCameraDirections()
_pitch = glm::clamp(_pitch, -89.0f, 89.0f);
}
void Camera::update(Scene *scene, float delta_time)
void Camera::update(Scene *scene, float delta_time, Renderer &renderer)
{
// delta_time = std::min(delta_time, 0.01f);
@ -73,13 +73,13 @@ void Camera::update(Scene *scene, float delta_time)
if (speed > _maxSpeed)
_velocity = glm::normalize(_velocity) * _maxSpeed;
if (glm::length(_velocity) > 0.0f && !this->portalTeleport(scene, delta_time))
if (glm::length(_velocity) > 0.0f && !this->portalTeleport(scene, delta_time, renderer))
_position += _velocity * delta_time;
_acceleration = glm::vec3(0.0f);
}
int Camera::portalTeleport(Scene *scene, float delta_time)
int Camera::portalTeleport(Scene *scene, float delta_time, Renderer &renderer)
{
for (const GPUObject &obj : scene->getObjectData())
{
@ -124,17 +124,20 @@ int Camera::portalTeleport(Scene *scene, float delta_time)
//teleportation
glm::vec3 previous_position = _position;
glm::vec3 relative_pos = _position - obj.position;
glm::vec3 transformed_relative_pos = portal_transform * relative_pos;
float remaining_distance = distance_future_pos - distance_portal + imprecision;
glm::vec3 new_movement = remaining_distance * portal_transform * linked_portal.normal;
_position = linked_portal.position + transformed_relative_pos - new_movement;
// _position = (linked_portal.position) + (_position - obj.position) - (((distance_future_pos - distance_portal + imprecision)) * linked_portal.normal);
// view direction
glm::vec2 previous_direction = getDirection();
_forward = glm::vec3(portal_transform * glm::vec4(_forward, 1.0f));
_up = glm::vec3(portal_transform * glm::vec4(_up, 1.0f));
_right = glm::vec3(portal_transform * glm::vec4(_right, 1.0f));
@ -143,6 +146,8 @@ int Camera::portalTeleport(Scene *scene, float delta_time)
_velocity = glm::vec3(portal_transform * glm::vec4(_velocity, 0.0f));
renderer.addTeleport(previous_position, previous_direction, linked_portal.position + transformed_relative_pos, getDirection());
return (1);
}
}