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#include "sons_of_sol/Projectile.hpp"
#include "glox/GloxColor.hpp"
#include "glox/GloxScopedRotation.hpp"
using namespace glox;
using namespace std;
GloxCube* Projectile::m_model;
void Projectile::loadModel() {
if (!m_model) {
m_model = new GloxCube(10, 0.1, 0.1, GloxColor(255, 255, 0));
}
}
inline float jitter() {
return (2 * rand() & 0xFF) / 256.0;
}
void Projectile::draw() {
GloxPoint<> next =
m_position + (m_dpos) * 0.2 + GloxPointf(jitter(), jitter(), jitter());
GloxScopedAttributes __glsa(GL_CURRENT_BIT);
GloxColor((uint8_t)(255.0f / TTL * m_ttl),
(uint8_t)(250.0f / pow(TTL, 2) * pow(m_ttl, 2)),
(uint8_t)(200.0f / pow(TTL, 4) * pow(m_ttl, 4)), (uint8_t)(100.0))
.render();
glLineWidth(m_ttl / 10.0f);
GloxWith(GL_LINES, m_position.plot();
GloxColor((uint8_t)(255.0f / TTL * (m_ttl - 1)),
(uint8_t)(200.0f / pow(TTL, 2) * pow(m_ttl - 1, 2)),
(uint8_t)(100.0f / pow(TTL, 4) * pow(m_ttl - 1, 4)))
.render();
next.plot(););
}
Projectile::Projectile(const glox::GloxPoint<>& position,
const glox::GloxPoint<>& vec) {
m_position = position;
m_dpos = vec;
m_ttl = TTL;
loadModel();
/* Project the point onto the x,y plane */
GloxPoint<> first(m_dpos.getX(), m_dpos.getY(), 0);
/* A point that represents the x axis */
GloxPoint<> xaxis(1, 0, 0);
/* Rotation around the z axis */
float dot = first.dot(xaxis);
float rot = GloxToDegrees(acos(dot));
if (first.getY() < 0) {
rot = -rot;
}
rot = rot + 180;
m_roty = rot;
/* x axis now follows *first* vector */
/* Rotate around y axis to get x to follow *dpos* vector */
dot = first.dot(m_dpos);
rot = acos(dot);
rot = GloxToDegrees(rot);
if (m_dpos.getZ() < 0) {
rot = -rot;
}
m_rotz = rot;
}
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