UIElement scale with zoom level of the projection
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db073106cd
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12b89079ce
@ -1,5 +1,6 @@
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package engine;
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import engine.gui.UIDummy;
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import engine.gui.UIElement;
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import engine.input.*;
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import engine.math.*;
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@ -22,7 +23,7 @@ public class Engine {
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private static long window;
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private final List<ObjectGl> objectsGl;
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public final List<UIElement> uiElements;
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public final List<UIDummy> uiElements;
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private boolean running;
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@ -105,6 +106,10 @@ public class Engine {
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*/
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public void update() {
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glfwPollEvents();
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// METS A JOUR LA POSITION DES ELEMENTS D'INTERFACE
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for (UIDummy uiElement : this.uiElements){
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uiElement.update();
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}
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}
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/**
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@ -139,9 +144,16 @@ public class Engine {
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}
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public void add_uiElement(UIElement uiElement) {
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uiElement.init();
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this.uiElements.add(uiElement);
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}
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public void setUIElementZoomFactor(float scaleFactor){
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for (UIDummy uiElement : this.uiElements){
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uiElement.updateScalingFactor(scaleFactor);
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}
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}
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public void translateView(Vector3f vec){
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ObjectGl.view = ObjectGl.view.multiply(Matrix4f.translate(vec));
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viewXPos += vec.x;
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@ -230,7 +242,7 @@ public class Engine {
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String pathToBG = "textures/background_beach.png";
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String pathToText = "textures/dejavu10x10_gs_tc.png";
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ObjectGl zangief = new ObjectGl(10.0f, 1f, 1f, 10f, path, null);
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ObjectGl zangief = new Sprite(10.0f, 10f, path, null);
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zangief.setTextureWrap(58, 0, 62, 84, ObjectGl.DEFAULT);
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engine.add_objectGl(zangief);
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zangief.translate(new Vector3f(-1000.0f, 200.0f, 0.0f));
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@ -244,13 +256,20 @@ public class Engine {
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background.translate(new Vector3f(-3011.0f, 1400.0f, 1.0f));
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engine.add_objectGl(background);
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ObjectGl smiley = new Sprite(15.0f, 500.0f, path2, null);
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UIElement uiElement = new UIElement(smiley, 0.0f, 1.0f, engine);
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engine.add_uiElement(uiElement);
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Text texTest = new Text("ABCDEFGHIJKLMNOPQRSTUVWYZ",20.0f, 10, engine);
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texTest.show();
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texTest.translate(new Vector3f(-1000.0f, (float) (-1000.0f * (3.0 / 4.0f) + 100.0f)));
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UIElement fpsCounter = new UIElement(texTest.getObj(), engine);
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engine.add_uiElement(fpsCounter); // Pour être atteint par les modification du frustum
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// UIElement fpsCounter = new UIElement(texTest.getObj(), engine);
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// engine.add_uiElement(fpsCounter); // Pour être atteint par les modification du frustum
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//
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// texTest.linkToUIElement(fpsCounter);
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texTest.linkToUIElement(fpsCounter);
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long timer = System.currentTimeMillis();
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long lastFrame;
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int frame = 0;
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@ -283,18 +302,17 @@ public class Engine {
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// Check si le personnage a sauté
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if (jump.isButtonPressed()){
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// Le personnage saute
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System.out.println(" JE SAUTE ");
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engine.camera.zoom(1.001f);
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}
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}
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KeyboardInput.keyboardInput(zangief, speed);
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engine.transformationView = new Vector3f((- zangief.getXPos() - engine.viewXPos) - 250.0f,0.0f,0.0f);
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engine.translateView(engine.transformationView);
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fpsCounter.update();
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engine.camera.zoom(1.001f);
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Vector3f zangiefTracking = new Vector3f((- zangief.getXPos() - engine.viewXPos) - 250.0f,0.0f,0.0f);
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// LE MOUVEMENT DE LA CAMERA POUR CETTE FRAME
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engine.translateView(zangiefTracking);
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// LA SOMME TOTAL DES MOUVEMENTS DE CAMERA DEPUIS L'ORIGINE
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engine.transformationView = engine.transformationView.addXYZ(zangiefTracking);
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/*
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********************
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@ -309,7 +327,6 @@ public class Engine {
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if (System.currentTimeMillis() - timer > 1000) {
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timer += 1000;
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System.out.println("FPS: " + frame);
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texTest.setNewText("FPS: " + frame);
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frame = 0;
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}
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16
src/engine/gui/UIDummy.java
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src/engine/gui/UIDummy.java
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@ -0,0 +1,16 @@
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package engine.gui;
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public class UIDummy {
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public void init(){
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}
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private void getObjInPosition(){
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}
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public void updateScalingFactor(float scaleFactor){
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}
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public void update(){
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}
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}
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@ -1,47 +1,64 @@
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package engine.gui;
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import engine.Engine;
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import engine.math.Vector3f;
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import engine.object.Camera;
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import engine.object.ObjectGl;
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import java.util.ArrayList;
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import java.util.List;
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public class UIElement extends UIDummy{
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public class UIElement {
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private final ObjectGl obj;
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private final Engine engine;
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private final Camera camera;
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private float scalingFactor;
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private float xPos;
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private float yPos;
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private float zPos;
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private List<ObjectGl> objs;
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private Engine engine;
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private Vector3f transformation;
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public UIElement(List<ObjectGl> objs, Engine engine){
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this.objs = new ArrayList<>();
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this.objs.addAll(objs);
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/**
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* Crée un elements d'interface càd un sprite qui suis les mouvements de la camera, pas besoin d'ajouter l'ObjectGl
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* dans la liste de rendu cette classe s'en occupe lors de l'initialisation
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* @param obj l'objet à mettre dans le conteneur
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* @param posX la position relative à la camera souhaité sur l'axe X, 0.0 à l'extreme gauche, 1.0 à l'extreme droite
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* @param posY la position relative à la camera souhaité sur l'axe Y, 0.0 à l'extreme bas, 1.0 à l'extreme haut
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* @param engine le moteur de rendu depuis lequel UIElement va determiner la camera à tracker
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*/
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public UIElement(ObjectGl obj, float posX, float posY, Engine engine){
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this.obj = obj;
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this.engine = engine;
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this.transformation = new Vector3f();
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this.camera = engine.getCamera();
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this.scalingFactor = obj.getScalingFactor();
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this.xPos = posX;
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this.yPos = posY;
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this.zPos = obj.getZPos();
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this.getObjInPosition();
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}
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public void addObj(ObjectGl obj){
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obj.translate(this.transformation);
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this.objs.add(obj);
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public void init(){
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this.engine.add_objectGl(obj);
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}
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public void addObj(List<ObjectGl> objs){
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for (ObjectGl obj : objs){
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obj.translate(this.transformation);
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this.objs.add(obj);
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}
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private void getObjInPosition(){
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obj.resetTransform();
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obj.scale(new Vector3f(this.scalingFactor, this.scalingFactor, 1.0f));
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// Position in the camera space
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float dimension = this.camera.getDimension();
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float ar = this.camera.getAspectRatio().y / this.camera.getAspectRatio().x;
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float x = dimension * 2 * this.xPos - dimension;
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float y = dimension * ar * 2 * this.yPos - dimension * ar;
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obj.translate(new Vector3f(x, y, this.zPos));
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System.out.println(x);
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// Camera position
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obj.translate(new Vector3f(- engine.transformationView.x, engine.transformationView.y));
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}
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public void removeObj(ObjectGl obj){
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this.objs.remove(obj);
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public void updateScalingFactor(float scaleFactor){
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this.scalingFactor *= scaleFactor;
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}
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public void update(){
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Vector3f translationViewPoint = new Vector3f(-engine.transformationView.x, engine.transformationView.y);
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this.transformation = this.transformation.addXYZ(translationViewPoint);
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for (ObjectGl obj : this.objs){
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obj.translate(translationViewPoint); // Tous les elmts font le même déplacement que la caméra
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}
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this.getObjInPosition();
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}
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}
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@ -1,13 +1,6 @@
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package engine.gui;
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import engine.Engine;
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import engine.gui.UIElement;
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import engine.object.ObjectGl;
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import java.util.List;
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public class UIElementText extends UIDummy{
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public class UIElementText extends UIElement {
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public UIElementText(List<ObjectGl> objs, Engine engine) {
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super(objs, engine);
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}
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}
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@ -20,8 +20,17 @@ public class Camera {
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}
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public void zoom(float zoomFactor){
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engine.setUIElementZoomFactor(zoomFactor);
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this.dimension *= zoomFactor;
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float ar = aspectRatio.y / aspectRatio.x;
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ObjectGl.projection = Matrix4f.orthographic(-dimension, dimension, -dimension * ar, dimension * ar, 0.1f, 100.0f);
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}
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public float getDimension(){
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return this.dimension;
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}
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public Vector3f getAspectRatio(){
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return this.aspectRatio;
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}
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}
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@ -98,7 +98,7 @@ public class ObjectGl {
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}
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/**
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* Reset the transform matrix, the model will appear at the 0.0.0 coordinate, his scaleFactor will be set to zero
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* Reset the transform matrix, the model will appear at the 0.0.0 coordinate, his scaleFactor will be set to one
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* Because the model is at position 0 on the z axis he will not show up on screen
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*/
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public void resetTransform(){
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@ -236,7 +236,7 @@ public class ObjectGl {
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this.vertexArray = new VertexArray(Primitive.createRectangle(this.zPos, this.width, this.height), Primitive.rectangle_indices, colorBuffer, Primitive.stdTexWrap);
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}
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private void setTextureWrap(float[] texture){
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public void setTextureWrap(float[] texture){
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this.textureWrap = texture;
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this.vertexArray.swapTextureBufferObject(texture);
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}
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@ -253,6 +253,10 @@ public class ObjectGl {
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return zPos;
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}
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public float getScalingFactor(){
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return scalingFactor;
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}
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/**
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* Do shader binding, texture binding and vertexArray drawing
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*/
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11
src/engine/object/Sprite.java
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11
src/engine/object/Sprite.java
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package engine.object;
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import engine.math.Vector3f;
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public class Sprite extends ObjectGl {
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public Sprite(float z, float size, String tex, Vector3f color) {
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super(z, 1f, 1f, size, tex, color);
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}
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}
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@ -7,13 +7,15 @@ import engine.math.Vector3f;
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import java.util.ArrayList;
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import java.util.List;
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/**
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* Un texte construit selon la même logique qu'une sprite pour faire un element d'interface utilisez UIElementText
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*/
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public class Text {
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private List<ObjectGl> charList;
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private final float size;
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private final Engine engine;
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private final float zPos;
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private UIElement linkedUIElement;
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private Vector3f transformation;
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@ -24,6 +26,9 @@ public class Text {
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this.engine = engine;
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this.transformation = new Vector3f();
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this.textToArrayObjectGl(text);
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}
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public void show(){
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this.addCharListInEngine();
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}
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@ -44,14 +49,10 @@ public class Text {
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private void addCharInEngine(int i, ObjectGl obj){
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obj.translate(new Vector3f(i * 10.0f * this.size, 0.0f, 0.0f));
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obj.translate(transformation);
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if (linkedUIElement != null){
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linkedUIElement.addObj(obj);
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}
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this.engine.add_objectGl(obj);
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}
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public void linkToUIElement(UIElement ui){
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this.linkedUIElement = ui;
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}
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public void setNewText(String text){
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@ -81,7 +82,6 @@ public class Text {
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public void remove(){
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for (ObjectGl obj : this.charList){
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this.engine.remove_objectGl(obj);
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if (linkedUIElement != null) linkedUIElement.removeObj(obj);
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}
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}
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@ -94,7 +94,6 @@ public class Text {
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for (ObjectGl objectGl : this.charList){
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if (j >= i) {
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this.engine.remove_objectGl(objectGl);
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if (linkedUIElement != null) linkedUIElement.removeObj(objectGl);
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}
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j++;
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}
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