highlight colliding drones
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@ -3,6 +3,7 @@ varying vec2 uv;
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varying vec3 frag_pos;
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uniform sampler2D tex;
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uniform bool highlight;
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void main() {
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vec3 light_col = vec3(1, .964, .783);
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@ -12,5 +13,10 @@ void main() {
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float diff = max(dot(normalize(norm), light_dir), 0.0);
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vec3 diffuse = diff * light_col;
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gl_FragColor = texture2D(tex, uv) * vec4(ambient + diffuse, 1);
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vec4 col = texture2D(tex, uv) * vec4(ambient + diffuse, 1);
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if (highlight) {
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col = mix(col, vec4(1, 0, 0, 1), .5);
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}
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gl_FragColor = col;
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}
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@ -45,14 +45,21 @@ DroneController::DroneController(const QJsonObject &json)
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void DroneController::draw(QOpenGLExtraFunctions *f) const {
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const QVector<QPair<int, int>> &col = collisions[frame];
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for (const Drone &d : drones) {
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QMatrix4x4 mat;
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mat.translate(d.getPos());
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for (const QPair<int, int> &p : col) {
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if (d.getId() == p.first || d.getId() == p.second) {
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OpenGLWidget::instance->getMainProgram()->setUniformValue("highlight", true);
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}
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}
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d.getMesh()->draw(f, mat);
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if (draw_spheres) {
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mat.scale(sphere_radius);
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sphere->draw(f, mat);
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}
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OpenGLWidget::instance->getMainProgram()->setUniformValue("highlight", false);
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}
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}
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@ -116,6 +123,7 @@ void DroneController::seek(int frame) {
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void DroneController::computeCollisions(double sphere_radius) {
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collisions.clear();
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double sqDist = sphere_radius * sphere_radius * 4;
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for (int i = 0; i < duration; i++) {
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for (Drone &a : drones) {
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@ -124,6 +132,7 @@ void DroneController::computeCollisions(double sphere_radius) {
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b.setTo(i);
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if (&a == &b) continue;
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if (collides(a, b, sqDist)) {
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collisions[i].append(QPair<int, int>(a.getId(), b.getId()));
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emit collision(a.getId(), b.getId(), i);
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}
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}
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@ -22,6 +22,7 @@ class DroneController : public QObject, public Painter {
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bool draw_spheres = false;
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double sphere_radius = 0;
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QTimer sphere_timer;
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QMap<int, QVector<QPair<int, int>>> collisions;
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static OpenGLMesh *sphere;
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static const unsigned char sphere_neutral[];
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@ -186,6 +186,7 @@ void OpenGLWidget::paintGL() {
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main_program.bind();
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main_program.setUniformValue("proj", proj);
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main_program.setUniformValue("view", view);
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main_program.setUniformValue("highlight", false);
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glActiveTexture(GL_TEXTURE0);
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ground->draw(this, QMatrix4x4());
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if (painter) painter->draw(this);
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