Switch to Vec3fp and fp variables for character

This commit is contained in:
Vladislav Khorev committed 2026-11-13 18:56:44 +06:00
1 parent 8df016c0a4
commit 889c6d465b
23 files changed
+384 -406

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+7 -1
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@@ -28,6 +28,12 @@ namespace FRG {
return Eigen::Vector3f(j[0].get<float>(), j[1].get<float>(), j[2].get<float>());
}
static Vec3fp readVec3fp(const json& j) {
if (!j.is_array() || j.size() != 3) return Vec3fp();
return Vec3fp(static_cast<fp>(j[0].get<double>()), static_cast<fp>(j[1].get<double>()), static_cast<fp>(j[2].get<double>()));
}
bool LocationConfig::fromFile(const std::string& path, const std::string& zipFile, LocationConfig& out) {
json j;
if (!parseJsonFile(path, zipFile, j)) return false;
@@ -43,7 +49,7 @@ namespace FRG {
out.teleportsJsonPath = j.value("teleports", "");
out.triggerZonesJsonPath = j.value("triggerZones", "");
out.lightsJsonPath = j.value("lights", "");
if (j.contains("playerPosition")) out.playerPosition = readVec3(j["playerPosition"]);
if (j.contains("playerPosition")) out.playerPosition = readVec3fp(j["playerPosition"]);
out.lockInteractiveObjectsDuringTutorial = j.value("lockInteractiveObjectsDuringTutorial", false);
out.loadingScreenPath = j.value("loadingScreen", "");
+2 -1
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@@ -5,6 +5,7 @@
#include <optional>
#include <string>
#include <vector>
#include "navigation/PathFinder.h"
namespace FRG {
@@ -21,7 +22,7 @@ namespace FRG {
std::string teleportsJsonPath;
std::string triggerZonesJsonPath;
std::string lightsJsonPath;
Eigen::Vector3f playerPosition = Eigen::Vector3f::Zero();
Vec3fp playerPosition;
// Where the taxi drives in when the player calls it. No taxi when absent.
struct Taxi {
+33 -43
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@@ -42,19 +42,9 @@ bool Character::isMoving() const {
return state && state->isMoving();
}
Eigen::Vector3f Character::getRequestedWalkTarget() const {
auto state = stateSnapshot();
return state ? state->getRequestedWalkTarget() : Eigen::Vector3f::Zero();
}
Eigen::Vector3f Character::getCurrentNavigationTarget() const {
auto state = stateSnapshot();
return state ? state->getCurrentNavigationTarget() : Eigen::Vector3f::Zero();
}
Eigen::Vector3f Character::renderPosition() const {
auto state = stateSnapshot();
return state ? interpolatedState(*state).position : Eigen::Vector3f::Zero();
return state ? interpolatedState(*state).position.toEigen() : Eigen::Vector3f::Zero();
}
float Character::getHp() const {
@@ -181,8 +171,8 @@ CharacterState Character::interpolatedState(const CharacterState& state) const {
const float alpha = (std::max)(0.0f, (std::min)(1.0f, elapsedMs / kSimulationTickMs));
CharacterState result = state;
result.position = previousPresentationSample_.position +
alpha * (currentPresentationSample_.position - previousPresentationSample_.position);
result.position = Vec3fp::fromEigen(previousPresentationSample_.position +
alpha * (currentPresentationSample_.position - previousPresentationSample_.position));
constexpr float kPi = 3.14159265358979323846f;
constexpr float kTwoPi = 2.0f * kPi;
@@ -190,7 +180,7 @@ CharacterState Character::interpolatedState(const CharacterState& state) const {
previousPresentationSample_.facingAngle;
while (angleDelta > kPi) angleDelta -= kTwoPi;
while (angleDelta < -kPi) angleDelta += kTwoPi;
result.facingAngle = previousPresentationSample_.facingAngle + alpha * angleDelta;
result.facingAngle = static_cast<fp>(previousPresentationSample_.facingAngle + alpha * angleDelta);
if (previousPresentationSample_.currentState == state.currentState &&
currentPresentationSample_.currentState == state.currentState) {
float previousFrame = previousPresentationSample_.animationFrame;
@@ -235,8 +225,8 @@ void Character::update(int64_t deltaMs, const CharacterUpdateEvents* events) {
const auto now = std::chrono::steady_clock::now();
PresentationSample sample;
sample.position = state.position;
sample.facingAngle = state.facingAngle;
sample.position = state.position.toEigen();
sample.facingAngle = static_cast<float>(state.facingAngle);
sample.animationFrame = state.animationFrame;
sample.currentState = state.currentState;
sample.enabled = state.enabled;
@@ -299,8 +289,8 @@ void Character::draw(Renderer& renderer) {
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
@@ -353,8 +343,8 @@ void Character::drawGpuSkinning(Renderer& renderer, const CharacterState& state)
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
@@ -417,8 +407,8 @@ void Character::drawAttachedWeapon(Renderer& renderer, const CharacterState& sta
Eigen::Matrix4f currentBone = anim.gpuSkinningShaderData.skinningMatrices[boneIdx] * bindBone;
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
renderer.TranslateMatrix(Eigen::Vector3f(currentBone.block<3, 1>(0, 3)));
@@ -452,8 +442,8 @@ void Character::drawShadowDepthCpu(Renderer& renderer, const CharacterState& sta
if (it == animations.end()) return;
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
@@ -488,8 +478,8 @@ void Character::drawShadowDepthGpuSkinning(Renderer& renderer, const CharacterSt
renderer.shaderManager.PushShader(shadowSkinningShader);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
@@ -561,8 +551,8 @@ void Character::drawCpuWithShadow(Renderer& renderer, const CharacterState& stat
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
@@ -623,8 +613,8 @@ void Character::drawGpuSkinningWithShadow(Renderer& renderer, const CharacterSta
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
@@ -726,8 +716,8 @@ void Character::drawNightGpuSkinning(Renderer& renderer,
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
@@ -798,8 +788,8 @@ void Character::drawNightCpu(Renderer& renderer,
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
@@ -900,8 +890,8 @@ void Character::drawNightGpuSkinningWithShadow(Renderer& renderer,
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
@@ -985,8 +975,8 @@ void Character::drawNightCpuWithShadow(Renderer& renderer,
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.TranslateMatrix({ state.position.x(), state.position.y(), state.position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-state.facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ static_cast<float>(state.position.x), static_cast<float>(state.position.y), static_cast<float>(state.position.z) });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-static_cast<float>(state.facingAngle), Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(state.modelScale);
renderer.RotateMatrix(state.modelCorrectionRotation.toRotationMatrix());
@@ -1027,7 +1017,7 @@ void Character::setupHitSparks(std::shared_ptr<Texture> sparkTexture) {
}
void Character::presentDamage(float hp, float maxHp,
const Eigen::Vector3f& attackDirection,
const Vec3fp& attackDirection,
const std::string& attackerId) {
if (onHpChanged)
onHpChanged(hp, maxHp, attackerId);
@@ -1037,9 +1027,9 @@ void Character::presentDamage(float hp, float maxHp,
if (!stateSnapshot) return;
const CharacterState& state = *stateSnapshot;
Eigen::Vector3f emitPos = state.position + Eigen::Vector3f(0.f, 1.f, 0.f);
Eigen::Vector3f emitPos = state.position.toEigen() + Eigen::Vector3f(0.f, 1.f, 0.f);
hitSparkEmitter.resetEmissionPoints({ emitPos });
hitSparkEmitter.setEmissionDirection(attackDirection);
hitSparkEmitter.setEmissionDirection(attackDirection.toEigen());
static std::mt19937 gen(std::random_device{}());
std::uniform_int_distribution<int> countDist(10, 15);
@@ -1065,7 +1055,7 @@ static void drawCharacterNameLabel(
if (!state.enabled || state.hp <= 0.f || displayName.empty()) return;
Eigen::Vector4f worldPos(
state.position.x(), state.position.y() + 1.83f, state.position.z(), 1.f);
static_cast<float>(state.position.x), static_cast<float>(state.position.y) + 1.83f, static_cast<float>(state.position.z), 1.f);
Eigen::Vector4f clip = projectionMatrix * cameraViewMatrix * worldPos;
if (clip.w() <= 0.f) return;
@@ -1126,7 +1116,7 @@ void Character::drawHealthBar(Renderer& renderer,
if (state.hp <= 0.f) return;
if (state.initialHp <= 0.f) return;
Eigen::Vector4f worldPos(state.position.x(), state.position.y() + 1.75f, state.position.z(), 1.f);
Eigen::Vector4f worldPos(static_cast<float>(state.position.x), static_cast<float>(state.position.y) + 1.75f, static_cast<float>(state.position.z), 1.f);
Eigen::Vector4f clip = projectionMatrix * cameraViewMatrix * worldPos;
if (clip.w() <= 0.f) return;
float ndcX = clip.x() / clip.w();
+1 -3
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@@ -55,7 +55,7 @@ public:
void update(int64_t deltaMs, const CharacterUpdateEvents* events = nullptr);
// ---- Damage ----
void presentDamage(float hp, float maxHp, const Eigen::Vector3f& attackDirection,
void presentDamage(float hp, float maxHp, const Vec3fp& attackDirection,
const std::string& attackerId);
// ---- Spark setup ----
@@ -93,8 +93,6 @@ public:
// ---- Query helpers (read immutable snapshots) ----
bool isMoving() const;
Eigen::Vector3f getRequestedWalkTarget() const;
Eigen::Vector3f getCurrentNavigationTarget() const;
Eigen::Vector3f renderPosition() const;
float getHp() const;
+114 -84
View File
@@ -9,7 +9,13 @@ namespace {
// Tick counts are authoritative and therefore independent of render rate.
constexpr float ATTACK_COOLDOWN_TIME = 1.6f;
constexpr float HOME_DRIFT_CHECK_INTERVAL = 5.0f;
fp HOME_DRIFT_CHECK_INTERVAL_FP = static_cast<fp>(HOME_DRIFT_CHECK_INTERVAL);
constexpr float TARGET_REPLAN_THRESHOLD = 0.25f;
fp TARGET_REPLAN_THRESHOLD_SQUARED = static_cast<fp>(TARGET_REPLAN_THRESHOLD * TARGET_REPLAN_THRESHOLD);
constexpr float PI = 3.14159265358979323846f;
constexpr int BLOCKED_REPLAN_TICKS = 3;
@@ -25,8 +31,8 @@ std::uint32_t stableIdHash(const std::string& value)
}
void CharacterState::configureAsPlayer() {
walkSpeed = 3.0f;
rotationSpeed = 8.0f;
walkSpeed = static_cast<fp>(3.0f);
rotationSpeed = static_cast < fp>(8.0f);
modelScale = 1.f;
modelCorrectionRotation = Eigen::Quaternionf(
Eigen::AngleAxisf(PI, Eigen::Vector3f::UnitY()) *
@@ -66,12 +72,12 @@ void CharacterState::scheduleNextNavigationRetry()
}
bool CharacterState::isMoving() const {
Eigen::Vector3f toTarget = walkTarget - position;
toTarget.y() = 0.f;
return !pathWaypoints.empty() || toTarget.norm() > kWalkThreshold;
Vec3fp toTarget = walkTarget - position;
toTarget.y = static_cast<fp>(0.f);
return !pathWaypoints.empty() || toTarget.normSquared() > kWalkThreshold_SQUARED();
}
Eigen::Vector3f CharacterState::getCurrentNavigationTarget() const {
Vec3fp CharacterState::getCurrentNavigationTarget() const {
if (!pathWaypoints.empty() && currentWaypointIndex < pathWaypoints.size()) {
return pathWaypoints[currentWaypointIndex];
}
@@ -79,7 +85,7 @@ Eigen::Vector3f CharacterState::getCurrentNavigationTarget() const {
}
void CharacterState::stopInPlace() {
walkTarget = Eigen::Vector3f(position.x(), 0.f, position.z());
walkTarget = Vec3fp(position.x, static_cast<fp>(0.f), position.z);
requestedWalkTarget = walkTarget;
pathWaypoints.clear();
currentWaypointIndex = 0;
@@ -90,20 +96,20 @@ void CharacterState::stopInPlace() {
}
void CharacterState::setTarget(
const Eigen::Vector3f& target,
const Vec3fp& target,
std::string callbackName,
const LocationNetworkState& location,
const std::string& entityId)
{
const Eigen::Vector3f normalizedTarget(target.x(), 0.f, target.z());
const Vec3fp normalizedTarget(target.x, static_cast<fp>(0.f), target.z);
const bool sameRequestedTarget =
(normalizedTarget - requestedWalkTarget).norm() <= TARGET_REPLAN_THRESHOLD;
(normalizedTarget - requestedWalkTarget).normSquared() <= TARGET_REPLAN_THRESHOLD_SQUARED;
const bool alreadyMovingToTarget =
!pathWaypoints.empty() ||
(walkTarget - normalizedTarget).norm() <= TARGET_REPLAN_THRESHOLD;
(walkTarget - normalizedTarget).normSquared() <= TARGET_REPLAN_THRESHOLD_SQUARED;
const bool stoppedAfterFailedPath =
pathWaypoints.empty() &&
(walkTarget - position).norm() <= TARGET_REPLAN_THRESHOLD;
(walkTarget - position).normSquared() <= TARGET_REPLAN_THRESHOLD_SQUARED;
if (callbackName.empty() && sameRequestedTarget &&
(alreadyMovingToTarget || stoppedAfterFailedPath)) {
return;
@@ -119,12 +125,15 @@ void CharacterState::setTarget(
currentWaypointIndex = 0;
if (!pathWaypoints.empty()) {
for (Eigen::Vector3f& waypoint : pathWaypoints) waypoint.y() = 0.f;
for (Vec3fp& waypoint : pathWaypoints)
{
waypoint.y = static_cast<fp>(0.f);
}
walkTarget = pathWaypoints.back();
return;
}
walkTarget = Eigen::Vector3f(position.x(), 0.f, position.z());
walkTarget = Vec3fp(position.x, static_cast<fp>(0.f), position.z);
if (!isPlayer) scheduleNextNavigationRetry();
}
@@ -132,8 +141,8 @@ void CharacterState::forceReplan(
const LocationNetworkState& location,
const std::string& entityId)
{
const Eigen::Vector3f normalizedTarget(
requestedWalkTarget.x(), 0.f, requestedWalkTarget.z());
const Vec3fp normalizedTarget(
requestedWalkTarget.x, static_cast<fp>(0.f), requestedWalkTarget.z);
pathWaypoints = location.navigationMaps[location.activeNavigationIndex].findPathToNearest(this->position, normalizedTarget);
@@ -141,13 +150,16 @@ void CharacterState::forceReplan(
movementBlockedTicks = 0;
navigationRetryTicks = 0;
if (!pathWaypoints.empty()) {
for (Eigen::Vector3f& waypoint : pathWaypoints) waypoint.y() = 0.f;
for (Vec3fp& waypoint : pathWaypoints)
{
waypoint.y = static_cast<fp>(0.f);
}
walkTarget = pathWaypoints.back();
blockingCharacterId.clear();
return;
}
walkTarget = Eigen::Vector3f(position.x(), 0.f, position.z());
walkTarget = Vec3fp(position.x, static_cast<fp>(0.f), position.z);
if (!isPlayer) scheduleNextNavigationRetry();
}
@@ -209,16 +221,16 @@ CharacterUpdateEvents CharacterState::update(
attack = 0;
attackTargetId.clear();
} else {
const float distance = (attackTarget->position - position).norm();
if (distance >= visibleRange) {
if ((attackTarget->position - requestedWalkTarget).norm() >
TARGET_REPLAN_THRESHOLD) {
const fp distanceSquared = (attackTarget->position - position).normSquared();
if (distanceSquared >= visibleRange* visibleRange) {
if ((attackTarget->position - requestedWalkTarget).normSquared() >
TARGET_REPLAN_THRESHOLD_SQUARED) {
events.navigationRequested = true;
events.navigationTarget = attackTarget->position;
}
battle_state = 0;
} else if (distance >= 1.25f) {
if ((attackTarget->position - requestedWalkTarget).norm() > TARGET_REPLAN_THRESHOLD) {
} else if (distanceSquared >= static_cast<fp>(1.25f*1.25f)) {
if ((attackTarget->position - requestedWalkTarget).normSquared() > TARGET_REPLAN_THRESHOLD_SQUARED) {
events.navigationRequested = true;
events.navigationTarget = attackTarget->position;
}
@@ -228,21 +240,22 @@ CharacterUpdateEvents CharacterState::update(
}
}
const Eigen::Vector3f activeTarget = getCurrentNavigationTarget();
const Eigen::Vector3f lookTarget =
const Vec3fp activeTarget = getCurrentNavigationTarget();
const Vec3fp lookTarget =
battle_state == 1 && attackTarget ? attackTarget->position : activeTarget;
if (currentState == AnimationState::WALK || currentState == AnimationState::STAND) {
Eigen::Vector3f toTarget = activeTarget - position;
toTarget.y() = 0.f;
const float distance = toTarget.norm();
if (distance > kWalkThreshold) {
const Eigen::Vector3f direction = toTarget / distance;
const float moveAmount = walkSpeed * static_cast<float>(deltaMs) / 1000.f;
Eigen::Vector3f candidate =
Vec3fp toTarget = activeTarget - position;
toTarget.y = static_cast<fp>(0.f);
const fp distanceSquared = toTarget.normSquared();
if (distanceSquared > kWalkThreshold_SQUARED()) {
fp distance = sqrt(distanceSquared); //FP SQRT
const Vec3fp direction = toTarget / distance;
const fp moveAmount = walkSpeed * static_cast<fp>(deltaMs) / static_cast < fp>(1000.f);
Vec3fp candidate =
moveAmount >= distance ? activeTarget : position + direction * moveAmount;
candidate.y() = 0.f;
const CharacterMovementObstacle* blocker = nullptr;
candidate.y = static_cast<fp>(0.f);
/*const CharacterMovementObstacle* blocker = nullptr;
if (context.movementObstacles) {
for (const CharacterMovementObstacle& obstacle :
*context.movementObstacles) {
@@ -296,15 +309,15 @@ CharacterUpdateEvents CharacterState::update(
navigationPausedThisTick = true;
}
}
} else {
} else*/{
movedLastTick =
(candidate - position).squaredNorm() > 1e-8f;
(candidate - position).normSquared() > static_cast<fp>(1e-8f);
position = candidate;
movementBlockedTicks = 0;
blockingCharacterId.clear();
}
targetFacingAngle = std::atan2(direction.x(), -direction.z());
if (!blocker) currentState = AnimationState::WALK;
targetFacingAngle = fpm::atan2(direction.x, -direction.z);
currentState = AnimationState::WALK;
} else {
currentState = AnimationState::STAND;
const bool completedPath = !pathWaypoints.empty();
@@ -316,8 +329,8 @@ CharacterUpdateEvents CharacterState::update(
pathWaypoints.clear();
currentWaypointIndex = 0;
if (completedPath &&
(requestedWalkTarget - position).norm() >
TARGET_REPLAN_THRESHOLD &&
(requestedWalkTarget - position).normSquared() >
TARGET_REPLAN_THRESHOLD_SQUARED &&
!isPlayer)
scheduleNextNavigationRetry();
if (completedPath && !onArrivedCallbackName.empty()) {
@@ -327,11 +340,11 @@ CharacterUpdateEvents CharacterState::update(
}
if (faceTarget) {
Eigen::Vector3f toFace = faceTarget->position - position;
toFace.y() = 0.f;
const float distanceToFace = toFace.norm();
targetFacingAngle = distanceToFace > 1e-3f
? std::atan2(toFace.x() / distanceToFace, -toFace.z() / distanceToFace)
Vec3fp toFace = faceTarget->position - position;
toFace.y = static_cast<fp>(0.f);
const fp distanceToFace = sqrt(toFace.normSquared()); //FP SQRT
targetFacingAngle = distanceToFace > static_cast<fp>(1e-3f)
? fpm::atan2(toFace.x / distanceToFace, -toFace.z / distanceToFace)
: facingAngle;
} else if (!faceTargetId.empty()) {
faceTargetId.clear();
@@ -340,7 +353,7 @@ CharacterUpdateEvents CharacterState::update(
}
if (!isPlayer && !navigationPausedThisTick && pathWaypoints.empty() &&
(requestedWalkTarget - position).norm() > TARGET_REPLAN_THRESHOLD &&
(requestedWalkTarget - position).normSquared() > TARGET_REPLAN_THRESHOLD_SQUARED &&
!events.navigationRequested) {
if (navigationRetryTicks > 0) --navigationRetryTicks;
if (navigationRetryTicks == 0) {
@@ -359,8 +372,8 @@ CharacterUpdateEvents CharacterState::update(
attackTargetId.clear();
}
} else if (battle_state == 1 && attackTarget) {
targetFacingAngle = std::atan2(
lookTarget.x() - position.x(), -(lookTarget.z() - position.z()));
targetFacingAngle = fpm::atan2(
lookTarget.x - position.x, -(lookTarget.z - position.z));
if (currentState == AnimationState::STAND || currentState == AnimationState::WALK) {
currentState = AnimationState::STAND_TO_ACTION;
resetAnim = true;
@@ -384,24 +397,25 @@ CharacterUpdateEvents CharacterState::update(
resetAnim = true;
}
float angleDiff = targetFacingAngle - facingAngle;
while (angleDiff > PI) angleDiff -= 2.f * PI;
while (angleDiff < -PI) angleDiff += 2.f * PI;
const float rotationStep = rotationSpeed * static_cast<float>(deltaMs) / 1000.f;
if (std::fabs(angleDiff) <= rotationStep) {
fp angleDiff = targetFacingAngle - facingAngle;
const fp PIfp = static_cast<fp>(PI);
while (angleDiff > PIfp) angleDiff -= static_cast<fp>(2.f) * PIfp;
while (angleDiff < -PIfp) angleDiff += static_cast<fp>(2.f) * PIfp;
const fp rotationStep = rotationSpeed * static_cast<fp>(deltaMs) / static_cast<fp>(1000.f);
if (fpm::abs(angleDiff) <= rotationStep) {
facingAngle = targetFacingAngle;
faceTargetId.clear();
} else {
facingAngle += angleDiff > 0.f ? rotationStep : -rotationStep;
facingAngle += angleDiff > static_cast<fp>(0.f) ? rotationStep : -rotationStep;
}
if (!isPlayer && hp > 0.f && battle_state == 0 && maxHomeDrift > 0.f) {
homeDriftCheckTimer -= static_cast<float>(deltaMs) / 1000.f;
if (homeDriftCheckTimer <= 0.f) {
homeDriftCheckTimer = HOME_DRIFT_CHECK_INTERVAL;
Eigen::Vector3f toHome = homePosition - position;
toHome.y() = 0.f;
if (!isMoving() && toHome.norm() > maxHomeDrift) {
if (!isPlayer && hp > 0.f && battle_state == 0 && maxHomeDriftSquared > static_cast<fp>(0.f)) {
homeDriftCheckTimer -= static_cast<fp>(deltaMs) / static_cast<fp>(1000.f);
if (homeDriftCheckTimer <= static_cast <fp>(0.f)) {
homeDriftCheckTimer = HOME_DRIFT_CHECK_INTERVAL_FP;
Vec3fp toHome = homePosition - position;
toHome.y = static_cast<fp>(0.f);
if (!isMoving() && toHome.normSquared() > maxHomeDriftSquared) {
events.navigationRequested = true;
events.navigationTarget = homePosition;
}
@@ -424,10 +438,18 @@ CharacterUpdateEvents CharacterState::update(
events.attackImpact = true;
events.attackTargetId = attackTargetId;
events.attackDirection = attackTarget->position - position;
events.attackDirection.y() = 0.f;
const float length = events.attackDirection.norm();
if (length > 1e-3f) events.attackDirection /= length;
else events.attackDirection = Eigen::Vector3f::Zero();
events.attackDirection.y = static_cast<fp>(0.f);
const fp lengthSquared = fpm::sqrt(events.attackDirection.normSquared());
if (lengthSquared > static_cast<fp>(1e-3f * 1e-3f))
{
const fp length = fpm::sqrt(lengthSquared); //FP SQRT
events.attackDirection = events.attackDirection / length;
}
else
{
events.attackDirection = Vec3fp{};
}
}
showWeapon =
@@ -463,9 +485,9 @@ CharacterUpdateEvents CharacterState::update(
void CharacterState::save(nlohmann::json& out) const
{
out["position"] = { position.x(), position.y(), position.z() };
out["facingAngle"] = facingAngle;
out["targetFacingAngle"] = targetFacingAngle;
out["position"] = { static_cast<double>(position.x), static_cast<double>(position.y), static_cast<double>(position.z) };
out["facingAngle"] = static_cast<double>(facingAngle);
out["targetFacingAngle"] = static_cast<double>(targetFacingAngle);
out["hp"] = hp;
out["enabled"] = enabled;
out["battle_state"] = battle_state;
@@ -474,16 +496,16 @@ void CharacterState::save(nlohmann::json& out) const
out["showWeapon"] = showWeapon;
out["attackTargetId"] = attackTargetId;
out["faceTargetId"] = faceTargetId;
out["homePosition"] = { homePosition.x(), homePosition.y(), homePosition.z() };
out["walkTarget"] = { walkTarget.x(), walkTarget.y(), walkTarget.z() };
out["requestedWalkTarget"] = { requestedWalkTarget.x(), requestedWalkTarget.y(), requestedWalkTarget.z() };
out["homePosition"] = { static_cast<double>(homePosition.x), static_cast<double>(homePosition.y), static_cast<double>(homePosition.z) };
out["walkTarget"] = { static_cast<double>(walkTarget.x), static_cast<double>(walkTarget.y), static_cast<double>(walkTarget.z) };
out["requestedWalkTarget"] = { static_cast<double>(requestedWalkTarget.x), static_cast<double>(requestedWalkTarget.y), static_cast<double>(requestedWalkTarget.z) };
nlohmann::json wpArr = nlohmann::json::array();
for (const auto& wp : pathWaypoints) {
wpArr.push_back({ wp.x(), wp.y(), wp.z() });
wpArr.push_back({ static_cast<double>(wp.x), static_cast<double>(wp.y), static_cast<double>(wp.z) });
}
out["pathWaypoints"] = std::move(wpArr);
out["currentWaypointIndex"] = currentWaypointIndex;
out["homeDriftCheckTimer"] = homeDriftCheckTimer;
out["homeDriftCheckTimer"] = static_cast<double>(homeDriftCheckTimer);
out["movementBlockedTicks"] = movementBlockedTicks;
out["navigationRetryTicks"] = navigationRetryTicks;
out["movedLastTick"] = movedLastTick;
@@ -492,7 +514,7 @@ void CharacterState::save(nlohmann::json& out) const
if (!blockingCharacterId.empty())
out["blockingCharacterId"] = blockingCharacterId;
out["animationFrame"] = animationFrame;
out["visibleRange"] = visibleRange;
out["visibleRange"] = static_cast<double>(visibleRange);
if (!onArrivedCallbackName.empty())
out["onArrivedCallbackName"] = onArrivedCallbackName;
}
@@ -505,11 +527,19 @@ void CharacterState::load(const nlohmann::json& in)
return def;
};
if (in.contains("position")) position = readVec3(in["position"], position);
facingAngle = in.value("facingAngle", facingAngle);
targetFacingAngle = in.value("targetFacingAngle", targetFacingAngle);
auto readVec3fp = [](const nlohmann::json& j, Vec3fp def) -> Vec3fp {
if (j.is_array() && j.size() == 3)
return Vec3fp{ static_cast<fp>(j[0].get<double>()), static_cast<fp>(j[1].get<double>()), static_cast<fp>(j[2].get<double>()) };
return def;
};
if (in.contains("position")) {
position = readVec3fp(in["position"], position);
}
facingAngle = static_cast<fp>(in.value("facingAngle", static_cast<double>(facingAngle)));
targetFacingAngle = static_cast<fp>(in.value("targetFacingAngle", static_cast<double>(targetFacingAngle)));
hp = in.value("hp", hp);
visibleRange = in.value("visibleRange", visibleRange);
visibleRange = static_cast<fp>(in.value("visibleRange", static_cast<double>(visibleRange)));
enabled = in.value("enabled", enabled);
battle_state = in.value("battle_state", battle_state);
currentState = static_cast<AnimationState>(in.value("currentState", static_cast<int>(currentState)));
@@ -517,17 +547,17 @@ void CharacterState::load(const nlohmann::json& in)
showWeapon = in.value("showWeapon", showWeapon);
attackTargetId = in.value("attackTargetId", attackTargetId);
faceTargetId = in.value("faceTargetId", faceTargetId);
if (in.contains("homePosition")) homePosition = readVec3(in["homePosition"], homePosition);
if (in.contains("walkTarget")) walkTarget = readVec3(in["walkTarget"], walkTarget);
if (in.contains("requestedWalkTarget")) requestedWalkTarget = readVec3(in["requestedWalkTarget"], requestedWalkTarget);
if (in.contains("homePosition")) homePosition = readVec3fp(in["homePosition"], homePosition);
if (in.contains("walkTarget")) walkTarget = readVec3fp(in["walkTarget"], walkTarget);
if (in.contains("requestedWalkTarget")) requestedWalkTarget = readVec3fp(in["requestedWalkTarget"], requestedWalkTarget);
pathWaypoints.clear();
if (in.contains("pathWaypoints") && in["pathWaypoints"].is_array()) {
for (const auto& wp : in["pathWaypoints"]) {
pathWaypoints.push_back(readVec3(wp, Eigen::Vector3f::Zero()));
pathWaypoints.push_back(readVec3fp(wp, Vec3fp()));
}
}
currentWaypointIndex = in.value("currentWaypointIndex", currentWaypointIndex);
homeDriftCheckTimer = in.value("homeDriftCheckTimer", homeDriftCheckTimer);
homeDriftCheckTimer = static_cast<fp>(in.value("homeDriftCheckTimer", static_cast<double>(homeDriftCheckTimer)));
movementBlockedTicks = in.value("movementBlockedTicks", movementBlockedTicks);
navigationRetryTicks = in.value("navigationRetryTicks", navigationRetryTicks);
movedLastTick = in.value("movedLastTick", movedLastTick);
+25 -30
View File
@@ -61,6 +61,9 @@ public:
// Distance below which the character is considered to have reached its target.
static constexpr float kWalkThreshold = 0.05f;
static fp kWalkThreshold_SQUARED() { return static_cast<fp>(kWalkThreshold * kWalkThreshold); };
// --- Identity ---
std::string npcName;
bool isPlayer = false;
@@ -68,15 +71,15 @@ public:
bool canAttack = false;
// --- Position / orientation ---
Eigen::Vector3f position = Eigen::Vector3f::Zero();
float facingAngle = 0.0f;
float targetFacingAngle = 0.0f;
Vec3fp position;
fp facingAngle;
fp targetFacingAngle;
// --- Health ---
float hp = 200.f;
float initialHp = 200.f;
float visibleRange = VISIBLE_RANGE;
fp visibleRange = static_cast<fp>(VISIBLE_RANGE);
// --- Combat flags ---
int battle_state = 0;
@@ -95,8 +98,8 @@ public:
std::string faceTargetId;
// --- Home position for drift recovery ---
Eigen::Vector3f homePosition = Eigen::Vector3f::Zero();
float maxHomeDrift = 3.0f;
Vec3fp homePosition;
fp maxHomeDriftSquared = static_cast<fp>(3.f*3.f);
// --- Authoritative logical animation clock ---
// Frame counts are immutable metadata copied from loaded clips during
@@ -106,26 +109,27 @@ public:
std::array<int, 9> animationFrameCounts = {{1, 1, 1, 1, 1, 1, 1, 1, 1}};
// --- Movement / visual parameters ---
float walkSpeed = 3.0f;
float rotationSpeed = 4.0f;
fp walkSpeed = static_cast<fp>(3.0f);
fp rotationSpeed = static_cast<fp>(4.0f);
float modelScale = 0.12f;
Eigen::Quaternionf modelCorrectionRotation = Eigen::Quaternionf::Identity();
bool useGpuSkinning = true;
// Full clearance used while planning around stationary characters.
float collisionRadius = 0.45f;
//fp collisionRadius = static_cast<fp>(0.45f);
// Smaller physical contact threshold used by the movement guard.
float movementContactRadius = 0.32f;
float interactionRadius = 0.0f;
//fp movementContactRadius = static_cast<fp>(0.32f);
fp interactionRadius = static_cast<fp>(0.0f);
bool movedLastTick = false;
// --- Pathfinding data (serializable parts) ---
Eigen::Vector3f walkTarget = Eigen::Vector3f::Zero();
Eigen::Vector3f requestedWalkTarget = Eigen::Vector3f::Zero();
std::vector<Eigen::Vector3f> pathWaypoints;
Vec3fp walkTarget;
Vec3fp requestedWalkTarget;
std::vector<Vec3fp> pathWaypoints;
size_t currentWaypointIndex = 0;
// Internal drift-check timer (serializable so it survives save/load).
float homeDriftCheckTimer = 5.0f;
fp homeDriftCheckTimer = static_cast<fp>(5.0f);
int movementBlockedTicks = 0;
int navigationRetryTicks = 0;
std::string blockingCharacterId;
@@ -145,10 +149,10 @@ public:
const std::string& entityId,
std::vector<int> cooldownTicks = {});
bool isMoving() const;
const Eigen::Vector3f& getRequestedWalkTarget() const { return requestedWalkTarget; }
Eigen::Vector3f getCurrentNavigationTarget() const;
const Vec3fp& getRequestedWalkTarget() const { return requestedWalkTarget; }
Vec3fp getCurrentNavigationTarget() const;
void stopInPlace();
void setTarget(const Eigen::Vector3f& target,
void setTarget(const Vec3fp& target,
std::string callbackName,
const LocationNetworkState& location,
const std::string& entityId);
@@ -173,23 +177,14 @@ using PlayerStateMap =
std::unordered_map<std::string, std::shared_ptr<CharacterState>>;
struct CharacterObservation {
Eigen::Vector3f position = Eigen::Vector3f::Zero();
Vec3fp position;
float hp = 0.f;
};
struct CharacterMovementObstacle {
std::string id;
Eigen::Vector3f position = Eigen::Vector3f::Zero();
float radius = 0.f;
bool moving = false;
Eigen::Vector3f movementDirection = Eigen::Vector3f::Zero();
};
struct CharacterUpdateContext {
std::string characterId;
const CharacterObservation* attackTarget = nullptr;
const CharacterObservation* faceTarget = nullptr;
const std::vector<CharacterMovementObstacle>* movementObstacles = nullptr;
};
struct CharacterUpdateEvents {
@@ -197,11 +192,11 @@ struct CharacterUpdateEvents {
bool deathAnimationComplete = false;
bool navigationRequested = false;
bool forceNavigationReplan = false;
Eigen::Vector3f navigationTarget = Eigen::Vector3f::Zero();
Vec3fp navigationTarget;
std::string blockingCharacterId;
std::string arrivedCallbackName;
std::string attackTargetId;
Eigen::Vector3f attackDirection = Eigen::Vector3f::Zero();
Vec3fp attackDirection;
};
} // namespace FRG
+2 -2
View File
@@ -664,9 +664,9 @@ namespace FRG
if (!loc) return;
if (loc->player) {
server().submit(SetCharacterPositionCommand{
destName, loc->player->entityId(), destPos});
destName, loc->player->entityId(), Vec3fp::fromEigen(destPos)});
server().submit(SetCharacterFacingAngleCommand{
destName, loc->player->entityId(), destRotY, true});
destName, loc->player->entityId(), static_cast<fp>(destRotY), true});
loc->stopCharacter(*loc->player);
}
loc->localState().cameraAzimuth = destRotY;
+16 -47
View File
@@ -126,7 +126,7 @@ namespace FRG
}
void Location::setCharacterTarget(
Character& character, const Eigen::Vector3f& target, std::string callbackName)
Character& character, const Vec3fp& target, std::string callbackName)
{
gameServer_.submit(SetCharacterDestinationCommand{
locationId_, character.entityId(), target, std::move(callbackName)});
@@ -1597,7 +1597,7 @@ namespace FRG
if (playerState && !pointLights.empty()) {
float minDist = FLT_MAX;
for (int i = 0; i < static_cast<int>(pointLights.size()); ++i) {
const float d = (pointLights[i].position - playerState->position).norm();
const float d = (pointLights[i].position - playerState->position.toEigen()).norm();
if (d < minDist) { minDist = d; nearestLightIdx = i; }
}
}
@@ -1611,12 +1611,12 @@ namespace FRG
if (!active && playerState) {
if (pl.autoLightLimitX > 0.0f && pl.autoLightLimitY > 0.0f) {
// Rectangular activation zone — independent of nearest-light heuristic
const float dx = std::abs(playerState->position.x() - pl.position.x());
const float dz = std::abs(playerState->position.z() - pl.position.z());
const float dx = std::abs(static_cast<float>(playerState->position.x) - pl.position.x());
const float dz = std::abs(static_cast<float>(playerState->position.z) - pl.position.z());
active = (dx <= pl.autoLightLimitX && dz <= pl.autoLightLimitY);
} else {
// only the nearest autoLight activates, with optional distance cap
const float dist = (pl.position - playerState->position).norm();
const float dist = (pl.position - playerState->position.toEigen()).norm();
active = (i == nearestLightIdx) &&
(pl.autoLightDistance <= 0.0f || dist <= pl.autoLightDistance);
}
@@ -1632,7 +1632,7 @@ namespace FRG
if (playerState && !activeLightIndices.empty()) {
float minDist = FLT_MAX;
for (int idx : activeLightIndices) {
const float d = (pointLights[idx].position - playerState->position).norm();
const float d = (pointLights[idx].position - playerState->position.toEigen()).norm();
if (d < minDist) { minDist = d; shadowLight = &pointLights[idx]; }
}
}
@@ -1850,37 +1850,6 @@ namespace FRG
return true;
}
void Location::nudgeCharacterAside(Character* standing, const Eigen::Vector3f& awayFrom)
{
auto standingState = standing ? standing->stateSnapshot() : nullptr;
if (!standingState || standingState->isPlayer) return;
auto locationState = stateSnapshot();
if (!locationState || locationState->activeNavigationIndex < 0 ||
locationState->activeNavigationIndex >=
static_cast<int>(locationState->navigationMaps.size())) return;
const PathFinder& navigation =
locationState->navigationMaps[locationState->activeNavigationIndex];
if (navigation.isReady()) return;
static constexpr float kNudgeDist = 1.2f;
Eigen::Vector3f dir = standingState->position - awayFrom;
dir.y() = 0.f;
if (dir.norm() < 1e-3f) dir = Eigen::Vector3f(1.f, 0.f, 0.f);
else dir.normalize();
const float angles[] = { 0.f, static_cast<float>(M_PI * 0.5), static_cast<float>(-M_PI * 0.5), static_cast<float>(M_PI) };
for (float angle : angles) {
Eigen::Vector3f rotated = Eigen::AngleAxisf(angle, Eigen::Vector3f::UnitY()) * dir;
Eigen::Vector3f candidate = standingState->position + rotated * kNudgeDist;
candidate.y() = 0.f;
if (navigation.isWalkable(candidate)) {
setCharacterTarget(*standing, candidate);
return;
}
}
}
void Location::update(int64_t delta, const LocationSimulationEvents& events)
{
synchronizeRemotePlayers();
@@ -1951,7 +1920,7 @@ namespace FRG
player->update(delta, eventFor(gameServer_.localPlayerId()));
auto playerState = player->stateSnapshot();
if (playerState && playerState->enabled)
updateTriggerZones(playerState->position);
updateTriggerZones(playerState->position.toEigen());
}
for (auto& [id, remote] : remotePlayers_)
if (remote) remote->update(delta, eventFor(id));
@@ -1988,7 +1957,7 @@ namespace FRG
auto playerState = player ? player->stateSnapshot() : nullptr;
if (auto* tz = getTargetTeleportZone(*locationState);
tz && playerState && playerState->enabled) {
float dist = (playerState->position - tz->position).norm();
float dist = (playerState->position.toEigen() - tz->position).norm();
if (dist <= tz->radius) {
logger() << "[TELEPORT] Player reached teleport zone '" << tz->id << "'" << std::endl;
gameServer_.submit(SetLocationTargetsCommand{
@@ -2005,7 +1974,7 @@ namespace FRG
for (auto& tz : teleportZones) {
if (!tz.active || !tz.automatic) continue;
const float autoR = tz.automaticRadius > 0.0f ? tz.automaticRadius : tz.radius;
const float dist = (playerState->position - tz.position).norm();
const float dist = (playerState->position.toEigen() - tz.position).norm();
if (!tz.automaticInitialized) {
// If the player starts inside the zone (e.g. just arrived here via teleport),
@@ -2101,7 +2070,7 @@ namespace FRG
const Eigen::Vector3f interactionTarget = clickedObject->state.hasInteractionPosition
? clickedObject->state.interactionPosition
: clickedObject->state.position;
setCharacterTarget(*player, interactionTarget);
setCharacterTarget(*player, Vec3fp::fromEigen(interactionTarget));
pathVisualization.start(*player, interactionTarget);
clearCharacterAttackTarget(*player);
//logger() << "[CLICK] Player moving to object..." << std::endl;
@@ -2114,7 +2083,7 @@ namespace FRG
if (clickedNpc && player) {
auto clickedNpcState = clickedNpc->stateSnapshot();
if (!clickedNpcState) return;
float distance = (playerState->position - clickedNpcState->position).norm();
float distance = (playerState->position - clickedNpcState->position).toEigen().norm();
int npcIndex = -1;
for (size_t i = 0; i < npcs.size(); ++i) {
if (npcs[i].get() == clickedNpc) {
@@ -2144,11 +2113,11 @@ namespace FRG
setCharacterTarget(*player, clickedNpcState->position);
pathVisualization.start(
*player,
clickedNpcState->position,
clickedNpcState->position.toEigen(),
PathVisualization::Style::Hostile);
}
if (distance <= clickedNpcState->interactionRadius) {
if (distance <= static_cast<float>(clickedNpcState->interactionRadius)) {
//logger() << "[CLICK] Hostile NPC " << npcIndex << " in range; firing on_npc_interact" << std::endl;
scriptEngine.callNpcInteractCallback(clickedNpc->entityId());
}
@@ -2172,7 +2141,7 @@ namespace FRG
//logger() << "[CLICK] NPC " << npcIndex << " out of talk range (distance " << distance
// << " > " << NPC_TALK_DISTANCE << "); walking to NPC..." << std::endl;
setCharacterTarget(*player, clickedNpcState->position);
pathVisualization.start(*player, clickedNpcState->position);
pathVisualization.start(*player, clickedNpcState->position.toEigen());
gameServer_.submit(SetLocationTargetsCommand{
locationId_, std::string(), clickedNpc->entityId(),
std::string()});
@@ -2199,7 +2168,7 @@ namespace FRG
gameServer_.submit(SetLocationTargetsCommand{
locationId_, std::string(), std::string(),
clickedTeleport->id});
setCharacterTarget(*player, clickedTeleport->position);
setCharacterTarget(*player, Vec3fp::fromEigen(clickedTeleport->position));
pathVisualization.start(
*player,
clickedTeleport->position,
@@ -2207,7 +2176,7 @@ namespace FRG
clearCharacterAttackTarget(*player);
} else {
const Eigen::Vector3f clickedDestination(hit.x(), 0.f, hit.z());
setCharacterTarget(*player, clickedDestination);
setCharacterTarget(*player, Vec3fp::fromEigen(clickedDestination));
pathVisualization.start(*player, clickedDestination);
clearCharacterAttackTarget(*player);
gameServer_.submit(SetLocationTargetsCommand{
+2 -3
View File
@@ -64,7 +64,7 @@ namespace FRG
std::string teleportsJsonPath;
std::string triggerZonesJsonPath;
std::string lightsJsonPath;
Eigen::Vector3f playerPosition = Eigen::Vector3f::Zero();
Vec3fp playerPosition;
// Player shared by all locations of a campaign (see Location::createPlayer);
// setup() creates a private one when this is null.
std::shared_ptr<Character> player;
@@ -174,7 +174,7 @@ namespace FRG
void setup(const LocationSetup& params, AudioPlayerAsync* audioPlayer);
//void setupNavigation(const std::vector<std::string>& paths);
bool switchNavigation(int index);
void setCharacterTarget(Character& character, const Eigen::Vector3f& target,
void setCharacterTarget(Character& character, const Vec3fp& target,
std::string callbackName = "");
void clearCharacterAttackTarget(Character& character);
void stopCharacter(Character& character);
@@ -259,7 +259,6 @@ namespace FRG
void loadTriggerZones(const std::string& jsonPath, const char* zipFile);
void loadPointLights(const std::string& jsonPath, const char* zipFile);
void updateTriggerZones(const Eigen::Vector3f& playerPos);
void nudgeCharacterAside(Character* standing, const Eigen::Vector3f& awayFrom);
void captureAuxiliaryState(LocationGameState& out) const;
void applyAuxiliaryState(const LocationGameState& in);
+3 -3
View File
@@ -484,9 +484,9 @@ namespace FRG
data.rotationZ = 0.0f;
auto playerState = loc.player ? loc.player->stateSnapshot() : nullptr;
if (!playerState) return;
data.positionX = playerState->position.x();
data.positionY = playerState->position.y();//-0.1;
data.positionZ = playerState->position.z();
data.positionX = static_cast<float>(playerState->position.x);
data.positionY = static_cast<float>(playerState->position.y);
data.positionZ = static_cast<float>(playerState->position.z);
data.scale = scaleDist(rng);
GameObjectData data2;
+17 -125
View File
@@ -159,7 +159,7 @@ std::vector<PathFinder::DynamicObstacle> LocationGameState::collectPathObstacles
bool LocationGameState::setCharacterDestination(
const std::string& id,
const Eigen::Vector3f& target,
const Vec3fp& target,
std::string callbackName,
PlayerStateMap& players,
const std::string& forcedObstacleId)
@@ -201,10 +201,10 @@ bool LocationGameState::replanCharacter(
character->attackTargetId.clear();
character->battle_state = 0;
character->attack = 0;
const Eigen::Vector3f homeTarget(
character->homePosition.x(), 0.f, character->homePosition.z());
if ((homeTarget - character->position).norm() >
CharacterState::kWalkThreshold) {
const Vec3fp homeTarget(
character->homePosition.x, static_cast<fp>(0.f), character->homePosition.z);
if ((homeTarget - character->position).normSquared() >
CharacterState::kWalkThreshold_SQUARED()) {
character->setTarget(
homeTarget, {}, *location, id);
}
@@ -234,14 +234,14 @@ std::string LocationGameState::selectNpcTarget(
playerIds.push_back(id);
std::sort(playerIds.begin(), playerIds.end());
const float visibleRangeSquared = npc.visibleRange * npc.visibleRange;
const fp visibleRangeSquared = npc.visibleRange * npc.visibleRange;
std::string selectedTarget;
float nearestDistanceSquared = visibleRangeSquared;
fp nearestDistanceSquared = visibleRangeSquared;
for (const std::string& playerId : playerIds) {
const Eigen::Vector3f delta =
const Vec3fp delta =
players.at(playerId)->position - npc.position;
const float distanceSquared =
delta.x() * delta.x() + delta.z() * delta.z();
const fp distanceSquared =
delta.x * delta.x + delta.z * delta.z;
if (distanceSquared <= nearestDistanceSquared &&
(selectedTarget.empty() ||
distanceSquared < nearestDistanceSquared ||
@@ -423,90 +423,17 @@ LocationSimulationEvents LocationGameState::update(
if (selectedTarget.empty()) {
npc.battle_state = 0;
npc.attack = 0;
const Eigen::Vector3f homeTarget(
npc.homePosition.x(), 0.f, npc.homePosition.z());
const Eigen::Vector3f toHome = homeTarget - npc.position;
if (toHome.norm() > CharacterState::kWalkThreshold &&
(npc.requestedWalkTarget - homeTarget).norm() >
CharacterState::kWalkThreshold) {
const Vec3fp homeTarget(
npc.homePosition.x, static_cast<fp>(0.f), npc.homePosition.z);
const Vec3fp toHome = homeTarget - npc.position;
if (toHome.normSquared() > CharacterState::kWalkThreshold_SQUARED() &&
(npc.requestedWalkTarget - homeTarget).normSquared() >
CharacterState::kWalkThreshold_SQUARED()) {
setCharacterDestination(id, homeTarget, {}, players);
}
}
}
/*
std::vector<CharacterMovementObstacle> movementObstacles;
movementObstacles.reserve(playerIds.size() + npcIds.size());
auto addMovementObstacle =
[&movementObstacles](const std::string& id,
const CharacterState& character) {
Eigen::Vector3f direction =
character.getCurrentNavigationTarget() - character.position;
direction.y() = 0.f;
const float length = direction.norm();
if (length > CharacterState::kWalkThreshold) direction /= length;
else direction = Eigen::Vector3f::Zero();
movementObstacles.push_back({
id,
character.position,
character.movementContactRadius,
character.movedLastTick,
direction});
};
for (const std::string& id : playerIds) {
const CharacterState& character = *players.at(id);
if (character.enabled && character.hp > 0.f)
addMovementObstacle(id, character);
}
for (const std::string& id : npcIds) {
const CharacterState& character = *npcs.at(id);
if (character.enabled && character.hp > 0.f)
addMovementObstacle(id, character);
}
// One global ID order also makes blocker selection deterministic.
std::sort(
movementObstacles.begin(), movementObstacles.end(),
[](const CharacterMovementObstacle& lhs,
const CharacterMovementObstacle& rhs) { return lhs.id < rhs.id; });*/
/*
auto advance = [&](const std::string& id, CharacterState& state) {
CharacterUpdateContext context;
context.characterId = id;
context.movementObstacles = &movementObstacles;
auto attack = observations.find(state.attackTargetId);
if (attack != observations.end()) context.attackTarget = &attack->second;
auto face = observations.find(state.faceTargetId);
if (face != observations.end()) context.faceTarget = &face->second;
CharacterUpdateEvents events = state.update(deltaMs, context);
auto reservation = std::lower_bound(
movementObstacles.begin(), movementObstacles.end(), id,
[](const CharacterMovementObstacle& obstacle,
const std::string& value) { return obstacle.id < value; });
if (reservation != movementObstacles.end() && reservation->id == id) {
reservation->position = state.position;
reservation->moving = state.movedLastTick;
Eigen::Vector3f direction =
state.getCurrentNavigationTarget() - state.position;
direction.y() = 0.f;
const float length = direction.norm();
if (length > CharacterState::kWalkThreshold)
reservation->movementDirection = direction / length;
else
reservation->movementDirection = Eigen::Vector3f::Zero();
}
if (!events.arrivedCallbackName.empty() || events.attackImpact ||
events.deathAnimationComplete || events.navigationRequested) {
result.characters.push_back({id, std::move(events)});
}
};*/
/*
for (const std::string& id : playerIds)
if (players.at(id)->enabled)
advance(id, *players.at(id));
for (const std::string& id : npcIds)
if (npcs.at(id)->enablesd)
advance(id, *npcs.at(id));*/
for (const std::string& id : playerIds)
{
if (players.at(id)->enabled)
@@ -544,41 +471,6 @@ LocationSimulationEvents LocationGameState::update(
source.events.attackDirection});
}
/*
auto player = players.find("player1");
if (!interactiveObjectsLocked &&
!location->targetInteractiveObjectId.empty() &&
player != players.end() && player->second && player->second->enabled) {
auto target = interactiveObjects.find(location->targetInteractiveObjectId);
const auto object =
target == interactiveObjects.end() ? nullptr : target->second;
if (object && !object->isAnimating) {
const Eigen::Vector3f& approachTarget = object->hasInteractionPosition
? object->interactionPosition : object->position;
if ((player->second->position - approachTarget).norm() <= object->approachRadius) {
result.interactiveObjects.push_back(
{location->targetInteractiveObjectId, {}, true,
object->activateFunctionName});
location->targetInteractiveObjectId.clear();
}
}
}
if (!location->targetInteractNpcId.empty() &&
player != players.end() && player->second && player->second->enabled &&
npcs.count(location->targetInteractNpcId) != 0 &&
npcs.at(location->targetInteractNpcId)) {
const auto& npc = npcs.at(location->targetInteractNpcId);
const float distance =
(player->second->position - npc->position).norm();
if (distance <= NPC_TALK_DISTANCE) {
player->second->stopInPlace();
npc->faceTargetId = "player1";
result.npcInteractionId = location->targetInteractNpcId;
location->targetInteractNpcId.clear();
}
}*/
return result;
}
+2 -2
View File
@@ -27,7 +27,7 @@ struct CharacterDamageEvent {
float amount = 0.f;
float hp = 0.f;
float maxHp = 0.f;
Eigen::Vector3f direction = Eigen::Vector3f::Zero();
Vec3fp direction;
};
struct InteractiveObjectSimulationEvent {
@@ -70,7 +70,7 @@ struct LocationGameState {
const std::string& forcedObstacleId = {}) const;*/
bool setCharacterDestination(
const std::string& id,
const Eigen::Vector3f& target,
const Vec3fp& target,
std::string callbackName,
PlayerStateMap& players,
const std::string& forcedObstacleId = {});
+19 -14
View File
@@ -13,6 +13,9 @@
namespace FRG {
constexpr float kPi = 3.14159265358979323846f;
namespace {
// Reverse-looks-up the global name a Lua function is registered under, by
@@ -126,9 +129,9 @@ namespace FRG {
std::cerr << "[script] npc_walk_to: on_arrived must be a global Lua function\n";
}
loc->gameServer().submit(SetCharacterHomePositionCommand{
loc->locationId(), npc->entityId(), Eigen::Vector3f(x, 0.f, z)});
loc->locationId(), npc->entityId(), Vec3fp(static_cast<fp>(x), static_cast<fp>(0.f), static_cast<fp>(z))});
loc->setCharacterTarget(
*npc, Eigen::Vector3f(x, y, z), std::move(cbName));
*npc, Vec3fp(static_cast<fp>(x), static_cast<fp>(y), static_cast<fp>(z)), std::move(cbName));
});
@@ -140,16 +143,16 @@ namespace FRG {
return;
}
const float rad = angle * static_cast<float>(M_PI) / 180.f;
logger() << "[script] npc_rotate_to: " << npcId << " angle " << angle << " degrees (" << rad << " radians)" << std::endl;
const fp rad = static_cast<fp>(angle) * static_cast<fp>(kPi) / static_cast < fp>(180.f);
logger() << "[script] npc_rotate_to: " << npcId << " angle " << angle << " degrees (" << static_cast<float>(rad) << " radians)" << std::endl;
loc->gameServer().submit(SetCharacterFacingAngleCommand{
loc->locationId(), npc->entityId(), rad, false});
});
api.set_function("player_rotate_to",
[loc](float angle) {
const float rad = angle * static_cast<float>(M_PI) / 180.f;
logger() << "[script] player_rotate_to: angle " << angle << " degrees (" << rad << " radians)" << std::endl;
const fp rad = static_cast<fp>(angle) * static_cast<fp>(kPi) / static_cast <fp>(180.f);
logger() << "[script] player_rotate_to: angle " << angle << " degrees (" << static_cast<float>(rad) << " radians)" << std::endl;
loc->gameServer().submit(SetCharacterFacingAngleCommand{
loc->locationId(), loc->player->entityId(), rad, false});
});
@@ -188,9 +191,9 @@ namespace FRG {
}
loc->gameServer().submit(SetCharacterHomePositionCommand{
loc->locationId(), loc->player->entityId(),
Eigen::Vector3f(x, 0.f, z)});
Vec3fp(static_cast<fp>(x), static_cast<fp>(0.f), static_cast<fp>(z))});
loc->setCharacterTarget(
*loc->player, Eigen::Vector3f(x, y, z), std::move(cbName));
*loc->player, Vec3fp(static_cast<fp>(x), static_cast<fp>(y), static_cast<fp>(z)), std::move(cbName));
});
@@ -424,12 +427,12 @@ namespace FRG {
api.set_function("get_player_x",
[loc]() -> float {
auto state = loc->player ? loc->player->stateSnapshot() : nullptr;
return state ? state->position.x() : 0.0f;
return state ? static_cast<float>(state->position.x) : 0.0f;
});
api.set_function("get_player_z",
[loc]() -> float {
auto state = loc->player ? loc->player->stateSnapshot() : nullptr;
return state ? state->position.z() : 0.0f;
return state ? static_cast<float>(state->position.z) : 0.0f;
});
api.set_function("refill_current_player_hp",
@@ -593,7 +596,7 @@ namespace FRG {
std::cerr << "[script] npc_set_position: unknown NPC id '" << npcId << "'\n";
return;
}
Eigen::Vector3f pos(x, y, z);
Vec3fp pos(static_cast<fp>(x), static_cast<fp>(y), static_cast<fp>(z));
loc->gameServer().submit(SetCharacterPositionCommand{
loc->locationId(), npc->entityId(), pos, true});
loc->setCharacterTarget(*npc, pos);
@@ -607,7 +610,8 @@ namespace FRG {
std::cerr << "[script] npc_set_rotation: unknown NPC id '" << npcId << "'\n";
return;
}
const float rad = angle * static_cast<float>(M_PI) / 180.f;
const fp rad = static_cast<fp>(angle) * static_cast<fp>(kPi) / static_cast <fp>(180.f);
loc->gameServer().submit(SetCharacterFacingAngleCommand{
loc->locationId(), npc->entityId(), rad, true});
});
@@ -626,7 +630,7 @@ namespace FRG {
api.set_function("player_set_position",
[loc](float x, float y, float z) {
Eigen::Vector3f pos(x, y, z);
Vec3fp pos(static_cast<fp>(x), static_cast<fp>(y), static_cast<fp>(z));
loc->gameServer().submit(SetCharacterPositionCommand{
loc->locationId(), loc->player->entityId(), pos, true});
loc->setCharacterTarget(*loc->player, pos);
@@ -634,7 +638,8 @@ namespace FRG {
api.set_function("player_set_rotation",
[loc](float angle) {
const float rad = angle * static_cast<float>(M_PI) / 180.f;
const fp rad = static_cast<fp>(angle) * static_cast<fp>(kPi) / static_cast <fp>(180.f);
loc->gameServer().submit(SetCharacterFacingAngleCommand{
loc->locationId(), loc->player->entityId(), rad, true});
});
+16 -13
View File
@@ -6,6 +6,7 @@
#include <cstring>
#include <stdexcept>
#include <unordered_set>
#include <math.h>
namespace FRG {
namespace {
@@ -172,7 +173,7 @@ CharacterState NpcData::toCharacterState() const
CharacterState state;
state.npcName = name;
state.position = {positionX, positionY, positionZ};
state.homePosition = {positionX, 0.f, positionZ};
state.homePosition = {positionX, static_cast<fp>(0.f), positionZ};
state.stopInPlace();
state.facingAngle = facingAngle;
state.walkSpeed = walkSpeed;
@@ -183,9 +184,9 @@ CharacterState NpcData::toCharacterState() const
state.visibleRange = visibleRange;
state.canAttack = canAttack;
state.enabled = enabled;
state.collisionRadius = navigationAvoidanceRadius;
state.movementContactRadius =
(std::min)(movementContactRadius, navigationAvoidanceRadius);
//state.collisionRadius = navigationAvoidanceRadius;
//state.movementContactRadius =
// (std::min)(movementContactRadius, navigationAvoidanceRadius);
state.interactionRadius = interactionRadius;
state.configureNavigationRetryCooldowns(
id, navigationRetryCooldownTicks);
@@ -309,8 +310,8 @@ LocationDefinition LocationContentLoader::load(
data.meshTextures[name] = path.get<std::string>();
}
}
data.interactionRadius =
item.value("interactionRadius", 0.f);
data.interactionRadius = static_cast<fp>(
item.value<double>("interactionRadius", 0.0));
data.animationIdlePath =
item.value("animationIdlePath", "");
data.animationWalkPath =
@@ -327,11 +328,11 @@ LocationDefinition LocationContentLoader::load(
item.value("animationActionToDeathPath", "");
data.animationDeathIdlePath =
item.value("animationDeathIdlePath", "");
data.positionX = item.value("positionX", 0.f);
data.positionY = item.value("positionY", 0.f);
data.positionZ = item.value("positionZ", 0.f);
data.walkSpeed = item.value("walkSpeed", 1.5f);
data.rotationSpeed = item.value("rotationSpeed", 8.f);
data.positionX = static_cast<fp>(item.value<double>("positionX", 0.0));
data.positionY = static_cast<fp>(item.value<double>("positionY", 0.0));
data.positionZ = static_cast<fp>(item.value<double>("positionZ", 0.0));
data.walkSpeed = static_cast<fp>(item.value<double>("walkSpeed", 1.5));
data.rotationSpeed = static_cast<fp>(item.value<double>("rotationSpeed", 8.0));
data.modelScale = item.value("modelScale", 0.01f);
const float degrees = kPi / 180.f;
data.modelCorrectionRotX =
@@ -341,12 +342,13 @@ LocationDefinition LocationContentLoader::load(
data.modelCorrectionRotZ =
item.value("modelCorrectionRotZ", 0.f) * degrees;
data.facingAngle =
item.value("facingAngle", 0.f) * degrees;
static_cast<fp>(item.value<double>("facingAngle", 0.0)) * static_cast<fp>(kPi) / static_cast<fp>(180.0);
data.hp = item.value("hp", 100.f);
data.visibleRange =
item.value("visibleRange", VISIBLE_RANGE);
static_cast<fp>(item.value<double>("visibleRange", static_cast<double>(VISIBLE_RANGE)));
data.canAttack = item.value("canAttack", false);
data.enabled = item.value("enabled", true);
/*
data.navigationAvoidanceRadius = item.value(
"navigationAvoidanceRadius",
item.value("collisionRadius", 0.45f));
@@ -359,6 +361,7 @@ LocationDefinition LocationContentLoader::load(
0.05f, (std::min)(
data.movementContactRadius,
data.navigationAvoidanceRadius));
*/
const char* cooldownKey =
item.contains("navigationRetryCooldownTicks")
? "navigationRetryCooldownTicks"
+10 -10
View File
@@ -58,23 +58,23 @@ struct NpcData {
std::string animationActionToStandPath;
std::string animationActionToDeathPath;
std::string animationDeathIdlePath;
float positionX = 0.f;
float positionY = 0.f;
float positionZ = 0.f;
float walkSpeed = 1.5f;
float rotationSpeed = 8.f;
fp positionX = static_cast<fp>(0.f);
fp positionY = static_cast<fp>(0.f);
fp positionZ = static_cast<fp>(0.f);
fp walkSpeed = static_cast<fp>(1.5f);
fp rotationSpeed = static_cast<fp>(8.f);
float modelScale = 0.01f;
float modelCorrectionRotX = 0.f;
float modelCorrectionRotY = 0.f;
float modelCorrectionRotZ = 0.f;
float facingAngle = 0.f;
fp facingAngle = static_cast<fp>(0.f);
float hp = 100.f;
float visibleRange = VISIBLE_RANGE;
fp visibleRange = static_cast<fp>(VISIBLE_RANGE);
bool canAttack = false;
bool enabled = true;
float navigationAvoidanceRadius = 0.45f;
float movementContactRadius = 0.32f;
float interactionRadius = 0.f;
//fp navigationAvoidanceRadius = static_cast<fp>(0.45f);
//fp movementContactRadius = static_cast<fp>(0.32f);
fp interactionRadius = static_cast<fp>(0.f);
std::vector<int> navigationRetryCooldownTicks;
CharacterState toCharacterState() const;
+4 -4
View File
@@ -137,19 +137,19 @@ struct SetGlobalFloatCommand { std::string key; float value; };
struct SetCharacterPositionCommand {
std::string locationId;
std::string characterId;
Eigen::Vector3f position;
Vec3fp position;
bool updateHomePosition = false;
};
struct SetCharacterFacingAngleCommand {
std::string locationId;
std::string characterId;
float angle;
fp angle;
bool setCurrentAngle = false;
};
struct SetCharacterHomePositionCommand {
std::string locationId;
std::string characterId;
Eigen::Vector3f position;
Vec3fp position;
};
struct SetCharacterTargetCommand {
std::string locationId;
@@ -173,7 +173,7 @@ struct ClearCharacterAttackTargetCommand {
struct SetCharacterDestinationCommand {
std::string locationId;
std::string characterId;
Eigen::Vector3f target;
Vec3fp target;
std::string callbackName;
};
struct StopCharacterCommand {
+2 -2
View File
@@ -70,11 +70,11 @@ void InternalGameServer::updateBattleZoneTestBot(std::int64_t deltaMs)
battleZoneTestBotElapsedMs_ %= kBattleZoneTestBotIntervalMs;
static std::mt19937 randomEngine(std::random_device{}());
static std::uniform_real_distribution<float> coordinate(-10.0f, 10.0f);
static std::uniform_int_distribution<int> coordinate(-100, 100); //Divide by 10 then.
submit(SetCharacterDestinationCommand{
state_.currentLocationName,
kBattleZonePlayer2Id,
Eigen::Vector3f(coordinate(randomEngine), 0.f, coordinate(randomEngine)),
Vec3fp(static_cast<fp>(coordinate(randomEngine)) / static_cast<fp>(10), static_cast<fp>(0.f), coordinate(randomEngine) / static_cast<fp>(10)),
std::string()});
}
+43 -5
View File
@@ -91,6 +91,44 @@ bool readTarget(
return true;
}
bool readTargetFp(
const nlohmann::json& value, FRG::Vec3fp& target, std::string& error)
{
if (!value.is_array() || value.size() != 3) {
error = "target must contain three coordinates";
return false;
}
FRG::fp coords[3];
for (std::size_t index = 0; index < 3; ++index) {
if (!value[index].is_number()) {
error = "target coordinates must be numbers";
return false;
}
const double coordinate = value[index].get<double>();
if (!std::isfinite(coordinate) || std::abs(coordinate) > 100000.0) {
error = "target coordinate is not finite or is out of range";
return false;
}
// Округляем до сотых в double и конвертируем в Q20.12 (fp)
coords[index] = FRG::fp(coordinate);
}
target.x = coords[0];
target.y = coords[1];
target.z = coords[2];
return true;
}
nlohmann::json targetJsonFp(const FRG::Vec3fp& target)
{
return nlohmann::json::array({
static_cast<double>(target.x),
static_cast<double>(target.y),
static_cast<double>(target.z)
});
}
nlohmann::json targetJson(const Eigen::Vector3f& target)
{
return nlohmann::json::array({target.x(), target.y(), target.z()});
@@ -161,7 +199,7 @@ bool parseInitialStateMessage(
}
std::uint64_t LockstepTimeline::schedule(
const std::string& playerId, const Eigen::Vector3f& target)
const std::string& playerId, const Vec3fp& target)
{
const std::uint64_t sequence = nextCommandSequence_++;
pending_[currentTick_ + inputDelayTicks_].push_back(
@@ -206,7 +244,7 @@ std::string makeDestinationInputMessage(const DestinationInputMessage& message)
{
return envelope("destination_input", {
{"clientSequence", message.clientSequence},
{"target", targetJson(message.target)}
{"target", targetJsonFp(message.target)}
});
}
@@ -219,7 +257,7 @@ bool parseDestinationInputMessage(
return false;
if (!payload.contains("target"))
return error = "target is required", false;
return readTarget(payload["target"], message.target, error);
return readTargetFp(payload["target"], message.target, error);
}
std::string makeCharacterActionInputMessage(
@@ -265,7 +303,7 @@ std::string makeTickMessage(const TickMessage& message)
{"type", "destination"},
{"commandSequence", command.commandSequence},
{"playerId", command.playerId},
{"target", targetJson(command.target)}
{"target", targetJsonFp(command.target)}
});
} else {
if constexpr (std::is_same_v<T, ScheduledCharacterEnabledCommand>) {
@@ -320,7 +358,7 @@ bool parseTickMessage(
destination.commandSequence = previousSequence;
if (!value.contains("playerId") || !value["playerId"].is_string() ||
!value.contains("target") ||
!readTarget(value["target"], destination.target, error)) {
!readTargetFp(value["target"], destination.target, error)) {
if (error.empty()) error = "invalid destination command";
return false;
}
+4 -3
View File
@@ -7,6 +7,7 @@
#include <string>
#include <variant>
#include <vector>
#include "../navigation/PathFinder.h"
namespace FRG {
@@ -25,7 +26,7 @@ struct InitialStateMessage {
struct DestinationInputMessage {
std::uint64_t clientSequence = 0;
Eigen::Vector3f target = Eigen::Vector3f::Zero();
Vec3fp target;
};
struct CharacterActionInputMessage {
@@ -37,7 +38,7 @@ struct CharacterActionInputMessage {
struct ScheduledDestinationCommand {
std::uint64_t commandSequence = 0;
std::string playerId;
Eigen::Vector3f target = Eigen::Vector3f::Zero();
Vec3fp target;
};
struct ScheduledCharacterEnabledCommand {
@@ -73,7 +74,7 @@ public:
std::uint64_t currentTick() const { return currentTick_; }
std::uint64_t schedule(
const std::string& playerId, const Eigen::Vector3f& target);
const std::string& playerId, const Vec3fp& target);
std::uint64_t scheduleCharacterEnabled(
const std::string& locationId, const std::string& characterId,
bool enabled);
+12 -9
View File
@@ -13,6 +13,9 @@
namespace FRG {
constexpr float kPi = 3.14159265358979323846f;
using json = nlohmann::json;
// -----------------------------------------------------------------------
@@ -341,7 +344,7 @@ namespace FRG {
data.meshTextures[it.key()] = it.value().get<std::string>();
}
}
data.interactionRadius = item.value("interactionRadius", 0.0f);
data.interactionRadius = static_cast<fp>(item.value<double>("interactionRadius", 0.0));
data.animationIdlePath = item.value("animationIdlePath", "");
data.animationWalkPath = item.value("animationWalkPath", "");
data.animationActionIdlePath = item.value("animationActionIdlePath", "");
@@ -350,18 +353,18 @@ namespace FRG {
data.animationActionToStandPath = item.value("animationActionToStandPath", "");
data.animationActionToDeathPath = item.value("animationActionToDeathPath", "");
data.animationDeathIdlePath = item.value("animationDeathIdlePath", "");
data.positionX = item.value("positionX", 0.0f);
data.positionY = item.value("positionY", 0.0f);
data.positionZ = item.value("positionZ", 0.0f);
data.walkSpeed = item.value("walkSpeed", 1.5f);
data.rotationSpeed = item.value("rotationSpeed", 8.0f);
data.positionX = static_cast<fp>(item.value<double>("positionX", 0.0));
data.positionY = static_cast<fp>(item.value<double>("positionY", 0.0));
data.positionZ = static_cast<fp>(item.value<double>("positionZ", 0.0));
data.walkSpeed = static_cast<fp>(item.value<double>("walkSpeed", 1.5));
data.rotationSpeed = static_cast<fp>(item.value<double>("rotationSpeed", 8.0));
data.modelScale = item.value("modelScale", 0.01f);
data.modelCorrectionRotX = item.value("modelCorrectionRotX", 0.0f) * static_cast<float>(M_PI) / 180.0f;
data.modelCorrectionRotY = item.value("modelCorrectionRotY", 0.0f) * static_cast<float>(M_PI) / 180.0f;
data.modelCorrectionRotZ = item.value("modelCorrectionRotZ", 0.0f) * static_cast<float>(M_PI) / 180.0f;
data.facingAngle = item.value("facingAngle", 0.0f) * static_cast<float>(M_PI) / 180.0f;
data.facingAngle = static_cast<fp>(item.value("facingAngle", 0.0f)) * static_cast<fp>(kPi) / static_cast<fp>(180.0f);
data.hp = item.value("hp", 100.0f);
data.visibleRange = item.value("visibleRange", VISIBLE_RANGE);
data.visibleRange = static_cast<fp>(item.value<double>("visibleRange", static_cast<double>(VISIBLE_RANGE)));
data.canAttack = item.value("canAttack", false);
data.enabled = item.value("enabled", true);
@@ -401,7 +404,7 @@ namespace FRG {
renderer, zipPath.c_str());
if (npc) {
logger() << "Successfully loaded NPC: " << npcData.name << " at ("
<< npcData.positionX << ", " << npcData.positionY << ", " << npcData.positionZ << ")" << std::endl;
<< static_cast<float>(npcData.positionX) << ", " << static_cast<float>(npcData.positionY) << ", " << static_cast<float>(npcData.positionZ) << ")" << std::endl;
npcs.push_back(std::move(npc));
}
} catch (const std::exception& e) {
+19
View File
@@ -12,8 +12,27 @@
namespace FRG {
using json = nlohmann::json;
Vec3fp operator-(Vec3fp a, Vec3fp b)
{
return Vec3fp{
a.x - b.x,
a.y - b.y,
a.z - b.z
};
}
Vec3fp operator+(Vec3fp a, Vec3fp b)
{
return Vec3fp{
a.x + b.x,
a.y + b.y,
a.z + b.z
};
}
namespace {
std::vector<Eigen::Vector2f> readPolygon(const json& item)
{
std::vector<Eigen::Vector2f> polygon;
+29
View File
@@ -80,8 +80,37 @@ namespace FRG {
Eigen::Vector3f toEigen() const {
return Eigen::Vector3f(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
}
fp normSquared() const
{
return x * x + y * y + z * z;
}
Vec3fp operator/(fp value) const
{
if (value == static_cast<fp>(0.0))
{
throw std::runtime_error("Vec3fp error: division by zero");
return Vec3fp();
}
Vec3fp r;
r.x = x / value;
r.y = y / value;
r.z = z / value;
return r;
}
Vec3fp operator*(const fp value) const
{
Vec3fp r;
r.x = x * value;
r.y = y * value;
r.z = z * value;
return r;
}
};
Vec3fp operator-(Vec3fp a, Vec3fp b);
Vec3fp operator+(Vec3fp a, Vec3fp b);
inline std::vector<Eigen::Vector2f> toEigenVector(const std::vector<FRG::Vec2fp>& src) {
std::vector<Eigen::Vector2f> dst;
dst.reserve(src.size());
+2 -2
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@@ -109,7 +109,7 @@ namespace FRG {
const size_t firstWaypoint = (std::min)(
state->currentWaypointIndex, state->pathWaypoints.size());
for (size_t i = firstWaypoint; i < state->pathWaypoints.size(); ++i) {
const Eigen::Vector3f& waypoint = state->pathWaypoints[i];
const Eigen::Vector3f& waypoint = state->pathWaypoints[i].toEigen();
route.push_back(Eigen::Vector3f(waypoint.x(), 0.0f, waypoint.z()));
}
const Eigen::Vector3f clickedPosition(
@@ -140,7 +140,7 @@ namespace FRG {
constexpr float kPlayerClearanceMs = 20.0f;
constexpr float kPlayerMaximumSpeedMultiplier = 1.5f;
const float playerSpeed = (std::max)(
state->walkSpeed * kPlayerMaximumSpeedMultiplier, 0.01f);
static_cast<float>(state->walkSpeed) * kPlayerMaximumSpeedMultiplier, 0.01f);
const float playerRouteTimeMs = totalLength / playerSpeed * 1000.0f;
const float revealDurationMs = (std::min)(kMaximumRevealMs, playerRouteTimeMs / 3.0f);
const float waveSpeed = totalLength / (revealDurationMs / 1000.0f);