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|
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69941dd86d | ||
|
|
0843ee4fa4 |
No files matched your search
@@ -0,0 +1,10 @@
|
|||||||
|
*.bmp filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.png filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.jpg filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.anim filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.wav filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.ogg filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.mp3 filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.bin filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.dll filter=lfs diff=lfs merge=lfs -text
|
||||||
|
*.so filter=lfs diff=lfs merge=lfs -text
|
||||||
+14
@@ -400,3 +400,17 @@ jumpingbird.*
|
|||||||
jumpingbird.data
|
jumpingbird.data
|
||||||
build
|
build
|
||||||
build-emcmake
|
build-emcmake
|
||||||
|
thirdparty
|
||||||
|
|
||||||
|
proj-web/build
|
||||||
|
proj-windows/build
|
||||||
|
public
|
||||||
|
web_resources/
|
||||||
|
pc_resources/
|
||||||
|
resources_hd/
|
||||||
|
web_resources_x2/
|
||||||
|
android_resources/
|
||||||
|
|
||||||
|
.artifacts/
|
||||||
|
|
||||||
|
*.zip
|
||||||
@@ -1,93 +0,0 @@
|
|||||||
#ifdef AUDIO
|
|
||||||
|
|
||||||
#include "AudioPlayerAsync.h"
|
|
||||||
|
|
||||||
|
|
||||||
AudioPlayerAsync::AudioPlayerAsync() : worker(&AudioPlayerAsync::workerThread, this) {}
|
|
||||||
|
|
||||||
AudioPlayerAsync::~AudioPlayerAsync() {
|
|
||||||
{
|
|
||||||
std::unique_lock<std::mutex> lock(mtx);
|
|
||||||
stop = true;
|
|
||||||
cv.notify_all();
|
|
||||||
}
|
|
||||||
worker.join();
|
|
||||||
}
|
|
||||||
|
|
||||||
void AudioPlayerAsync::stopAsync() {
|
|
||||||
std::unique_lock<std::mutex> lock(mtx);
|
|
||||||
taskQueue.push([this]() {
|
|
||||||
//audioPlayerMutex.lock();
|
|
||||||
audioPlayer->stop();
|
|
||||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
|
||||||
//audioPlayerMutex.unlock();
|
|
||||||
});
|
|
||||||
cv.notify_one();
|
|
||||||
}
|
|
||||||
|
|
||||||
void AudioPlayerAsync::resetAsync() {
|
|
||||||
std::unique_lock<std::mutex> lock(mtx);
|
|
||||||
taskQueue.push([this]() {
|
|
||||||
//audioPlayerMutex.lock();
|
|
||||||
audioPlayer.reset();
|
|
||||||
audioPlayer = std::make_unique<AudioPlayer>();
|
|
||||||
|
|
||||||
//audioPlayerMutex.unlock();
|
|
||||||
});
|
|
||||||
cv.notify_one();
|
|
||||||
}
|
|
||||||
|
|
||||||
void AudioPlayerAsync::playSoundAsync(std::string soundName) {
|
|
||||||
|
|
||||||
soundNameMutex.lock();
|
|
||||||
latestSoundName = soundName;
|
|
||||||
soundNameMutex.unlock();
|
|
||||||
|
|
||||||
std::unique_lock<std::mutex> lock(mtx);
|
|
||||||
taskQueue.push([this]() {
|
|
||||||
//audioPlayerMutex.lock();
|
|
||||||
if (audioPlayer) {
|
|
||||||
audioPlayer->playSound(latestSoundName);
|
|
||||||
}
|
|
||||||
//audioPlayerMutex.unlock();
|
|
||||||
});
|
|
||||||
cv.notify_one();
|
|
||||||
}
|
|
||||||
|
|
||||||
void AudioPlayerAsync::playMusicAsync(std::string musicName) {
|
|
||||||
|
|
||||||
musicNameMutex.lock();
|
|
||||||
latestMusicName = musicName;
|
|
||||||
musicNameMutex.unlock();
|
|
||||||
|
|
||||||
std::unique_lock<std::mutex> lock(mtx);
|
|
||||||
taskQueue.push([this]() {
|
|
||||||
//audioPlayerMutex.lock();
|
|
||||||
if (audioPlayer) {
|
|
||||||
audioPlayer->playMusic(latestMusicName);
|
|
||||||
}
|
|
||||||
//audioPlayerMutex.unlock();
|
|
||||||
});
|
|
||||||
cv.notify_one();
|
|
||||||
}
|
|
||||||
|
|
||||||
void AudioPlayerAsync::workerThread() {
|
|
||||||
while (true) {
|
|
||||||
std::function<void()> task;
|
|
||||||
{
|
|
||||||
std::unique_lock<std::mutex> lock(mtx);
|
|
||||||
cv.wait(lock, [this]() { return !taskQueue.empty() || stop; });
|
|
||||||
|
|
||||||
if (stop && taskQueue.empty()) {
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
task = taskQueue.front();
|
|
||||||
taskQueue.pop();
|
|
||||||
}
|
|
||||||
|
|
||||||
task();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#endif
|
|
||||||
@@ -1,53 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#ifdef AUDIO
|
|
||||||
|
|
||||||
#include <iostream>
|
|
||||||
#include <thread>
|
|
||||||
#include <mutex>
|
|
||||||
#include <condition_variable>
|
|
||||||
#include <queue>
|
|
||||||
#include <functional>
|
|
||||||
#include "cmakeaudioplayer/include/AudioPlayer.hpp"
|
|
||||||
|
|
||||||
|
|
||||||
class AudioPlayerAsync {
|
|
||||||
public:
|
|
||||||
AudioPlayerAsync();
|
|
||||||
~AudioPlayerAsync();
|
|
||||||
|
|
||||||
void resetAsync();
|
|
||||||
|
|
||||||
void playSoundAsync(std::string soundName);
|
|
||||||
|
|
||||||
void playMusicAsync(std::string musicName);
|
|
||||||
|
|
||||||
void stopAsync();
|
|
||||||
|
|
||||||
void exit()
|
|
||||||
{
|
|
||||||
stop = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::thread worker;
|
|
||||||
|
|
||||||
private:
|
|
||||||
std::unique_ptr<AudioPlayer> audioPlayer;
|
|
||||||
//std::mutex audioPlayerMutex;
|
|
||||||
|
|
||||||
std::mutex soundNameMutex;
|
|
||||||
std::mutex musicNameMutex;
|
|
||||||
|
|
||||||
std::string latestSoundName;
|
|
||||||
std::string latestMusicName;
|
|
||||||
|
|
||||||
std::mutex mtx;
|
|
||||||
std::condition_variable cv;
|
|
||||||
std::queue<std::function<void()>> taskQueue;
|
|
||||||
bool stop = false;
|
|
||||||
|
|
||||||
void workerThread();
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
#endif
|
|
||||||
@@ -1,719 +0,0 @@
|
|||||||
#include "BoneAnimatedModel.h"
|
|
||||||
#include <regex>
|
|
||||||
#include <string>
|
|
||||||
#include <fstream>
|
|
||||||
#include <iostream>
|
|
||||||
#include <sstream>
|
|
||||||
|
|
||||||
namespace ZL
|
|
||||||
{
|
|
||||||
|
|
||||||
int getIndexByValue(const std::string& name, const std::vector<std::string>& words)
|
|
||||||
{
|
|
||||||
for (int i = 0; i < words.size(); i++)
|
|
||||||
{
|
|
||||||
if (words[i] == name)
|
|
||||||
{
|
|
||||||
return i;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return -1;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void BoneSystem::LoadFromFile(const std::string& fileName, const std::string& ZIPFileName)
|
|
||||||
{
|
|
||||||
std::ifstream filestream;
|
|
||||||
std::istringstream zipStream;
|
|
||||||
|
|
||||||
if (!ZIPFileName.empty())
|
|
||||||
{
|
|
||||||
std::vector<char> fileData = readFileFromZIP(fileName, ZIPFileName);
|
|
||||||
std::string fileContents(fileData.begin(), fileData.end());
|
|
||||||
zipStream.str(fileContents);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
filestream.open(fileName);
|
|
||||||
}
|
|
||||||
|
|
||||||
std::istream& f = (!ZIPFileName.empty()) ? static_cast<std::istream&>(zipStream) : static_cast<std::istream&>(filestream);
|
|
||||||
|
|
||||||
//Skip first 5 lines
|
|
||||||
std::string tempLine;
|
|
||||||
for (int i = 0; i < 5; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
}
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
static const std::regex pattern_count(R"(\d+)");
|
|
||||||
static const std::regex pattern_float(R"([-]?\d+\.\d+)");
|
|
||||||
static const std::regex pattern_int(R"([-]?\d+)");
|
|
||||||
static const std::regex pattern_boneChildren(R"(\'([^\']+)\')");
|
|
||||||
static const std::regex pattern_bone_weight(R"(\'([^\']+)\'.*?([-]?\d+\.\d+))");
|
|
||||||
|
|
||||||
std::smatch match;
|
|
||||||
|
|
||||||
int numberBones;
|
|
||||||
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
numberBones = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<Bone> bones;
|
|
||||||
std::vector<std::string> boneNames;
|
|
||||||
std::vector<std::string> boneParentNames;
|
|
||||||
std::unordered_map<std::string, std::vector<std::string>> boneChildren;
|
|
||||||
|
|
||||||
bones.resize(numberBones);
|
|
||||||
boneNames.resize(numberBones);
|
|
||||||
boneParentNames.resize(numberBones);
|
|
||||||
|
|
||||||
for (int i = 0; i < numberBones; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
std::string boneName = tempLine.substr(6);
|
|
||||||
|
|
||||||
boneNames[i] = boneName;
|
|
||||||
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
std::vector<float> floatValues;
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
bones[i].boneStartWorld = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
|
|
||||||
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //skip tail
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //len
|
|
||||||
|
|
||||||
if (std::regex_search(tempLine, match, pattern_float)) {
|
|
||||||
std::string len_str = match.str();
|
|
||||||
bones[i].boneLength = std::stof(len_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
//---------- matrix begin
|
|
||||||
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
b = tempLine.cbegin();
|
|
||||||
e = tempLine.cend();
|
|
||||||
floatValues.clear();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
bones[i].boneMatrixWorld.m[0] = floatValues[0];
|
|
||||||
bones[i].boneMatrixWorld.m[0 + 1 * 3] = floatValues[1];
|
|
||||||
bones[i].boneMatrixWorld.m[0 + 2 * 3] = floatValues[2];
|
|
||||||
|
|
||||||
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
b = tempLine.cbegin();
|
|
||||||
e = tempLine.cend();
|
|
||||||
floatValues.clear();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
bones[i].boneMatrixWorld.m[1] = floatValues[0];
|
|
||||||
bones[i].boneMatrixWorld.m[1 + 1 * 3] = floatValues[1];
|
|
||||||
bones[i].boneMatrixWorld.m[1 + 2 * 3] = floatValues[2];
|
|
||||||
|
|
||||||
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
b = tempLine.cbegin();
|
|
||||||
e = tempLine.cend();
|
|
||||||
floatValues.clear();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
bones[i].boneMatrixWorld.m[2] = floatValues[0];
|
|
||||||
bones[i].boneMatrixWorld.m[2 + 1 * 3] = floatValues[1];
|
|
||||||
bones[i].boneMatrixWorld.m[2 + 2 * 3] = floatValues[2];
|
|
||||||
|
|
||||||
//----------- matrix end
|
|
||||||
std::getline(f, tempLine); //parent
|
|
||||||
|
|
||||||
if (tempLine == " Parent: None")
|
|
||||||
{
|
|
||||||
bones[i].parent = -1;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
std::string boneParent = tempLine.substr(10);
|
|
||||||
boneParentNames[i] = boneParent;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //children
|
|
||||||
|
|
||||||
b = tempLine.cbegin();
|
|
||||||
e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_boneChildren)) {
|
|
||||||
|
|
||||||
boneChildren[boneName].push_back(match.str(1));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
//Now process all the bones:
|
|
||||||
for (int i = 0; i < numberBones; i++)
|
|
||||||
{
|
|
||||||
std::string boneName = boneNames[i];
|
|
||||||
std::string boneParent = boneParentNames[i];
|
|
||||||
if (boneParent == "")
|
|
||||||
{
|
|
||||||
bones[i].parent = -1;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
bones[i].parent = getIndexByValue(boneParent, boneNames);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int j = 0; j < boneChildren[boneName].size(); j++)
|
|
||||||
{
|
|
||||||
bones[i].children.push_back(getIndexByValue(boneChildren[boneName][j], boneNames));
|
|
||||||
}
|
|
||||||
|
|
||||||
/*if (boneName == "Bone.020")
|
|
||||||
{
|
|
||||||
std::cout << i << std::endl;
|
|
||||||
}*/
|
|
||||||
}
|
|
||||||
|
|
||||||
startBones = bones;
|
|
||||||
currentBones = bones;
|
|
||||||
|
|
||||||
///std::cout << "Hello!" << std::endl;
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //vertice count
|
|
||||||
int numberVertices;
|
|
||||||
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
numberVertices = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<Vector3f> vertices;
|
|
||||||
|
|
||||||
vertices.resize(numberVertices);
|
|
||||||
for (int i = 0; i < numberVertices; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
std::vector<float> floatValues;
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
vertices[i] = Vector3f{floatValues[0], floatValues[1], floatValues[2]};
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
//==== process uv and normals begin
|
|
||||||
|
|
||||||
std::cout << "Hello x1" << std::endl;
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //===UV Coordinates:
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //triangle count
|
|
||||||
int numberTriangles;
|
|
||||||
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
numberTriangles = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Now process UVs
|
|
||||||
std::vector<std::array<Vector2f, 3>> uvCoords;
|
|
||||||
|
|
||||||
uvCoords.resize(numberTriangles);
|
|
||||||
|
|
||||||
for (int i = 0; i < numberTriangles; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine); //Face 0
|
|
||||||
|
|
||||||
int uvCount;
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
uvCount = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (uvCount != 3)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("more than 3 uvs");
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<float> floatValues;
|
|
||||||
|
|
||||||
for (int j = 0; j < 3; j++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine); //UV <Vector (-0.3661, -1.1665)>
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
floatValues.clear();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (floatValues.size() != 2)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("more than 2 uvs---");
|
|
||||||
}
|
|
||||||
|
|
||||||
uvCoords[i][j] = Vector2f{ floatValues[0],floatValues[1] };
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
std::cout << "Hello eee" << std::endl;
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //===Normals:
|
|
||||||
|
|
||||||
|
|
||||||
std::vector<Vector3f> normals;
|
|
||||||
|
|
||||||
normals.resize(numberVertices);
|
|
||||||
for (int i = 0; i < numberVertices; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
std::vector<float> floatValues;
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
normals[i] = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
|
|
||||||
}
|
|
||||||
|
|
||||||
//==== process uv and normals end
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //triangle count.
|
|
||||||
//numberTriangles; //Need to check if new value is the same as was read before
|
|
||||||
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
numberTriangles = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<std::array<int, 3>> triangles;
|
|
||||||
|
|
||||||
triangles.resize(numberTriangles);
|
|
||||||
for (int i = 0; i < numberTriangles; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
std::vector<int> intValues;
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_int)) {
|
|
||||||
intValues.push_back(std::stoi(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
triangles[i] = { intValues[0], intValues[1], intValues[2] };
|
|
||||||
}
|
|
||||||
|
|
||||||
std::getline(f, tempLine);//=== Vertex Weights ===
|
|
||||||
std::vector<std::array<BoneWeight, MAX_BONE_COUNT>> localVerticesBoneWeight;
|
|
||||||
localVerticesBoneWeight.resize(numberVertices);
|
|
||||||
|
|
||||||
for (int i = 0; i < numberVertices; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine); //skip Vertex 0:
|
|
||||||
std::getline(f, tempLine); //vertex group count
|
|
||||||
int boneCount;
|
|
||||||
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
boneCount = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (boneCount > MAX_BONE_COUNT)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("more than 5 bones");
|
|
||||||
}
|
|
||||||
|
|
||||||
float sumWeights = 0;
|
|
||||||
|
|
||||||
for (int j = 0; j < boneCount; j++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine); //Group: 'Bone', Weight: 0.9929084181785583
|
|
||||||
if (std::regex_search(tempLine, match, pattern_bone_weight)) {
|
|
||||||
// ��������� ����� (��� �������)
|
|
||||||
std::string word = match.str(1);
|
|
||||||
double weight = std::stod(match.str(2));
|
|
||||||
|
|
||||||
int boneNumber = getIndexByValue(word, boneNames);
|
|
||||||
localVerticesBoneWeight[i][j].boneIndex = boneNumber;
|
|
||||||
localVerticesBoneWeight[i][j].weight = weight;
|
|
||||||
sumWeights += weight;
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No match found in the input string.");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//Normalize weights:
|
|
||||||
for (int j = 0; j < boneCount; j++)
|
|
||||||
{
|
|
||||||
localVerticesBoneWeight[i][j].weight = localVerticesBoneWeight[i][j].weight / sumWeights;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
std::getline(f, tempLine);//=== Animation Keyframes ===
|
|
||||||
std::getline(f, tempLine);//=== Bone Transforms per Keyframe ===
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
int numberKeyFrames;
|
|
||||||
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
numberKeyFrames = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
animations.resize(1);
|
|
||||||
|
|
||||||
animations[0].keyFrames.resize(numberKeyFrames);
|
|
||||||
|
|
||||||
for (int i = 0; i < numberKeyFrames; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
int numberFrame;
|
|
||||||
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
numberFrame = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
animations[0].keyFrames[i].frame = numberFrame;
|
|
||||||
|
|
||||||
animations[0].keyFrames[i].bones.resize(numberBones);
|
|
||||||
|
|
||||||
for (int j = 0; j < numberBones; j++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
std::string boneName = tempLine.substr(8);
|
|
||||||
int boneNumber = getIndexByValue(boneName, boneNames);
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber] = startBones[boneNumber];
|
|
||||||
|
|
||||||
std::getline(f, tempLine); // Location: <Vector (0.0000, 0.0000, -0.0091)>
|
|
||||||
|
|
||||||
std::vector<float> floatValues;
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneStartWorld = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
|
|
||||||
|
|
||||||
std::getline(f, tempLine); // Rotation
|
|
||||||
std::getline(f, tempLine); // Matrix
|
|
||||||
|
|
||||||
//=============== Matrix begin ==================
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
|
|
||||||
b = tempLine.cbegin();
|
|
||||||
e = tempLine.cend();
|
|
||||||
floatValues.clear();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0] = floatValues[0];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0 + 1 * 4] = floatValues[1];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0 + 2 * 4] = floatValues[2];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[0 + 3 * 4] = floatValues[3];
|
|
||||||
|
|
||||||
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
b = tempLine.cbegin();
|
|
||||||
e = tempLine.cend();
|
|
||||||
floatValues.clear();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1] = floatValues[0];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1 + 1 * 4] = floatValues[1];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1 + 2 * 4] = floatValues[2];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[1 + 3 * 4] = floatValues[3];
|
|
||||||
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
b = tempLine.cbegin();
|
|
||||||
e = tempLine.cend();
|
|
||||||
floatValues.clear();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2] = floatValues[0];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2 + 1 * 4] = floatValues[1];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2 + 2 * 4] = floatValues[2];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[2 + 3 * 4] = floatValues[3];
|
|
||||||
|
|
||||||
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
b = tempLine.cbegin();
|
|
||||||
e = tempLine.cend();
|
|
||||||
floatValues.clear();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[3] = floatValues[0];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[3 + 1 * 4] = floatValues[1];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[3 + 2 * 4] = floatValues[2];
|
|
||||||
animations[0].keyFrames[i].bones[boneNumber].boneMatrixWorld.m[3 + 3 * 4] = floatValues[3];
|
|
||||||
|
|
||||||
//std::getline(f, tempLine);// ignore last matrix line
|
|
||||||
|
|
||||||
//=============== Matrix end ==================
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
// Now let's process bone weights and vertices
|
|
||||||
|
|
||||||
for (int i = 0; i < numberTriangles; i++)
|
|
||||||
{
|
|
||||||
|
|
||||||
mesh.PositionData.push_back(vertices[triangles[i][0]]);
|
|
||||||
mesh.PositionData.push_back(vertices[triangles[i][1]]);
|
|
||||||
mesh.PositionData.push_back(vertices[triangles[i][2]]);
|
|
||||||
|
|
||||||
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][0]]);
|
|
||||||
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][1]]);
|
|
||||||
verticesBoneWeight.push_back(localVerticesBoneWeight[triangles[i][2]]);
|
|
||||||
|
|
||||||
mesh.TexCoordData.push_back(uvCoords[i][0]);
|
|
||||||
mesh.TexCoordData.push_back(uvCoords[i][1]);
|
|
||||||
mesh.TexCoordData.push_back(uvCoords[i][2]);
|
|
||||||
}
|
|
||||||
|
|
||||||
startMesh = mesh;
|
|
||||||
}
|
|
||||||
|
|
||||||
void BoneSystem::Interpolate(int frame)
|
|
||||||
{
|
|
||||||
int startingFrame = -1;
|
|
||||||
for (int i = 0; i < animations[0].keyFrames.size() - 1; i++)
|
|
||||||
{
|
|
||||||
int oldFrame = animations[0].keyFrames[i].frame;
|
|
||||||
int nextFrame = animations[0].keyFrames[i + 1].frame;
|
|
||||||
if (frame >= oldFrame && frame < nextFrame)
|
|
||||||
{
|
|
||||||
startingFrame = i;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (startingFrame == -1)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Exception here");
|
|
||||||
}
|
|
||||||
|
|
||||||
int modifiedFrameNumber = frame - animations[0].keyFrames[startingFrame].frame;
|
|
||||||
|
|
||||||
int diffFrames = animations[0].keyFrames[startingFrame + 1].frame - animations[0].keyFrames[startingFrame].frame;
|
|
||||||
|
|
||||||
float t = (modifiedFrameNumber + 0.f) / diffFrames;
|
|
||||||
|
|
||||||
std::vector<Bone>& oneFrameBones = animations[0].keyFrames[startingFrame].bones;
|
|
||||||
std::vector<Bone>& nextFrameBones = animations[0].keyFrames[startingFrame+1].bones;
|
|
||||||
|
|
||||||
std::vector<Matrix4f> skinningMatrixForEachBone;
|
|
||||||
//std::vector<Matrix3f> skinningMatrixForEachBone;
|
|
||||||
skinningMatrixForEachBone.resize(currentBones.size());
|
|
||||||
|
|
||||||
|
|
||||||
for (int i = 0; i < currentBones.size(); i++)
|
|
||||||
{
|
|
||||||
currentBones[i].boneStartWorld.v[0] = oneFrameBones[i].boneStartWorld.v[0] + t * (nextFrameBones[i].boneStartWorld.v[0] - oneFrameBones[i].boneStartWorld.v[0]);
|
|
||||||
currentBones[i].boneStartWorld.v[1] = oneFrameBones[i].boneStartWorld.v[1] + t * (nextFrameBones[i].boneStartWorld.v[1] - oneFrameBones[i].boneStartWorld.v[1]);
|
|
||||||
currentBones[i].boneStartWorld.v[2] = oneFrameBones[i].boneStartWorld.v[2] + t * (nextFrameBones[i].boneStartWorld.v[2] - oneFrameBones[i].boneStartWorld.v[2]);
|
|
||||||
|
|
||||||
Matrix3f oneFrameBonesMatrix;
|
|
||||||
|
|
||||||
oneFrameBonesMatrix.m[0] = oneFrameBones[i].boneMatrixWorld.m[0];
|
|
||||||
oneFrameBonesMatrix.m[1] = oneFrameBones[i].boneMatrixWorld.m[1];
|
|
||||||
oneFrameBonesMatrix.m[2] = oneFrameBones[i].boneMatrixWorld.m[2];
|
|
||||||
|
|
||||||
oneFrameBonesMatrix.m[3] = oneFrameBones[i].boneMatrixWorld.m[0 + 1*4];
|
|
||||||
oneFrameBonesMatrix.m[4] = oneFrameBones[i].boneMatrixWorld.m[1 + 1*4];
|
|
||||||
oneFrameBonesMatrix.m[5] = oneFrameBones[i].boneMatrixWorld.m[2 + 1*4];
|
|
||||||
|
|
||||||
oneFrameBonesMatrix.m[6] = oneFrameBones[i].boneMatrixWorld.m[0 + 2*4];
|
|
||||||
oneFrameBonesMatrix.m[7] = oneFrameBones[i].boneMatrixWorld.m[1 + 2*4];
|
|
||||||
oneFrameBonesMatrix.m[8] = oneFrameBones[i].boneMatrixWorld.m[2 + 2*4];
|
|
||||||
|
|
||||||
Matrix3f nextFrameBonesMatrix;
|
|
||||||
|
|
||||||
nextFrameBonesMatrix.m[0] = nextFrameBones[i].boneMatrixWorld.m[0];
|
|
||||||
nextFrameBonesMatrix.m[1] = nextFrameBones[i].boneMatrixWorld.m[1];
|
|
||||||
nextFrameBonesMatrix.m[2] = nextFrameBones[i].boneMatrixWorld.m[2];
|
|
||||||
|
|
||||||
nextFrameBonesMatrix.m[3] = nextFrameBones[i].boneMatrixWorld.m[0 + 1 * 4];
|
|
||||||
nextFrameBonesMatrix.m[4] = nextFrameBones[i].boneMatrixWorld.m[1 + 1 * 4];
|
|
||||||
nextFrameBonesMatrix.m[5] = nextFrameBones[i].boneMatrixWorld.m[2 + 1 * 4];
|
|
||||||
|
|
||||||
nextFrameBonesMatrix.m[6] = nextFrameBones[i].boneMatrixWorld.m[0 + 2 * 4];
|
|
||||||
nextFrameBonesMatrix.m[7] = nextFrameBones[i].boneMatrixWorld.m[1 + 2 * 4];
|
|
||||||
nextFrameBonesMatrix.m[8] = nextFrameBones[i].boneMatrixWorld.m[2 + 2 * 4];
|
|
||||||
|
|
||||||
Vector4f q1 = MatrixToQuat(oneFrameBonesMatrix);
|
|
||||||
Vector4f q2 = MatrixToQuat(nextFrameBonesMatrix);
|
|
||||||
Vector4f q1_norm = q1.normalized();
|
|
||||||
Vector4f q2_norm = q2.normalized();
|
|
||||||
|
|
||||||
Vector4f result = slerp(q1_norm, q2_norm, t);
|
|
||||||
|
|
||||||
Matrix3f boneMatrixWorld3 = QuatToMatrix(result);
|
|
||||||
|
|
||||||
currentBones[i].boneMatrixWorld = MakeMatrix4x4(boneMatrixWorld3, currentBones[i].boneStartWorld);
|
|
||||||
|
|
||||||
Matrix4f currentBoneMatrixWorld4 = currentBones[i].boneMatrixWorld;
|
|
||||||
Matrix4f startBoneMatrixWorld4 = animations[0].keyFrames[0].bones[i].boneMatrixWorld;
|
|
||||||
|
|
||||||
Matrix4f inverstedStartBoneMatrixWorld4 = InverseMatrix(startBoneMatrixWorld4);
|
|
||||||
|
|
||||||
skinningMatrixForEachBone[i] = MultMatrixMatrix(currentBoneMatrixWorld4, inverstedStartBoneMatrixWorld4);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
/*
|
|
||||||
for (int i = 0; i < currentBones.size(); i++)
|
|
||||||
{
|
|
||||||
currentBones[i].boneStartWorld = oneFrameBones[i].boneStartWorld;
|
|
||||||
currentBones[i].boneMatrixWorld = oneFrameBones[i].boneMatrixWorld;
|
|
||||||
//Matrix4f currentBoneMatrixWorld4 = MakeMatrix4x4(currentBones[i].boneMatrixWorld, currentBones[i].boneStartWorld);
|
|
||||||
//Matrix4f startBoneMatrixWorld4 = MakeMatrix4x4(animations[0].keyFrames[0].bones[i].boneMatrixWorld, animations[0].keyFrames[0].bones[i].boneStartWorld);
|
|
||||||
Matrix4f currentBoneMatrixWorld4 = currentBones[i].boneMatrixWorld;
|
|
||||||
Matrix4f startBoneMatrixWorld4 = animations[0].keyFrames[0].bones[i].boneMatrixWorld;
|
|
||||||
Matrix4f inverstedStartBoneMatrixWorld4 = InverseMatrix(startBoneMatrixWorld4);
|
|
||||||
skinningMatrixForEachBone[i] = MultMatrixMatrix(currentBoneMatrixWorld4, inverstedStartBoneMatrixWorld4);
|
|
||||||
|
|
||||||
if (i == 10)
|
|
||||||
{
|
|
||||||
std::cout << i << std::endl;
|
|
||||||
}
|
|
||||||
}*/
|
|
||||||
|
|
||||||
for (int i = 0; i < mesh.PositionData.size(); i++)
|
|
||||||
{
|
|
||||||
Vector4f originalPos = {
|
|
||||||
startMesh.PositionData[i].v[0],
|
|
||||||
startMesh.PositionData[i].v[1],
|
|
||||||
startMesh.PositionData[i].v[2], 1.0};
|
|
||||||
|
|
||||||
Vector4f finalPos = Vector4f{0.f, 0.f, 0.f, 0.f};
|
|
||||||
|
|
||||||
bool vMoved = false;
|
|
||||||
//Vector3f finalPos = Vector3f{ 0.f, 0.f, 0.f };
|
|
||||||
|
|
||||||
for (int j = 0; j < MAX_BONE_COUNT; j++)
|
|
||||||
{
|
|
||||||
if (verticesBoneWeight[i][j].weight != 0)
|
|
||||||
{
|
|
||||||
vMoved = true;
|
|
||||||
//finalPos = finalPos + MultVectorMatrix(originalPos, skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex]) * verticesBoneWeight[i][j].weight;
|
|
||||||
finalPos = finalPos + MultMatrixVector(skinningMatrixForEachBone[verticesBoneWeight[i][j].boneIndex], originalPos) * verticesBoneWeight[i][j].weight;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (abs(finalPos.v[0] - originalPos.v[0]) > 1 || abs(finalPos.v[1] - originalPos.v[1]) > 1 || abs(finalPos.v[2] - originalPos.v[2]) > 1)
|
|
||||||
{
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!vMoved)
|
|
||||||
{
|
|
||||||
finalPos = originalPos;
|
|
||||||
}
|
|
||||||
|
|
||||||
mesh.PositionData[i].v[0] = finalPos.v[0];
|
|
||||||
mesh.PositionData[i].v[1] = finalPos.v[1];
|
|
||||||
mesh.PositionData[i].v[2] = finalPos.v[2];
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,60 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include "Math.h"
|
|
||||||
#include "Renderer.h"
|
|
||||||
#include <unordered_map>
|
|
||||||
|
|
||||||
|
|
||||||
namespace ZL
|
|
||||||
{
|
|
||||||
constexpr int MAX_BONE_COUNT = 6;
|
|
||||||
struct Bone
|
|
||||||
{
|
|
||||||
Vector3f boneStartWorld;
|
|
||||||
float boneLength;
|
|
||||||
Matrix4f boneMatrixWorld;
|
|
||||||
// boneVector = boneLength * (0, 1, 0) � ���� ��������
|
|
||||||
// Then multiply by boneMatrixWorld � �� �������� �������� �����
|
|
||||||
|
|
||||||
int parent;
|
|
||||||
std::vector<int> children;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct BoneWeight
|
|
||||||
{
|
|
||||||
int boneIndex = -1;
|
|
||||||
float weight = 0;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct AnimationKeyFrame
|
|
||||||
{
|
|
||||||
int frame;
|
|
||||||
std::vector<Bone> bones;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Animation
|
|
||||||
{
|
|
||||||
std::vector<AnimationKeyFrame> keyFrames;
|
|
||||||
};
|
|
||||||
|
|
||||||
struct BoneSystem
|
|
||||||
{
|
|
||||||
VertexDataStruct mesh;
|
|
||||||
VertexDataStruct startMesh;
|
|
||||||
std::vector<std::array<BoneWeight, MAX_BONE_COUNT>> verticesBoneWeight;
|
|
||||||
|
|
||||||
Matrix4f armatureMatrix;
|
|
||||||
|
|
||||||
std::vector<Bone> startBones;
|
|
||||||
std::vector<Bone> currentBones;
|
|
||||||
|
|
||||||
std::vector<Animation> animations;
|
|
||||||
|
|
||||||
void LoadFromFile(const std::string& fileName, const std::string& ZIPFileName = "");
|
|
||||||
|
|
||||||
void Interpolate(int frame);
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
};
|
|
||||||
@@ -0,0 +1,76 @@
|
|||||||
|
# Character Presentation Interpolation
|
||||||
|
|
||||||
|
The authoritative game simulation still advances in exact 100 ms ticks. Character
|
||||||
|
interpolation is a rendering-only feature and does not modify `CharacterState`,
|
||||||
|
network commands, tick IDs, state hashes, or deterministic lockstep behavior.
|
||||||
|
|
||||||
|
## How it works
|
||||||
|
|
||||||
|
Each runtime `Character` keeps two presentation samples:
|
||||||
|
|
||||||
|
- `previous`: the visual values received at the preceding completed simulation tick;
|
||||||
|
- `current`: the visual values received at the latest completed simulation tick.
|
||||||
|
|
||||||
|
Rendering calculates an alpha from the real elapsed time since the latest completed
|
||||||
|
tick, clamped to the 100 ms simulation interval. It renders the delayed
|
||||||
|
`previous -> current` transition. This introduces at most one simulation tick of
|
||||||
|
presentation latency, but it avoids predicting a state that has not arrived from
|
||||||
|
the authoritative simulation.
|
||||||
|
|
||||||
|
The following values are interpolated:
|
||||||
|
|
||||||
|
- Position uses linear interpolation.
|
||||||
|
- Facing angle uses the shortest angular path, including wraparound at ±π.
|
||||||
|
- Animation frame remains fractional and is interpolated when both samples use
|
||||||
|
the same animation state. Looping clips treat the last frame to first frame
|
||||||
|
transition as a cyclic interval instead of interpolating backward through the
|
||||||
|
entire clip.
|
||||||
|
|
||||||
|
The interpolated values are used by mesh, weapon, shadow, night-lighting, name,
|
||||||
|
and health-bar rendering. The local camera and shadow-map center follow the same
|
||||||
|
interpolated player position; otherwise the camera would jump to the newest
|
||||||
|
authoritative position while the player model was still in its presentation
|
||||||
|
transition. Gameplay queries, commands, callbacks, collision, and presentation
|
||||||
|
events continue to use the authoritative snapshot.
|
||||||
|
|
||||||
|
## Other presentation animations
|
||||||
|
|
||||||
|
Teleport-zone star particles are advanced by `Location::updatePresentation()`
|
||||||
|
once per render frame using the real frame delta. They are no longer advanced
|
||||||
|
only from the 100 ms simulation-tick callback, so their visual motion remains
|
||||||
|
continuous without affecting teleport activation or other authoritative state.
|
||||||
|
|
||||||
|
Dialogue typewriter text and cutscene presentation timers use the same
|
||||||
|
per-render-frame path. This keeps character reveals, subtitle timing, fades, and
|
||||||
|
cutscene image poses smooth instead of stepping in 100 ms increments.
|
||||||
|
|
||||||
|
Interactive objects retain authoritative move, rotate, scale, and fade tasks on
|
||||||
|
the simulation tick. Their previous and current visual transforms are sampled
|
||||||
|
at tick boundaries and interpolated only while drawing, so doors and similar
|
||||||
|
objects remain logically deterministic while their presentation is smooth.
|
||||||
|
|
||||||
|
The same render-only sampling is used for `NpcCar` taxi visuals. Its position,
|
||||||
|
body rotation, wheel rotation, and steering angle are interpolated for drawing;
|
||||||
|
the authoritative taxi movement and waypoint logic remain fixed-step.
|
||||||
|
|
||||||
|
## Animation skinning
|
||||||
|
|
||||||
|
GPU and CPU bone interpolation receive the fractional render frame instead of an
|
||||||
|
integer-truncated frame. Bone positions are linearly interpolated and bone
|
||||||
|
rotations use spherical interpolation as before. Frames at the end of a clip are
|
||||||
|
clamped to the final keyframe.
|
||||||
|
|
||||||
|
## Discontinuities
|
||||||
|
|
||||||
|
The presentation buffer is reset instead of blended when a character is first
|
||||||
|
observed, changes animation state or enabled state, or has not received a tick
|
||||||
|
for a sufficiently long gap. This prevents stale positions, animation clips, or
|
||||||
|
disabled characters from producing visible interpolation artifacts.
|
||||||
|
|
||||||
|
## Local and networked games
|
||||||
|
|
||||||
|
Local games continue accumulating wall-clock remainder time and executing exact
|
||||||
|
100 ms simulation updates. Networked games continue consuming only contiguous
|
||||||
|
server tick messages. Both paths publish completed snapshots to the same runtime
|
||||||
|
presentation objects; interpolation only changes how those snapshots are drawn
|
||||||
|
between updates.
|
||||||
+351
@@ -0,0 +1,351 @@
|
|||||||
|
# Cutscene System
|
||||||
|
|
||||||
|
Cutscenes are defined in JSON and loaded by `CutsceneDatabase`. Each cutscene is a self-contained object with an array of animated image layers and optional subtitle lines.
|
||||||
|
|
||||||
|
The file can contain multiple cutscenes:
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"cutscenes": [
|
||||||
|
{ "id": "intro", ... },
|
||||||
|
{ "id": "ending", ... }
|
||||||
|
]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Cutscenes and dialogues are loaded from **separate files**:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
dialogueSystem.loadDatabase("resources/dialogue/uni_interior.json"); // dialogues
|
||||||
|
dialogueSystem.loadCutsceneDatabase("resources/dialogue/cutscenes.json"); // cutscenes
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Cutscene object
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "intro_cutscene",
|
||||||
|
"skippable": true,
|
||||||
|
"durationMs": 8000,
|
||||||
|
"fadeOutMs": 500,
|
||||||
|
"fadeInMs": 500,
|
||||||
|
"endFadeOutMs": 500,
|
||||||
|
"endFadeInMs": 500,
|
||||||
|
"onFadeInCallback": "",
|
||||||
|
"imageSegments": [ ... ],
|
||||||
|
"lines": [ ... ]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `id` | string | — | Unique identifier used to start the cutscene from C++ or dialogue (**required**) |
|
||||||
|
| `skippable` | bool | `true` | Whether the player can skip by holding LMB / touch |
|
||||||
|
| `durationMs` | int | `0` | Minimum content duration in ms. The cutscene will not end before this time even if all subtitle lines have finished. `0` means duration is determined solely by subtitle lines or `imageSegments.endMs` |
|
||||||
|
| `fadeOutMs` | int | `0` | Duration of the **opening fade** — game world fades to black before the cutscene images appear |
|
||||||
|
| `fadeInMs` | int | `0` | Duration of the **opening reveal** — cutscene images fade in from black after `fadeOutMs` |
|
||||||
|
| `endFadeOutMs` | int | `0` | Duration of the **closing fade** — cutscene fades to black at the end of content |
|
||||||
|
| `endFadeInMs` | int | `0` | Duration of the **closing reveal** — game world fades back in from black |
|
||||||
|
| `onFadeInCallback` | string | `""` | Lua function name called once the opening fade-in completes (fired after `fadeOutMs + fadeInMs` ms) |
|
||||||
|
| `imageSegments` | array | `[]` | Image layers with motion — see [Image segments](#image-segments) |
|
||||||
|
| `lines` | array | `[]` | Subtitle lines shown sequentially — see [Subtitle lines](#subtitle-lines) |
|
||||||
|
|
||||||
|
### Timing model
|
||||||
|
|
||||||
|
The total cutscene duration is:
|
||||||
|
|
||||||
|
```
|
||||||
|
contentDuration = max(durationMs, max(segment.endMs for all segments))
|
||||||
|
totalDuration = contentDuration + endFadeOutMs + endFadeInMs
|
||||||
|
```
|
||||||
|
|
||||||
|
The full timeline looks like this:
|
||||||
|
|
||||||
|
```
|
||||||
|
|-- fadeOutMs --|-- fadeInMs --|--- content plays (images + subtitles) ---|-- endFadeOutMs --|-- endFadeInMs --|
|
||||||
|
world→black black→images images→black black→world
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Image segments
|
||||||
|
|
||||||
|
Each entry in `imageSegments` describes one image layer: when it is visible, how it fades in/out, and how it animates from a start pose to an end pose.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/bg_layer.png",
|
||||||
|
"width": 1280,
|
||||||
|
"height": 720,
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 8000,
|
||||||
|
"fadeInMs": 300,
|
||||||
|
"fadeOutMs": 300,
|
||||||
|
"easing": "EaseInOutSine",
|
||||||
|
"from": { "centerX": 0.4, "centerY": 0.5, "scale": 1.1 },
|
||||||
|
"to": { "centerX": 0.6, "centerY": 0.5, "scale": 1.0 }
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `path` | string | — | Path to the PNG image (**required**) |
|
||||||
|
| `width` | int | `0` | Logical width used for all UV and aspect-ratio math. `0` uses the actual texture pixel width |
|
||||||
|
| `height` | int | `0` | Logical height. `0` uses the actual texture pixel height |
|
||||||
|
| `startMs` | int | `0` | Time (ms from cutscene start) when this layer becomes active |
|
||||||
|
| `endMs` | int | `0` | Time (ms) when this layer stops being active. Must be > `startMs` |
|
||||||
|
| `fadeInMs` | int | `0` | Alpha fades from 0 → 1 over this many ms after `startMs`. `0` = instant |
|
||||||
|
| `fadeOutMs` | int | `0` | Alpha fades from 1 → 0 over this many ms before `endMs`. `0` = instant |
|
||||||
|
| `easing` | string | `"Linear"` | Easing applied to the pose interpolation — see [Easing types](#easing-types) |
|
||||||
|
| `from` | pose object | center/1.0 | Pose at `startMs` — see [Image pose](#image-pose) |
|
||||||
|
| `to` | pose object | same as `from` | Pose at `endMs`. If omitted, the layer stays at `from` the whole time |
|
||||||
|
|
||||||
|
Multiple segments can be active at the same time. They are rendered **in declaration order** (first = bottom layer, last = top layer), which enables parallax layering.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Image pose
|
||||||
|
|
||||||
|
A pose defines how an image is framed on screen at a given moment.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{ "centerX": 0.5, "centerY": 0.5, "scale": 1.0 }
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `centerX` | float | `0.5` | Normalized X position (0 = left edge of image, 1 = right edge) of the point that is placed at the horizontal center of the screen |
|
||||||
|
| `centerY` | float | `0.5` | Normalized Y position (0 = top edge, 1 = bottom edge) placed at the screen center |
|
||||||
|
| `scale` | float | `1.0` | Zoom level. `1.0` = the image fills the screen exactly (aspect-ratio corrected). `2.0` = zoomed in 2×, showing half the image area |
|
||||||
|
|
||||||
|
The runtime interpolates all three values independently from `from` to `to` using the chosen easing.
|
||||||
|
|
||||||
|
**Coordinate clamping:** `centerX`/`centerY` are automatically clamped so the viewport never shows area outside the image. For a zoomed-in segment (`scale > 1`) you therefore have more freedom to pan; for `scale = 1.0` the center is locked to `0.5/0.5`.
|
||||||
|
|
||||||
|
### Pose intuition
|
||||||
|
|
||||||
|
| Goal | Config |
|
||||||
|
|---|---|
|
||||||
|
| Centered, no zoom | `{ "centerX": 0.5, "centerY": 0.5, "scale": 1.0 }` |
|
||||||
|
| Slightly zoomed in on center | `{ "centerX": 0.5, "centerY": 0.5, "scale": 1.2 }` |
|
||||||
|
| Pan left to right | `from: { "centerX": 0.3, "scale": 1.2 }` → `to: { "centerX": 0.7, "scale": 1.2 }` |
|
||||||
|
| Zoom out from close-up | `from: { "scale": 1.8 }` → `to: { "scale": 1.0 }` |
|
||||||
|
| Look at top portion | `{ "centerY": 0.2, "scale": 1.3 }` |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Easing types
|
||||||
|
|
||||||
|
Controls the interpolation curve applied to pose animation between `from` and `to`.
|
||||||
|
|
||||||
|
| Value | Description |
|
||||||
|
|---|---|
|
||||||
|
| `"Linear"` | Constant speed (default) |
|
||||||
|
| `"EaseInSine"` | Slow start, fast end |
|
||||||
|
| `"EaseOutSine"` | Fast start, slow end |
|
||||||
|
| `"EaseInOutSine"` | Slow start and end, fast middle |
|
||||||
|
| `"EaseInQuad"` | Quadratic slow start |
|
||||||
|
| `"EaseOutQuad"` | Quadratic slow end |
|
||||||
|
| `"EaseInOutQuad"` | Quadratic slow start and end |
|
||||||
|
| `"EaseInCubic"` | Cubic slow start |
|
||||||
|
| `"EaseOutCubic"` | Cubic slow end |
|
||||||
|
| `"EaseInOutCubic"` | Cubic slow start and end |
|
||||||
|
|
||||||
|
For cinematic camera motion `"EaseInOutSine"` or `"EaseInOutCubic"` give the most natural feel.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Subtitle lines
|
||||||
|
|
||||||
|
Lines are displayed sequentially on top of the cutscene images. Each line shows until its duration expires (or until the player advances, if `waitForConfirm` is set).
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"speaker": "Аида Дженибековна",
|
||||||
|
"text": "Здравствуйте, студенты.",
|
||||||
|
"durationMs": 3000,
|
||||||
|
"waitForConfirm": false,
|
||||||
|
"luaCallback": ""
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `speaker` | string | `""` | Speaker name shown above the subtitle text. Empty = no name bar |
|
||||||
|
| `text` | string | `""` | Subtitle text. Supports Cyrillic and any codepoint in `resources/symbols.txt` |
|
||||||
|
| `durationMs` | int | `0` | How long this line is displayed in ms. `0` = auto-computed from text length (~17 chars/sec, minimum 1500 ms) |
|
||||||
|
| `waitForConfirm` | bool | `false` | When `true`, the line waits for player input (tap/click/Enter) before advancing. No timer runs |
|
||||||
|
| `luaCallback` | string | `""` | Lua function name called when this line begins. Useful for triggering SFX, spawning effects, etc. |
|
||||||
|
|
||||||
|
Subtitle lines run on their own timer that is **independent** of the image segments. The cutscene ends when **both** subtitle lines are exhausted **and** `contentDuration` has elapsed.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## C++ API
|
||||||
|
|
||||||
|
### Starting a cutscene
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// Standalone cutscene (not part of a dialogue):
|
||||||
|
dialogueSystem.startCutscene("intro_cutscene");
|
||||||
|
|
||||||
|
// Skip the currently playing cutscene:
|
||||||
|
dialogueSystem.skipCutscene();
|
||||||
|
```
|
||||||
|
|
||||||
|
### Callbacks
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// Called when a cutscene begins:
|
||||||
|
dialogueSystem.setOnCutsceneStarted([]() { /* hide HUD, etc. */ });
|
||||||
|
|
||||||
|
// Called when a cutscene ends (receives the cutscene id):
|
||||||
|
dialogueSystem.setOnCutsceneFinished([](const std::string& id) {
|
||||||
|
// id == "intro_cutscene"
|
||||||
|
});
|
||||||
|
|
||||||
|
// Called when a subtitle line begins (receives luaCallback value):
|
||||||
|
dialogueSystem.setOnCutsceneLineStarted([](const std::string& fn) {
|
||||||
|
scriptEngine.callActivateFunction(fn);
|
||||||
|
});
|
||||||
|
|
||||||
|
// Called when the opening fade-in completes (receives onFadeInCallback value):
|
||||||
|
dialogueSystem.setOnCutsceneFadeInComplete([](const std::string& fn) {
|
||||||
|
scriptEngine.callActivateFunction(fn);
|
||||||
|
});
|
||||||
|
```
|
||||||
|
|
||||||
|
### Triggering from dialogue
|
||||||
|
|
||||||
|
A dialogue node of type `CutsceneStart` embeds a cutscene mid-conversation. Dialogue resumes at `next` when the cutscene ends.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "node_cutscene",
|
||||||
|
"type": "CutsceneStart",
|
||||||
|
"cutsceneId": "intro_cutscene",
|
||||||
|
"next": "node_after_cutscene"
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Full examples
|
||||||
|
|
||||||
|
### Minimal — static image, timed
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "simple",
|
||||||
|
"durationMs": 4000,
|
||||||
|
"fadeOutMs": 300,
|
||||||
|
"fadeInMs": 300,
|
||||||
|
"endFadeOutMs": 300,
|
||||||
|
"endFadeInMs": 300,
|
||||||
|
"imageSegments": [
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/city.png",
|
||||||
|
"width": 1280,
|
||||||
|
"height": 720,
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 4000
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Two-layer parallax pan
|
||||||
|
|
||||||
|
Background moves slowly left-to-right; foreground character moves faster, creating depth.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "classroom_intro",
|
||||||
|
"durationMs": 8000,
|
||||||
|
"fadeOutMs": 500,
|
||||||
|
"fadeInMs": 500,
|
||||||
|
"endFadeOutMs": 500,
|
||||||
|
"endFadeInMs": 500,
|
||||||
|
"imageSegments": [
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/classroom_bg.png",
|
||||||
|
"width": 1920,
|
||||||
|
"height": 1080,
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 8000,
|
||||||
|
"fadeInMs": 400,
|
||||||
|
"easing": "EaseInOutSine",
|
||||||
|
"from": { "centerX": 0.4, "centerY": 0.5, "scale": 1.1 },
|
||||||
|
"to": { "centerX": 0.6, "centerY": 0.5, "scale": 1.0 }
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/classroom_teacher.png",
|
||||||
|
"width": 1920,
|
||||||
|
"height": 1080,
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 8000,
|
||||||
|
"easing": "EaseInOutSine",
|
||||||
|
"from": { "centerX": 0.35, "centerY": 0.5, "scale": 1.0 },
|
||||||
|
"to": { "centerX": 0.65, "centerY": 0.5, "scale": 1.0 }
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"speaker": "Аида Дженибековна",
|
||||||
|
"text": "Здравствуйте, студенты.",
|
||||||
|
"durationMs": 3000
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "Аида Дженибековна",
|
||||||
|
"text": "Рассаживайтесь.",
|
||||||
|
"durationMs": 2500
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Zoom-in reveal with a second image appearing mid-way
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "letter_reveal",
|
||||||
|
"durationMs": 7000,
|
||||||
|
"fadeOutMs": 400,
|
||||||
|
"fadeInMs": 600,
|
||||||
|
"endFadeOutMs": 600,
|
||||||
|
"endFadeInMs": 400,
|
||||||
|
"imageSegments": [
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/desk_bg.png",
|
||||||
|
"width": 1280,
|
||||||
|
"height": 720,
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 7000
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/letter_closeup.png",
|
||||||
|
"width": 1280,
|
||||||
|
"height": 720,
|
||||||
|
"startMs": 2000,
|
||||||
|
"endMs": 7000,
|
||||||
|
"fadeInMs": 800,
|
||||||
|
"easing": "EaseOutCubic",
|
||||||
|
"from": { "centerX": 0.5, "centerY": 0.5, "scale": 2.5 },
|
||||||
|
"to": { "centerX": 0.5, "centerY": 0.5, "scale": 1.2 }
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"text": "Среди бумаг на столе лежит конверт.",
|
||||||
|
"durationMs": 2500
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "Главный герой",
|
||||||
|
"text": "«Явитесь в деканат немедленно».",
|
||||||
|
"durationMs": 3000
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
```
|
||||||
@@ -1,34 +0,0 @@
|
|||||||
#include "Environment.h"
|
|
||||||
|
|
||||||
#include "Utils.h"
|
|
||||||
#include <GL/gl.h>
|
|
||||||
|
|
||||||
namespace ZL {
|
|
||||||
|
|
||||||
int Environment::windowHeaderHeight = 0;
|
|
||||||
int Environment::width = 0;
|
|
||||||
int Environment::height = 0;
|
|
||||||
float Environment::zoom = 20.f;
|
|
||||||
|
|
||||||
bool Environment::leftPressed = false;
|
|
||||||
bool Environment::rightPressed = false;
|
|
||||||
bool Environment::upPressed = false;
|
|
||||||
bool Environment::downPressed = false;
|
|
||||||
|
|
||||||
Vector3f Environment::cameraShift = {0, 0, 0};
|
|
||||||
Vector3f Environment::characterPos = {0, 0, 0};
|
|
||||||
|
|
||||||
float Environment::cameraPhi = 0.f;
|
|
||||||
float Environment::cameraAlpha = 0.3*M_PI / 2.0;
|
|
||||||
|
|
||||||
bool Environment::settings_inverseVertical = false;
|
|
||||||
|
|
||||||
SDL_Window* Environment::window = nullptr;
|
|
||||||
|
|
||||||
bool Environment::showMouse = false;
|
|
||||||
|
|
||||||
bool Environment::exitGameLoop = false;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
} // namespace ZL
|
|
||||||
@@ -1,39 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include "Math.h"
|
|
||||||
#ifdef __linux__
|
|
||||||
#include <SDL2/SDL.h>
|
|
||||||
#endif
|
|
||||||
#include "OpenGlExtensions.h"
|
|
||||||
|
|
||||||
namespace ZL {
|
|
||||||
|
|
||||||
class Environment {
|
|
||||||
public:
|
|
||||||
static int windowHeaderHeight;
|
|
||||||
static int width;
|
|
||||||
static int height;
|
|
||||||
static float zoom;
|
|
||||||
|
|
||||||
static bool leftPressed;
|
|
||||||
static bool rightPressed;
|
|
||||||
static bool upPressed;
|
|
||||||
static bool downPressed;
|
|
||||||
|
|
||||||
static Vector3f cameraShift;
|
|
||||||
static Vector3f characterPos;
|
|
||||||
static float cameraPhi;
|
|
||||||
static float cameraAlpha;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
static bool settings_inverseVertical;
|
|
||||||
|
|
||||||
static SDL_Window* window;
|
|
||||||
|
|
||||||
static bool showMouse;
|
|
||||||
static bool exitGameLoop;
|
|
||||||
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
} // namespace ZL
|
|
||||||
@@ -0,0 +1,510 @@
|
|||||||
|
# Game State Architecture
|
||||||
|
|
||||||
|
## Purpose
|
||||||
|
|
||||||
|
The game separates authoritative gameplay state from rendering and runtime
|
||||||
|
resources. The same snapshot-and-command boundary supports the in-process
|
||||||
|
single-player server and a WebSocket deterministic-lockstep client/server.
|
||||||
|
|
||||||
|
## Architecture Overview
|
||||||
|
|
||||||
|
The architecture has six layers:
|
||||||
|
|
||||||
|
1. `GameState` is the aggregate root for persistent, authoritative state.
|
||||||
|
2. `InternalGameServer` owns `GameState`, advances the local simulation, handles commands, and produces immutable snapshots.
|
||||||
|
3. `ClientLocationState` owns per-client `LocationLocalState` records, including camera orientation. Graphical hosts own this state; it is never replicated.
|
||||||
|
4. Runtime objects hold rendering resources. `Character` and `Location` read immutable server snapshots by stable ID, while `InteractiveObject` still uses a transitional non-owning binding to server-owned state. `Location` also translates local input, scripts, and collision results into semantic server commands.
|
||||||
|
5. Client-facing systems such as `MenuManager` read immutable snapshots and submit typed commands through `IGameServer`.
|
||||||
|
6. Protocol-v2 WebSocket hosts assign preconfigured player slots and exchange
|
||||||
|
one initial state followed by ordered 100 ms tick bundles.
|
||||||
|
|
||||||
|
```text
|
||||||
|
Input / UI
|
||||||
|
| typed GameCommand
|
||||||
|
v
|
||||||
|
IGameServer
|
||||||
|
|
|
||||||
|
v
|
||||||
|
InternalGameServer ---- owns ----> GameState
|
||||||
|
| |
|
||||||
|
| update | stable state objects
|
||||||
|
v v
|
||||||
|
Location / Character / InteractiveObject runtime
|
||||||
|
|
|
||||||
|
v
|
||||||
|
Renderer
|
||||||
|
|
||||||
|
IGameServer ---- immutable GameSnapshot ----> UI and other clients
|
||||||
|
```
|
||||||
|
|
||||||
|
## Authoritative State Model
|
||||||
|
|
||||||
|
### `GameState`
|
||||||
|
|
||||||
|
`GameState` is the top-level state object. It contains:
|
||||||
|
|
||||||
|
- Campaign ID and current location ID.
|
||||||
|
- Day, night, dawn, and darklands flags.
|
||||||
|
- A map of campaign-level players keyed by stable player ID.
|
||||||
|
- A map of typed `LocationGameState` records keyed by location ID.
|
||||||
|
- Inventory, money, player-health HUD values, quests, tutorial progress, chat data, taxi state, and script-global values.
|
||||||
|
|
||||||
|
Live `Location` pointers and rendering objects are no longer stored in `GameState`.
|
||||||
|
Embedded state models such as `Inventory` and `QuestJournal` contain only value
|
||||||
|
data and deterministic operations; they do not retain runtime callbacks.
|
||||||
|
|
||||||
|
### Campaign-level players
|
||||||
|
|
||||||
|
Player `CharacterState` objects are stored in `GameState::players`. The current single-player game uses the ID `"player"`.
|
||||||
|
|
||||||
|
The player state is no longer owned by a `Character` or duplicated as a separately authoritative state for each loaded location. This permits additional player IDs to be introduced later without changing the aggregate ownership model.
|
||||||
|
|
||||||
|
Every player, including the one controlled by the current client, remains in this
|
||||||
|
same authoritative collection. `IGameServer::localPlayerId()` identifies which
|
||||||
|
entry is local to a particular client connection; it is not a separate state
|
||||||
|
object.
|
||||||
|
|
||||||
|
`LocationGameState` does not retain a player pointer or back-reference to `GameState`.
|
||||||
|
Its update boundary receives `GameState::players` by reference, allowing character
|
||||||
|
lookup and simulation to treat every campaign player by stable ID.
|
||||||
|
|
||||||
|
### `LocationGameState`
|
||||||
|
|
||||||
|
Each location record owns:
|
||||||
|
|
||||||
|
- One `LocationNetworkState`.
|
||||||
|
- NPC `CharacterState` objects keyed by configured ID.
|
||||||
|
- `InteractiveObjectState` objects keyed by configured ID.
|
||||||
|
- Trigger-zone enabled/inside flags.
|
||||||
|
- Teleport-zone active flags.
|
||||||
|
- Serialized dialogue runtime state.
|
||||||
|
- Serialized Lua runtime globals.
|
||||||
|
|
||||||
|
World-mode flags (`darklands`, `night`, and `dawn`) exist only at the aggregate
|
||||||
|
`GameState` level. Location rendering and scripts read those values from the
|
||||||
|
top-level snapshot rather than maintaining per-location mirrors.
|
||||||
|
|
||||||
|
State objects use `shared_ptr` internally to keep addresses stable for the
|
||||||
|
remaining local runtime bindings. These pointers never appear in public snapshots.
|
||||||
|
|
||||||
|
### Stable identity
|
||||||
|
|
||||||
|
- Locations use campaign configuration IDs.
|
||||||
|
- Players use keys from `GameState::players`.
|
||||||
|
- NPCs use required location-local configuration IDs.
|
||||||
|
- Interactive objects use required location-local configuration IDs.
|
||||||
|
- Trigger and teleport zones use their configured IDs.
|
||||||
|
|
||||||
|
Missing, empty, duplicate, and reserved IDs are content errors. Runtime references,
|
||||||
|
Lua APIs, snapshots, and persistence all use these IDs rather than configuration
|
||||||
|
array positions.
|
||||||
|
|
||||||
|
## Server Interface
|
||||||
|
|
||||||
|
`IGameServer` is the public state boundary. It exposes:
|
||||||
|
|
||||||
|
- `snapshot()` for an immutable, revisioned `GameSnapshot`.
|
||||||
|
- `submit()` for typed `GameCommand` values.
|
||||||
|
- `update()` for advancing a local fixed tick or polling a remote implementation.
|
||||||
|
- `save()` and `load()` for server-side persistence.
|
||||||
|
|
||||||
|
No public method returns a mutable state pointer or reference.
|
||||||
|
|
||||||
|
### Snapshots
|
||||||
|
|
||||||
|
`GameSnapshot` and its nested snapshot types are value-only read models. They contain no renderer objects, runtime `Location` pointers, mutable references, or active callbacks.
|
||||||
|
|
||||||
|
Snapshots include:
|
||||||
|
|
||||||
|
- Campaign and world-mode state.
|
||||||
|
- All players.
|
||||||
|
- Locations, NPCs, interactive objects, triggers, and teleports.
|
||||||
|
- Inventory item IDs.
|
||||||
|
- Quest views.
|
||||||
|
- Tutorial, chat, taxi, money, and health data.
|
||||||
|
- Script-global values.
|
||||||
|
|
||||||
|
Snapshots have a monotonically increasing revision. `InternalGameServer` caches the current immutable snapshot and rebuilds it only after the authoritative state changes.
|
||||||
|
|
||||||
|
### Commands
|
||||||
|
|
||||||
|
`GameCommand` is a C++17 `std::variant` of semantic command types. Current commands cover:
|
||||||
|
|
||||||
|
- World mode and current location.
|
||||||
|
- Player health and money.
|
||||||
|
- Tutorial progression and flags.
|
||||||
|
- Chat history and unread state.
|
||||||
|
- Taxi state.
|
||||||
|
- Inventory additions and removals.
|
||||||
|
- Quest status, objective completion/visibility, and active-objective changes.
|
||||||
|
- Script globals.
|
||||||
|
- Character transforms, attack targets, navigation destinations, stopping,
|
||||||
|
facing, replanning, health, damage, death reset, attack combos, and animation
|
||||||
|
metadata. Character position, facing angle, home position, face target, and
|
||||||
|
enabled state use separate semantic commands; no whole-character commit
|
||||||
|
command is exposed.
|
||||||
|
- Interactive-object activation.
|
||||||
|
- Trigger-zone state.
|
||||||
|
- Quest-definition reloads.
|
||||||
|
|
||||||
|
The remote implementation serializes destination intent from clients, while
|
||||||
|
the server emits connection-lifecycle presence commands. The server derives the
|
||||||
|
character and location from the assigned connection slot; arbitrary state
|
||||||
|
mutation commands are not accepted from the network.
|
||||||
|
`SetCharacterEnabledCommand` is consumed by the server and replicated to every
|
||||||
|
client in the ordered tick bundle when a slot connects or disconnects.
|
||||||
|
|
||||||
|
### Presentation events
|
||||||
|
|
||||||
|
`IGameServer::drainEvents()` returns value-only events produced by successful
|
||||||
|
authoritative mutations. Inventory add/remove and quest unlock/complete/fail/
|
||||||
|
objective-complete events contain stable IDs only. `Game` drains these events and
|
||||||
|
performs local tutorial, toast, and audio presentation through `MenuManager`.
|
||||||
|
Loading and persistence restoration clear pending events and remain silent.
|
||||||
|
|
||||||
|
## Internal Server
|
||||||
|
|
||||||
|
`InternalGameServer` is the current `IGameServer` implementation. It:
|
||||||
|
|
||||||
|
- Exclusively owns the aggregate `GameState`.
|
||||||
|
- Executes typed commands against authoritative state.
|
||||||
|
- Advances the active location simulation in exact 100 ms ticks.
|
||||||
|
- Builds and caches immutable snapshots.
|
||||||
|
- Delegates save/load serialization to the aggregate state model.
|
||||||
|
|
||||||
|
`LocalGameServerHost` is the graphical client's integration adapter. It owns loaded
|
||||||
|
runtime `Location` objects, forwards simulation events to them, and synchronizes
|
||||||
|
dialogue, Lua, trigger, and teleport auxiliary state. `Game` uses the explicit
|
||||||
|
`IGameServerHost` lifecycle interface and is no longer a friend of
|
||||||
|
`InternalGameServer`. The standalone server does not compile this adapter.
|
||||||
|
|
||||||
|
Location loading has two phases. `LocationContentLoader` parses renderer-free
|
||||||
|
`LocationDefinition` data, and `LocationGameState::setup()` creates/reconciles
|
||||||
|
authoritative NPC, interactive-object, navigation, taxi, trigger, teleport, and
|
||||||
|
animation state. The graphical `Location::setup()` runs afterward and only builds
|
||||||
|
presentation objects from that definition and the prepared state. Lua and dialogue
|
||||||
|
runtime behavior remains client-side.
|
||||||
|
|
||||||
|
### Animation and combat
|
||||||
|
|
||||||
|
Logical animation frame clocks live in `CharacterState`. The renderer-free content
|
||||||
|
loader reads animation frame metadata before authoritative entities are created.
|
||||||
|
Runtime `Character` construction only loads models for presentation and does not
|
||||||
|
submit metadata mutations back to the server.
|
||||||
|
|
||||||
|
`CharacterState::update()` returns value-only events containing arrival Lua function
|
||||||
|
names, attack impacts, navigation requests, and death-animation completion.
|
||||||
|
`LocationGameState` applies queued damage after every character has advanced.
|
||||||
|
Navigation replans are consumed by `InternalGameServer` as deterministic
|
||||||
|
simulation consequences rather than being resubmitted by presentation code.
|
||||||
|
Runtime `Character` objects only pose loaded models and produce audio, particles,
|
||||||
|
and presentation callbacks.
|
||||||
|
|
||||||
|
### Character state operations
|
||||||
|
|
||||||
|
Gameplay operations mutate the authoritative `CharacterState`, not the runtime
|
||||||
|
`Character`:
|
||||||
|
|
||||||
|
- `setTarget()` normalizes the destination, avoids redundant requests, stores the
|
||||||
|
optional Lua arrival function name, and asks the authoritative `LocationNetworkState` to
|
||||||
|
call `planPathExceptMyself()`.
|
||||||
|
- `forceReplan()` recalculates the current requested destination using the same
|
||||||
|
location navigation state.
|
||||||
|
- `stopInPlace()` clears navigation and any pending arrival function.
|
||||||
|
- `stopAndRotateToTarget()`, `resetPlayerAfterDeath()`, `setHp()`, and
|
||||||
|
`tryAttackCombo()` update their respective state directly.
|
||||||
|
|
||||||
|
`InternalGameServer::submit()` resolves the character and location, then invokes
|
||||||
|
these operations for the corresponding semantic command. The runtime `Location`
|
||||||
|
provides convenience methods for submitting those commands from input, scripts,
|
||||||
|
collision handling, and presentation-event processing.
|
||||||
|
|
||||||
|
## Runtime and Visual Object Bindings
|
||||||
|
|
||||||
|
Runtime visual objects do not own their authoritative state objects.
|
||||||
|
|
||||||
|
- `Location` keeps its `IGameServer` reference, stable location ID, and a shared
|
||||||
|
`LocationLocalState` supplied by the graphical host. It resolves its immutable
|
||||||
|
`LocationNetworkState` view from `IGameServer::snapshot()`, while rendering and
|
||||||
|
camera input access the local state directly.
|
||||||
|
- `Character` keeps only its `IGameServer` reference plus stable entity and location IDs. It resolves the player-first character view from `IGameServer::snapshot()`.
|
||||||
|
- `InteractiveObject` keeps a private non-owning reference to its `InteractiveObjectState`; its configured object name is its stable ID.
|
||||||
|
|
||||||
|
`Character::stateSnapshot()` and `Location::stateSnapshot()` return aliasing
|
||||||
|
`shared_ptr` views. Each pointer addresses a state copy inside a `GameSnapshot`,
|
||||||
|
while shared ownership keeps that whole immutable snapshot alive. Update, input,
|
||||||
|
editor, and draw operations capture one such pointer and use it consistently
|
||||||
|
throughout the operation. A missing or unloaded entity produces an empty pointer
|
||||||
|
and presentation or input work is skipped.
|
||||||
|
|
||||||
|
The authoritative state objects are owned by `GameState` or `LocationGameState`.
|
||||||
|
The internal server advances them before publishing a new snapshot revision.
|
||||||
|
Runtime input, scripts, and collision handling submit semantic commands that invoke
|
||||||
|
authoritative character and location operations. Location commands cover pending
|
||||||
|
interaction targets, navigation switching and area changes, editor obstacles, and
|
||||||
|
taxi reset. Camera orientation is deliberately not a server command. No
|
||||||
|
whole-location commit command is exposed.
|
||||||
|
|
||||||
|
Navigation target selection, replanning, stopping, facing, death reset, health
|
||||||
|
assignment, and attack-combo clock changes are implemented by `CharacterState`.
|
||||||
|
`Character` no longer exposes gameplay mutation helpers or a generic state mutation
|
||||||
|
callback. Character construction is presentation-only; frame ranges are already
|
||||||
|
present in `CharacterState` after content setup. It focuses on model posing,
|
||||||
|
rendering, audio, particles, and runtime callbacks.
|
||||||
|
|
||||||
|
Death-animation and health-change callbacks remain runtime-only on `Character`.
|
||||||
|
Arrival behavior is represented solely by the serialized Lua function name in
|
||||||
|
`CharacterState`; `Location` resolves and invokes that name through `ScriptEngine`
|
||||||
|
when it consumes the arrival event.
|
||||||
|
|
||||||
|
`Location` owns presentation-only runtime characters for all non-local entries in
|
||||||
|
`GameSnapshot::players`. It reconciles them by stable ID as snapshots change,
|
||||||
|
reuses the local-player assets and animation set, and includes them in all render,
|
||||||
|
shadow, lighting, animation, damage, and name-tag passes. The local entry is
|
||||||
|
excluded using `IGameServer::localPlayerId()` because its visual is already owned
|
||||||
|
by `Game`.
|
||||||
|
|
||||||
|
`GameObjectLoader` now:
|
||||||
|
|
||||||
|
1. Receives immutable object/NPC definitions parsed by `LocationContentLoader`.
|
||||||
|
2. Resolves already-prepared authoritative entities by stable ID.
|
||||||
|
3. Constructs meshes, textures, VBOs, `InteractiveObject`, and `Character`
|
||||||
|
presentation wrappers without creating or overwriting authoritative state.
|
||||||
|
|
||||||
|
Configuration remains the source of visual assets, animation paths, meshes, textures, and fixed tuning data.
|
||||||
|
|
||||||
|
## State Update Flow
|
||||||
|
|
||||||
|
Render frames and simulation ticks are separate:
|
||||||
|
|
||||||
|
1. SDL input and UI presentation use the real elapsed render-frame time.
|
||||||
|
2. A local host accumulates `steady_clock` elapsed time and runs zero or more
|
||||||
|
exact 100 ms simulation ticks. A remote host polls transport every frame but
|
||||||
|
advances only from contiguous server tick messages.
|
||||||
|
3. Commands assigned to tick `N` are applied in server sequence order before
|
||||||
|
simulation tick `N`.
|
||||||
|
4. The server freezes location character observations and updates every player,
|
||||||
|
NPC, taxi, and interactive object with exactly 100 ms. An empty player
|
||||||
|
collection remains valid.
|
||||||
|
5. Attack impacts are queued and applied only after all characters advance.
|
||||||
|
Navigation recovery is applied inside the deterministic state path.
|
||||||
|
6. The server invalidates its cached snapshot and advances its revision.
|
||||||
|
7. Runtime locations consume the completed tick's value-only events and perform
|
||||||
|
rendering, audio, particles, and supported presentation callbacks.
|
||||||
|
8. Rendering can occur between ticks and never changes authoritative tick time.
|
||||||
|
|
||||||
|
Commands that update bound character or object state do not reload the whole location. This avoids replaying dialogue-node effects or Lua callbacks.
|
||||||
|
|
||||||
|
## Campaign and Location Lifecycle
|
||||||
|
|
||||||
|
Only one location is normally loaded as a runtime object.
|
||||||
|
|
||||||
|
### Campaign loading
|
||||||
|
|
||||||
|
When a campaign starts:
|
||||||
|
|
||||||
|
- Existing campaign state and runtime locations are cleared.
|
||||||
|
- Quest definitions are loaded.
|
||||||
|
- The graphical single-player host requests a campaign-level `"player"` state and
|
||||||
|
creates its visual wrapper.
|
||||||
|
- A standalone host may deliberately create no players; locations continue to tick.
|
||||||
|
- The battle-zone test bot is an explicit host option rather than an unconditional
|
||||||
|
campaign side effect.
|
||||||
|
|
||||||
|
### Location loading
|
||||||
|
|
||||||
|
When a location is loaded:
|
||||||
|
|
||||||
|
- `LocationContentLoader` parses a renderer-free `LocationDefinition`.
|
||||||
|
- `LocationGameState::setup()` creates or reconciles navigation, taxi, NPC,
|
||||||
|
interactive-object, trigger, teleport, and animation state.
|
||||||
|
- Saved mutable fields are overlaid on configuration defaults by stable ID.
|
||||||
|
- `Location::setup()` builds static and entity visuals from the prepared definition
|
||||||
|
without mutating authoritative state.
|
||||||
|
- The shared campaign player is attached.
|
||||||
|
- Runtime visuals are created for other player IDs currently present in the
|
||||||
|
snapshot and are subsequently spawned or removed as snapshots change.
|
||||||
|
- Dialogue, Lua, trigger/teleport visuals, and presentation callbacks are initialized.
|
||||||
|
- The runtime `Location` is owned and registered by `LocalGameServerHost`;
|
||||||
|
`InternalGameServer` remains headless.
|
||||||
|
|
||||||
|
### Location unloading
|
||||||
|
|
||||||
|
When leaving a location:
|
||||||
|
|
||||||
|
- Auxiliary runtime state is captured.
|
||||||
|
- The visual/runtime `Location` is destroyed.
|
||||||
|
- Its typed `LocationGameState` remains in `GameState`.
|
||||||
|
|
||||||
|
The player state remains campaign-level and survives location changes.
|
||||||
|
|
||||||
|
## Save and Load Schema
|
||||||
|
|
||||||
|
Authoritative persistence uses one strict, versioned schema. `schemaVersion` is
|
||||||
|
required and unsupported versions are rejected rather than migrated. A
|
||||||
|
single-player save is a separate versioned envelope containing `networkState`
|
||||||
|
(the authoritative `GameState` JSON) and `localState` (the client-local location
|
||||||
|
map). Lockstep sends that authoritative document only in `initial_state`; later
|
||||||
|
messages contain numbered command bundles.
|
||||||
|
|
||||||
|
- Campaign players are stored once in an ID-keyed `players` object.
|
||||||
|
- Locations are keyed by location ID.
|
||||||
|
- Each location stores NPC and interactive-object state in ID-keyed objects.
|
||||||
|
- Pending interaction targets and character references use stable IDs.
|
||||||
|
- Immutable content such as meshes, initial taxi configuration, and object
|
||||||
|
definitions is reconstructed from campaign configuration.
|
||||||
|
- Configuration is loaded first and mutable saved state is overlaid in place.
|
||||||
|
Snapshot-backed runtime objects then resolve the resulting state by stable ID.
|
||||||
|
|
||||||
|
Old user save slots are intentionally unsupported. Bundled start-state snapshots
|
||||||
|
must be regenerated with `Game::saveInitialState()` whenever the schema changes.
|
||||||
|
|
||||||
|
## UI, Scripts, Dialogue, and Quests
|
||||||
|
|
||||||
|
### UI
|
||||||
|
|
||||||
|
`MenuManager` no longer holds `GameState&` or a mutable `Inventory*`.
|
||||||
|
|
||||||
|
It now:
|
||||||
|
|
||||||
|
- Reads inventory, quests, tutorial state, chat, money, health, location, and world mode from `GameSnapshot`.
|
||||||
|
- Submits typed commands for mutations.
|
||||||
|
- Continues to own presentation-only UI trees, screen state, textures, and callbacks.
|
||||||
|
|
||||||
|
### Scripts
|
||||||
|
|
||||||
|
Lua remains an in-process single-player runtime. Character, inventory, quest, and
|
||||||
|
campaign-global bindings submit semantic commands through `Location`; the server
|
||||||
|
invokes operations on centrally owned state. Snapshot queries provide global
|
||||||
|
values, inventory counts, item presence, and synchronous quest validation for the
|
||||||
|
existing Lua API. NPC,
|
||||||
|
interactive-object, trigger-zone, and teleport-zone bindings address entities by
|
||||||
|
configured ID. Other object and global-state bindings remain trusted local
|
||||||
|
integrations.
|
||||||
|
|
||||||
|
Each location script registers initialization, enter, and exit callbacks.
|
||||||
|
Initialization runs only when the location has no retained state; loading the Lua
|
||||||
|
file again for rendering does not repeat state-resetting setup. Enter and exit
|
||||||
|
callbacks continue to run for every location transition.
|
||||||
|
|
||||||
|
The scalar Lua runtime state for each location is stored under `LocationGameState::scriptGlobals`. Multiplayer location scripts are expected to be empty, so remote script execution is intentionally outside the current scope.
|
||||||
|
|
||||||
|
### Dialogue and cutscenes
|
||||||
|
|
||||||
|
Dialogue runtime state is captured in each `LocationGameState`. Dialogue global
|
||||||
|
flags use snapshot getter and command setter callbacks rather than retaining a
|
||||||
|
mutable map pointer. Dialogue and cutscene rendering remain local presentation
|
||||||
|
systems.
|
||||||
|
|
||||||
|
Dialogues and cutscenes are outside the planned multiplayer gameplay mode, but their existing single-player save and callback behavior is retained.
|
||||||
|
|
||||||
|
### Quests, inventory, and tutorial
|
||||||
|
|
||||||
|
These callback-free state systems remain part of `GameState` for single-player
|
||||||
|
compatibility. UI access, mutations, and presentation notifications cross the
|
||||||
|
server interface. They can remain empty or disabled in multiplayer mode as planned.
|
||||||
|
|
||||||
|
## Multiplayer Lockstep
|
||||||
|
|
||||||
|
Protocol v2 uses server-sequenced deterministic lockstep:
|
||||||
|
|
||||||
|
- The server assigns a connection to a preconfigured campaign player slot.
|
||||||
|
- Player slots are disabled in the authoritative initial state. A successful
|
||||||
|
connection schedules `SetCharacterEnabledCommand(enabled=true)` for the next
|
||||||
|
lockstep tick; disconnect schedules the corresponding `enabled=false` command.
|
||||||
|
- Connection receives one authoritative state at a completed tick plus its
|
||||||
|
assigned player ID, tick duration, input delay, and compatibility fingerprint.
|
||||||
|
- Destination input is normalized and scheduled two ticks in the future.
|
||||||
|
- The server broadcasts every numbered tick, including empty ticks. Clients
|
||||||
|
buffer out-of-order messages and advance only contiguous tick IDs.
|
||||||
|
- All replicas apply the same globally sequenced commands before one exact
|
||||||
|
100 ms update.
|
||||||
|
- Post-tick canonical hashes exclude persistence timestamps and local
|
||||||
|
presentation state. A mismatch is diagnosed but not automatically repaired.
|
||||||
|
|
||||||
|
No wall-clock timestamp participates in simulation. `steady_clock` paces the
|
||||||
|
server and local render accumulator only, so different machine clocks do not
|
||||||
|
affect command placement or state. The current missing-packet policy is to stall;
|
||||||
|
there is no prediction or rollback.
|
||||||
|
|
||||||
|
Current boundaries remain:
|
||||||
|
|
||||||
|
- client intent is limited to `SetCharacterDestinationCommand`; server presence
|
||||||
|
changes use `SetCharacterEnabledCommand` in tick bundles;
|
||||||
|
- player characters must already exist in the initial state and campaign slot
|
||||||
|
list; dynamic spawning and reconnect history are not implemented;
|
||||||
|
- authentication and automatic checkpoint resynchronization are absent;
|
||||||
|
- multiplayer Lua/dialogue shared behavior is unsupported;
|
||||||
|
- deterministic compatibility targets identical executable and content builds.
|
||||||
|
Floating-point simulation is not guaranteed bit-identical across platforms.
|
||||||
|
|
||||||
|
## Platform Build Integration
|
||||||
|
|
||||||
|
The new state and server files are registered in:
|
||||||
|
|
||||||
|
- `proj-windows/CMakeLists.txt`
|
||||||
|
- `proj-linux/CMakeLists.txt`
|
||||||
|
- `proj-web/CMakeLists.txt`
|
||||||
|
- `proj-android/app/jni/src/CMakeLists.txt`
|
||||||
|
|
||||||
|
The refactor uses portable C++17 and introduces no Windows-only gameplay code.
|
||||||
|
|
||||||
|
The standalone target lives under `server/`. It links the authoritative state,
|
||||||
|
campaign, content-definition, and portable resource sources only; SDL, OpenGL,
|
||||||
|
audio, Lua, dialogue presentation, and rendering sources are absent. It can prepare
|
||||||
|
a selected campaign/location with zero players. The Windows server adds
|
||||||
|
Boost.Beast transport and runs a fixed 100 ms lockstep loop; other platforms
|
||||||
|
continue to compile the portable state core without that transport.
|
||||||
|
|
||||||
|
The Windows Debug target was verified with:
|
||||||
|
|
||||||
|
```powershell
|
||||||
|
cmake --build proj-windows/build --config Debug --target ShadowOverBishkekDemo -- /m
|
||||||
|
```
|
||||||
|
|
||||||
|
## Important Constraints
|
||||||
|
|
||||||
|
- Runtime C++ callbacks are not part of `CharacterState` or public snapshots;
|
||||||
|
serializable Lua arrival function names are state data.
|
||||||
|
- `InteractiveObjectState` animation callbacks are also removed from public snapshots.
|
||||||
|
- Character target and attacker references use stable IDs (`"player"` or a unique
|
||||||
|
location-local NPC ID).
|
||||||
|
- Some top-level values remain mirrors for compatibility, notably player health used by the HUD and scripts.
|
||||||
|
- Dialogue and Lua are synchronized as auxiliary location state rather than fully networked subsystems.
|
||||||
|
- `IGameServerLifecycle` is the graphics-free campaign/location administration
|
||||||
|
boundary. `LocalGameServerHost` adds client-only runtime construction and
|
||||||
|
auxiliary-state synchronization without making `Game` a server friend.
|
||||||
|
- Empty player maps are valid. Player-specific interactions remain inactive until
|
||||||
|
a player entity is added.
|
||||||
|
- Pathfinding priority queues use cell index as a stable secondary key.
|
||||||
|
- Gameplay randomness must be seeded and serialized; the `random_device` battle
|
||||||
|
bot is disabled for multiplayer sessions.
|
||||||
|
- A lockstep compatibility fingerprint must match before the client accepts the
|
||||||
|
initial state.
|
||||||
|
|
||||||
|
## Main Files
|
||||||
|
|
||||||
|
- `src/GameState.h` / `src/GameState.cpp` — aggregate state and top-level persistence.
|
||||||
|
- `src/LocationState.h` / `src/LocationState.cpp` — separate local camera and authoritative network location records, plus single-player persistence composition.
|
||||||
|
- `src/LocationGameState.h` / `src/LocationGameState.cpp` — authoritative typed location state, simulation, and ID-keyed persistence.
|
||||||
|
- `src/content/LocationDefinition.h` / `.cpp` — renderer-free content definitions,
|
||||||
|
parsing, and animation metadata loading.
|
||||||
|
- `src/game_server/IGameServer.h` — public snapshot and command contract.
|
||||||
|
- `src/game_server/IGameServerLifecycle.h` — graphics-free campaign/location lifecycle.
|
||||||
|
- `src/game_server/InternalGameServer.h` / `.cpp` — in-process authoritative implementation.
|
||||||
|
- `src/game_server/LocalGameServerHost.h` / `.cpp` — graphical-client runtime adapter.
|
||||||
|
- `src/game_server/NetworkProtocol.h` / `.cpp` — protocol-v2 messages,
|
||||||
|
lockstep timeline, validation, and canonical hashes.
|
||||||
|
- `src/game_server/WebsocketGameServer.h` / `.cpp` and
|
||||||
|
`WebsocketGameClient.h` / `.cpp` — slot assignment, input scheduling, tick
|
||||||
|
broadcasting, buffering, and replica advancement.
|
||||||
|
- `src/Game.h` / `src/Game.cpp` — application host, campaign lifecycle, and runtime wiring.
|
||||||
|
- `src/Location.h` / `src/Location.cpp` — loaded location runtime, command routing,
|
||||||
|
interactions, collisions, scripts, and presentation-event consumption.
|
||||||
|
- `src/Character.h` / `src/Character.cpp` — passive character presentation resolving
|
||||||
|
immutable `CharacterState` snapshots by stable ID.
|
||||||
|
- `src/CharacterState.h` / `src/CharacterState.cpp` — deterministic character
|
||||||
|
simulation, navigation operations, combat state, and logical animation clock.
|
||||||
|
- `src/items/InteractiveObject.h` / `.cpp` — visual object runtime bound to central object state.
|
||||||
|
- `src/items/GameObjectLoader.h` / `.cpp` — presentation builders for prepared definitions.
|
||||||
|
- `src/MenuManager.h` / `src/MenuManager.cpp` — snapshot-driven UI and command submission.
|
||||||
@@ -1,165 +0,0 @@
|
|||||||
#include "Game.h"
|
|
||||||
#include "AnimatedModel.h"
|
|
||||||
#include "BoneAnimatedModel.h"
|
|
||||||
#include "Utils.h"
|
|
||||||
#include "OpenGlExtensions.h"
|
|
||||||
#include <iostream>
|
|
||||||
#include "TextureManager.h"
|
|
||||||
#include "TextModel.h"
|
|
||||||
|
|
||||||
namespace ZL
|
|
||||||
{
|
|
||||||
const char* CONST_ZIP_FILE = "";
|
|
||||||
|
|
||||||
Game::Game()
|
|
||||||
: window(nullptr)
|
|
||||||
, glContext(nullptr)
|
|
||||||
, newTickCount(0)
|
|
||||||
, lastTickCount(0)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
Game::~Game() {
|
|
||||||
if (glContext) {
|
|
||||||
SDL_GL_DeleteContext(glContext);
|
|
||||||
}
|
|
||||||
if (window) {
|
|
||||||
SDL_DestroyWindow(window);
|
|
||||||
}
|
|
||||||
SDL_Quit();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Game::setup() {
|
|
||||||
glContext = SDL_GL_CreateContext(ZL::Environment::window);
|
|
||||||
|
|
||||||
ZL::BindOpenGlFunctions();
|
|
||||||
ZL::CheckGlError();
|
|
||||||
|
|
||||||
// Initialize renderer
|
|
||||||
|
|
||||||
#ifdef EMSCRIPTEN
|
|
||||||
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_web.fragment", CONST_ZIP_FILE);
|
|
||||||
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
|
|
||||||
#else
|
|
||||||
renderer.shaderManager.AddShaderFromFiles("default", "./shaders/default.vertex", "./shaders/default_desktop.fragment", CONST_ZIP_FILE);
|
|
||||||
renderer.shaderManager.AddShaderFromFiles("defaultColor", "./shaders/defaultColor.vertex", "./shaders/defaultColor_desktop.fragment", CONST_ZIP_FILE);
|
|
||||||
#endif
|
|
||||||
|
|
||||||
//Load texture
|
|
||||||
spaceshipTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/sship001x.png"));
|
|
||||||
spaceshipBase = LoadFromTextFile02("./resources/spaceship004.txt");
|
|
||||||
spaceshipBase.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundY(M_PI / 2.0)));
|
|
||||||
spaceship.AssignFrom(spaceshipBase);
|
|
||||||
spaceship.RefreshVBO();
|
|
||||||
|
|
||||||
|
|
||||||
renderer.InitOpenGL();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void Game::drawScene() {
|
|
||||||
static const std::string defaultShaderName = "default";
|
|
||||||
static const std::string vPositionName = "vPosition";
|
|
||||||
static const std::string vTexCoordName = "vTexCoord";
|
|
||||||
static const std::string textureUniformName = "Texture";
|
|
||||||
|
|
||||||
glClearColor(0.0f, 0.5f, 1.0f, 1.0f);
|
|
||||||
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
glViewport(0, 0, Environment::width, Environment::height);
|
|
||||||
|
|
||||||
CheckGlError();
|
|
||||||
|
|
||||||
renderer.shaderManager.PushShader(defaultShaderName);
|
|
||||||
renderer.RenderUniform1i(textureUniformName, 0);
|
|
||||||
renderer.EnableVertexAttribArray(vPositionName);
|
|
||||||
renderer.EnableVertexAttribArray(vTexCoordName);
|
|
||||||
|
|
||||||
renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5,
|
|
||||||
static_cast<float>(Environment::width) / static_cast<float>(Environment::height),
|
|
||||||
1, 1000);
|
|
||||||
renderer.PushMatrix();
|
|
||||||
|
|
||||||
renderer.LoadIdentity();
|
|
||||||
renderer.TranslateMatrix({ 0,0, -1.0f*Environment::zoom });
|
|
||||||
renderer.RotateMatrix(QuatFromRotateAroundX(M_PI/6.0));
|
|
||||||
//renderer.RotateMatrix(QuatFromRotateAroundX(Environment::cameraAlpha));
|
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
|
|
||||||
renderer.DrawVertexRenderStruct(spaceship);
|
|
||||||
|
|
||||||
renderer.PopMatrix();
|
|
||||||
renderer.PopProjectionMatrix();
|
|
||||||
renderer.DisableVertexAttribArray(vPositionName);
|
|
||||||
renderer.DisableVertexAttribArray(vTexCoordName);
|
|
||||||
|
|
||||||
renderer.shaderManager.PopShader();
|
|
||||||
|
|
||||||
CheckGlError();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Game::processTickCount() {
|
|
||||||
|
|
||||||
if (lastTickCount == 0) {
|
|
||||||
lastTickCount = SDL_GetTicks64();
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
newTickCount = SDL_GetTicks64();
|
|
||||||
if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
|
|
||||||
size_t delta = (newTickCount - lastTickCount > CONST_MAX_TIME_INTERVAL) ?
|
|
||||||
CONST_MAX_TIME_INTERVAL : newTickCount - lastTickCount;
|
|
||||||
|
|
||||||
//gameObjects.updateScene(delta);
|
|
||||||
|
|
||||||
Environment::cameraAlpha = Environment::cameraAlpha + delta * M_PI / 10000.f;
|
|
||||||
|
|
||||||
lastTickCount = newTickCount;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Game::render() {
|
|
||||||
SDL_GL_MakeCurrent(ZL::Environment::window, glContext);
|
|
||||||
ZL::CheckGlError();
|
|
||||||
|
|
||||||
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
|
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
||||||
|
|
||||||
drawScene();
|
|
||||||
processTickCount();
|
|
||||||
|
|
||||||
SDL_GL_SwapWindow(ZL::Environment::window);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Game::update() {
|
|
||||||
SDL_Event event;
|
|
||||||
while (SDL_PollEvent(&event)) {
|
|
||||||
if (event.type == SDL_QUIT) {
|
|
||||||
Environment::exitGameLoop = true;
|
|
||||||
|
|
||||||
}
|
|
||||||
else if (event.type == SDL_MOUSEWHEEL) {
|
|
||||||
static const float zoomstep = 2.0f;
|
|
||||||
if (event.wheel.y > 0) {
|
|
||||||
Environment::zoom -= zoomstep;
|
|
||||||
}
|
|
||||||
else if (event.wheel.y < 0) {
|
|
||||||
Environment::zoom += zoomstep;
|
|
||||||
}
|
|
||||||
if (Environment::zoom < zoomstep) {
|
|
||||||
Environment::zoom = zoomstep;
|
|
||||||
}
|
|
||||||
/*if (Environment::zoom > 4) {
|
|
||||||
Environment::zoom = 4;
|
|
||||||
}*/
|
|
||||||
|
|
||||||
//this->modelMeshRender.data.Scale(0.5);
|
|
||||||
//this->modelMeshRender.RefreshVBO();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
render();
|
|
||||||
}
|
|
||||||
|
|
||||||
} // namespace ZL
|
|
||||||
@@ -1,40 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include "OpenGlExtensions.h"
|
|
||||||
#include "Renderer.h"
|
|
||||||
#include "Environment.h"
|
|
||||||
#include "TextureManager.h"
|
|
||||||
|
|
||||||
namespace ZL {
|
|
||||||
|
|
||||||
class Game {
|
|
||||||
public:
|
|
||||||
Game();
|
|
||||||
~Game();
|
|
||||||
|
|
||||||
void setup();
|
|
||||||
void update();
|
|
||||||
void render();
|
|
||||||
|
|
||||||
bool shouldExit() const { return Environment::exitGameLoop; }
|
|
||||||
|
|
||||||
private:
|
|
||||||
void processTickCount();
|
|
||||||
void drawScene();
|
|
||||||
|
|
||||||
SDL_Window* window;
|
|
||||||
SDL_GLContext glContext;
|
|
||||||
Renderer renderer;
|
|
||||||
|
|
||||||
size_t newTickCount;
|
|
||||||
size_t lastTickCount;
|
|
||||||
|
|
||||||
static const size_t CONST_TIMER_INTERVAL = 10;
|
|
||||||
static const size_t CONST_MAX_TIME_INTERVAL = 1000;
|
|
||||||
|
|
||||||
std::shared_ptr<Texture> spaceshipTexture;
|
|
||||||
VertexDataStruct spaceshipBase;
|
|
||||||
VertexRenderStruct spaceship;
|
|
||||||
};
|
|
||||||
|
|
||||||
} // namespace ZL
|
|
||||||
@@ -1,734 +0,0 @@
|
|||||||
#include "Math.h"
|
|
||||||
|
|
||||||
#include <exception>
|
|
||||||
#include <cmath>
|
|
||||||
|
|
||||||
namespace ZL {
|
|
||||||
|
|
||||||
Vector2f operator+(const Vector2f& x, const Vector2f& y)
|
|
||||||
{
|
|
||||||
Vector2f result;
|
|
||||||
|
|
||||||
result.v[0] = x.v[0] + y.v[0];
|
|
||||||
result.v[1] = x.v[1] + y.v[1];
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector2f operator-(const Vector2f& x, const Vector2f& y)
|
|
||||||
{
|
|
||||||
Vector2f result;
|
|
||||||
|
|
||||||
result.v[0] = x.v[0] - y.v[0];
|
|
||||||
result.v[1] = x.v[1] - y.v[1];
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3f operator+(const Vector3f& x, const Vector3f& y)
|
|
||||||
{
|
|
||||||
Vector3f result;
|
|
||||||
|
|
||||||
result.v[0] = x.v[0] + y.v[0];
|
|
||||||
result.v[1] = x.v[1] + y.v[1];
|
|
||||||
result.v[2] = x.v[2] + y.v[2];
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3f operator-(const Vector3f& x, const Vector3f& y)
|
|
||||||
{
|
|
||||||
Vector3f result;
|
|
||||||
|
|
||||||
result.v[0] = x.v[0] - y.v[0];
|
|
||||||
result.v[1] = x.v[1] - y.v[1];
|
|
||||||
result.v[2] = x.v[2] - y.v[2];
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector4f operator+(const Vector4f& x, const Vector4f& y)
|
|
||||||
{
|
|
||||||
Vector4f result;
|
|
||||||
|
|
||||||
result.v[0] = x.v[0] + y.v[0];
|
|
||||||
result.v[1] = x.v[1] + y.v[1];
|
|
||||||
result.v[2] = x.v[2] + y.v[2];
|
|
||||||
result.v[3] = x.v[3] + y.v[3];
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector4f operator-(const Vector4f& x, const Vector4f& y)
|
|
||||||
{
|
|
||||||
Vector4f result;
|
|
||||||
|
|
||||||
result.v[0] = x.v[0] - y.v[0];
|
|
||||||
result.v[1] = x.v[1] - y.v[1];
|
|
||||||
result.v[2] = x.v[2] - y.v[2];
|
|
||||||
result.v[3] = x.v[3] - y.v[3];
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix3f Matrix3f::Identity()
|
|
||||||
{
|
|
||||||
Matrix3f r;
|
|
||||||
|
|
||||||
r.m[0] = 1.f;
|
|
||||||
r.m[1] = 0.f;
|
|
||||||
r.m[2] = 0.f;
|
|
||||||
|
|
||||||
r.m[3] = 0.f;
|
|
||||||
r.m[4] = 1.f;
|
|
||||||
r.m[5] = 0.f;
|
|
||||||
|
|
||||||
r.m[6] = 0.f;
|
|
||||||
r.m[7] = 0.f;
|
|
||||||
r.m[8] = 1.f;
|
|
||||||
|
|
||||||
return r;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix4f Matrix4f::Identity()
|
|
||||||
{
|
|
||||||
Matrix4f r;
|
|
||||||
|
|
||||||
r.m[0] = 1.f;
|
|
||||||
r.m[1] = 0.f;
|
|
||||||
r.m[2] = 0.f;
|
|
||||||
r.m[3] = 0.f;
|
|
||||||
|
|
||||||
r.m[4] = 0.f;
|
|
||||||
r.m[5] = 1.f;
|
|
||||||
r.m[6] = 0.f;
|
|
||||||
r.m[7] = 0.f;
|
|
||||||
|
|
||||||
r.m[8] = 0.f;
|
|
||||||
r.m[9] = 0.f;
|
|
||||||
r.m[10] = 1.f;
|
|
||||||
r.m[11] = 0.f;
|
|
||||||
|
|
||||||
r.m[12] = 0.f;
|
|
||||||
r.m[13] = 0.f;
|
|
||||||
r.m[14] = 0.f;
|
|
||||||
r.m[15] = 1.f;
|
|
||||||
|
|
||||||
return r;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix4f operator*(const Matrix4f& m1, const Matrix4f& m2)
|
|
||||||
{
|
|
||||||
Matrix4f r;
|
|
||||||
|
|
||||||
r.m[0] = m1.m[0] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[8] * m2.m[2] + m1.m[12] * m2.m[3];
|
|
||||||
r.m[1] = m1.m[1] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[9] * m2.m[2] + m1.m[13] * m2.m[3];
|
|
||||||
r.m[2] = m1.m[2] * m2.m[0] + m1.m[6] * m2.m[1] + m1.m[10] * m2.m[2] + m1.m[14] * m2.m[3];
|
|
||||||
r.m[3] = m1.m[3] * m2.m[0] + m1.m[7] * m2.m[1] + m1.m[11] * m2.m[2] + m1.m[15] * m2.m[3];
|
|
||||||
|
|
||||||
r.m[4] = m1.m[0] * m2.m[4] + m1.m[4] * m2.m[5] + m1.m[8] * m2.m[6] + m1.m[12] * m2.m[7];
|
|
||||||
r.m[5] = m1.m[1] * m2.m[4] + m1.m[5] * m2.m[5] + m1.m[9] * m2.m[6] + m1.m[13] * m2.m[7];
|
|
||||||
r.m[6] = m1.m[2] * m2.m[4] + m1.m[6] * m2.m[5] + m1.m[10] * m2.m[6] + m1.m[14] * m2.m[7];
|
|
||||||
r.m[7] = m1.m[3] * m2.m[4] + m1.m[7] * m2.m[5] + m1.m[11] * m2.m[6] + m1.m[15] * m2.m[7];
|
|
||||||
|
|
||||||
|
|
||||||
r.m[8] = m1.m[0] * m2.m[8] + m1.m[4] * m2.m[9] + m1.m[8] * m2.m[10] + m1.m[12] * m2.m[11];
|
|
||||||
r.m[9] = m1.m[1] * m2.m[8] + m1.m[5] * m2.m[9] + m1.m[9] * m2.m[10] + m1.m[13] * m2.m[11];
|
|
||||||
r.m[10] = m1.m[2] * m2.m[8] + m1.m[6] * m2.m[9] + m1.m[10] * m2.m[10] + m1.m[14] * m2.m[11];
|
|
||||||
r.m[11] = m1.m[3] * m2.m[8] + m1.m[7] * m2.m[9] + m1.m[11] * m2.m[10] + m1.m[15] * m2.m[11];
|
|
||||||
|
|
||||||
r.m[12] = m1.m[0] * m2.m[12] + m1.m[4] * m2.m[13] + m1.m[8] * m2.m[14] + m1.m[12] * m2.m[15];
|
|
||||||
r.m[13] = m1.m[1] * m2.m[12] + m1.m[5] * m2.m[13] + m1.m[9] * m2.m[14] + m1.m[13] * m2.m[15];
|
|
||||||
r.m[14] = m1.m[2] * m2.m[12] + m1.m[6] * m2.m[13] + m1.m[10] * m2.m[14] + m1.m[14] * m2.m[15];
|
|
||||||
r.m[15] = m1.m[3] * m2.m[12] + m1.m[7] * m2.m[13] + m1.m[11] * m2.m[14] + m1.m[15] * m2.m[15];
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar)
|
|
||||||
{
|
|
||||||
float depthRange = zFar - zNear;
|
|
||||||
|
|
||||||
if (depthRange <= 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("zFar must be greater than zNear");
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix4f r;
|
|
||||||
|
|
||||||
r.m[0] = 2.f / width;
|
|
||||||
r.m[1] = 0;
|
|
||||||
r.m[2] = 0;
|
|
||||||
r.m[3] = 0;
|
|
||||||
|
|
||||||
r.m[4] = 0;
|
|
||||||
r.m[5] = 2.f / height;
|
|
||||||
r.m[6] = 0;
|
|
||||||
r.m[7] = 0;
|
|
||||||
|
|
||||||
r.m[8] = 0;
|
|
||||||
r.m[9] = 0;
|
|
||||||
r.m[10] = -1 / depthRange;
|
|
||||||
r.m[11] = 0;
|
|
||||||
|
|
||||||
r.m[12] = -1;
|
|
||||||
r.m[13] = -1;
|
|
||||||
r.m[14] = zNear / depthRange;
|
|
||||||
r.m[15] = 1;
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar)
|
|
||||||
{
|
|
||||||
float tanHalfFovy = tan(fovY / 2.f);
|
|
||||||
Matrix4f r;
|
|
||||||
|
|
||||||
if (zNear >= zFar || aspectRatio == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Invalid perspective parameters");
|
|
||||||
}
|
|
||||||
|
|
||||||
r.m[0] = 1.f / (aspectRatio * tanHalfFovy);
|
|
||||||
r.m[1] = 0;
|
|
||||||
r.m[2] = 0;
|
|
||||||
r.m[3] = 0;
|
|
||||||
|
|
||||||
r.m[4] = 0;
|
|
||||||
r.m[5] = 1.f / (tanHalfFovy);
|
|
||||||
r.m[6] = 0;
|
|
||||||
r.m[7] = 0;
|
|
||||||
|
|
||||||
r.m[8] = 0;
|
|
||||||
r.m[9] = 0;
|
|
||||||
r.m[10] = -(zFar + zNear) / (zFar - zNear);
|
|
||||||
r.m[11] = -1;
|
|
||||||
|
|
||||||
r.m[12] = 0;
|
|
||||||
r.m[13] = 0;
|
|
||||||
r.m[14] = -(2.f * zFar * zNear) / (zFar - zNear);
|
|
||||||
r.m[15] = 0;
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix3f QuatToMatrix(const Vector4f& q)
|
|
||||||
{
|
|
||||||
Matrix3f m;
|
|
||||||
|
|
||||||
float wx, wy, wz, xx, yy, yz, xy, xz, zz, s, x2, y2, z2;
|
|
||||||
|
|
||||||
s = 2.0f / (q.v[0] * q.v[0] + q.v[1] * q.v[1] + q.v[2] * q.v[2] + q.v[3] * q.v[3]);
|
|
||||||
|
|
||||||
|
|
||||||
x2 = q.v[0] * s;
|
|
||||||
y2 = q.v[1] * s;
|
|
||||||
z2 = q.v[2] * s;
|
|
||||||
|
|
||||||
wx = q.v[3] * x2; wy = q.v[3] * y2; wz = q.v[3] * z2;
|
|
||||||
xx = q.v[0] * x2; xy = q.v[1] * x2; xz = q.v[2] * x2;
|
|
||||||
yy = q.v[1] * y2; yz = q.v[2] * y2;
|
|
||||||
zz = q.v[2] * z2;
|
|
||||||
|
|
||||||
m.m[0] = 1.0f - (yy + zz);
|
|
||||||
m.m[1] = xy + wz;
|
|
||||||
m.m[2] = xz - wy;
|
|
||||||
|
|
||||||
m.m[3] = xy - wz;
|
|
||||||
m.m[4] = 1.0f - (xx + zz);
|
|
||||||
m.m[5] = yz + wx;
|
|
||||||
|
|
||||||
m.m[6] = xz + wy;
|
|
||||||
m.m[7] = yz - wx;
|
|
||||||
m.m[8] = 1.0f - (xx + yy);
|
|
||||||
|
|
||||||
return m;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector4f MatrixToQuat(const Matrix3f& m)
|
|
||||||
{
|
|
||||||
Vector4f r;
|
|
||||||
float trace = m.m[0] + m.m[4] + m.m[8];
|
|
||||||
|
|
||||||
if (trace > 0)
|
|
||||||
{
|
|
||||||
float s = 0.5f / sqrtf(trace + 1.0f);
|
|
||||||
r.v[3] = 0.25f / s;
|
|
||||||
r.v[0] = (m.m[5] - m.m[7]) * s;
|
|
||||||
r.v[1] = (m.m[6] - m.m[2]) * s;
|
|
||||||
r.v[2] = (m.m[1] - m.m[3]) * s;
|
|
||||||
}
|
|
||||||
else if (m.m[0] > m.m[4] && m.m[0] > m.m[8])
|
|
||||||
{
|
|
||||||
float s = 2.0f * sqrtf(1.0f + m.m[0] - m.m[4] - m.m[8]);
|
|
||||||
r.v[3] = (m.m[5] - m.m[7]) / s;
|
|
||||||
r.v[0] = 0.25f * s;
|
|
||||||
r.v[1] = (m.m[1] + m.m[3]) / s;
|
|
||||||
r.v[2] = (m.m[6] + m.m[2]) / s;
|
|
||||||
}
|
|
||||||
else if (m.m[4] > m.m[8])
|
|
||||||
{
|
|
||||||
float s = 2.0f * sqrtf(1.0f + m.m[4] - m.m[0] - m.m[8]);
|
|
||||||
r.v[3] = (m.m[6] - m.m[2]) / s;
|
|
||||||
r.v[0] = (m.m[1] + m.m[3]) / s;
|
|
||||||
r.v[1] = 0.25f * s;
|
|
||||||
r.v[2] = (m.m[5] + m.m[7]) / s;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float s = 2.0f * sqrtf(1.0f + m.m[8] - m.m[0] - m.m[4]);
|
|
||||||
r.v[3] = (m.m[1] - m.m[3]) / s;
|
|
||||||
r.v[0] = (m.m[6] + m.m[2]) / s;
|
|
||||||
r.v[1] = (m.m[5] + m.m[7]) / s;
|
|
||||||
r.v[2] = 0.25f * s;
|
|
||||||
}
|
|
||||||
|
|
||||||
return r.normalized();
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector4f QuatFromRotateAroundX(float angle)
|
|
||||||
{
|
|
||||||
Vector4f result;
|
|
||||||
|
|
||||||
result.v[0] = sinf(angle * 0.5f);
|
|
||||||
result.v[1] = 0.f;
|
|
||||||
result.v[2] = 0.f;
|
|
||||||
result.v[3] = cosf(angle * 0.5f);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector4f QuatFromRotateAroundY(float angle)
|
|
||||||
{
|
|
||||||
Vector4f result;
|
|
||||||
|
|
||||||
result.v[0] = 0.f;
|
|
||||||
result.v[1] = sinf(angle * 0.5f);
|
|
||||||
result.v[2] = 0.f;
|
|
||||||
result.v[3] = cosf(angle * 0.5f);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector4f QuatFromRotateAroundZ(float angle)
|
|
||||||
{
|
|
||||||
Vector4f result;
|
|
||||||
|
|
||||||
result.v[0] = 0.f;
|
|
||||||
result.v[1] = 0.f;
|
|
||||||
result.v[2] = sinf(angle * 0.5f);
|
|
||||||
result.v[3] = cosf(angle * 0.5f);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix3f TransposeMatrix(const Matrix3f& m)
|
|
||||||
{
|
|
||||||
Matrix3f r;
|
|
||||||
r.m[0] = m.m[0];
|
|
||||||
r.m[1] = m.m[3];
|
|
||||||
r.m[2] = m.m[6];
|
|
||||||
r.m[3] = m.m[1];
|
|
||||||
r.m[4] = m.m[4];
|
|
||||||
r.m[5] = m.m[7];
|
|
||||||
r.m[6] = m.m[2];
|
|
||||||
r.m[7] = m.m[5];
|
|
||||||
r.m[8] = m.m[8];
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix3f InverseMatrix(const Matrix3f& m)
|
|
||||||
{
|
|
||||||
float d;
|
|
||||||
Matrix3f r;
|
|
||||||
|
|
||||||
d = m.m[0] * (m.m[4] * m.m[8] - m.m[5] * m.m[7]);
|
|
||||||
d -= m.m[1] * (m.m[3] * m.m[8] - m.m[6] * m.m[5]);
|
|
||||||
d += m.m[2] * (m.m[3] * m.m[7] - m.m[6] * m.m[4]);
|
|
||||||
|
|
||||||
if (fabs(d) < 0.01f)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Error: matrix cannot be inversed!");
|
|
||||||
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
|
|
||||||
r.m[0] = (m.m[4] * m.m[8] - m.m[5] * m.m[7]) / d;
|
|
||||||
r.m[1] = -(m.m[1] * m.m[8] - m.m[2] * m.m[7]) / d;
|
|
||||||
r.m[2] = (m.m[1] * m.m[5] - m.m[2] * m.m[4]) / d;
|
|
||||||
|
|
||||||
r.m[3] = -(m.m[3] * m.m[8] - m.m[5] * m.m[6]) / d;
|
|
||||||
r.m[4] = (m.m[0] * m.m[8] - m.m[2] * m.m[6]) / d;
|
|
||||||
r.m[5] = -(m.m[0] * m.m[5] - m.m[2] * m.m[3]) / d;
|
|
||||||
|
|
||||||
r.m[6] = (m.m[3] * m.m[7] - m.m[6] * m.m[4]) / d;
|
|
||||||
r.m[7] = -(m.m[0] * m.m[7] - m.m[6] * m.m[1]) / d;
|
|
||||||
r.m[8] = (m.m[0] * m.m[4] - m.m[1] * m.m[3]) / d;
|
|
||||||
|
|
||||||
};
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
Matrix4f InverseMatrix(const Matrix4f& mat)
|
|
||||||
{
|
|
||||||
Matrix4f inv;
|
|
||||||
float det;
|
|
||||||
|
|
||||||
inv.m[0] = mat.m[5] * mat.m[10] * mat.m[15] -
|
|
||||||
mat.m[5] * mat.m[11] * mat.m[14] -
|
|
||||||
mat.m[9] * mat.m[6] * mat.m[15] +
|
|
||||||
mat.m[9] * mat.m[7] * mat.m[14] +
|
|
||||||
mat.m[13] * mat.m[6] * mat.m[11] -
|
|
||||||
mat.m[13] * mat.m[7] * mat.m[10];
|
|
||||||
|
|
||||||
inv.m[4] = -mat.m[4] * mat.m[10] * mat.m[15] +
|
|
||||||
mat.m[4] * mat.m[11] * mat.m[14] +
|
|
||||||
mat.m[8] * mat.m[6] * mat.m[15] -
|
|
||||||
mat.m[8] * mat.m[7] * mat.m[14] -
|
|
||||||
mat.m[12] * mat.m[6] * mat.m[11] +
|
|
||||||
mat.m[12] * mat.m[7] * mat.m[10];
|
|
||||||
|
|
||||||
inv.m[8] = mat.m[4] * mat.m[9] * mat.m[15] -
|
|
||||||
mat.m[4] * mat.m[11] * mat.m[13] -
|
|
||||||
mat.m[8] * mat.m[5] * mat.m[15] +
|
|
||||||
mat.m[8] * mat.m[7] * mat.m[13] +
|
|
||||||
mat.m[12] * mat.m[5] * mat.m[11] -
|
|
||||||
mat.m[12] * mat.m[7] * mat.m[9];
|
|
||||||
|
|
||||||
inv.m[12] = -mat.m[4] * mat.m[9] * mat.m[14] +
|
|
||||||
mat.m[4] * mat.m[10] * mat.m[13] +
|
|
||||||
mat.m[8] * mat.m[5] * mat.m[14] -
|
|
||||||
mat.m[8] * mat.m[6] * mat.m[13] -
|
|
||||||
mat.m[12] * mat.m[5] * mat.m[10] +
|
|
||||||
mat.m[12] * mat.m[6] * mat.m[9];
|
|
||||||
|
|
||||||
inv.m[1] = -mat.m[1] * mat.m[10] * mat.m[15] +
|
|
||||||
mat.m[1] * mat.m[11] * mat.m[14] +
|
|
||||||
mat.m[9] * mat.m[2] * mat.m[15] -
|
|
||||||
mat.m[9] * mat.m[3] * mat.m[14] -
|
|
||||||
mat.m[13] * mat.m[2] * mat.m[11] +
|
|
||||||
mat.m[13] * mat.m[3] * mat.m[10];
|
|
||||||
|
|
||||||
inv.m[5] = mat.m[0] * mat.m[10] * mat.m[15] -
|
|
||||||
mat.m[0] * mat.m[11] * mat.m[14] -
|
|
||||||
mat.m[8] * mat.m[2] * mat.m[15] +
|
|
||||||
mat.m[8] * mat.m[3] * mat.m[14] +
|
|
||||||
mat.m[12] * mat.m[2] * mat.m[11] -
|
|
||||||
mat.m[12] * mat.m[3] * mat.m[10];
|
|
||||||
|
|
||||||
inv.m[9] = -mat.m[0] * mat.m[9] * mat.m[15] +
|
|
||||||
mat.m[0] * mat.m[11] * mat.m[13] +
|
|
||||||
mat.m[8] * mat.m[1] * mat.m[15] -
|
|
||||||
mat.m[8] * mat.m[3] * mat.m[13] -
|
|
||||||
mat.m[12] * mat.m[1] * mat.m[11] +
|
|
||||||
mat.m[12] * mat.m[3] * mat.m[9];
|
|
||||||
|
|
||||||
inv.m[13] = mat.m[0] * mat.m[9] * mat.m[14] -
|
|
||||||
mat.m[0] * mat.m[10] * mat.m[13] -
|
|
||||||
mat.m[8] * mat.m[1] * mat.m[14] +
|
|
||||||
mat.m[8] * mat.m[2] * mat.m[13] +
|
|
||||||
mat.m[12] * mat.m[1] * mat.m[10] -
|
|
||||||
mat.m[12] * mat.m[2] * mat.m[9];
|
|
||||||
|
|
||||||
inv.m[2] = mat.m[1] * mat.m[6] * mat.m[15] -
|
|
||||||
mat.m[1] * mat.m[7] * mat.m[14] -
|
|
||||||
mat.m[5] * mat.m[2] * mat.m[15] +
|
|
||||||
mat.m[5] * mat.m[3] * mat.m[14] +
|
|
||||||
mat.m[13] * mat.m[2] * mat.m[7] -
|
|
||||||
mat.m[13] * mat.m[3] * mat.m[6];
|
|
||||||
|
|
||||||
inv.m[6] = -mat.m[0] * mat.m[6] * mat.m[15] +
|
|
||||||
mat.m[0] * mat.m[7] * mat.m[14] +
|
|
||||||
mat.m[4] * mat.m[2] * mat.m[15] -
|
|
||||||
mat.m[4] * mat.m[3] * mat.m[14] -
|
|
||||||
mat.m[12] * mat.m[2] * mat.m[7] +
|
|
||||||
mat.m[12] * mat.m[3] * mat.m[6];
|
|
||||||
|
|
||||||
inv.m[10] = mat.m[0] * mat.m[5] * mat.m[15] -
|
|
||||||
mat.m[0] * mat.m[7] * mat.m[13] -
|
|
||||||
mat.m[4] * mat.m[1] * mat.m[15] +
|
|
||||||
mat.m[4] * mat.m[3] * mat.m[13] +
|
|
||||||
mat.m[12] * mat.m[1] * mat.m[7] -
|
|
||||||
mat.m[12] * mat.m[3] * mat.m[5];
|
|
||||||
|
|
||||||
inv.m[14] = -mat.m[0] * mat.m[5] * mat.m[14] +
|
|
||||||
mat.m[0] * mat.m[6] * mat.m[13] +
|
|
||||||
mat.m[4] * mat.m[1] * mat.m[14] -
|
|
||||||
mat.m[4] * mat.m[2] * mat.m[13] -
|
|
||||||
mat.m[12] * mat.m[1] * mat.m[6] +
|
|
||||||
mat.m[12] * mat.m[2] * mat.m[5];
|
|
||||||
|
|
||||||
inv.m[3] = -mat.m[1] * mat.m[6] * mat.m[11] +
|
|
||||||
mat.m[1] * mat.m[7] * mat.m[10] +
|
|
||||||
mat.m[5] * mat.m[2] * mat.m[11] -
|
|
||||||
mat.m[5] * mat.m[3] * mat.m[10] -
|
|
||||||
mat.m[9] * mat.m[2] * mat.m[7] +
|
|
||||||
mat.m[9] * mat.m[3] * mat.m[6];
|
|
||||||
|
|
||||||
inv.m[7] = mat.m[0] * mat.m[6] * mat.m[11] -
|
|
||||||
mat.m[0] * mat.m[7] * mat.m[10] -
|
|
||||||
mat.m[4] * mat.m[2] * mat.m[11] +
|
|
||||||
mat.m[4] * mat.m[3] * mat.m[10] +
|
|
||||||
mat.m[8] * mat.m[2] * mat.m[7] -
|
|
||||||
mat.m[8] * mat.m[3] * mat.m[6];
|
|
||||||
|
|
||||||
inv.m[11] = -mat.m[0] * mat.m[5] * mat.m[11] +
|
|
||||||
mat.m[0] * mat.m[7] * mat.m[9] +
|
|
||||||
mat.m[4] * mat.m[1] * mat.m[11] -
|
|
||||||
mat.m[4] * mat.m[3] * mat.m[9] -
|
|
||||||
mat.m[8] * mat.m[1] * mat.m[7] +
|
|
||||||
mat.m[8] * mat.m[3] * mat.m[5];
|
|
||||||
|
|
||||||
inv.m[15] = mat.m[0] * mat.m[5] * mat.m[10] -
|
|
||||||
mat.m[0] * mat.m[6] * mat.m[9] -
|
|
||||||
mat.m[4] * mat.m[1] * mat.m[10] +
|
|
||||||
mat.m[4] * mat.m[2] * mat.m[9] +
|
|
||||||
mat.m[8] * mat.m[1] * mat.m[6] -
|
|
||||||
mat.m[8] * mat.m[2] * mat.m[5];
|
|
||||||
|
|
||||||
// ��������� �����������
|
|
||||||
det = mat.m[0] * inv.m[0] + mat.m[1] * inv.m[4] + mat.m[2] * inv.m[8] + mat.m[3] * inv.m[12];
|
|
||||||
|
|
||||||
if (std::fabs(det) < 0.01f)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Error: matrix cannot be inversed!");
|
|
||||||
}
|
|
||||||
|
|
||||||
// ����� ��� �������� �� �����������
|
|
||||||
det = 1.0f / det;
|
|
||||||
for (int i = 0; i < 16; i++)
|
|
||||||
{
|
|
||||||
inv.m[i] *= det;
|
|
||||||
}
|
|
||||||
|
|
||||||
return inv;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix3f CreateZRotationMatrix(float angle)
|
|
||||||
{
|
|
||||||
Matrix3f result = Matrix3f::Identity();
|
|
||||||
|
|
||||||
result.m[0] = cosf(angle);
|
|
||||||
result.m[1] = -sinf(angle);
|
|
||||||
result.m[3] = sinf(angle);
|
|
||||||
result.m[4] = cosf(angle);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix4f MultMatrixMatrix(const Matrix4f& m1, const Matrix4f& m2)
|
|
||||||
{
|
|
||||||
Matrix4f rx;
|
|
||||||
|
|
||||||
rx.m[0] = m1.m[0] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[8] * m2.m[2] + m1.m[12] * m2.m[3];
|
|
||||||
rx.m[1] = m1.m[1] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[9] * m2.m[2] + m1.m[13] * m2.m[3];
|
|
||||||
rx.m[2] = m1.m[2] * m2.m[0] + m1.m[6] * m2.m[1] + m1.m[10] * m2.m[2] + m1.m[14] * m2.m[3];
|
|
||||||
rx.m[3] = m1.m[3] * m2.m[0] + m1.m[7] * m2.m[1] + m1.m[11] * m2.m[2] + m1.m[15] * m2.m[3];
|
|
||||||
|
|
||||||
rx.m[4] = m1.m[0] * m2.m[4] + m1.m[4] * m2.m[5] + m1.m[8] * m2.m[6] + m1.m[12] * m2.m[7];
|
|
||||||
rx.m[5] = m1.m[1] * m2.m[4] + m1.m[5] * m2.m[5] + m1.m[9] * m2.m[6] + m1.m[13] * m2.m[7];
|
|
||||||
rx.m[6] = m1.m[2] * m2.m[4] + m1.m[6] * m2.m[5] + m1.m[10] * m2.m[6] + m1.m[14] * m2.m[7];
|
|
||||||
rx.m[7] = m1.m[3] * m2.m[4] + m1.m[7] * m2.m[5] + m1.m[11] * m2.m[6] + m1.m[15] * m2.m[7];
|
|
||||||
|
|
||||||
|
|
||||||
rx.m[8] = m1.m[0] * m2.m[8] + m1.m[4] * m2.m[9] + m1.m[8] * m2.m[10] + m1.m[12] * m2.m[11];
|
|
||||||
rx.m[9] = m1.m[1] * m2.m[8] + m1.m[5] * m2.m[9] + m1.m[9] * m2.m[10] + m1.m[13] * m2.m[11];
|
|
||||||
rx.m[10] = m1.m[2] * m2.m[8] + m1.m[6] * m2.m[9] + m1.m[10] * m2.m[10] + m1.m[14] * m2.m[11];
|
|
||||||
rx.m[11] = m1.m[3] * m2.m[8] + m1.m[7] * m2.m[9] + m1.m[11] * m2.m[10] + m1.m[15] * m2.m[11];
|
|
||||||
|
|
||||||
rx.m[12] = m1.m[0] * m2.m[12] + m1.m[4] * m2.m[13] + m1.m[8] * m2.m[14] + m1.m[12] * m2.m[15];
|
|
||||||
rx.m[13] = m1.m[1] * m2.m[12] + m1.m[5] * m2.m[13] + m1.m[9] * m2.m[14] + m1.m[13] * m2.m[15];
|
|
||||||
rx.m[14] = m1.m[2] * m2.m[12] + m1.m[6] * m2.m[13] + m1.m[10] * m2.m[14] + m1.m[14] * m2.m[15];
|
|
||||||
rx.m[15] = m1.m[3] * m2.m[12] + m1.m[7] * m2.m[13] + m1.m[11] * m2.m[14] + m1.m[15] * m2.m[15];
|
|
||||||
|
|
||||||
return rx;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix3f MultMatrixMatrix(const Matrix3f& m1, const Matrix3f& m2)
|
|
||||||
{
|
|
||||||
Matrix3f r;
|
|
||||||
|
|
||||||
r.m[0] = m1.m[0] * m2.m[0] + m1.m[3] * m2.m[1] + m1.m[6] * m2.m[2];
|
|
||||||
r.m[1] = m1.m[1] * m2.m[0] + m1.m[4] * m2.m[1] + m1.m[7] * m2.m[2];
|
|
||||||
r.m[2] = m1.m[2] * m2.m[0] + m1.m[5] * m2.m[1] + m1.m[8] * m2.m[2];
|
|
||||||
|
|
||||||
r.m[3] = m1.m[0] * m2.m[3] + m1.m[3] * m2.m[4] + m1.m[6] * m2.m[5];
|
|
||||||
r.m[4] = m1.m[1] * m2.m[3] + m1.m[4] * m2.m[4] + m1.m[7] * m2.m[5];
|
|
||||||
r.m[5] = m1.m[2] * m2.m[3] + m1.m[5] * m2.m[4] + m1.m[8] * m2.m[5];
|
|
||||||
|
|
||||||
r.m[6] = m1.m[0] * m2.m[6] + m1.m[3] * m2.m[7] + m1.m[6] * m2.m[8] ;
|
|
||||||
r.m[7] = m1.m[1] * m2.m[6] + m1.m[4] * m2.m[7] + m1.m[7] * m2.m[8];
|
|
||||||
r.m[8] = m1.m[2] * m2.m[6] + m1.m[5] * m2.m[7] + m1.m[8] * m2.m[8];
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix3f MakeTranslationMatrix(const Vector3f& p)
|
|
||||||
{
|
|
||||||
Matrix3f r = Matrix3f::Identity();
|
|
||||||
|
|
||||||
r.m[12] = p.v[0];
|
|
||||||
r.m[13] = p.v[1];
|
|
||||||
r.m[14] = p.v[2];
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix3f MakeScaleMatrix(float scale)
|
|
||||||
{
|
|
||||||
Matrix3f r = Matrix3f::Identity();
|
|
||||||
|
|
||||||
r.m[0] = scale;
|
|
||||||
r.m[5] = scale;
|
|
||||||
r.m[10] = scale;
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix3f MakeRotationMatrix(const Vector3f& p)
|
|
||||||
{
|
|
||||||
Matrix3f r = Matrix3f::Identity();
|
|
||||||
|
|
||||||
r.m[12] = p.v[0];
|
|
||||||
r.m[13] = p.v[1];
|
|
||||||
r.m[14] = p.v[2];
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3f operator*(Vector3f v, float scale)
|
|
||||||
{
|
|
||||||
Vector3f r = v;
|
|
||||||
|
|
||||||
r.v[0] = v.v[0] * scale;
|
|
||||||
r.v[1] = v.v[1] * scale;
|
|
||||||
r.v[2] = v.v[2] * scale;
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector4f operator*(Vector4f v, float scale)
|
|
||||||
{
|
|
||||||
Vector4f r = v;
|
|
||||||
|
|
||||||
r.v[0] = v.v[0] * scale;
|
|
||||||
r.v[1] = v.v[1] * scale;
|
|
||||||
r.v[2] = v.v[2] * scale;
|
|
||||||
r.v[3] = v.v[3] * scale;
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector3f MultVectorMatrix(Vector3f v, Matrix3f mt)
|
|
||||||
{
|
|
||||||
Vector3f r;
|
|
||||||
|
|
||||||
r.v[0] = v.v[0] * mt.m[0] + v.v[1] * mt.m[1] + v.v[2] * mt.m[2];
|
|
||||||
r.v[1] = v.v[0] * mt.m[3] + v.v[1] * mt.m[4] + v.v[2] * mt.m[5];
|
|
||||||
r.v[2] = v.v[0] * mt.m[6] + v.v[1] * mt.m[7] + v.v[2] * mt.m[8];
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector4f MultVectorMatrix(Vector4f v, Matrix4f mt)
|
|
||||||
{
|
|
||||||
Vector4f r;
|
|
||||||
|
|
||||||
r.v[0] = v.v[0] * mt.m[0] + v.v[1] * mt.m[1] + v.v[2] * mt.m[2] + v.v[3] * mt.m[3];
|
|
||||||
r.v[1] = v.v[0] * mt.m[4] + v.v[1] * mt.m[5] + v.v[2] * mt.m[6] + v.v[3] * mt.m[7];
|
|
||||||
r.v[2] = v.v[0] * mt.m[8] + v.v[1] * mt.m[9] + v.v[2] * mt.m[10] + v.v[3] * mt.m[11];
|
|
||||||
r.v[3] = v.v[0] * mt.m[12] + v.v[1] * mt.m[13] + v.v[2] * mt.m[14] + v.v[3] * mt.m[15];
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector4f MultMatrixVector(Matrix4f mt, Vector4f v)
|
|
||||||
{
|
|
||||||
Vector4f r;
|
|
||||||
|
|
||||||
r.v[0] = v.v[0] * mt.m[0] + v.v[1] * mt.m[4] + v.v[2] * mt.m[8] + v.v[3] * mt.m[12];
|
|
||||||
r.v[1] = v.v[0] * mt.m[1] + v.v[1] * mt.m[5] + v.v[2] * mt.m[9] + v.v[3] * mt.m[13];
|
|
||||||
r.v[2] = v.v[0] * mt.m[2] + v.v[1] * mt.m[6] + v.v[2] * mt.m[10] + v.v[3] * mt.m[14];
|
|
||||||
r.v[3] = v.v[0] * mt.m[3] + v.v[1] * mt.m[7] + v.v[2] * mt.m[11] + v.v[3] * mt.m[15];
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector4f slerp(const Vector4f& q1, const Vector4f& q2, float t)
|
|
||||||
{
|
|
||||||
const float epsilon = 1e-6f;
|
|
||||||
|
|
||||||
// Нормализация входных кватернионов
|
|
||||||
Vector4f q1_norm = q1.normalized();
|
|
||||||
Vector4f q2_norm = q2.normalized();
|
|
||||||
|
|
||||||
float cosTheta = q1_norm.dot(q2_norm);
|
|
||||||
|
|
||||||
// Если q1 и q2 близки к противоположным направлениям, корректируем q2
|
|
||||||
Vector4f q2_adjusted = q2_norm;
|
|
||||||
if (cosTheta < 0.0f) {
|
|
||||||
q2_adjusted.v[0] = -q2_adjusted.v[0];
|
|
||||||
q2_adjusted.v[1] = -q2_adjusted.v[1];
|
|
||||||
q2_adjusted.v[2] = -q2_adjusted.v[2];
|
|
||||||
q2_adjusted.v[3] = -q2_adjusted.v[3];
|
|
||||||
cosTheta = -cosTheta;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Если кватернионы близки, используем линейную интерполяцию
|
|
||||||
if (cosTheta > 1.0f - epsilon) {
|
|
||||||
Vector4f result;
|
|
||||||
|
|
||||||
result.v[0] = q1_norm.v[0] + t * (q2_adjusted.v[0] - q1_norm.v[0]);
|
|
||||||
result.v[1] = q1_norm.v[1] + t * (q2_adjusted.v[1] - q1_norm.v[1]);
|
|
||||||
result.v[2] = q1_norm.v[2] + t * (q2_adjusted.v[2] - q1_norm.v[2]);
|
|
||||||
result.v[3] = q1_norm.v[3] + t * (q2_adjusted.v[3] - q1_norm.v[3]);
|
|
||||||
|
|
||||||
return result.normalized();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Иначе используем сферическую интерполяцию
|
|
||||||
float theta = std::acos(cosTheta);
|
|
||||||
float sinTheta = std::sin(theta);
|
|
||||||
|
|
||||||
float coeff1 = std::sin((1.0f - t) * theta) / sinTheta;
|
|
||||||
float coeff2 = std::sin(t * theta) / sinTheta;
|
|
||||||
|
|
||||||
Vector4f result;
|
|
||||||
|
|
||||||
result.v[0] = coeff1 * q1_norm.v[0] + coeff2 * q2_adjusted.v[0];
|
|
||||||
result.v[1] = coeff1 * q1_norm.v[1] + coeff2 * q2_adjusted.v[1];
|
|
||||||
result.v[2] = coeff1 * q1_norm.v[2] + coeff2 * q2_adjusted.v[2];
|
|
||||||
result.v[3] = coeff1 * q1_norm.v[3] + coeff2 * q2_adjusted.v[3];
|
|
||||||
|
|
||||||
return result.normalized();
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix4f MakeMatrix4x4(const Matrix3f& m, const Vector3f pos)
|
|
||||||
{
|
|
||||||
Matrix4f r;
|
|
||||||
|
|
||||||
r.m[0] = m.m[0];
|
|
||||||
r.m[1] = m.m[1];
|
|
||||||
r.m[2] = m.m[2];
|
|
||||||
r.m[3] = 0;
|
|
||||||
|
|
||||||
r.m[4] = m.m[3];
|
|
||||||
r.m[5] = m.m[4];
|
|
||||||
r.m[6] = m.m[5];
|
|
||||||
r.m[7] = 0;
|
|
||||||
|
|
||||||
r.m[8] = m.m[6];
|
|
||||||
r.m[9] = m.m[7];
|
|
||||||
r.m[10] = m.m[8];
|
|
||||||
r.m[11] = 0;
|
|
||||||
|
|
||||||
r.m[12] = pos.v[0];
|
|
||||||
r.m[13] = pos.v[1];
|
|
||||||
r.m[14] = pos.v[2];
|
|
||||||
r.m[15] = 1.0;
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
};
|
|
||||||
@@ -1,110 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <array>
|
|
||||||
#include <exception>
|
|
||||||
#include <stdexcept>
|
|
||||||
#include <cmath>
|
|
||||||
|
|
||||||
namespace ZL {
|
|
||||||
|
|
||||||
struct Vector4f
|
|
||||||
{
|
|
||||||
std::array<float, 4> v = { 0.f, 0.f, 0.f, 0.f };
|
|
||||||
|
|
||||||
Vector4f normalized() const {
|
|
||||||
double norm = std::sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]);
|
|
||||||
Vector4f r;
|
|
||||||
|
|
||||||
r.v[0] = v[0] / norm;
|
|
||||||
r.v[1] = v[1] / norm;
|
|
||||||
r.v[2] = v[2] / norm;
|
|
||||||
r.v[3] = v[3] / norm;
|
|
||||||
|
|
||||||
return r;
|
|
||||||
}
|
|
||||||
|
|
||||||
double dot(const Vector4f& other) const {
|
|
||||||
return v[0] * other.v[0] + v[1] * other.v[1] + v[2] * other.v[2] + v[3] * other.v[3];
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Vector3f
|
|
||||||
{
|
|
||||||
std::array<float, 3> v = { 0.f, 0.f, 0.f };
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Vector2f
|
|
||||||
{
|
|
||||||
std::array<float, 2> v = {0.f, 0.f};
|
|
||||||
};
|
|
||||||
|
|
||||||
Vector2f operator+(const Vector2f& x, const Vector2f& y);
|
|
||||||
|
|
||||||
Vector2f operator-(const Vector2f& x, const Vector2f& y);
|
|
||||||
|
|
||||||
Vector3f operator+(const Vector3f& x, const Vector3f& y);
|
|
||||||
|
|
||||||
Vector3f operator-(const Vector3f& x, const Vector3f& y);
|
|
||||||
Vector4f operator+(const Vector4f& x, const Vector4f& y);
|
|
||||||
|
|
||||||
Vector4f operator-(const Vector4f& x, const Vector4f& y);
|
|
||||||
|
|
||||||
|
|
||||||
struct Matrix3f
|
|
||||||
{
|
|
||||||
std::array<float, 9> m = { 0.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 0.f, };
|
|
||||||
|
|
||||||
static Matrix3f Identity();
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Matrix4f
|
|
||||||
{
|
|
||||||
std::array<float, 16> m = { 0.f, 0.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 0.f, 0.f };
|
|
||||||
|
|
||||||
static Matrix4f Identity();
|
|
||||||
|
|
||||||
float& operator()(int row, int col) {
|
|
||||||
//return m[row * 4 + col]; //OpenGL specific
|
|
||||||
return m[col * 4 + row];
|
|
||||||
}
|
|
||||||
|
|
||||||
const float& operator()(int row, int col) const {
|
|
||||||
//return m[row * 4 + col];
|
|
||||||
return m[col * 4 + row];
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
Matrix4f operator*(const Matrix4f& m1, const Matrix4f& m2);
|
|
||||||
|
|
||||||
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar);
|
|
||||||
|
|
||||||
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar);
|
|
||||||
|
|
||||||
Matrix3f QuatToMatrix(const Vector4f& q);
|
|
||||||
|
|
||||||
Vector4f MatrixToQuat(const Matrix3f& m);
|
|
||||||
|
|
||||||
Vector4f QuatFromRotateAroundX(float angle);
|
|
||||||
Vector4f QuatFromRotateAroundY(float angle);
|
|
||||||
Vector4f QuatFromRotateAroundZ(float angle);
|
|
||||||
|
|
||||||
Vector3f operator*(Vector3f v, float scale);
|
|
||||||
Vector4f operator*(Vector4f v, float scale);
|
|
||||||
|
|
||||||
Vector3f MultVectorMatrix(Vector3f v, Matrix3f mt);
|
|
||||||
Vector4f MultVectorMatrix(Vector4f v, Matrix4f mt);
|
|
||||||
Vector4f MultMatrixVector(Matrix4f mt, Vector4f v);
|
|
||||||
|
|
||||||
Vector4f slerp(const Vector4f& q1, const Vector4f& q2, float t);
|
|
||||||
Matrix3f InverseMatrix(const Matrix3f& m);
|
|
||||||
Matrix4f InverseMatrix(const Matrix4f& m);
|
|
||||||
Matrix3f MultMatrixMatrix(const Matrix3f& m1, const Matrix3f& m2);
|
|
||||||
Matrix4f MultMatrixMatrix(const Matrix4f& m1, const Matrix4f& m2);
|
|
||||||
Matrix4f MakeMatrix4x4(const Matrix3f& m, const Vector3f pos);
|
|
||||||
|
|
||||||
};
|
|
||||||
+260
@@ -0,0 +1,260 @@
|
|||||||
|
# Pathfinding System
|
||||||
|
|
||||||
|
This document describes the grid-based pathfinding used for the player and all NPCs, including the collision avoidance and movement quality improvements.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Table of Contents
|
||||||
|
|
||||||
|
1. [Grid Representation](#1-grid-representation)
|
||||||
|
2. [Building the Walkable Grid](#2-building-the-walkable-grid)
|
||||||
|
3. [A\* Path Search](#3-a-path-search)
|
||||||
|
4. [Path Smoothing](#4-path-smoothing)
|
||||||
|
5. [Approaching Unreachable Destinations](#5-approaching-unreachable-destinations)
|
||||||
|
6. [Dynamic Obstacles](#6-dynamic-obstacles)
|
||||||
|
7. [Path Following](#7-path-following)
|
||||||
|
8. [Character Collision Resolution](#8-character-collision-resolution)
|
||||||
|
9. [Dynamic Replanning](#9-dynamic-replanning)
|
||||||
|
10. [Key Constants Reference](#10-key-constants-reference)
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 1. Grid Representation
|
||||||
|
|
||||||
|
The world is divided into a uniform 2D grid in the XZ plane (Y is ignored during pathfinding; all characters walk on a flat floor at `floorY`).
|
||||||
|
|
||||||
|
Each cell is either **walkable** (`1`) or **blocked** (`0`). The grid is stored as a flat `std::vector<unsigned char>` indexed by `z * gridWidth + x`.
|
||||||
|
|
||||||
|
**Parameters** (all configurable in the JSON config file):
|
||||||
|
|
||||||
|
| Parameter | Default | Description |
|
||||||
|
|---|---|---|
|
||||||
|
| `cellSize` | 0.4 m | Width and depth of one cell |
|
||||||
|
| `agentRadius` | 0.45 m | Half-width of a character — used to erode free space |
|
||||||
|
| `objectPadding` | 0.25 m | Extra clearance added around obstacle polygons |
|
||||||
|
| `boundaryPadding` | 0.0 m | Inward erosion from the edges of navigation areas |
|
||||||
|
| `floorY` | 0.0 | Y coordinate placed on every path waypoint |
|
||||||
|
|
||||||
|
**Grid bounds** are computed from the union of all navigation area polygons plus a padding margin of `cellSize * 2 + agentRadius + objectPadding` on every side.
|
||||||
|
|
||||||
|
**Cell coordinate conversion:**
|
||||||
|
|
||||||
|
```
|
||||||
|
cell.x = floor((worldX - minX) / cellSize)
|
||||||
|
cell.z = floor((worldZ - minZ) / cellSize)
|
||||||
|
|
||||||
|
cellCenter.x = minX + (cell.x + 0.5) * cellSize
|
||||||
|
cellCenter.z = minZ + (cell.z + 0.5) * cellSize
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 2. Building the Walkable Grid
|
||||||
|
|
||||||
|
The grid can be loaded in two ways.
|
||||||
|
|
||||||
|
### 2a. Pre-computed grid (`.txt` file)
|
||||||
|
|
||||||
|
A plain-text file with a small header followed by rows of `1`/`0` characters:
|
||||||
|
|
||||||
|
```
|
||||||
|
cellSize 0.4
|
||||||
|
agentRadius 0.45
|
||||||
|
floorY 0.0
|
||||||
|
...
|
||||||
|
minX -5.0
|
||||||
|
minZ -5.0
|
||||||
|
gridWidth 50
|
||||||
|
gridDepth 50
|
||||||
|
11111111...
|
||||||
|
10000001...
|
||||||
|
```
|
||||||
|
|
||||||
|
This format is generated by `PathFinder::saveGrid()` after building from polygons and can be loaded much faster than recomputing from geometry.
|
||||||
|
|
||||||
|
### 2b. Polygon-based config (`.json` file)
|
||||||
|
|
||||||
|
The JSON file lists **navigation areas** (convex or concave walkable regions) and **obstacle polygons** (impassable zones within those regions):
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"cellSize": 0.4,
|
||||||
|
"areas": [
|
||||||
|
{ "name": "main_room", "available": true, "polygon": [[x,z], ...] }
|
||||||
|
],
|
||||||
|
"obstacles": [
|
||||||
|
{ "name": "table", "polygon": [[x,z], ...] }
|
||||||
|
]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
**Build steps:**
|
||||||
|
|
||||||
|
1. **Mark available areas walkable** — every cell whose center lies inside any `available` navigation area polygon gets `walkable = 1`. If `boundaryPadding > 0`, cells too close to the outer edge of the area are left blocked.
|
||||||
|
2. **Mark obstacle polygons blocked** — cells whose center lies inside an obstacle polygon, or within `agentRadius + objectPadding` of its edges, are set to `0`.
|
||||||
|
|
||||||
|
Navigation areas can be toggled at runtime via `PathFinder::setAreaAvailable()`, which rebuilds the entire grid. This is used to open or close doors, gated areas, etc.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 3. A\* Path Search
|
||||||
|
|
||||||
|
`PathFinder::findPath(start, end)` runs a standard A\* on the walkable grid.
|
||||||
|
|
||||||
|
**Neighbor connectivity:** 8-directional (cardinal + diagonal). Diagonal moves are blocked if either of the two adjacent cardinal cells is unwalkable (no corner-cutting).
|
||||||
|
|
||||||
|
**Step costs:** `1.0` for cardinal, `√2 ≈ 1.414` for diagonal.
|
||||||
|
|
||||||
|
**Heuristic:** Euclidean distance in cell units to the end cell.
|
||||||
|
|
||||||
|
**Start/end snapping:** If the exact cell for `start` or `end` is not walkable, `findNearestWalkableCell` expands a square ring outward (up to radius 8 m) to find the nearest walkable cell. This makes clicking slightly outside the nav mesh still produce a valid path.
|
||||||
|
|
||||||
|
**Path reconstruction:** After A\* completes, the cell chain is walked via `cameFrom[]` from `end` back to `start`, reversed, then smoothed (see §4).
|
||||||
|
|
||||||
|
**First-waypoint trimming:** If the first waypoint is within `cellSize × 0.75` of `start`, it is dropped (the character is already close enough).
|
||||||
|
|
||||||
|
**Last-waypoint precision:** If the requested `end` maps to the same cell as the snapped end cell, the last waypoint is replaced with the exact `end` world position rather than the cell centre.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 4. Path Smoothing
|
||||||
|
|
||||||
|
Raw A\* paths follow the grid diagonals and produce staircase-shaped routes. A **string-pulling** (line-of-sight) pass compresses them:
|
||||||
|
|
||||||
|
```
|
||||||
|
anchor = path[0]
|
||||||
|
result = [anchor]
|
||||||
|
while anchor is not the last cell:
|
||||||
|
find the furthest cell 'next' from anchor with unobstructed line of sight
|
||||||
|
result.append(next)
|
||||||
|
anchor = next
|
||||||
|
```
|
||||||
|
|
||||||
|
Line-of-sight is checked by stepping along the segment in increments of `cellSize / 2` and verifying that each sampled cell is walkable. The result is a minimal set of waypoints connected by straight, obstacle-free segments.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. Approaching Unreachable Destinations
|
||||||
|
|
||||||
|
When a player clicks on a point in a disconnected region (e.g., across a thin wall), the original `findPath` returns an empty path and the character does not move. This is surprising — a click on a solid wall sensibly moves the character to the nearest reachable point, but a click into an inaccessible room does nothing.
|
||||||
|
|
||||||
|
**`findPathToNearest`** fixes this with a three-step cascade:
|
||||||
|
|
||||||
|
1. Try `findPath` with dynamic obstacles (stationary characters are avoided).
|
||||||
|
2. If empty, retry `findPath` without dynamic obstacles (an NPC blocking a doorway is ignored).
|
||||||
|
3. If still empty (destination genuinely unreachable), run **nearest-reachable A\***.
|
||||||
|
|
||||||
|
**Nearest-reachable A\***, implemented in `findNearestReachableImpl`:
|
||||||
|
|
||||||
|
- Runs the identical A\* loop against the static walkable grid.
|
||||||
|
- While processing cells, tracks `bestIndex` — the already-visited cell with the smallest Euclidean distance (in cell units) to the end cell.
|
||||||
|
- If A\* exhausts all reachable space without finding `end`, it reconstructs and returns a path to `bestIndex`.
|
||||||
|
- If `bestIndex` is still the start cell (character is completely isolated), an empty path is returned and the character stays put.
|
||||||
|
|
||||||
|
The net effect: clicking anywhere in the world always moves the character as close as possible to the target, matching the behaviour of clicking on a solid wall.
|
||||||
|
|
||||||
|
`findPathToNearest` replaces the direct `findPath` call in `Location::setupNavigation`'s path planner lambda, so it applies equally to the player and all NPCs.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Dynamic Obstacles
|
||||||
|
|
||||||
|
When a path is planned, other characters can temporarily mark cells as blocked to make the character walk around them rather than through them.
|
||||||
|
|
||||||
|
**How it works:**
|
||||||
|
|
||||||
|
In `Location::setupNavigation`, every character is given a `PathPlanner` closure. Before calling `findPath`, the closure builds a list of `PathFinder::DynamicObstacle` entries (position + radius) representing nearby characters. `findPath` copies the static walkable grid, stamps zeros in circles around each obstacle, then runs A\* on the modified copy. The static grid is never mutated.
|
||||||
|
|
||||||
|
**Which characters become obstacles:**
|
||||||
|
|
||||||
|
A character is added as a dynamic obstacle only when **all** of these are true:
|
||||||
|
|
||||||
|
- It is not the character currently planning the path (`self`).
|
||||||
|
- It is alive and enabled.
|
||||||
|
- **It is not moving** — a moving character is transparent to pathfinding, so it does not block narrow corridors that it is actively passing through.
|
||||||
|
- Its position lies within `kDynamicObstacleInfluenceDist = 6 m` of the direct line segment from `start` to `end` (distant characters do not affect the search).
|
||||||
|
|
||||||
|
**Obstacle radius:** `character.collisionRadius × 0.6`. Using 60 % of the physical collision radius makes path planning less conservative; physical separation at full radius is still enforced by collision resolution (§8).
|
||||||
|
|
||||||
|
**Fallback when dynamic obstacles block the only path:**
|
||||||
|
|
||||||
|
If step 1 of `findPathToNearest` (with dynamic obstacles) returns empty, step 2 retries without any dynamic obstacles. This handles the common case of an NPC standing in a doorway: the player paths through the NPC's position, and the nudge logic (§8) pushes the NPC aside as the player passes.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Path Following
|
||||||
|
|
||||||
|
`Character::setTarget(destination, onArrived)` sets a new walk target. It calls the path planner to generate a waypoint list. The result is stored in `pathWaypoints`; the final destination is also stored in `walkTarget` and `requestedWalkTarget`.
|
||||||
|
|
||||||
|
Each frame in `Character::update`:
|
||||||
|
|
||||||
|
1. **Active target** — if `pathWaypoints` is non-empty, the character moves toward `pathWaypoints[currentWaypointIndex]`; otherwise it moves toward `walkTarget`.
|
||||||
|
2. **Movement** — the character advances along the XZ direction at `walkSpeed` m/s and rotates smoothly toward the movement direction at `rotationSpeed` rad/s.
|
||||||
|
3. **Waypoint advance** — when the character is within `WALK_THRESHOLD = 0.05 m` of the current waypoint, it advances to the next one. When the last waypoint is reached, `pathWaypoints` is cleared and the optional `onArrived` callback is fired.
|
||||||
|
4. **State machine** — the animation state switches between `STAND` and `WALK` based on whether the character is moving.
|
||||||
|
|
||||||
|
`Character::isMoving()` returns `true` if `pathWaypoints` is non-empty or the distance to `walkTarget` exceeds `WALK_THRESHOLD`. This is used by dynamic obstacle filtering and collision nudging.
|
||||||
|
|
||||||
|
**Stopping in place:** `Character::stopInPlace()` sets `walkTarget` and `requestedWalkTarget` to the current position and clears `pathWaypoints`. It is called when an external force (collision resolution) displaces a stationary player so that the player does not walk back to their previous target position.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Character Collision Resolution
|
||||||
|
|
||||||
|
Pathfinding alone does not prevent two characters from occupying the same space — it only steers paths around stationary characters. Physical separation is handled separately each frame by `Location::resolveCharacterCollisions`.
|
||||||
|
|
||||||
|
**Algorithm** (3 iterations per frame):
|
||||||
|
|
||||||
|
For every pair `(A, B)` of living, enabled characters:
|
||||||
|
|
||||||
|
1. Compute the overlap: `penetration = (collisionRadius_A + collisionRadius_B) - distance(A, B)`.
|
||||||
|
2. If `penetration > 0`, compute a push direction (A-to-B normal) and a push magnitude of `penetration / 2` per character.
|
||||||
|
3. Compute candidate new positions `newA` and `newB`.
|
||||||
|
4. Validate against the navigation grid (`PathFinder::isWalkable`). If a pushed position is unwalkable, only the other character is moved.
|
||||||
|
5. **Player stays put:** if the player was not moving (`!isMoving()`) before the push, `stopInPlace()` is called after the push so the player does not walk back to the old target.
|
||||||
|
6. **NPC yielding:** if one character was moving and the other was standing, `nudgeCharacterAside` is called on the standing character.
|
||||||
|
|
||||||
|
**`nudgeCharacterAside(standing, awayFrom)`:**
|
||||||
|
|
||||||
|
Gives the standing NPC a short walk target so it steps out of the way:
|
||||||
|
|
||||||
|
1. Compute the direction from `awayFrom` to the NPC's current position.
|
||||||
|
2. Try four candidate targets at distance `1.2 m` in directions: straight away, +90°, −90°, 180°.
|
||||||
|
3. Use the first candidate that is walkable (per `PathFinder::isWalkable`).
|
||||||
|
4. Call `standing->setTarget(candidate)` — the NPC takes a small step aside, then stands at the new spot.
|
||||||
|
5. The player is never nudged; combat NPCs can be nudged, but their attack AI immediately overrides the yield target on the next tick.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Dynamic Replanning
|
||||||
|
|
||||||
|
When characters move they can displace each other or enter each other's planned paths. `Location::updateDynamicReplans` handles this:
|
||||||
|
|
||||||
|
**Every frame:**
|
||||||
|
|
||||||
|
1. Measure how much each character moved since the last frame. Characters that moved more than `kMovedEps = 0.05 m` are collected as **movers**.
|
||||||
|
2. For each mover, find other characters that are currently walking. If the mover's position is within `kReplanTriggerDist = 1.8 m` of the segment `[walker.position → walker.nextWaypoint]`, trigger a replan for the walker via `forceReplan()`.
|
||||||
|
3. A per-character cooldown of `kReplanCooldownMs = 500 ms` prevents the same character from replanning more often than twice per second.
|
||||||
|
|
||||||
|
**`Character::forceReplan()`** re-runs the path planner from the character's current position to its stored `requestedWalkTarget`, updating `pathWaypoints` in place. If the replanned path is empty, the character stops at its current position.
|
||||||
|
|
||||||
|
The relatively generous trigger distance (1.8 m vs the old 1.1 m) and cooldown (500 ms vs 300 ms) prevent micro-jitter: small position corrections from collision resolution no longer spam replanning events.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Key Constants Reference
|
||||||
|
|
||||||
|
| Constant | Location | Value | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `cellSize` | `PathFinder` config | 0.4 m | Grid cell size |
|
||||||
|
| `agentRadius` | `PathFinder` config | 0.45 m | Character half-width for grid erosion |
|
||||||
|
| `objectPadding` | `PathFinder` config | 0.25 m | Extra clearance around obstacles |
|
||||||
|
| `WALK_THRESHOLD` | `Character.h` | 0.05 m | Distance below which a waypoint is considered reached |
|
||||||
|
| `TARGET_REPLAN_THRESHOLD` | `Character.h` | 0.25 m | Deduplication threshold in `setTarget` |
|
||||||
|
| `kDynamicObstacleInfluenceDist` | `Location.cpp` | 6.0 m | Max distance from path for a character to become an obstacle |
|
||||||
|
| `kDynamicObstacleRadiusFraction` | `Location.cpp` | 0.6× | Fraction of collision radius used for dynamic obstacle footprint |
|
||||||
|
| `kNudgeDist` | `Location.cpp` | 1.2 m | Distance an NPC steps aside when yielding |
|
||||||
|
| `kReplanTriggerDist` | `Location.cpp` | 1.8 m | Mover must be this close to a walker's path to trigger replan |
|
||||||
|
| `kReplanCooldownMs` | `Location.cpp` | 500 ms | Minimum interval between replans for any one character |
|
||||||
|
| `NPC_TALK_DISTANCE` | `Location.cpp` | 1.35 m | Distance at which walking-to-NPC interaction fires |
|
||||||
|
| `kIterations` (collision) | `Location.cpp` | 3 | Push-apart iterations per frame |
|
||||||
@@ -1,9 +1,90 @@
|
|||||||
|
# Windows
|
||||||
|
|
||||||
|
download from https://cmake.org/download/
|
||||||
|
|
||||||
|
|
||||||
|
Windows x64 Installer: cmake-4.2.0-windows-x86_64.msi
|
||||||
|
|
||||||
|
|
||||||
|
download from https://github.com/libsdl-org/SDL/releases/tag/release-2.32.10
|
||||||
|
|
||||||
|
SDL2-2.32.10-win32-x64.zip
|
||||||
|
|
||||||
|
SDL2-2.32.10:
|
||||||
|
|
||||||
|
```
|
||||||
|
cd C:\..\SDL-realese-2.32.10
|
||||||
|
mkdir build
|
||||||
|
cd build
|
||||||
|
cmake -G "Visual Studio 18 2026" -DCMAKE_INSTALL_PREFIX=install ..
|
||||||
|
cmake --build . --config Debug
|
||||||
|
cmake --install . --config Debug
|
||||||
|
```
|
||||||
|
|
||||||
|
download from https://www.zlib.net/
|
||||||
|
|
||||||
|
zlib source code, version 1.3.1, zipfile format (1616K, SHA-256 hash 72af66d44fcc14c22013b46b814d5d2514673dda3d115e64b690c1ad636e7b17):
|
||||||
|
US (zlib.net)
|
||||||
|
|
||||||
|
zlib-1.3.1:
|
||||||
|
|
||||||
|
```
|
||||||
|
cd C:\..\zlib-1.3.1
|
||||||
|
mkdir build
|
||||||
|
cd build
|
||||||
|
cmake -G "Visual Studio 18 2026" -DCMAKE_INSTALL_PREFIX=install ..
|
||||||
|
cmake --build . --config Debug
|
||||||
|
cmake --install . --config Debug
|
||||||
|
```
|
||||||
|
|
||||||
|
download from https://github.com/pnggroup/libpng/releases/tag/v1.6.51
|
||||||
|
|
||||||
|
Source code (zip)
|
||||||
|
|
||||||
|
libpng-1.6.51:
|
||||||
|
|
||||||
|
```
|
||||||
|
cd C:\..\libpng-1.6.51
|
||||||
|
mkdir build
|
||||||
|
cd build
|
||||||
|
```
|
||||||
|
|
||||||
|
To build libpng, you need to specify the path to the zlib installation directory as follows:
|
||||||
|
|
||||||
|
```
|
||||||
|
cmake -DCMAKE_PREFIX_PATH="../zlib-1.3.1/build/install" -DCMAKE_INSTALL_PREFIX=install -G "Visual Studio 18 2026" ..
|
||||||
|
cmake --build . --config Debug
|
||||||
|
cmake --install . --config Debug
|
||||||
|
```
|
||||||
|
|
||||||
|
Настройка проекта в Visual Studio:
|
||||||
|
|
||||||
|
Перейдите в Project Properties (правый клик на проект, "Properties").
|
||||||
|
|
||||||
|
C/C++ - ОБЩИЕ; Дополнительные каталоги включаемых файлов, проверить чтобы был добавлен путь к папке include:(пример)
|
||||||
|
|
||||||
|
..\SDL-release-2.32.10\include;..\libpng-1.6.51\build\install\include;C:\Work\OpenAL 1.1 SDK\include;..\Projects\libogg\include;..\vorbis\include
|
||||||
|
|
||||||
|
|
||||||
|
Компоновщик - ОБЩИЕ; Доподнительные каталоги библиотек (пример)
|
||||||
|
|
||||||
|
..\SDL-release-2.32.10\build\install\lib;..\libpng-1.6.51\build\install\lib;..\zlib-1.3.1\build\install\lib
|
||||||
|
|
||||||
|
Компоновщик - ВВОД; Дополнительные зависимости, добавить zlibstaticd.lib (пример)
|
||||||
|
|
||||||
|
zlibstaticd.lib;libpng16_staticd.lib;SDL2d.lib;SDL2maind.lib;opengl32.lib;glu32.lib;shell32.lib;opengl32.lib;glu32.lib;kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib
|
||||||
|
|
||||||
|
|
||||||
|
в папку ..\projectGAME01\x64\Debug добавить файл SDL2d.dll
|
||||||
|
который можно скопировать из папки ..\SDL-release-2.32.10\build\Debug
|
||||||
|
|
||||||
|
|
||||||
# Script to run:
|
# Script to run:
|
||||||
|
|
||||||
```
|
```
|
||||||
C:\Work\Projects\emsdk\emsdk.bat activate latest
|
C:\Work\Projects\emsdk\emsdk.bat activate latest
|
||||||
C:\Work\Projects\emsdk\emsdk_env.bat
|
C:\Work\Projects\emsdk\emsdk_env.bat
|
||||||
emcc main.cpp Game.cpp Math.cpp Physics.cpp Renderer.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -sTOTAL_MEMORY=33554432 -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS="[""png""]" -sUSE_SDL=2 --preload-file background.bmp --preload-file bird.bmp32 --preload-file default.fragment --preload-file default.vertex --preload-file game_over.bmp32 --preload-file pipe.bmp32 -o jumpingbird.html
|
emcc main.cpp Game.cpp Math.cpp Physics.cpp Renderer.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -sTOTAL_MEMORY=33554432 -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS="[""png""]" -sUSE_SDL=2 --preload-file background.bmp --preload-file bird.bmp32 --preload-file default.fragment --preload-file default.vertex --preload-file game_over.bmp32 --preload-file pipe.bmp32 -o space-game001.html
|
||||||
```
|
```
|
||||||
|
|
||||||
```
|
```
|
||||||
@@ -45,6 +126,18 @@ $(pkg-config --cflags --libs vorbis vorbisfile ogg) \
|
|||||||
-lopenal
|
-lopenal
|
||||||
```
|
```
|
||||||
|
|
||||||
|
|
||||||
|
Linux new:
|
||||||
|
|
||||||
|
sudo apt-get update
|
||||||
|
sudo apt-get install build-essential cmake pkg-config \
|
||||||
|
libsdl2-dev libsdl2-ttf-dev libsdl2-mixer-dev \
|
||||||
|
libgl1-mesa-dev libpng-dev libz-dev libzip-dev \
|
||||||
|
libboost-dev libeigen3-dev liblua5.4-dev
|
||||||
|
|
||||||
|
sudo apt-get install libglu1-mesa-dev
|
||||||
|
|
||||||
|
|
||||||
# Emscripten new
|
# Emscripten new
|
||||||
|
|
||||||
```
|
```
|
||||||
@@ -63,11 +156,22 @@ emcc main.cpp Game.cpp Environment.cpp GameObjectManager.cpp BoneAnimatedModel.c
|
|||||||
|
|
||||||
|
|
||||||
# Windows:
|
# Windows:
|
||||||
emcc main.cpp Game.cpp Environment.cpp GameObjectManager.cpp BoneAnimatedModel.cpp GameWorld.cpp InputManager.cpp Inventory.cpp ObjLoader.cpp QuestScripts.cpp RenderSystem.cpp Math.cpp Physics.cpp Renderer.cpp TextModel.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -pthread -sUSE_PTHREADS=1 -sPTHREAD_POOL_SIZE=4 -sTOTAL_MEMORY=4294967296 -sINITIAL_MEMORY=3221225472 -sMAXIMUM_MEMORY=4294967296 -sALLOW_MEMORY_GROWTH=1 -I./thirdparty/libzip-1.11.3/build-emcmake/install/include -L./thirdparty/libzip-1.11.3/build-emcmake/install/lib -lzip -lz -sUSE_SDL_IMAGE=2 -sUSE_SDL=2 -sUSE_LIBPNG=1 --preload-file data.zip -o viola.html
|
emcc --clear-cache
|
||||||
|
embuilder build sdl2 sdl2_ttf sdl2_image sdl2_image_jpg sdl2_image_png
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
emcc main.cpp Game.cpp Environment.cpp BoneAnimatedModel.cpp ZLMath.cpp Renderer.cpp TextModel.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp OpenGlExtensions.cpp -O2 -std=c++14 -pthread -sUSE_PTHREADS=1 -sPTHREAD_POOL_SIZE=4 -sTOTAL_MEMORY=4294967296 -sINITIAL_MEMORY=3221225472 -sMAXIMUM_MEMORY=4294967296 -sALLOW_MEMORY_GROWTH=1 -I./thirdparty/libzip-1.11.3/build-emcmake/install/include -L./thirdparty/libzip-1.11.3/build-emcmake/install/lib -lzip -lz -sUSE_SDL_IMAGE=2 -sUSE_SDL=2 -sUSE_LIBPNG=1 --preload-file space-game001.zip -o space-game001.html
|
||||||
|
|
||||||
emrun --no_browser --port 8080 .
|
emrun --no_browser --port 8080 .
|
||||||
```
|
```
|
||||||
|
|
||||||
|
|
||||||
|
# Emscripten new
|
||||||
|
```
|
||||||
|
emcc src/main.cpp src/Game.cpp src/Environment.cpp src/BoneAnimatedModel.cpp src/TextModel.cpp src/Projectile.cpp src/SparkEmitter.cpp src/UiManager.cpp src/render/Renderer.cpp src/render/ShaderManager.cpp src/render/TextureManager.cpp src/render/FrameBuffer.cpp src/render/OpenGlExtensions.cpp src/utils/Utils.cpp src/utils/TaskManager.cpp src/utils/Perlin.cpp src/planet/PlanetData.cpp src/planet/PlanetObject.cpp src/planet/StoneObject.cpp -O2 -std=c++17 -pthread -sUSE_PTHREADS=1 -sPTHREAD_POOL_SIZE=4 -sTOTAL_MEMORY=4294967296 -sINITIAL_MEMORY=3221225472 -sMAXIMUM_MEMORY=4294967296 -sALLOW_MEMORY_GROWTH=1 -fexceptions -I./thirdparty1/eigen-5.0.0 -I./src -I./thirdparty/libzip-1.11.3/build-emcmake/install/include -IC:/Boost/include/boost-1_84 -L./thirdparty/libzip-1.11.3/build-emcmake/install/lib -lzip -lz -sUSE_SDL_IMAGE=2 -sUSE_SDL=2 -sUSE_LIBPNG=1 --preload-file space-game001.zip -o space-game001.html
|
||||||
|
```
|
||||||
|
|
||||||
# License
|
# License
|
||||||
Code: MIT
|
Code: MIT
|
||||||
|
|
||||||
@@ -80,4 +184,45 @@ make -j$(nproc) -C build #Компилируем
|
|||||||
|
|
||||||
Для постройки без звука
|
Для постройки без звука
|
||||||
rm -rf build #Очищаем build папку
|
rm -rf build #Очищаем build папку
|
||||||
cmake -B build -DAUDIO=1 #Пересоздаём конфигурацию CMake
|
cmake -B build -DAUDIO=1 #Пересоздаём конфигурацию CMake
|
||||||
|
|
||||||
|
|
||||||
|
# Cmake Build NSIS and Portable for Windows:
|
||||||
|
|
||||||
|
```
|
||||||
|
cmake --build . --config Release
|
||||||
|
cpack -C Release
|
||||||
|
```
|
||||||
|
|
||||||
|
Если есть такая ошибка:
|
||||||
|
|
||||||
|
CPack Error: Cannot find NSIS compiler makensis: likely it is not installed, or not in your PATH
|
||||||
|
CPack Error: Could not read NSIS registry value. This is usually caused by NSIS not being installed. Please install NSIS from http://nsis.sourceforge.net
|
||||||
|
CPack Error: Cannot initialize the generator NSIS
|
||||||
|
|
||||||
|
|
||||||
|
То нужно установить nsis отсюда: https://nsis.sourceforge.io/Download
|
||||||
|
|
||||||
|
|
||||||
|
# Steam windows
|
||||||
|
|
||||||
|
```
|
||||||
|
cmake -DSTEAMSDK=ON ..
|
||||||
|
cmake --build . --config Release
|
||||||
|
```
|
||||||
|
|
||||||
|
|
||||||
|
# Steam Linux
|
||||||
|
|
||||||
|
```
|
||||||
|
docker run -it --rm -v "${PWD}:/work2" -w /work2 registry.gitlab.steamos.cloud/steamrt/sniper/sdk:latest bash
|
||||||
|
|
||||||
|
|
||||||
|
apt-get update
|
||||||
|
apt-get install libboost-dev libeigen3-dev liblua5.4-dev libzip-dev libglu1-mesa-dev
|
||||||
|
|
||||||
|
|
||||||
|
cmake -DSTEAMSDK=ON -DCMAKE_BUILD_TYPE=Release ..
|
||||||
|
cmake --build . -j 4
|
||||||
|
|
||||||
|
```
|
||||||
-697
@@ -1,697 +0,0 @@
|
|||||||
#include "Renderer.h"
|
|
||||||
#include <cmath>
|
|
||||||
|
|
||||||
namespace ZL {
|
|
||||||
|
|
||||||
VBOHolder::VBOHolder()
|
|
||||||
{
|
|
||||||
glGenBuffers(1, &Buffer);
|
|
||||||
}
|
|
||||||
|
|
||||||
VBOHolder::~VBOHolder()
|
|
||||||
{
|
|
||||||
glDeleteBuffers(1, &Buffer);
|
|
||||||
}
|
|
||||||
|
|
||||||
GLuint VBOHolder::getBuffer()
|
|
||||||
{
|
|
||||||
return Buffer;
|
|
||||||
}
|
|
||||||
|
|
||||||
VAOHolder::VAOHolder()
|
|
||||||
{
|
|
||||||
#ifndef EMSCRIPTEN
|
|
||||||
glGenVertexArrays(1, &vao);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
VAOHolder::~VAOHolder()
|
|
||||||
{
|
|
||||||
#ifndef EMSCRIPTEN
|
|
||||||
|
|
||||||
#ifdef __linux__
|
|
||||||
glDeleteVertexArrays(1, &vao);
|
|
||||||
#else
|
|
||||||
//Windows
|
|
||||||
glDeleteVertexArray(1, &vao);
|
|
||||||
#endif
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
|
|
||||||
GLuint VAOHolder::getBuffer()
|
|
||||||
{
|
|
||||||
return vao;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
VertexDataStruct CreateRect2D(Vector2f center, Vector2f halfWidthHeight, float zLevel)
|
|
||||||
{
|
|
||||||
Vector2f posFrom = center - halfWidthHeight;
|
|
||||||
|
|
||||||
Vector2f posTo = center + halfWidthHeight;
|
|
||||||
|
|
||||||
Vector3f pos1 = { posFrom.v[0], posFrom.v[1], zLevel };
|
|
||||||
Vector3f pos2 = { posFrom.v[0], posTo.v[1], zLevel };
|
|
||||||
Vector3f pos3 = { posTo.v[0], posTo.v[1], zLevel };
|
|
||||||
Vector3f pos4 = { posTo.v[0], posFrom.v[1], zLevel };
|
|
||||||
|
|
||||||
|
|
||||||
Vector2f texCoordPos1 = { 0.0f, 0.0f };
|
|
||||||
Vector2f texCoordPos2 = { 0.0f, 1.0f };
|
|
||||||
Vector2f texCoordPos3 = { 1.0f, 1.0f };
|
|
||||||
Vector2f texCoordPos4 = { 1.0f, 0.0f };
|
|
||||||
|
|
||||||
VertexDataStruct result;
|
|
||||||
|
|
||||||
result.PositionData.push_back(pos1);
|
|
||||||
result.PositionData.push_back(pos2);
|
|
||||||
result.PositionData.push_back(pos3);
|
|
||||||
result.PositionData.push_back(pos3);
|
|
||||||
result.PositionData.push_back(pos4);
|
|
||||||
result.PositionData.push_back(pos1);
|
|
||||||
|
|
||||||
result.TexCoordData.push_back(texCoordPos1);
|
|
||||||
result.TexCoordData.push_back(texCoordPos2);
|
|
||||||
result.TexCoordData.push_back(texCoordPos3);
|
|
||||||
result.TexCoordData.push_back(texCoordPos3);
|
|
||||||
result.TexCoordData.push_back(texCoordPos4);
|
|
||||||
result.TexCoordData.push_back(texCoordPos1);
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount)
|
|
||||||
{
|
|
||||||
Vector2f posFrom = center - halfWidthHeight;
|
|
||||||
|
|
||||||
Vector2f posTo = center + halfWidthHeight;
|
|
||||||
|
|
||||||
float sectionWidth = halfWidthHeight.v[0] * 2.f;
|
|
||||||
|
|
||||||
VertexDataStruct result;
|
|
||||||
|
|
||||||
for (size_t i = 0; i < sectionCount; i++)
|
|
||||||
{
|
|
||||||
Vector3f pos1 = { posFrom.v[0]+sectionWidth*i, posFrom.v[1], zLevel };
|
|
||||||
Vector3f pos2 = { posFrom.v[0] + sectionWidth * i, posTo.v[1], zLevel };
|
|
||||||
Vector3f pos3 = { posTo.v[0] + sectionWidth * i, posTo.v[1], zLevel };
|
|
||||||
Vector3f pos4 = { posTo.v[0] + sectionWidth * i, posFrom.v[1], zLevel };
|
|
||||||
|
|
||||||
result.PositionData.push_back(pos1);
|
|
||||||
result.PositionData.push_back(pos2);
|
|
||||||
result.PositionData.push_back(pos3);
|
|
||||||
result.PositionData.push_back(pos3);
|
|
||||||
result.PositionData.push_back(pos4);
|
|
||||||
result.PositionData.push_back(pos1);
|
|
||||||
|
|
||||||
Vector2f texCoordPos1 = { 0.0f, 0.0f };
|
|
||||||
Vector2f texCoordPos2 = { 0.0f, 1.0f };
|
|
||||||
Vector2f texCoordPos3 = { 1.0f, 1.0f };
|
|
||||||
Vector2f texCoordPos4 = { 1.0f, 0.0f };
|
|
||||||
|
|
||||||
result.TexCoordData.push_back(texCoordPos1);
|
|
||||||
result.TexCoordData.push_back(texCoordPos2);
|
|
||||||
result.TexCoordData.push_back(texCoordPos3);
|
|
||||||
result.TexCoordData.push_back(texCoordPos3);
|
|
||||||
result.TexCoordData.push_back(texCoordPos4);
|
|
||||||
result.TexCoordData.push_back(texCoordPos1);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
return result;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
VertexDataStruct CreateCube3D(float scale)
|
|
||||||
{
|
|
||||||
|
|
||||||
std::array<std::array<Vector3f, 4>, 6> cubeSides;
|
|
||||||
|
|
||||||
std::array<Vector3f, 6> cubeColors;
|
|
||||||
|
|
||||||
|
|
||||||
cubeSides[0][0] = { -1, -1, -1 };
|
|
||||||
cubeSides[0][1] = { -1, 1, -1 };
|
|
||||||
cubeSides[0][2] = { 1, 1, -1 };
|
|
||||||
cubeSides[0][3] = { 1, -1, -1 };
|
|
||||||
|
|
||||||
cubeSides[1][0] = { -1, -1, 1 };
|
|
||||||
cubeSides[1][1] = { -1, 1, 1 };
|
|
||||||
cubeSides[1][2] = { 1, 1, 1 };
|
|
||||||
cubeSides[1][3] = { 1, -1, 1 };
|
|
||||||
|
|
||||||
//------------
|
|
||||||
|
|
||||||
cubeSides[2][0] = { -1, -1, -1 };
|
|
||||||
cubeSides[2][1] = { -1, -1, 1 };
|
|
||||||
cubeSides[2][2] = { 1, -1, 1 };
|
|
||||||
cubeSides[2][3] = { 1, -1, -1 };
|
|
||||||
|
|
||||||
cubeSides[3][0] = { -1, 1, -1 };
|
|
||||||
cubeSides[3][1] = { -1, 1, 1 };
|
|
||||||
cubeSides[3][2] = { 1, 1, 1 };
|
|
||||||
cubeSides[3][3] = { 1, 1, -1 };
|
|
||||||
|
|
||||||
//------------
|
|
||||||
cubeSides[4][0] = { -1, -1, -1 };
|
|
||||||
cubeSides[4][1] = { -1, -1, 1 };
|
|
||||||
cubeSides[4][2] = { -1, 1, 1 };
|
|
||||||
cubeSides[4][3] = { -1, 1, -1 };
|
|
||||||
|
|
||||||
cubeSides[5][0] = { 1, -1, -1 };
|
|
||||||
cubeSides[5][1] = { 1, -1, 1 };
|
|
||||||
cubeSides[5][2] = { 1, 1, 1 };
|
|
||||||
cubeSides[5][3] = { 1, 1, -1 };
|
|
||||||
|
|
||||||
//-----------
|
|
||||||
|
|
||||||
cubeColors[0] = Vector3f{ 1, 0, 0 };
|
|
||||||
cubeColors[1] = Vector3f{ 0, 1, 0 };
|
|
||||||
cubeColors[2] = Vector3f{ 0, 0, 1 };
|
|
||||||
cubeColors[3] = Vector3f{ 1, 1, 0 };
|
|
||||||
cubeColors[4] = Vector3f{ 0, 1, 1 };
|
|
||||||
cubeColors[5] = Vector3f{ 1, 0, 1 };
|
|
||||||
|
|
||||||
//-----------
|
|
||||||
|
|
||||||
VertexDataStruct result;
|
|
||||||
|
|
||||||
for (int i = 0; i < 6; i++)
|
|
||||||
{
|
|
||||||
result.PositionData.push_back(cubeSides[i][0] * scale);
|
|
||||||
result.PositionData.push_back(cubeSides[i][1] * scale);
|
|
||||||
result.PositionData.push_back(cubeSides[i][2] * scale);
|
|
||||||
result.PositionData.push_back(cubeSides[i][2] * scale);
|
|
||||||
result.PositionData.push_back(cubeSides[i][3] * scale);
|
|
||||||
result.PositionData.push_back(cubeSides[i][0] * scale);
|
|
||||||
|
|
||||||
result.ColorData.push_back(cubeColors[i]);
|
|
||||||
result.ColorData.push_back(cubeColors[i]);
|
|
||||||
result.ColorData.push_back(cubeColors[i]);
|
|
||||||
result.ColorData.push_back(cubeColors[i]);
|
|
||||||
result.ColorData.push_back(cubeColors[i]);
|
|
||||||
result.ColorData.push_back(cubeColors[i]);
|
|
||||||
}
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
void VertexRenderStruct::RefreshVBO()
|
|
||||||
{
|
|
||||||
//Check if main thread, check if data is not empty...
|
|
||||||
|
|
||||||
#ifndef EMSCRIPTEN
|
|
||||||
if (!vao)
|
|
||||||
{
|
|
||||||
vao = std::make_shared<VAOHolder>();
|
|
||||||
}
|
|
||||||
|
|
||||||
glBindVertexArray(vao->getBuffer());
|
|
||||||
#endif
|
|
||||||
if (!positionVBO)
|
|
||||||
{
|
|
||||||
positionVBO = std::make_shared<VBOHolder>();
|
|
||||||
}
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, positionVBO->getBuffer());
|
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, data.PositionData.size() * 12, &data.PositionData[0], GL_STATIC_DRAW);
|
|
||||||
|
|
||||||
if (data.TexCoordData.size() > 0)
|
|
||||||
{
|
|
||||||
if (!texCoordVBO)
|
|
||||||
{
|
|
||||||
texCoordVBO = std::make_shared<VBOHolder>();
|
|
||||||
}
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, texCoordVBO->getBuffer());
|
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, data.TexCoordData.size() * 8, &data.TexCoordData[0], GL_STATIC_DRAW);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
if (data.NormalData.size() > 0)
|
|
||||||
{
|
|
||||||
if (!normalVBO)
|
|
||||||
{
|
|
||||||
normalVBO = std::make_shared<VBOHolder>();
|
|
||||||
}
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, normalVBO->getBuffer());
|
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, data.NormalData.size() * 12, &data.NormalData[0], GL_STATIC_DRAW);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (data.TangentData.size() > 0)
|
|
||||||
{
|
|
||||||
if (!tangentVBO)
|
|
||||||
{
|
|
||||||
tangentVBO = std::make_shared<VBOHolder>();
|
|
||||||
}
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, tangentVBO->getBuffer());
|
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, data.TangentData.size() * 12, &data.TangentData[0], GL_STATIC_DRAW);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (data.BinormalData.size() > 0)
|
|
||||||
{
|
|
||||||
if (!binormalVBO)
|
|
||||||
{
|
|
||||||
binormalVBO = std::make_shared<VBOHolder>();
|
|
||||||
}
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, binormalVBO->getBuffer());
|
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, data.BinormalData.size() * 12, &data.BinormalData[0], GL_STATIC_DRAW);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (data.ColorData.size() > 0)
|
|
||||||
{
|
|
||||||
if (!colorVBO)
|
|
||||||
{
|
|
||||||
colorVBO = std::make_shared<VBOHolder>();
|
|
||||||
}
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, colorVBO->getBuffer());
|
|
||||||
|
|
||||||
glBufferData(GL_ARRAY_BUFFER, data.ColorData.size() * 12, &data.ColorData[0], GL_STATIC_DRAW);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void VertexDataStruct::Scale(float scale)
|
|
||||||
{
|
|
||||||
for (int i = 0; i < PositionData.size(); i++)
|
|
||||||
{
|
|
||||||
PositionData[i] = PositionData[i] * scale;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
void VertexDataStruct::Move(Vector3f diff)
|
|
||||||
{
|
|
||||||
for (int i = 0; i < PositionData.size(); i++)
|
|
||||||
{
|
|
||||||
PositionData[i] = PositionData[i] + diff;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void VertexDataStruct::SwapZandY()
|
|
||||||
{
|
|
||||||
for (int i = 0; i < PositionData.size(); i++)
|
|
||||||
{
|
|
||||||
auto value = PositionData[i].v[1];
|
|
||||||
PositionData[i].v[1] = PositionData[i].v[2];
|
|
||||||
PositionData[i].v[2] = value;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void VertexDataStruct::RotateByMatrix(Matrix3f m)
|
|
||||||
{
|
|
||||||
|
|
||||||
for (int i = 0; i < PositionData.size(); i++)
|
|
||||||
{
|
|
||||||
PositionData[i] = MultVectorMatrix(PositionData[i], m);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < NormalData.size(); i++)
|
|
||||||
{
|
|
||||||
NormalData[i] = MultVectorMatrix(NormalData[i], m);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < TangentData.size(); i++)
|
|
||||||
{
|
|
||||||
TangentData[i] = MultVectorMatrix(TangentData[i], m);
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = 0; i < BinormalData.size(); i++)
|
|
||||||
{
|
|
||||||
BinormalData[i] = MultVectorMatrix(BinormalData[i], m);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void VertexRenderStruct::AssignFrom(const VertexDataStruct& v)
|
|
||||||
{
|
|
||||||
data = v;
|
|
||||||
RefreshVBO();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::InitOpenGL()
|
|
||||||
{
|
|
||||||
ModelviewMatrixStack.push(Matrix4f::Identity());
|
|
||||||
ProjectionMatrixStack.push(Matrix4f::Identity());
|
|
||||||
|
|
||||||
glEnable(GL_DEPTH_TEST);
|
|
||||||
glEnable(GL_BLEND);
|
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
|
||||||
|
|
||||||
#ifndef EMSCRIPTEN
|
|
||||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
||||||
#endif
|
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
||||||
glDepthFunc(GL_LEQUAL);
|
|
||||||
|
|
||||||
CheckGlError();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::PushProjectionMatrix(float width, float height, float zNear, float zFar)
|
|
||||||
{
|
|
||||||
Matrix4f m = MakeOrthoMatrix(width, height, zNear, zFar);
|
|
||||||
ProjectionMatrixStack.push(m);
|
|
||||||
SetMatrix();
|
|
||||||
|
|
||||||
if (ProjectionMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Projection matrix stack overflow!!!!");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar)
|
|
||||||
{
|
|
||||||
Matrix4f m = MakePerspectiveMatrix(fovY, aspectRatio, zNear, zFar);
|
|
||||||
ProjectionMatrixStack.push(m);
|
|
||||||
SetMatrix();
|
|
||||||
|
|
||||||
if (ProjectionMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Projection matrix stack overflow!!!!");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void Renderer::PopProjectionMatrix()
|
|
||||||
{
|
|
||||||
if (ProjectionMatrixStack.size() == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Projection matrix stack underflow!!!!");
|
|
||||||
}
|
|
||||||
ProjectionMatrixStack.pop();
|
|
||||||
SetMatrix();
|
|
||||||
}
|
|
||||||
|
|
||||||
Matrix4f Renderer::GetProjectionModelViewMatrix()
|
|
||||||
{
|
|
||||||
return ProjectionModelViewMatrix;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::SetMatrix()
|
|
||||||
{
|
|
||||||
if (ProjectionMatrixStack.size() <= 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Projection matrix stack out!");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (ModelviewMatrixStack.size() <= 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Modelview matrix stack out!");
|
|
||||||
}
|
|
||||||
|
|
||||||
ProjectionModelViewMatrix = ProjectionMatrixStack.top() * ModelviewMatrixStack.top();
|
|
||||||
|
|
||||||
static const std::string ProjectionModelViewMatrixName = "ProjectionModelViewMatrix";
|
|
||||||
|
|
||||||
//static const std::string ProjectionMatrixName = "ProjectionMatrix";
|
|
||||||
|
|
||||||
RenderUniformMatrix4fv(ProjectionModelViewMatrixName, false, &ProjectionModelViewMatrix.m[0]);
|
|
||||||
|
|
||||||
//RenderUniformMatrix4fv(ProjectionMatrixName, false, &ProjectionMatrixStack.top().m[0]);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::PushMatrix()
|
|
||||||
{
|
|
||||||
if (ModelviewMatrixStack.size() == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
||||||
}
|
|
||||||
|
|
||||||
ModelviewMatrixStack.push(ModelviewMatrixStack.top());
|
|
||||||
|
|
||||||
if (ModelviewMatrixStack.size() > CONST_MATRIX_STACK_SIZE)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Modelview matrix stack overflow!!!!");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::LoadIdentity()
|
|
||||||
{
|
|
||||||
if (ModelviewMatrixStack.size() == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
||||||
}
|
|
||||||
|
|
||||||
ModelviewMatrixStack.pop();
|
|
||||||
ModelviewMatrixStack.push(Matrix4f::Identity());
|
|
||||||
|
|
||||||
SetMatrix();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::TranslateMatrix(const Vector3f& p)
|
|
||||||
{
|
|
||||||
|
|
||||||
Matrix4f m = Matrix4f::Identity();
|
|
||||||
m.m[12] = p.v[0];
|
|
||||||
m.m[13] = p.v[1];
|
|
||||||
m.m[14] = p.v[2];
|
|
||||||
|
|
||||||
m = ModelviewMatrixStack.top() * m;
|
|
||||||
|
|
||||||
if (ModelviewMatrixStack.size() == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
||||||
}
|
|
||||||
|
|
||||||
ModelviewMatrixStack.pop();
|
|
||||||
ModelviewMatrixStack.push(m);
|
|
||||||
|
|
||||||
SetMatrix();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::ScaleMatrix(float scale)
|
|
||||||
{
|
|
||||||
Matrix4f m = Matrix4f::Identity();
|
|
||||||
m.m[0] = scale;
|
|
||||||
m.m[5] = scale;
|
|
||||||
m.m[10] = scale;
|
|
||||||
|
|
||||||
m = ModelviewMatrixStack.top() * m;
|
|
||||||
|
|
||||||
if (ModelviewMatrixStack.size() == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
||||||
}
|
|
||||||
|
|
||||||
ModelviewMatrixStack.pop();
|
|
||||||
ModelviewMatrixStack.push(m);
|
|
||||||
|
|
||||||
SetMatrix();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::ScaleMatrix(const Vector3f& scale)
|
|
||||||
{
|
|
||||||
Matrix4f m = Matrix4f::Identity();
|
|
||||||
m.m[0] = scale.v[0];
|
|
||||||
m.m[5] = scale.v[1];
|
|
||||||
m.m[10] = scale.v[2];
|
|
||||||
|
|
||||||
m = ModelviewMatrixStack.top() * m;
|
|
||||||
|
|
||||||
if (ModelviewMatrixStack.size() == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
||||||
}
|
|
||||||
|
|
||||||
ModelviewMatrixStack.pop();
|
|
||||||
ModelviewMatrixStack.push(m);
|
|
||||||
|
|
||||||
SetMatrix();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::RotateMatrix(const Vector4f& q)
|
|
||||||
{
|
|
||||||
|
|
||||||
Matrix3f m3 = QuatToMatrix(q);
|
|
||||||
Matrix4f m = Matrix4f::Identity();
|
|
||||||
m.m[0] = m3.m[0];
|
|
||||||
m.m[1] = m3.m[1];
|
|
||||||
m.m[2] = m3.m[2];
|
|
||||||
|
|
||||||
m.m[4] = m3.m[3];
|
|
||||||
m.m[5] = m3.m[4];
|
|
||||||
m.m[6] = m3.m[5];
|
|
||||||
|
|
||||||
m.m[8] = m3.m[6];
|
|
||||||
m.m[9] = m3.m[7];
|
|
||||||
m.m[10] = m3.m[8];
|
|
||||||
|
|
||||||
m = ModelviewMatrixStack.top() * m;
|
|
||||||
|
|
||||||
if (ModelviewMatrixStack.size() == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
||||||
}
|
|
||||||
|
|
||||||
ModelviewMatrixStack.pop();
|
|
||||||
ModelviewMatrixStack.push(m);
|
|
||||||
|
|
||||||
|
|
||||||
SetMatrix();
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::PushSpecialMatrix(const Matrix4f& m)
|
|
||||||
{
|
|
||||||
if (ModelviewMatrixStack.size() > 64)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Modelview matrix stack overflow!!!!");
|
|
||||||
}
|
|
||||||
ModelviewMatrixStack.push(m);
|
|
||||||
SetMatrix();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void Renderer::PopMatrix()
|
|
||||||
{
|
|
||||||
if (ModelviewMatrixStack.size() == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Modelview matrix stack underflow!!!!");
|
|
||||||
}
|
|
||||||
ModelviewMatrixStack.pop();
|
|
||||||
|
|
||||||
SetMatrix();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void Renderer::EnableVertexAttribArray(const std::string& attribName)
|
|
||||||
{
|
|
||||||
|
|
||||||
auto shader = shaderManager.GetCurrentShader();
|
|
||||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
|
||||||
glEnableVertexAttribArray(shader->attribList[attribName]);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::DisableVertexAttribArray(const std::string& attribName)
|
|
||||||
{
|
|
||||||
auto shader = shaderManager.GetCurrentShader();
|
|
||||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
|
||||||
glDisableVertexAttribArray(shader->attribList[attribName]);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void Renderer::RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value)
|
|
||||||
{
|
|
||||||
auto shader = shaderManager.GetCurrentShader();
|
|
||||||
|
|
||||||
auto uniform = shader->uniformList.find(uniformName);
|
|
||||||
|
|
||||||
if (uniform != shader->uniformList.end())
|
|
||||||
{
|
|
||||||
glUniformMatrix4fv(uniform->second, 1, transpose, value);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::RenderUniform3fv(const std::string& uniformName, const float* value)
|
|
||||||
{
|
|
||||||
auto shader = shaderManager.GetCurrentShader();
|
|
||||||
|
|
||||||
auto uniform = shader->uniformList.find(uniformName);
|
|
||||||
|
|
||||||
if (uniform != shader->uniformList.end())
|
|
||||||
{
|
|
||||||
glUniform3fv(uniform->second, 1, value);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::RenderUniform1i(const std::string& uniformName, const int value)
|
|
||||||
{
|
|
||||||
auto shader = shaderManager.GetCurrentShader();
|
|
||||||
|
|
||||||
auto uniform = shader->uniformList.find(uniformName);
|
|
||||||
|
|
||||||
if (uniform != shader->uniformList.end())
|
|
||||||
{
|
|
||||||
glUniform1i(uniform->second, value);
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void Renderer::VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer)
|
|
||||||
{
|
|
||||||
auto shader = shaderManager.GetCurrentShader();
|
|
||||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
|
||||||
glVertexAttribPointer(shader->attribList[attribName], 2, GL_FLOAT, GL_FALSE, stride, pointer);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer)
|
|
||||||
{
|
|
||||||
|
|
||||||
auto shader = shaderManager.GetCurrentShader();
|
|
||||||
if (shader->attribList.find(attribName) != shader->attribList.end())
|
|
||||||
glVertexAttribPointer(shader->attribList[attribName], 3, GL_FLOAT, GL_FALSE, stride, pointer);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::DrawVertexRenderStruct(const VertexRenderStruct& VertexRenderStruct)
|
|
||||||
{
|
|
||||||
static const std::string vNormal("vNormal");
|
|
||||||
static const std::string vTangent("vTangent");
|
|
||||||
static const std::string vBinormal("vBinormal");
|
|
||||||
static const std::string vColor("vColor");
|
|
||||||
static const std::string vTexCoord("vTexCoord");
|
|
||||||
static const std::string vPosition("vPosition");
|
|
||||||
|
|
||||||
//glBindVertexArray(VertexRenderStruct.vao->getBuffer());
|
|
||||||
|
|
||||||
//Check if main thread, check if data is not empty...
|
|
||||||
if (VertexRenderStruct.data.NormalData.size() > 0)
|
|
||||||
{
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.normalVBO->getBuffer());
|
|
||||||
VertexAttribPointer3fv(vNormal, 0, NULL);
|
|
||||||
}
|
|
||||||
if (VertexRenderStruct.data.TangentData.size() > 0)
|
|
||||||
{
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.tangentVBO->getBuffer());
|
|
||||||
VertexAttribPointer3fv(vTangent, 0, NULL);
|
|
||||||
}
|
|
||||||
if (VertexRenderStruct.data.BinormalData.size() > 0)
|
|
||||||
{
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.binormalVBO->getBuffer());
|
|
||||||
VertexAttribPointer3fv(vBinormal, 0, NULL);
|
|
||||||
}
|
|
||||||
if (VertexRenderStruct.data.ColorData.size() > 0)
|
|
||||||
{
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.colorVBO->getBuffer());
|
|
||||||
VertexAttribPointer3fv(vColor, 0, NULL);
|
|
||||||
}
|
|
||||||
if (VertexRenderStruct.data.TexCoordData.size() > 0)
|
|
||||||
{
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.texCoordVBO->getBuffer());
|
|
||||||
VertexAttribPointer2fv(vTexCoord, 0, NULL);
|
|
||||||
}
|
|
||||||
|
|
||||||
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.positionVBO->getBuffer());
|
|
||||||
VertexAttribPointer3fv(vPosition, 0, NULL);
|
|
||||||
|
|
||||||
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(VertexRenderStruct.data.PositionData.size()));
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void worldToScreenCoordinates(Vector3f objectPos,
|
|
||||||
Matrix4f projectionModelView,
|
|
||||||
int screenWidth, int screenHeight,
|
|
||||||
int& screenX, int& screenY) {
|
|
||||||
|
|
||||||
Vector4f inx = { objectPos.v[0], objectPos.v[1], objectPos.v[2], 1.0f };
|
|
||||||
Vector4f clipCoords = MultMatrixVector(projectionModelView, inx);
|
|
||||||
|
|
||||||
float ndcX = clipCoords.v[0] / clipCoords.v[3];
|
|
||||||
float ndcY = clipCoords.v[1] / clipCoords.v[3];
|
|
||||||
|
|
||||||
screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
|
|
||||||
screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
-139
@@ -1,139 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include "OpenGlExtensions.h"
|
|
||||||
#include "Math.h"
|
|
||||||
#include <exception>
|
|
||||||
#include <stdexcept>
|
|
||||||
#include "ShaderManager.h"
|
|
||||||
|
|
||||||
namespace ZL {
|
|
||||||
|
|
||||||
constexpr size_t CONST_MATRIX_STACK_SIZE = 64;
|
|
||||||
|
|
||||||
class VBOHolder {
|
|
||||||
GLuint Buffer;
|
|
||||||
|
|
||||||
public:
|
|
||||||
VBOHolder();
|
|
||||||
|
|
||||||
VBOHolder(const VBOHolder& v) = delete;
|
|
||||||
|
|
||||||
VBOHolder& operator=(const VBOHolder& v) = delete;
|
|
||||||
|
|
||||||
~VBOHolder();
|
|
||||||
|
|
||||||
GLuint getBuffer();
|
|
||||||
};
|
|
||||||
|
|
||||||
class VAOHolder {
|
|
||||||
GLuint vao;
|
|
||||||
|
|
||||||
public:
|
|
||||||
VAOHolder();
|
|
||||||
|
|
||||||
VAOHolder(const VAOHolder& v) = delete;
|
|
||||||
|
|
||||||
VAOHolder& operator=(const VAOHolder& v) = delete;
|
|
||||||
|
|
||||||
~VAOHolder();
|
|
||||||
|
|
||||||
GLuint getBuffer();
|
|
||||||
};
|
|
||||||
|
|
||||||
struct VertexDataStruct
|
|
||||||
{
|
|
||||||
std::vector<Vector3f> PositionData;
|
|
||||||
std::vector<Vector2f> TexCoordData;
|
|
||||||
std::vector<Vector3f> NormalData;
|
|
||||||
std::vector<Vector3f> TangentData;
|
|
||||||
std::vector<Vector3f> BinormalData;
|
|
||||||
std::vector<Vector3f> ColorData;
|
|
||||||
|
|
||||||
void RotateByMatrix(Matrix3f m);
|
|
||||||
|
|
||||||
void Scale(float scale);
|
|
||||||
void Move(Vector3f diff);
|
|
||||||
void SwapZandY();
|
|
||||||
};
|
|
||||||
|
|
||||||
struct VertexRenderStruct
|
|
||||||
{
|
|
||||||
VertexDataStruct data;
|
|
||||||
|
|
||||||
std::shared_ptr<VAOHolder> vao;
|
|
||||||
std::shared_ptr<VBOHolder> positionVBO;
|
|
||||||
std::shared_ptr<VBOHolder> texCoordVBO;
|
|
||||||
std::shared_ptr<VBOHolder> normalVBO;
|
|
||||||
std::shared_ptr<VBOHolder> tangentVBO;
|
|
||||||
std::shared_ptr<VBOHolder> binormalVBO;
|
|
||||||
std::shared_ptr<VBOHolder> colorVBO;
|
|
||||||
void RefreshVBO();
|
|
||||||
|
|
||||||
void AssignFrom(const VertexDataStruct& v);
|
|
||||||
};
|
|
||||||
|
|
||||||
VertexDataStruct CreateRect2D(Vector2f center, Vector2f halfWidthHeight, float zLevel);
|
|
||||||
VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount);
|
|
||||||
VertexDataStruct CreateCube3D(float scale);
|
|
||||||
|
|
||||||
|
|
||||||
class Renderer
|
|
||||||
{
|
|
||||||
protected:
|
|
||||||
std::stack<Matrix4f> ProjectionMatrixStack;
|
|
||||||
std::stack<Matrix4f> ModelviewMatrixStack;
|
|
||||||
|
|
||||||
Matrix4f ProjectionModelViewMatrix;
|
|
||||||
|
|
||||||
public:
|
|
||||||
|
|
||||||
ShaderManager shaderManager;
|
|
||||||
|
|
||||||
void InitOpenGL();
|
|
||||||
|
|
||||||
void PushProjectionMatrix(float width, float height, float zNear = 0.f, float zFar = 1.f);
|
|
||||||
void PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar);
|
|
||||||
void PopProjectionMatrix();
|
|
||||||
|
|
||||||
void PushMatrix();
|
|
||||||
void LoadIdentity();
|
|
||||||
void TranslateMatrix(const Vector3f& p);
|
|
||||||
void ScaleMatrix(float scale);
|
|
||||||
void ScaleMatrix(const Vector3f& scale);
|
|
||||||
void RotateMatrix(const Vector4f& q);
|
|
||||||
void PushSpecialMatrix(const Matrix4f& m);
|
|
||||||
void PopMatrix();
|
|
||||||
|
|
||||||
|
|
||||||
Matrix4f GetProjectionModelViewMatrix();
|
|
||||||
|
|
||||||
void SetMatrix();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void EnableVertexAttribArray(const std::string& attribName);
|
|
||||||
|
|
||||||
void DisableVertexAttribArray(const std::string& attribName);
|
|
||||||
|
|
||||||
|
|
||||||
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
|
|
||||||
void RenderUniform1i(const std::string& uniformName, const int value);
|
|
||||||
void RenderUniform3fv(const std::string& uniformName, const float* value);
|
|
||||||
|
|
||||||
|
|
||||||
void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer);
|
|
||||||
|
|
||||||
void VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer);
|
|
||||||
|
|
||||||
void DrawVertexRenderStruct(const VertexRenderStruct& VertexRenderStruct);
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void worldToScreenCoordinates(Vector3f objectPos,
|
|
||||||
Matrix4f projectionModelView,
|
|
||||||
int screenWidth, int screenHeight,
|
|
||||||
int& screenX, int& screenY);
|
|
||||||
|
|
||||||
};
|
|
||||||
@@ -1,212 +0,0 @@
|
|||||||
#include "ShaderManager.h"
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
|
|
||||||
namespace ZL {
|
|
||||||
|
|
||||||
ShaderResource::ShaderResource(const std::string& vertexCode, const std::string& fragmentCode)
|
|
||||||
{
|
|
||||||
|
|
||||||
const int CONST_INFOLOG_LENGTH = 256;
|
|
||||||
|
|
||||||
char infoLog[CONST_INFOLOG_LENGTH];
|
|
||||||
int infoLogLength;
|
|
||||||
|
|
||||||
int vertexShaderCompiled;
|
|
||||||
int fragmentShaderCompiled;
|
|
||||||
int programLinked;
|
|
||||||
|
|
||||||
GLuint vertexShader;
|
|
||||||
GLuint fragmentShader;
|
|
||||||
|
|
||||||
int vertexCodeLength = static_cast<int>(strlen(vertexCode.c_str()));
|
|
||||||
int fragmentCodeLength = static_cast<int>(strlen(fragmentCode.c_str()));
|
|
||||||
|
|
||||||
const char* vc = &vertexCode[0];
|
|
||||||
const char* fc = &fragmentCode[0];
|
|
||||||
|
|
||||||
vertexShader = glCreateShader(GL_VERTEX_SHADER);
|
|
||||||
glShaderSource(vertexShader, 1, &(vc), &vertexCodeLength);
|
|
||||||
|
|
||||||
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
|
|
||||||
glShaderSource(fragmentShader, 1, &(fc), &fragmentCodeLength);
|
|
||||||
|
|
||||||
glCompileShader(vertexShader);
|
|
||||||
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &vertexShaderCompiled);
|
|
||||||
glGetShaderInfoLog(vertexShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
|
|
||||||
|
|
||||||
glCompileShader(fragmentShader);
|
|
||||||
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
|
|
||||||
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
|
|
||||||
|
|
||||||
if (!vertexShaderCompiled)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Failed to compile vertex shader code!");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!fragmentShaderCompiled)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Failed to compile fragment shader code!");
|
|
||||||
}
|
|
||||||
|
|
||||||
shaderProgram = glCreateProgram();
|
|
||||||
|
|
||||||
glAttachShader(shaderProgram, vertexShader);
|
|
||||||
glAttachShader(shaderProgram, fragmentShader);
|
|
||||||
|
|
||||||
glLinkProgram(shaderProgram);
|
|
||||||
|
|
||||||
glDeleteShader(vertexShader);
|
|
||||||
glDeleteShader(fragmentShader);
|
|
||||||
|
|
||||||
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programLinked);
|
|
||||||
glGetProgramInfoLog(shaderProgram, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
|
|
||||||
|
|
||||||
if (!programLinked)
|
|
||||||
{
|
|
||||||
shaderProgram = 0;
|
|
||||||
throw std::runtime_error("Failed to link shader program!");
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
int dummySize; //Dummy
|
|
||||||
int dummyLen; //Dummy
|
|
||||||
GLenum dummyEnum;
|
|
||||||
|
|
||||||
|
|
||||||
//================= Parsing all uniforms ================
|
|
||||||
|
|
||||||
int activeUniforms;
|
|
||||||
|
|
||||||
const int CONST_UNIFORM_NAME_LENGTH = 256;
|
|
||||||
char uniformName[CONST_UNIFORM_NAME_LENGTH];
|
|
||||||
|
|
||||||
glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &activeUniforms);
|
|
||||||
|
|
||||||
for (int i = 0; i < activeUniforms; i++)
|
|
||||||
{
|
|
||||||
glGetActiveUniform(shaderProgram, i, CONST_UNIFORM_NAME_LENGTH, &dummyLen, &dummySize, &dummyEnum, uniformName);
|
|
||||||
|
|
||||||
uniformList[uniformName] = glGetUniformLocation(shaderProgram, uniformName);
|
|
||||||
}
|
|
||||||
|
|
||||||
//================= Parsing all attributes ================
|
|
||||||
int activeAttribs;
|
|
||||||
|
|
||||||
const int CONST_ATTRIB_NAME_LENGTH = 256;
|
|
||||||
char attribName[CONST_ATTRIB_NAME_LENGTH];
|
|
||||||
|
|
||||||
glGetProgramiv(shaderProgram, GL_ACTIVE_ATTRIBUTES, &activeAttribs);
|
|
||||||
|
|
||||||
for (int i = 0; i < activeAttribs; i++)
|
|
||||||
{
|
|
||||||
glGetActiveAttrib(shaderProgram, i, CONST_ATTRIB_NAME_LENGTH, &dummyLen, &dummySize, &dummyEnum, attribName);
|
|
||||||
attribList[attribName] = glGetAttribLocation(shaderProgram, attribName);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ShaderResource::~ShaderResource()
|
|
||||||
{
|
|
||||||
if (shaderProgram != 0)
|
|
||||||
{
|
|
||||||
glDeleteProgram(shaderProgram);
|
|
||||||
|
|
||||||
shaderProgram = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
GLuint ShaderResource::getShaderProgram()
|
|
||||||
{
|
|
||||||
return shaderProgram;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void ShaderManager::AddShaderFromFiles(const std::string& shaderName, const std::string& vertexShaderFileName, const std::string& fragmentShaderFileName, const std::string& ZIPFileName)
|
|
||||||
{
|
|
||||||
|
|
||||||
std::string vertexShader;
|
|
||||||
std::string fragmentShader;
|
|
||||||
|
|
||||||
if (!ZIPFileName.empty()){
|
|
||||||
|
|
||||||
std::vector<char> vertexShaderData;
|
|
||||||
std::vector<char> fragmentShaderData;
|
|
||||||
|
|
||||||
vertexShaderData = readFileFromZIP(vertexShaderFileName, ZIPFileName);
|
|
||||||
fragmentShaderData = readFileFromZIP(fragmentShaderFileName, ZIPFileName);
|
|
||||||
|
|
||||||
vertexShader = std::string(vertexShaderData.begin(), vertexShaderData.end());
|
|
||||||
fragmentShader = std::string(fragmentShaderData.begin(), fragmentShaderData.end());
|
|
||||||
|
|
||||||
}else{
|
|
||||||
vertexShader = readTextFile(vertexShaderFileName);
|
|
||||||
fragmentShader = readTextFile(fragmentShaderFileName);
|
|
||||||
}
|
|
||||||
///std::cout << "Shader: "<< vertexShader << std::endl;
|
|
||||||
shaderResourceMap[shaderName] = std::make_shared<ShaderResource>(vertexShader, fragmentShader);
|
|
||||||
}
|
|
||||||
|
|
||||||
void ShaderManager::PushShader(const std::string& shaderName)
|
|
||||||
{
|
|
||||||
if (shaderStack.size() >= CONST_MAX_SHADER_STACK_SIZE)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Shader stack overflow!");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (shaderResourceMap.find(shaderName) == shaderResourceMap.end())
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Shader does not exist!");
|
|
||||||
}
|
|
||||||
|
|
||||||
shaderStack.push(shaderName);
|
|
||||||
|
|
||||||
glUseProgram(shaderResourceMap[shaderName]->getShaderProgram());
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
void ShaderManager::PopShader()
|
|
||||||
{
|
|
||||||
if (shaderStack.size() == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Shader stack underflow!");
|
|
||||||
}
|
|
||||||
|
|
||||||
shaderStack.pop();
|
|
||||||
|
|
||||||
if (shaderStack.size() == 0)
|
|
||||||
{
|
|
||||||
glUseProgram(0);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
glUseProgram(shaderResourceMap[shaderStack.top()]->getShaderProgram());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
std::shared_ptr<ShaderResource> ShaderManager::GetCurrentShader()
|
|
||||||
{
|
|
||||||
if (shaderStack.size() == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("Shader stack underflow!");
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
return shaderResourceMap[shaderStack.top()];
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ShaderSetter::ShaderSetter(ShaderManager& inShaderManager, const std::string& shaderName)
|
|
||||||
: shaderManager(shaderManager)
|
|
||||||
{
|
|
||||||
shaderManager.PushShader(shaderName);
|
|
||||||
}
|
|
||||||
|
|
||||||
ShaderSetter::~ShaderSetter()
|
|
||||||
{
|
|
||||||
shaderManager.PopShader();
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -1,64 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include "OpenGlExtensions.h"
|
|
||||||
#include "Utils.h"
|
|
||||||
|
|
||||||
namespace ZL {
|
|
||||||
|
|
||||||
|
|
||||||
constexpr size_t CONST_MAX_SHADER_STACK_SIZE = 16;
|
|
||||||
|
|
||||||
class ShaderResource
|
|
||||||
{
|
|
||||||
protected:
|
|
||||||
GLuint shaderProgram;
|
|
||||||
|
|
||||||
std::unordered_map<std::string, GLuint> uniformList;
|
|
||||||
|
|
||||||
//std::unordered_map<std::string, std::pair<bool, size_t>> UniformList;
|
|
||||||
std::map<std::string, GLuint> attribList;
|
|
||||||
|
|
||||||
|
|
||||||
public:
|
|
||||||
|
|
||||||
GLuint getShaderProgram();
|
|
||||||
|
|
||||||
ShaderResource(const std::string& vertexCode, const std::string& fragmentCode);
|
|
||||||
~ShaderResource();
|
|
||||||
|
|
||||||
public:
|
|
||||||
friend class ShaderManager;
|
|
||||||
friend class Renderer;
|
|
||||||
};
|
|
||||||
|
|
||||||
class ShaderManager {
|
|
||||||
protected:
|
|
||||||
std::unordered_map<std::string, std::shared_ptr<ShaderResource>> shaderResourceMap;
|
|
||||||
|
|
||||||
std::stack<std::string> shaderStack;
|
|
||||||
|
|
||||||
public:
|
|
||||||
void AddShaderFromFiles(const std::string& shaderName, const std::string& vertexShaderFileName, const std::string& fragmentShaderFileName, const std::string& ZIPFileName = "");
|
|
||||||
|
|
||||||
void PushShader(const std::string& shaderName);
|
|
||||||
void PopShader();
|
|
||||||
|
|
||||||
std::shared_ptr<ShaderResource> GetCurrentShader();
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
class ShaderSetter
|
|
||||||
{
|
|
||||||
protected:
|
|
||||||
|
|
||||||
ShaderManager& shaderManager;
|
|
||||||
|
|
||||||
public:
|
|
||||||
ShaderSetter(ShaderManager& inShaderManager, const std::string& shaderName);
|
|
||||||
|
|
||||||
~ShaderSetter();
|
|
||||||
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
-390
@@ -1,390 +0,0 @@
|
|||||||
#include "TextModel.h"
|
|
||||||
#include <regex>
|
|
||||||
#include <string>
|
|
||||||
#include <fstream>
|
|
||||||
#include <iostream>
|
|
||||||
#include <sstream>
|
|
||||||
|
|
||||||
namespace ZL
|
|
||||||
{
|
|
||||||
|
|
||||||
|
|
||||||
VertexDataStruct LoadFromTextFile(const std::string& fileName, const std::string& ZIPFileName)
|
|
||||||
{
|
|
||||||
VertexDataStruct result;
|
|
||||||
std::ifstream filestream;
|
|
||||||
std::istringstream zipStream;
|
|
||||||
|
|
||||||
if (!ZIPFileName.empty())
|
|
||||||
{
|
|
||||||
std::vector<char> fileData = readFileFromZIP(fileName, ZIPFileName);
|
|
||||||
std::string fileContents(fileData.begin(), fileData.end());
|
|
||||||
zipStream.str(fileContents);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
filestream.open(fileName);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Создаем ссылку f на нужный поток – после этого код ниже остается без изменений
|
|
||||||
std::istream& f = (!ZIPFileName.empty()) ? static_cast<std::istream&>(zipStream) : static_cast<std::istream&>(filestream);
|
|
||||||
|
|
||||||
|
|
||||||
//Skip first 5 lines
|
|
||||||
std::string tempLine;
|
|
||||||
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
static const std::regex pattern_count(R"(\d+)");
|
|
||||||
static const std::regex pattern_float(R"([-]?\d+\.\d+)");
|
|
||||||
static const std::regex pattern_int(R"([-]?\d+)");
|
|
||||||
|
|
||||||
|
|
||||||
std::smatch match;
|
|
||||||
|
|
||||||
int numberVertices;
|
|
||||||
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
numberVertices = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<Vector3f> vertices;
|
|
||||||
|
|
||||||
vertices.resize(numberVertices);
|
|
||||||
for (int i = 0; i < numberVertices; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
std::vector<float> floatValues;
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
vertices[i] = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
|
|
||||||
}
|
|
||||||
|
|
||||||
std::cout << "UV Coordinates" << std::endl;
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //===UV Coordinates:
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //triangle count
|
|
||||||
int numberTriangles;
|
|
||||||
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
numberTriangles = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Now process UVs
|
|
||||||
std::vector<std::array<Vector2f, 3>> uvCoords;
|
|
||||||
|
|
||||||
uvCoords.resize(numberTriangles);
|
|
||||||
|
|
||||||
for (int i = 0; i < numberTriangles; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine); //Face 0
|
|
||||||
|
|
||||||
int uvCount;
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
std::string number_str = match.str();
|
|
||||||
uvCount = std::stoi(number_str);
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("No number found in the input string.");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (uvCount != 3)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("more than 3 uvs");
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<float> floatValues;
|
|
||||||
|
|
||||||
for (int j = 0; j < 3; j++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine); //UV <Vector (-0.3661, -1.1665)>
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
floatValues.clear();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (floatValues.size() != 2)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("more than 2 uvs---");
|
|
||||||
}
|
|
||||||
|
|
||||||
uvCoords[i][j] = Vector2f{ floatValues[0],floatValues[1] };
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
std::cout << "Normals go" << std::endl;
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //===Normals:
|
|
||||||
|
|
||||||
|
|
||||||
std::vector<Vector3f> normals;
|
|
||||||
|
|
||||||
normals.resize(numberVertices);
|
|
||||||
for (int i = 0; i < numberVertices; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
std::vector<float> floatValues;
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
normals[i] = Vector3f{ floatValues[0], floatValues[1], floatValues[2] };
|
|
||||||
}
|
|
||||||
|
|
||||||
std::cout << "Triangles go:" << std::endl;
|
|
||||||
|
|
||||||
std::getline(f, tempLine); //===Triangles: 3974
|
|
||||||
|
|
||||||
|
|
||||||
std::vector<std::array<int, 3>> triangles;
|
|
||||||
|
|
||||||
triangles.resize(numberTriangles);
|
|
||||||
for (int i = 0; i < numberTriangles; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
|
|
||||||
std::vector<int> intValues;
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_int)) {
|
|
||||||
intValues.push_back(std::stoi(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
triangles[i] = { intValues[0], intValues[1], intValues[2] };
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
std::cout << "Process vertices" << std::endl;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Now let's process vertices
|
|
||||||
|
|
||||||
for (int i = 0; i < numberTriangles; i++)
|
|
||||||
{
|
|
||||||
|
|
||||||
result.PositionData.push_back(vertices[triangles[i][0]]);
|
|
||||||
result.PositionData.push_back(vertices[triangles[i][1]]);
|
|
||||||
result.PositionData.push_back(vertices[triangles[i][2]]);
|
|
||||||
|
|
||||||
/*
|
|
||||||
result.NormalData.push_back(normals[triangles[i][0]]);
|
|
||||||
result.NormalData.push_back(normals[triangles[i][1]]);
|
|
||||||
result.NormalData.push_back(normals[triangles[i][2]]);
|
|
||||||
*/
|
|
||||||
result.TexCoordData.push_back(uvCoords[i][0]);
|
|
||||||
result.TexCoordData.push_back(uvCoords[i][1]);
|
|
||||||
result.TexCoordData.push_back(uvCoords[i][2]);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
//Swap from Blender format to OpenGL format
|
|
||||||
for (int i = 0; i < result.PositionData.size(); i++)
|
|
||||||
{
|
|
||||||
Vector3f tempVec = result.PositionData[i];
|
|
||||||
result.PositionData[i].v[0] = tempVec.v[1];
|
|
||||||
result.PositionData[i].v[1] = tempVec.v[2];
|
|
||||||
result.PositionData[i].v[2] = tempVec.v[0];
|
|
||||||
|
|
||||||
/*
|
|
||||||
tempVec = result.NormalData[i];
|
|
||||||
result.NormalData[i].v[0] = tempVec.v[1];
|
|
||||||
result.NormalData[i].v[1] = tempVec.v[2];
|
|
||||||
result.NormalData[i].v[2] = tempVec.v[0];*/
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
return result;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
VertexDataStruct LoadFromTextFile02(const std::string& fileName, const std::string& ZIPFileName)
|
|
||||||
{
|
|
||||||
VertexDataStruct result;
|
|
||||||
std::ifstream filestream;
|
|
||||||
std::istringstream zipStream;
|
|
||||||
|
|
||||||
// --- 1. Открытие потока (без изменений) ---
|
|
||||||
if (!ZIPFileName.empty())
|
|
||||||
{
|
|
||||||
std::vector<char> fileData = readFileFromZIP(fileName, ZIPFileName);
|
|
||||||
std::string fileContents(fileData.begin(), fileData.end());
|
|
||||||
zipStream.str(fileContents);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
filestream.open(fileName);
|
|
||||||
if (!filestream.is_open()) {
|
|
||||||
throw std::runtime_error("Failed to open file: " + fileName);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
std::istream& f = (!ZIPFileName.empty()) ? static_cast<std::istream&>(zipStream) : static_cast<std::istream&>(filestream);
|
|
||||||
|
|
||||||
std::string tempLine;
|
|
||||||
std::smatch match;
|
|
||||||
|
|
||||||
// Обновленные регулярки
|
|
||||||
// pattern_float стал чуть надежнее для чисел вида "0" или "-1" без точки, если вдруг Python округлит до int
|
|
||||||
static const std::regex pattern_count(R"(\d+)");
|
|
||||||
static const std::regex pattern_float(R"([-]?\d+(\.\d+)?)");
|
|
||||||
static const std::regex pattern_int(R"([-]?\d+)");
|
|
||||||
|
|
||||||
// --- 2. Парсинг Вершин (Pos + Norm + UV) ---
|
|
||||||
|
|
||||||
// Ищем заголовок ===Vertices
|
|
||||||
while (std::getline(f, tempLine)) {
|
|
||||||
if (tempLine.find("===Vertices") != std::string::npos) break;
|
|
||||||
}
|
|
||||||
|
|
||||||
int numberVertices = 0;
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
numberVertices = std::stoi(match.str());
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("Vertices header not found or invalid.");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Временные буферы для хранения "уникальных" вершин перед разверткой по индексам
|
|
||||||
std::vector<Vector3f> tempPositions(numberVertices);
|
|
||||||
std::vector<Vector3f> tempNormals(numberVertices);
|
|
||||||
std::vector<Vector2f> tempUVs(numberVertices);
|
|
||||||
|
|
||||||
for (int i = 0; i < numberVertices; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
// Строка вида: V 0: Pos(x, y, z) Norm(x, y, z) UV(u, v)
|
|
||||||
|
|
||||||
std::vector<float> floatValues;
|
|
||||||
floatValues.reserve(8); // Ожидаем ровно 8 чисел (3 pos + 3 norm + 2 uv)
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_float)) {
|
|
||||||
floatValues.push_back(std::stof(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Проверка целостности строки (ID вершины regex может поймать первым, но нас интересуют данные)
|
|
||||||
// Обычно ID идет первым (0), потом 3+3+2 float. Итого 9 чисел, если считать ID.
|
|
||||||
// Ваш Python пишет "V 0:", regex поймает 0. Потом 8 флоатов.
|
|
||||||
|
|
||||||
// Если regex ловит ID вершины как float (что вероятно), нам нужно смещение.
|
|
||||||
// ID - floatValues[0]
|
|
||||||
// Pos - [1], [2], [3]
|
|
||||||
// Norm - [4], [5], [6]
|
|
||||||
// UV - [7], [8]
|
|
||||||
|
|
||||||
if (floatValues.size() < 9) {
|
|
||||||
throw std::runtime_error("Malformed vertex line at index " + std::to_string(i));
|
|
||||||
}
|
|
||||||
|
|
||||||
tempPositions[i] = Vector3f{ floatValues[1], floatValues[2], floatValues[3] };
|
|
||||||
tempNormals[i] = Vector3f{ floatValues[4], floatValues[5], floatValues[6] };
|
|
||||||
tempUVs[i] = Vector2f{ floatValues[7], floatValues[8] };
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- 3. Парсинг Треугольников (Индексов) ---
|
|
||||||
|
|
||||||
// Пропускаем пустые строки до заголовка треугольников
|
|
||||||
while (std::getline(f, tempLine)) {
|
|
||||||
if (tempLine.find("===Triangles") != std::string::npos) break;
|
|
||||||
}
|
|
||||||
|
|
||||||
int numberTriangles = 0;
|
|
||||||
if (std::regex_search(tempLine, match, pattern_count)) {
|
|
||||||
numberTriangles = std::stoi(match.str());
|
|
||||||
}
|
|
||||||
else {
|
|
||||||
throw std::runtime_error("Triangles header not found.");
|
|
||||||
}
|
|
||||||
|
|
||||||
// Резервируем память в result, чтобы избежать лишних аллокаций
|
|
||||||
result.PositionData.reserve(numberTriangles * 3);
|
|
||||||
result.NormalData.reserve(numberTriangles * 3);
|
|
||||||
result.TexCoordData.reserve(numberTriangles * 3);
|
|
||||||
|
|
||||||
for (int i = 0; i < numberTriangles; i++)
|
|
||||||
{
|
|
||||||
std::getline(f, tempLine);
|
|
||||||
// Строка вида: Tri: 0 1 2
|
|
||||||
|
|
||||||
std::vector<int> indices;
|
|
||||||
indices.reserve(3);
|
|
||||||
|
|
||||||
auto b = tempLine.cbegin();
|
|
||||||
auto e = tempLine.cend();
|
|
||||||
while (std::regex_search(b, e, match, pattern_int)) {
|
|
||||||
indices.push_back(std::stoi(match.str()));
|
|
||||||
b = match.suffix().first;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (indices.size() != 3) {
|
|
||||||
throw std::runtime_error("Malformed triangle line at index " + std::to_string(i));
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- 4. Заполнение VertexDataStruct (Flattening) ---
|
|
||||||
// Берем данные из временных буферов по индексам и кладем в итоговый массив
|
|
||||||
|
|
||||||
for (int k = 0; k < 3; k++) {
|
|
||||||
int idx = indices[k];
|
|
||||||
result.PositionData.push_back(tempPositions[idx]);
|
|
||||||
result.NormalData.push_back(tempNormals[idx]);
|
|
||||||
result.TexCoordData.push_back(tempUVs[idx]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// --- 5. Конвертация координат (Blender -> OpenGL/Engine) ---
|
|
||||||
// Сохраняем вашу логику смены осей: X->Z, Y->X, Z->Y
|
|
||||||
|
|
||||||
for (size_t i = 0; i < result.PositionData.size(); i++)
|
|
||||||
{
|
|
||||||
Vector3f originalPos = result.PositionData[i];
|
|
||||||
result.PositionData[i].v[0] = originalPos.v[1]; // New X = Old Y
|
|
||||||
result.PositionData[i].v[1] = originalPos.v[2]; // New Y = Old Z
|
|
||||||
result.PositionData[i].v[2] = originalPos.v[0]; // New Z = Old X
|
|
||||||
|
|
||||||
Vector3f originalNorm = result.NormalData[i];
|
|
||||||
result.NormalData[i].v[0] = originalNorm.v[1];
|
|
||||||
result.NormalData[i].v[1] = originalNorm.v[2];
|
|
||||||
result.NormalData[i].v[2] = originalNorm.v[0];
|
|
||||||
}
|
|
||||||
|
|
||||||
std::cout << "Model loaded: " << numberVertices << " verts, " << numberTriangles << " tris." << std::endl;
|
|
||||||
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
-12
@@ -1,12 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include "Math.h"
|
|
||||||
#include "Renderer.h"
|
|
||||||
#include <unordered_map>
|
|
||||||
|
|
||||||
|
|
||||||
namespace ZL
|
|
||||||
{
|
|
||||||
VertexDataStruct LoadFromTextFile(const std::string& fileName, const std::string& ZIPFileName = "");
|
|
||||||
VertexDataStruct LoadFromTextFile02(const std::string& fileName, const std::string& ZIPFileName = "");
|
|
||||||
}
|
|
||||||
@@ -1,285 +0,0 @@
|
|||||||
#include "TextureManager.h"
|
|
||||||
#ifdef PNG_ENABLED
|
|
||||||
#include "png.h"
|
|
||||||
#endif
|
|
||||||
|
|
||||||
namespace ZL
|
|
||||||
{
|
|
||||||
|
|
||||||
Texture::Texture(const TextureDataStruct& texData)
|
|
||||||
{
|
|
||||||
|
|
||||||
width = texData.width;
|
|
||||||
height = texData.height;
|
|
||||||
|
|
||||||
glGenTextures(1, &texID);
|
|
||||||
|
|
||||||
if (texID == 0)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("glGenTextures did not work");
|
|
||||||
}
|
|
||||||
|
|
||||||
glBindTexture(GL_TEXTURE_2D, texID);
|
|
||||||
|
|
||||||
CheckGlError();
|
|
||||||
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
||||||
|
|
||||||
CheckGlError();
|
|
||||||
|
|
||||||
//This should be only for Windows
|
|
||||||
//glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
|
|
||||||
|
|
||||||
CheckGlError();
|
|
||||||
|
|
||||||
if (texData.bitSize == TextureDataStruct::BS_24BIT)
|
|
||||||
{
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, static_cast<GLsizei>(texData.width), static_cast<GLsizei>(texData.height), 0, GL_RGB, GL_UNSIGNED_BYTE, &texData.data[0]);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, static_cast<GLsizei>(texData.width), static_cast<GLsizei>(texData.height), 0, GL_RGBA, GL_UNSIGNED_BYTE, &texData.data[0]);
|
|
||||||
}
|
|
||||||
|
|
||||||
CheckGlError();
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
Texture::~Texture()
|
|
||||||
{
|
|
||||||
glDeleteTextures(1, &texID);
|
|
||||||
texID = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
GLuint Texture::getTexID()
|
|
||||||
{
|
|
||||||
return texID;
|
|
||||||
}
|
|
||||||
|
|
||||||
size_t Texture::getWidth()
|
|
||||||
{
|
|
||||||
return width;
|
|
||||||
}
|
|
||||||
|
|
||||||
size_t Texture::getHeight()
|
|
||||||
{
|
|
||||||
return height;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
TextureDataStruct CreateTextureDataFromBmp24(const std::string& fullFileName, const std::string& ZIPFileName)
|
|
||||||
{
|
|
||||||
|
|
||||||
TextureDataStruct texData;
|
|
||||||
std::vector<char> fileArr;
|
|
||||||
|
|
||||||
fileArr = !ZIPFileName.empty() ? readFileFromZIP(fullFileName, ZIPFileName) : readFile(fullFileName);
|
|
||||||
|
|
||||||
size_t fileSize = fileArr.size();
|
|
||||||
|
|
||||||
if (fileSize < 22)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("File is too short or not correct!");
|
|
||||||
}
|
|
||||||
|
|
||||||
//This refers to BITMAPV5HEADER
|
|
||||||
texData.width = *reinterpret_cast<uint32_t*>(&fileArr[18]);
|
|
||||||
texData.height = *reinterpret_cast<uint32_t*>(&fileArr[22]);
|
|
||||||
|
|
||||||
texData.bitSize = TextureDataStruct::BS_24BIT;
|
|
||||||
|
|
||||||
size_t dataSize = texData.width * texData.height * 3;
|
|
||||||
|
|
||||||
texData.data.resize(dataSize);
|
|
||||||
|
|
||||||
size_t pos = *reinterpret_cast<uint32_t*>(&fileArr[10]);
|
|
||||||
size_t x = 0;
|
|
||||||
|
|
||||||
for (size_t i = 0; i < texData.width; i++)
|
|
||||||
for (size_t j = 0; j < texData.height; j++)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (pos + 3 > fileSize)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("File is too short!");
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
x = (i * texData.height + j) + (i * texData.height + j) + (i * texData.height + j);
|
|
||||||
|
|
||||||
texData.data[x + 2] = fileArr[pos++];
|
|
||||||
texData.data[x + 1] = fileArr[pos++];
|
|
||||||
texData.data[x + 0] = fileArr[pos++];
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
return texData;
|
|
||||||
}
|
|
||||||
|
|
||||||
TextureDataStruct CreateTextureDataFromBmp32(const std::string& fullFileName, const std::string& ZIPFileName)
|
|
||||||
{
|
|
||||||
|
|
||||||
TextureDataStruct texData;
|
|
||||||
std::vector<char> fileArr;
|
|
||||||
|
|
||||||
fileArr = !ZIPFileName.empty() ? readFileFromZIP(fullFileName, ZIPFileName) : readFile(fullFileName);
|
|
||||||
|
|
||||||
size_t fileSize = fileArr.size();
|
|
||||||
|
|
||||||
if (fileSize < 22)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("File is too short or not correct!");
|
|
||||||
}
|
|
||||||
|
|
||||||
//This refers to BITMAPV5HEADER
|
|
||||||
texData.width = *reinterpret_cast<uint32_t*>(&fileArr[18]);
|
|
||||||
texData.height = *reinterpret_cast<uint32_t*>(&fileArr[22]);
|
|
||||||
|
|
||||||
texData.bitSize = TextureDataStruct::BS_32BIT;
|
|
||||||
|
|
||||||
size_t dataSize = texData.width * texData.height * 4;
|
|
||||||
|
|
||||||
texData.data.resize(dataSize);
|
|
||||||
|
|
||||||
size_t pos = *reinterpret_cast<uint32_t*>(&fileArr[10]);
|
|
||||||
size_t x = 0;
|
|
||||||
|
|
||||||
for (size_t i = 0; i < texData.width; i++)
|
|
||||||
for (size_t j = 0; j < texData.height; j++)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (pos + 4 > fileSize)
|
|
||||||
{
|
|
||||||
throw std::runtime_error("File is too short!");
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
x = (i * texData.height + j) + (i * texData.height + j) + (i * texData.height + j) + (i * texData.height + j);
|
|
||||||
|
|
||||||
texData.data[x + 2] = fileArr[pos++];
|
|
||||||
texData.data[x + 1] = fileArr[pos++];
|
|
||||||
texData.data[x + 0] = fileArr[pos++];
|
|
||||||
texData.data[x + 3] = fileArr[pos++];
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
return texData;
|
|
||||||
}
|
|
||||||
|
|
||||||
#ifdef PNG_ENABLED
|
|
||||||
|
|
||||||
TextureDataStruct CreateTextureDataFromPng(const std::string& fullFileName)
|
|
||||||
{
|
|
||||||
TextureDataStruct texData;
|
|
||||||
|
|
||||||
FILE* file = fopen(fullFileName.c_str(), "rb");
|
|
||||||
if (!file) {
|
|
||||||
fclose(file);
|
|
||||||
throw std::runtime_error("Could not open file " + fullFileName);
|
|
||||||
}
|
|
||||||
|
|
||||||
png_structp png = png_create_read_struct(PNG_LIBPNG_VER_STRING, nullptr, nullptr, nullptr);
|
|
||||||
if (!png) {
|
|
||||||
fclose(file);
|
|
||||||
throw std::runtime_error("Could not create PNG read structure");
|
|
||||||
}
|
|
||||||
|
|
||||||
png_infop info = png_create_info_struct(png);
|
|
||||||
if (!info) {
|
|
||||||
fclose(file);
|
|
||||||
png_destroy_read_struct(&png, nullptr, nullptr);
|
|
||||||
throw std::runtime_error("Could not create PNG info structure");
|
|
||||||
}
|
|
||||||
|
|
||||||
if (setjmp(png_jmpbuf(png))) {
|
|
||||||
png_destroy_read_struct(&png, &info, nullptr);
|
|
||||||
fclose(file);
|
|
||||||
throw std::runtime_error("Error during PNG read");
|
|
||||||
}
|
|
||||||
|
|
||||||
png_init_io(png, file);
|
|
||||||
png_read_info(png, info);
|
|
||||||
|
|
||||||
texData.width = png_get_image_width(png, info);
|
|
||||||
texData.height = png_get_image_height(png, info);
|
|
||||||
png_byte color_type = png_get_color_type(png, info);
|
|
||||||
png_byte bit_depth = png_get_bit_depth(png, info);
|
|
||||||
|
|
||||||
if (bit_depth == 16)
|
|
||||||
png_set_strip_16(png);
|
|
||||||
|
|
||||||
if (color_type == PNG_COLOR_TYPE_PALETTE)
|
|
||||||
png_set_palette_to_rgb(png);
|
|
||||||
|
|
||||||
if (color_type == PNG_COLOR_TYPE_GRAY && bit_depth < 8)
|
|
||||||
png_set_expand_gray_1_2_4_to_8(png);
|
|
||||||
|
|
||||||
if (png_get_valid(png, info, PNG_INFO_tRNS))
|
|
||||||
png_set_tRNS_to_alpha(png);
|
|
||||||
|
|
||||||
if (color_type == PNG_COLOR_TYPE_RGB ||
|
|
||||||
color_type == PNG_COLOR_TYPE_GRAY ||
|
|
||||||
color_type == PNG_COLOR_TYPE_PALETTE)
|
|
||||||
png_set_filler(png, 0xFF, PNG_FILLER_AFTER);
|
|
||||||
|
|
||||||
if (color_type == PNG_COLOR_TYPE_GRAY ||
|
|
||||||
color_type == PNG_COLOR_TYPE_GRAY_ALPHA)
|
|
||||||
png_set_gray_to_rgb(png);
|
|
||||||
|
|
||||||
png_read_update_info(png, info);
|
|
||||||
|
|
||||||
|
|
||||||
png_bytep* row_pointers = (png_bytep*)malloc(sizeof(png_bytep) * texData.height);
|
|
||||||
for (int y = 0; y < texData.height; y++) {
|
|
||||||
row_pointers[y] = (png_byte*)malloc(png_get_rowbytes(png, info));
|
|
||||||
}
|
|
||||||
|
|
||||||
png_read_image(png, row_pointers);
|
|
||||||
|
|
||||||
fclose(file);
|
|
||||||
|
|
||||||
bool has_alpha = (color_type & PNG_COLOR_MASK_ALPHA) || (png_get_valid(png, info, PNG_INFO_tRNS));
|
|
||||||
|
|
||||||
size_t dataSize;
|
|
||||||
|
|
||||||
if (has_alpha)
|
|
||||||
{
|
|
||||||
texData.bitSize = TextureDataStruct::BS_32BIT;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
texData.bitSize = TextureDataStruct::BS_24BIT;
|
|
||||||
}
|
|
||||||
|
|
||||||
int channels = has_alpha ? 4 : 3;
|
|
||||||
|
|
||||||
dataSize = texData.width * texData.height * channels;
|
|
||||||
texData.data.resize(dataSize);
|
|
||||||
|
|
||||||
|
|
||||||
//for (int y = 0; y < texData.height; y++) { //Go in reverse because of UV coord start point
|
|
||||||
for (int y = texData.height-1; y >= 0; y--) {
|
|
||||||
//png_bytep row = row_pointers[y];//Go in reverse because of UV coord start point
|
|
||||||
png_bytep row = row_pointers[texData.height - 1 - y];
|
|
||||||
for (int x = 0; x < texData.width; x++) {
|
|
||||||
png_bytep px = &(row[x * 4]);
|
|
||||||
texData.data[(y * texData.width + x) * channels + 0] = px[0]; // R
|
|
||||||
texData.data[(y * texData.width + x) * channels + 1] = px[1]; // G
|
|
||||||
texData.data[(y * texData.width + x) * channels + 2] = px[2]; // B
|
|
||||||
if (has_alpha) {
|
|
||||||
texData.data[(y * texData.width + x) * channels + 3] = px[3]; // A
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//free(row_pointers[y]);//Go in reverse because of UV coord start point
|
|
||||||
free(row_pointers[texData.height - 1 - y]);//Go in reverse because of UV coord start point
|
|
||||||
}
|
|
||||||
free(row_pointers);
|
|
||||||
|
|
||||||
png_destroy_read_struct(&png, &info, nullptr);
|
|
||||||
|
|
||||||
return texData;
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
@@ -1,47 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include "OpenGlExtensions.h"
|
|
||||||
#include "Utils.h"
|
|
||||||
|
|
||||||
namespace ZL
|
|
||||||
{
|
|
||||||
|
|
||||||
struct TextureDataStruct
|
|
||||||
{
|
|
||||||
size_t width;
|
|
||||||
size_t height;
|
|
||||||
std::vector<char> data;
|
|
||||||
enum BitSize {
|
|
||||||
BS_24BIT,
|
|
||||||
BS_32BIT
|
|
||||||
};
|
|
||||||
|
|
||||||
BitSize bitSize;
|
|
||||||
};
|
|
||||||
|
|
||||||
class Texture
|
|
||||||
{
|
|
||||||
size_t width = 0;
|
|
||||||
size_t height = 0;
|
|
||||||
GLuint texID = 0;
|
|
||||||
|
|
||||||
public:
|
|
||||||
|
|
||||||
Texture(const TextureDataStruct& texData);
|
|
||||||
|
|
||||||
~Texture();
|
|
||||||
|
|
||||||
GLuint getTexID();
|
|
||||||
|
|
||||||
size_t getWidth();
|
|
||||||
size_t getHeight();
|
|
||||||
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
TextureDataStruct CreateTextureDataFromBmp24(const std::string& fullFileName, const std::string& ZIPFileName="");
|
|
||||||
TextureDataStruct CreateTextureDataFromBmp32(const std::string& fullFileName, const std::string& ZIPFileName="");
|
|
||||||
#ifdef PNG_ENABLED
|
|
||||||
TextureDataStruct CreateTextureDataFromPng(const std::string& fullFileName);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,527 @@
|
|||||||
|
# UI System
|
||||||
|
|
||||||
|
UI layouts are defined in JSON files and loaded at runtime by `UiManager`. Each file has a single `"root"` node that is the top-level container.
|
||||||
|
|
||||||
|
The coordinate system has the origin at the **bottom-left** of the screen. Y increases upward.
|
||||||
|
The virtual canvas size is defined by `Environment::projectionWidth` × `Environment::projectionHeight`.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"root": { ... }
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Common Node Properties
|
||||||
|
|
||||||
|
These properties are available on every node type.
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `name` | string | `""` | Unique name used to find the node from C++ code |
|
||||||
|
| `x` | float | `0` | Horizontal offset from the parent's origin (or gravity-adjusted position) |
|
||||||
|
| `y` | float | `0` | Vertical offset |
|
||||||
|
| `width` | float \| `"match_parent"` | `0` | Width in virtual pixels. `"match_parent"` fills the parent |
|
||||||
|
| `height` | float \| `"match_parent"` | `0` | Height in virtual pixels |
|
||||||
|
| `horizontal_gravity` | `"left"` \| `"center"` \| `"right"` | `"left"` | Positions the node horizontally inside a **FrameLayout** parent |
|
||||||
|
| `vertical_gravity` | `"bottom"` \| `"center"` \| `"top"` | `"bottom"` | Positions the node vertically inside a **FrameLayout** parent |
|
||||||
|
| `visible` | bool | `true` | Whether the node (and all its children) are rendered and interactive. Can be toggled at runtime via `setNodeVisible` |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Containers
|
||||||
|
|
||||||
|
### FrameLayout
|
||||||
|
|
||||||
|
Children are positioned using absolute `x`/`y` offsets and/or `horizontal_gravity` / `vertical_gravity`.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"type": "FrameLayout",
|
||||||
|
"name": "hud_root",
|
||||||
|
"width": "match_parent",
|
||||||
|
"height": "match_parent",
|
||||||
|
"children": [ ... ]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `children` | array | `[]` | Child nodes |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### LinearLayout
|
||||||
|
|
||||||
|
Children are stacked automatically in a row or column. Gravity and align properties control the layout of the block and its children.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"type": "LinearLayout",
|
||||||
|
"orientation": "vertical",
|
||||||
|
"vertical_align": "center",
|
||||||
|
"horizontal_align": "center",
|
||||||
|
"spacing": 10,
|
||||||
|
"width": 400,
|
||||||
|
"height": 600,
|
||||||
|
"children": [ ... ]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `orientation` | `"vertical"` \| `"horizontal"` | `"vertical"` | Direction children are stacked |
|
||||||
|
| `spacing` | float | `0` | Gap in pixels between consecutive children |
|
||||||
|
| `vertical_align` | `"top"` \| `"center"` \| `"bottom"` | `"top"` | **Vertical** alignment of the child block inside this layout. For vertical orientation, controls how the whole stack is aligned; for horizontal orientation, controls each child's cross-axis alignment |
|
||||||
|
| `horizontal_align` | `"left"` \| `"center"` \| `"right"` | `"left"` | **Horizontal** alignment of the child block. For horizontal orientation, controls how the whole row is aligned; for vertical orientation, controls each child's cross-axis alignment |
|
||||||
|
| `children` | array | `[]` | Child nodes, laid out in order |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Widgets
|
||||||
|
|
||||||
|
### Button
|
||||||
|
|
||||||
|
An image-only clickable button. Swaps textures on hover/press.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"type": "Button",
|
||||||
|
"name": "closeButton",
|
||||||
|
"width": 90,
|
||||||
|
"height": 90,
|
||||||
|
"x": 580,
|
||||||
|
"y": 240,
|
||||||
|
"horizontal_gravity": "center",
|
||||||
|
"vertical_gravity": "center",
|
||||||
|
"textures": {
|
||||||
|
"normal": "resources/w/ui/img/Close001_State=Default.png",
|
||||||
|
"hover": "resources/w/ui/img/Close001_State=Selected.png",
|
||||||
|
"pressed": "resources/w/ui/img/Close001_State=Tap.png",
|
||||||
|
"disabled": "resources/w/ui/img/Close001_State=Disabled.png"
|
||||||
|
},
|
||||||
|
"border": 4,
|
||||||
|
"clickZoneWidth": 80,
|
||||||
|
"clickZoneHeight": 80
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `textures.normal` | string | — | Texture path shown in the default state (**required**) |
|
||||||
|
| `textures.hover` | string | — | Texture path shown when the mouse hovers |
|
||||||
|
| `textures.pressed` | string | — | Texture path shown while pressed |
|
||||||
|
| `textures.disabled` | string | — | Texture path shown when the button is disabled |
|
||||||
|
| `border` | float | `0` | Inset (pixels) applied to the hit-test zone on all sides |
|
||||||
|
| `clickZoneWidth` | float | `0` | Explicit hit-test width; `0` uses the widget width |
|
||||||
|
| `clickZoneHeight` | float | `0` | Explicit hit-test height; `0` uses the widget height |
|
||||||
|
|
||||||
|
**C++ callbacks:**
|
||||||
|
```cpp
|
||||||
|
uiManager.setButtonCallback("closeButton", [](const std::string&) { /* click */ });
|
||||||
|
uiManager.setButtonPressCallback("closeButton", [](const std::string&) { /* press */ });
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### TextButton
|
||||||
|
|
||||||
|
A button that renders a text label on top of an optional background texture.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"type": "TextButton",
|
||||||
|
"name": "item1name",
|
||||||
|
"width": 270,
|
||||||
|
"height": 60,
|
||||||
|
"text": "Main Quest",
|
||||||
|
"fontSize": 32,
|
||||||
|
"fontPath": "resources/fonts/DroidSans.ttf",
|
||||||
|
"textCentered": false,
|
||||||
|
"topAligned": false,
|
||||||
|
"textPaddingX": 12,
|
||||||
|
"textPaddingY": -8,
|
||||||
|
"wrap": true,
|
||||||
|
"color": [1.0, 1.0, 1.0, 1.0],
|
||||||
|
"textures": {
|
||||||
|
"normal": "resources/w/red.png",
|
||||||
|
"hover": "resources/w/red.png",
|
||||||
|
"pressed": "resources/w/red.png"
|
||||||
|
},
|
||||||
|
"border": 0,
|
||||||
|
"clickZoneWidth": 0,
|
||||||
|
"clickZoneHeight": 0
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `text` | string | `""` | Label text. Supports Cyrillic and any codepoint in `resources/symbols.txt` |
|
||||||
|
| `fontSize` | int | `32` | Font size in pixels |
|
||||||
|
| `fontPath` | string | `"resources/fonts/DroidSans.ttf"` | Path to the TTF font file |
|
||||||
|
| `textCentered` | bool | `true` | Horizontally centers the text within the widget. When `false`, text starts at `textPaddingX` from the left edge |
|
||||||
|
| `topAligned` | bool | `false` | When `true`, the first text line is placed near the top of the widget; when `false`, the text is vertically centered |
|
||||||
|
| `textPaddingX` | float | `12` | Left padding when `textCentered` is `false`; also used to compute the wrapping width |
|
||||||
|
| `textPaddingY` | float | `0` | Vertical offset applied to the text baseline |
|
||||||
|
| `wrap` | bool | `false` | Wraps text that exceeds `width - textPaddingX * 2` pixels |
|
||||||
|
| `color` | [R, G, B, A] | `[1,1,1,1]` | Text color, each channel 0..1 |
|
||||||
|
| `textures.*` | string | — | Background textures (all optional — button can be text-only) |
|
||||||
|
| `border` | float | `0` | Hit-test inset |
|
||||||
|
| `clickZoneWidth` / `clickZoneHeight` | float | `0` | Explicit hit-test size; `0` uses the widget size |
|
||||||
|
|
||||||
|
**C++ callbacks:**
|
||||||
|
```cpp
|
||||||
|
uiManager.setTextButtonCallback("item1name", [](const std::string&) { /* click */ });
|
||||||
|
uiManager.setTextButtonPressCallback("item1name", [](const std::string&) { /* press */ });
|
||||||
|
|
||||||
|
// Programmatic updates
|
||||||
|
uiManager.setTextButtonText("item1name", "New Quest Name");
|
||||||
|
uiManager.setTextButtonColor("item1name", {1.f, 0.f, 0.f, 1.f});
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### TextView
|
||||||
|
|
||||||
|
A non-interactive text display widget.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"type": "TextView",
|
||||||
|
"name": "quest_description",
|
||||||
|
"x": 170,
|
||||||
|
"y": 390,
|
||||||
|
"width": 1000,
|
||||||
|
"height": 300,
|
||||||
|
"text": "Long description here.",
|
||||||
|
"fontSize": 32,
|
||||||
|
"fontPath": "resources/fonts/DroidSans.ttf",
|
||||||
|
"textCentered": false,
|
||||||
|
"topAligned": true,
|
||||||
|
"wrap": true,
|
||||||
|
"paddingX": 0,
|
||||||
|
"paddingY": 4,
|
||||||
|
"maxLines": 10,
|
||||||
|
"color": [1.0, 1.0, 0.0, 1.0]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `text` | string | `""` | Display text. Supports Cyrillic and any codepoint in `resources/symbols.txt` |
|
||||||
|
| `fontSize` | int | `32` | Font size in pixels |
|
||||||
|
| `fontPath` | string | `"resources/fonts/DroidSans.ttf"` | Path to the TTF font file |
|
||||||
|
| `textCentered` | bool | `true` | Horizontally centers the text when `true`; left-aligns from `paddingX` when `false` |
|
||||||
|
| `topAligned` | bool | `false` | When `true`, the first line is placed near the top edge; when `false`, text is vertically centered |
|
||||||
|
| `wrap` | bool | `false` | Wraps text at `width - paddingX * 2` pixels |
|
||||||
|
| `paddingX` | float | `0` | Left/right padding used for alignment and wrap width |
|
||||||
|
| `paddingY` | float | `0` | Vertical inset applied when `topAligned` is `true` |
|
||||||
|
| `maxLines` | int | `0` | Maximum number of lines to display; `0` means unlimited. Truncated text gets `...` |
|
||||||
|
| `color` | [R, G, B, A] | `[1,1,1,1]` | Text color |
|
||||||
|
|
||||||
|
> **Legacy note:** If none of `wrap`, `topAligned`, `paddingX`, `paddingY`, or `maxLines` are set, the text is drawn centered on `(x + width/2, y + height/2)` for backward compatibility.
|
||||||
|
|
||||||
|
**C++ updates:**
|
||||||
|
```cpp
|
||||||
|
uiManager.setText("quest_description", "New text here.");
|
||||||
|
uiManager.setTextColor("quest_description", {1.f, 1.f, 0.f, 1.f});
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### TextField
|
||||||
|
|
||||||
|
An interactive single-line text input field. Receives keyboard input when focused.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"type": "TextField",
|
||||||
|
"name": "playerName",
|
||||||
|
"x": 100,
|
||||||
|
"y": 300,
|
||||||
|
"width": 400,
|
||||||
|
"height": 50,
|
||||||
|
"placeholder": "Enter name...",
|
||||||
|
"fontSize": 28,
|
||||||
|
"fontPath": "resources/fonts/DroidSans.ttf",
|
||||||
|
"maxLength": 64,
|
||||||
|
"color": [1.0, 1.0, 1.0, 1.0],
|
||||||
|
"placeholderColor": [0.5, 0.5, 0.5, 1.0],
|
||||||
|
"backgroundColor": [0.2, 0.2, 0.2, 1.0],
|
||||||
|
"borderColor": [0.5, 0.5, 0.5, 1.0]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `placeholder` | string | `""` | Text shown when the field is empty |
|
||||||
|
| `fontSize` | int | `32` | Font size in pixels |
|
||||||
|
| `fontPath` | string | `"resources/fonts/DroidSans.ttf"` | Path to the TTF font file |
|
||||||
|
| `maxLength` | int | `256` | Maximum number of characters |
|
||||||
|
| `color` | [R, G, B, A] | `[1,1,1,1]` | Input text color |
|
||||||
|
| `placeholderColor` | [R, G, B, A] | `[0.5,0.5,0.5,1]` | Placeholder text color |
|
||||||
|
| `backgroundColor` | [R, G, B, A] | `[0.2,0.2,0.2,1]` | Field background color |
|
||||||
|
| `borderColor` | [R, G, B, A] | `[0.5,0.5,0.5,1]` | Border color |
|
||||||
|
|
||||||
|
**C++ callbacks and queries:**
|
||||||
|
```cpp
|
||||||
|
uiManager.setTextFieldCallback("playerName", [](const std::string& name, const std::string& value) {
|
||||||
|
// called on every keystroke
|
||||||
|
});
|
||||||
|
std::string current = uiManager.getTextFieldValue("playerName");
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### Slider
|
||||||
|
|
||||||
|
A draggable slider that returns a normalized value in the range `[0, 1]`.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"type": "Slider",
|
||||||
|
"name": "volumeSlider",
|
||||||
|
"x": 100,
|
||||||
|
"y": 200,
|
||||||
|
"width": 40,
|
||||||
|
"height": 300,
|
||||||
|
"orientation": "vertical",
|
||||||
|
"value": 0.75,
|
||||||
|
"textures": {
|
||||||
|
"track": "resources/w/ui/img/slider_track.png",
|
||||||
|
"knob": "resources/w/ui/img/slider_knob.png"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `textures.track` | string | — | Texture for the slider track |
|
||||||
|
| `textures.knob` | string | — | Texture for the draggable knob |
|
||||||
|
| `orientation` | `"vertical"` \| `"horizontal"` | `"vertical"` | Drag direction |
|
||||||
|
| `value` | float | `0` | Initial normalized value `[0, 1]` |
|
||||||
|
|
||||||
|
**C++ callbacks:**
|
||||||
|
```cpp
|
||||||
|
uiManager.setSliderCallback("volumeSlider", [](const std::string& name, float value) {
|
||||||
|
// value is 0..1
|
||||||
|
});
|
||||||
|
uiManager.setSliderValue("volumeSlider", 0.5f);
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
### StaticImage
|
||||||
|
|
||||||
|
A non-interactive image. Supports optional fade-in and pulse-scale animations.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"type": "StaticImage",
|
||||||
|
"name": "background",
|
||||||
|
"width": 1266,
|
||||||
|
"height": 585,
|
||||||
|
"horizontal_gravity": "center",
|
||||||
|
"vertical_gravity": "center",
|
||||||
|
"texture": "resources/w/ui/img/journal/QuestJournal003.png",
|
||||||
|
"fadeIn": {
|
||||||
|
"durationMs": 600
|
||||||
|
},
|
||||||
|
"pulse": {
|
||||||
|
"minScale": 0.92,
|
||||||
|
"maxScale": 1.08,
|
||||||
|
"periodMs": 1500
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `texture` | string | — | Path to the PNG texture |
|
||||||
|
| `fadeIn.durationMs` | float | — | If present, the image fades in over this many milliseconds each time the UI is shown |
|
||||||
|
| `pulse.minScale` | float | `0.9` | Minimum scale during the pulse cycle |
|
||||||
|
| `pulse.maxScale` | float | `1.1` | Maximum scale during the pulse cycle |
|
||||||
|
| `pulse.periodMs` | float | `1000` | Duration of one full pulse cycle in milliseconds |
|
||||||
|
|
||||||
|
**C++ pop-in animation** (scales the node from 0 → 1, ease-out quad):
|
||||||
|
```cpp
|
||||||
|
uiManager.startPopIn("background", 300.0f); // duration in milliseconds
|
||||||
|
```
|
||||||
|
Typically called immediately after making a node visible. The node is automatically removed from the animation list when the scale reaches 1.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Touch / Click Priority
|
||||||
|
|
||||||
|
All `Button` and `TextButton` nodes in a layout are collected into a single ordered list during `collectButtonsAndSliders` (depth-first traversal of the node tree, which matches JSON declaration order). When a touch or mouse-down event arrives, the list is scanned **in reverse** — later-declared nodes are checked first — and the **first hit wins**. At most one element (button or textButton, regardless of type) fires per touch.
|
||||||
|
|
||||||
|
**Practical rule:** place background "catch-all" elements (e.g. a full-screen transparent exit button) **early** in the JSON, and foreground interactive elements **later**. The later-declared element will always win when they overlap.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"type": "FrameLayout",
|
||||||
|
"children": [
|
||||||
|
{
|
||||||
|
"type": "Button",
|
||||||
|
"name": "phoneExitButton", // declared first → lowest priority
|
||||||
|
"width": "match_parent",
|
||||||
|
"height": "match_parent",
|
||||||
|
"textures": { "normal": "resources/transparent.png", ... }
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"type": "TextButton",
|
||||||
|
"name": "chat2button", // declared later → wins over phoneExitButton
|
||||||
|
...
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
This behaviour is consistent across `Button` and `TextButton` — there is no inherent type priority, only declaration order matters.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Animations
|
||||||
|
|
||||||
|
Animations can be defined on **Button** and **TextButton** nodes and started from C++ code. Each animation is a named sequence of steps.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"type": "Button",
|
||||||
|
"name": "myButton",
|
||||||
|
"width": 100,
|
||||||
|
"height": 100,
|
||||||
|
"textures": { "normal": "resources/w/btn.png" },
|
||||||
|
"animations": {
|
||||||
|
"bounce": {
|
||||||
|
"repeat": false,
|
||||||
|
"steps": [
|
||||||
|
{ "type": "move", "to": [0, 20], "duration": 0.15, "easing": "easeout" },
|
||||||
|
{ "type": "move", "to": [0, 0], "duration": 0.15, "easing": "easein" },
|
||||||
|
{ "type": "wait", "duration": 0.1 }
|
||||||
|
]
|
||||||
|
},
|
||||||
|
"pulse": {
|
||||||
|
"repeat": true,
|
||||||
|
"steps": [
|
||||||
|
{ "type": "scale", "to": [1.1, 1.1], "duration": 0.4, "easing": "easeout" },
|
||||||
|
{ "type": "scale", "to": [1.0, 1.0], "duration": 0.4, "easing": "easein" }
|
||||||
|
]
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Animation sequence properties
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `repeat` | bool | `false` | Whether the sequence loops after the last step |
|
||||||
|
| `steps` | array | — | Ordered list of animation steps |
|
||||||
|
|
||||||
|
### Step properties
|
||||||
|
|
||||||
|
| Property | Type | Description |
|
||||||
|
|---|---|---|
|
||||||
|
| `type` | `"move"` \| `"scale"` \| `"wait"` | Step kind |
|
||||||
|
| `to` | [x, y] | Target offset (`move`) or scale factors (`scale`) |
|
||||||
|
| `duration` | float (seconds) | Duration of the step. `0` applies the target instantly |
|
||||||
|
| `easing` | `"linear"` \| `"easein"` \| `"easeout"` | Interpolation curve (default `"linear"`) |
|
||||||
|
|
||||||
|
**C++ control:**
|
||||||
|
```cpp
|
||||||
|
uiManager.startAnimationOnNode("myButton", "bounce");
|
||||||
|
uiManager.stopAnimationOnNode("myButton", "bounce");
|
||||||
|
uiManager.setAnimationCallback("myButton", "bounce", []() {
|
||||||
|
// called when the non-repeating sequence finishes
|
||||||
|
});
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## C++ API Quick Reference
|
||||||
|
|
||||||
|
### Loading and navigation
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
uiManager.loadFromFile("resources/w/ui/screen.json", renderer);
|
||||||
|
uiManager.pushMenuFromFile("resources/w/ui/popup.json", renderer); // push on stack
|
||||||
|
uiManager.popMenu(); // restore previous UI
|
||||||
|
uiManager.clearMenuStack();
|
||||||
|
```
|
||||||
|
|
||||||
|
### Finding nodes
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
auto node = uiManager.findNode("myNode");
|
||||||
|
auto btn = uiManager.findButton("myButton");
|
||||||
|
auto tbtn = uiManager.findTextButton("item1name");
|
||||||
|
auto tv = uiManager.findTextView("quest_description");
|
||||||
|
auto img = uiManager.findStaticImage("background");
|
||||||
|
auto slider = uiManager.findSlider("volumeSlider");
|
||||||
|
auto tf = uiManager.findTextField("playerName");
|
||||||
|
```
|
||||||
|
|
||||||
|
### Visibility
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
uiManager.setNodeVisible("hint5", false);
|
||||||
|
bool visible = uiManager.getNodeVisible("hint5");
|
||||||
|
```
|
||||||
|
|
||||||
|
### Pop-in animation
|
||||||
|
|
||||||
|
Scales a node from 0 to 1 using an ease-out curve. Useful for chat bubble reveals and similar "appear" effects.
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
uiManager.startPopIn("messageBubble", 300.0f); // node name, duration ms
|
||||||
|
```
|
||||||
|
|
||||||
|
Set the node's `scaleX`/`scaleY` to `0` and call `setNodeVisible` before calling `startPopIn` to avoid a one-frame flash at full size.
|
||||||
|
|
||||||
|
### Dynamic node repositioning
|
||||||
|
|
||||||
|
`node->localY` (and `localX`) can be modified directly on a node pointer, then a layout recalculation applied:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
auto node = uiManager.findNode("messageBubble");
|
||||||
|
node->localY = 350.0f; // new bottom-Y (for vertical_gravity: bottom nodes)
|
||||||
|
uiManager.updateAllLayouts(); // recomputes screenRect and rebuilds meshes
|
||||||
|
```
|
||||||
|
|
||||||
|
This is how the phone chat manager repositions bubbles as new messages arrive.
|
||||||
|
|
||||||
|
### Per-frame update
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
uiManager.update(deltaMs); // advance animations and fade-ins
|
||||||
|
uiManager.draw(renderer); // render everything
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Dialogue → UI integration (phone chat bubbles)
|
||||||
|
|
||||||
|
Dialogue nodes in JSON can carry a `"bubbleSlot"` field naming a `StaticImage` UI node. When the dialogue runtime presents that line, it fires the `onBubbleSlotReady` callback with the slot name, which the game uses to reveal the corresponding bubble image.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Айпери",
|
||||||
|
"text": "...",
|
||||||
|
"next": "line_2",
|
||||||
|
"bubbleSlot": "message01in"
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Lines without `"bubbleSlot"` (or with an empty value) do not trigger any UI change — useful for internal monologue lines that have no corresponding chat image.
|
||||||
|
|
||||||
|
**C++ wiring:**
|
||||||
|
```cpp
|
||||||
|
dialogueSystem.setOnBubbleSlotReady([](const std::string& slotName) {
|
||||||
|
// slotName == "message01in" etc.
|
||||||
|
menuManager.revealPhoneChatBubble(slotName);
|
||||||
|
});
|
||||||
|
```
|
||||||
@@ -1,100 +0,0 @@
|
|||||||
#include "Utils.h"
|
|
||||||
#include <cstring>
|
|
||||||
#include <iterator>
|
|
||||||
#include <vector>
|
|
||||||
#include <iostream>
|
|
||||||
#include <algorithm>
|
|
||||||
#include <fstream>
|
|
||||||
//#include <zip.h>
|
|
||||||
|
|
||||||
namespace ZL
|
|
||||||
{
|
|
||||||
|
|
||||||
std::string readTextFile(const std::string& filename)
|
|
||||||
{
|
|
||||||
std::ifstream f(filename);
|
|
||||||
|
|
||||||
std::string str((std::istreambuf_iterator<char>(f)), std::istreambuf_iterator<char>());
|
|
||||||
|
|
||||||
return str;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<char> readFile(const std::string& filename)
|
|
||||||
{
|
|
||||||
std::ifstream file(filename, std::ios::binary);
|
|
||||||
|
|
||||||
file.unsetf(std::ios::skipws);
|
|
||||||
|
|
||||||
std::streampos fileSize;
|
|
||||||
|
|
||||||
file.seekg(0, std::ios::end);
|
|
||||||
fileSize = file.tellg();
|
|
||||||
file.seekg(0, std::ios::beg);
|
|
||||||
|
|
||||||
std::vector<char> vec;
|
|
||||||
vec.reserve(fileSize);
|
|
||||||
|
|
||||||
vec.insert(vec.begin(),
|
|
||||||
std::istream_iterator<char>(file),
|
|
||||||
std::istream_iterator<char>());
|
|
||||||
|
|
||||||
return vec;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<char> readFileFromZIP(const std::string& filename, const std::string& zipfilename) {
|
|
||||||
/*const std::string zipPath = zipfilename;
|
|
||||||
int zipErr;
|
|
||||||
zip_t* archive = zip_open(zipPath.c_str(), ZIP_RDONLY, &zipErr);
|
|
||||||
if (!archive) {
|
|
||||||
throw std::runtime_error("Ошибка открытия ZIP: " + zipPath);
|
|
||||||
}
|
|
||||||
|
|
||||||
std::string cleanFilename = filename;
|
|
||||||
if (cleanFilename.rfind("./", 0) == 0) {
|
|
||||||
cleanFilename = cleanFilename.substr(2);
|
|
||||||
}
|
|
||||||
|
|
||||||
std::cout << "Ищем в ZIP: " << cleanFilename << std::endl;
|
|
||||||
|
|
||||||
zip_file_t* zipFile = zip_fopen(archive, cleanFilename.c_str(), 0);
|
|
||||||
if (!zipFile) {
|
|
||||||
zip_close(archive);
|
|
||||||
throw std::runtime_error("Файл не найден в ZIP: " + cleanFilename);
|
|
||||||
}
|
|
||||||
|
|
||||||
zip_stat_t fileStat;
|
|
||||||
if (zip_stat(archive, cleanFilename.c_str(), 0, &fileStat) != 0) {
|
|
||||||
zip_fclose(zipFile);
|
|
||||||
zip_close(archive);
|
|
||||||
throw std::runtime_error("Ошибка чтения ZIP-статистики.");
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<char> fileData;
|
|
||||||
fileData.resize(fileStat.size);
|
|
||||||
|
|
||||||
zip_fread(zipFile, fileData.data(), fileData.size());
|
|
||||||
|
|
||||||
zip_fclose(zipFile);
|
|
||||||
zip_close(archive);
|
|
||||||
|
|
||||||
return fileData;*/
|
|
||||||
return {};
|
|
||||||
}
|
|
||||||
|
|
||||||
bool findString(const char* in, char* list)
|
|
||||||
{
|
|
||||||
size_t thisLength = strlen(in);
|
|
||||||
while (*list != 0)
|
|
||||||
{
|
|
||||||
size_t length = strcspn(list, " ");
|
|
||||||
|
|
||||||
if (thisLength == length)
|
|
||||||
if (!strncmp(in, list, length))
|
|
||||||
return true;
|
|
||||||
|
|
||||||
list += length;
|
|
||||||
list += 1;
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
};
|
|
||||||
@@ -1,20 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <string>
|
|
||||||
#include <vector>
|
|
||||||
#include <exception>
|
|
||||||
#include <map>
|
|
||||||
#include <stack>
|
|
||||||
#include <memory>
|
|
||||||
#include <unordered_map>
|
|
||||||
namespace ZL
|
|
||||||
{
|
|
||||||
std::string readTextFile(const std::string& filename);
|
|
||||||
|
|
||||||
std::vector<char> readFile(const std::string& filename);
|
|
||||||
|
|
||||||
std::vector<char> readFileFromZIP(const std::string& filename, const std::string& zipfilename);
|
|
||||||
|
|
||||||
bool findString(const char* in, char* list);
|
|
||||||
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,181 @@
|
|||||||
|
# WebSocket Deterministic Lockstep Networking
|
||||||
|
|
||||||
|
## Scope
|
||||||
|
|
||||||
|
The Windows WebSocket transport uses Boost.Asio and Boost.Beast to run a
|
||||||
|
server-sequenced deterministic lockstep simulation. A client receives one
|
||||||
|
authoritative state at a completed tick boundary. After that, the server sends
|
||||||
|
only numbered tick messages containing ordered destination and presence
|
||||||
|
commands (or an empty command list).
|
||||||
|
|
||||||
|
Client intent is intentionally limited to `SetCharacterDestinationCommand`.
|
||||||
|
The server also sends `SetCharacterEnabledCommand` in tick bundles when a
|
||||||
|
configured player slot connects or disconnects.
|
||||||
|
|
||||||
|
## Runtime Architecture
|
||||||
|
|
||||||
|
### Server
|
||||||
|
|
||||||
|
`WebsocketGameServer` wraps the headless `InternalGameServer`.
|
||||||
|
|
||||||
|
- The simulation tick is fixed at 100 ms.
|
||||||
|
- Each accepted connection is assigned the first free character ID from the
|
||||||
|
campaign's `networkPlayerSlots`; the connection is rejected when all slots
|
||||||
|
are occupied.
|
||||||
|
- Player slots start disabled. The server consumes and broadcasts an enabled
|
||||||
|
command on the next tick for each connection and disconnection, including to
|
||||||
|
the newly connected client.
|
||||||
|
- The initial message contains the state, completed snapshot tick, assigned
|
||||||
|
player ID, tick duration, two-tick input delay, and compatibility fingerprint.
|
||||||
|
- Destination inputs cross from the Asio thread through a queue. The simulation
|
||||||
|
thread validates client sequence numbers, replaces client identity with the
|
||||||
|
assigned slot, and schedules commands two ticks in the future.
|
||||||
|
- Every tick is broadcast, including ticks with no commands. No periodic state
|
||||||
|
snapshots are sent.
|
||||||
|
|
||||||
|
### Client
|
||||||
|
|
||||||
|
`WebsocketGameClient` implements `IGameServer`.
|
||||||
|
|
||||||
|
- It connects asynchronously to `ws://127.0.0.1:8080/`.
|
||||||
|
- Received messages are queued by the network thread and applied on the game
|
||||||
|
thread from `update()`.
|
||||||
|
- It maintains an internal `InternalGameServer` replica so existing snapshot
|
||||||
|
consumers and transitional runtime-state bindings continue to work.
|
||||||
|
- Camera orientation lives in host-owned `LocationLocalState`, so incoming
|
||||||
|
authoritative snapshots cannot overwrite camera movement.
|
||||||
|
- `submit()` serializes destination intent only. Other command variants remain
|
||||||
|
local no-ops for a remote connection.
|
||||||
|
- Tick bundles are buffered by ID. The replica advances only while the next
|
||||||
|
contiguous tick is available, applying its commands before one exact 100 ms
|
||||||
|
simulation step.
|
||||||
|
- Completed simulation events are passed to the runtime `Location` for
|
||||||
|
presentation, and ordinary server events are drainable through `IGameServer`.
|
||||||
|
- Client-side save and load calls are ignored because persistence remains
|
||||||
|
server-side.
|
||||||
|
|
||||||
|
`RemoteGameServerHost` prepares local presentation resources and runtime
|
||||||
|
locations against the replica and presents completed-tick events. It never
|
||||||
|
advances simulation from a render-frame delta.
|
||||||
|
|
||||||
|
## Campaign Routing
|
||||||
|
|
||||||
|
The graphical game uses stable router objects for `IGameServer` and
|
||||||
|
`IGameServerHost`, allowing existing UI and runtime references to remain valid.
|
||||||
|
|
||||||
|
When `NETWORK` is defined:
|
||||||
|
|
||||||
|
- `battle_zone_multiplayer` uses `WebsocketGameClient` and `RemoteGameServerHost`.
|
||||||
|
- `main`, `battle_zone`, and every other campaign use `InternalGameServer` and
|
||||||
|
`LocalGameServerHost`.
|
||||||
|
|
||||||
|
The WebSocket client is created only when `battle_zone_multiplayer` is selected
|
||||||
|
and is destroyed when that campaign is unloaded. The single-player and
|
||||||
|
multiplayer Battle Zone entries share location content and the start-state path,
|
||||||
|
so the state can be regenerated through the single-player entry. At startup, the
|
||||||
|
standalone server loads the authoritative half of that shared save and rewrites
|
||||||
|
its campaign ID to `battle_zone_multiplayer`; each remote client restores only
|
||||||
|
the local presentation half. The multiplayer campaign currently declares the
|
||||||
|
pre-existing `player` and `player2` state entries as connection
|
||||||
|
slots; the random test-bot controller is disabled.
|
||||||
|
The campaign's `networkCompatibility` token is the fingerprint; release builds
|
||||||
|
must bump it whenever deterministic content changes.
|
||||||
|
|
||||||
|
If DNS resolution, TCP connection, the WebSocket handshake, or the active socket
|
||||||
|
fails, the client unloads the remote campaign and returns to the campaign
|
||||||
|
selection screen.
|
||||||
|
|
||||||
|
## JSON Protocol v2
|
||||||
|
|
||||||
|
Every message uses a versioned JSON envelope:
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"protocolVersion": 2,
|
||||||
|
"type": "tick",
|
||||||
|
"payload": {
|
||||||
|
"tickId": 81,
|
||||||
|
"commands": [],
|
||||||
|
"stateHash": "0123456789abcdef"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Message types are:
|
||||||
|
|
||||||
|
- `initial_state` (server to client): one state snapshot and lockstep metadata;
|
||||||
|
- `destination_input` (client to server): monotonic client sequence and a
|
||||||
|
centimetre-normalized finite target;
|
||||||
|
- `tick` (server to client): tick ID, globally sequenced destination and
|
||||||
|
character-presence commands, and post-tick diagnostic state hash;
|
||||||
|
- `error` (server to client): invalid input, incompatibility, or full server.
|
||||||
|
|
||||||
|
Protocol v1 is not compatible. Malformed payloads, non-finite or out-of-range
|
||||||
|
coordinates, duplicate client sequences, and unsupported commands cannot enter
|
||||||
|
the authoritative command stream.
|
||||||
|
|
||||||
|
WebSocket ordering is not used as simulation time. Integer tick IDs are the
|
||||||
|
only authoritative clock. The server uses `steady_clock` only to pace its loop,
|
||||||
|
and clients may have different wall clocks without affecting the result. A
|
||||||
|
client stalls on a missing tick instead of predicting or rolling back.
|
||||||
|
|
||||||
|
Single-player persistence remains a separate envelope combining authoritative
|
||||||
|
and client-local state. `savedAt`, camera state, and presentation objects are
|
||||||
|
excluded from the diagnostic deterministic hash.
|
||||||
|
|
||||||
|
## Build Configuration
|
||||||
|
|
||||||
|
Networking is enabled only for Windows:
|
||||||
|
|
||||||
|
- `proj-windows/CMakeLists.txt` defines `NETWORK`, compiles the WebSocket client
|
||||||
|
and remote host, and links `ws2_32` and `mswsock`.
|
||||||
|
- `server/CMakeLists.txt` defines `NETWORK` for the Windows `GameServer`, compiles
|
||||||
|
the WebSocket server, and links the Windows socket libraries.
|
||||||
|
- Linux, Android, and Web builds do not define `NETWORK` and do not compile the
|
||||||
|
network transport.
|
||||||
|
|
||||||
|
The previous Web-build `NETWORK` definition was removed.
|
||||||
|
|
||||||
|
## Running
|
||||||
|
|
||||||
|
Build the server:
|
||||||
|
|
||||||
|
```powershell
|
||||||
|
cmake -S server -B server/build
|
||||||
|
cmake --build server/build --config Debug --target GameServer
|
||||||
|
```
|
||||||
|
|
||||||
|
Run it from the repository root:
|
||||||
|
|
||||||
|
```powershell
|
||||||
|
.\server\build\Debug\GameServer.exe --campaign battle_zone_multiplayer --location uni_exterior
|
||||||
|
```
|
||||||
|
|
||||||
|
The listener defaults to `0.0.0.0:8080`. It can be changed with:
|
||||||
|
|
||||||
|
```text
|
||||||
|
--address IP
|
||||||
|
--port N
|
||||||
|
```
|
||||||
|
|
||||||
|
Launch the Windows game and select `battle_zone_multiplayer`. The client connects to
|
||||||
|
`127.0.0.1:8080`. Selecting another campaign continues to use the local server.
|
||||||
|
|
||||||
|
## Verification
|
||||||
|
|
||||||
|
CTest covers protocol-v2 round trips and validation, input-delay ordering,
|
||||||
|
fixed-tick replica behavior, campaign slot metadata, initial connection and
|
||||||
|
slot assignment, connection/disconnection presence propagation, destination
|
||||||
|
submission, and contiguous tick consumption.
|
||||||
|
|
||||||
|
## Current Limitations
|
||||||
|
|
||||||
|
- Only preconfigured player slots can connect; dynamic join/spawn commands are
|
||||||
|
not implemented.
|
||||||
|
- There is no authentication or reconnect/replay history.
|
||||||
|
- A hash mismatch is logged but does not yet trigger checkpoint resynchronization.
|
||||||
|
- The endpoint is hardcoded in the graphical client.
|
||||||
|
- Multiplayer Lua and dialogue behavior remains unsupported.
|
||||||
|
- Determinism is supported for identical executable/content builds. The
|
||||||
|
floating-point simulation is not guaranteed bit-identical across platforms
|
||||||
|
or compilers.
|
||||||
@@ -0,0 +1,65 @@
|
|||||||
|
|
||||||
|
import bpy
|
||||||
|
|
||||||
|
def append_layered_action_5_0(source_obj_name, target_obj_name):
|
||||||
|
source_obj = bpy.data.objects.get(source_obj_name)
|
||||||
|
target_obj = bpy.data.objects.get(target_obj_name)
|
||||||
|
|
||||||
|
if not (source_obj and target_obj):
|
||||||
|
print("Ошибка: Объекты не найдены")
|
||||||
|
return
|
||||||
|
|
||||||
|
src_action = source_obj.animation_data.action
|
||||||
|
tgt_action = target_obj.animation_data.action
|
||||||
|
|
||||||
|
# 1. Получаем слои (обычно первый)
|
||||||
|
src_layer = src_action.layers[0]
|
||||||
|
tgt_layer = tgt_action.layers[0]
|
||||||
|
|
||||||
|
# 2. Получаем стрипы
|
||||||
|
src_strip = src_layer.strips[0]
|
||||||
|
tgt_strip = tgt_layer.strips[0]
|
||||||
|
|
||||||
|
# Смещение (опираемся на конец диапазона целевого экшена)
|
||||||
|
offset = tgt_action.frame_range[1]
|
||||||
|
|
||||||
|
# 3. Итерируемся по channelbags в исходном стрипе
|
||||||
|
for src_bag in src_strip.channelbags:
|
||||||
|
# Ищем или создаем соответствующий bag в целевом стрипе
|
||||||
|
# Обычно они сопоставляются по имени или типу (например, 'Keyframe Channel Bag')
|
||||||
|
# В простейшем случае берем первый или сопоставляем по индексу
|
||||||
|
dst_bag = None
|
||||||
|
if len(tgt_strip.channelbags) > 0:
|
||||||
|
# Пытаемся найти по названию (если оно есть) или берем тот же индекс
|
||||||
|
dst_bag = tgt_strip.channelbags[0]
|
||||||
|
|
||||||
|
if not dst_bag:
|
||||||
|
# Если в целевом стрипе нет сумок, это странно, но можно создать
|
||||||
|
# (Метод создания может зависеть от конкретного подтипа стрипа в 5.0)
|
||||||
|
continue
|
||||||
|
|
||||||
|
#print(f"Обработка channelbag: {src_bag.name}, кривых: {len(src_bag.fcurves)}")
|
||||||
|
|
||||||
|
# 4. Итерируемся по fcurves внутри сумки
|
||||||
|
for src_fcurve in src_bag.fcurves:
|
||||||
|
dst_fcurve = dst_bag.fcurves.find(src_fcurve.data_path, index=src_fcurve.array_index)
|
||||||
|
|
||||||
|
if not dst_fcurve:
|
||||||
|
dst_fcurve = dst_bag.fcurves.new(data_path=src_fcurve.data_path, index=src_fcurve.array_index)
|
||||||
|
|
||||||
|
# 5. Копируем ключи с офсетом
|
||||||
|
for keyframe in src_fcurve.keyframe_points:
|
||||||
|
new_frame = keyframe.co[0] + offset
|
||||||
|
new_value = keyframe.co[1]
|
||||||
|
|
||||||
|
new_kp = dst_fcurve.keyframe_points.insert(new_frame, new_value, options={'FAST'})
|
||||||
|
new_kp.interpolation = keyframe.interpolation
|
||||||
|
|
||||||
|
# Обновляем интерполяцию
|
||||||
|
for fc in dst_bag.fcurves:
|
||||||
|
fc.update()
|
||||||
|
|
||||||
|
print(f"Анимация успешно дозаписана. Новый конец: {tgt_action.frame_range[1]}")
|
||||||
|
|
||||||
|
append_layered_action_5_0('Armature.001', 'Armature')
|
||||||
|
|
||||||
@@ -0,0 +1,192 @@
|
|||||||
|
import bpy
|
||||||
|
import bmesh
|
||||||
|
|
||||||
|
# Имена mesh и арматуры
|
||||||
|
mesh_name = "arm"
|
||||||
|
armature_name = "Reference"
|
||||||
|
|
||||||
|
# Находим объект mesh по имени
|
||||||
|
mesh_obj = bpy.data.objects.get(mesh_name)
|
||||||
|
|
||||||
|
# Находим объект арматуры по имени
|
||||||
|
armature_obj = bpy.data.objects.get(armature_name)
|
||||||
|
|
||||||
|
# Устанавливаем текущий кадр на 0
|
||||||
|
bpy.context.scene.frame_set(0)
|
||||||
|
|
||||||
|
# Принудительно обновляем сцену, чтобы применить анимацию
|
||||||
|
bpy.context.view_layer.update()
|
||||||
|
|
||||||
|
# Открываем файл для записи
|
||||||
|
with open("C:\\Work\\Projects\\witcher001\\resources\\w\\zombie002.txt", "w") as file:
|
||||||
|
# Обработка арматуры и анимации
|
||||||
|
if armature_obj and armature_obj.type == 'ARMATURE':
|
||||||
|
file.write("=== Armature Matrix ===\n")
|
||||||
|
for row in armature_obj.matrix_world:
|
||||||
|
file.write(f"{row}\n")
|
||||||
|
file.write(f"=== Armature Bones: {len(armature_obj.data.bones)}\n")
|
||||||
|
for bone in armature_obj.data.bones:
|
||||||
|
# Записываем имя кости, длину и связи
|
||||||
|
file.write(f"Bone: {bone.name}\n")
|
||||||
|
file.write(f" HEAD_LOCAL: {bone.head_local}\n")
|
||||||
|
file.write(f" TAIL_LOCAL: {bone.tail_local}\n")
|
||||||
|
file.write(f" Length: {(bone.tail_local - bone.head_local).length}\n")
|
||||||
|
for row in bone.matrix:
|
||||||
|
file.write(f" {row}\n")
|
||||||
|
file.write(f" Parent: {bone.parent.name if bone.parent else 'None'}\n")
|
||||||
|
file.write(f" Children: {[child.name for child in bone.children]}\n")
|
||||||
|
|
||||||
|
# Обработка mesh
|
||||||
|
if mesh_obj and mesh_obj.type == 'MESH':
|
||||||
|
# Создаем копию mesh, чтобы не изменять оригинал
|
||||||
|
mesh_copy = mesh_obj.copy()
|
||||||
|
mesh_copy.data = mesh_obj.data.copy()
|
||||||
|
bpy.context.collection.objects.link(mesh_copy)
|
||||||
|
|
||||||
|
# Убедимся, что объект активен
|
||||||
|
bpy.context.view_layer.objects.active = mesh_copy
|
||||||
|
mesh_copy.select_set(True)
|
||||||
|
|
||||||
|
# Применяем модификатор Armature (если он есть)
|
||||||
|
for modifier in mesh_copy.modifiers:
|
||||||
|
if modifier.type == 'ARMATURE':
|
||||||
|
# Включаем модификатор, если он отключен
|
||||||
|
if not modifier.show_viewport:
|
||||||
|
modifier.show_viewport = True
|
||||||
|
if not modifier.show_render:
|
||||||
|
modifier.show_render = True
|
||||||
|
|
||||||
|
# Проверяем, что модификатор связан с арматурой
|
||||||
|
if modifier.object is None:
|
||||||
|
print(f"Модификатор Armature на объекте {mesh_copy.name} не связан с арматурой. Пропускаем.")
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Временно применяем модификатор, чтобы получить правильные координаты вершин
|
||||||
|
try:
|
||||||
|
bpy.ops.object.modifier_apply(modifier=modifier.name)
|
||||||
|
except RuntimeError as e:
|
||||||
|
print(f"Ошибка при применении модификатора Armature: {e}")
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Переходим в режим редактирования
|
||||||
|
bpy.ops.object.mode_set(mode='EDIT')
|
||||||
|
|
||||||
|
# Получаем BMesh представление mesh
|
||||||
|
bm = bmesh.from_edit_mesh(mesh_copy.data)
|
||||||
|
|
||||||
|
# Записываем список вершин
|
||||||
|
file.write(f"===Vertices: {len(bm.verts)}\n")
|
||||||
|
for vertex in bm.verts:
|
||||||
|
file.write(f"Vertex {vertex.index}: {vertex.co}\n")
|
||||||
|
|
||||||
|
# Убедимся, что у меша есть UV слой
|
||||||
|
uv_layer = bm.loops.layers.uv.active
|
||||||
|
if not uv_layer:
|
||||||
|
file.write("UV слой не найден.\n")
|
||||||
|
|
||||||
|
if uv_layer:
|
||||||
|
file.write(f"===UV Coordinates:\n")
|
||||||
|
file.write(f"Face count: {len(bm.faces)}\n")
|
||||||
|
|
||||||
|
for face in bm.faces:
|
||||||
|
file.write(f"Face {face.index}\n")
|
||||||
|
file.write(f"UV Count: {len(face.loops)}\n")
|
||||||
|
for loop in face.loops:
|
||||||
|
uv_coords = loop[uv_layer].uv
|
||||||
|
file.write(f" UV {uv_coords}\n")
|
||||||
|
|
||||||
|
# Записываем нормали
|
||||||
|
file.write(f"===Normals:\n")
|
||||||
|
for vertex in bm.verts:
|
||||||
|
file.write(f"Vertex {vertex.index}: Normal {vertex.normal}\n")
|
||||||
|
|
||||||
|
# Записываем треугольники (индексы вершин)
|
||||||
|
file.write(f"===Triangles: {len(bm.faces)}\n")
|
||||||
|
for face in bm.faces:
|
||||||
|
if len(face.verts) == 3: # Проверяем, что это треугольник
|
||||||
|
verts_indices = [vert.index for vert in face.verts]
|
||||||
|
file.write(f"Triangle: {verts_indices}\n")
|
||||||
|
|
||||||
|
# Возвращаемся в объектный режим
|
||||||
|
bpy.ops.object.mode_set(mode='OBJECT')
|
||||||
|
|
||||||
|
# Записываем веса вершин
|
||||||
|
file.write("=== Vertex Weights ===\n")
|
||||||
|
for vertex in mesh_copy.data.vertices:
|
||||||
|
file.write(f"Vertex {vertex.index}:\n")
|
||||||
|
file.write(f"Vertex groups: {len(vertex.groups)}\n")
|
||||||
|
for group in vertex.groups:
|
||||||
|
group_name = mesh_copy.vertex_groups[group.group].name
|
||||||
|
file.write(f" Group: '{group_name}', Weight: {group.weight}\n")
|
||||||
|
|
||||||
|
# Удаляем временную копию mesh
|
||||||
|
bpy.data.objects.remove(mesh_copy)
|
||||||
|
else:
|
||||||
|
file.write(f"Объект с именем '{mesh_name}' не найден или не является mesh.\n")
|
||||||
|
|
||||||
|
# Обработка арматуры и анимации
|
||||||
|
if armature_obj and armature_obj.type == 'ARMATURE':
|
||||||
|
|
||||||
|
# Получаем все ключевые кадры для арматуры
|
||||||
|
file.write("=== Animation Keyframes ===\n")
|
||||||
|
if armature_obj.animation_data and armature_obj.animation_data.action:
|
||||||
|
action = armature_obj.animation_data.action
|
||||||
|
|
||||||
|
# Собираем все уникальные ключевые кадры
|
||||||
|
keyframes = set()
|
||||||
|
|
||||||
|
# Логика для Blender 5.0 (Strip-based / ChannelBag structure)
|
||||||
|
if hasattr(action, "layers"):
|
||||||
|
for layer in action.layers:
|
||||||
|
if hasattr(layer, "strips"):
|
||||||
|
for strip in layer.strips:
|
||||||
|
# Проверяем наличие channelbags (согласно вашему dir(strip))
|
||||||
|
if hasattr(strip, "channelbags"):
|
||||||
|
for bag in strip.channelbags:
|
||||||
|
for fcurve in bag.fcurves:
|
||||||
|
for keyframe in fcurve.keyframe_points:
|
||||||
|
keyframes.add(int(keyframe.co[0]))
|
||||||
|
|
||||||
|
# На случай, если в этой версии используется единственное число
|
||||||
|
elif hasattr(strip, "channelbag") and strip.channelbag:
|
||||||
|
for fcurve in strip.channelbag.fcurves:
|
||||||
|
for keyframe in fcurve.keyframe_points:
|
||||||
|
keyframes.add(int(keyframe.co[0]))
|
||||||
|
|
||||||
|
# Фоллбек для Legacy экшенов
|
||||||
|
if not keyframes and hasattr(action, "fcurves"):
|
||||||
|
for fcurve in action.fcurves:
|
||||||
|
for keyframe in fcurve.keyframe_points:
|
||||||
|
keyframes.add(int(keyframe.co[0]))
|
||||||
|
|
||||||
|
keyframes = sorted(keyframes)
|
||||||
|
|
||||||
|
# Сортируем ключевые кадры
|
||||||
|
keyframes = sorted(keyframes)
|
||||||
|
|
||||||
|
# Сохраняем координаты и матрицы поворота для каждой кости на каждом ключевом кадре
|
||||||
|
file.write("=== Bone Transforms per Keyframe ===\n")
|
||||||
|
file.write(f"Keyframes: {len(keyframes)}\n")
|
||||||
|
for frame in keyframes:
|
||||||
|
# Устанавливаем текущий кадр
|
||||||
|
bpy.context.scene.frame_set(frame)
|
||||||
|
bpy.context.view_layer.update() # Обновляем сцену
|
||||||
|
|
||||||
|
file.write(f"Frame: {frame}\n")
|
||||||
|
for bone in armature_obj.pose.bones:
|
||||||
|
# Получаем координаты и матрицу поворота кости в мировом пространстве
|
||||||
|
matrix = bone.matrix
|
||||||
|
location = matrix.translation
|
||||||
|
rotation = matrix.to_euler()
|
||||||
|
|
||||||
|
# Записываем данные
|
||||||
|
file.write(f" Bone: {bone.name}\n")
|
||||||
|
file.write(f" Location: {location}\n")
|
||||||
|
file.write(f" Rotation: {rotation}\n")
|
||||||
|
file.write(f" Matrix:\n")
|
||||||
|
for row in matrix:
|
||||||
|
file.write(f" {row}\n")
|
||||||
|
else:
|
||||||
|
file.write(f"Объект с именем '{armature_name}' не найден или не является арматурой.\n")
|
||||||
|
|
||||||
|
print("Данные сохранены в файл 'mesh_armature_and_animation_data.txt'")
|
||||||
@@ -0,0 +1,228 @@
|
|||||||
|
import bpy
|
||||||
|
import bmesh
|
||||||
|
|
||||||
|
#!
|
||||||
|
|
||||||
|
# Имена mesh и арматуры
|
||||||
|
mesh_name = "Joined"
|
||||||
|
armature_name = "Armature"
|
||||||
|
|
||||||
|
# Находим объект mesh по имени
|
||||||
|
mesh_obj = bpy.data.objects.get(mesh_name)
|
||||||
|
|
||||||
|
# Находим объект арматуры по имени
|
||||||
|
armature_obj = bpy.data.objects.get(armature_name)
|
||||||
|
|
||||||
|
# Устанавливаем текущий кадр на 0
|
||||||
|
bpy.context.scene.frame_set(0)
|
||||||
|
|
||||||
|
# Принудительно обновляем сцену, чтобы применить анимацию
|
||||||
|
bpy.context.view_layer.update()
|
||||||
|
|
||||||
|
# Открываем файл для записи
|
||||||
|
with open("C:\\Work\\Media\\witcher\\2026-04-13\\output\\gg_stand_idle001.txt", "w") as file:
|
||||||
|
# Обработка арматуры и анимации
|
||||||
|
if armature_obj and armature_obj.type == 'ARMATURE':
|
||||||
|
file.write("=== Armature Matrix ===\n")
|
||||||
|
for row in armature_obj.matrix_world:
|
||||||
|
file.write(f"{row}\n")
|
||||||
|
file.write(f"=== Armature Bones: {len(armature_obj.data.bones)}\n")
|
||||||
|
for bone in armature_obj.data.bones:
|
||||||
|
# Записываем имя кости, длину и связи
|
||||||
|
file.write(f"Bone: {bone.name}\n")
|
||||||
|
file.write(f" HEAD_LOCAL: {bone.head_local}\n")
|
||||||
|
file.write(f" TAIL_LOCAL: {bone.tail_local}\n")
|
||||||
|
file.write(f" Length: {(bone.tail_local - bone.head_local).length}\n")
|
||||||
|
for row in bone.matrix:
|
||||||
|
file.write(f" {row}\n")
|
||||||
|
file.write(f" Parent: {bone.parent.name if bone.parent else 'None'}\n")
|
||||||
|
file.write(f" Children: {[child.name for child in bone.children]}\n")
|
||||||
|
|
||||||
|
# Обработка mesh
|
||||||
|
if mesh_obj and mesh_obj.type == 'MESH':
|
||||||
|
# Создаем копию mesh, чтобы не изменять оригинал
|
||||||
|
mesh_copy = mesh_obj.copy()
|
||||||
|
mesh_copy.data = mesh_obj.data.copy()
|
||||||
|
bpy.context.collection.objects.link(mesh_copy)
|
||||||
|
|
||||||
|
# Убедимся, что объект активен
|
||||||
|
bpy.context.view_layer.objects.active = mesh_copy
|
||||||
|
mesh_copy.select_set(True)
|
||||||
|
|
||||||
|
# Применяем модификатор Armature (если он есть)
|
||||||
|
for modifier in mesh_copy.modifiers:
|
||||||
|
if modifier.type == 'ARMATURE':
|
||||||
|
# Включаем модификатор, если он отключен
|
||||||
|
if not modifier.show_viewport:
|
||||||
|
modifier.show_viewport = True
|
||||||
|
if not modifier.show_render:
|
||||||
|
modifier.show_render = True
|
||||||
|
|
||||||
|
# Проверяем, что модификатор связан с арматурой
|
||||||
|
if modifier.object is None:
|
||||||
|
print(f"Модификатор Armature на объекте {mesh_copy.name} не связан с арматурой. Пропускаем.")
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Временно применяем модификатор, чтобы получить правильные координаты вершин
|
||||||
|
try:
|
||||||
|
bpy.ops.object.modifier_apply(modifier=modifier.name)
|
||||||
|
except RuntimeError as e:
|
||||||
|
print(f"Ошибка при применении модификатора Armature: {e}")
|
||||||
|
continue
|
||||||
|
|
||||||
|
# Переходим в режим редактирования
|
||||||
|
bpy.ops.object.mode_set(mode='EDIT')
|
||||||
|
|
||||||
|
# Получаем BMesh представление mesh
|
||||||
|
bm = bmesh.from_edit_mesh(mesh_copy.data)
|
||||||
|
|
||||||
|
# Записываем список вершин
|
||||||
|
file.write(f"===Vertices: {len(bm.verts)}\n")
|
||||||
|
for vertex in bm.verts:
|
||||||
|
file.write(f"Vertex {vertex.index}: {vertex.co}\n")
|
||||||
|
|
||||||
|
# Убедимся, что у меша есть UV слой
|
||||||
|
uv_layer = bm.loops.layers.uv.active
|
||||||
|
if not uv_layer:
|
||||||
|
file.write("UV слой не найден.\n")
|
||||||
|
|
||||||
|
if uv_layer:
|
||||||
|
file.write(f"===UV Coordinates:\n")
|
||||||
|
file.write(f"Face count: {len(bm.faces)}\n")
|
||||||
|
|
||||||
|
for face in bm.faces:
|
||||||
|
file.write(f"Face {face.index}\n")
|
||||||
|
file.write(f"UV Count: {len(face.loops)}\n")
|
||||||
|
for loop in face.loops:
|
||||||
|
uv_coords = loop[uv_layer].uv
|
||||||
|
file.write(f" UV {uv_coords}\n")
|
||||||
|
|
||||||
|
# Записываем нормали
|
||||||
|
file.write(f"===Normals:\n")
|
||||||
|
for vertex in bm.verts:
|
||||||
|
file.write(f"Vertex {vertex.index}: Normal {vertex.normal}\n")
|
||||||
|
|
||||||
|
# Записываем треугольники (индексы вершин)
|
||||||
|
file.write(f"===Triangles: {len(bm.faces)}\n")
|
||||||
|
for face in bm.faces:
|
||||||
|
if len(face.verts) == 3: # Проверяем, что это треугольник
|
||||||
|
verts_indices = [vert.index for vert in face.verts]
|
||||||
|
file.write(f"Triangle: {verts_indices}\n")
|
||||||
|
|
||||||
|
# Возвращаемся в объектный режим
|
||||||
|
bpy.ops.object.mode_set(mode='OBJECT')
|
||||||
|
|
||||||
|
# Записываем веса вершин
|
||||||
|
file.write("=== Vertex Weights (Max 5 bones per vertex) ===\n")
|
||||||
|
|
||||||
|
MAX_BONES = 5
|
||||||
|
|
||||||
|
for vertex in mesh_copy.data.vertices:
|
||||||
|
# Извлекаем все группы и веса для текущей вершины
|
||||||
|
all_weights = []
|
||||||
|
for group_element in vertex.groups:
|
||||||
|
all_weights.append({
|
||||||
|
'index': group_element.group,
|
||||||
|
'weight': group_element.weight
|
||||||
|
})
|
||||||
|
|
||||||
|
# Если костей больше лимита, фильтруем и перераспределяем
|
||||||
|
if len(all_weights) > MAX_BONES:
|
||||||
|
# Сортируем по весу (от большего к меньшему)
|
||||||
|
all_weights.sort(key=lambda x: x['weight'], reverse=True)
|
||||||
|
|
||||||
|
# Берем только топ-5
|
||||||
|
kept_weights = all_weights[:MAX_BONES]
|
||||||
|
|
||||||
|
# Считаем сумму весов оставшихся костей для нормализации
|
||||||
|
total_weight = sum(gw['weight'] for gw in kept_weights)
|
||||||
|
|
||||||
|
if total_weight > 0:
|
||||||
|
for gw in kept_weights:
|
||||||
|
gw['weight'] /= total_weight
|
||||||
|
else:
|
||||||
|
# На случай, если у всех веса были по 0.0 (редкий баг меша)
|
||||||
|
kept_weights[0]['weight'] = 1.0
|
||||||
|
|
||||||
|
final_weights = kept_weights
|
||||||
|
else:
|
||||||
|
final_weights = all_weights
|
||||||
|
|
||||||
|
file.write(f"Vertex {vertex.index}:\n")
|
||||||
|
file.write(f"Vertex groups: {len(final_weights)}\n")
|
||||||
|
|
||||||
|
for gw in final_weights:
|
||||||
|
group_name = mesh_copy.vertex_groups[gw['index']].name
|
||||||
|
file.write(f" Group: '{group_name}', Weight: {gw['weight']:.6f}\n")
|
||||||
|
|
||||||
|
# Удаляем временную копию mesh
|
||||||
|
bpy.data.objects.remove(mesh_copy)
|
||||||
|
else:
|
||||||
|
file.write(f"Объект с именем '{mesh_name}' не найден или не является mesh.\n")
|
||||||
|
|
||||||
|
# Обработка арматуры и анимации
|
||||||
|
if armature_obj and armature_obj.type == 'ARMATURE':
|
||||||
|
|
||||||
|
# Получаем все ключевые кадры для арматуры
|
||||||
|
file.write("=== Animation Keyframes ===\n")
|
||||||
|
if armature_obj.animation_data and armature_obj.animation_data.action:
|
||||||
|
action = armature_obj.animation_data.action
|
||||||
|
|
||||||
|
# Собираем все уникальные ключевые кадры
|
||||||
|
keyframes = set()
|
||||||
|
|
||||||
|
# Логика для Blender 5.0 (Strip-based / ChannelBag structure)
|
||||||
|
if hasattr(action, "layers"):
|
||||||
|
for layer in action.layers:
|
||||||
|
if hasattr(layer, "strips"):
|
||||||
|
for strip in layer.strips:
|
||||||
|
# Проверяем наличие channelbags (согласно вашему dir(strip))
|
||||||
|
if hasattr(strip, "channelbags"):
|
||||||
|
for bag in strip.channelbags:
|
||||||
|
for fcurve in bag.fcurves:
|
||||||
|
for keyframe in fcurve.keyframe_points:
|
||||||
|
keyframes.add(int(keyframe.co[0]))
|
||||||
|
|
||||||
|
# На случай, если в этой версии используется единственное число
|
||||||
|
elif hasattr(strip, "channelbag") and strip.channelbag:
|
||||||
|
for fcurve in strip.channelbag.fcurves:
|
||||||
|
for keyframe in fcurve.keyframe_points:
|
||||||
|
keyframes.add(int(keyframe.co[0]))
|
||||||
|
|
||||||
|
# Фоллбек для Legacy экшенов
|
||||||
|
if not keyframes and hasattr(action, "fcurves"):
|
||||||
|
for fcurve in action.fcurves:
|
||||||
|
for keyframe in fcurve.keyframe_points:
|
||||||
|
keyframes.add(int(keyframe.co[0]))
|
||||||
|
|
||||||
|
keyframes = sorted(keyframes)
|
||||||
|
|
||||||
|
# Сортируем ключевые кадры
|
||||||
|
keyframes = sorted(keyframes)
|
||||||
|
|
||||||
|
# Сохраняем координаты и матрицы поворота для каждой кости на каждом ключевом кадре
|
||||||
|
file.write("=== Bone Transforms per Keyframe ===\n")
|
||||||
|
file.write(f"Keyframes: {len(keyframes)}\n")
|
||||||
|
for frame in keyframes:
|
||||||
|
# Устанавливаем текущий кадр
|
||||||
|
bpy.context.scene.frame_set(frame)
|
||||||
|
bpy.context.view_layer.update() # Обновляем сцену
|
||||||
|
|
||||||
|
file.write(f"Frame: {frame}\n")
|
||||||
|
for bone in armature_obj.pose.bones:
|
||||||
|
# Получаем координаты и матрицу поворота кости в мировом пространстве
|
||||||
|
matrix = bone.matrix
|
||||||
|
location = matrix.translation
|
||||||
|
rotation = matrix.to_euler()
|
||||||
|
|
||||||
|
# Записываем данные
|
||||||
|
file.write(f" Bone: {bone.name}\n")
|
||||||
|
file.write(f" Location: {location}\n")
|
||||||
|
file.write(f" Rotation: {rotation}\n")
|
||||||
|
file.write(f" Matrix:\n")
|
||||||
|
for row in matrix:
|
||||||
|
file.write(f" {row}\n")
|
||||||
|
else:
|
||||||
|
file.write(f"Объект с именем '{armature_name}' не найден или не является арматурой.\n")
|
||||||
|
|
||||||
|
print("Данные сохранены в файл 'mesh_armature_and_animation_data.txt'")
|
||||||
@@ -0,0 +1,111 @@
|
|||||||
|
import bpy
|
||||||
|
import bmesh
|
||||||
|
import mathutils
|
||||||
|
import random
|
||||||
|
import math
|
||||||
|
|
||||||
|
class SolidTreeGenerator:
|
||||||
|
def __init__(self, levels=5, length=3.0, radius=0.3):
|
||||||
|
self.levels = levels
|
||||||
|
self.base_length = length
|
||||||
|
self.base_radius = radius
|
||||||
|
|
||||||
|
# Хранилище для данных: (start_pos, end_pos, radius_start, radius_end)
|
||||||
|
self.branches_data = []
|
||||||
|
|
||||||
|
def calculate_tree(self, start_pos, direction, length, radius, level):
|
||||||
|
if level <= 0 or length < 0.1:
|
||||||
|
return
|
||||||
|
|
||||||
|
end_pos = start_pos + direction * length
|
||||||
|
# Сохраняем данные сегмента
|
||||||
|
self.branches_data.append({
|
||||||
|
'start': start_pos.copy(),
|
||||||
|
'end': end_pos.copy(),
|
||||||
|
'r_start': radius,
|
||||||
|
'r_end': radius * 0.7
|
||||||
|
})
|
||||||
|
|
||||||
|
# 1. Основной ствол (продолжение)
|
||||||
|
trunk_dir = (direction + self.get_random_vector(0.1)).normalized()
|
||||||
|
self.calculate_tree(end_pos, trunk_dir, length * 0.8, radius * 0.7, level - 1)
|
||||||
|
|
||||||
|
# 2. Боковые ветки (ветвление)
|
||||||
|
if level > 1:
|
||||||
|
num_sides = random.randint(2, 3) # Минимум 2 ветки для видимости
|
||||||
|
for _ in range(num_sides):
|
||||||
|
# Создаем вектор, сильно отклоненный от ствола (30-60 градусов)
|
||||||
|
axis = self.get_random_vector(1.0).normalized()
|
||||||
|
angle = math.radians(random.uniform(30, 60))
|
||||||
|
|
||||||
|
side_dir = direction.copy()
|
||||||
|
side_dir.rotate(mathutils.Quaternion(axis, angle))
|
||||||
|
|
||||||
|
# Боковые ветки короче
|
||||||
|
self.calculate_tree(end_pos, side_dir, length * 0.6, radius * 0.5, level - 1)
|
||||||
|
|
||||||
|
def get_random_vector(self, intensity):
|
||||||
|
return mathutils.Vector((
|
||||||
|
random.uniform(-intensity, intensity),
|
||||||
|
random.uniform(-intensity, intensity),
|
||||||
|
random.uniform(-intensity, intensity)
|
||||||
|
))
|
||||||
|
|
||||||
|
def build_mesh(self):
|
||||||
|
mesh = bpy.data.meshes.new("TreeMesh")
|
||||||
|
obj = bpy.data.objects.new("Tree", mesh)
|
||||||
|
bpy.context.collection.objects.link(obj)
|
||||||
|
|
||||||
|
bm = bmesh.new()
|
||||||
|
skin_layer = bm.verts.layers.skin.verify()
|
||||||
|
|
||||||
|
# Словарь для предотвращения дублирования вершин в одной точке
|
||||||
|
# Ключ - кортеж координат, Значение - объект вершины BMesh
|
||||||
|
vert_map = {}
|
||||||
|
|
||||||
|
for b in self.branches_data:
|
||||||
|
# Превращаем координаты в кортежи для словаря
|
||||||
|
s_key = tuple(round(v, 4) for v in b['start'])
|
||||||
|
e_key = tuple(round(v, 4) for v in b['end'])
|
||||||
|
|
||||||
|
# Получаем или создаем начальную вершину
|
||||||
|
if s_key not in vert_map:
|
||||||
|
v_start = bm.verts.new(b['start'])
|
||||||
|
v_start[skin_layer].radius = (b['r_start'], b['r_start'])
|
||||||
|
vert_map[s_key] = v_start
|
||||||
|
else:
|
||||||
|
v_start = vert_map[s_key]
|
||||||
|
|
||||||
|
# Получаем или создаем конечную вершину
|
||||||
|
if e_key not in vert_map:
|
||||||
|
v_end = bm.verts.new(b['end'])
|
||||||
|
v_end[skin_layer].radius = (b['r_end'], b['r_end'])
|
||||||
|
vert_map[e_key] = v_end
|
||||||
|
else:
|
||||||
|
v_end = vert_map[e_key]
|
||||||
|
|
||||||
|
# Создаем ребро, если его еще нет
|
||||||
|
if not bm.edges.get((v_start, v_end)):
|
||||||
|
bm.edges.new((v_start, v_end))
|
||||||
|
|
||||||
|
# Находим корень (самую нижнюю точку) и помечаем его
|
||||||
|
root_v = min(bm.verts, key=lambda v: v.co.z)
|
||||||
|
root_v[skin_layer].use_root = True
|
||||||
|
|
||||||
|
bm.to_mesh(mesh)
|
||||||
|
bm.free()
|
||||||
|
|
||||||
|
# Модификаторы
|
||||||
|
obj.modifiers.new(name="Skin", type='SKIN')
|
||||||
|
sub = obj.modifiers.new(name="Subdiv", type='SUBSURF')
|
||||||
|
sub.levels = 1 # Для начала 1, чтобы не тормозило
|
||||||
|
|
||||||
|
# Очистка сцены
|
||||||
|
bpy.ops.object.select_all(action='SELECT')
|
||||||
|
bpy.ops.object.delete()
|
||||||
|
|
||||||
|
# Запуск
|
||||||
|
generator = SolidTreeGenerator(levels=5, length=3.0, radius=0.4)
|
||||||
|
generator.calculate_tree(mathutils.Vector((0,0,0)), mathutils.Vector((0,0,1)), 3.0, 0.4, 5)
|
||||||
|
generator.build_mesh()
|
||||||
|
|
||||||
@@ -0,0 +1,86 @@
|
|||||||
|
import bpy
|
||||||
|
import bmesh
|
||||||
|
|
||||||
|
mesh_name = "chassis_low"
|
||||||
|
output_path = "C:\\Work\\Projects\\space-game001\\blender scripts\\output\\spaceship005.txt"
|
||||||
|
|
||||||
|
mesh_obj = bpy.data.objects.get(mesh_name)
|
||||||
|
|
||||||
|
if mesh_obj and mesh_obj.type == 'MESH':
|
||||||
|
# Обязательно применяем трансформации, чтобы координаты были актуальными
|
||||||
|
# Но для чистоты эксперимента берем mesh data как есть
|
||||||
|
|
||||||
|
# Работаем с копией меша, чтобы применить триангуляцию (если нужно)
|
||||||
|
# и не испортить сцену, но пока используем bmesh напрямую
|
||||||
|
bm = bmesh.new()
|
||||||
|
bm.from_mesh(mesh_obj.data)
|
||||||
|
|
||||||
|
# Получаем слой UV
|
||||||
|
uv_layer = bm.loops.layers.uv.active
|
||||||
|
|
||||||
|
# Словарь для хранения уникальных вершин:
|
||||||
|
# Ключ: (x, y, z, nx, ny, nz, u, v) -> Значение: новый_индекс
|
||||||
|
unique_verts_map = {}
|
||||||
|
final_vertices = [] # Список для записи в файл
|
||||||
|
final_indices = [] # Список индексов треугольников
|
||||||
|
|
||||||
|
# Проходим по всем фейсам
|
||||||
|
for face in bm.faces:
|
||||||
|
face_indices = []
|
||||||
|
|
||||||
|
# Проходим по углам (loops) фейса
|
||||||
|
for loop in face.loops:
|
||||||
|
vert = loop.vert
|
||||||
|
|
||||||
|
# 1. Координаты (округляем для надежности сравнения float)
|
||||||
|
co = (round(vert.co.x, 6), round(vert.co.y, 6), round(vert.co.z, 6))
|
||||||
|
|
||||||
|
# 2. Нормаль (если используете Smooth shading, берите vert.normal, если Flat - face.normal)
|
||||||
|
# Для простоты берем нормаль вершины
|
||||||
|
no = (round(vert.normal.x, 6), round(vert.normal.y, 6), round(vert.normal.z, 6))
|
||||||
|
|
||||||
|
# 3. UV координаты
|
||||||
|
if uv_layer:
|
||||||
|
raw_uv = loop[uv_layer].uv
|
||||||
|
uv = (round(raw_uv.x, 6), round(raw_uv.y, 6))
|
||||||
|
else:
|
||||||
|
uv = (0.0, 0.0)
|
||||||
|
|
||||||
|
# Собираем уникальный ключ данных вершины
|
||||||
|
vert_data_key = (co, no, uv)
|
||||||
|
|
||||||
|
# Проверяем, есть ли такая комбинация уже
|
||||||
|
if vert_data_key in unique_verts_map:
|
||||||
|
index = unique_verts_map[vert_data_key]
|
||||||
|
else:
|
||||||
|
index = len(final_vertices)
|
||||||
|
unique_verts_map[vert_data_key] = index
|
||||||
|
final_vertices.append(vert_data_key)
|
||||||
|
|
||||||
|
face_indices.append(index)
|
||||||
|
|
||||||
|
# Триангуляция "на лету" (если фейс - квадрат, делим на два треугольника)
|
||||||
|
# Простейший метод fan (0, 1, 2), (0, 2, 3)...
|
||||||
|
for i in range(1, len(face_indices) - 1):
|
||||||
|
final_indices.append(face_indices[0])
|
||||||
|
final_indices.append(face_indices[i])
|
||||||
|
final_indices.append(face_indices[i+1])
|
||||||
|
|
||||||
|
# --- ЗАПИСЬ В ФАЙЛ ---
|
||||||
|
with open(output_path, "w") as file:
|
||||||
|
file.write(f"===Vertices (Split by UV/Normal): {len(final_vertices)}\n")
|
||||||
|
# Формат строки: ID: X Y Z | NX NY NZ | U V
|
||||||
|
for idx, v_data in enumerate(final_vertices):
|
||||||
|
co, no, uv = v_data
|
||||||
|
file.write(f"V {idx}: Pos({co[0]}, {co[1]}, {co[2]}) Norm({no[0]}, {no[1]}, {no[2]}) UV({uv[0]}, {uv[1]})\n")
|
||||||
|
|
||||||
|
file.write(f"\n===Triangles (Indices): {len(final_indices) // 3}\n")
|
||||||
|
# Записываем тройками
|
||||||
|
for i in range(0, len(final_indices), 3):
|
||||||
|
file.write(f"Tri: {final_indices[i]} {final_indices[i+1]} {final_indices[i+2]}\n")
|
||||||
|
|
||||||
|
bm.free()
|
||||||
|
print(f"Export done. Original verts: {len(mesh_obj.data.vertices)}, Split verts: {len(final_vertices)}")
|
||||||
|
|
||||||
|
else:
|
||||||
|
print("Mesh not found")
|
||||||
@@ -0,0 +1,58 @@
|
|||||||
|
# cmake/FetchDependencies.cmake
|
||||||
|
|
||||||
|
set(THIRDPARTY_DIR "${CMAKE_CURRENT_LIST_DIR}/../thirdparty")
|
||||||
|
|
||||||
|
if(NOT EXISTS "${THIRDPARTY_DIR}")
|
||||||
|
file(MAKE_DIRECTORY "${THIRDPARTY_DIR}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
macro(check_and_download URL ARCHIVE_NAME EXTRACTED_DIR_NAME CHECK_FILE)
|
||||||
|
set(ARCHIVE_PATH "${THIRDPARTY_DIR}/${ARCHIVE_NAME}")
|
||||||
|
set(SRC_PATH "${THIRDPARTY_DIR}/${EXTRACTED_DIR_NAME}")
|
||||||
|
|
||||||
|
if(NOT EXISTS "${ARCHIVE_PATH}")
|
||||||
|
message(STATUS "Downloading ${ARCHIVE_NAME}...")
|
||||||
|
file(DOWNLOAD "${URL}" "${ARCHIVE_PATH}" SHOW_PROGRESS)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(NOT EXISTS "${SRC_PATH}/${CHECK_FILE}")
|
||||||
|
message(STATUS "Extracting ${ARCHIVE_NAME}...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND} -E tar xvf "${ARCHIVE_PATH}"
|
||||||
|
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
|
||||||
|
)
|
||||||
|
endif()
|
||||||
|
endmacro()
|
||||||
|
|
||||||
|
# 1) ZLIB (Нужна только для инклудов, если не используете emscripten порты)
|
||||||
|
check_and_download("https://github.com/madler/zlib/releases/download/v1.3.2/zlib132.zip" "zlib132.zip" "zlib-1.3.2" "CMakeLists.txt")
|
||||||
|
|
||||||
|
# 2) SDL2
|
||||||
|
check_and_download("https://github.com/libsdl-org/SDL/archive/refs/tags/release-2.32.10.zip" "release-2.32.10.zip" "SDL-release-2.32.10" "CMakeLists.txt")
|
||||||
|
|
||||||
|
# 3) LibPNG
|
||||||
|
check_and_download("https://github.com/pnggroup/libpng/archive/refs/tags/v1.6.51.zip" "v1.6.51.zip" "libpng-1.6.51" "CMakeLists.txt")
|
||||||
|
|
||||||
|
# 4) LibZip
|
||||||
|
check_and_download("https://github.com/nih-at/libzip/archive/refs/tags/v1.11.4.zip" "v1.11.4.zip" "libzip-1.11.4" "CMakeLists.txt")
|
||||||
|
|
||||||
|
# 5) Eigen
|
||||||
|
check_and_download("https://gitlab.com/libeigen/eigen/-/archive/5.0.0/eigen-5.0.0.zip" "eigen-5.0.0.zip" "eigen-5.0.0" "signature_of_eigen3_matrix_library")
|
||||||
|
|
||||||
|
# 6) Boost
|
||||||
|
check_and_download("https://archives.boost.io/release/1.90.0/source/boost_1_90_0.zip" "boost_1_90_0.zip" "boost_1_90_0" "boost")
|
||||||
|
|
||||||
|
# 7) FreeType
|
||||||
|
check_and_download("https://download.savannah.gnu.org/releases/freetype/freetype-2.14.1.tar.gz" "freetype-2.14.1.tar.gz" "freetype-2.14.1" "CMakeLists.txt")
|
||||||
|
|
||||||
|
# 8) SDL_ttf
|
||||||
|
check_and_download("https://github.com/libsdl-org/SDL_ttf/archive/refs/tags/release-2.24.0.zip" "release-2.24.0.zip" "SDL_ttf-release-2.24.0" "CMakeLists.txt")
|
||||||
|
|
||||||
|
# 9) Lua
|
||||||
|
check_and_download("https://github.com/lua/lua/archive/refs/tags/v5.4.8.zip" "lua-v5.4.8.zip" "lua-5.4.8" "lapi.c")
|
||||||
|
|
||||||
|
# 10) sol2 (header-only C++ bindings for Lua)
|
||||||
|
check_and_download("https://github.com/ThePhD/sol2/archive/refs/tags/v3.3.0.zip" "sol2-v3.3.0.zip" "sol2-3.3.0" "include/sol/sol.hpp")
|
||||||
|
|
||||||
|
# 11) SDL2_mixer
|
||||||
|
check_and_download("https://github.com/libsdl-org/SDL_mixer/archive/refs/tags/release-2.8.0.zip" "SDL_mixer-release-2.8.0.zip" "SDL_mixer-release-2.8.0" "CMakeLists.txt")
|
||||||
@@ -0,0 +1,28 @@
|
|||||||
|
# cmake/FetchDependenciesLinux.cmake
|
||||||
|
|
||||||
|
set(THIRDPARTY_DIR "${CMAKE_CURRENT_LIST_DIR}/../thirdparty")
|
||||||
|
|
||||||
|
if(NOT EXISTS "${THIRDPARTY_DIR}")
|
||||||
|
file(MAKE_DIRECTORY "${THIRDPARTY_DIR}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
macro(check_and_download URL ARCHIVE_NAME EXTRACTED_DIR_NAME CHECK_FILE)
|
||||||
|
set(ARCHIVE_PATH "${THIRDPARTY_DIR}/${ARCHIVE_NAME}")
|
||||||
|
set(SRC_PATH "${THIRDPARTY_DIR}/${EXTRACTED_DIR_NAME}")
|
||||||
|
|
||||||
|
if(NOT EXISTS "${ARCHIVE_PATH}")
|
||||||
|
message(STATUS "Downloading ${ARCHIVE_NAME}...")
|
||||||
|
file(DOWNLOAD "${URL}" "${ARCHIVE_PATH}" SHOW_PROGRESS)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(NOT EXISTS "${SRC_PATH}/${CHECK_FILE}")
|
||||||
|
message(STATUS "Extracting ${ARCHIVE_NAME}...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND} -E tar xvf "${ARCHIVE_PATH}"
|
||||||
|
WORKING_DIRECTORY "${THIRDPARTY_DIR}"
|
||||||
|
)
|
||||||
|
endif()
|
||||||
|
endmacro()
|
||||||
|
|
||||||
|
# 1) sol2 (header-only C++ bindings for Lua)
|
||||||
|
check_and_download("https://github.com/ThePhD/sol2/archive/refs/tags/v3.3.0.zip" "sol2-v3.3.0.zip" "sol2-3.3.0" "include/sol/sol.hpp")
|
||||||
@@ -0,0 +1,728 @@
|
|||||||
|
# cmake/ThirdParty.cmake
|
||||||
|
|
||||||
|
include("${CMAKE_CURRENT_LIST_DIR}/FetchDependencies.cmake")
|
||||||
|
|
||||||
|
macro(log msg)
|
||||||
|
message(STATUS "[ThirdParty] ${msg}")
|
||||||
|
endmacro()
|
||||||
|
|
||||||
|
set(BUILD_CONFIGS Debug Release)
|
||||||
|
|
||||||
|
# Map MinSizeRel and RelWithDebInfo to Release libs for all imported targets.
|
||||||
|
# Without this CMake warns that IMPORTED_LOCATION is missing for those configs.
|
||||||
|
set(CMAKE_MAP_IMPORTED_CONFIG_MINSIZEREL Release)
|
||||||
|
set(CMAKE_MAP_IMPORTED_CONFIG_RELWITHDEBINFO Release)
|
||||||
|
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 1) ZLIB (zlib131.zip → zlib-1.3.2) - без изменений
|
||||||
|
# ===========================================
|
||||||
|
set(ZLIB_SRC_DIR "${THIRDPARTY_DIR}/zlib-1.3.2")
|
||||||
|
set(ZLIB_BUILD_DIR "${ZLIB_SRC_DIR}/build")
|
||||||
|
set(ZLIB_INSTALL_DIR "${ZLIB_SRC_DIR}/install")
|
||||||
|
|
||||||
|
|
||||||
|
file(MAKE_DIRECTORY "${ZLIB_BUILD_DIR}")
|
||||||
|
|
||||||
|
# проверяем, собран ли уже zlib
|
||||||
|
set(_have_zlib FALSE)
|
||||||
|
foreach(candidate
|
||||||
|
"${ZLIB_INSTALL_DIR}/lib/zlibstatic.lib"
|
||||||
|
)
|
||||||
|
if(EXISTS "${candidate}")
|
||||||
|
set(_have_zlib TRUE)
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
|
||||||
|
if(NOT _have_zlib)
|
||||||
|
log("Configuring zlib ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
-G "${CMAKE_GENERATOR}"
|
||||||
|
-S "${ZLIB_SRC_DIR}"
|
||||||
|
-B "${ZLIB_BUILD_DIR}"
|
||||||
|
-DCMAKE_INSTALL_PREFIX=${ZLIB_INSTALL_DIR}
|
||||||
|
RESULT_VARIABLE _zlib_cfg_res
|
||||||
|
)
|
||||||
|
if(NOT _zlib_cfg_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "zlib configure failed")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||||
|
log("Building ZLIB (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--build "${ZLIB_BUILD_DIR}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _zlib_build_res
|
||||||
|
)
|
||||||
|
if(NOT _zlib_build_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "ZLIB build failed for configuration ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Installing ZLIB (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--install "${ZLIB_BUILD_DIR}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _zlib_inst_res
|
||||||
|
)
|
||||||
|
if(NOT _zlib_inst_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "ZLIB install failed for configuration ${cfg}")
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# ИСПРАВЛЕНИЕ: Используем свойства для конкретных конфигураций
|
||||||
|
add_library(zlib_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||||
|
set_target_properties(zlib_external_lib PROPERTIES
|
||||||
|
# Динамическая линковка (если zlib.lib - это импорт-библиотека для zlibd.dll)
|
||||||
|
#IMPORTED_LOCATION_DEBUG "${ZLIB_INSTALL_DIR}/lib/zlibd.lib"
|
||||||
|
#IMPORTED_LOCATION_RELEASE "${ZLIB_INSTALL_DIR}/lib/zlib.lib"
|
||||||
|
|
||||||
|
# Можно также указать статические библиотеки, если вы хотите их использовать
|
||||||
|
IMPORTED_LOCATION_DEBUG "${ZLIB_INSTALL_DIR}/lib/zsd.lib"
|
||||||
|
IMPORTED_LOCATION_RELEASE "${ZLIB_INSTALL_DIR}/lib/zs.lib"
|
||||||
|
|
||||||
|
INTERFACE_INCLUDE_DIRECTORIES "${ZLIB_INSTALL_DIR}/include"
|
||||||
|
)
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 2) SDL2 (release-2.32.10.zip → SDL-release-2.32.10) - без изменений
|
||||||
|
# ===========================================
|
||||||
|
set(SDL2_SRC_DIR "${THIRDPARTY_DIR}/SDL-release-2.32.10")
|
||||||
|
set(SDL2_BUILD_DIR "${SDL2_SRC_DIR}/build")
|
||||||
|
set(SDL2_INSTALL_DIR "${SDL2_SRC_DIR}/install")
|
||||||
|
|
||||||
|
file(MAKE_DIRECTORY "${SDL2_BUILD_DIR}")
|
||||||
|
|
||||||
|
set(_have_sdl2 FALSE)
|
||||||
|
foreach(candidate
|
||||||
|
"${SDL2_INSTALL_DIR}/lib/SDL2.lib"
|
||||||
|
"${SDL2_INSTALL_DIR}/lib/SDL2-static.lib"
|
||||||
|
"${SDL2_INSTALL_DIR}/lib/SDL2d.lib"
|
||||||
|
)
|
||||||
|
if(EXISTS "${candidate}")
|
||||||
|
set(_have_sdl2 TRUE)
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
if(NOT _have_sdl2)
|
||||||
|
log("Configuring SDL2 ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
-G "${CMAKE_GENERATOR}"
|
||||||
|
-S "${SDL2_SRC_DIR}"
|
||||||
|
-B "${SDL2_BUILD_DIR}"
|
||||||
|
-DCMAKE_INSTALL_PREFIX=${SDL2_INSTALL_DIR}
|
||||||
|
-DCMAKE_PREFIX_PATH=${ZLIB_INSTALL_DIR} # путь к zlib для SDL2
|
||||||
|
RESULT_VARIABLE _sdl_cfg_res
|
||||||
|
)
|
||||||
|
if(NOT _sdl_cfg_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "SDL2 configure failed")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# --- ИЗМЕНЕНИЕ: Цикл по конфигурациям Debug и Release ---
|
||||||
|
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||||
|
log("Building SDL2 (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--build "${SDL2_BUILD_DIR}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _sdl_build_res
|
||||||
|
)
|
||||||
|
if(NOT _sdl_build_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "SDL2 build failed for configuration ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Installing SDL2 (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--install "${SDL2_BUILD_DIR}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _sdl_inst_res
|
||||||
|
)
|
||||||
|
if(NOT _sdl_inst_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "SDL2 install failed for configuration ${cfg}")
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
# ------------------------------------------------------
|
||||||
|
endif()
|
||||||
|
|
||||||
|
|
||||||
|
# ИСПРАВЛЕНИЕ: SDL2: Используем свойства для конкретных конфигураций
|
||||||
|
add_library(SDL2_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||||
|
set_target_properties(SDL2_external_lib PROPERTIES
|
||||||
|
# Динамическая линковка SDL2
|
||||||
|
IMPORTED_LOCATION_DEBUG "${SDL2_INSTALL_DIR}/lib/SDL2d.lib"
|
||||||
|
IMPORTED_LOCATION_RELEASE "${SDL2_INSTALL_DIR}/lib/SDL2.lib"
|
||||||
|
# Оба include-пути: и include, и include/SDL2
|
||||||
|
INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INSTALL_DIR}/include;${SDL2_INSTALL_DIR}/include/SDL2"
|
||||||
|
)
|
||||||
|
|
||||||
|
# SDL2main (обычно статическая)
|
||||||
|
add_library(SDL2main_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||||
|
set_target_properties(SDL2main_external_lib PROPERTIES
|
||||||
|
# ИСПРАВЛЕНО: Указываем пути для Debug и Release, используя
|
||||||
|
# соглашение, что Debug имеет суффикс 'd', а Release — нет.
|
||||||
|
IMPORTED_LOCATION_DEBUG "${SDL2_INSTALL_DIR}/lib/SDL2maind.lib"
|
||||||
|
IMPORTED_LOCATION_RELEASE "${SDL2_INSTALL_DIR}/lib/SDL2main.lib"
|
||||||
|
INTERFACE_INCLUDE_DIRECTORIES "${SDL2_INSTALL_DIR}/include"
|
||||||
|
)
|
||||||
|
|
||||||
|
log("-----${SDL2_INSTALL_DIR}/lib/SDL2maind.lib")
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 3) libpng (v1.6.51.zip → libpng-1.6.51) - без изменений
|
||||||
|
# ===========================================
|
||||||
|
set(LIBPNG_SRC_DIR "${THIRDPARTY_DIR}/libpng-1.6.51")
|
||||||
|
set(LIBPNG_BUILD_DIR "${LIBPNG_SRC_DIR}/build")
|
||||||
|
set(LIBPNG_INSTALL_DIR "${LIBPNG_SRC_DIR}/install") # на будущее
|
||||||
|
|
||||||
|
file(MAKE_DIRECTORY "${LIBPNG_BUILD_DIR}")
|
||||||
|
|
||||||
|
# Проверяем, есть ли уже .lib (build/Debug или install/lib)
|
||||||
|
set(_libpng_candidates
|
||||||
|
"${LIBPNG_BUILD_DIR}/Debug/libpng16_staticd.lib"
|
||||||
|
"${LIBPNG_BUILD_DIR}/Release/libpng16_static.lib"
|
||||||
|
)
|
||||||
|
|
||||||
|
set(_have_png FALSE)
|
||||||
|
foreach(candidate IN LISTS _libpng_candidates)
|
||||||
|
if(EXISTS "${candidate}")
|
||||||
|
set(_have_png TRUE)
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
if(NOT _have_png)
|
||||||
|
log("Configuring libpng ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
-G "${CMAKE_GENERATOR}"
|
||||||
|
-S "${LIBPNG_SRC_DIR}"
|
||||||
|
-B "${LIBPNG_BUILD_DIR}"
|
||||||
|
-DCMAKE_INSTALL_PREFIX=${LIBPNG_INSTALL_DIR}
|
||||||
|
-DCMAKE_PREFIX_PATH=${ZLIB_INSTALL_DIR}
|
||||||
|
-DZLIB_ROOT=${ZLIB_INSTALL_DIR}
|
||||||
|
RESULT_VARIABLE _png_cfg_res
|
||||||
|
)
|
||||||
|
if(NOT _png_cfg_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "libpng configure failed")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# --- ИЗМЕНЕНИЕ: Цикл по конфигурациям Debug и Release ---
|
||||||
|
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||||
|
log("Building libpng (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--build "${LIBPNG_BUILD_DIR}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _png_build_res
|
||||||
|
)
|
||||||
|
if(NOT _png_build_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "libpng build failed for configuration ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# Поскольку вы не используете "cmake --install" для libpng,
|
||||||
|
# здесь нет необходимости в дополнительном шаге установки.
|
||||||
|
# Файлы .lib будут сгенерированы в подкаталоге ${LIBPNG_BUILD_DIR}/${cfg} (например, build/Debug или build/Release).
|
||||||
|
|
||||||
|
endforeach()
|
||||||
|
# ------------------------------------------------------
|
||||||
|
endif()
|
||||||
|
|
||||||
|
add_library(libpng_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||||
|
set_target_properties(libpng_external_lib PROPERTIES
|
||||||
|
# Предполагая, что libpng использует статический вариант
|
||||||
|
IMPORTED_LOCATION_DEBUG "${LIBPNG_BUILD_DIR}/Debug/libpng16_staticd.lib"
|
||||||
|
IMPORTED_LOCATION_RELEASE "${LIBPNG_BUILD_DIR}/Release/libpng16_static.lib"
|
||||||
|
|
||||||
|
# png.h, pngconf.h – в SRC, pnglibconf.h – в BUILD
|
||||||
|
INTERFACE_INCLUDE_DIRECTORIES "${LIBPNG_SRC_DIR};${LIBPNG_BUILD_DIR}"
|
||||||
|
)
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 4) libzip (v1.11.4.zip → libzip-1.11.4) - НОВАЯ ЗАВИСИМОСТЬ
|
||||||
|
# ===========================================
|
||||||
|
set(LIBZIP_SRC_DIR "${THIRDPARTY_DIR}/libzip-1.11.4")
|
||||||
|
set(LIBZIP_BUILD_DIR "${LIBZIP_SRC_DIR}/build")
|
||||||
|
#set(LIBZIP_INSTALL_DIR "${LIBZIP_SRC_DIR}/install")
|
||||||
|
set(LIBZIP_BASE_DIR "${LIBZIP_SRC_DIR}/install")
|
||||||
|
|
||||||
|
file(MAKE_DIRECTORY "${LIBZIP_BUILD_DIR}")
|
||||||
|
|
||||||
|
# Проверяем, собран ли уже libzip
|
||||||
|
set(_have_zip FALSE)
|
||||||
|
foreach(candidate
|
||||||
|
"${LIBZIP_BASE_DIR}-Debug/lib/zip.lib"
|
||||||
|
"${LIBZIP_BASE_DIR}-Release/lib/zip.lib"
|
||||||
|
)
|
||||||
|
if(EXISTS "${candidate}")
|
||||||
|
set(_have_zip TRUE)
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
if(NOT _have_zip)
|
||||||
|
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||||
|
log("Configuring libzip (${cfg})...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
-G "${CMAKE_GENERATOR}"
|
||||||
|
-S "${LIBZIP_SRC_DIR}"
|
||||||
|
-B "${LIBZIP_SRC_DIR}/build-${cfg}"
|
||||||
|
-DCMAKE_INSTALL_PREFIX=${LIBZIP_BASE_DIR}-${cfg}
|
||||||
|
-DCMAKE_PREFIX_PATH=${ZLIB_INSTALL_DIR}
|
||||||
|
-DZLIB_ROOT=${ZLIB_INSTALL_DIR}
|
||||||
|
-DENABLE_COMMONCRYPTO=OFF
|
||||||
|
-DENABLE_GNUTLS=OFF
|
||||||
|
-DENABLE_MBEDTLS=OFF
|
||||||
|
-DENABLE_OPENSSL=OFF
|
||||||
|
-DENABLE_WINDOWS_CRYPTO=OFF
|
||||||
|
-DENABLE_FUZZ=OFF
|
||||||
|
RESULT_VARIABLE _zip_cfg_res
|
||||||
|
)
|
||||||
|
if(NOT _zip_cfg_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "libzip configure failed")
|
||||||
|
endif()
|
||||||
|
log("Building libzip (${cfg}) ...")
|
||||||
|
|
||||||
|
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND} --build "${LIBZIP_SRC_DIR}/build-${cfg}" --config ${cfg} -v
|
||||||
|
RESULT_VARIABLE _zip_build_res
|
||||||
|
)
|
||||||
|
if(NOT _zip_build_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "libzip build failed for configuration ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Installing libzip (${cfg}) ...")
|
||||||
|
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND} --install "${LIBZIP_SRC_DIR}/build-${cfg}" --config ${cfg} -v
|
||||||
|
RESULT_VARIABLE _zip_inst_res
|
||||||
|
)
|
||||||
|
if(NOT _zip_inst_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "libzip install failed for configuration ${cfg}")
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
|
||||||
|
add_library(libzip_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||||
|
set_target_properties(libzip_external_lib PROPERTIES
|
||||||
|
IMPORTED_LOCATION_DEBUG "${LIBZIP_BASE_DIR}-Debug/lib/zip.lib" # ИСПРАВЛЕНО
|
||||||
|
IMPORTED_LOCATION_RELEASE "${LIBZIP_BASE_DIR}-Release/lib/zip.lib" # ИСПРАВЛЕНО
|
||||||
|
|
||||||
|
INTERFACE_INCLUDE_DIRECTORIES "$<IF:$<CONFIG:Debug>,${LIBZIP_BASE_DIR}-Debug/include,${LIBZIP_BASE_DIR}-Release/include>"
|
||||||
|
# libzip требует zlib для линковки
|
||||||
|
INTERFACE_LINK_LIBRARIES zlib_external_lib
|
||||||
|
)
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 5) FreeType (2.14.1) - dependency for SDL_ttf
|
||||||
|
# ===========================================
|
||||||
|
set(FREETYPE_SRC_DIR "${THIRDPARTY_DIR}/freetype-2.14.1")
|
||||||
|
set(FREETYPE_BASE_DIR "${FREETYPE_SRC_DIR}/install")
|
||||||
|
|
||||||
|
set(_have_freetype TRUE)
|
||||||
|
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||||
|
if(NOT EXISTS "${FREETYPE_BASE_DIR}-${cfg}/lib/freetype.lib" AND
|
||||||
|
NOT EXISTS "${FREETYPE_BASE_DIR}-${cfg}/lib/freetyped.lib")
|
||||||
|
set(_have_freetype FALSE)
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
if(NOT _have_freetype)
|
||||||
|
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||||
|
log("Configuring FreeType (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
-G "${CMAKE_GENERATOR}"
|
||||||
|
-S "${FREETYPE_SRC_DIR}"
|
||||||
|
-B "${FREETYPE_SRC_DIR}/build-${cfg}"
|
||||||
|
-DCMAKE_INSTALL_PREFIX=${FREETYPE_BASE_DIR}-${cfg}
|
||||||
|
-DCMAKE_PREFIX_PATH="${ZLIB_INSTALL_DIR};${LIBPNG_INSTALL_DIR}"
|
||||||
|
-DCMAKE_DISABLE_FIND_PACKAGE_HarfBuzz=TRUE
|
||||||
|
-DCMAKE_DISABLE_FIND_PACKAGE_BZip2=TRUE
|
||||||
|
-DFT_DISABLE_BROTLI=ON
|
||||||
|
-DBUILD_SHARED_LIBS=OFF
|
||||||
|
RESULT_VARIABLE _ft_cfg_res
|
||||||
|
)
|
||||||
|
if(NOT _ft_cfg_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "FreeType configure failed for ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Building FreeType (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--build "${FREETYPE_SRC_DIR}/build-${cfg}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _ft_build_res
|
||||||
|
)
|
||||||
|
if(NOT _ft_build_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "FreeType build failed for ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Installing FreeType (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--install "${FREETYPE_SRC_DIR}/build-${cfg}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _ft_inst_res
|
||||||
|
)
|
||||||
|
if(NOT _ft_inst_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "FreeType install failed for ${cfg}")
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
set(_ft_debug_lib "")
|
||||||
|
foreach(cand
|
||||||
|
"${FREETYPE_BASE_DIR}-Debug/lib/freetyped.lib"
|
||||||
|
"${FREETYPE_BASE_DIR}-Debug/lib/freetype.lib"
|
||||||
|
)
|
||||||
|
if(EXISTS "${cand}")
|
||||||
|
set(_ft_debug_lib "${cand}")
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
set(_ft_release_lib "")
|
||||||
|
foreach(cand
|
||||||
|
"${FREETYPE_BASE_DIR}-Release/lib/freetype.lib"
|
||||||
|
)
|
||||||
|
if(EXISTS "${cand}")
|
||||||
|
set(_ft_release_lib "${cand}")
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
if(_ft_debug_lib STREQUAL "" OR _ft_release_lib STREQUAL "")
|
||||||
|
message(FATAL_ERROR "FreeType libs not found in ${FREETYPE_BASE_DIR}-Debug/Release")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
add_library(freetype_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||||
|
set_target_properties(freetype_external_lib PROPERTIES
|
||||||
|
IMPORTED_LOCATION_DEBUG "${_ft_debug_lib}"
|
||||||
|
IMPORTED_LOCATION_RELEASE "${_ft_release_lib}"
|
||||||
|
)
|
||||||
|
target_include_directories(freetype_external_lib INTERFACE
|
||||||
|
"$<IF:$<CONFIG:Debug>,${FREETYPE_BASE_DIR}-Debug/include/freetype2,${FREETYPE_BASE_DIR}-Release/include/freetype2>"
|
||||||
|
"$<IF:$<CONFIG:Debug>,${FREETYPE_BASE_DIR}-Debug/include,${FREETYPE_BASE_DIR}-Release/include>"
|
||||||
|
)
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 6) SDL_ttf (2.24.0)
|
||||||
|
# ===========================================
|
||||||
|
set(SDL2TTF_SRC_DIR "${THIRDPARTY_DIR}/SDL_ttf-release-2.24.0")
|
||||||
|
set(SDL2TTF_BASE_DIR "${SDL2TTF_SRC_DIR}/install")
|
||||||
|
|
||||||
|
set(_have_sdl2ttf TRUE)
|
||||||
|
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||||
|
if(NOT EXISTS "${SDL2TTF_BASE_DIR}-${cfg}/lib/SDL2_ttf.lib" AND
|
||||||
|
NOT EXISTS "${SDL2TTF_BASE_DIR}-${cfg}/lib/SDL2_ttfd.lib")
|
||||||
|
set(_have_sdl2ttf FALSE)
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
if(NOT _have_sdl2ttf)
|
||||||
|
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||||
|
|
||||||
|
if(cfg STREQUAL "Debug")
|
||||||
|
set(_SDL2_LIB "${SDL2_INSTALL_DIR}/lib/SDL2d.lib")
|
||||||
|
else()
|
||||||
|
set(_SDL2_LIB "${SDL2_INSTALL_DIR}/lib/SDL2.lib")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
set(_FT_PREFIX "${FREETYPE_BASE_DIR}-${cfg}")
|
||||||
|
|
||||||
|
set(_FT_LIB "")
|
||||||
|
foreach(cand
|
||||||
|
"${_FT_PREFIX}/lib/freetyped.lib"
|
||||||
|
"${_FT_PREFIX}/lib/freetype.lib"
|
||||||
|
)
|
||||||
|
if(EXISTS "${cand}")
|
||||||
|
set(_FT_LIB "${cand}")
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
if(_FT_LIB STREQUAL "")
|
||||||
|
message(FATAL_ERROR "FreeType library not found for ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Configuring SDL_ttf (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
-G "${CMAKE_GENERATOR}"
|
||||||
|
-S "${SDL2TTF_SRC_DIR}"
|
||||||
|
-B "${SDL2TTF_SRC_DIR}/build-${cfg}"
|
||||||
|
-DCMAKE_INSTALL_PREFIX=${SDL2TTF_BASE_DIR}-${cfg}
|
||||||
|
-DCMAKE_PREFIX_PATH=${_FT_PREFIX};${SDL2_INSTALL_DIR}
|
||||||
|
-DSDL2_LIBRARY=${_SDL2_LIB}
|
||||||
|
-DSDL2_INCLUDE_DIR=${SDL2_INSTALL_DIR}/include/SDL2
|
||||||
|
-DFREETYPE_LIBRARY=${_FT_LIB}
|
||||||
|
-DFREETYPE_INCLUDE_DIR=${_FT_PREFIX}/include/freetype2
|
||||||
|
-DFREETYPE_INCLUDE_DIRS=${_FT_PREFIX}/include/freetype2
|
||||||
|
-DSDL2TTF_VENDORED=OFF
|
||||||
|
-DSDL2TTF_SAMPLES=OFF
|
||||||
|
RESULT_VARIABLE _ttf_cfg_res
|
||||||
|
)
|
||||||
|
if(NOT _ttf_cfg_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "SDL_ttf configure failed for ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Building SDL_ttf (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--build "${SDL2TTF_SRC_DIR}/build-${cfg}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _ttf_build_res
|
||||||
|
)
|
||||||
|
if(NOT _ttf_build_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "SDL_ttf build failed for ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Installing SDL_ttf (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--install "${SDL2TTF_SRC_DIR}/build-${cfg}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _ttf_inst_res
|
||||||
|
)
|
||||||
|
if(NOT _ttf_inst_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "SDL_ttf install failed for ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
endforeach()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
set(_ttf_debug_lib "")
|
||||||
|
foreach(cand
|
||||||
|
"${SDL2TTF_BASE_DIR}-Debug/lib/SDL2_ttfd.lib"
|
||||||
|
"${SDL2TTF_BASE_DIR}-Debug/lib/SDL2_ttf.lib"
|
||||||
|
)
|
||||||
|
if(EXISTS "${cand}")
|
||||||
|
set(_ttf_debug_lib "${cand}")
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
set(_ttf_release_lib "")
|
||||||
|
foreach(cand
|
||||||
|
"${SDL2TTF_BASE_DIR}-Release/lib/SDL2_ttf.lib"
|
||||||
|
)
|
||||||
|
if(EXISTS "${cand}")
|
||||||
|
set(_ttf_release_lib "${cand}")
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
if(_ttf_debug_lib STREQUAL "" OR _ttf_release_lib STREQUAL "")
|
||||||
|
message(FATAL_ERROR "SDL_ttf libs not found in install-Debug / install-Release")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
add_library(SDL2_ttf_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||||
|
set_target_properties(SDL2_ttf_external_lib PROPERTIES
|
||||||
|
IMPORTED_LOCATION_DEBUG "${_ttf_debug_lib}"
|
||||||
|
IMPORTED_LOCATION_RELEASE "${_ttf_release_lib}"
|
||||||
|
INTERFACE_INCLUDE_DIRECTORIES
|
||||||
|
"$<IF:$<CONFIG:Debug>,${SDL2TTF_BASE_DIR}-Debug/include,${SDL2TTF_BASE_DIR}-Release/include>;$<IF:$<CONFIG:Debug>,${SDL2TTF_BASE_DIR}-Debug/include/SDL2,${SDL2TTF_BASE_DIR}-Release/include/SDL2>"
|
||||||
|
INTERFACE_LINK_LIBRARIES
|
||||||
|
"SDL2_external_lib;freetype_external_lib"
|
||||||
|
)
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 7) Eigen (5.0.0.zip → eigen-5.0.0) - HEADER-ONLY
|
||||||
|
# ===========================================
|
||||||
|
set(EIGEN_SRC_DIR "${THIRDPARTY_DIR}/eigen-5.0.0")
|
||||||
|
|
||||||
|
if(NOT TARGET eigen_external_lib)
|
||||||
|
add_library(eigen_external_lib INTERFACE)
|
||||||
|
target_include_directories(eigen_external_lib INTERFACE "${EIGEN_SRC_DIR}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 8) Boost (1.90.0) - HEADER-ONLY
|
||||||
|
# ===========================================
|
||||||
|
set(BOOST_VERSION "1.90.0")
|
||||||
|
set(BOOST_ARCHIVE_NAME "boost_1_90_0.zip")
|
||||||
|
set(BOOST_ARCHIVE "${THIRDPARTY_DIR}/${BOOST_ARCHIVE_NAME}")
|
||||||
|
# Внутри архива папка называется boost_1_90_0
|
||||||
|
set(BOOST_SRC_DIR "${THIRDPARTY_DIR}/boost_1_90_0")
|
||||||
|
|
||||||
|
if(NOT TARGET boost_external_lib)
|
||||||
|
add_library(boost_external_lib INTERFACE)
|
||||||
|
# Boost заголовки находятся непосредственно в корне распакованной папки
|
||||||
|
target_include_directories(boost_external_lib INTERFACE "${BOOST_SRC_DIR}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 9) Lua (5.5.0) - embedded scripting language
|
||||||
|
# ===========================================
|
||||||
|
set(LUA_SRC_DIR "${THIRDPARTY_DIR}/lua-5.4.8")
|
||||||
|
|
||||||
|
if(NOT TARGET lua_static)
|
||||||
|
file(GLOB LUA_SOURCES "${LUA_SRC_DIR}/*.c")
|
||||||
|
# Exclude the standalone interpreter, compiler, and unity-build wrapper.
|
||||||
|
# onelua.c #includes all other .c files — compiling it alongside them
|
||||||
|
# causes every symbol to be defined twice.
|
||||||
|
list(REMOVE_ITEM LUA_SOURCES
|
||||||
|
"${LUA_SRC_DIR}/lua.c"
|
||||||
|
"${LUA_SRC_DIR}/luac.c"
|
||||||
|
"${LUA_SRC_DIR}/onelua.c"
|
||||||
|
)
|
||||||
|
|
||||||
|
add_library(lua_static STATIC ${LUA_SOURCES})
|
||||||
|
target_include_directories(lua_static PUBLIC "${LUA_SRC_DIR}")
|
||||||
|
target_compile_definitions(lua_static PRIVATE _CRT_SECURE_NO_WARNINGS)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 10) sol2 (3.3.0) - header-only C++ bindings for Lua
|
||||||
|
# ===========================================
|
||||||
|
set(SOL2_SRC_DIR "${THIRDPARTY_DIR}/sol2-3.3.0")
|
||||||
|
|
||||||
|
# Apply patch for Clang/Emscripten compatibility in optional<T&>::emplace().
|
||||||
|
# The sentinel file prevents re-applying on subsequent cmake runs.
|
||||||
|
set(_sol2_sentinel "${SOL2_SRC_DIR}/.patched")
|
||||||
|
if(NOT EXISTS "${_sol2_sentinel}")
|
||||||
|
find_package(Git QUIET)
|
||||||
|
if(GIT_FOUND)
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${GIT_EXECUTABLE} apply --ignore-whitespace
|
||||||
|
"${CMAKE_CURRENT_LIST_DIR}/patches/sol2-3.3.0-clang-optional.patch"
|
||||||
|
WORKING_DIRECTORY "${SOL2_SRC_DIR}"
|
||||||
|
RESULT_VARIABLE _sol2_patch_res
|
||||||
|
)
|
||||||
|
if(_sol2_patch_res EQUAL 0)
|
||||||
|
file(WRITE "${_sol2_sentinel}" "patched\n")
|
||||||
|
message(STATUS "Applied sol2 Clang optional patch")
|
||||||
|
else()
|
||||||
|
message(WARNING "sol2 patch failed (exit ${_sol2_patch_res}) — Clang/Emscripten builds may not compile")
|
||||||
|
endif()
|
||||||
|
else()
|
||||||
|
message(WARNING "Git not found — cannot apply sol2 patch automatically. "
|
||||||
|
"Apply cmake/patches/sol2-3.3.0-clang-optional.patch manually.")
|
||||||
|
endif()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
if(NOT TARGET sol2_external_lib)
|
||||||
|
add_library(sol2_external_lib INTERFACE)
|
||||||
|
target_include_directories(sol2_external_lib INTERFACE "${SOL2_SRC_DIR}/include")
|
||||||
|
target_link_libraries(sol2_external_lib INTERFACE lua_static)
|
||||||
|
endif()
|
||||||
|
|
||||||
|
# ===========================================
|
||||||
|
# 11) SDL2_mixer (2.8.0) – сборка из исходников
|
||||||
|
# ===========================================
|
||||||
|
set(SDL2MIXER_SRC_DIR "${THIRDPARTY_DIR}/SDL_mixer-release-2.8.0")
|
||||||
|
set(SDL2MIXER_BASE_DIR "${SDL2MIXER_SRC_DIR}/install")
|
||||||
|
set(SDL2MIXER_BASE_DIR "${SDL2MIXER_BASE_DIR}" CACHE PATH "SDL2_mixer install base directory" FORCE)
|
||||||
|
|
||||||
|
set(_have_sdl2mixer TRUE)
|
||||||
|
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||||
|
if(NOT EXISTS "${SDL2MIXER_BASE_DIR}-${cfg}/lib/SDL2_mixer.lib" AND
|
||||||
|
NOT EXISTS "${SDL2MIXER_BASE_DIR}-${cfg}/lib/SDL2_mixerd.lib")
|
||||||
|
set(_have_sdl2mixer FALSE)
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
if(NOT _have_sdl2mixer)
|
||||||
|
foreach(cfg IN LISTS BUILD_CONFIGS)
|
||||||
|
if(cfg STREQUAL "Debug")
|
||||||
|
set(_SDL2_LIB "${SDL2_INSTALL_DIR}/lib/SDL2d.lib")
|
||||||
|
else()
|
||||||
|
set(_SDL2_LIB "${SDL2_INSTALL_DIR}/lib/SDL2.lib")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Configuring SDL2_mixer (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
-G "${CMAKE_GENERATOR}"
|
||||||
|
-S "${SDL2MIXER_SRC_DIR}"
|
||||||
|
-B "${SDL2MIXER_SRC_DIR}/build-${cfg}"
|
||||||
|
-DCMAKE_INSTALL_PREFIX=${SDL2MIXER_BASE_DIR}-${cfg}
|
||||||
|
-DCMAKE_PREFIX_PATH=${SDL2_INSTALL_DIR}
|
||||||
|
-DSDL2_LIBRARY=${_SDL2_LIB}
|
||||||
|
-DSDL2_INCLUDE_DIR=${SDL2_INSTALL_DIR}/include/SDL2
|
||||||
|
-DSDL2MIXER_DEPS_SHARED=OFF
|
||||||
|
-DSDL2MIXER_VENDORED=ON
|
||||||
|
-DSDL2MIXER_SAMPLES=OFF
|
||||||
|
-DSDL2MIXER_MUSIC_CMD=OFF
|
||||||
|
-DSDL2MIXER_MOD=OFF
|
||||||
|
-DSDL2MIXER_MIDI=OFF
|
||||||
|
-DSDL2MIXER_OPUS=OFF
|
||||||
|
-DSDL2MIXER_WAVPACK=OFF
|
||||||
|
-DSDL2MIXER_MP3_MPG123=OFF
|
||||||
|
-DSDL2MIXER_MP3_DRMP3=ON
|
||||||
|
-DSDL2MIXER_FLAC_DRFLAC=ON
|
||||||
|
-DSDL2MIXER_OGG_STB=ON
|
||||||
|
-DCMAKE_DISABLE_FIND_PACKAGE_OGG=TRUE
|
||||||
|
-DCMAKE_DISABLE_FIND_PACKAGE_Vorbis=TRUE
|
||||||
|
-DCMAKE_DISABLE_FIND_PACKAGE_FLAC=TRUE
|
||||||
|
-DCMAKE_DISABLE_FIND_PACKAGE_MPG123=TRUE
|
||||||
|
-DCMAKE_DISABLE_FIND_PACKAGE_LibModPlug=TRUE
|
||||||
|
-DCMAKE_DISABLE_FIND_PACKAGE_FluidLite=TRUE
|
||||||
|
RESULT_VARIABLE _mixer_cfg_res
|
||||||
|
OUTPUT_VARIABLE _mixer_cfg_out
|
||||||
|
ERROR_VARIABLE _mixer_cfg_err
|
||||||
|
)
|
||||||
|
if(NOT _mixer_cfg_res EQUAL 0)
|
||||||
|
message(STATUS "SDL2_mixer configure stdout: ${_mixer_cfg_out}")
|
||||||
|
message(STATUS "SDL2_mixer configure stderr: ${_mixer_cfg_err}")
|
||||||
|
message(FATAL_ERROR "SDL2_mixer configure failed for ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Building SDL2_mixer (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--build "${SDL2MIXER_SRC_DIR}/build-${cfg}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _mixer_build_res
|
||||||
|
)
|
||||||
|
if(NOT _mixer_build_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "SDL2_mixer build failed for ${cfg}")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
log("Installing SDL2_mixer (${cfg}) ...")
|
||||||
|
execute_process(
|
||||||
|
COMMAND ${CMAKE_COMMAND}
|
||||||
|
--install "${SDL2MIXER_SRC_DIR}/build-${cfg}" --config ${cfg}
|
||||||
|
RESULT_VARIABLE _mixer_inst_res
|
||||||
|
)
|
||||||
|
if(NOT _mixer_inst_res EQUAL 0)
|
||||||
|
message(FATAL_ERROR "SDL2_mixer install failed for ${cfg}")
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
endif()
|
||||||
|
|
||||||
|
set(_mixer_debug_lib "")
|
||||||
|
foreach(cand
|
||||||
|
"${SDL2MIXER_BASE_DIR}-Debug/lib/SDL2_mixerd.lib"
|
||||||
|
"${SDL2MIXER_BASE_DIR}-Debug/lib/SDL2_mixer.lib"
|
||||||
|
)
|
||||||
|
if(EXISTS "${cand}")
|
||||||
|
set(_mixer_debug_lib "${cand}")
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
set(_mixer_release_lib "")
|
||||||
|
foreach(cand
|
||||||
|
"${SDL2MIXER_BASE_DIR}-Release/lib/SDL2_mixer.lib"
|
||||||
|
)
|
||||||
|
if(EXISTS "${cand}")
|
||||||
|
set(_mixer_release_lib "${cand}")
|
||||||
|
break()
|
||||||
|
endif()
|
||||||
|
endforeach()
|
||||||
|
|
||||||
|
if(_mixer_debug_lib STREQUAL "" OR _mixer_release_lib STREQUAL "")
|
||||||
|
message(FATAL_ERROR "SDL2_mixer libs not found in ${SDL2MIXER_BASE_DIR}-Debug/Release")
|
||||||
|
endif()
|
||||||
|
|
||||||
|
add_library(SDL2_mixer_external_lib UNKNOWN IMPORTED GLOBAL)
|
||||||
|
set_target_properties(SDL2_mixer_external_lib PROPERTIES
|
||||||
|
IMPORTED_LOCATION_DEBUG "${_mixer_debug_lib}"
|
||||||
|
IMPORTED_LOCATION_RELEASE "${_mixer_release_lib}"
|
||||||
|
INTERFACE_INCLUDE_DIRECTORIES
|
||||||
|
"$<IF:$<CONFIG:Debug>,${SDL2MIXER_BASE_DIR}-Debug/include,${SDL2MIXER_BASE_DIR}-Release/include>"
|
||||||
|
INTERFACE_LINK_LIBRARIES
|
||||||
|
"SDL2_external_lib"
|
||||||
|
)
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
--- a/include/sol/optional_implementation.hpp
|
||||||
|
+++ b/include/sol/optional_implementation.hpp
|
||||||
|
@@ -2189,7 +2189,10 @@
|
||||||
|
template <class... Args>
|
||||||
|
T& emplace(Args&&... args) noexcept {
|
||||||
|
static_assert(std::is_constructible<T, Args&&...>::value, "T must be constructible with Args");
|
||||||
|
|
||||||
|
*this = nullopt;
|
||||||
|
- this->construct(std::forward<Args>(args)...);
|
||||||
|
+ // Reference specialization stores a pointer; set it directly.
|
||||||
|
+ // construct() only exists in the non-reference specialization.
|
||||||
|
+ m_value = std::addressof(std::forward<Args>(args)...);
|
||||||
|
+ return *m_value;
|
||||||
|
}
|
||||||
@@ -1,36 +0,0 @@
|
|||||||
cmake_minimum_required(VERSION 3.10)
|
|
||||||
project(AudioPlayer)
|
|
||||||
|
|
||||||
set(CMAKE_CXX_STANDARD 17)
|
|
||||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
|
||||||
|
|
||||||
# Use pkg-config to find Vorbis
|
|
||||||
#find_package(PkgConfig REQUIRED)
|
|
||||||
#pkg_check_modules(VORBIS REQUIRED vorbis vorbisfile)
|
|
||||||
#pkg_check_modules(OGG REQUIRED ogg)
|
|
||||||
find_package(OpenAL REQUIRED)
|
|
||||||
|
|
||||||
add_library(audioplayer
|
|
||||||
src/AudioPlayer.cpp
|
|
||||||
include/AudioPlayer.hpp
|
|
||||||
)
|
|
||||||
|
|
||||||
target_include_directories(audioplayer
|
|
||||||
PUBLIC
|
|
||||||
${CMAKE_CURRENT_SOURCE_DIR}/include
|
|
||||||
${OPENAL_INCLUDE_DIR}
|
|
||||||
${VORBIS_INCLUDE_DIRS}
|
|
||||||
${OGG_INCLUDE_DIRS}
|
|
||||||
)
|
|
||||||
|
|
||||||
target_link_libraries(audioplayer
|
|
||||||
PUBLIC
|
|
||||||
${OPENAL_LIBRARY}
|
|
||||||
${VORBIS_LIBRARIES}
|
|
||||||
${OGG_LIBRARIES}
|
|
||||||
)
|
|
||||||
|
|
||||||
# Test executable
|
|
||||||
add_executable(test_audio examples/test_audio.cpp)
|
|
||||||
target_link_libraries(test_audio PRIVATE audioplayer stdc++fs)
|
|
||||||
#git add ../../sounds
|
|
||||||
@@ -1,32 +0,0 @@
|
|||||||
#include "AudioPlayer.hpp"
|
|
||||||
#include <iostream>
|
|
||||||
#include <thread>
|
|
||||||
#include <chrono>
|
|
||||||
#include <string>
|
|
||||||
|
|
||||||
int main() {
|
|
||||||
try {
|
|
||||||
AudioPlayer player;
|
|
||||||
const std::string filename = "Symphony No.6 (1st movement).ogg";
|
|
||||||
|
|
||||||
std::cout << "🔍 Looking for file: " << filename << " in sounds directory...\n";
|
|
||||||
|
|
||||||
if (!player.playFromSoundsDir(filename)) {
|
|
||||||
std::cout << "❌ Failed to play audio file\n";
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::cout << "✅ Playing symphony...\n";
|
|
||||||
|
|
||||||
// Check status for 30 seconds
|
|
||||||
for (int i = 0; i < 30; ++i) {
|
|
||||||
std::cout << "📊 Status: " << (player.isPlaying() ? "Playing ▶️" : "Stopped ⏹️") << "\n";
|
|
||||||
std::this_thread::sleep_for(std::chrono::seconds(1));
|
|
||||||
}
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
} catch (const std::exception& e) {
|
|
||||||
std::cerr << "❌ Error: " << e.what() << "\n";
|
|
||||||
return 1;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,37 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include <string>
|
|
||||||
#include <AL/al.h>
|
|
||||||
#include <AL/alc.h>
|
|
||||||
#include <vorbis/vorbisfile.h>
|
|
||||||
#include <vector>
|
|
||||||
#include <cstdint>
|
|
||||||
|
|
||||||
class AudioPlayer {
|
|
||||||
public:
|
|
||||||
AudioPlayer();
|
|
||||||
~AudioPlayer();
|
|
||||||
|
|
||||||
// Для музыки с зацикливанием (если filename пустой - продолжает играть текущую)
|
|
||||||
bool playMusic(const std::string& filename = "");
|
|
||||||
|
|
||||||
// Для одноразовых звуковых эффектов
|
|
||||||
bool playSound(const std::string& filename);
|
|
||||||
|
|
||||||
void stop();
|
|
||||||
bool isPlaying() const;
|
|
||||||
|
|
||||||
private:
|
|
||||||
ALCdevice* device;
|
|
||||||
ALCcontext* context;
|
|
||||||
ALuint musicSource; // Источник для музыки
|
|
||||||
ALuint soundSource; // Источник для звуков
|
|
||||||
ALuint musicBuffer; // Буфер для музыки
|
|
||||||
ALuint soundBuffer; // Буфер для звуков
|
|
||||||
bool playing;
|
|
||||||
std::string currentMusic; // Хранит имя текущего музыкального файла
|
|
||||||
|
|
||||||
std::vector<char> loadOgg(const std::string& filename, ALuint buffer);
|
|
||||||
std::string findFileInSounds(const std::string& filename);
|
|
||||||
bool isOggFile(const std::string& filename) const;
|
|
||||||
};
|
|
||||||
@@ -1,194 +0,0 @@
|
|||||||
#include "AudioPlayer.hpp"
|
|
||||||
#include <filesystem>
|
|
||||||
#include <fstream>
|
|
||||||
#include <iostream>
|
|
||||||
#include <stdexcept>
|
|
||||||
#include <cstdint>
|
|
||||||
#include <algorithm>
|
|
||||||
|
|
||||||
AudioPlayer::AudioPlayer() : device(nullptr), context(nullptr),
|
|
||||||
musicSource(0), soundSource(0), musicBuffer(0), soundBuffer(0), playing(false) {
|
|
||||||
device = alcOpenDevice(nullptr);
|
|
||||||
if (!device) {
|
|
||||||
throw std::runtime_error("Failed to open audio device");
|
|
||||||
}
|
|
||||||
|
|
||||||
context = alcCreateContext(device, nullptr);
|
|
||||||
if (!context) {
|
|
||||||
alcCloseDevice(device);
|
|
||||||
throw std::runtime_error("Failed to create audio context");
|
|
||||||
}
|
|
||||||
|
|
||||||
alcMakeContextCurrent(context);
|
|
||||||
alGenSources(1, &musicSource);
|
|
||||||
alGenSources(1, &soundSource);
|
|
||||||
alGenBuffers(1, &musicBuffer);
|
|
||||||
alGenBuffers(1, &soundBuffer);
|
|
||||||
}
|
|
||||||
|
|
||||||
AudioPlayer::~AudioPlayer() {
|
|
||||||
if (musicSource)
|
|
||||||
alDeleteSources(1, &musicSource);
|
|
||||||
if (soundSource)
|
|
||||||
alDeleteSources(1, &soundSource);
|
|
||||||
if (musicBuffer)
|
|
||||||
alDeleteBuffers(1, &musicBuffer);
|
|
||||||
if (soundBuffer)
|
|
||||||
alDeleteBuffers(1, &soundBuffer);
|
|
||||||
|
|
||||||
if (context) {
|
|
||||||
alcMakeContextCurrent(nullptr);
|
|
||||||
alcDestroyContext(context);
|
|
||||||
}
|
|
||||||
if (device)
|
|
||||||
alcCloseDevice(device);
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AudioPlayer::isOggFile(const std::string& filename) const {
|
|
||||||
std::string ext = std::filesystem::path(filename).extension().string();
|
|
||||||
std::transform(ext.begin(), ext.end(), ext.begin(), ::tolower);
|
|
||||||
return ext == ".ogg";
|
|
||||||
}
|
|
||||||
|
|
||||||
std::string AudioPlayer::findFileInSounds(const std::string& filename) {
|
|
||||||
// Primary search path - "sounds" directory next to executable
|
|
||||||
std::filesystem::path soundsDir = std::filesystem::current_path() / "sounds";
|
|
||||||
|
|
||||||
// Alternative search paths
|
|
||||||
std::vector<std::filesystem::path> altPaths = {
|
|
||||||
std::filesystem::current_path() / ".." / "sounds", // One level up
|
|
||||||
std::filesystem::current_path() / ".." / ".." / "sounds", // Two levels up
|
|
||||||
"/home/albert/gay-jam/ZeptoLabTest1/sounds" // Absolute path
|
|
||||||
};
|
|
||||||
|
|
||||||
std::cout << "🔍 Searching for \"" << filename << "\" in:\n";
|
|
||||||
std::cout << " " << soundsDir << "\n";
|
|
||||||
|
|
||||||
if (std::filesystem::exists(soundsDir / filename)) {
|
|
||||||
return (soundsDir / filename).string();
|
|
||||||
}
|
|
||||||
|
|
||||||
// Try alternative paths
|
|
||||||
for (const auto& path : altPaths) {
|
|
||||||
std::cout << " " << path << "\n";
|
|
||||||
if (std::filesystem::exists(path / filename)) {
|
|
||||||
return (path / filename).string();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
throw std::runtime_error("❌ File not found: " + filename);
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<char> AudioPlayer::loadOgg(const std::string& filename, ALuint buffer) {
|
|
||||||
FILE* file = fopen(filename.c_str(), "rb");
|
|
||||||
if (!file) {
|
|
||||||
throw std::runtime_error("Cannot open file: " + filename);
|
|
||||||
}
|
|
||||||
|
|
||||||
OggVorbis_File vf;
|
|
||||||
if (ov_open_callbacks(file, &vf, nullptr, 0, OV_CALLBACKS_DEFAULT) < 0) {
|
|
||||||
fclose(file);
|
|
||||||
throw std::runtime_error("Input not an Ogg file: " + filename);
|
|
||||||
}
|
|
||||||
|
|
||||||
vorbis_info* vi = ov_info(&vf, -1);
|
|
||||||
std::vector<char> audioData;
|
|
||||||
char data[4096];
|
|
||||||
int bitstream;
|
|
||||||
long bytes;
|
|
||||||
|
|
||||||
do {
|
|
||||||
bytes = ov_read(&vf, data, sizeof(data), 0, 2, 1, &bitstream);
|
|
||||||
if (bytes > 0) {
|
|
||||||
audioData.insert(audioData.end(), data, data + bytes);
|
|
||||||
}
|
|
||||||
} while (bytes > 0);
|
|
||||||
|
|
||||||
// Setup the buffer with the audio data
|
|
||||||
alBufferData(buffer,
|
|
||||||
(vi->channels == 1) ? AL_FORMAT_MONO16 : AL_FORMAT_STEREO16,
|
|
||||||
audioData.data(),
|
|
||||||
audioData.size(),
|
|
||||||
vi->rate);
|
|
||||||
|
|
||||||
ov_clear(&vf);
|
|
||||||
return audioData;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AudioPlayer::playMusic(const std::string& filename) {
|
|
||||||
try {
|
|
||||||
// Если filename пустой, просто проверяем играет ли музыка
|
|
||||||
if (filename.empty()) {
|
|
||||||
if (!isPlaying()) {
|
|
||||||
alSourcei(musicSource, AL_LOOPING, AL_TRUE); // Включаем зацикливание
|
|
||||||
alSourcePlay(musicSource);
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Если filename не пустой, загружаем новую музыку
|
|
||||||
if (!isOggFile(filename)) {
|
|
||||||
std::cerr << "❌ Error: Music file must be an .ogg file\n";
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::string fullPath = findFileInSounds(filename);
|
|
||||||
std::cout << "✅ Found music file: " << fullPath << "\n";
|
|
||||||
|
|
||||||
// Останавливаем текущую музыку
|
|
||||||
alSourceStop(musicSource);
|
|
||||||
|
|
||||||
// Загружаем и настраиваем новую музыку
|
|
||||||
loadOgg(fullPath, musicBuffer);
|
|
||||||
alSourcei(musicSource, AL_BUFFER, musicBuffer);
|
|
||||||
alSourcei(musicSource, AL_LOOPING, AL_TRUE); // Включаем зацикливание
|
|
||||||
|
|
||||||
std::cout << "▶️ Starting music playback... " << musicSource << std::endl;
|
|
||||||
std::cout << "▶️ Music buffer... " << musicBuffer << std::endl;
|
|
||||||
alSourcePlay(musicSource);
|
|
||||||
|
|
||||||
currentMusic = filename;
|
|
||||||
playing = true;
|
|
||||||
return true;
|
|
||||||
} catch (const std::exception& e) {
|
|
||||||
std::cerr << "❌ Error playing music: " << e.what() << std::endl;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AudioPlayer::playSound(const std::string& filename) {
|
|
||||||
try {
|
|
||||||
if (!isOggFile(filename)) {
|
|
||||||
std::cerr << "❌ Error: Sound file must be an .ogg file\n";
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
std::string fullPath = findFileInSounds(filename);
|
|
||||||
std::cout << "✅ Found sound file: " << fullPath << "\n";
|
|
||||||
|
|
||||||
// Загружаем и настраиваем звук
|
|
||||||
loadOgg(fullPath, soundBuffer);
|
|
||||||
alSourcei(soundSource, AL_BUFFER, soundBuffer);
|
|
||||||
alSourcei(soundSource, AL_LOOPING, AL_FALSE); // Выключаем зацикливание
|
|
||||||
|
|
||||||
std::cout << "▶️ Playing sound effect...\n";
|
|
||||||
alSourcePlay(soundSource);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
} catch (const std::exception& e) {
|
|
||||||
std::cerr << "❌ Error playing sound: " << e.what() << std::endl;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void AudioPlayer::stop() {
|
|
||||||
alSourceStop(musicSource);
|
|
||||||
alSourceStop(soundSource);
|
|
||||||
playing = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AudioPlayer::isPlaying() const {
|
|
||||||
ALint state;
|
|
||||||
alGetSourcei(musicSource, AL_SOURCE_STATE, &state);
|
|
||||||
return state == AL_PLAYING;
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,323 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Convert a text-based bone animation file to the BSAF binary format.
|
||||||
|
|
||||||
|
Usage:
|
||||||
|
python convert_anim_to_binary.py <input.txt> <output.bin>
|
||||||
|
|
||||||
|
Binary format (BSAF v2) -- all values little-endian:
|
||||||
|
|
||||||
|
HEADER
|
||||||
|
4 bytes magic "BSAF"
|
||||||
|
uint32 version (2)
|
||||||
|
|
||||||
|
BONES
|
||||||
|
uint32 numBones
|
||||||
|
per bone:
|
||||||
|
3 x float boneStartWorld (from HEAD_LOCAL)
|
||||||
|
float boneLength
|
||||||
|
9 x float 3x3 rotation matrix (row-major)
|
||||||
|
int32 parentIndex (-1 if none)
|
||||||
|
uint32 numChildren
|
||||||
|
numChildren x int32 childIndices
|
||||||
|
|
||||||
|
BONE NAMES (v2+)
|
||||||
|
per bone:
|
||||||
|
uint32 nameLen
|
||||||
|
nameLen bytes UTF-8 name (no terminator)
|
||||||
|
|
||||||
|
VERTICES
|
||||||
|
uint32 numVertices
|
||||||
|
numVertices x 3 x float positions
|
||||||
|
|
||||||
|
UV COORDINATES
|
||||||
|
uint32 numFaces
|
||||||
|
numFaces x 6 x float 3 UV pairs per face (u0,v0,u1,v1,u2,v2)
|
||||||
|
|
||||||
|
NORMALS
|
||||||
|
numVertices x 3 x float normals
|
||||||
|
|
||||||
|
TRIANGLES
|
||||||
|
uint32 numTriangles
|
||||||
|
numTriangles x 3 x int32 vertex indices
|
||||||
|
|
||||||
|
VERTEX WEIGHTS
|
||||||
|
per vertex (numVertices):
|
||||||
|
uint32 numGroups
|
||||||
|
numGroups x (int32 boneIndex, float weight)
|
||||||
|
|
||||||
|
ANIMATION KEYFRAMES
|
||||||
|
uint32 numKeyframes
|
||||||
|
per keyframe:
|
||||||
|
int32 frameNumber
|
||||||
|
per bone (numBones, in index order 0..N-1):
|
||||||
|
3 x float location
|
||||||
|
16 x float 4x4 matrix (row-major)
|
||||||
|
"""
|
||||||
|
|
||||||
|
import struct
|
||||||
|
import re
|
||||||
|
import sys
|
||||||
|
|
||||||
|
|
||||||
|
def parse_floats(line):
|
||||||
|
return [float(x) for x in re.findall(r'[-]?\d+\.\d+', line)]
|
||||||
|
|
||||||
|
|
||||||
|
def parse_first_int(line):
|
||||||
|
m = re.search(r'\d+', line)
|
||||||
|
if m:
|
||||||
|
return int(m.group())
|
||||||
|
raise ValueError(f"No integer found in: {line}")
|
||||||
|
|
||||||
|
|
||||||
|
def parse_children(line):
|
||||||
|
return re.findall(r"'([^']+)'", line)
|
||||||
|
|
||||||
|
|
||||||
|
def convert(input_path, output_path):
|
||||||
|
with open(input_path, 'r', encoding='utf-8', errors='replace') as f:
|
||||||
|
lines = f.readlines()
|
||||||
|
|
||||||
|
idx = 0
|
||||||
|
|
||||||
|
def next_line():
|
||||||
|
nonlocal idx
|
||||||
|
line = lines[idx].rstrip()
|
||||||
|
idx += 1
|
||||||
|
return line
|
||||||
|
|
||||||
|
# --- Skip armature matrix (5 lines) ---
|
||||||
|
for _ in range(5):
|
||||||
|
next_line()
|
||||||
|
|
||||||
|
# --- Bone count ---
|
||||||
|
line = next_line() # "=== Armature Bones: 65"
|
||||||
|
num_bones = parse_first_int(line)
|
||||||
|
|
||||||
|
bone_names = []
|
||||||
|
bones = []
|
||||||
|
bone_parent_names = []
|
||||||
|
bone_children_names = []
|
||||||
|
|
||||||
|
for _ in range(num_bones):
|
||||||
|
bone = {}
|
||||||
|
|
||||||
|
# "Bone: mixamorig:Hips"
|
||||||
|
line = next_line()
|
||||||
|
bone_name = line[6:]
|
||||||
|
bone_names.append(bone_name)
|
||||||
|
|
||||||
|
# " HEAD_LOCAL: <Vector (x, y, z)>"
|
||||||
|
line = next_line()
|
||||||
|
bone['head'] = parse_floats(line)[:3]
|
||||||
|
|
||||||
|
# " TAIL_LOCAL: ..." -- skip
|
||||||
|
next_line()
|
||||||
|
|
||||||
|
# " Length: 0.123"
|
||||||
|
line = next_line()
|
||||||
|
bone['length'] = parse_floats(line)[0]
|
||||||
|
|
||||||
|
# 3x3 matrix (3 rows)
|
||||||
|
mat = []
|
||||||
|
for _ in range(3):
|
||||||
|
mat.extend(parse_floats(next_line()))
|
||||||
|
bone['matrix_3x3'] = mat
|
||||||
|
|
||||||
|
# " Parent: None" or " Parent: boneName"
|
||||||
|
line = next_line()
|
||||||
|
if line == " Parent: None":
|
||||||
|
bone_parent_names.append(None)
|
||||||
|
else:
|
||||||
|
bone_parent_names.append(line[10:])
|
||||||
|
|
||||||
|
# " Children: ['a', 'b'] or []"
|
||||||
|
line = next_line()
|
||||||
|
bone_children_names.append(parse_children(line))
|
||||||
|
|
||||||
|
bones.append(bone)
|
||||||
|
|
||||||
|
# Build name -> index map
|
||||||
|
name_to_idx = {name: i for i, name in enumerate(bone_names)}
|
||||||
|
|
||||||
|
# Resolve parent / child indices
|
||||||
|
for i in range(num_bones):
|
||||||
|
if bone_parent_names[i] is None:
|
||||||
|
bones[i]['parent'] = -1
|
||||||
|
else:
|
||||||
|
bones[i]['parent'] = name_to_idx[bone_parent_names[i]]
|
||||||
|
bones[i]['children'] = [name_to_idx[c] for c in bone_children_names[i]]
|
||||||
|
|
||||||
|
# --- Vertices ---
|
||||||
|
line = next_line() # "===Vertices: 5140"
|
||||||
|
num_vertices = parse_first_int(line)
|
||||||
|
|
||||||
|
vertices = []
|
||||||
|
for _ in range(num_vertices):
|
||||||
|
vertices.append(parse_floats(next_line())[:3])
|
||||||
|
|
||||||
|
# --- UV Coordinates ---
|
||||||
|
next_line() # "===UV Coordinates:"
|
||||||
|
line = next_line() # "Face count: 8602"
|
||||||
|
num_faces = parse_first_int(line)
|
||||||
|
|
||||||
|
uvs = []
|
||||||
|
for _ in range(num_faces):
|
||||||
|
next_line() # "Face N"
|
||||||
|
next_line() # "UV Count: 3"
|
||||||
|
face_uvs = []
|
||||||
|
for _ in range(3):
|
||||||
|
face_uvs.extend(parse_floats(next_line())[:2])
|
||||||
|
uvs.append(face_uvs) # 6 floats
|
||||||
|
|
||||||
|
# --- Normals ---
|
||||||
|
next_line() # "===Normals:"
|
||||||
|
|
||||||
|
normals = []
|
||||||
|
for _ in range(num_vertices):
|
||||||
|
normals.append(parse_floats(next_line())[:3])
|
||||||
|
|
||||||
|
# --- Triangles ---
|
||||||
|
line = next_line() # "===Triangles: 8602"
|
||||||
|
num_triangles = parse_first_int(line)
|
||||||
|
|
||||||
|
triangles = []
|
||||||
|
for _ in range(num_triangles):
|
||||||
|
line = next_line()
|
||||||
|
ints = [int(x) for x in re.findall(r'[-]?\d+', line)]
|
||||||
|
triangles.append(ints[:3])
|
||||||
|
|
||||||
|
# --- Vertex Weights ---
|
||||||
|
next_line() # "=== Vertex Weights ..."
|
||||||
|
|
||||||
|
vertex_weights = []
|
||||||
|
for _ in range(num_vertices):
|
||||||
|
next_line() # "Vertex N:"
|
||||||
|
line = next_line() # "Vertex groups: 2"
|
||||||
|
num_groups = parse_first_int(line)
|
||||||
|
|
||||||
|
groups = []
|
||||||
|
for _ in range(num_groups):
|
||||||
|
line = next_line()
|
||||||
|
m = re.search(r"'([^']+)'.*?([-]?\d+\.\d+)", line)
|
||||||
|
bone_name = m.group(1)
|
||||||
|
weight = float(m.group(2))
|
||||||
|
groups.append((name_to_idx[bone_name], weight))
|
||||||
|
|
||||||
|
vertex_weights.append(groups)
|
||||||
|
|
||||||
|
# --- Animation Keyframes ---
|
||||||
|
next_line() # "=== Animation Keyframes ==="
|
||||||
|
next_line() # "=== Bone Transforms per Keyframe ==="
|
||||||
|
line = next_line() # "Keyframes: 32"
|
||||||
|
num_keyframes = parse_first_int(line)
|
||||||
|
|
||||||
|
keyframes = []
|
||||||
|
for _ in range(num_keyframes):
|
||||||
|
line = next_line() # "Frame: 0"
|
||||||
|
frame_number = parse_first_int(line)
|
||||||
|
|
||||||
|
bone_data = {}
|
||||||
|
for _ in range(num_bones):
|
||||||
|
line = next_line() # " Bone: mixamorig:Hips"
|
||||||
|
bone_name = line.strip()
|
||||||
|
if bone_name.startswith("Bone: "):
|
||||||
|
bone_name = bone_name[6:]
|
||||||
|
bone_idx = name_to_idx[bone_name]
|
||||||
|
|
||||||
|
# Location
|
||||||
|
location = parse_floats(next_line())[:3]
|
||||||
|
|
||||||
|
# Rotation (skip)
|
||||||
|
next_line()
|
||||||
|
|
||||||
|
# " Matrix:" (skip header)
|
||||||
|
next_line()
|
||||||
|
|
||||||
|
# 4 rows of 4 floats
|
||||||
|
matrix = []
|
||||||
|
for _ in range(4):
|
||||||
|
matrix.extend(parse_floats(next_line()))
|
||||||
|
|
||||||
|
bone_data[bone_idx] = {
|
||||||
|
'location': location,
|
||||||
|
'matrix': matrix,
|
||||||
|
}
|
||||||
|
|
||||||
|
keyframes.append((frame_number, bone_data))
|
||||||
|
|
||||||
|
# ================================================================
|
||||||
|
# Write binary file
|
||||||
|
# ================================================================
|
||||||
|
with open(output_path, 'wb') as out:
|
||||||
|
# Header
|
||||||
|
out.write(b'BSAF')
|
||||||
|
out.write(struct.pack('<I', 2))
|
||||||
|
|
||||||
|
# Bones
|
||||||
|
out.write(struct.pack('<I', num_bones))
|
||||||
|
for i in range(num_bones):
|
||||||
|
b = bones[i]
|
||||||
|
out.write(struct.pack('<3f', *b['head']))
|
||||||
|
out.write(struct.pack('<f', b['length']))
|
||||||
|
out.write(struct.pack('<9f', *b['matrix_3x3']))
|
||||||
|
out.write(struct.pack('<i', b['parent']))
|
||||||
|
out.write(struct.pack('<I', len(b['children'])))
|
||||||
|
for c in b['children']:
|
||||||
|
out.write(struct.pack('<i', c))
|
||||||
|
|
||||||
|
# Bone names (v2+)
|
||||||
|
for name in bone_names:
|
||||||
|
name_bytes = name.encode('utf-8')
|
||||||
|
out.write(struct.pack('<I', len(name_bytes)))
|
||||||
|
out.write(name_bytes)
|
||||||
|
|
||||||
|
# Vertices
|
||||||
|
out.write(struct.pack('<I', num_vertices))
|
||||||
|
for v in vertices:
|
||||||
|
out.write(struct.pack('<3f', *v))
|
||||||
|
|
||||||
|
# UV Coordinates
|
||||||
|
out.write(struct.pack('<I', num_faces))
|
||||||
|
for uv in uvs:
|
||||||
|
out.write(struct.pack('<6f', *uv))
|
||||||
|
|
||||||
|
# Normals
|
||||||
|
for n in normals:
|
||||||
|
out.write(struct.pack('<3f', *n))
|
||||||
|
|
||||||
|
# Triangles
|
||||||
|
out.write(struct.pack('<I', num_triangles))
|
||||||
|
for t in triangles:
|
||||||
|
out.write(struct.pack('<3i', *t))
|
||||||
|
|
||||||
|
# Vertex Weights
|
||||||
|
for vw in vertex_weights:
|
||||||
|
out.write(struct.pack('<I', len(vw)))
|
||||||
|
for bone_idx, weight in vw:
|
||||||
|
out.write(struct.pack('<if', bone_idx, weight))
|
||||||
|
|
||||||
|
# Animation Keyframes
|
||||||
|
out.write(struct.pack('<I', num_keyframes))
|
||||||
|
for frame_num, bone_data in keyframes:
|
||||||
|
out.write(struct.pack('<i', frame_num))
|
||||||
|
for i in range(num_bones):
|
||||||
|
bd = bone_data[i]
|
||||||
|
out.write(struct.pack('<3f', *bd['location']))
|
||||||
|
out.write(struct.pack('<16f', *bd['matrix']))
|
||||||
|
|
||||||
|
input_size = sum(len(l) for l in lines)
|
||||||
|
import os
|
||||||
|
output_size = os.path.getsize(output_path)
|
||||||
|
print(f"Converted: {input_path} ({input_size:,} bytes text) -> {output_path} ({output_size:,} bytes binary)")
|
||||||
|
print(f" Bones: {num_bones}, Vertices: {num_vertices}, Faces: {num_faces}, "
|
||||||
|
f"Triangles: {num_triangles}, Keyframes: {num_keyframes}")
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
if len(sys.argv) != 3:
|
||||||
|
print(f"Usage: {sys.argv[0]} <input.txt> <output.bin>")
|
||||||
|
sys.exit(1)
|
||||||
|
|
||||||
|
convert(sys.argv[1], sys.argv[2])
|
||||||
@@ -0,0 +1,370 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Convert a text-based multi-mesh bone animation file to the BSMF binary format.
|
||||||
|
|
||||||
|
Usage:
|
||||||
|
python convert_anim_to_binary_new.py <input.txt> <output.bin>
|
||||||
|
|
||||||
|
Binary format (BSMF v2) -- all values little-endian:
|
||||||
|
|
||||||
|
HEADER
|
||||||
|
4 bytes magic "BSMF"
|
||||||
|
uint32 version (2)
|
||||||
|
|
||||||
|
ARMATURE MATRIX
|
||||||
|
16 x float 4x4 matrix (row-major)
|
||||||
|
|
||||||
|
BONES
|
||||||
|
uint32 numBones
|
||||||
|
per bone:
|
||||||
|
3 x float boneStartWorld (from HEAD_LOCAL)
|
||||||
|
float boneLength
|
||||||
|
9 x float 3x3 rotation matrix (row-major)
|
||||||
|
int32 parentIndex (-1 if none)
|
||||||
|
uint32 numChildren
|
||||||
|
numChildren x int32 childIndices
|
||||||
|
|
||||||
|
BONE NAMES
|
||||||
|
per bone:
|
||||||
|
uint32 nameLen
|
||||||
|
nameLen bytes UTF-8 name (no terminator)
|
||||||
|
|
||||||
|
MESHES
|
||||||
|
uint32 numMeshes
|
||||||
|
per mesh:
|
||||||
|
uint32 nameLength
|
||||||
|
nameLength x char meshName (UTF-8, no null terminator)
|
||||||
|
|
||||||
|
VERTICES
|
||||||
|
uint32 numVertices
|
||||||
|
numVertices x 3 x float positions
|
||||||
|
|
||||||
|
UV COORDINATES
|
||||||
|
uint32 numFaces
|
||||||
|
numFaces x 6 x float 3 UV pairs per face (u0,v0,u1,v1,u2,v2)
|
||||||
|
|
||||||
|
NORMALS
|
||||||
|
numVertices x 3 x float normals
|
||||||
|
|
||||||
|
TRIANGLES
|
||||||
|
uint32 numTriangles
|
||||||
|
numTriangles x 3 x int32 vertex indices
|
||||||
|
|
||||||
|
VERTEX WEIGHTS
|
||||||
|
per vertex (numVertices):
|
||||||
|
uint32 numGroups
|
||||||
|
numGroups x (int32 boneIndex, float weight)
|
||||||
|
|
||||||
|
ANIMATION KEYFRAMES
|
||||||
|
uint32 numKeyframes
|
||||||
|
per keyframe:
|
||||||
|
int32 frameNumber
|
||||||
|
per bone (numBones, in index order 0..N-1):
|
||||||
|
3 x float location
|
||||||
|
16 x float 4x4 matrix (row-major)
|
||||||
|
"""
|
||||||
|
|
||||||
|
import struct
|
||||||
|
import re
|
||||||
|
import sys
|
||||||
|
|
||||||
|
|
||||||
|
def parse_floats(line):
|
||||||
|
return [float(x) for x in re.findall(r'[-]?\d+\.\d+', line)]
|
||||||
|
|
||||||
|
|
||||||
|
def parse_first_int(line):
|
||||||
|
m = re.search(r'\d+', line)
|
||||||
|
if m:
|
||||||
|
return int(m.group())
|
||||||
|
raise ValueError(f"No integer found in: {line}")
|
||||||
|
|
||||||
|
|
||||||
|
def parse_children(line):
|
||||||
|
return re.findall(r"'([^']+)'", line)
|
||||||
|
|
||||||
|
|
||||||
|
def convert(input_path, output_path):
|
||||||
|
with open(input_path, 'r', encoding='utf-8', errors='replace') as f:
|
||||||
|
lines = f.readlines()
|
||||||
|
|
||||||
|
idx = 0
|
||||||
|
|
||||||
|
def next_line():
|
||||||
|
nonlocal idx
|
||||||
|
line = lines[idx].rstrip()
|
||||||
|
idx += 1
|
||||||
|
return line
|
||||||
|
|
||||||
|
# --- Armature matrix header + 4 rows ---
|
||||||
|
next_line() # "=== Armature Matrix ==="
|
||||||
|
armature_matrix = []
|
||||||
|
for _ in range(4):
|
||||||
|
armature_matrix.extend(parse_floats(next_line())[:4])
|
||||||
|
|
||||||
|
# --- Bone count ---
|
||||||
|
line = next_line() # "=== Armature Bones: 65"
|
||||||
|
num_bones = parse_first_int(line)
|
||||||
|
|
||||||
|
bone_names = []
|
||||||
|
bones = []
|
||||||
|
bone_parent_names = []
|
||||||
|
bone_children_names = []
|
||||||
|
|
||||||
|
for _ in range(num_bones):
|
||||||
|
bone = {}
|
||||||
|
|
||||||
|
# "Bone: mixamorig:Hips"
|
||||||
|
line = next_line()
|
||||||
|
bone_name = line[6:]
|
||||||
|
bone_names.append(bone_name)
|
||||||
|
|
||||||
|
# " HEAD_LOCAL: <Vector (x, y, z)>"
|
||||||
|
line = next_line()
|
||||||
|
bone['head'] = parse_floats(line)[:3]
|
||||||
|
|
||||||
|
# " TAIL_LOCAL: ..." -- skip
|
||||||
|
next_line()
|
||||||
|
|
||||||
|
# " Length: 0.123"
|
||||||
|
line = next_line()
|
||||||
|
bone['length'] = parse_floats(line)[0]
|
||||||
|
|
||||||
|
# 3x3 matrix (3 rows)
|
||||||
|
mat = []
|
||||||
|
for _ in range(3):
|
||||||
|
mat.extend(parse_floats(next_line()))
|
||||||
|
bone['matrix_3x3'] = mat
|
||||||
|
|
||||||
|
# " Parent: None" or " Parent: boneName"
|
||||||
|
line = next_line()
|
||||||
|
if line == " Parent: None":
|
||||||
|
bone_parent_names.append(None)
|
||||||
|
else:
|
||||||
|
bone_parent_names.append(line[10:])
|
||||||
|
|
||||||
|
# " Children: ['a', 'b'] or []"
|
||||||
|
line = next_line()
|
||||||
|
bone_children_names.append(parse_children(line))
|
||||||
|
|
||||||
|
bones.append(bone)
|
||||||
|
|
||||||
|
# Build name -> index map
|
||||||
|
name_to_idx = {name: i for i, name in enumerate(bone_names)}
|
||||||
|
|
||||||
|
# Resolve parent / child indices
|
||||||
|
for i in range(num_bones):
|
||||||
|
if bone_parent_names[i] is None:
|
||||||
|
bones[i]['parent'] = -1
|
||||||
|
else:
|
||||||
|
bones[i]['parent'] = name_to_idx[bone_parent_names[i]]
|
||||||
|
bones[i]['children'] = [name_to_idx[c] for c in bone_children_names[i]]
|
||||||
|
|
||||||
|
# --- Multi-mesh header ---
|
||||||
|
line = next_line() # "=== TOTAL MESHES TO EXPORT: 7 ==="
|
||||||
|
num_meshes = parse_first_int(line)
|
||||||
|
|
||||||
|
meshes = []
|
||||||
|
|
||||||
|
for _ in range(num_meshes):
|
||||||
|
# "=== Mesh Object: Name ==="
|
||||||
|
line = next_line()
|
||||||
|
m = re.match(r"===\s*Mesh Object:\s*(.+?)\s*===$", line)
|
||||||
|
if not m:
|
||||||
|
raise ValueError(f"Invalid mesh header: {line}")
|
||||||
|
mesh_name = m.group(1)
|
||||||
|
|
||||||
|
# --- Vertices ---
|
||||||
|
line = next_line() # "===Vertices: N"
|
||||||
|
num_vertices = parse_first_int(line)
|
||||||
|
|
||||||
|
vertices = []
|
||||||
|
for _ in range(num_vertices):
|
||||||
|
vertices.append(parse_floats(next_line())[:3])
|
||||||
|
|
||||||
|
# --- UV Coordinates ---
|
||||||
|
next_line() # "===UV Coordinates:"
|
||||||
|
line = next_line() # "Face count: M"
|
||||||
|
num_faces = parse_first_int(line)
|
||||||
|
|
||||||
|
uvs = []
|
||||||
|
for _ in range(num_faces):
|
||||||
|
next_line() # "Face N"
|
||||||
|
next_line() # "UV Count: 3"
|
||||||
|
face_uvs = []
|
||||||
|
for _ in range(3):
|
||||||
|
face_uvs.extend(parse_floats(next_line())[:2])
|
||||||
|
uvs.append(face_uvs)
|
||||||
|
|
||||||
|
# --- Normals ---
|
||||||
|
next_line() # "===Normals:"
|
||||||
|
normals = []
|
||||||
|
for _ in range(num_vertices):
|
||||||
|
normals.append(parse_floats(next_line())[:3])
|
||||||
|
|
||||||
|
# --- Triangles ---
|
||||||
|
line = next_line() # "===Triangles: M"
|
||||||
|
num_triangles = parse_first_int(line)
|
||||||
|
|
||||||
|
triangles = []
|
||||||
|
for _ in range(num_triangles):
|
||||||
|
line = next_line()
|
||||||
|
ints = [int(x) for x in re.findall(r'[-]?\d+', line)]
|
||||||
|
triangles.append(ints[:3])
|
||||||
|
|
||||||
|
# --- Vertex Weights ---
|
||||||
|
next_line() # "=== Vertex Weights (Max 5 bones per vertex) ==="
|
||||||
|
vertex_weights = []
|
||||||
|
for _ in range(num_vertices):
|
||||||
|
next_line() # "Vertex N:"
|
||||||
|
line = next_line() # "Vertex groups: K"
|
||||||
|
num_groups = parse_first_int(line)
|
||||||
|
|
||||||
|
groups = []
|
||||||
|
for _ in range(num_groups):
|
||||||
|
line = next_line()
|
||||||
|
m = re.search(r"'([^']+)'.*?([-]?\d+\.\d+)", line)
|
||||||
|
bone_name = m.group(1)
|
||||||
|
weight = float(m.group(2))
|
||||||
|
groups.append((name_to_idx[bone_name], weight))
|
||||||
|
|
||||||
|
vertex_weights.append(groups)
|
||||||
|
|
||||||
|
meshes.append({
|
||||||
|
'name': mesh_name,
|
||||||
|
'num_vertices': num_vertices,
|
||||||
|
'vertices': vertices,
|
||||||
|
'num_faces': num_faces,
|
||||||
|
'uvs': uvs,
|
||||||
|
'normals': normals,
|
||||||
|
'num_triangles': num_triangles,
|
||||||
|
'triangles': triangles,
|
||||||
|
'vertex_weights': vertex_weights,
|
||||||
|
})
|
||||||
|
|
||||||
|
# --- Animation Keyframes ---
|
||||||
|
next_line() # "=== Animation Keyframes ==="
|
||||||
|
next_line() # "=== Bone Transforms per Keyframe ==="
|
||||||
|
line = next_line() # "Keyframes: N"
|
||||||
|
num_keyframes = parse_first_int(line)
|
||||||
|
|
||||||
|
keyframes = []
|
||||||
|
for _ in range(num_keyframes):
|
||||||
|
line = next_line() # "Frame: N"
|
||||||
|
frame_number = parse_first_int(line)
|
||||||
|
|
||||||
|
bone_data = {}
|
||||||
|
for _ in range(num_bones):
|
||||||
|
line = next_line() # " Bone: mixamorig:Hips"
|
||||||
|
bone_name = line.strip()
|
||||||
|
if bone_name.startswith("Bone: "):
|
||||||
|
bone_name = bone_name[6:]
|
||||||
|
bone_idx = name_to_idx[bone_name]
|
||||||
|
|
||||||
|
# Location
|
||||||
|
location = parse_floats(next_line())[:3]
|
||||||
|
|
||||||
|
# Rotation (skip)
|
||||||
|
next_line()
|
||||||
|
|
||||||
|
# " Matrix:" (skip header)
|
||||||
|
next_line()
|
||||||
|
|
||||||
|
# 4 rows of 4 floats
|
||||||
|
matrix = []
|
||||||
|
for _ in range(4):
|
||||||
|
matrix.extend(parse_floats(next_line()))
|
||||||
|
|
||||||
|
bone_data[bone_idx] = {
|
||||||
|
'location': location,
|
||||||
|
'matrix': matrix,
|
||||||
|
}
|
||||||
|
|
||||||
|
keyframes.append((frame_number, bone_data))
|
||||||
|
|
||||||
|
# ================================================================
|
||||||
|
# Write binary file
|
||||||
|
# ================================================================
|
||||||
|
with open(output_path, 'wb') as out:
|
||||||
|
# Header
|
||||||
|
out.write(b'BSMF')
|
||||||
|
out.write(struct.pack('<I', 2))
|
||||||
|
|
||||||
|
# Armature matrix (16 floats, row-major)
|
||||||
|
out.write(struct.pack('<16f', *armature_matrix))
|
||||||
|
|
||||||
|
# Bones
|
||||||
|
out.write(struct.pack('<I', num_bones))
|
||||||
|
for i in range(num_bones):
|
||||||
|
b = bones[i]
|
||||||
|
out.write(struct.pack('<3f', *b['head']))
|
||||||
|
out.write(struct.pack('<f', b['length']))
|
||||||
|
out.write(struct.pack('<9f', *b['matrix_3x3']))
|
||||||
|
out.write(struct.pack('<i', b['parent']))
|
||||||
|
out.write(struct.pack('<I', len(b['children'])))
|
||||||
|
for c in b['children']:
|
||||||
|
out.write(struct.pack('<i', c))
|
||||||
|
|
||||||
|
# Bone names
|
||||||
|
for name in bone_names:
|
||||||
|
name_bytes = name.encode('utf-8')
|
||||||
|
out.write(struct.pack('<I', len(name_bytes)))
|
||||||
|
out.write(name_bytes)
|
||||||
|
|
||||||
|
# Meshes
|
||||||
|
out.write(struct.pack('<I', num_meshes))
|
||||||
|
for md in meshes:
|
||||||
|
name_bytes = md['name'].encode('utf-8')
|
||||||
|
out.write(struct.pack('<I', len(name_bytes)))
|
||||||
|
out.write(name_bytes)
|
||||||
|
|
||||||
|
# Vertices
|
||||||
|
out.write(struct.pack('<I', md['num_vertices']))
|
||||||
|
for v in md['vertices']:
|
||||||
|
out.write(struct.pack('<3f', *v))
|
||||||
|
|
||||||
|
# UV Coordinates
|
||||||
|
out.write(struct.pack('<I', md['num_faces']))
|
||||||
|
for uv in md['uvs']:
|
||||||
|
out.write(struct.pack('<6f', *uv))
|
||||||
|
|
||||||
|
# Normals
|
||||||
|
for n in md['normals']:
|
||||||
|
out.write(struct.pack('<3f', *n))
|
||||||
|
|
||||||
|
# Triangles
|
||||||
|
out.write(struct.pack('<I', md['num_triangles']))
|
||||||
|
for t in md['triangles']:
|
||||||
|
out.write(struct.pack('<3i', *t))
|
||||||
|
|
||||||
|
# Vertex weights
|
||||||
|
for vw in md['vertex_weights']:
|
||||||
|
out.write(struct.pack('<I', len(vw)))
|
||||||
|
for bone_idx, weight in vw:
|
||||||
|
out.write(struct.pack('<if', bone_idx, weight))
|
||||||
|
|
||||||
|
# Animation Keyframes
|
||||||
|
out.write(struct.pack('<I', num_keyframes))
|
||||||
|
for frame_num, bone_data in keyframes:
|
||||||
|
out.write(struct.pack('<i', frame_num))
|
||||||
|
for i in range(num_bones):
|
||||||
|
bd = bone_data[i]
|
||||||
|
out.write(struct.pack('<3f', *bd['location']))
|
||||||
|
out.write(struct.pack('<16f', *bd['matrix']))
|
||||||
|
|
||||||
|
input_size = sum(len(l) for l in lines)
|
||||||
|
import os
|
||||||
|
output_size = os.path.getsize(output_path)
|
||||||
|
print(f"Converted: {input_path} ({input_size:,} bytes text) -> {output_path} ({output_size:,} bytes binary)")
|
||||||
|
print(f" Bones: {num_bones}, Meshes: {num_meshes}, Keyframes: {num_keyframes}")
|
||||||
|
for md in meshes:
|
||||||
|
print(f" - {md['name']}: {md['num_vertices']} verts, "
|
||||||
|
f"{md['num_faces']} faces, {md['num_triangles']} tris")
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
if len(sys.argv) != 3:
|
||||||
|
print(f"Usage: {sys.argv[0]} <input.txt> <output.bin>")
|
||||||
|
sys.exit(1)
|
||||||
|
|
||||||
|
convert(sys.argv[1], sys.argv[2])
|
||||||
@@ -0,0 +1,63 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
convert_config_meshes.py - Bulk-convert 3D mesh files referenced in a game object JSON config.
|
||||||
|
|
||||||
|
Reads <src_config>, converts every .txt mesh to binary (.txt.bin via BSMF format),
|
||||||
|
and writes the updated config to <dst_config> with meshPath values pointing to the
|
||||||
|
.bin files. Works for both regular game object configs and interactive object configs.
|
||||||
|
|
||||||
|
Mesh paths in the JSON are relative to the current working directory — run this
|
||||||
|
script from the project root.
|
||||||
|
|
||||||
|
Usage:
|
||||||
|
python convert_config_meshes.py <src_config.json> <dst_config.json>
|
||||||
|
"""
|
||||||
|
|
||||||
|
import json
|
||||||
|
import os
|
||||||
|
import sys
|
||||||
|
|
||||||
|
from convert_model_to_binary import convert
|
||||||
|
|
||||||
|
|
||||||
|
def convert_config(src_path: str, dst_path: str) -> None:
|
||||||
|
with open(src_path, 'r', encoding='utf-8') as f:
|
||||||
|
config = json.load(f)
|
||||||
|
|
||||||
|
objects = config.get("objects", [])
|
||||||
|
|
||||||
|
# Track already-converted paths so shared meshes are only processed once.
|
||||||
|
cache: dict[str, str | None] = {}
|
||||||
|
|
||||||
|
for obj in objects:
|
||||||
|
mesh_path = obj.get("meshPath")
|
||||||
|
if not mesh_path or not mesh_path.lower().endswith(".txt"):
|
||||||
|
continue
|
||||||
|
|
||||||
|
if mesh_path not in cache:
|
||||||
|
if not os.path.isfile(mesh_path):
|
||||||
|
print(f" WARNING: mesh not found, skipping: {mesh_path}")
|
||||||
|
cache[mesh_path] = None
|
||||||
|
else:
|
||||||
|
bin_path = mesh_path + ".bin"
|
||||||
|
convert(mesh_path, bin_path)
|
||||||
|
cache[mesh_path] = bin_path
|
||||||
|
|
||||||
|
if cache[mesh_path] is not None:
|
||||||
|
obj["meshPath"] = cache[mesh_path]
|
||||||
|
|
||||||
|
os.makedirs(os.path.dirname(os.path.abspath(dst_path)), exist_ok=True)
|
||||||
|
with open(dst_path, 'w', encoding='utf-8') as f:
|
||||||
|
json.dump(config, f, indent=4, ensure_ascii=False)
|
||||||
|
|
||||||
|
converted_count = sum(1 for v in cache.values() if v is not None)
|
||||||
|
print(f"Saved: {dst_path} ({converted_count} mesh(es) converted, "
|
||||||
|
f"{len(cache) - converted_count} skipped)")
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
if len(sys.argv) != 3:
|
||||||
|
print(f"Usage: {sys.argv[0]} <src_config.json> <dst_config.json>")
|
||||||
|
sys.exit(1)
|
||||||
|
|
||||||
|
convert_config(sys.argv[1], sys.argv[2])
|
||||||
@@ -0,0 +1,142 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Convert a text-based static mesh file (.txt) to binary format (.txt.bin).
|
||||||
|
|
||||||
|
Usage:
|
||||||
|
python convert_model_to_binary.py <input.txt> [<output.bin>]
|
||||||
|
|
||||||
|
If the output path is not given it is derived by appending ".bin" to the input path,
|
||||||
|
e.g. resources/w/firebox.txt -> resources/w/firebox.txt.bin
|
||||||
|
|
||||||
|
Binary format (BSMF v1) -- all values little-endian:
|
||||||
|
|
||||||
|
HEADER
|
||||||
|
4 bytes magic "BSMF"
|
||||||
|
uint32 version (1)
|
||||||
|
uint32 numVertices
|
||||||
|
uint32 numTriangles
|
||||||
|
|
||||||
|
VERTICES (numVertices entries):
|
||||||
|
3 x float position x, y, z -- engine coordinate space
|
||||||
|
3 x float normal x, y, z -- engine coordinate space
|
||||||
|
2 x float UV u, v
|
||||||
|
|
||||||
|
TRIANGLES (numTriangles entries):
|
||||||
|
3 x uint32 vertex indices i0, i1, i2
|
||||||
|
|
||||||
|
The same Blender->engine axis swap applied by LoadFromTextFile02 is baked in here,
|
||||||
|
so the C++ binary loader can read coordinates directly without any post-processing:
|
||||||
|
engine_x = blender_y
|
||||||
|
engine_y = blender_z
|
||||||
|
engine_z = blender_x
|
||||||
|
"""
|
||||||
|
|
||||||
|
import struct
|
||||||
|
import re
|
||||||
|
import sys
|
||||||
|
import os
|
||||||
|
|
||||||
|
|
||||||
|
def _parse_floats(text):
|
||||||
|
return [float(x) for x in re.findall(r'[-+]?\d*\.?\d+(?:[eE][-+]?\d+)?', text)]
|
||||||
|
|
||||||
|
|
||||||
|
def _parse_ints(text):
|
||||||
|
return [int(x) for x in re.findall(r'[-]?\d+', text)]
|
||||||
|
|
||||||
|
|
||||||
|
def _swap_axes(x, y, z):
|
||||||
|
"""Blender Y-up -> engine coordinate system (mirrors LoadFromTextFile02)."""
|
||||||
|
return y, z, x
|
||||||
|
|
||||||
|
|
||||||
|
def convert(input_path, output_path):
|
||||||
|
with open(input_path, 'r', encoding='utf-8') as f:
|
||||||
|
lines = [line.rstrip('\n') for line in f]
|
||||||
|
|
||||||
|
idx = 0
|
||||||
|
|
||||||
|
def next_line():
|
||||||
|
nonlocal idx
|
||||||
|
while idx < len(lines):
|
||||||
|
line = lines[idx]
|
||||||
|
idx += 1
|
||||||
|
return line
|
||||||
|
raise EOFError("Unexpected end of file while parsing: " + input_path)
|
||||||
|
|
||||||
|
# --- Vertices ---
|
||||||
|
while True:
|
||||||
|
line = next_line()
|
||||||
|
if '===Vertices' in line:
|
||||||
|
break
|
||||||
|
|
||||||
|
m = re.search(r'\d+', line)
|
||||||
|
if not m:
|
||||||
|
raise ValueError("Could not parse vertex count from: " + line)
|
||||||
|
num_vertices = int(m.group())
|
||||||
|
|
||||||
|
positions = []
|
||||||
|
normals = []
|
||||||
|
uvs = []
|
||||||
|
|
||||||
|
for i in range(num_vertices):
|
||||||
|
line = next_line()
|
||||||
|
# V N: Pos(x, y, z) Norm(nx, ny, nz) UV(u, v)
|
||||||
|
nums = _parse_floats(line)
|
||||||
|
# nums[0] = vertex index (float-parsed), then 3 pos, 3 norm, 2 uv
|
||||||
|
if len(nums) < 9:
|
||||||
|
raise ValueError(f"Malformed vertex line {i}: {line}")
|
||||||
|
px, py, pz = _swap_axes(nums[1], nums[2], nums[3])
|
||||||
|
nx, ny, nz = _swap_axes(nums[4], nums[5], nums[6])
|
||||||
|
positions.append((px, py, pz))
|
||||||
|
normals.append((nx, ny, nz))
|
||||||
|
uvs.append((nums[7], nums[8]))
|
||||||
|
|
||||||
|
# --- Triangles ---
|
||||||
|
while True:
|
||||||
|
line = next_line()
|
||||||
|
if '===Triangles' in line:
|
||||||
|
break
|
||||||
|
|
||||||
|
m = re.search(r'\d+', line)
|
||||||
|
if not m:
|
||||||
|
raise ValueError("Could not parse triangle count from: " + line)
|
||||||
|
num_triangles = int(m.group())
|
||||||
|
|
||||||
|
triangles = []
|
||||||
|
for i in range(num_triangles):
|
||||||
|
line = next_line()
|
||||||
|
ints = _parse_ints(line)
|
||||||
|
if len(ints) != 3:
|
||||||
|
raise ValueError(f"Malformed triangle line {i}: {line}")
|
||||||
|
triangles.append(tuple(ints))
|
||||||
|
|
||||||
|
# --- Write binary ---
|
||||||
|
with open(output_path, 'wb') as out:
|
||||||
|
out.write(b'BSMF')
|
||||||
|
out.write(struct.pack('<I', 1))
|
||||||
|
out.write(struct.pack('<I', num_vertices))
|
||||||
|
out.write(struct.pack('<I', num_triangles))
|
||||||
|
|
||||||
|
for i in range(num_vertices):
|
||||||
|
out.write(struct.pack('<3f', *positions[i]))
|
||||||
|
out.write(struct.pack('<3f', *normals[i]))
|
||||||
|
out.write(struct.pack('<2f', *uvs[i]))
|
||||||
|
|
||||||
|
for tri in triangles:
|
||||||
|
out.write(struct.pack('<3I', *tri))
|
||||||
|
|
||||||
|
in_size = os.path.getsize(input_path)
|
||||||
|
out_size = os.path.getsize(output_path)
|
||||||
|
print(f"Converted: {input_path} ({in_size:,} bytes text) -> {output_path} ({out_size:,} bytes binary)")
|
||||||
|
print(f" Vertices: {num_vertices}, Triangles: {num_triangles}")
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
if len(sys.argv) < 2 or len(sys.argv) > 3:
|
||||||
|
print(f"Usage: {sys.argv[0]} <input.txt> [<output.bin>]")
|
||||||
|
sys.exit(1)
|
||||||
|
|
||||||
|
input_path = sys.argv[1]
|
||||||
|
output_path = sys.argv[2] if len(sys.argv) == 3 else input_path + '.bin'
|
||||||
|
convert(input_path, output_path)
|
||||||
@@ -0,0 +1,54 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""
|
||||||
|
Convert an old single-mesh text animation file to the new multi-mesh text format.
|
||||||
|
|
||||||
|
The only structural difference is that the new format wraps the mesh block
|
||||||
|
between these two extra headers before the "===Vertices:" line:
|
||||||
|
|
||||||
|
=== TOTAL MESHES TO EXPORT: 1 ===
|
||||||
|
=== Mesh Object: Body ===
|
||||||
|
|
||||||
|
Usage:
|
||||||
|
python convert_old_anim_to_new.py <input.txt> <output.txt> [mesh_name]
|
||||||
|
|
||||||
|
If mesh_name is omitted, "Body" is used.
|
||||||
|
"""
|
||||||
|
|
||||||
|
import sys
|
||||||
|
|
||||||
|
|
||||||
|
def convert(input_path, output_path, mesh_name="Body"):
|
||||||
|
with open(input_path, 'r', encoding='utf-8', errors='replace') as f:
|
||||||
|
lines = f.readlines()
|
||||||
|
|
||||||
|
# Find the first "===Vertices:" line -- that's where the bone block ends
|
||||||
|
# and the mesh block begins in the old format.
|
||||||
|
insert_at = None
|
||||||
|
for i, line in enumerate(lines):
|
||||||
|
if line.lstrip().startswith("===Vertices:"):
|
||||||
|
insert_at = i
|
||||||
|
break
|
||||||
|
|
||||||
|
if insert_at is None:
|
||||||
|
raise RuntimeError("Could not find '===Vertices:' line in input file")
|
||||||
|
|
||||||
|
header_lines = [
|
||||||
|
"=== TOTAL MESHES TO EXPORT: 1 ===\n",
|
||||||
|
f"=== Mesh Object: {mesh_name} ===\n",
|
||||||
|
]
|
||||||
|
|
||||||
|
out_lines = lines[:insert_at] + header_lines + lines[insert_at:]
|
||||||
|
|
||||||
|
with open(output_path, 'w', encoding='utf-8') as out:
|
||||||
|
out.writelines(out_lines)
|
||||||
|
|
||||||
|
print(f"Converted: {input_path} -> {output_path} (mesh name: {mesh_name})")
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == '__main__':
|
||||||
|
if len(sys.argv) not in (3, 4):
|
||||||
|
print(f"Usage: {sys.argv[0]} <input.txt> <output.txt> [mesh_name]")
|
||||||
|
sys.exit(1)
|
||||||
|
|
||||||
|
mesh_name = sys.argv[3] if len(sys.argv) == 4 else "Body"
|
||||||
|
convert(sys.argv[1], sys.argv[2], mesh_name)
|
||||||
@@ -0,0 +1,46 @@
|
|||||||
|
.DS_STORE
|
||||||
|
node_modules
|
||||||
|
scripts/flow/*/.flowconfig
|
||||||
|
.flowconfig
|
||||||
|
*~
|
||||||
|
*.pyc
|
||||||
|
.grunt
|
||||||
|
_SpecRunner.html
|
||||||
|
__benchmarks__
|
||||||
|
build/
|
||||||
|
remote-repo/
|
||||||
|
coverage/
|
||||||
|
.module-cache
|
||||||
|
fixtures/dom/public/react-dom.js
|
||||||
|
fixtures/dom/public/react.js
|
||||||
|
test/the-files-to-test.generated.js
|
||||||
|
*.log*
|
||||||
|
chrome-user-data
|
||||||
|
*.sublime-project
|
||||||
|
*.sublime-workspace
|
||||||
|
.idea
|
||||||
|
*.iml
|
||||||
|
.vscode
|
||||||
|
.zed
|
||||||
|
*.swp
|
||||||
|
*.swo
|
||||||
|
/tmp
|
||||||
|
/.worktrees
|
||||||
|
.claude/*.local.*
|
||||||
|
|
||||||
|
packages/react-devtools-core/dist
|
||||||
|
packages/react-devtools-extensions/chrome/build
|
||||||
|
packages/react-devtools-extensions/chrome/*.crx
|
||||||
|
packages/react-devtools-extensions/chrome/*.pem
|
||||||
|
packages/react-devtools-extensions/firefox/build
|
||||||
|
packages/react-devtools-extensions/firefox/*.xpi
|
||||||
|
packages/react-devtools-extensions/firefox/*.pem
|
||||||
|
packages/react-devtools-extensions/shared/build
|
||||||
|
packages/react-devtools-extensions/.tempUserDataDir
|
||||||
|
packages/react-devtools-fusebox/dist
|
||||||
|
packages/react-devtools-inline/dist
|
||||||
|
packages/react-devtools-shell/dist
|
||||||
|
packages/react-devtools-timeline/dist
|
||||||
|
|
||||||
|
resources
|
||||||
|
|
||||||
@@ -0,0 +1,351 @@
|
|||||||
|
# Cutscene System
|
||||||
|
|
||||||
|
Cutscenes are defined in JSON and loaded by `CutsceneDatabase`. Each cutscene is a self-contained object with an array of animated image layers and optional subtitle lines.
|
||||||
|
|
||||||
|
The file can contain multiple cutscenes:
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"cutscenes": [
|
||||||
|
{ "id": "intro", ... },
|
||||||
|
{ "id": "ending", ... }
|
||||||
|
]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
Cutscenes and dialogues are loaded from **separate files**:
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
dialogueSystem.loadDatabase("resources/dialogue/uni_interior.json"); // dialogues
|
||||||
|
dialogueSystem.loadCutsceneDatabase("resources/dialogue/cutscenes.json"); // cutscenes
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Cutscene object
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "intro_cutscene",
|
||||||
|
"skippable": true,
|
||||||
|
"durationMs": 8000,
|
||||||
|
"fadeOutMs": 500,
|
||||||
|
"fadeInMs": 500,
|
||||||
|
"endFadeOutMs": 500,
|
||||||
|
"endFadeInMs": 500,
|
||||||
|
"onFadeInCallback": "",
|
||||||
|
"imageSegments": [ ... ],
|
||||||
|
"lines": [ ... ]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `id` | string | — | Unique identifier used to start the cutscene from C++ or dialogue (**required**) |
|
||||||
|
| `skippable` | bool | `true` | Whether the player can skip by holding LMB / touch |
|
||||||
|
| `durationMs` | int | `0` | Minimum content duration in ms. The cutscene will not end before this time even if all subtitle lines have finished. `0` means duration is determined solely by subtitle lines or `imageSegments.endMs` |
|
||||||
|
| `fadeOutMs` | int | `0` | Duration of the **opening fade** — game world fades to black before the cutscene images appear |
|
||||||
|
| `fadeInMs` | int | `0` | Duration of the **opening reveal** — cutscene images fade in from black after `fadeOutMs` |
|
||||||
|
| `endFadeOutMs` | int | `0` | Duration of the **closing fade** — cutscene fades to black at the end of content |
|
||||||
|
| `endFadeInMs` | int | `0` | Duration of the **closing reveal** — game world fades back in from black |
|
||||||
|
| `onFadeInCallback` | string | `""` | Lua function name called once the opening fade-in completes (fired after `fadeOutMs + fadeInMs` ms) |
|
||||||
|
| `imageSegments` | array | `[]` | Image layers with motion — see [Image segments](#image-segments) |
|
||||||
|
| `lines` | array | `[]` | Subtitle lines shown sequentially — see [Subtitle lines](#subtitle-lines) |
|
||||||
|
|
||||||
|
### Timing model
|
||||||
|
|
||||||
|
The total cutscene duration is:
|
||||||
|
|
||||||
|
```
|
||||||
|
contentDuration = max(durationMs, max(segment.endMs for all segments))
|
||||||
|
totalDuration = contentDuration + endFadeOutMs + endFadeInMs
|
||||||
|
```
|
||||||
|
|
||||||
|
The full timeline looks like this:
|
||||||
|
|
||||||
|
```
|
||||||
|
|-- fadeOutMs --|-- fadeInMs --|--- content plays (images + subtitles) ---|-- endFadeOutMs --|-- endFadeInMs --|
|
||||||
|
world→black black→images images→black black→world
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Image segments
|
||||||
|
|
||||||
|
Each entry in `imageSegments` describes one image layer: when it is visible, how it fades in/out, and how it animates from a start pose to an end pose.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/bg_layer.png",
|
||||||
|
"width": 1280,
|
||||||
|
"height": 720,
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 8000,
|
||||||
|
"fadeInMs": 300,
|
||||||
|
"fadeOutMs": 300,
|
||||||
|
"easing": "EaseInOutSine",
|
||||||
|
"from": { "centerX": 0.4, "centerY": 0.5, "scale": 1.1 },
|
||||||
|
"to": { "centerX": 0.6, "centerY": 0.5, "scale": 1.0 }
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `path` | string | — | Path to the PNG image (**required**) |
|
||||||
|
| `width` | int | `0` | Logical width used for all UV and aspect-ratio math. `0` uses the actual texture pixel width |
|
||||||
|
| `height` | int | `0` | Logical height. `0` uses the actual texture pixel height |
|
||||||
|
| `startMs` | int | `0` | Time (ms from cutscene start) when this layer becomes active |
|
||||||
|
| `endMs` | int | `0` | Time (ms) when this layer stops being active. Must be > `startMs` |
|
||||||
|
| `fadeInMs` | int | `0` | Alpha fades from 0 → 1 over this many ms after `startMs`. `0` = instant |
|
||||||
|
| `fadeOutMs` | int | `0` | Alpha fades from 1 → 0 over this many ms before `endMs`. `0` = instant |
|
||||||
|
| `easing` | string | `"Linear"` | Easing applied to the pose interpolation — see [Easing types](#easing-types) |
|
||||||
|
| `from` | pose object | center/1.0 | Pose at `startMs` — see [Image pose](#image-pose) |
|
||||||
|
| `to` | pose object | same as `from` | Pose at `endMs`. If omitted, the layer stays at `from` the whole time |
|
||||||
|
|
||||||
|
Multiple segments can be active at the same time. They are rendered **in declaration order** (first = bottom layer, last = top layer), which enables parallax layering.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Image pose
|
||||||
|
|
||||||
|
A pose defines how an image is framed on screen at a given moment.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{ "centerX": 0.5, "centerY": 0.5, "scale": 1.0 }
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `centerX` | float | `0.5` | Normalized X position (0 = left edge of image, 1 = right edge) of the point that is placed at the horizontal center of the screen |
|
||||||
|
| `centerY` | float | `0.5` | Normalized Y position (0 = top edge, 1 = bottom edge) placed at the screen center |
|
||||||
|
| `scale` | float | `1.0` | Zoom level. `1.0` = the image fills the screen exactly (aspect-ratio corrected). `2.0` = zoomed in 2×, showing half the image area |
|
||||||
|
|
||||||
|
The runtime interpolates all three values independently from `from` to `to` using the chosen easing.
|
||||||
|
|
||||||
|
**Coordinate clamping:** `centerX`/`centerY` are automatically clamped so the viewport never shows area outside the image. For a zoomed-in segment (`scale > 1`) you therefore have more freedom to pan; for `scale = 1.0` the center is locked to `0.5/0.5`.
|
||||||
|
|
||||||
|
### Pose intuition
|
||||||
|
|
||||||
|
| Goal | Config |
|
||||||
|
|---|---|
|
||||||
|
| Centered, no zoom | `{ "centerX": 0.5, "centerY": 0.5, "scale": 1.0 }` |
|
||||||
|
| Slightly zoomed in on center | `{ "centerX": 0.5, "centerY": 0.5, "scale": 1.2 }` |
|
||||||
|
| Pan left to right | `from: { "centerX": 0.3, "scale": 1.2 }` → `to: { "centerX": 0.7, "scale": 1.2 }` |
|
||||||
|
| Zoom out from close-up | `from: { "scale": 1.8 }` → `to: { "scale": 1.0 }` |
|
||||||
|
| Look at top portion | `{ "centerY": 0.2, "scale": 1.3 }` |
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Easing types
|
||||||
|
|
||||||
|
Controls the interpolation curve applied to pose animation between `from` and `to`.
|
||||||
|
|
||||||
|
| Value | Description |
|
||||||
|
|---|---|
|
||||||
|
| `"Linear"` | Constant speed (default) |
|
||||||
|
| `"EaseInSine"` | Slow start, fast end |
|
||||||
|
| `"EaseOutSine"` | Fast start, slow end |
|
||||||
|
| `"EaseInOutSine"` | Slow start and end, fast middle |
|
||||||
|
| `"EaseInQuad"` | Quadratic slow start |
|
||||||
|
| `"EaseOutQuad"` | Quadratic slow end |
|
||||||
|
| `"EaseInOutQuad"` | Quadratic slow start and end |
|
||||||
|
| `"EaseInCubic"` | Cubic slow start |
|
||||||
|
| `"EaseOutCubic"` | Cubic slow end |
|
||||||
|
| `"EaseInOutCubic"` | Cubic slow start and end |
|
||||||
|
|
||||||
|
For cinematic camera motion `"EaseInOutSine"` or `"EaseInOutCubic"` give the most natural feel.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Subtitle lines
|
||||||
|
|
||||||
|
Lines are displayed sequentially on top of the cutscene images. Each line shows until its duration expires (or until the player advances, if `waitForConfirm` is set).
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"speaker": "Аида Дженибековна",
|
||||||
|
"text": "Здравствуйте, студенты.",
|
||||||
|
"durationMs": 3000,
|
||||||
|
"waitForConfirm": false,
|
||||||
|
"luaCallback": ""
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
| Property | Type | Default | Description |
|
||||||
|
|---|---|---|---|
|
||||||
|
| `speaker` | string | `""` | Speaker name shown above the subtitle text. Empty = no name bar |
|
||||||
|
| `text` | string | `""` | Subtitle text. Supports Cyrillic and any codepoint in `resources/symbols.txt` |
|
||||||
|
| `durationMs` | int | `0` | How long this line is displayed in ms. `0` = auto-computed from text length (~17 chars/sec, minimum 1500 ms) |
|
||||||
|
| `waitForConfirm` | bool | `false` | When `true`, the line waits for player input (tap/click/Enter) before advancing. No timer runs |
|
||||||
|
| `luaCallback` | string | `""` | Lua function name called when this line begins. Useful for triggering SFX, spawning effects, etc. |
|
||||||
|
|
||||||
|
Subtitle lines run on their own timer that is **independent** of the image segments. The cutscene ends when **both** subtitle lines are exhausted **and** `contentDuration` has elapsed.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## C++ API
|
||||||
|
|
||||||
|
### Starting a cutscene
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// Standalone cutscene (not part of a dialogue):
|
||||||
|
dialogueSystem.startCutscene("intro_cutscene");
|
||||||
|
|
||||||
|
// Skip the currently playing cutscene:
|
||||||
|
dialogueSystem.skipCutscene();
|
||||||
|
```
|
||||||
|
|
||||||
|
### Callbacks
|
||||||
|
|
||||||
|
```cpp
|
||||||
|
// Called when a cutscene begins:
|
||||||
|
dialogueSystem.setOnCutsceneStarted([]() { /* hide HUD, etc. */ });
|
||||||
|
|
||||||
|
// Called when a cutscene ends (receives the cutscene id):
|
||||||
|
dialogueSystem.setOnCutsceneFinished([](const std::string& id) {
|
||||||
|
// id == "intro_cutscene"
|
||||||
|
});
|
||||||
|
|
||||||
|
// Called when a subtitle line begins (receives luaCallback value):
|
||||||
|
dialogueSystem.setOnCutsceneLineStarted([](const std::string& fn) {
|
||||||
|
scriptEngine.callActivateFunction(fn);
|
||||||
|
});
|
||||||
|
|
||||||
|
// Called when the opening fade-in completes (receives onFadeInCallback value):
|
||||||
|
dialogueSystem.setOnCutsceneFadeInComplete([](const std::string& fn) {
|
||||||
|
scriptEngine.callActivateFunction(fn);
|
||||||
|
});
|
||||||
|
```
|
||||||
|
|
||||||
|
### Triggering from dialogue
|
||||||
|
|
||||||
|
A dialogue node of type `CutsceneStart` embeds a cutscene mid-conversation. Dialogue resumes at `next` when the cutscene ends.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "node_cutscene",
|
||||||
|
"type": "CutsceneStart",
|
||||||
|
"cutsceneId": "intro_cutscene",
|
||||||
|
"next": "node_after_cutscene"
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Full examples
|
||||||
|
|
||||||
|
### Minimal — static image, timed
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "simple",
|
||||||
|
"durationMs": 4000,
|
||||||
|
"fadeOutMs": 300,
|
||||||
|
"fadeInMs": 300,
|
||||||
|
"endFadeOutMs": 300,
|
||||||
|
"endFadeInMs": 300,
|
||||||
|
"imageSegments": [
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/city.png",
|
||||||
|
"width": 1280,
|
||||||
|
"height": 720,
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 4000
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Two-layer parallax pan
|
||||||
|
|
||||||
|
Background moves slowly left-to-right; foreground character moves faster, creating depth.
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "classroom_intro",
|
||||||
|
"durationMs": 8000,
|
||||||
|
"fadeOutMs": 500,
|
||||||
|
"fadeInMs": 500,
|
||||||
|
"endFadeOutMs": 500,
|
||||||
|
"endFadeInMs": 500,
|
||||||
|
"imageSegments": [
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/classroom_bg.png",
|
||||||
|
"width": 1920,
|
||||||
|
"height": 1080,
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 8000,
|
||||||
|
"fadeInMs": 400,
|
||||||
|
"easing": "EaseInOutSine",
|
||||||
|
"from": { "centerX": 0.4, "centerY": 0.5, "scale": 1.1 },
|
||||||
|
"to": { "centerX": 0.6, "centerY": 0.5, "scale": 1.0 }
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/classroom_teacher.png",
|
||||||
|
"width": 1920,
|
||||||
|
"height": 1080,
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 8000,
|
||||||
|
"easing": "EaseInOutSine",
|
||||||
|
"from": { "centerX": 0.35, "centerY": 0.5, "scale": 1.0 },
|
||||||
|
"to": { "centerX": 0.65, "centerY": 0.5, "scale": 1.0 }
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"speaker": "Аида Дженибековна",
|
||||||
|
"text": "Здравствуйте, студенты.",
|
||||||
|
"durationMs": 3000
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "Аида Дженибековна",
|
||||||
|
"text": "Рассаживайтесь.",
|
||||||
|
"durationMs": 2500
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
```
|
||||||
|
|
||||||
|
### Zoom-in reveal with a second image appearing mid-way
|
||||||
|
|
||||||
|
```json
|
||||||
|
{
|
||||||
|
"id": "letter_reveal",
|
||||||
|
"durationMs": 7000,
|
||||||
|
"fadeOutMs": 400,
|
||||||
|
"fadeInMs": 600,
|
||||||
|
"endFadeOutMs": 600,
|
||||||
|
"endFadeInMs": 400,
|
||||||
|
"imageSegments": [
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/desk_bg.png",
|
||||||
|
"width": 1280,
|
||||||
|
"height": 720,
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 7000
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"path": "resources/cutscenes/letter_closeup.png",
|
||||||
|
"width": 1280,
|
||||||
|
"height": 720,
|
||||||
|
"startMs": 2000,
|
||||||
|
"endMs": 7000,
|
||||||
|
"fadeInMs": 800,
|
||||||
|
"easing": "EaseOutCubic",
|
||||||
|
"from": { "centerX": 0.5, "centerY": 0.5, "scale": 2.5 },
|
||||||
|
"to": { "centerX": 0.5, "centerY": 0.5, "scale": 1.2 }
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"text": "Среди бумаг на столе лежит конверт.",
|
||||||
|
"durationMs": 2500
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "Главный герой",
|
||||||
|
"text": "«Явитесь в деканат немедленно».",
|
||||||
|
"durationMs": 3000
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
```
|
||||||
@@ -0,0 +1,65 @@
|
|||||||
|
{
|
||||||
|
"cutscenes": [
|
||||||
|
{
|
||||||
|
"id": "test_cutscene_01",
|
||||||
|
"background": "resources/black.png",
|
||||||
|
"durationMs": 5000,
|
||||||
|
"fadeOutMs": 500,
|
||||||
|
"fadeInMs": 500,
|
||||||
|
"endFadeOutMs": 500,
|
||||||
|
"endFadeInMs": 500,
|
||||||
|
"imageSegments": [
|
||||||
|
{
|
||||||
|
"path": "resources/w/cutscenes/cutscene1/cutscene1_wall_x.png",
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 8000,
|
||||||
|
"fadeInMs": 0,
|
||||||
|
"width": 1280,
|
||||||
|
"height": 720,
|
||||||
|
"from": {
|
||||||
|
"centerX": 0.3, "scale": 1.2
|
||||||
|
},
|
||||||
|
"to": {
|
||||||
|
"centerX": 0.7, "scale": 1.2
|
||||||
|
},
|
||||||
|
"easing": "Linear"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"path": "resources/w/cutscenes/cutscene1/cutscene1_aida1_x.png",
|
||||||
|
"startMs": 0,
|
||||||
|
"endMs": 8000,
|
||||||
|
"width": 1280,
|
||||||
|
"height": 720,
|
||||||
|
"from": {
|
||||||
|
|
||||||
|
"centerX": 0.3,
|
||||||
|
"centerY": 0.5,
|
||||||
|
"scale": 1.0
|
||||||
|
},
|
||||||
|
"to": {
|
||||||
|
"centerX": 0.7,
|
||||||
|
"centerY": 0.5,
|
||||||
|
"scale": 1.0
|
||||||
|
}
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"speaker": "Аида Дженибековна",
|
||||||
|
"text": "Здравствуйте, студенты. Кого я вижу, где вы были весь семестр?",
|
||||||
|
"durationMs": 3000
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "Аида Дженибековна",
|
||||||
|
"text": "В эпизоде \"Семетей\" трилогии \"Манас\", изменники Канчоро и Кыяз захватывают власть над кыргызами.",
|
||||||
|
"durationMs": 3000
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "Аида Дженибековна",
|
||||||
|
"text": "На сегодня лекция завершена. Домашнее задание - к практическому занятию вы должны подготовить презентации, каждый по своей теме.",
|
||||||
|
"durationMs": 2000
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -0,0 +1 @@
|
|||||||
|
*,*:before,*:after{box-sizing:border-box;margin:0;padding:0}html,body,#root{height:100%;width:100%;overflow:hidden}body{font-family:-apple-system,BlinkMacSystemFont,Segoe UI,sans-serif;font-size:13px;background:#1a1a1a;color:#e0e0e0}button{cursor:pointer;font-family:inherit;font-size:12px}input,select,textarea{font-family:inherit;font-size:12px;background:#2a2a2a;color:#e0e0e0;border:1px solid #444;border-radius:3px;padding:3px 6px}input:focus,select:focus,textarea:focus{outline:none;border-color:#5b9bd5}label{color:#aaa;font-size:11px}::-webkit-scrollbar{width:6px;height:6px}::-webkit-scrollbar-track{background:#1a1a1a}::-webkit-scrollbar-thumb{background:#444;border-radius:3px}::-webkit-scrollbar-thumb:hover{background:#666}._app_1ibpl_1{display:flex;width:100%;height:100%;overflow:hidden}._panel_e520h_1{width:200px;min-width:180px;background:#252525;border-right:1px solid #333;display:flex;flex-direction:column;overflow:hidden}._header_e520h_11{padding:10px 12px;font-size:12px;font-weight:600;letter-spacing:.05em;text-transform:uppercase;color:#888;border-bottom:1px solid #333}._actions_e520h_21{display:flex;flex-direction:column;gap:6px;padding:10px;border-bottom:1px solid #333}._btn_e520h_29{background:#333;color:#ddd;border:1px solid #444;border-radius:4px;padding:5px 8px;text-align:center;transition:background .15s}._btn_e520h_29:hover:not(:disabled){background:#3d3d3d}._btn_e520h_29:disabled{opacity:.4;cursor:default}._btnPrimary_e520h_42{background:#2a4a6e;border-color:#3a6090;color:#a8d0f0}._btnPrimary_e520h_42:hover{background:#2e5480}._list_e520h_50{flex:1;overflow-y:auto;padding:4px 0}._empty_e520h_56{padding:16px 12px;color:#555;font-size:11px;line-height:1.5}._item_e520h_63{display:flex;align-items:center;justify-content:space-between;padding:7px 12px;cursor:pointer;-webkit-user-select:none;user-select:none;border-left:3px solid transparent;transition:background .1s}._item_e520h_63:hover{background:#2e2e2e}._selected_e520h_76{background:#1e3a55;border-left-color:#5b9bd5}._itemId_e520h_81{font-size:12px;overflow:hidden;text-overflow:ellipsis;white-space:nowrap;flex:1}._deleteBtn_e520h_89{background:none;border:none;color:#666;padding:2px 4px;border-radius:3px;font-size:10px;opacity:0;transition:opacity .1s,color .1s}._item_e520h_63:hover ._deleteBtn_e520h_89{opacity:1}._deleteBtn_e520h_89:hover{color:#e06c6c}._panel_1kkcd_1{flex:1;display:flex;flex-direction:column;overflow:hidden;min-width:0}._previewArea_1kkcd_9{flex:0 0 auto;display:flex;justify-content:center;align-items:center;background:#111;padding:8px;max-height:60%}._wrapper_1nucj_1{width:100%;display:flex;justify-content:center;align-items:center;background:#111;padding:8px;flex-shrink:0}._viewport_1nucj_11{position:relative;aspect-ratio:16 / 9;width:100%;max-height:100%;background:#000;overflow:hidden}._empty_1nucj_20{position:absolute;top:0;right:0;bottom:0;left:0;display:flex;align-items:center;justify-content:center;color:#444;font-size:13px}._subtitleBar_1nucj_30{position:absolute;bottom:0;left:0;right:0;padding:10px 20px 14px;background:linear-gradient(transparent,#000000bf);text-align:center}._speaker_1nucj_40{font-size:11px;font-weight:600;color:#f0c060;margin-bottom:4px;text-shadow:0 1px 3px rgba(0,0,0,.8)}._text_1nucj_48{font-size:14px;color:#fff;line-height:1.5;text-shadow:0 1px 4px rgba(0,0,0,.9)}._controls_1qoyb_1{display:flex;align-items:center;gap:4px;padding:6px 10px;background:#1e1e1e;border-top:1px solid #333;border-bottom:1px solid #333;flex-shrink:0}._btn_1qoyb_12{background:#2d2d2d;border:1px solid #404040;color:#ccc;border-radius:4px;padding:4px 10px;font-size:13px;transition:background .1s;min-width:32px}._btn_1qoyb_12:hover:not(:disabled){background:#3a3a3a;color:#fff}._btn_1qoyb_12:disabled{opacity:.35;cursor:default}._active_1qoyb_26{color:#5ba3e0;border-color:#4a7aaa}._time_1qoyb_31{margin-left:10px;font-size:11px;color:#888;font-variant-numeric:tabular-nums}._container_uetgi_1{display:flex;flex-direction:column;flex:1;min-height:0;background:#1a1a1a;border-top:1px solid #333;overflow:hidden}._toolbar_uetgi_11{display:flex;align-items:center;gap:4px;padding:4px 8px;background:#222;border-bottom:1px solid #333;flex-shrink:0}._tbBtn_uetgi_21{background:#2d2d2d;border:1px solid #404040;color:#bbb;border-radius:3px;padding:3px 8px;font-size:11px;transition:background .1s}._tbBtn_uetgi_21:hover:not(:disabled){background:#3a3a3a;color:#fff}._tbBtn_uetgi_21:disabled{opacity:.3;cursor:default}._spacer_uetgi_33{flex:1}._zoomLabel_uetgi_35{font-size:11px;color:#666;margin-right:2px}._scroll_uetgi_37{flex:1;overflow:auto;position:relative;cursor:default}._ruler_uetgi_45{display:flex;height:22px;background:#212121;border-bottom:1px solid #333;position:sticky;top:0;z-index:10;-webkit-user-select:none;user-select:none;cursor:crosshair}._tick_uetgi_57{position:absolute;top:0;bottom:0;width:1px;background:#444}._tickLabel_uetgi_65{position:absolute;top:3px;left:3px;font-size:9px;color:#666;white-space:nowrap}._layersArea_Line truncated
|
||||||
+40
@@ -0,0 +1,40 @@
|
|||||||
|
(function(){const a=document.createElement("link").relList;if(a&&a.supports&&a.supports("modulepreload"))return;for(const p of document.querySelectorAll('link[rel="modulepreload"]'))f(p);new MutationObserver(p=>{for(const g of p)if(g.type==="childList")for(const S of g.addedNodes)S.tagName==="LINK"&&S.rel==="modulepreload"&&f(S)}).observe(document,{childList:!0,subtree:!0});function s(p){const g={};return p.integrity&&(g.integrity=p.integrity),p.referrerPolicy&&(g.referrerPolicy=p.referrerPolicy),p.crossOrigin==="use-credentials"?g.credentials="include":p.crossOrigin==="anonymous"?g.credentials="omit":g.credentials="same-origin",g}function f(p){if(p.ep)return;p.ep=!0;const g=s(p);fetch(p.href,g)}})();function Bd(u){return u&&u.__esModule&&Object.prototype.hasOwnProperty.call(u,"default")?u.default:u}var bu={exports:{}},Or={},eo={exports:{}},G={};/**
|
||||||
|
* @license React
|
||||||
|
* react.production.min.js
|
||||||
|
*
|
||||||
|
* Copyright (c) Facebook, Inc. and its affiliates.
|
||||||
|
*
|
||||||
|
* This source code is licensed under the MIT license found in the
|
||||||
|
* LICENSE file in the root directory of this source tree.
|
||||||
|
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*
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* Copyright (c) Facebook, Inc. and its affiliates.
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*
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* This source code is licensed under the MIT license found in the
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||||||
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* LICENSE file in the root directory of this source tree.
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* @license React
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* scheduler.production.min.js
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||||||
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*
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* Copyright (c) Facebook, Inc. and its affiliates.
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||||||
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*
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||||||
|
* This source code is licensed under the MIT license found in the
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||||||
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* LICENSE file in the root directory of this source tree.
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||||||
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||||||
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*
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|
* Copyright (c) Facebook, Inc. and its affiliates.
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||||||
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*
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Line truncated
|
||||||
Vendored
+13
@@ -0,0 +1,13 @@
|
|||||||
|
<!DOCTYPE html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="UTF-8" />
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||||
|
<title>Cutscene Editor</title>
|
||||||
|
<script type="module" crossorigin src="/assets/index-D_5Tak8P.js"></script>
|
||||||
|
<link rel="stylesheet" crossorigin href="/assets/index-B96C0g1n.css">
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<div id="root"></div>
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
<!DOCTYPE html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="UTF-8" />
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||||
|
<title>Cutscene Editor</title>
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<div id="root"></div>
|
||||||
|
<script type="module" src="/src/main.tsx"></script>
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
Generated
+1890
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,24 @@
|
|||||||
|
{
|
||||||
|
"name": "cutscene-editor",
|
||||||
|
"private": true,
|
||||||
|
"version": "0.1.0",
|
||||||
|
"type": "module",
|
||||||
|
"scripts": {
|
||||||
|
"dev": "vite",
|
||||||
|
"build": "tsc && vite build",
|
||||||
|
"preview": "vite preview"
|
||||||
|
},
|
||||||
|
"dependencies": {
|
||||||
|
"immer": "^10.1.1",
|
||||||
|
"react": "^18.3.1",
|
||||||
|
"react-dom": "^18.3.1",
|
||||||
|
"zustand": "^5.0.3"
|
||||||
|
},
|
||||||
|
"devDependencies": {
|
||||||
|
"@types/react": "^18.3.1",
|
||||||
|
"@types/react-dom": "^18.3.1",
|
||||||
|
"@vitejs/plugin-react": "^4.3.4",
|
||||||
|
"typescript": "^5.7.2",
|
||||||
|
"vite": "^6.0.5"
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,6 @@
|
|||||||
|
.app {
|
||||||
|
display: flex;
|
||||||
|
width: 100%;
|
||||||
|
height: 100%;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
import styles from './App.module.css';
|
||||||
|
import LeftPanel from './components/LeftPanel/LeftPanel';
|
||||||
|
import CenterPanel from './components/CenterPanel/CenterPanel';
|
||||||
|
import RightPanel from './components/RightPanel/RightPanel';
|
||||||
|
|
||||||
|
export default function App() {
|
||||||
|
return (
|
||||||
|
<div className={styles.app}>
|
||||||
|
<LeftPanel />
|
||||||
|
<CenterPanel />
|
||||||
|
<RightPanel />
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,18 @@
|
|||||||
|
.panel {
|
||||||
|
flex: 1;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
overflow: hidden;
|
||||||
|
min-width: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.previewArea {
|
||||||
|
flex: 0 1 420px;
|
||||||
|
min-height: 120px;
|
||||||
|
display: flex;
|
||||||
|
justify-content: center;
|
||||||
|
align-items: center;
|
||||||
|
background: #111;
|
||||||
|
padding: 8px;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
@@ -0,0 +1,16 @@
|
|||||||
|
import styles from './CenterPanel.module.css';
|
||||||
|
import Preview from '../Preview/Preview';
|
||||||
|
import Controls from '../Controls/Controls';
|
||||||
|
import Timeline from '../Timeline/Timeline';
|
||||||
|
|
||||||
|
export default function CenterPanel() {
|
||||||
|
return (
|
||||||
|
<div className={styles.panel}>
|
||||||
|
<div className={styles.previewArea}>
|
||||||
|
<Preview />
|
||||||
|
</div>
|
||||||
|
<Controls />
|
||||||
|
<Timeline />
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,94 @@
|
|||||||
|
.controls {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 6px;
|
||||||
|
padding: 6px 10px;
|
||||||
|
background: #1e1e1e;
|
||||||
|
border-top: 1px solid #333;
|
||||||
|
border-bottom: 1px solid #333;
|
||||||
|
flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn {
|
||||||
|
background: #2d2d2d;
|
||||||
|
border: 1px solid #404040;
|
||||||
|
color: #ccc;
|
||||||
|
border-radius: 4px;
|
||||||
|
padding: 4px 10px;
|
||||||
|
font-size: 13px;
|
||||||
|
transition: background 0.1s;
|
||||||
|
min-width: 32px;
|
||||||
|
flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn:hover:not(:disabled) { background: #3a3a3a; color: #fff; }
|
||||||
|
.btn:disabled { opacity: 0.35; cursor: default; }
|
||||||
|
|
||||||
|
.active {
|
||||||
|
color: #5ba3e0;
|
||||||
|
border-color: #4a7aaa;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ── Scrubber ───────────────────────────────────────────────── */
|
||||||
|
.scrubber {
|
||||||
|
flex: 1;
|
||||||
|
min-width: 0;
|
||||||
|
height: 4px;
|
||||||
|
-webkit-appearance: none;
|
||||||
|
appearance: none;
|
||||||
|
border-radius: 2px;
|
||||||
|
outline: none;
|
||||||
|
cursor: pointer;
|
||||||
|
border: none;
|
||||||
|
padding: 0;
|
||||||
|
/* filled portion via CSS variable set inline */
|
||||||
|
background: linear-gradient(
|
||||||
|
to right,
|
||||||
|
#5b9bd5 0%,
|
||||||
|
#5b9bd5 var(--progress, 0%),
|
||||||
|
#3a3a3a var(--progress, 0%),
|
||||||
|
#3a3a3a 100%
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
.scrubber:disabled {
|
||||||
|
opacity: 0.3;
|
||||||
|
cursor: default;
|
||||||
|
}
|
||||||
|
|
||||||
|
.scrubber::-webkit-slider-thumb {
|
||||||
|
-webkit-appearance: none;
|
||||||
|
width: 12px;
|
||||||
|
height: 12px;
|
||||||
|
border-radius: 50%;
|
||||||
|
background: #5b9bd5;
|
||||||
|
cursor: pointer;
|
||||||
|
border: 2px solid #1e1e1e;
|
||||||
|
transition: transform 0.1s;
|
||||||
|
}
|
||||||
|
.scrubber:not(:disabled)::-webkit-slider-thumb:hover {
|
||||||
|
transform: scale(1.3);
|
||||||
|
}
|
||||||
|
|
||||||
|
.scrubber::-moz-range-thumb {
|
||||||
|
width: 12px;
|
||||||
|
height: 12px;
|
||||||
|
border-radius: 50%;
|
||||||
|
background: #5b9bd5;
|
||||||
|
cursor: pointer;
|
||||||
|
border: 2px solid #1e1e1e;
|
||||||
|
}
|
||||||
|
|
||||||
|
.scrubber::-moz-range-track {
|
||||||
|
height: 4px;
|
||||||
|
border-radius: 2px;
|
||||||
|
background: #3a3a3a;
|
||||||
|
}
|
||||||
|
|
||||||
|
.time {
|
||||||
|
flex-shrink: 0;
|
||||||
|
font-size: 11px;
|
||||||
|
color: #888;
|
||||||
|
font-variant-numeric: tabular-nums;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
@@ -0,0 +1,67 @@
|
|||||||
|
import { useCutsceneStore, useSelectedCutscene } from '../../store/cutsceneStore';
|
||||||
|
import { usePlayback } from '../../hooks/usePlayback';
|
||||||
|
import styles from './Controls.module.css';
|
||||||
|
|
||||||
|
function formatMs(ms: number) {
|
||||||
|
const s = Math.floor(ms / 1000);
|
||||||
|
const frac = Math.floor((ms % 1000) / 10).toString().padStart(2, '0');
|
||||||
|
return `${s}.${frac}s`;
|
||||||
|
}
|
||||||
|
|
||||||
|
export default function Controls() {
|
||||||
|
usePlayback();
|
||||||
|
|
||||||
|
const { playState, currentTimeMs, setPlayState, setCurrentTime } = useCutsceneStore();
|
||||||
|
const cutscene = useSelectedCutscene();
|
||||||
|
|
||||||
|
const totalMs = cutscene
|
||||||
|
? Math.max(
|
||||||
|
cutscene.durationMs,
|
||||||
|
cutscene.imageSegments.reduce((m, s) => Math.max(m, s.endMs), 0)
|
||||||
|
) + cutscene.endFadeOutMs + cutscene.endFadeInMs
|
||||||
|
: 0;
|
||||||
|
|
||||||
|
function play() {
|
||||||
|
if (playState === 'stopped' || currentTimeMs >= totalMs) setCurrentTime(0);
|
||||||
|
setPlayState('playing');
|
||||||
|
}
|
||||||
|
|
||||||
|
function pause() { setPlayState('paused'); }
|
||||||
|
function stop() { setPlayState('stopped'); setCurrentTime(0); }
|
||||||
|
|
||||||
|
function handleScrub(e: React.ChangeEvent<HTMLInputElement>) {
|
||||||
|
const ms = Number(e.target.value);
|
||||||
|
setCurrentTime(ms);
|
||||||
|
if (playState === 'playing') setPlayState('paused');
|
||||||
|
}
|
||||||
|
|
||||||
|
const progress = totalMs > 0 ? currentTimeMs / totalMs : 0;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.controls}>
|
||||||
|
<button className={styles.btn} onClick={stop} title="Stop" disabled={!cutscene}>⏹</button>
|
||||||
|
<button className={styles.btn} onClick={() => setCurrentTime(0)} title="Rewind" disabled={!cutscene}>⏮</button>
|
||||||
|
{playState === 'playing' ? (
|
||||||
|
<button className={`${styles.btn} ${styles.active}`} onClick={pause} title="Pause" disabled={!cutscene}>⏸</button>
|
||||||
|
) : (
|
||||||
|
<button className={`${styles.btn} ${styles.active}`} onClick={play} title="Play" disabled={!cutscene}>▶</button>
|
||||||
|
)}
|
||||||
|
|
||||||
|
<input
|
||||||
|
className={styles.scrubber}
|
||||||
|
type="range"
|
||||||
|
min={0}
|
||||||
|
max={totalMs || 1}
|
||||||
|
step={16}
|
||||||
|
value={currentTimeMs}
|
||||||
|
onChange={handleScrub}
|
||||||
|
disabled={!cutscene}
|
||||||
|
style={{ '--progress': `${progress * 100}%` } as React.CSSProperties}
|
||||||
|
/>
|
||||||
|
|
||||||
|
<div className={styles.time}>
|
||||||
|
{formatMs(currentTimeMs)} / {formatMs(totalMs)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,100 @@
|
|||||||
|
.panel {
|
||||||
|
width: 200px;
|
||||||
|
min-width: 180px;
|
||||||
|
background: #252525;
|
||||||
|
border-right: 1px solid #333;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
|
|
||||||
|
.header {
|
||||||
|
padding: 10px 12px;
|
||||||
|
font-size: 12px;
|
||||||
|
font-weight: 600;
|
||||||
|
letter-spacing: 0.05em;
|
||||||
|
text-transform: uppercase;
|
||||||
|
color: #888;
|
||||||
|
border-bottom: 1px solid #333;
|
||||||
|
}
|
||||||
|
|
||||||
|
.actions {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
gap: 6px;
|
||||||
|
padding: 10px;
|
||||||
|
border-bottom: 1px solid #333;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn {
|
||||||
|
background: #333;
|
||||||
|
color: #ddd;
|
||||||
|
border: 1px solid #444;
|
||||||
|
border-radius: 4px;
|
||||||
|
padding: 5px 8px;
|
||||||
|
text-align: center;
|
||||||
|
transition: background 0.15s;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn:hover:not(:disabled) { background: #3d3d3d; }
|
||||||
|
.btn:disabled { opacity: 0.4; cursor: default; }
|
||||||
|
|
||||||
|
.btnPrimary {
|
||||||
|
composes: btn;
|
||||||
|
background: #2a4a6e;
|
||||||
|
border-color: #3a6090;
|
||||||
|
color: #a8d0f0;
|
||||||
|
}
|
||||||
|
.btnPrimary:hover { background: #2e5480; }
|
||||||
|
|
||||||
|
.list {
|
||||||
|
flex: 1;
|
||||||
|
overflow-y: auto;
|
||||||
|
padding: 4px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.empty {
|
||||||
|
padding: 16px 12px;
|
||||||
|
color: #555;
|
||||||
|
font-size: 11px;
|
||||||
|
line-height: 1.5;
|
||||||
|
}
|
||||||
|
|
||||||
|
.item {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: space-between;
|
||||||
|
padding: 7px 12px;
|
||||||
|
cursor: pointer;
|
||||||
|
user-select: none;
|
||||||
|
border-left: 3px solid transparent;
|
||||||
|
transition: background 0.1s;
|
||||||
|
}
|
||||||
|
|
||||||
|
.item:hover { background: #2e2e2e; }
|
||||||
|
|
||||||
|
.selected {
|
||||||
|
background: #1e3a55;
|
||||||
|
border-left-color: #5b9bd5;
|
||||||
|
}
|
||||||
|
|
||||||
|
.itemId {
|
||||||
|
font-size: 12px;
|
||||||
|
overflow: hidden;
|
||||||
|
text-overflow: ellipsis;
|
||||||
|
white-space: nowrap;
|
||||||
|
flex: 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
.deleteBtn {
|
||||||
|
background: none;
|
||||||
|
border: none;
|
||||||
|
color: #666;
|
||||||
|
padding: 2px 4px;
|
||||||
|
border-radius: 3px;
|
||||||
|
font-size: 10px;
|
||||||
|
opacity: 0;
|
||||||
|
transition: opacity 0.1s, color 0.1s;
|
||||||
|
}
|
||||||
|
.item:hover .deleteBtn { opacity: 1; }
|
||||||
|
.deleteBtn:hover { color: #e06c6c; }
|
||||||
@@ -0,0 +1,76 @@
|
|||||||
|
import { useRef } from 'react';
|
||||||
|
import { useCutsceneStore } from '../../store/cutsceneStore';
|
||||||
|
import { parseFile, triggerDownload } from '../../utils/fileIO';
|
||||||
|
import styles from './LeftPanel.module.css';
|
||||||
|
|
||||||
|
export default function LeftPanel() {
|
||||||
|
const fileInputRef = useRef<HTMLInputElement>(null);
|
||||||
|
const { file, selectedCutsceneId, loadFile, addCutscene, deleteCutscene, selectCutscene, getExportData } = useCutsceneStore();
|
||||||
|
|
||||||
|
function handleFileChange(e: React.ChangeEvent<HTMLInputElement>) {
|
||||||
|
const f = e.target.files?.[0];
|
||||||
|
if (!f) return;
|
||||||
|
const reader = new FileReader();
|
||||||
|
reader.onload = (ev) => {
|
||||||
|
try {
|
||||||
|
const json = JSON.parse(ev.target!.result as string);
|
||||||
|
loadFile(parseFile(json));
|
||||||
|
} catch {
|
||||||
|
alert('Invalid JSON file');
|
||||||
|
}
|
||||||
|
};
|
||||||
|
reader.readAsText(f);
|
||||||
|
e.target.value = '';
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleSave() {
|
||||||
|
const data = getExportData();
|
||||||
|
if (data) triggerDownload(data);
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleDelete(id: string) {
|
||||||
|
if (confirm(`Delete cutscene "${id}"?`)) deleteCutscene(id);
|
||||||
|
}
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.panel}>
|
||||||
|
<div className={styles.header}>Cutscenes</div>
|
||||||
|
|
||||||
|
<div className={styles.actions}>
|
||||||
|
<button className={styles.btnPrimary} onClick={() => fileInputRef.current?.click()}>
|
||||||
|
Load JSON
|
||||||
|
</button>
|
||||||
|
<input ref={fileInputRef} type="file" accept=".json" style={{ display: 'none' }} onChange={handleFileChange} />
|
||||||
|
<button className={styles.btn} onClick={handleSave} disabled={!file}>
|
||||||
|
Save JSON
|
||||||
|
</button>
|
||||||
|
<button className={styles.btn} onClick={addCutscene}>
|
||||||
|
+ New
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.list}>
|
||||||
|
{!file || file.cutscenes.length === 0 ? (
|
||||||
|
<div className={styles.empty}>No cutscenes. Load a JSON or create new.</div>
|
||||||
|
) : (
|
||||||
|
file.cutscenes.map(c => (
|
||||||
|
<div
|
||||||
|
key={c.id}
|
||||||
|
className={`${styles.item} ${c.id === selectedCutsceneId ? styles.selected : ''}`}
|
||||||
|
onClick={() => selectCutscene(c.id)}
|
||||||
|
>
|
||||||
|
<span className={styles.itemId}>{c.id}</span>
|
||||||
|
<button
|
||||||
|
className={styles.deleteBtn}
|
||||||
|
onClick={(e) => { e.stopPropagation(); handleDelete(c.id); }}
|
||||||
|
title="Delete"
|
||||||
|
>
|
||||||
|
✕
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
))
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,51 @@
|
|||||||
|
.wrapper {
|
||||||
|
width: 100%;
|
||||||
|
height: 100%;
|
||||||
|
display: flex;
|
||||||
|
justify-content: center;
|
||||||
|
align-items: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.viewport {
|
||||||
|
position: relative;
|
||||||
|
aspect-ratio: 16 / 9;
|
||||||
|
width: 100%;
|
||||||
|
max-height: 100%;
|
||||||
|
background: #000;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
|
|
||||||
|
.empty {
|
||||||
|
position: absolute;
|
||||||
|
inset: 0;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
color: #444;
|
||||||
|
font-size: 13px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.subtitleBar {
|
||||||
|
position: absolute;
|
||||||
|
bottom: 0;
|
||||||
|
left: 0;
|
||||||
|
right: 0;
|
||||||
|
padding: 10px 20px 14px;
|
||||||
|
background: linear-gradient(transparent, rgba(0,0,0,0.75));
|
||||||
|
text-align: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.speaker {
|
||||||
|
font-size: 11px;
|
||||||
|
font-weight: 600;
|
||||||
|
color: #f0c060;
|
||||||
|
margin-bottom: 4px;
|
||||||
|
text-shadow: 0 1px 3px rgba(0,0,0,0.8);
|
||||||
|
}
|
||||||
|
|
||||||
|
.text {
|
||||||
|
font-size: 14px;
|
||||||
|
color: #fff;
|
||||||
|
line-height: 1.5;
|
||||||
|
text-shadow: 0 1px 4px rgba(0,0,0,0.9);
|
||||||
|
}
|
||||||
@@ -0,0 +1,85 @@
|
|||||||
|
import { useRef, useEffect, useState } from 'react';
|
||||||
|
import { useCutsceneStore, useSelectedCutscene } from '../../store/cutsceneStore';
|
||||||
|
import { computeSegmentState, poseToStyle } from '../../utils/rendering';
|
||||||
|
import styles from './Preview.module.css';
|
||||||
|
|
||||||
|
const LOGICAL_W = 1280;
|
||||||
|
const LOGICAL_H = 720;
|
||||||
|
|
||||||
|
function computeSubtitle(cutscene: ReturnType<typeof useSelectedCutscene>, currentMs: number) {
|
||||||
|
if (!cutscene) return null;
|
||||||
|
let elapsed = 0;
|
||||||
|
for (const line of cutscene.lines) {
|
||||||
|
const dur = line.durationMs > 0
|
||||||
|
? line.durationMs
|
||||||
|
: Math.max(1500, Math.round((line.text.length / 17) * 1000));
|
||||||
|
if (currentMs >= elapsed && currentMs < elapsed + dur) return line;
|
||||||
|
elapsed += dur;
|
||||||
|
}
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
export default function Preview() {
|
||||||
|
const containerRef = useRef<HTMLDivElement>(null);
|
||||||
|
const [containerSize, setContainerSize] = useState({ w: LOGICAL_W, h: LOGICAL_H });
|
||||||
|
|
||||||
|
const currentTimeMs = useCutsceneStore(s => s.currentTimeMs);
|
||||||
|
const cutscene = useSelectedCutscene();
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
const el = containerRef.current;
|
||||||
|
if (!el) return;
|
||||||
|
const ro = new ResizeObserver(entries => {
|
||||||
|
const e = entries[0];
|
||||||
|
if (e) setContainerSize({ w: e.contentRect.width, h: e.contentRect.height });
|
||||||
|
});
|
||||||
|
ro.observe(el);
|
||||||
|
return () => ro.disconnect();
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
const subtitle = computeSubtitle(cutscene, currentTimeMs);
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.wrapper}>
|
||||||
|
<div className={styles.viewport} ref={containerRef}>
|
||||||
|
{!cutscene ? (
|
||||||
|
<div className={styles.empty}>Select or create a cutscene</div>
|
||||||
|
) : (
|
||||||
|
<>
|
||||||
|
{cutscene.imageSegments.map((seg, i) => {
|
||||||
|
const state = computeSegmentState(seg, currentTimeMs);
|
||||||
|
if (!state) return null;
|
||||||
|
|
||||||
|
const imgStyle = poseToStyle(
|
||||||
|
state.pose,
|
||||||
|
seg.width || LOGICAL_W,
|
||||||
|
seg.height || LOGICAL_H,
|
||||||
|
containerSize.w,
|
||||||
|
containerSize.h,
|
||||||
|
);
|
||||||
|
|
||||||
|
return (
|
||||||
|
<img
|
||||||
|
key={i}
|
||||||
|
src={`/${seg.path}`}
|
||||||
|
alt=""
|
||||||
|
style={{ ...imgStyle, opacity: state.alpha }}
|
||||||
|
draggable={false}
|
||||||
|
/>
|
||||||
|
);
|
||||||
|
})}
|
||||||
|
|
||||||
|
{subtitle && (
|
||||||
|
<div className={styles.subtitleBar}>
|
||||||
|
{subtitle.speaker && (
|
||||||
|
<div className={styles.speaker}>{subtitle.speaker}</div>
|
||||||
|
)}
|
||||||
|
<div className={styles.text}>{subtitle.text}</div>
|
||||||
|
</div>
|
||||||
|
)}
|
||||||
|
</>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,72 @@
|
|||||||
|
import { useCutsceneStore, useSelectedCutscene } from '../../store/cutsceneStore';
|
||||||
|
import type { Cutscene } from '../../types/cutscene';
|
||||||
|
import styles from './RightPanel.module.css';
|
||||||
|
|
||||||
|
type CutscenePatch = Partial<Omit<Cutscene, 'imageSegments' | 'lines'>>;
|
||||||
|
|
||||||
|
function NumField({ label, value, onChange, min }: {
|
||||||
|
label: string; value: number; onChange: (v: number) => void; min?: number;
|
||||||
|
}) {
|
||||||
|
return (
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>{label}</label>
|
||||||
|
<input
|
||||||
|
type="number"
|
||||||
|
value={value}
|
||||||
|
min={min}
|
||||||
|
onChange={e => onChange(Number(e.target.value))}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export default function CutsceneProperties() {
|
||||||
|
const cutscene = useSelectedCutscene();
|
||||||
|
const updateCutscene = useCutsceneStore(s => s.updateCutscene);
|
||||||
|
|
||||||
|
if (!cutscene) return <div className={styles.empty}>No cutscene selected</div>;
|
||||||
|
|
||||||
|
function upd(patch: CutscenePatch) {
|
||||||
|
updateCutscene(cutscene!.id, patch);
|
||||||
|
}
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.section}>
|
||||||
|
<div className={styles.sectionTitle}>Cutscene</div>
|
||||||
|
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>ID</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
value={cutscene.id}
|
||||||
|
onChange={e => upd({ id: e.target.value })}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>Skippable</label>
|
||||||
|
<input
|
||||||
|
type="checkbox"
|
||||||
|
checked={cutscene.skippable}
|
||||||
|
onChange={e => upd({ skippable: e.target.checked })}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<NumField label="Duration (ms)" value={cutscene.durationMs} onChange={v => upd({ durationMs: v })} min={0} />
|
||||||
|
<NumField label="Fade out (ms)" value={cutscene.fadeOutMs} onChange={v => upd({ fadeOutMs: v })} min={0} />
|
||||||
|
<NumField label="Fade in (ms)" value={cutscene.fadeInMs} onChange={v => upd({ fadeInMs: v })} min={0} />
|
||||||
|
<NumField label="End fade out (ms)" value={cutscene.endFadeOutMs} onChange={v => upd({ endFadeOutMs: v })} min={0} />
|
||||||
|
<NumField label="End fade in (ms)" value={cutscene.endFadeInMs} onChange={v => upd({ endFadeInMs: v })} min={0} />
|
||||||
|
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>onFadeIn callback</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
value={cutscene.onFadeInCallback}
|
||||||
|
onChange={e => upd({ onFadeInCallback: e.target.value })}
|
||||||
|
placeholder="lua function name"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,132 @@
|
|||||||
|
import { useCutsceneStore, useSelectedCutscene } from '../../store/cutsceneStore';
|
||||||
|
import { useShallow } from 'zustand/react/shallow';
|
||||||
|
import { AVAILABLE_IMAGES } from '../../constants/images';
|
||||||
|
import { EASING_OPTIONS } from '../../constants/easings';
|
||||||
|
import type { ImagePose } from '../../types/cutscene';
|
||||||
|
import styles from './RightPanel.module.css';
|
||||||
|
|
||||||
|
function NumField({ label, value, onChange, min, step }: {
|
||||||
|
label: string; value: number; onChange: (v: number) => void; min?: number; step?: number;
|
||||||
|
}) {
|
||||||
|
return (
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>{label}</label>
|
||||||
|
<input
|
||||||
|
type="number"
|
||||||
|
value={value}
|
||||||
|
min={min}
|
||||||
|
step={step ?? 1}
|
||||||
|
onChange={e => onChange(Number(e.target.value))}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
function PoseFields({ label, pose, onChange }: {
|
||||||
|
label: string;
|
||||||
|
pose: ImagePose;
|
||||||
|
onChange: (patch: Partial<ImagePose>) => void;
|
||||||
|
}) {
|
||||||
|
return (
|
||||||
|
<div className={styles.poseGroup}>
|
||||||
|
<div className={styles.poseTitle}>{label}</div>
|
||||||
|
<div className={styles.poseRow}>
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>centerX</label>
|
||||||
|
<input type="number" value={pose.centerX} step={0.01} min={0} max={1}
|
||||||
|
onChange={e => onChange({ centerX: Number(e.target.value) })} />
|
||||||
|
</div>
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>centerY</label>
|
||||||
|
<input type="number" value={pose.centerY} step={0.01} min={0} max={1}
|
||||||
|
onChange={e => onChange({ centerY: Number(e.target.value) })} />
|
||||||
|
</div>
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>scale</label>
|
||||||
|
<input type="number" value={pose.scale} step={0.05} min={0.1}
|
||||||
|
onChange={e => onChange({ scale: Number(e.target.value) })} />
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
export default function LayerProperties() {
|
||||||
|
const cutscene = useSelectedCutscene();
|
||||||
|
const { selectedLayerIndex, updateLayer, updateLayerFrom, updateLayerTo } = useCutsceneStore(useShallow(s => ({
|
||||||
|
selectedLayerIndex: s.selectedLayerIndex,
|
||||||
|
updateLayer: s.updateLayer,
|
||||||
|
updateLayerFrom: s.updateLayerFrom,
|
||||||
|
updateLayerTo: s.updateLayerTo,
|
||||||
|
})));
|
||||||
|
|
||||||
|
if (!cutscene || selectedLayerIndex === null) return null;
|
||||||
|
const seg = cutscene.imageSegments[selectedLayerIndex];
|
||||||
|
if (!seg) return null;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.section}>
|
||||||
|
<div className={styles.sectionTitle}>Layer {selectedLayerIndex + 1}</div>
|
||||||
|
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>Image</label>
|
||||||
|
<select
|
||||||
|
value={AVAILABLE_IMAGES.includes(seg.path) ? seg.path : '__custom__'}
|
||||||
|
onChange={e => {
|
||||||
|
if (e.target.value !== '__custom__') updateLayer(selectedLayerIndex, { path: e.target.value });
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
{AVAILABLE_IMAGES.map(img => (
|
||||||
|
<option key={img} value={img}>{img.split('/').pop()}</option>
|
||||||
|
))}
|
||||||
|
{!AVAILABLE_IMAGES.includes(seg.path) && (
|
||||||
|
<option value="__custom__">(custom)</option>
|
||||||
|
)}
|
||||||
|
</select>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>Path (manual)</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
value={seg.path}
|
||||||
|
onChange={e => updateLayer(selectedLayerIndex, { path: e.target.value })}
|
||||||
|
placeholder="resources/..."
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.row2}>
|
||||||
|
<NumField label="Width" value={seg.width} onChange={v => updateLayer(selectedLayerIndex, { width: v })} min={1} />
|
||||||
|
<NumField label="Height" value={seg.height} onChange={v => updateLayer(selectedLayerIndex, { height: v })} min={1} />
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.row2}>
|
||||||
|
<NumField label="Start (ms)" value={seg.startMs} onChange={v => updateLayer(selectedLayerIndex, { startMs: v })} min={0} />
|
||||||
|
<NumField label="End (ms)" value={seg.endMs} onChange={v => updateLayer(selectedLayerIndex, { endMs: v })} min={0} />
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.row2}>
|
||||||
|
<NumField label="Fade in (ms)" value={seg.fadeInMs} onChange={v => updateLayer(selectedLayerIndex, { fadeInMs: v })} min={0} />
|
||||||
|
<NumField label="Fade out (ms)" value={seg.fadeOutMs} onChange={v => updateLayer(selectedLayerIndex, { fadeOutMs: v })} min={0} />
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>Easing</label>
|
||||||
|
<select value={seg.easing} onChange={e => updateLayer(selectedLayerIndex, { easing: e.target.value as typeof seg.easing })}>
|
||||||
|
{EASING_OPTIONS.map(e => <option key={e} value={e}>{e}</option>)}
|
||||||
|
</select>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<PoseFields
|
||||||
|
label="From"
|
||||||
|
pose={seg.from}
|
||||||
|
onChange={patch => updateLayerFrom(selectedLayerIndex, patch)}
|
||||||
|
/>
|
||||||
|
<PoseFields
|
||||||
|
label="To"
|
||||||
|
pose={seg.to}
|
||||||
|
onChange={patch => updateLayerTo(selectedLayerIndex, patch)}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,208 @@
|
|||||||
|
.panel {
|
||||||
|
width: 260px;
|
||||||
|
min-width: 240px;
|
||||||
|
background: #252525;
|
||||||
|
border-left: 1px solid #333;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
|
|
||||||
|
.tabs {
|
||||||
|
display: flex;
|
||||||
|
border-bottom: 1px solid #333;
|
||||||
|
flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.tab {
|
||||||
|
flex: 1;
|
||||||
|
padding: 8px 6px;
|
||||||
|
background: none;
|
||||||
|
border: none;
|
||||||
|
color: #777;
|
||||||
|
font-size: 11px;
|
||||||
|
border-bottom: 2px solid transparent;
|
||||||
|
transition: color 0.1s;
|
||||||
|
}
|
||||||
|
.tab:hover { color: #bbb; }
|
||||||
|
.tabActive {
|
||||||
|
color: #5b9bd5;
|
||||||
|
border-bottom-color: #5b9bd5;
|
||||||
|
}
|
||||||
|
|
||||||
|
.scroll {
|
||||||
|
flex: 1;
|
||||||
|
overflow-y: auto;
|
||||||
|
padding-bottom: 20px;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ── Sections ──────────────────────────────────────────────────── */
|
||||||
|
.section {
|
||||||
|
padding: 10px;
|
||||||
|
border-bottom: 1px solid #2e2e2e;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sectionTitle {
|
||||||
|
font-size: 11px;
|
||||||
|
font-weight: 600;
|
||||||
|
color: #888;
|
||||||
|
text-transform: uppercase;
|
||||||
|
letter-spacing: 0.05em;
|
||||||
|
margin-bottom: 8px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.sectionHeader {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: space-between;
|
||||||
|
margin-bottom: 8px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.addBtn {
|
||||||
|
background: #2a4a6e;
|
||||||
|
border: 1px solid #3a6090;
|
||||||
|
color: #a8d0f0;
|
||||||
|
border-radius: 3px;
|
||||||
|
padding: 2px 8px;
|
||||||
|
font-size: 11px;
|
||||||
|
}
|
||||||
|
.addBtn:hover { background: #2e5480; }
|
||||||
|
|
||||||
|
/* ── Fields ────────────────────────────────────────────────────── */
|
||||||
|
.field {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: space-between;
|
||||||
|
margin-bottom: 5px;
|
||||||
|
gap: 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.field label {
|
||||||
|
flex-shrink: 0;
|
||||||
|
width: 100px;
|
||||||
|
text-align: right;
|
||||||
|
}
|
||||||
|
|
||||||
|
.field input[type="text"],
|
||||||
|
.field input[type="number"],
|
||||||
|
.field select,
|
||||||
|
.field textarea {
|
||||||
|
flex: 1;
|
||||||
|
min-width: 0;
|
||||||
|
width: 100%;
|
||||||
|
}
|
||||||
|
|
||||||
|
.field textarea {
|
||||||
|
resize: vertical;
|
||||||
|
min-height: 40px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.field input[type="checkbox"] {
|
||||||
|
width: auto;
|
||||||
|
margin: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.row2 {
|
||||||
|
display: flex;
|
||||||
|
gap: 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.row2 .field {
|
||||||
|
flex: 1;
|
||||||
|
flex-direction: column;
|
||||||
|
align-items: flex-start;
|
||||||
|
}
|
||||||
|
|
||||||
|
.row2 .field label {
|
||||||
|
width: auto;
|
||||||
|
text-align: left;
|
||||||
|
margin-bottom: 2px;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ── Pose groups ───────────────────────────────────────────────── */
|
||||||
|
.poseGroup {
|
||||||
|
margin-top: 8px;
|
||||||
|
background: #1e1e1e;
|
||||||
|
border-radius: 4px;
|
||||||
|
padding: 6px 8px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.poseTitle {
|
||||||
|
font-size: 10px;
|
||||||
|
font-weight: 600;
|
||||||
|
color: #666;
|
||||||
|
text-transform: uppercase;
|
||||||
|
letter-spacing: 0.05em;
|
||||||
|
margin-bottom: 5px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.poseRow {
|
||||||
|
display: flex;
|
||||||
|
gap: 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.poseRow .field {
|
||||||
|
flex: 1;
|
||||||
|
flex-direction: column;
|
||||||
|
align-items: flex-start;
|
||||||
|
margin-bottom: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.poseRow .field label {
|
||||||
|
width: auto;
|
||||||
|
text-align: left;
|
||||||
|
margin-bottom: 2px;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ── Subtitle line cards ───────────────────────────────────────── */
|
||||||
|
.lineCard {
|
||||||
|
background: #1e1e1e;
|
||||||
|
border: 1px solid #2e2e2e;
|
||||||
|
border-radius: 4px;
|
||||||
|
padding: 8px;
|
||||||
|
margin-bottom: 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.lineHeader {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 4px;
|
||||||
|
margin-bottom: 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.lineIndex {
|
||||||
|
font-size: 10px;
|
||||||
|
color: #666;
|
||||||
|
flex: 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
.iconBtn {
|
||||||
|
background: none;
|
||||||
|
border: 1px solid #3a3a3a;
|
||||||
|
color: #888;
|
||||||
|
border-radius: 3px;
|
||||||
|
padding: 1px 5px;
|
||||||
|
font-size: 11px;
|
||||||
|
}
|
||||||
|
.iconBtn:hover:not(:disabled) { background: #333; color: #ccc; }
|
||||||
|
.iconBtn:disabled { opacity: 0.3; cursor: default; }
|
||||||
|
|
||||||
|
.iconBtnDanger {
|
||||||
|
composes: iconBtn;
|
||||||
|
color: #a05050;
|
||||||
|
border-color: #5a2a2a;
|
||||||
|
}
|
||||||
|
.iconBtnDanger:hover { background: #3a2020; color: #e06c6c; }
|
||||||
|
|
||||||
|
.emptyLines {
|
||||||
|
color: #555;
|
||||||
|
font-size: 11px;
|
||||||
|
padding: 4px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.empty {
|
||||||
|
padding: 20px;
|
||||||
|
color: #555;
|
||||||
|
font-size: 11px;
|
||||||
|
text-align: center;
|
||||||
|
}
|
||||||
@@ -0,0 +1,41 @@
|
|||||||
|
import { useCutsceneStore } from '../../store/cutsceneStore';
|
||||||
|
import { useShallow } from 'zustand/react/shallow';
|
||||||
|
import CutsceneProperties from './CutsceneProperties';
|
||||||
|
import LayerProperties from './LayerProperties';
|
||||||
|
import SubtitleLines from './SubtitleLines';
|
||||||
|
import styles from './RightPanel.module.css';
|
||||||
|
|
||||||
|
export default function RightPanel() {
|
||||||
|
const { selectedLayerIndex, selectLayer } = useCutsceneStore(useShallow(s => ({
|
||||||
|
selectedLayerIndex: s.selectedLayerIndex,
|
||||||
|
selectLayer: s.selectLayer,
|
||||||
|
})));
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.panel}>
|
||||||
|
{/* Tab strip */}
|
||||||
|
<div className={styles.tabs}>
|
||||||
|
<button
|
||||||
|
className={`${styles.tab} ${selectedLayerIndex === null ? styles.tabActive : ''}`}
|
||||||
|
onClick={() => selectLayer(null)}
|
||||||
|
>
|
||||||
|
Cutscene
|
||||||
|
</button>
|
||||||
|
{selectedLayerIndex !== null && (
|
||||||
|
<button className={`${styles.tab} ${styles.tabActive}`}>
|
||||||
|
Layer {selectedLayerIndex + 1}
|
||||||
|
</button>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.scroll}>
|
||||||
|
{selectedLayerIndex !== null ? (
|
||||||
|
<LayerProperties />
|
||||||
|
) : (
|
||||||
|
<CutsceneProperties />
|
||||||
|
)}
|
||||||
|
<SubtitleLines />
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,89 @@
|
|||||||
|
import { useCutsceneStore, useSelectedCutscene } from '../../store/cutsceneStore';
|
||||||
|
import { useShallow } from 'zustand/react/shallow';
|
||||||
|
import styles from './RightPanel.module.css';
|
||||||
|
|
||||||
|
export default function SubtitleLines() {
|
||||||
|
const cutscene = useSelectedCutscene();
|
||||||
|
const { addLine, removeLine, moveLineUp, moveLineDown, updateLine } = useCutsceneStore(useShallow(s => ({
|
||||||
|
addLine: s.addLine,
|
||||||
|
removeLine: s.removeLine,
|
||||||
|
moveLineUp: s.moveLineUp,
|
||||||
|
moveLineDown: s.moveLineDown,
|
||||||
|
updateLine: s.updateLine,
|
||||||
|
})));
|
||||||
|
|
||||||
|
if (!cutscene) return null;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.section}>
|
||||||
|
<div className={styles.sectionHeader}>
|
||||||
|
<div className={styles.sectionTitle}>Subtitle Lines</div>
|
||||||
|
<button className={styles.addBtn} onClick={addLine}>+ Add</button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{cutscene.lines.length === 0 && (
|
||||||
|
<div className={styles.emptyLines}>No lines. Click + Add.</div>
|
||||||
|
)}
|
||||||
|
|
||||||
|
{cutscene.lines.map((line, i) => (
|
||||||
|
<div key={i} className={styles.lineCard}>
|
||||||
|
<div className={styles.lineHeader}>
|
||||||
|
<span className={styles.lineIndex}>#{i + 1}</span>
|
||||||
|
<button className={styles.iconBtn} onClick={() => moveLineUp(i)} disabled={i === 0} title="Move up">↑</button>
|
||||||
|
<button className={styles.iconBtn} onClick={() => moveLineDown(i)} disabled={i === cutscene.lines.length - 1} title="Move down">↓</button>
|
||||||
|
<button className={styles.iconBtnDanger} onClick={() => removeLine(i)} title="Remove">✕</button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>Speaker</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
value={line.speaker}
|
||||||
|
onChange={e => updateLine(i, { speaker: e.target.value })}
|
||||||
|
placeholder="(none)"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>Text</label>
|
||||||
|
<textarea
|
||||||
|
value={line.text}
|
||||||
|
rows={2}
|
||||||
|
onChange={e => updateLine(i, { text: e.target.value })}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.row2}>
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>Duration (ms)</label>
|
||||||
|
<input
|
||||||
|
type="number"
|
||||||
|
value={line.durationMs}
|
||||||
|
min={0}
|
||||||
|
onChange={e => updateLine(i, { durationMs: Number(e.target.value) })}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>Wait confirm</label>
|
||||||
|
<input
|
||||||
|
type="checkbox"
|
||||||
|
checked={line.waitForConfirm}
|
||||||
|
onChange={e => updateLine(i, { waitForConfirm: e.target.checked })}
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.field}>
|
||||||
|
<label>Lua callback</label>
|
||||||
|
<input
|
||||||
|
type="text"
|
||||||
|
value={line.luaCallback}
|
||||||
|
onChange={e => updateLine(i, { luaCallback: e.target.value })}
|
||||||
|
placeholder="function name"
|
||||||
|
/>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,192 @@
|
|||||||
|
.container {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
flex: 1;
|
||||||
|
min-height: 0;
|
||||||
|
background: #1a1a1a;
|
||||||
|
border-top: 1px solid #333;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
|
|
||||||
|
.toolbar {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 4px;
|
||||||
|
padding: 4px 8px;
|
||||||
|
background: #222;
|
||||||
|
border-bottom: 1px solid #333;
|
||||||
|
flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.tbBtn {
|
||||||
|
background: #2d2d2d;
|
||||||
|
border: 1px solid #404040;
|
||||||
|
color: #bbb;
|
||||||
|
border-radius: 3px;
|
||||||
|
padding: 3px 8px;
|
||||||
|
font-size: 11px;
|
||||||
|
transition: background 0.1s;
|
||||||
|
}
|
||||||
|
.tbBtn:hover:not(:disabled) { background: #3a3a3a; color: #fff; }
|
||||||
|
.tbBtn:disabled { opacity: 0.3; cursor: default; }
|
||||||
|
|
||||||
|
.spacer { flex: 1; }
|
||||||
|
|
||||||
|
.zoomLabel { font-size: 11px; color: #666; margin-right: 2px; }
|
||||||
|
|
||||||
|
.scroll {
|
||||||
|
flex: 1;
|
||||||
|
overflow: auto;
|
||||||
|
position: relative;
|
||||||
|
cursor: default;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ── Ruler ────────────────────────────────────────────────────── */
|
||||||
|
.ruler {
|
||||||
|
display: flex;
|
||||||
|
height: 22px;
|
||||||
|
background: #212121;
|
||||||
|
border-bottom: 1px solid #333;
|
||||||
|
position: sticky;
|
||||||
|
top: 0;
|
||||||
|
z-index: 10;
|
||||||
|
user-select: none;
|
||||||
|
cursor: crosshair;
|
||||||
|
}
|
||||||
|
|
||||||
|
.tick {
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
bottom: 0;
|
||||||
|
width: 1px;
|
||||||
|
background: #444;
|
||||||
|
}
|
||||||
|
|
||||||
|
.tickLabel {
|
||||||
|
position: absolute;
|
||||||
|
top: 3px;
|
||||||
|
left: 3px;
|
||||||
|
font-size: 9px;
|
||||||
|
color: #666;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ── Layers area ──────────────────────────────────────────────── */
|
||||||
|
.layersArea {
|
||||||
|
position: relative;
|
||||||
|
}
|
||||||
|
|
||||||
|
.playhead {
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
bottom: 0;
|
||||||
|
width: 2px;
|
||||||
|
background: #e05050;
|
||||||
|
z-index: 20;
|
||||||
|
pointer-events: none;
|
||||||
|
}
|
||||||
|
|
||||||
|
.gridLine {
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
bottom: 0;
|
||||||
|
width: 1px;
|
||||||
|
background: rgba(255,255,255,0.04);
|
||||||
|
pointer-events: none;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ── Layer row ────────────────────────────────────────────────── */
|
||||||
|
.row {
|
||||||
|
position: absolute;
|
||||||
|
left: 0;
|
||||||
|
right: 0;
|
||||||
|
height: 32px;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
border-bottom: 1px solid #2a2a2a;
|
||||||
|
cursor: pointer;
|
||||||
|
transition: background 0.1s;
|
||||||
|
}
|
||||||
|
.row:hover { background: rgba(255,255,255,0.03); }
|
||||||
|
.rowSelected { background: rgba(91,155,213,0.08); }
|
||||||
|
|
||||||
|
.rowLabel {
|
||||||
|
position: absolute;
|
||||||
|
left: 0;
|
||||||
|
width: 140px;
|
||||||
|
height: 100%;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
padding: 0 8px;
|
||||||
|
background: #1e1e1e;
|
||||||
|
border-right: 1px solid #2a2a2a;
|
||||||
|
z-index: 5;
|
||||||
|
overflow: hidden;
|
||||||
|
flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.layerName {
|
||||||
|
font-size: 11px;
|
||||||
|
color: #bbb;
|
||||||
|
overflow: hidden;
|
||||||
|
text-overflow: ellipsis;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* ── Segment bar ──────────────────────────────────────────────── */
|
||||||
|
.bar {
|
||||||
|
position: absolute;
|
||||||
|
height: 22px;
|
||||||
|
border-radius: 3px;
|
||||||
|
cursor: grab;
|
||||||
|
top: 5px;
|
||||||
|
border: 1px solid rgba(255,255,255,0.15);
|
||||||
|
box-sizing: border-box;
|
||||||
|
min-width: 4px;
|
||||||
|
}
|
||||||
|
.bar:active { cursor: grabbing; }
|
||||||
|
|
||||||
|
.handle {
|
||||||
|
position: absolute;
|
||||||
|
top: 0;
|
||||||
|
bottom: 0;
|
||||||
|
width: 6px;
|
||||||
|
cursor: ew-resize;
|
||||||
|
z-index: 2;
|
||||||
|
}
|
||||||
|
.handleLeft { left: 0; border-radius: 3px 0 0 3px; background: rgba(255,255,255,0.15); }
|
||||||
|
.handleRight { right: 0; border-radius: 0 3px 3px 0; background: rgba(255,255,255,0.15); }
|
||||||
|
|
||||||
|
/* ── Subtitle row ─────────────────────────────────────────────── */
|
||||||
|
.subtitleRow {
|
||||||
|
position: absolute;
|
||||||
|
left: 0;
|
||||||
|
right: 0;
|
||||||
|
height: 14px;
|
||||||
|
border-bottom: 1px solid #2a2a2a;
|
||||||
|
}
|
||||||
|
|
||||||
|
.subtitleLabel {
|
||||||
|
position: absolute;
|
||||||
|
left: 0;
|
||||||
|
width: 140px;
|
||||||
|
height: 100%;
|
||||||
|
background: #1e1e1e;
|
||||||
|
border-right: 1px solid #2a2a2a;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
padding: 0 8px;
|
||||||
|
font-size: 9px;
|
||||||
|
color: #555;
|
||||||
|
z-index: 5;
|
||||||
|
}
|
||||||
|
|
||||||
|
.subtitleBlock {
|
||||||
|
position: absolute;
|
||||||
|
top: 2px;
|
||||||
|
height: 10px;
|
||||||
|
background: #8a6040;
|
||||||
|
border-radius: 2px;
|
||||||
|
border: 1px solid #aa7050;
|
||||||
|
opacity: 0.8;
|
||||||
|
}
|
||||||
@@ -0,0 +1,285 @@
|
|||||||
|
import { useRef, useCallback, useState, useEffect } from 'react';
|
||||||
|
import { useCutsceneStore, useSelectedCutscene } from '../../store/cutsceneStore';
|
||||||
|
import { useShallow } from 'zustand/react/shallow';
|
||||||
|
import styles from './Timeline.module.css';
|
||||||
|
|
||||||
|
const LABEL_WIDTH = 140;
|
||||||
|
const ROW_HEIGHT = 32;
|
||||||
|
const SUBTITLE_ROW_HEIGHT = 14;
|
||||||
|
const MIN_ZOOM = 20; // px per second
|
||||||
|
const MAX_ZOOM = 400;
|
||||||
|
|
||||||
|
const LAYER_COLORS = ['#4a7fc1', '#c17a4a', '#4ac17a', '#c14a7a', '#7a4ac1', '#c1b44a', '#4ac1c1'];
|
||||||
|
|
||||||
|
function layerColor(i: number) { return LAYER_COLORS[i % LAYER_COLORS.length]; }
|
||||||
|
|
||||||
|
function basename(path: string) {
|
||||||
|
return path.split('/').pop() ?? path;
|
||||||
|
}
|
||||||
|
|
||||||
|
export default function Timeline() {
|
||||||
|
const cutscene = useSelectedCutscene();
|
||||||
|
const { selectedLayerIndex, currentTimeMs, playState } = useCutsceneStore(useShallow(s => ({
|
||||||
|
selectedLayerIndex: s.selectedLayerIndex,
|
||||||
|
currentTimeMs: s.currentTimeMs,
|
||||||
|
playState: s.playState,
|
||||||
|
})));
|
||||||
|
const { selectLayer, addLayer, removeLayer, moveLayerUp, moveLayerDown, updateLayer, setCurrentTime, setPlayState } = useCutsceneStore(useShallow(s => ({
|
||||||
|
selectLayer: s.selectLayer,
|
||||||
|
addLayer: s.addLayer,
|
||||||
|
removeLayer: s.removeLayer,
|
||||||
|
moveLayerUp: s.moveLayerUp,
|
||||||
|
moveLayerDown: s.moveLayerDown,
|
||||||
|
updateLayer: s.updateLayer,
|
||||||
|
setCurrentTime: s.setCurrentTime,
|
||||||
|
setPlayState: s.setPlayState,
|
||||||
|
})));
|
||||||
|
|
||||||
|
const [pxPerSec, setPxPerSec] = useState(60);
|
||||||
|
const scrollRef = useRef<HTMLDivElement>(null);
|
||||||
|
const isDraggingPlayhead = useRef(false);
|
||||||
|
const dragState = useRef<{
|
||||||
|
type: 'move' | 'left' | 'right';
|
||||||
|
layerIndex: number;
|
||||||
|
startX: number;
|
||||||
|
startMs: number;
|
||||||
|
endMs: number;
|
||||||
|
durationMs: number;
|
||||||
|
} | null>(null);
|
||||||
|
|
||||||
|
const msToX = useCallback((ms: number) => (ms / 1000) * pxPerSec, [pxPerSec]);
|
||||||
|
const xToMs = useCallback((x: number) => Math.max(0, Math.round((x / pxPerSec) * 1000)), [pxPerSec]);
|
||||||
|
|
||||||
|
const totalMs = cutscene
|
||||||
|
? Math.max(
|
||||||
|
cutscene.durationMs,
|
||||||
|
cutscene.imageSegments.reduce((m, s) => Math.max(m, s.endMs), 0),
|
||||||
|
10000,
|
||||||
|
) + 2000
|
||||||
|
: 12000;
|
||||||
|
|
||||||
|
const rulerWidth = Math.ceil(msToX(totalMs));
|
||||||
|
|
||||||
|
// Ruler ticks
|
||||||
|
const tickStepMs = pxPerSec >= 100 ? 500 : pxPerSec >= 50 ? 1000 : 2000;
|
||||||
|
const labelStepMs = pxPerSec >= 100 ? 1000 : pxPerSec >= 50 ? 2000 : 4000;
|
||||||
|
const ticks: number[] = [];
|
||||||
|
for (let ms = 0; ms <= totalMs; ms += tickStepMs) ticks.push(ms);
|
||||||
|
|
||||||
|
// Scroll wheel zoom
|
||||||
|
useEffect(() => {
|
||||||
|
const el = scrollRef.current;
|
||||||
|
if (!el) return;
|
||||||
|
function onWheel(e: WheelEvent) {
|
||||||
|
if (!e.ctrlKey && !e.metaKey) return;
|
||||||
|
e.preventDefault();
|
||||||
|
setPxPerSec(prev => Math.min(MAX_ZOOM, Math.max(MIN_ZOOM, prev * (e.deltaY < 0 ? 1.15 : 0.87))));
|
||||||
|
}
|
||||||
|
el.addEventListener('wheel', onWheel, { passive: false });
|
||||||
|
return () => el.removeEventListener('wheel', onWheel);
|
||||||
|
}, []);
|
||||||
|
|
||||||
|
// Auto-scroll playhead into view while playing
|
||||||
|
useEffect(() => {
|
||||||
|
if (playState !== 'playing') return;
|
||||||
|
const el = scrollRef.current;
|
||||||
|
if (!el) return;
|
||||||
|
const x = msToX(currentTimeMs) + LABEL_WIDTH;
|
||||||
|
const { scrollLeft, clientWidth } = el;
|
||||||
|
if (x > scrollLeft + clientWidth - 40) {
|
||||||
|
el.scrollLeft = x - clientWidth + 80;
|
||||||
|
}
|
||||||
|
}, [currentTimeMs, playState, msToX]);
|
||||||
|
|
||||||
|
// ── Playhead drag ──────────────────────────────────────────────────────────
|
||||||
|
function onRulerMouseDown(e: React.MouseEvent) {
|
||||||
|
if (e.button !== 0) return;
|
||||||
|
isDraggingPlayhead.current = true;
|
||||||
|
const rect = (e.currentTarget as HTMLElement).getBoundingClientRect();
|
||||||
|
const x = e.clientX - rect.left - LABEL_WIDTH + (scrollRef.current?.scrollLeft ?? 0);
|
||||||
|
setCurrentTime(xToMs(x));
|
||||||
|
if (playState === 'playing') setPlayState('paused');
|
||||||
|
|
||||||
|
function onMove(ev: MouseEvent) {
|
||||||
|
const x2 = ev.clientX - rect.left - LABEL_WIDTH + (scrollRef.current?.scrollLeft ?? 0);
|
||||||
|
setCurrentTime(xToMs(x2));
|
||||||
|
}
|
||||||
|
function onUp() {
|
||||||
|
isDraggingPlayhead.current = false;
|
||||||
|
window.removeEventListener('mousemove', onMove);
|
||||||
|
window.removeEventListener('mouseup', onUp);
|
||||||
|
}
|
||||||
|
window.addEventListener('mousemove', onMove);
|
||||||
|
window.addEventListener('mouseup', onUp);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ── Segment bar drag ───────────────────────────────────────────────────────
|
||||||
|
function onBarMouseDown(e: React.MouseEvent, layerIndex: number, type: 'move' | 'left' | 'right') {
|
||||||
|
e.preventDefault();
|
||||||
|
e.stopPropagation();
|
||||||
|
selectLayer(layerIndex);
|
||||||
|
const seg = cutscene!.imageSegments[layerIndex];
|
||||||
|
dragState.current = {
|
||||||
|
type,
|
||||||
|
layerIndex,
|
||||||
|
startX: e.clientX,
|
||||||
|
startMs: seg.startMs,
|
||||||
|
endMs: seg.endMs,
|
||||||
|
durationMs: seg.endMs - seg.startMs,
|
||||||
|
};
|
||||||
|
|
||||||
|
function onMove(ev: MouseEvent) {
|
||||||
|
if (!dragState.current) return;
|
||||||
|
const dx = ev.clientX - dragState.current.startX;
|
||||||
|
const dMs = Math.round((dx / pxPerSec) * 1000);
|
||||||
|
const { type, layerIndex: li, startMs, endMs, durationMs } = dragState.current;
|
||||||
|
|
||||||
|
if (type === 'move') {
|
||||||
|
const newStart = Math.max(0, startMs + dMs);
|
||||||
|
updateLayer(li, { startMs: newStart, endMs: newStart + durationMs });
|
||||||
|
} else if (type === 'left') {
|
||||||
|
const newStart = Math.max(0, Math.min(endMs - 100, startMs + dMs));
|
||||||
|
updateLayer(li, { startMs: newStart });
|
||||||
|
} else {
|
||||||
|
const newEnd = Math.max(startMs + 100, endMs + dMs);
|
||||||
|
updateLayer(li, { endMs: newEnd });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
function onUp() {
|
||||||
|
dragState.current = null;
|
||||||
|
window.removeEventListener('mousemove', onMove);
|
||||||
|
window.removeEventListener('mouseup', onUp);
|
||||||
|
}
|
||||||
|
window.addEventListener('mousemove', onMove);
|
||||||
|
window.addEventListener('mouseup', onUp);
|
||||||
|
}
|
||||||
|
|
||||||
|
const playheadX = msToX(currentTimeMs) + LABEL_WIDTH;
|
||||||
|
|
||||||
|
// Subtitle timing for display
|
||||||
|
let subtitleBlocks: { x: number; w: number; text: string }[] = [];
|
||||||
|
if (cutscene) {
|
||||||
|
let elapsed = 0;
|
||||||
|
for (const line of cutscene.lines) {
|
||||||
|
const dur = line.durationMs > 0
|
||||||
|
? line.durationMs
|
||||||
|
: Math.max(1500, Math.round((line.text.length / 17) * 1000));
|
||||||
|
subtitleBlocks.push({ x: msToX(elapsed), w: msToX(dur), text: line.text || '…' });
|
||||||
|
elapsed += dur;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const layerCount = cutscene?.imageSegments.length ?? 0;
|
||||||
|
const totalHeight = layerCount * ROW_HEIGHT + SUBTITLE_ROW_HEIGHT + 20;
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.container}>
|
||||||
|
{/* Toolbar */}
|
||||||
|
<div className={styles.toolbar}>
|
||||||
|
<button className={styles.tbBtn} onClick={addLayer} disabled={!cutscene} title="Add layer">+ Layer</button>
|
||||||
|
{selectedLayerIndex !== null && cutscene && (
|
||||||
|
<>
|
||||||
|
<button className={styles.tbBtn} onClick={() => moveLayerUp(selectedLayerIndex!)} disabled={selectedLayerIndex! <= 0} title="Move up">↑</button>
|
||||||
|
<button className={styles.tbBtn} onClick={() => moveLayerDown(selectedLayerIndex!)} disabled={selectedLayerIndex! >= layerCount - 1} title="Move down">↓</button>
|
||||||
|
<button className={styles.tbBtn} onClick={() => removeLayer(selectedLayerIndex!)} title="Remove layer" style={{ color: '#e06c6c' }}>✕ Layer</button>
|
||||||
|
</>
|
||||||
|
)}
|
||||||
|
<div className={styles.spacer} />
|
||||||
|
<span className={styles.zoomLabel}>Zoom:</span>
|
||||||
|
<button className={styles.tbBtn} onClick={() => setPxPerSec(p => Math.max(MIN_ZOOM, p * 0.75))}>−</button>
|
||||||
|
<button className={styles.tbBtn} onClick={() => setPxPerSec(p => Math.min(MAX_ZOOM, p * 1.33))}>+</button>
|
||||||
|
<button className={styles.tbBtn} onClick={() => setPxPerSec(60)}>Reset</button>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Scrollable area */}
|
||||||
|
<div className={styles.scroll} ref={scrollRef}>
|
||||||
|
{/* Ruler */}
|
||||||
|
<div
|
||||||
|
className={styles.ruler}
|
||||||
|
style={{ width: LABEL_WIDTH + rulerWidth }}
|
||||||
|
onMouseDown={onRulerMouseDown}
|
||||||
|
>
|
||||||
|
<div style={{ width: LABEL_WIDTH, flexShrink: 0 }} />
|
||||||
|
<div style={{ position: 'relative', flex: 1 }}>
|
||||||
|
{ticks.map(ms => (
|
||||||
|
<div
|
||||||
|
key={ms}
|
||||||
|
className={styles.tick}
|
||||||
|
style={{ left: msToX(ms) }}
|
||||||
|
>
|
||||||
|
{ms % labelStepMs === 0 && (
|
||||||
|
<span className={styles.tickLabel}>{ms / 1000}s</span>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Layers + playhead overlay */}
|
||||||
|
<div
|
||||||
|
className={styles.layersArea}
|
||||||
|
style={{ width: LABEL_WIDTH + rulerWidth, minHeight: totalHeight }}
|
||||||
|
>
|
||||||
|
{/* Playhead */}
|
||||||
|
<div className={styles.playhead} style={{ left: playheadX }} />
|
||||||
|
|
||||||
|
{/* Grid lines */}
|
||||||
|
{ticks.filter(ms => ms % labelStepMs === 0).map(ms => (
|
||||||
|
<div key={ms} className={styles.gridLine} style={{ left: LABEL_WIDTH + msToX(ms) }} />
|
||||||
|
))}
|
||||||
|
|
||||||
|
{/* Layer rows */}
|
||||||
|
{cutscene?.imageSegments.map((seg, i) => {
|
||||||
|
const isSelected = selectedLayerIndex === i;
|
||||||
|
const color = layerColor(i);
|
||||||
|
const barX = LABEL_WIDTH + msToX(seg.startMs);
|
||||||
|
const barW = Math.max(4, msToX(seg.endMs) - msToX(seg.startMs));
|
||||||
|
return (
|
||||||
|
<div
|
||||||
|
key={i}
|
||||||
|
className={`${styles.row} ${isSelected ? styles.rowSelected : ''}`}
|
||||||
|
style={{ top: i * ROW_HEIGHT }}
|
||||||
|
onClick={() => selectLayer(i)}
|
||||||
|
>
|
||||||
|
{/* Label */}
|
||||||
|
<div className={styles.rowLabel} style={{ borderLeft: `3px solid ${color}` }}>
|
||||||
|
<span className={styles.layerName}>{basename(seg.path) || `Layer ${i + 1}`}</span>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{/* Bar */}
|
||||||
|
<div
|
||||||
|
className={styles.bar}
|
||||||
|
style={{ left: barX, width: barW, background: color + (isSelected ? 'cc' : '88') }}
|
||||||
|
onMouseDown={e => onBarMouseDown(e, i, 'move')}
|
||||||
|
>
|
||||||
|
<div className={`${styles.handle} ${styles.handleLeft}`}
|
||||||
|
onMouseDown={e => onBarMouseDown(e, i, 'left')} />
|
||||||
|
<div className={`${styles.handle} ${styles.handleRight}`}
|
||||||
|
onMouseDown={e => onBarMouseDown(e, i, 'right')} />
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
})}
|
||||||
|
|
||||||
|
{/* Subtitle blocks row */}
|
||||||
|
{cutscene && (
|
||||||
|
<div
|
||||||
|
className={styles.subtitleRow}
|
||||||
|
style={{ top: layerCount * ROW_HEIGHT }}
|
||||||
|
>
|
||||||
|
<div className={styles.subtitleLabel}>Subtitles</div>
|
||||||
|
{subtitleBlocks.map((b, i) => (
|
||||||
|
<div
|
||||||
|
key={i}
|
||||||
|
className={styles.subtitleBlock}
|
||||||
|
style={{ left: LABEL_WIDTH + b.x, width: Math.max(2, b.w) }}
|
||||||
|
title={b.text}
|
||||||
|
/>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,25 @@
|
|||||||
|
import type { EasingType } from '../types/cutscene';
|
||||||
|
|
||||||
|
export const EASING_OPTIONS: EasingType[] = [
|
||||||
|
'Linear',
|
||||||
|
'EaseInSine', 'EaseOutSine', 'EaseInOutSine',
|
||||||
|
'EaseInQuad', 'EaseOutQuad', 'EaseInOutQuad',
|
||||||
|
'EaseInCubic', 'EaseOutCubic', 'EaseInOutCubic',
|
||||||
|
];
|
||||||
|
|
||||||
|
export function applyEasing(t: number, easing: EasingType): number {
|
||||||
|
const pi = Math.PI;
|
||||||
|
switch (easing) {
|
||||||
|
case 'Linear': return t;
|
||||||
|
case 'EaseInSine': return 1 - Math.cos((t * pi) / 2);
|
||||||
|
case 'EaseOutSine': return Math.sin((t * pi) / 2);
|
||||||
|
case 'EaseInOutSine': return -(Math.cos(pi * t) - 1) / 2;
|
||||||
|
case 'EaseInQuad': return t * t;
|
||||||
|
case 'EaseOutQuad': return 1 - (1 - t) * (1 - t);
|
||||||
|
case 'EaseInOutQuad': return t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2;
|
||||||
|
case 'EaseInCubic': return t * t * t;
|
||||||
|
case 'EaseOutCubic': return 1 - Math.pow(1 - t, 3);
|
||||||
|
case 'EaseInOutCubic':return t < 0.5 ? 4 * t * t * t : 1 - Math.pow(-2 * t + 2, 3) / 2;
|
||||||
|
default: return t;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,15 @@
|
|||||||
|
export const AVAILABLE_IMAGES: string[] = [
|
||||||
|
'resources/w/cutscenes/cutscene2/cs2_background.png',
|
||||||
|
'resources/w/cutscenes/cutscene2/cs2_books.png',
|
||||||
|
'resources/w/cutscenes/cutscene2/cs2_chair.png',
|
||||||
|
'resources/w/cutscenes/cutscene2/cs2_gg001.png',
|
||||||
|
'resources/w/cutscenes/cutscene2/cs2_gg002.png',
|
||||||
|
'resources/w/cutscenes/cutscene2/cs2_gg003.png',
|
||||||
|
'resources/w/cutscenes/cutscene2/cs2_gg004.png',
|
||||||
|
'resources/w/cutscenes/cutscene3/cs2_foreground.png',
|
||||||
|
'resources/black.png',
|
||||||
|
'resources/w/cutscenes/cutscene_exit_darklands/img.png',
|
||||||
|
'resources/w/cutscenes/cutscene_exit_darklands/img2.png',
|
||||||
|
'resources/w/cutscenes/cutscene3/img.png',
|
||||||
|
'resources/w/white.png',
|
||||||
|
];
|
||||||
@@ -0,0 +1,52 @@
|
|||||||
|
import { useEffect, useRef } from 'react';
|
||||||
|
import { useCutsceneStore, useSelectedCutscene } from '../store/cutsceneStore';
|
||||||
|
|
||||||
|
export function usePlayback() {
|
||||||
|
const { playState, currentTimeMs, setPlayState, setCurrentTime } = useCutsceneStore();
|
||||||
|
const cutscene = useSelectedCutscene();
|
||||||
|
const rafRef = useRef<number | null>(null);
|
||||||
|
const lastTsRef = useRef<number | null>(null);
|
||||||
|
|
||||||
|
useEffect(() => {
|
||||||
|
if (playState !== 'playing') {
|
||||||
|
lastTsRef.current = null;
|
||||||
|
if (rafRef.current !== null) {
|
||||||
|
cancelAnimationFrame(rafRef.current);
|
||||||
|
rafRef.current = null;
|
||||||
|
}
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
function totalDuration() {
|
||||||
|
if (!cutscene) return 5000;
|
||||||
|
const segMax = cutscene.imageSegments.reduce((m, s) => Math.max(m, s.endMs), 0);
|
||||||
|
const content = Math.max(cutscene.durationMs, segMax);
|
||||||
|
return content + cutscene.endFadeOutMs + cutscene.endFadeInMs;
|
||||||
|
}
|
||||||
|
|
||||||
|
function tick(ts: number) {
|
||||||
|
if (lastTsRef.current === null) lastTsRef.current = ts;
|
||||||
|
const delta = ts - lastTsRef.current;
|
||||||
|
lastTsRef.current = ts;
|
||||||
|
|
||||||
|
const newTime = useCutsceneStore.getState().currentTimeMs + delta;
|
||||||
|
const total = totalDuration();
|
||||||
|
|
||||||
|
if (newTime >= total) {
|
||||||
|
setCurrentTime(total);
|
||||||
|
setPlayState('stopped');
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
setCurrentTime(newTime);
|
||||||
|
rafRef.current = requestAnimationFrame(tick);
|
||||||
|
}
|
||||||
|
|
||||||
|
rafRef.current = requestAnimationFrame(tick);
|
||||||
|
return () => {
|
||||||
|
if (rafRef.current !== null) cancelAnimationFrame(rafRef.current);
|
||||||
|
};
|
||||||
|
}, [playState, cutscene, setPlayState, setCurrentTime]);
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
@@ -0,0 +1,52 @@
|
|||||||
|
*, *::before, *::after {
|
||||||
|
box-sizing: border-box;
|
||||||
|
margin: 0;
|
||||||
|
padding: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
html, body, #root {
|
||||||
|
height: 100%;
|
||||||
|
width: 100%;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
|
|
||||||
|
body {
|
||||||
|
font-family: -apple-system, BlinkMacSystemFont, 'Segoe UI', sans-serif;
|
||||||
|
font-size: 13px;
|
||||||
|
background: #1a1a1a;
|
||||||
|
color: #e0e0e0;
|
||||||
|
}
|
||||||
|
|
||||||
|
button {
|
||||||
|
cursor: pointer;
|
||||||
|
font-family: inherit;
|
||||||
|
font-size: 12px;
|
||||||
|
}
|
||||||
|
|
||||||
|
input, select, textarea {
|
||||||
|
font-family: inherit;
|
||||||
|
font-size: 12px;
|
||||||
|
background: #2a2a2a;
|
||||||
|
color: #e0e0e0;
|
||||||
|
border: 1px solid #444;
|
||||||
|
border-radius: 3px;
|
||||||
|
padding: 3px 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
input:focus, select:focus, textarea:focus {
|
||||||
|
outline: none;
|
||||||
|
border-color: #5b9bd5;
|
||||||
|
}
|
||||||
|
|
||||||
|
label {
|
||||||
|
color: #aaa;
|
||||||
|
font-size: 11px;
|
||||||
|
}
|
||||||
|
|
||||||
|
::-webkit-scrollbar {
|
||||||
|
width: 6px;
|
||||||
|
height: 6px;
|
||||||
|
}
|
||||||
|
::-webkit-scrollbar-track { background: #1a1a1a; }
|
||||||
|
::-webkit-scrollbar-thumb { background: #444; border-radius: 3px; }
|
||||||
|
::-webkit-scrollbar-thumb:hover { background: #666; }
|
||||||
@@ -0,0 +1,10 @@
|
|||||||
|
import { StrictMode } from 'react';
|
||||||
|
import { createRoot } from 'react-dom/client';
|
||||||
|
import './index.css';
|
||||||
|
import App from './App';
|
||||||
|
|
||||||
|
createRoot(document.getElementById('root')!).render(
|
||||||
|
<StrictMode>
|
||||||
|
<App />
|
||||||
|
</StrictMode>
|
||||||
|
);
|
||||||
@@ -0,0 +1,242 @@
|
|||||||
|
import { create } from 'zustand';
|
||||||
|
import { immer } from 'zustand/middleware/immer';
|
||||||
|
import type { CutsceneFile, Cutscene, ImageSegment, SubtitleLine, ImagePose } from '../types/cutscene';
|
||||||
|
|
||||||
|
export type PlayState = 'stopped' | 'playing' | 'paused';
|
||||||
|
|
||||||
|
interface CutsceneStore {
|
||||||
|
file: CutsceneFile | null;
|
||||||
|
selectedCutsceneId: string | null;
|
||||||
|
selectedLayerIndex: number | null;
|
||||||
|
playState: PlayState;
|
||||||
|
currentTimeMs: number;
|
||||||
|
|
||||||
|
// File I/O
|
||||||
|
loadFile: (file: CutsceneFile) => void;
|
||||||
|
getExportData: () => CutsceneFile | null;
|
||||||
|
|
||||||
|
// Cutscene CRUD
|
||||||
|
addCutscene: () => void;
|
||||||
|
deleteCutscene: (id: string) => void;
|
||||||
|
selectCutscene: (id: string | null) => void;
|
||||||
|
updateCutscene: (id: string, patch: Partial<Omit<Cutscene, 'imageSegments' | 'lines'>>) => void;
|
||||||
|
|
||||||
|
// Layer CRUD
|
||||||
|
selectLayer: (index: number | null) => void;
|
||||||
|
addLayer: () => void;
|
||||||
|
removeLayer: (index: number) => void;
|
||||||
|
moveLayerUp: (index: number) => void;
|
||||||
|
moveLayerDown: (index: number) => void;
|
||||||
|
updateLayer: (index: number, patch: Partial<ImageSegment>) => void;
|
||||||
|
updateLayerFrom: (index: number, patch: Partial<ImagePose>) => void;
|
||||||
|
updateLayerTo: (index: number, patch: Partial<ImagePose>) => void;
|
||||||
|
|
||||||
|
// Subtitle lines
|
||||||
|
addLine: () => void;
|
||||||
|
removeLine: (index: number) => void;
|
||||||
|
moveLineUp: (index: number) => void;
|
||||||
|
moveLineDown: (index: number) => void;
|
||||||
|
updateLine: (index: number, patch: Partial<SubtitleLine>) => void;
|
||||||
|
|
||||||
|
// Playback
|
||||||
|
setPlayState: (state: PlayState) => void;
|
||||||
|
setCurrentTime: (ms: number) => void;
|
||||||
|
}
|
||||||
|
|
||||||
|
function newCutscene(id: string): Cutscene {
|
||||||
|
return {
|
||||||
|
id,
|
||||||
|
skippable: true,
|
||||||
|
durationMs: 5000,
|
||||||
|
fadeOutMs: 500,
|
||||||
|
fadeInMs: 500,
|
||||||
|
endFadeOutMs: 500,
|
||||||
|
endFadeInMs: 500,
|
||||||
|
onFadeInCallback: '',
|
||||||
|
imageSegments: [],
|
||||||
|
lines: [],
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function newSegment(): ImageSegment {
|
||||||
|
return {
|
||||||
|
path: '',
|
||||||
|
width: 1280,
|
||||||
|
height: 720,
|
||||||
|
startMs: 0,
|
||||||
|
endMs: 5000,
|
||||||
|
fadeInMs: 0,
|
||||||
|
fadeOutMs: 0,
|
||||||
|
easing: 'Linear',
|
||||||
|
from: { centerX: 0.5, centerY: 0.5, scale: 1.0 },
|
||||||
|
to: { centerX: 0.5, centerY: 0.5, scale: 1.0 },
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function newLine(): SubtitleLine {
|
||||||
|
return {
|
||||||
|
speaker: '',
|
||||||
|
text: '',
|
||||||
|
durationMs: 3000,
|
||||||
|
waitForConfirm: false,
|
||||||
|
luaCallback: '',
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function getSelected(file: CutsceneFile | null, id: string | null): Cutscene | null {
|
||||||
|
if (!file || !id) return null;
|
||||||
|
return file.cutscenes.find(c => c.id === id) ?? null;
|
||||||
|
}
|
||||||
|
|
||||||
|
export const useCutsceneStore = create<CutsceneStore>()(
|
||||||
|
immer((set, get) => ({
|
||||||
|
file: null,
|
||||||
|
selectedCutsceneId: null,
|
||||||
|
selectedLayerIndex: null,
|
||||||
|
playState: 'stopped',
|
||||||
|
currentTimeMs: 0,
|
||||||
|
|
||||||
|
loadFile: (file) => set(s => {
|
||||||
|
s.file = file;
|
||||||
|
s.selectedCutsceneId = file.cutscenes[0]?.id ?? null;
|
||||||
|
s.selectedLayerIndex = null;
|
||||||
|
s.playState = 'stopped';
|
||||||
|
s.currentTimeMs = 0;
|
||||||
|
}),
|
||||||
|
|
||||||
|
getExportData: () => get().file,
|
||||||
|
|
||||||
|
addCutscene: () => set(s => {
|
||||||
|
if (!s.file) s.file = { cutscenes: [] };
|
||||||
|
let base = 'cutscene_new';
|
||||||
|
let n = 1;
|
||||||
|
const ids = new Set(s.file.cutscenes.map(c => c.id));
|
||||||
|
while (ids.has(`${base}_${n}`)) n++;
|
||||||
|
const id = `${base}_${n}`;
|
||||||
|
s.file.cutscenes.push(newCutscene(id));
|
||||||
|
s.selectedCutsceneId = id;
|
||||||
|
s.selectedLayerIndex = null;
|
||||||
|
}),
|
||||||
|
|
||||||
|
deleteCutscene: (id) => set(s => {
|
||||||
|
if (!s.file) return;
|
||||||
|
const idx = s.file.cutscenes.findIndex(c => c.id === id);
|
||||||
|
if (idx === -1) return;
|
||||||
|
s.file.cutscenes.splice(idx, 1);
|
||||||
|
if (s.selectedCutsceneId === id) {
|
||||||
|
s.selectedCutsceneId = s.file.cutscenes[0]?.id ?? null;
|
||||||
|
s.selectedLayerIndex = null;
|
||||||
|
}
|
||||||
|
}),
|
||||||
|
|
||||||
|
selectCutscene: (id) => set(s => {
|
||||||
|
s.selectedCutsceneId = id;
|
||||||
|
s.selectedLayerIndex = null;
|
||||||
|
s.playState = 'stopped';
|
||||||
|
s.currentTimeMs = 0;
|
||||||
|
}),
|
||||||
|
|
||||||
|
updateCutscene: (id, patch) => set(s => {
|
||||||
|
if (!s.file) return;
|
||||||
|
const c = s.file.cutscenes.find(c => c.id === id);
|
||||||
|
if (!c) return;
|
||||||
|
Object.assign(c, patch);
|
||||||
|
}),
|
||||||
|
|
||||||
|
selectLayer: (index) => set(s => { s.selectedLayerIndex = index; }),
|
||||||
|
|
||||||
|
addLayer: () => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene) return;
|
||||||
|
cutscene.imageSegments.push(newSegment());
|
||||||
|
s.selectedLayerIndex = cutscene.imageSegments.length - 1;
|
||||||
|
}),
|
||||||
|
|
||||||
|
removeLayer: (index) => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene) return;
|
||||||
|
cutscene.imageSegments.splice(index, 1);
|
||||||
|
if (s.selectedLayerIndex === index) s.selectedLayerIndex = null;
|
||||||
|
else if (s.selectedLayerIndex !== null && s.selectedLayerIndex > index) s.selectedLayerIndex--;
|
||||||
|
}),
|
||||||
|
|
||||||
|
moveLayerUp: (index) => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene || index <= 0) return;
|
||||||
|
const segs = cutscene.imageSegments;
|
||||||
|
[segs[index - 1], segs[index]] = [segs[index], segs[index - 1]];
|
||||||
|
if (s.selectedLayerIndex === index) s.selectedLayerIndex = index - 1;
|
||||||
|
else if (s.selectedLayerIndex === index - 1) s.selectedLayerIndex = index;
|
||||||
|
}),
|
||||||
|
|
||||||
|
moveLayerDown: (index) => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene) return;
|
||||||
|
const segs = cutscene.imageSegments;
|
||||||
|
if (index >= segs.length - 1) return;
|
||||||
|
[segs[index], segs[index + 1]] = [segs[index + 1], segs[index]];
|
||||||
|
if (s.selectedLayerIndex === index) s.selectedLayerIndex = index + 1;
|
||||||
|
else if (s.selectedLayerIndex === index + 1) s.selectedLayerIndex = index;
|
||||||
|
}),
|
||||||
|
|
||||||
|
updateLayer: (index, patch) => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene) return;
|
||||||
|
Object.assign(cutscene.imageSegments[index], patch);
|
||||||
|
}),
|
||||||
|
|
||||||
|
updateLayerFrom: (index, patch) => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene) return;
|
||||||
|
Object.assign(cutscene.imageSegments[index].from, patch);
|
||||||
|
}),
|
||||||
|
|
||||||
|
updateLayerTo: (index, patch) => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene) return;
|
||||||
|
Object.assign(cutscene.imageSegments[index].to, patch);
|
||||||
|
}),
|
||||||
|
|
||||||
|
addLine: () => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene) return;
|
||||||
|
cutscene.lines.push(newLine());
|
||||||
|
}),
|
||||||
|
|
||||||
|
removeLine: (index) => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene) return;
|
||||||
|
cutscene.lines.splice(index, 1);
|
||||||
|
}),
|
||||||
|
|
||||||
|
moveLineUp: (index) => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene || index <= 0) return;
|
||||||
|
const lines = cutscene.lines;
|
||||||
|
[lines[index - 1], lines[index]] = [lines[index], lines[index - 1]];
|
||||||
|
}),
|
||||||
|
|
||||||
|
moveLineDown: (index) => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene) return;
|
||||||
|
const lines = cutscene.lines;
|
||||||
|
if (index >= lines.length - 1) return;
|
||||||
|
[lines[index], lines[index + 1]] = [lines[index + 1], lines[index]];
|
||||||
|
}),
|
||||||
|
|
||||||
|
updateLine: (index, patch) => set(s => {
|
||||||
|
const cutscene = getSelected(s.file, s.selectedCutsceneId);
|
||||||
|
if (!cutscene) return;
|
||||||
|
Object.assign(cutscene.lines[index], patch);
|
||||||
|
}),
|
||||||
|
|
||||||
|
setPlayState: (state) => set(s => { s.playState = state; }),
|
||||||
|
setCurrentTime: (ms) => set(s => { s.currentTimeMs = ms; }),
|
||||||
|
}))
|
||||||
|
);
|
||||||
|
|
||||||
|
export function useSelectedCutscene() {
|
||||||
|
return useCutsceneStore(s =>
|
||||||
|
s.file?.cutscenes.find(c => c.id === s.selectedCutsceneId) ?? null
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,49 @@
|
|||||||
|
export type EasingType =
|
||||||
|
| 'Linear'
|
||||||
|
| 'EaseInSine' | 'EaseOutSine' | 'EaseInOutSine'
|
||||||
|
| 'EaseInQuad' | 'EaseOutQuad' | 'EaseInOutQuad'
|
||||||
|
| 'EaseInCubic' | 'EaseOutCubic' | 'EaseInOutCubic';
|
||||||
|
|
||||||
|
export interface ImagePose {
|
||||||
|
centerX: number;
|
||||||
|
centerY: number;
|
||||||
|
scale: number;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface ImageSegment {
|
||||||
|
path: string;
|
||||||
|
width: number;
|
||||||
|
height: number;
|
||||||
|
startMs: number;
|
||||||
|
endMs: number;
|
||||||
|
fadeInMs: number;
|
||||||
|
fadeOutMs: number;
|
||||||
|
easing: EasingType;
|
||||||
|
from: ImagePose;
|
||||||
|
to: ImagePose;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface SubtitleLine {
|
||||||
|
speaker: string;
|
||||||
|
text: string;
|
||||||
|
durationMs: number;
|
||||||
|
waitForConfirm: boolean;
|
||||||
|
luaCallback: string;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface Cutscene {
|
||||||
|
id: string;
|
||||||
|
skippable: boolean;
|
||||||
|
durationMs: number;
|
||||||
|
fadeOutMs: number;
|
||||||
|
fadeInMs: number;
|
||||||
|
endFadeOutMs: number;
|
||||||
|
endFadeInMs: number;
|
||||||
|
onFadeInCallback: string;
|
||||||
|
imageSegments: ImageSegment[];
|
||||||
|
lines: SubtitleLine[];
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface CutsceneFile {
|
||||||
|
cutscenes: Cutscene[];
|
||||||
|
}
|
||||||
@@ -0,0 +1,76 @@
|
|||||||
|
import type { CutsceneFile, Cutscene, ImageSegment, SubtitleLine } from '../types/cutscene';
|
||||||
|
|
||||||
|
function parseSegment(raw: Record<string, unknown>): ImageSegment {
|
||||||
|
const from = (raw.from as Record<string, number> | undefined) ?? {};
|
||||||
|
const to = (raw.to as Record<string, number> | undefined) ?? {};
|
||||||
|
return {
|
||||||
|
path: String(raw.path ?? ''),
|
||||||
|
width: Number(raw.width ?? 1280),
|
||||||
|
height: Number(raw.height ?? 720),
|
||||||
|
startMs: Number(raw.startMs ?? 0),
|
||||||
|
endMs: Number(raw.endMs ?? 5000),
|
||||||
|
fadeInMs: Number(raw.fadeInMs ?? 0),
|
||||||
|
fadeOutMs: Number(raw.fadeOutMs ?? 0),
|
||||||
|
easing: String(raw.easing ?? 'Linear') as ImageSegment['easing'],
|
||||||
|
from: {
|
||||||
|
centerX: Number(from.centerX ?? 0.5),
|
||||||
|
centerY: Number(from.centerY ?? 0.5),
|
||||||
|
scale: Number(from.scale ?? 1.0),
|
||||||
|
},
|
||||||
|
to: {
|
||||||
|
centerX: Number(to.centerX ?? from.centerX ?? 0.5),
|
||||||
|
centerY: Number(to.centerY ?? from.centerY ?? 0.5),
|
||||||
|
scale: Number(to.scale ?? from.scale ?? 1.0),
|
||||||
|
},
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function parseLine(raw: Record<string, unknown>): SubtitleLine {
|
||||||
|
return {
|
||||||
|
speaker: String(raw.speaker ?? ''),
|
||||||
|
text: String(raw.text ?? ''),
|
||||||
|
durationMs: Number(raw.durationMs ?? 0),
|
||||||
|
waitForConfirm: Boolean(raw.waitForConfirm ?? false),
|
||||||
|
luaCallback: String(raw.luaCallback ?? ''),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function parseCutscene(raw: Record<string, unknown>): Cutscene {
|
||||||
|
const segments = Array.isArray(raw.imageSegments)
|
||||||
|
? (raw.imageSegments as Record<string, unknown>[]).map(parseSegment)
|
||||||
|
: [];
|
||||||
|
const lines = Array.isArray(raw.lines)
|
||||||
|
? (raw.lines as Record<string, unknown>[]).map(parseLine)
|
||||||
|
: [];
|
||||||
|
return {
|
||||||
|
id: String(raw.id ?? 'untitled'),
|
||||||
|
skippable: raw.skippable !== false,
|
||||||
|
durationMs: Number(raw.durationMs ?? 0),
|
||||||
|
fadeOutMs: Number(raw.fadeOutMs ?? 0),
|
||||||
|
fadeInMs: Number(raw.fadeInMs ?? 0),
|
||||||
|
endFadeOutMs: Number(raw.endFadeOutMs ?? 0),
|
||||||
|
endFadeInMs: Number(raw.endFadeInMs ?? 0),
|
||||||
|
onFadeInCallback: String(raw.onFadeInCallback ?? ''),
|
||||||
|
imageSegments: segments,
|
||||||
|
lines,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
export function parseFile(json: unknown): CutsceneFile {
|
||||||
|
const raw = json as Record<string, unknown>;
|
||||||
|
const cutscenes = Array.isArray(raw.cutscenes)
|
||||||
|
? (raw.cutscenes as Record<string, unknown>[]).map(parseCutscene)
|
||||||
|
: [];
|
||||||
|
return { cutscenes };
|
||||||
|
}
|
||||||
|
|
||||||
|
export function triggerDownload(file: CutsceneFile, filename = 'cutscenes.json') {
|
||||||
|
const json = JSON.stringify(file, null, 4);
|
||||||
|
const blob = new Blob([json], { type: 'application/json' });
|
||||||
|
const url = URL.createObjectURL(blob);
|
||||||
|
const a = document.createElement('a');
|
||||||
|
a.href = url;
|
||||||
|
a.download = filename;
|
||||||
|
a.click();
|
||||||
|
URL.revokeObjectURL(url);
|
||||||
|
}
|
||||||
@@ -0,0 +1,79 @@
|
|||||||
|
import type { ImageSegment, ImagePose } from '../types/cutscene';
|
||||||
|
import { applyEasing } from '../constants/easings';
|
||||||
|
|
||||||
|
function clamp(v: number, min: number, max: number) {
|
||||||
|
return Math.max(min, Math.min(max, v));
|
||||||
|
}
|
||||||
|
|
||||||
|
function lerp(a: number, b: number, t: number) {
|
||||||
|
return a + (b - a) * t;
|
||||||
|
}
|
||||||
|
|
||||||
|
export interface SegmentRenderState {
|
||||||
|
alpha: number;
|
||||||
|
pose: ImagePose;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function computeSegmentState(seg: ImageSegment, currentMs: number): SegmentRenderState | null {
|
||||||
|
if (currentMs < seg.startMs || currentMs > seg.endMs) return null;
|
||||||
|
|
||||||
|
const duration = seg.endMs - seg.startMs;
|
||||||
|
const localMs = currentMs - seg.startMs;
|
||||||
|
const t = duration > 0 ? clamp(localMs / duration, 0, 1) : 1;
|
||||||
|
const tEased = applyEasing(t, seg.easing);
|
||||||
|
|
||||||
|
const pose: ImagePose = {
|
||||||
|
centerX: lerp(seg.from.centerX, seg.to.centerX, tEased),
|
||||||
|
centerY: lerp(seg.from.centerY, seg.to.centerY, tEased),
|
||||||
|
scale: lerp(seg.from.scale, seg.to.scale, tEased),
|
||||||
|
};
|
||||||
|
|
||||||
|
let alpha = 1;
|
||||||
|
if (seg.fadeInMs > 0 && localMs < seg.fadeInMs) {
|
||||||
|
alpha = localMs / seg.fadeInMs;
|
||||||
|
} else if (seg.fadeOutMs > 0 && localMs > duration - seg.fadeOutMs) {
|
||||||
|
alpha = (duration - localMs) / seg.fadeOutMs;
|
||||||
|
}
|
||||||
|
|
||||||
|
return { alpha: clamp(alpha, 0, 1), pose };
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns CSS for an absolutely-positioned <img> inside the viewport div.
|
||||||
|
*
|
||||||
|
* The image is stretched (object-fit: fill) to exactly logicalW × logicalH
|
||||||
|
* logical pixels on screen — matching how the game engine maps the full
|
||||||
|
* texture quad to those dimensions, regardless of the file's natural size.
|
||||||
|
*
|
||||||
|
* At scale=1 the logical area fills the viewport (aspect-ratio corrected).
|
||||||
|
* The viewport's own overflow:hidden clips anything that extends beyond.
|
||||||
|
*/
|
||||||
|
export function poseToStyle(
|
||||||
|
pose: ImagePose,
|
||||||
|
logicalW: number, // segment.width (e.g. 1280)
|
||||||
|
logicalH: number, // segment.height (e.g. 720)
|
||||||
|
containerW: number,
|
||||||
|
containerH: number,
|
||||||
|
): React.CSSProperties {
|
||||||
|
const baseScale = Math.max(containerW / logicalW, containerH / logicalH);
|
||||||
|
const renderW = logicalW * baseScale * pose.scale;
|
||||||
|
const renderH = logicalH * baseScale * pose.scale;
|
||||||
|
|
||||||
|
const maxOffsetX = Math.max(0, (renderW - containerW) / 2);
|
||||||
|
const maxOffsetY = Math.max(0, (renderH - containerH) / 2);
|
||||||
|
const offsetX = clamp((0.5 - pose.centerX) * renderW, -maxOffsetX, maxOffsetX);
|
||||||
|
// Y axis is inverted: centerY=0 → bottom of image, centerY=1 → top (Y-up convention)
|
||||||
|
const offsetY = clamp((pose.centerY - 0.5) * renderH, -maxOffsetY, maxOffsetY);
|
||||||
|
|
||||||
|
return {
|
||||||
|
position: 'absolute',
|
||||||
|
top: '50%',
|
||||||
|
left: '50%',
|
||||||
|
width: renderW,
|
||||||
|
height: renderH,
|
||||||
|
// Default object-fit (fill) stretches the full texture to these logical
|
||||||
|
// dimensions, exactly as the game engine renders the quad.
|
||||||
|
objectFit: 'fill',
|
||||||
|
transform: `translate(calc(-50% + ${offsetX}px), calc(-50% + ${offsetY}px))`,
|
||||||
|
};
|
||||||
|
}
|
||||||
Vendored
+6
@@ -0,0 +1,6 @@
|
|||||||
|
/// <reference types="vite/client" />
|
||||||
|
|
||||||
|
declare module '*.module.css' {
|
||||||
|
const classes: Record<string, string>;
|
||||||
|
export default classes;
|
||||||
|
}
|
||||||
@@ -0,0 +1,20 @@
|
|||||||
|
{
|
||||||
|
"compilerOptions": {
|
||||||
|
"target": "ES2020",
|
||||||
|
"useDefineForClassFields": true,
|
||||||
|
"lib": ["ES2020", "DOM", "DOM.Iterable"],
|
||||||
|
"module": "ESNext",
|
||||||
|
"skipLibCheck": true,
|
||||||
|
"moduleResolution": "bundler",
|
||||||
|
"allowImportingTsExtensions": true,
|
||||||
|
"isolatedModules": true,
|
||||||
|
"moduleDetection": "force",
|
||||||
|
"noEmit": true,
|
||||||
|
"jsx": "react-jsx",
|
||||||
|
"strict": true,
|
||||||
|
"noUnusedLocals": false,
|
||||||
|
"noUnusedParameters": false,
|
||||||
|
"noFallthroughCasesInSwitch": true
|
||||||
|
},
|
||||||
|
"include": ["src"]
|
||||||
|
}
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
import { defineConfig } from 'vite';
|
||||||
|
import react from '@vitejs/plugin-react';
|
||||||
|
import fs from 'fs';
|
||||||
|
import path from 'path';
|
||||||
|
|
||||||
|
export default defineConfig({
|
||||||
|
plugins: [
|
||||||
|
react(),
|
||||||
|
{
|
||||||
|
name: 'serve-resources',
|
||||||
|
configureServer(server) {
|
||||||
|
server.middlewares.use('/resources', (req, res, next) => {
|
||||||
|
const filePath = path.join(process.cwd(), 'resources', decodeURIComponent(req.url ?? ''));
|
||||||
|
if (fs.existsSync(filePath) && fs.statSync(filePath).isFile()) {
|
||||||
|
const ext = path.extname(filePath).toLowerCase();
|
||||||
|
const mime = ext === '.png' ? 'image/png' : ext === '.jpg' ? 'image/jpeg' : 'application/octet-stream';
|
||||||
|
res.setHeader('Content-Type', mime);
|
||||||
|
fs.createReadStream(filePath).pipe(res as import('stream').Writable);
|
||||||
|
} else {
|
||||||
|
next();
|
||||||
|
}
|
||||||
|
});
|
||||||
|
},
|
||||||
|
},
|
||||||
|
],
|
||||||
|
});
|
||||||
@@ -0,0 +1,43 @@
|
|||||||
|
.DS_STORE
|
||||||
|
node_modules
|
||||||
|
scripts/flow/*/.flowconfig
|
||||||
|
.flowconfig
|
||||||
|
*~
|
||||||
|
*.pyc
|
||||||
|
.grunt
|
||||||
|
_SpecRunner.html
|
||||||
|
__benchmarks__
|
||||||
|
build/
|
||||||
|
remote-repo/
|
||||||
|
coverage/
|
||||||
|
.module-cache
|
||||||
|
fixtures/dom/public/react-dom.js
|
||||||
|
fixtures/dom/public/react.js
|
||||||
|
test/the-files-to-test.generated.js
|
||||||
|
*.log*
|
||||||
|
chrome-user-data
|
||||||
|
*.sublime-project
|
||||||
|
*.sublime-workspace
|
||||||
|
.idea
|
||||||
|
*.iml
|
||||||
|
.vscode
|
||||||
|
.zed
|
||||||
|
*.swp
|
||||||
|
*.swo
|
||||||
|
/tmp
|
||||||
|
/.worktrees
|
||||||
|
.claude/*.local.*
|
||||||
|
|
||||||
|
packages/react-devtools-core/dist
|
||||||
|
packages/react-devtools-extensions/chrome/build
|
||||||
|
packages/react-devtools-extensions/chrome/*.crx
|
||||||
|
packages/react-devtools-extensions/chrome/*.pem
|
||||||
|
packages/react-devtools-extensions/firefox/build
|
||||||
|
packages/react-devtools-extensions/firefox/*.xpi
|
||||||
|
packages/react-devtools-extensions/firefox/*.pem
|
||||||
|
packages/react-devtools-extensions/shared/build
|
||||||
|
packages/react-devtools-extensions/.tempUserDataDir
|
||||||
|
packages/react-devtools-fusebox/dist
|
||||||
|
packages/react-devtools-inline/dist
|
||||||
|
packages/react-devtools-shell/dist
|
||||||
|
packages/react-devtools-timeline/dist
|
||||||
@@ -0,0 +1,711 @@
|
|||||||
|
{
|
||||||
|
"dialogues": [
|
||||||
|
{
|
||||||
|
"id": "dialog_start001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Новый день! Я проснулся, позавтракал и готов поехать в универ! Надо проверить телефон, и не забыть взять свою записную книжку.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_phone001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Я не буду никуда идти без своего телефона и записной книжки!",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_chat_parents001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Отец",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "Бекзат, сынок, мы c мамой тебе отправили немного денег, постарайся прожить на эти деньги до конца недели!",
|
||||||
|
"next": "line_2",
|
||||||
|
"chatBubble": "in"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_2",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "Спасибо!",
|
||||||
|
"next": "end_1",
|
||||||
|
"chatBubble": "out"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_chat_news001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Отец",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "Жители Бишкека все чаще жалуются на депрессию и апатию. Смотрите свежее видео об этом на нашем канале!",
|
||||||
|
"next": "end_1",
|
||||||
|
"chatBubble": "in"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_chat_aiperi001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Айпери",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "Бекзат, помнишь мы скидывались на торт для Аиды Джаныбековой? Я тогда еще приносила скатерть, тарелки и нож для торта. И я до сих пор не получила назад ничего.",
|
||||||
|
"next": "line_2",
|
||||||
|
"chatBubble": "in"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_2",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "Скатерть и тарелки вроде бы лежат в студзоне.",
|
||||||
|
"next": "line_3",
|
||||||
|
"chatBubble": "out"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_3",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Айпери",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "А нож?",
|
||||||
|
"next": "line_4",
|
||||||
|
"chatBubble": "in"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_4",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "Нож, наверное, так и остался в учительской.",
|
||||||
|
"next": "line_5",
|
||||||
|
"chatBubble": "out"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_5",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Айпери",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "А давай не \"наверное\"?",
|
||||||
|
"next": "line_6",
|
||||||
|
"chatBubble": "in"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_6",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Айпери",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "А давай ты приедешь в универ, зайдешь в учительскую, заберешь нож и отдашь мне?",
|
||||||
|
"next": "line_7",
|
||||||
|
"chatBubble": "in"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_7",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Айпери",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "У вас сегодня как раз Аида ведет лекцию. После лекции попросишь у нее ключи от учительской и заберешь нож.",
|
||||||
|
"next": "line_8",
|
||||||
|
"chatBubble": "in"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_8",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "Почему ты сама не можешь забрать?",
|
||||||
|
"next": "line_9",
|
||||||
|
"chatBubble": "out"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_9",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Айпери",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "Ты же знаешь, если я встречу Аиду, она 100% даст мне какое-нибудь сложное задание.",
|
||||||
|
"next": "line_10",
|
||||||
|
"chatBubble": "in"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_10",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Айпери",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "И потом, это ты у меня брал нож, с чего я должна ходить искать его по всему универу?",
|
||||||
|
"next": "line_11",
|
||||||
|
"chatBubble": "in"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_11",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Айпери",
|
||||||
|
"portrait": "resources/dialogue/portrait_phone.png",
|
||||||
|
"text": "Так что жду тебя в универе! Не вздумай прогулять!",
|
||||||
|
"next": "end_1",
|
||||||
|
"chatBubble": "in",
|
||||||
|
"questUnlock" : "aiperi_knife",
|
||||||
|
"luaCallback" : "on_aiperi_dialog_over",
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_no_sleep001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Я сейчас не хочу спать.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_phone_pickup001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Отлично, вот и мой телефон! Надо проверить новые сообщения.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "door_bathroom_dialog001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Здесь у меня душ и туалет.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "door_bathroom_alik_dialog001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Я не буду лезть в ванную комнату к Алику.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "door_locked_dialog001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Дверь закрыта. Кажется, сюда все еще никто не заселился.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_journal_pickup001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Возьму журнал с собой! Там все мои записи.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_taxi001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Прежде чем выходить наружу, я должен заказать такси до универа.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_taxi002",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Я заказал такси до универа, машина уже ждет!",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_taxi004",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Я уже заказал такси, машина уже ждет!",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_second_floor001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "На втором этаже женское общежитие, мне там делать нечего.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_female_student001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бермет",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_girl.png",
|
||||||
|
"text": "Бекзат отстань!",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_female_student002",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алтынай",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_girl.png",
|
||||||
|
"text": "Бекзат ты почему на пары не ходишь?!",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_alik001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Привет Бекзат! Давно я не видел тебя на парах!",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "door_alik_dialog001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Тук тук!",
|
||||||
|
"next": "line_2"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_2",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Заходи!",
|
||||||
|
"luaCallback" : "on_alik_room_enter",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_alik002",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Привет Бекзат!",
|
||||||
|
"next": "line_2"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_2",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Привет Алик! Разговор есть.",
|
||||||
|
"next": "line_3"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_3",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "С тобой на курсе училась Бегимай, ты ее помнишь?",
|
||||||
|
"next": "line_4"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_4",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Конечно помню! Я тебе даже больше расскажу.",
|
||||||
|
"next": "line_5"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_5",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "В тот день она принесла свою курсовую, чтобы сдать.",
|
||||||
|
"next": "line_6"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_6",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Но в тот день в учительской происходила генеральная уборка.",
|
||||||
|
"next": "line_7"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_7",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "И получилось так, что ее курсовая оказалась в стопке бумаг на выброс.",
|
||||||
|
"next": "line_8"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_8",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Курсовая работа пропала, Бегимай получила за нее ноль баллов, и не прошла отбор в Германию.",
|
||||||
|
"next": "line_9"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_9",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Поэтому с горя она выпрыгнула из окна лекционного зала и убилась.",
|
||||||
|
"next": "line_10"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_10",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "А ты откуда все это знаешь?",
|
||||||
|
"next": "line_11"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_11",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Я видел как ее курсовую уносили вместе с другой макулатурой из учительской.",
|
||||||
|
"next": "line_12"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_12",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "И где сейчас ее курсовая работа?",
|
||||||
|
"next": "line_13"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_13",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "За зданием универа есть контейнер с кучей бумажного мусора и макулатурой.",
|
||||||
|
"next": "line_14"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_14",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Скорее всего, курсовая до сих пор лежит где-то там.",
|
||||||
|
"next": "line_15"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_15",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Спасибо Алик! Ты мне очень помог.",
|
||||||
|
"next": "line_16"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_16",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Да без проблем! Обращайся если что.",
|
||||||
|
"objectiveComplete" : "ghost_lore.ghost_lore_alik",
|
||||||
|
"objectiveVisible": "ghost_lore.ghost_lore_alik",
|
||||||
|
"questUnlock": "ghost_coursework",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_alik003",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Алик",
|
||||||
|
"portrait": "resources/dialogue/portrait_student_boy.png",
|
||||||
|
"text": "Привет Бекзат! Надеюсь ты нашел то что ищешь.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_video001",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Ого, пока я залипал в телефоне, уже наступила ночь!",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_video002",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Я не буду сейчас смотреть видеоролики, давай лучше пойдем спать.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_video003",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Мне некогда деградировать, мне нужно сегодня 100% быть на лекции!",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"cutscenes": [{
|
||||||
|
"id": "sleep_cutscene001",
|
||||||
|
"background": "resources/test_cutscene001.png",
|
||||||
|
"onFadeInCallback": "on_sleep_cutscene",
|
||||||
|
"durationMs": 5000,
|
||||||
|
"fadeOutMs": 500,
|
||||||
|
"fadeInMs": 500,
|
||||||
|
"endFadeOutMs": 500,
|
||||||
|
"endFadeInMs": 500,
|
||||||
|
"cameraTrack": [
|
||||||
|
{
|
||||||
|
"durationMs": 3000,
|
||||||
|
"from": { "focusX": 0.3, "focusY": 0.50, "zoom": 1.10, "rotationDeg": 0.0 },
|
||||||
|
"to": { "focusX": 0.7, "focusY": 0.50, "zoom": 1.00, "rotationDeg": 0.0 },
|
||||||
|
"easing": "EaseInOutSine"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 3000,
|
||||||
|
"from": { "focusX": 0.3, "focusY": 0.50, "zoom": 1.0, "rotationDeg": 0.0 },
|
||||||
|
"to": { "focusX": 0.7, "focusY": 0.50, "zoom": 1.1, "rotationDeg": 0.0 },
|
||||||
|
"easing": "EaseInOutCubic"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "Я завалился спать и уснул.",
|
||||||
|
"durationMs": 3000
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "Бекзат",
|
||||||
|
"portrait": "resources/dialogue/portrait_hero_neutral.png",
|
||||||
|
"text": "И я проспал аж до обеда.",
|
||||||
|
"durationMs": 3000
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -0,0 +1,12 @@
|
|||||||
|
<!DOCTYPE html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="UTF-8" />
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||||
|
<title>Dialogue Editor</title>
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<div id="root"></div>
|
||||||
|
<script type="module" src="/src/main.tsx"></script>
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
Generated
+2157
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,26 @@
|
|||||||
|
{
|
||||||
|
"name": "dialogue-editor",
|
||||||
|
"version": "1.0.0",
|
||||||
|
"private": true,
|
||||||
|
"scripts": {
|
||||||
|
"dev": "vite",
|
||||||
|
"build": "tsc && vite build",
|
||||||
|
"preview": "vite preview"
|
||||||
|
},
|
||||||
|
"dependencies": {
|
||||||
|
"@dagrejs/dagre": "^1.1.4",
|
||||||
|
"@xyflow/react": "^12.3.6",
|
||||||
|
"immer": "^10.1.1",
|
||||||
|
"react": "^18.3.1",
|
||||||
|
"react-dom": "^18.3.1",
|
||||||
|
"zustand": "^5.0.3"
|
||||||
|
},
|
||||||
|
"devDependencies": {
|
||||||
|
"@types/dagre": "^0.7.52",
|
||||||
|
"@types/react": "^18.3.12",
|
||||||
|
"@types/react-dom": "^18.3.1",
|
||||||
|
"@vitejs/plugin-react": "^4.3.4",
|
||||||
|
"typescript": "^5.7.2",
|
||||||
|
"vite": "^6.0.5"
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,501 @@
|
|||||||
|
{
|
||||||
|
"dialogues": [
|
||||||
|
{
|
||||||
|
"id": "dialog_student",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Студент",
|
||||||
|
"portrait": "resources/w/avatar_student.png",
|
||||||
|
"text": "В университете завелись призраки, мне страшно ходить на занятия.",
|
||||||
|
"next": "line_2"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_2",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Hero",
|
||||||
|
"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
|
||||||
|
"text": "Можешь рассказать подробнее?",
|
||||||
|
"next": "line_3"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_3",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Студент",
|
||||||
|
"portrait": "resources/w/avatar_student.png",
|
||||||
|
"text": "Спроси у Мухтара байке, он все знает.",
|
||||||
|
"next": "line_4"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_4",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Hero",
|
||||||
|
"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
|
||||||
|
"text": "Хорошо.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_mukhtar",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Мухтар байке",
|
||||||
|
"portrait": "resources/w/avatar_unknown.png",
|
||||||
|
"text": "Здравствуй, мы давно тебя ждем! Ты поможешь нам избавиться от призраков?",
|
||||||
|
"next": "line_2"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_2",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Hero",
|
||||||
|
"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
|
||||||
|
"text": "Где их найти?",
|
||||||
|
"next": "line_3"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_3",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Мухтар байке",
|
||||||
|
"portrait": "resources/w/avatar_unknown.png",
|
||||||
|
"text": "Заходи в здание универа и поднимайся на второй этаж.",
|
||||||
|
"next": "line_4"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_4",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Мухтар байке",
|
||||||
|
"portrait": "resources/w/avatar_unknown.png",
|
||||||
|
"text": "Ты их встретишь прямо там.",
|
||||||
|
"next": "line_5"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_4",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Hero",
|
||||||
|
"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
|
||||||
|
"text": "Хорошо, я скоро вернусь!",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_female_student",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Студентка",
|
||||||
|
"portrait": "resources/w/avatar_girl.png",
|
||||||
|
"text": "С этими призраками совсем невозможно ходить на лекции!",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "test_line_dialogue",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Ghost",
|
||||||
|
"portrait": "resources/ghost_avatar.png",
|
||||||
|
"text": "Наконец-то ты пришел.",
|
||||||
|
"next": "line_2"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_2",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Hero",
|
||||||
|
"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
|
||||||
|
"text": "Ты сделан из дыма?",
|
||||||
|
"next": "line_3"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_3",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Ghost",
|
||||||
|
"portrait": "resources/ghost_avatar.png",
|
||||||
|
"text": "Ты думаешь, это смешно?",
|
||||||
|
"next": "line_4"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_4",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Hero",
|
||||||
|
"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
|
||||||
|
"text": "Я думаю что ты пахнешь как выхлоп от Камаза.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "ghost_choice_dialogue",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Беспокойный Призрак",
|
||||||
|
"portrait": "resources/w/avatar_ghost.png",
|
||||||
|
"text": "Нечасто я вижу смертных, готовых разговаривать со мной.",
|
||||||
|
"next": "choice_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "choice_1",
|
||||||
|
"type": "Choice",
|
||||||
|
"speaker": "Hero",
|
||||||
|
"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
|
||||||
|
"text": "",
|
||||||
|
"choices": [
|
||||||
|
{
|
||||||
|
"id": "main_1",
|
||||||
|
"kind": "Main",
|
||||||
|
"text": "Не мешай студентам учиться!",
|
||||||
|
"next": "line_goods"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "optional_1",
|
||||||
|
"kind": "Optional",
|
||||||
|
"text": "Почему ты появился здесь?",
|
||||||
|
"next": "line_who"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_goods",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Беспокойный Призрак",
|
||||||
|
"portrait": "resources/w/avatar_ghost.png",
|
||||||
|
"text": "Это моя месть студентам за то что они призвали меня.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_who",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Беспокойный Призрак",
|
||||||
|
"portrait": "resources/w/avatar_ghost.png",
|
||||||
|
"text": "Группа студентов совершила ритуал и призвала меня сюда. Пока проклятие не спадет, я всегда буду здесь обитать.",
|
||||||
|
"next": "choice_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "test_condition_dialogue",
|
||||||
|
"start": "set_flag_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "set_flag_1",
|
||||||
|
"type": "SetFlag",
|
||||||
|
"effects": [
|
||||||
|
{ "flag": "met_ghost", "value": 1 }
|
||||||
|
],
|
||||||
|
"next": "condition_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "condition_1",
|
||||||
|
"type": "Condition",
|
||||||
|
"conditions": [
|
||||||
|
{ "flag": "met_ghost", "op": "Equals", "value": 1 }
|
||||||
|
],
|
||||||
|
"trueNext": "line_true",
|
||||||
|
"falseNext": "line_false"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_true",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Ghost",
|
||||||
|
"portrait": "resources/ghost_avatar.png",
|
||||||
|
"text": "Now you know who I am.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_false",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Ghost",
|
||||||
|
"portrait": "resources/ghost_avatar.png",
|
||||||
|
"text": "You should not hear this line.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "test_cutscene_dialogue",
|
||||||
|
"start": "cutscene_start",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "cutscene_start",
|
||||||
|
"type": "CutsceneStart",
|
||||||
|
"cutsceneId": "test_cutscene_01",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "test_silent_cutscene_dialogue",
|
||||||
|
"start": "cutscene_start",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "cutscene_start",
|
||||||
|
"type": "CutsceneStart",
|
||||||
|
"cutsceneId": "test_cutscene_silent_01",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "test_cutscene_pan_dialogue",
|
||||||
|
"start": "cutscene_start",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "cutscene_start",
|
||||||
|
"type": "CutsceneStart",
|
||||||
|
"cutsceneId": "test_cutscene_pan_01",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "test_cutscene_pan_dialogue_silent",
|
||||||
|
"start": "cutscene_start",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "cutscene_start",
|
||||||
|
"type": "CutsceneStart",
|
||||||
|
"cutsceneId": "test_cutscene_pan_02",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "dialog_aida",
|
||||||
|
"start": "line_1",
|
||||||
|
"nodes": [
|
||||||
|
{
|
||||||
|
"id": "line_1",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Асель Дженибековна",
|
||||||
|
"portrait": "resources/w/avatar_teacher.png",
|
||||||
|
"text": "Молодой человек, у меня обед! Я принимаю лабораторные работы только после двух!",
|
||||||
|
"next": "line_2"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "line_2",
|
||||||
|
"type": "Line",
|
||||||
|
"speaker": "Hero",
|
||||||
|
"portrait": "resources/w/gg/gg2_s_podsvetkoy5.png",
|
||||||
|
"text": "Хорошо, Асель Дженибековна.",
|
||||||
|
"next": "end_1"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "end_1",
|
||||||
|
"type": "End"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"cutscenes": [
|
||||||
|
{
|
||||||
|
"id": "test_cutscene_01",
|
||||||
|
"background": "resources/first_cutscene.png",
|
||||||
|
"durationMs": 6800,
|
||||||
|
"cameraTrack": [
|
||||||
|
{
|
||||||
|
"durationMs": 2400,
|
||||||
|
"from": { "focusX": 0.50, "focusY": 0.55, "zoom": 1.00, "rotationDeg": 0.0 },
|
||||||
|
"to": { "focusX": 0.63, "focusY": 0.58, "zoom": 1.16, "rotationDeg": -1.0 },
|
||||||
|
"easing": "EaseInOutSine"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 2200,
|
||||||
|
"from": { "focusX": 0.63, "focusY": 0.58, "zoom": 1.16, "rotationDeg": -1.0 },
|
||||||
|
"to": { "focusX": 0.74, "focusY": 0.52, "zoom": 1.30, "rotationDeg": -2.4 },
|
||||||
|
"easing": "EaseInOutCubic"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 2200,
|
||||||
|
"from": { "focusX": 0.74, "focusY": 0.52, "zoom": 1.30, "rotationDeg": -2.4 },
|
||||||
|
"to": { "focusX": 0.58, "focusY": 0.46, "zoom": 1.10, "rotationDeg": -0.6 },
|
||||||
|
"easing": "EaseOutSine"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"speaker": "Narrator",
|
||||||
|
"portrait": "resources/hero.png",
|
||||||
|
"text": "The air in the room turned cold.",
|
||||||
|
"durationMs": 2200
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "Ghost",
|
||||||
|
"portrait": "resources/w/avatar_ghost.png",
|
||||||
|
"text": "Some memories never fade.",
|
||||||
|
"durationMs": 2600,
|
||||||
|
"background": "resources/loading.png"
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "test_cutscene_silent_01",
|
||||||
|
"background": "resources/first_cutscene.png",
|
||||||
|
"durationMs": 5200,
|
||||||
|
"cameraTrack": [
|
||||||
|
{
|
||||||
|
"durationMs": 2600,
|
||||||
|
"from": { "focusX": 0.40, "focusY": 0.54, "zoom": 1.00, "rotationDeg": 0.0 },
|
||||||
|
"to": { "focusX": 0.58, "focusY": 0.54, "zoom": 1.22, "rotationDeg": 0.8 },
|
||||||
|
"easing": "EaseInOutSine"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 2600,
|
||||||
|
"from": { "focusX": 0.58, "focusY": 0.54, "zoom": 1.22, "rotationDeg": 0.8 },
|
||||||
|
"to": { "focusX": 0.72, "focusY": 0.48, "zoom": 1.34, "rotationDeg": -0.5 },
|
||||||
|
"easing": "EaseOutCubic"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"lines": []
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "test_cutscene_pan_01",
|
||||||
|
"background": "resources/first_cutscene.png",
|
||||||
|
"durationMs": 12000,
|
||||||
|
"cameraTrack": [
|
||||||
|
{
|
||||||
|
"durationMs": 1200,
|
||||||
|
"from": { "anchor": "Center", "zoom": 1.00, "rotationDeg": 0.0 },
|
||||||
|
"to": { "anchor": "Center", "zoom": 1.00, "rotationDeg": 0.0 },
|
||||||
|
"easing": "Linear"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 2500,
|
||||||
|
"from": { "anchor": "Center", "zoom": 1.00, "rotationDeg": 0.0 },
|
||||||
|
"to": { "anchor": "TopLeft", "zoom": 1.55, "rotationDeg": 0.0 },
|
||||||
|
"easing": "EaseInOutSine"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 2600,
|
||||||
|
"from": { "anchor": "TopLeft", "zoom": 1.55, "rotationDeg": 0.0 },
|
||||||
|
"to": { "anchor": "TopRight", "zoom": 1.55, "rotationDeg": 0.0 },
|
||||||
|
"easing": "EaseInOutSine"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 1800,
|
||||||
|
"from": { "anchor": "TopRight", "zoom": 1.55, "rotationDeg": 0.0 },
|
||||||
|
"to": { "anchor": "BottomRight", "zoom": 1.72, "rotationDeg": 0.0 },
|
||||||
|
"easing": "EaseInCubic"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 3900,
|
||||||
|
"from": { "anchor": "BottomRight", "zoom": 1.72, "rotationDeg": 0.0 },
|
||||||
|
"to": { "anchor": "BottomLeft", "zoom": 1.55, "rotationDeg": 0.0 },
|
||||||
|
"easing": "EaseInOutSine"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"speaker": "Narrator",
|
||||||
|
"portrait": "resources/hero.png",
|
||||||
|
"text": "The memory begins in silence.",
|
||||||
|
"durationMs": 2200
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "Narrator",
|
||||||
|
"portrait": "resources/hero.png",
|
||||||
|
"text": "Something is drawing your eyes across the whole scene.",
|
||||||
|
"durationMs": 2800
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "Ghost",
|
||||||
|
"portrait": "resources/ghost_avatar.png",
|
||||||
|
"text": "Do not look away.",
|
||||||
|
"durationMs": 2400
|
||||||
|
}
|
||||||
|
]
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "test_cutscene_pan_02",
|
||||||
|
"background": "resources/first_cutscene.png",
|
||||||
|
"durationMs": 12000,
|
||||||
|
"cameraTrack": [
|
||||||
|
{
|
||||||
|
"durationMs": 1200,
|
||||||
|
"from": { "anchor": "Center", "zoom": 1.00, "rotationDeg": 0.0 },
|
||||||
|
"to": { "anchor": "Center", "zoom": 1.00, "rotationDeg": 0.0 },
|
||||||
|
"easing": "Linear"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 2500,
|
||||||
|
"from": { "anchor": "Center", "zoom": 1.00, "rotationDeg": 0.0 },
|
||||||
|
"to": { "anchor": "TopLeft", "zoom": 1.55, "rotationDeg": 0.0 },
|
||||||
|
"easing": "EaseInOutSine"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 2600,
|
||||||
|
"from": { "anchor": "TopLeft", "zoom": 1.55, "rotationDeg": 0.0 },
|
||||||
|
"to": { "anchor": "TopRight", "zoom": 1.55, "rotationDeg": 0.0 },
|
||||||
|
"easing": "EaseInOutSine"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 1800,
|
||||||
|
"from": { "anchor": "TopRight", "zoom": 1.55, "rotationDeg": 0.0 },
|
||||||
|
"to": { "anchor": "BottomRight", "zoom": 1.72, "rotationDeg": 0.0 },
|
||||||
|
"easing": "EaseInCubic"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"durationMs": 3900,
|
||||||
|
"from": { "anchor": "BottomRight", "zoom": 1.72, "rotationDeg": 0.0 },
|
||||||
|
"to": { "anchor": "BottomLeft", "zoom": 1.55, "rotationDeg": 0.0 },
|
||||||
|
"easing": "EaseInOutSine"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"lines": []
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -0,0 +1,5 @@
|
|||||||
|
.app {
|
||||||
|
display: flex;
|
||||||
|
height: 100%;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
@@ -0,0 +1,19 @@
|
|||||||
|
import { LeftPanel } from './components/LeftPanel/LeftPanel';
|
||||||
|
import { GraphPanel } from './components/GraphPanel/GraphPanel';
|
||||||
|
import { RightPanel } from './components/RightPanel/RightPanel';
|
||||||
|
import { PlayModeOverlay } from './components/PlayMode/PlayModeOverlay';
|
||||||
|
import { useDialogueStore } from './store/dialogueStore';
|
||||||
|
import styles from './App.module.css';
|
||||||
|
|
||||||
|
export default function App() {
|
||||||
|
const playModeActive = useDialogueStore(s => s.playModeActive);
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.app}>
|
||||||
|
<LeftPanel />
|
||||||
|
<GraphPanel />
|
||||||
|
<RightPanel />
|
||||||
|
{playModeActive && <PlayModeOverlay />}
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
.container {
|
||||||
|
flex: 1;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
overflow: hidden;
|
||||||
|
background: #1e1e2e;
|
||||||
|
}
|
||||||
|
|
||||||
|
.flow {
|
||||||
|
flex: 1;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
|
|
||||||
|
.empty {
|
||||||
|
flex: 1;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
background: #1e1e2e;
|
||||||
|
}
|
||||||
|
|
||||||
|
.emptyMsg {
|
||||||
|
color: #6c7086;
|
||||||
|
font-size: 14px;
|
||||||
|
text-align: center;
|
||||||
|
}
|
||||||
@@ -0,0 +1,185 @@
|
|||||||
|
import { useCallback, useEffect, useMemo } from 'react';
|
||||||
|
import {
|
||||||
|
ReactFlow,
|
||||||
|
Background,
|
||||||
|
Controls,
|
||||||
|
MiniMap,
|
||||||
|
NodeChange,
|
||||||
|
Node,
|
||||||
|
Edge,
|
||||||
|
Connection,
|
||||||
|
MarkerType,
|
||||||
|
} from '@xyflow/react';
|
||||||
|
import { useDialogueStore } from '../../store/dialogueStore';
|
||||||
|
import { nodeTypes } from '../nodes/nodeTypes';
|
||||||
|
import { DialogueNode, ChoiceNode } from '../../types/dialogue';
|
||||||
|
import { GraphToolbar } from './GraphToolbar';
|
||||||
|
import styles from './GraphPanel.module.css';
|
||||||
|
|
||||||
|
function buildEdges(nodes: DialogueNode[]): Edge[] {
|
||||||
|
const edges: Edge[] = [];
|
||||||
|
for (const node of nodes) {
|
||||||
|
const base = {
|
||||||
|
markerEnd: { type: MarkerType.ArrowClosed, color: '#6c7086' },
|
||||||
|
style: { stroke: '#6c7086', strokeWidth: 1.5 },
|
||||||
|
animated: false,
|
||||||
|
};
|
||||||
|
|
||||||
|
if (node.type === 'Line' || node.type === 'SetFlag' || node.type === 'CutsceneStart') {
|
||||||
|
if (node.next) {
|
||||||
|
edges.push({ ...base, id: `${node.id}->source`, source: node.id, target: node.next, sourceHandle: 'source', targetHandle: 'target' });
|
||||||
|
}
|
||||||
|
} else if (node.type === 'Choice') {
|
||||||
|
for (const choice of node.choices) {
|
||||||
|
if (choice.next) {
|
||||||
|
edges.push({ ...base, id: `${node.id}->${choice.id}`, source: node.id, target: choice.next, sourceHandle: choice.id, targetHandle: 'target', label: choice.text.slice(0, 20), labelStyle: { fontSize: 10, fill: '#cdd6f4' }, labelBgStyle: { fill: '#181825' } });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else if (node.type === 'Condition') {
|
||||||
|
if (node.trueNext) {
|
||||||
|
edges.push({ ...base, id: `${node.id}->true`, source: node.id, target: node.trueNext, sourceHandle: 'true', targetHandle: 'target', label: 'TRUE', labelStyle: { fontSize: 10, fill: '#a6e3a1' }, labelBgStyle: { fill: '#181825' }, style: { ...base.style, stroke: '#a6e3a1' }, markerEnd: { type: MarkerType.ArrowClosed, color: '#a6e3a1' } });
|
||||||
|
}
|
||||||
|
if (node.falseNext) {
|
||||||
|
edges.push({ ...base, id: `${node.id}->false`, source: node.id, target: node.falseNext, sourceHandle: 'false', targetHandle: 'target', label: 'FALSE', labelStyle: { fontSize: 10, fill: '#f38ba8' }, labelBgStyle: { fill: '#181825' }, style: { ...base.style, stroke: '#f38ba8' }, markerEnd: { type: MarkerType.ArrowClosed, color: '#f38ba8' } });
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return edges;
|
||||||
|
}
|
||||||
|
|
||||||
|
export function GraphPanel() {
|
||||||
|
const {
|
||||||
|
file,
|
||||||
|
selectedDialogueId,
|
||||||
|
selectedNodeId,
|
||||||
|
positions,
|
||||||
|
selectNode,
|
||||||
|
setNodePosition,
|
||||||
|
applyAutoLayout,
|
||||||
|
updateNode,
|
||||||
|
} = useDialogueStore();
|
||||||
|
|
||||||
|
const dialogue = file?.dialogues.find(d => d.id === selectedDialogueId);
|
||||||
|
const dialoguePositions = positions[selectedDialogueId ?? ''] ?? {};
|
||||||
|
|
||||||
|
const rfNodes: Node[] = useMemo(() => {
|
||||||
|
if (!dialogue) return [];
|
||||||
|
|
||||||
|
return dialogue.nodes.map(node => ({
|
||||||
|
id: node.id,
|
||||||
|
type: node.type,
|
||||||
|
data: node as unknown as Record<string, unknown>,
|
||||||
|
position: dialoguePositions[node.id] ?? { x: 0, y: 0 },
|
||||||
|
selected: node.id === selectedNodeId,
|
||||||
|
}));
|
||||||
|
}, [dialogue, dialoguePositions, selectedNodeId]);
|
||||||
|
|
||||||
|
const rfEdges: Edge[] = useMemo(() => {
|
||||||
|
if (!dialogue) return [];
|
||||||
|
return buildEdges(dialogue.nodes);
|
||||||
|
}, [dialogue]);
|
||||||
|
|
||||||
|
const onNodesChange = useCallback((changes: NodeChange[]) => {
|
||||||
|
if (!selectedDialogueId) return;
|
||||||
|
for (const change of changes) {
|
||||||
|
if (change.type === 'position' && change.position) {
|
||||||
|
setNodePosition(selectedDialogueId, change.id, change.position);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}, [selectedDialogueId, setNodePosition]);
|
||||||
|
|
||||||
|
const onNodeClick = useCallback((_: React.MouseEvent, node: Node) => {
|
||||||
|
selectNode(node.id);
|
||||||
|
}, [selectNode]);
|
||||||
|
|
||||||
|
const onPaneClick = useCallback(() => {
|
||||||
|
selectNode(null);
|
||||||
|
}, [selectNode]);
|
||||||
|
|
||||||
|
const onConnect = useCallback((connection: Connection) => {
|
||||||
|
if (!selectedDialogueId || !connection.source || !connection.target) return;
|
||||||
|
const dialogue = file?.dialogues.find(d => d.id === selectedDialogueId);
|
||||||
|
if (!dialogue) return;
|
||||||
|
const sourceNode = dialogue.nodes.find(n => n.id === connection.source);
|
||||||
|
if (!sourceNode) return;
|
||||||
|
|
||||||
|
const handle = connection.sourceHandle;
|
||||||
|
|
||||||
|
if (sourceNode.type === 'Line' || sourceNode.type === 'SetFlag' || sourceNode.type === 'CutsceneStart') {
|
||||||
|
updateNode(selectedDialogueId, sourceNode.id, { next: connection.target } as Partial<DialogueNode>);
|
||||||
|
} else if (sourceNode.type === 'Condition') {
|
||||||
|
if (handle === 'true') {
|
||||||
|
updateNode(selectedDialogueId, sourceNode.id, { trueNext: connection.target } as Partial<DialogueNode>);
|
||||||
|
} else if (handle === 'false') {
|
||||||
|
updateNode(selectedDialogueId, sourceNode.id, { falseNext: connection.target } as Partial<DialogueNode>);
|
||||||
|
}
|
||||||
|
} else if (sourceNode.type === 'Choice') {
|
||||||
|
const choices = (sourceNode as ChoiceNode).choices.map(c =>
|
||||||
|
c.id === handle ? { ...c, next: connection.target! } : c
|
||||||
|
);
|
||||||
|
updateNode(selectedDialogueId, sourceNode.id, { choices } as Partial<DialogueNode>);
|
||||||
|
}
|
||||||
|
}, [selectedDialogueId, file, updateNode]);
|
||||||
|
|
||||||
|
// Trigger auto-layout when dialogue is first loaded with no positions
|
||||||
|
useEffect(() => {
|
||||||
|
if (dialogue && dialogue.nodes.length > 0 && !Object.keys(dialoguePositions).length && selectedDialogueId) {
|
||||||
|
applyAutoLayout(selectedDialogueId);
|
||||||
|
}
|
||||||
|
}, [selectedDialogueId]);
|
||||||
|
|
||||||
|
if (!file) {
|
||||||
|
return (
|
||||||
|
<div className={styles.empty}>
|
||||||
|
<div className={styles.emptyMsg}>Load a dialogue JSON file to get started</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!dialogue) {
|
||||||
|
return (
|
||||||
|
<div className={styles.empty}>
|
||||||
|
<div className={styles.emptyMsg}>Select a dialogue from the left panel</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.container}>
|
||||||
|
<GraphToolbar />
|
||||||
|
<div className={styles.flow}>
|
||||||
|
<ReactFlow
|
||||||
|
key={selectedDialogueId}
|
||||||
|
nodes={rfNodes}
|
||||||
|
edges={rfEdges}
|
||||||
|
nodeTypes={nodeTypes}
|
||||||
|
onNodesChange={onNodesChange}
|
||||||
|
onConnect={onConnect}
|
||||||
|
onNodeClick={onNodeClick}
|
||||||
|
onPaneClick={onPaneClick}
|
||||||
|
fitView
|
||||||
|
fitViewOptions={{ padding: 0.2 }}
|
||||||
|
deleteKeyCode={null}
|
||||||
|
proOptions={{ hideAttribution: true }}
|
||||||
|
>
|
||||||
|
<Background color="#313244" gap={20} />
|
||||||
|
<Controls />
|
||||||
|
<MiniMap
|
||||||
|
nodeColor={(n) => {
|
||||||
|
switch (n.type) {
|
||||||
|
case 'Line': return '#1e66f5';
|
||||||
|
case 'Choice': return '#df8e1d';
|
||||||
|
case 'Condition': return '#8839ef';
|
||||||
|
case 'SetFlag': return '#179299';
|
||||||
|
case 'CutsceneStart': return '#4a4a5a';
|
||||||
|
case 'End': return '#f38ba8';
|
||||||
|
default: return '#6c7086';
|
||||||
|
}
|
||||||
|
}}
|
||||||
|
style={{ background: '#181825', border: '1px solid #313244' }}
|
||||||
|
/>
|
||||||
|
</ReactFlow>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,101 @@
|
|||||||
|
.toolbar {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 6px;
|
||||||
|
padding: 6px 10px;
|
||||||
|
background: #181825;
|
||||||
|
border-bottom: 1px solid #313244;
|
||||||
|
flex-wrap: wrap;
|
||||||
|
min-height: 40px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.group {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 4px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.label {
|
||||||
|
font-size: 11px;
|
||||||
|
color: #6c7086;
|
||||||
|
margin-right: 2px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn {
|
||||||
|
background: #313244;
|
||||||
|
color: #cdd6f4;
|
||||||
|
border: none;
|
||||||
|
border-radius: 4px;
|
||||||
|
padding: 4px 8px;
|
||||||
|
font-size: 11px;
|
||||||
|
cursor: pointer;
|
||||||
|
transition: background 0.15s;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn:hover {
|
||||||
|
background: #45475a;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btnPlay {
|
||||||
|
background: #40a02b;
|
||||||
|
color: #fff;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btnPlay:hover {
|
||||||
|
background: #37872b;
|
||||||
|
}
|
||||||
|
|
||||||
|
.separator {
|
||||||
|
width: 1px;
|
||||||
|
height: 20px;
|
||||||
|
background: #313244;
|
||||||
|
margin: 0 2px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.toggle {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 6px;
|
||||||
|
cursor: pointer;
|
||||||
|
font-size: 12px;
|
||||||
|
color: #cdd6f4;
|
||||||
|
}
|
||||||
|
|
||||||
|
.toggle input {
|
||||||
|
cursor: pointer;
|
||||||
|
}
|
||||||
|
|
||||||
|
.mobileBanner {
|
||||||
|
background: #2a1f00;
|
||||||
|
color: #f9e2af;
|
||||||
|
font-size: 11px;
|
||||||
|
padding: 3px 10px;
|
||||||
|
border-radius: 4px;
|
||||||
|
border: 1px solid #f9e2af44;
|
||||||
|
}
|
||||||
|
|
||||||
|
.flagPill {
|
||||||
|
background: rgba(137, 180, 250, 0.15);
|
||||||
|
color: #89b4fa;
|
||||||
|
border-radius: 3px;
|
||||||
|
padding: 2px 6px;
|
||||||
|
font-size: 10px;
|
||||||
|
font-family: monospace;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btnReset {
|
||||||
|
background: #45475a;
|
||||||
|
color: #f9e2af;
|
||||||
|
border: none;
|
||||||
|
border-radius: 4px;
|
||||||
|
padding: 4px 8px;
|
||||||
|
font-size: 11px;
|
||||||
|
cursor: pointer;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btnReset:hover {
|
||||||
|
background: #585b70;
|
||||||
|
}
|
||||||
@@ -0,0 +1,104 @@
|
|||||||
|
import { useDialogueStore } from '../../store/dialogueStore';
|
||||||
|
import { makeNodeId } from '../../utils/idGen';
|
||||||
|
import { DialogueNode, NodeType } from '../../types/dialogue';
|
||||||
|
import { MAIN_CHARACTER } from '../../constants/characters';
|
||||||
|
import styles from './GraphToolbar.module.css';
|
||||||
|
|
||||||
|
const NODE_DEFAULTS: Record<string, () => Omit<DialogueNode, 'id'>> = {
|
||||||
|
Line: () => ({
|
||||||
|
type: 'Line',
|
||||||
|
speaker: MAIN_CHARACTER,
|
||||||
|
portrait: 'resources/dialogue/portrait_hero_neutral.png',
|
||||||
|
text: '',
|
||||||
|
next: '',
|
||||||
|
}),
|
||||||
|
Choice: () => ({
|
||||||
|
type: 'Choice',
|
||||||
|
speaker: MAIN_CHARACTER,
|
||||||
|
portrait: 'resources/dialogue/portrait_hero_neutral.png',
|
||||||
|
text: '',
|
||||||
|
choices: [],
|
||||||
|
}),
|
||||||
|
Condition: () => ({
|
||||||
|
type: 'Condition',
|
||||||
|
conditions: [],
|
||||||
|
trueNext: '',
|
||||||
|
falseNext: '',
|
||||||
|
}),
|
||||||
|
SetFlag: () => ({
|
||||||
|
type: 'SetFlag',
|
||||||
|
effects: [],
|
||||||
|
next: '',
|
||||||
|
}),
|
||||||
|
CutsceneStart: () => ({
|
||||||
|
type: 'CutsceneStart',
|
||||||
|
cutsceneId: '',
|
||||||
|
next: '',
|
||||||
|
}),
|
||||||
|
End: () => ({ type: 'End' }),
|
||||||
|
};
|
||||||
|
|
||||||
|
export function GraphToolbar() {
|
||||||
|
const { file, selectedDialogueId, selectedNodeId, addNode, applyAutoLayout, startPlay, setDialogueMobileMode, persistentFlags, resetFlags } = useDialogueStore();
|
||||||
|
|
||||||
|
const dialogue = file?.dialogues.find(d => d.id === selectedDialogueId);
|
||||||
|
if (!dialogue) return null;
|
||||||
|
|
||||||
|
function handleAddNode(type: NodeType) {
|
||||||
|
if (!selectedDialogueId || !dialogue) return;
|
||||||
|
const existingIds = new Set(dialogue.nodes.map(n => n.id));
|
||||||
|
const id = makeNodeId(type, existingIds);
|
||||||
|
const node = { id, ...NODE_DEFAULTS[type]() } as DialogueNode;
|
||||||
|
addNode(selectedDialogueId, node, selectedNodeId ?? undefined);
|
||||||
|
}
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.toolbar}>
|
||||||
|
<div className={styles.group}>
|
||||||
|
<span className={styles.label}>Add:</span>
|
||||||
|
{(['Line', 'Choice', 'Condition', 'SetFlag', 'CutsceneStart', 'End'] as NodeType[]).map(type => (
|
||||||
|
<button key={type} className={styles.btn} onClick={() => handleAddNode(type)}>
|
||||||
|
{type}
|
||||||
|
</button>
|
||||||
|
))}
|
||||||
|
</div>
|
||||||
|
<div className={styles.separator} />
|
||||||
|
<div className={styles.group}>
|
||||||
|
<button className={styles.btn} onClick={() => applyAutoLayout(selectedDialogueId!)}>
|
||||||
|
⬡ Auto Layout
|
||||||
|
</button>
|
||||||
|
<button className={[styles.btn, styles.btnPlay].join(' ')} onClick={startPlay}>
|
||||||
|
▶ Play
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
<div className={styles.separator} />
|
||||||
|
<div className={styles.group}>
|
||||||
|
<label className={styles.toggle}>
|
||||||
|
<input
|
||||||
|
type="checkbox"
|
||||||
|
checked={!!dialogue.mobileMode}
|
||||||
|
onChange={e => setDialogueMobileMode(selectedDialogueId!, e.target.checked)}
|
||||||
|
/>
|
||||||
|
<span>📱 Mobile</span>
|
||||||
|
</label>
|
||||||
|
</div>
|
||||||
|
{dialogue.mobileMode && (
|
||||||
|
<div className={styles.mobileBanner}>
|
||||||
|
Mobile mode — portraits will be overridden on export
|
||||||
|
</div>
|
||||||
|
)}
|
||||||
|
{Object.keys(persistentFlags).length > 0 && (
|
||||||
|
<>
|
||||||
|
<div className={styles.separator} />
|
||||||
|
<div className={styles.group}>
|
||||||
|
<span className={styles.label}>🚩 Flags:</span>
|
||||||
|
{Object.entries(persistentFlags).map(([k, v]) => (
|
||||||
|
<span key={k} className={styles.flagPill}>{k}={v}</span>
|
||||||
|
))}
|
||||||
|
<button className={styles.btnReset} onClick={resetFlags}>Reset</button>
|
||||||
|
</div>
|
||||||
|
</>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,185 @@
|
|||||||
|
.panel {
|
||||||
|
width: 220px;
|
||||||
|
min-width: 220px;
|
||||||
|
background: #181825;
|
||||||
|
border-right: 1px solid #313244;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
height: 100%;
|
||||||
|
overflow: hidden;
|
||||||
|
}
|
||||||
|
|
||||||
|
.header {
|
||||||
|
padding: 12px 12px 6px;
|
||||||
|
border-bottom: 1px solid #313244;
|
||||||
|
}
|
||||||
|
|
||||||
|
.title {
|
||||||
|
font-size: 13px;
|
||||||
|
font-weight: 700;
|
||||||
|
color: #cdd6f4;
|
||||||
|
display: block;
|
||||||
|
}
|
||||||
|
|
||||||
|
.fileName {
|
||||||
|
font-size: 10px;
|
||||||
|
color: #6c7086;
|
||||||
|
display: block;
|
||||||
|
overflow: hidden;
|
||||||
|
text-overflow: ellipsis;
|
||||||
|
white-space: nowrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
.fileButtons {
|
||||||
|
display: flex;
|
||||||
|
gap: 6px;
|
||||||
|
padding: 8px 10px;
|
||||||
|
border-bottom: 1px solid #313244;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn {
|
||||||
|
flex: 1;
|
||||||
|
background: #313244;
|
||||||
|
color: #cdd6f4;
|
||||||
|
border: none;
|
||||||
|
border-radius: 4px;
|
||||||
|
padding: 5px 8px;
|
||||||
|
font-size: 12px;
|
||||||
|
cursor: pointer;
|
||||||
|
transition: background 0.15s;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btn:hover {
|
||||||
|
background: #45475a;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btnSave {
|
||||||
|
background: #1e66f5;
|
||||||
|
color: #fff;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btnSave:hover {
|
||||||
|
background: #2779e4;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btnNew {
|
||||||
|
background: #40a02b;
|
||||||
|
color: #fff;
|
||||||
|
}
|
||||||
|
|
||||||
|
.btnNew:hover {
|
||||||
|
background: #37872b;
|
||||||
|
}
|
||||||
|
|
||||||
|
.errorMsg {
|
||||||
|
background: #2a0e14;
|
||||||
|
color: #f38ba8;
|
||||||
|
font-size: 11px;
|
||||||
|
padding: 6px 10px;
|
||||||
|
border-top: 1px solid #f38ba8;
|
||||||
|
}
|
||||||
|
|
||||||
|
.list {
|
||||||
|
flex: 1;
|
||||||
|
overflow-y: auto;
|
||||||
|
padding: 4px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.emptyMsg {
|
||||||
|
padding: 16px 12px;
|
||||||
|
color: #6c7086;
|
||||||
|
font-size: 12px;
|
||||||
|
text-align: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.dialogueItem {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
padding: 6px 10px;
|
||||||
|
cursor: pointer;
|
||||||
|
border-radius: 4px;
|
||||||
|
margin: 1px 4px;
|
||||||
|
transition: background 0.1s;
|
||||||
|
}
|
||||||
|
|
||||||
|
.dialogueItem:hover {
|
||||||
|
background: #313244;
|
||||||
|
}
|
||||||
|
|
||||||
|
.dialogueItem.active {
|
||||||
|
background: #1e3a5f;
|
||||||
|
}
|
||||||
|
|
||||||
|
.dialogueId {
|
||||||
|
flex: 1;
|
||||||
|
font-size: 11px;
|
||||||
|
font-family: monospace;
|
||||||
|
color: #cdd6f4;
|
||||||
|
overflow: hidden;
|
||||||
|
text-overflow: ellipsis;
|
||||||
|
white-space: nowrap;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 4px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.errDot { color: #f38ba8; font-size: 9px; }
|
||||||
|
.warnDot { color: #f9e2af; font-size: 9px; }
|
||||||
|
.mobileDot { font-size: 10px; }
|
||||||
|
|
||||||
|
.copyBtn {
|
||||||
|
background: none;
|
||||||
|
border: none;
|
||||||
|
color: #6c7086;
|
||||||
|
cursor: pointer;
|
||||||
|
font-size: 13px;
|
||||||
|
line-height: 1;
|
||||||
|
padding: 0 2px;
|
||||||
|
flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.copyBtn:hover {
|
||||||
|
color: #89b4fa;
|
||||||
|
}
|
||||||
|
|
||||||
|
.deleteBtn {
|
||||||
|
background: none;
|
||||||
|
border: none;
|
||||||
|
color: #6c7086;
|
||||||
|
cursor: pointer;
|
||||||
|
font-size: 16px;
|
||||||
|
line-height: 1;
|
||||||
|
padding: 0 2px;
|
||||||
|
flex-shrink: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.deleteBtn:hover {
|
||||||
|
color: #f38ba8;
|
||||||
|
}
|
||||||
|
|
||||||
|
.footer {
|
||||||
|
padding: 8px;
|
||||||
|
border-top: 1px solid #313244;
|
||||||
|
}
|
||||||
|
|
||||||
|
.createForm {
|
||||||
|
display: flex;
|
||||||
|
gap: 4px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.createInput {
|
||||||
|
flex: 1;
|
||||||
|
background: #313244;
|
||||||
|
border: 1px solid #45475a;
|
||||||
|
border-radius: 4px;
|
||||||
|
color: #cdd6f4;
|
||||||
|
font-size: 11px;
|
||||||
|
padding: 4px 6px;
|
||||||
|
min-width: 0;
|
||||||
|
font-family: monospace;
|
||||||
|
}
|
||||||
|
|
||||||
|
.createInput:focus {
|
||||||
|
outline: none;
|
||||||
|
border-color: #89b4fa;
|
||||||
|
}
|
||||||
@@ -0,0 +1,156 @@
|
|||||||
|
import { useRef, useState } from 'react';
|
||||||
|
import { useDialogueStore } from '../../store/dialogueStore';
|
||||||
|
import { parseDialogueFile } from '../../utils/fileIO';
|
||||||
|
import { useValidation } from '../../hooks/useValidation';
|
||||||
|
import styles from './LeftPanel.module.css';
|
||||||
|
|
||||||
|
export function LeftPanel() {
|
||||||
|
const { file, fileName, selectedDialogueId, loadFile, selectDialogue, createDialogue, deleteDialogue, duplicateDialogue, exportFile } = useDialogueStore();
|
||||||
|
const { issuesByNodeId } = useValidation();
|
||||||
|
const fileInputRef = useRef<HTMLInputElement>(null);
|
||||||
|
const [newId, setNewId] = useState('');
|
||||||
|
const [creating, setCreating] = useState(false);
|
||||||
|
const [error, setError] = useState('');
|
||||||
|
|
||||||
|
function handleFileChange(e: React.ChangeEvent<HTMLInputElement>) {
|
||||||
|
const f = e.target.files?.[0];
|
||||||
|
if (!f) return;
|
||||||
|
const reader = new FileReader();
|
||||||
|
reader.onload = (ev) => {
|
||||||
|
try {
|
||||||
|
const parsed = parseDialogueFile(ev.target?.result as string);
|
||||||
|
loadFile(parsed, f.name);
|
||||||
|
setError('');
|
||||||
|
} catch (err) {
|
||||||
|
setError(String(err));
|
||||||
|
}
|
||||||
|
};
|
||||||
|
reader.readAsText(f);
|
||||||
|
e.target.value = '';
|
||||||
|
}
|
||||||
|
|
||||||
|
function handleCreate() {
|
||||||
|
if (!newId.trim()) return;
|
||||||
|
if (file?.dialogues.some(d => d.id === newId.trim())) {
|
||||||
|
setError(`ID "${newId.trim()}" already exists`);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
createDialogue(newId.trim());
|
||||||
|
setNewId('');
|
||||||
|
setCreating(false);
|
||||||
|
setError('');
|
||||||
|
}
|
||||||
|
|
||||||
|
function dialogueHasIssues(dialogueId: string) {
|
||||||
|
// Simple check: are there any issues for nodes in this dialogue?
|
||||||
|
// We only have current dialogue issues so we check if this is selected
|
||||||
|
return selectedDialogueId === dialogueId && Object.keys(issuesByNodeId).length > 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
function dialogueHasErrors(dialogueId: string) {
|
||||||
|
return selectedDialogueId === dialogueId &&
|
||||||
|
Object.values(issuesByNodeId).some(list => list.some(i => i.severity === 'error'));
|
||||||
|
}
|
||||||
|
|
||||||
|
return (
|
||||||
|
<div className={styles.panel}>
|
||||||
|
<div className={styles.header}>
|
||||||
|
<span className={styles.title}>Dialogues</span>
|
||||||
|
{file && <span className={styles.fileName}>{fileName}</span>}
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.fileButtons}>
|
||||||
|
<button className={styles.btn} onClick={() => fileInputRef.current?.click()}>
|
||||||
|
📂 Load
|
||||||
|
</button>
|
||||||
|
<input
|
||||||
|
ref={fileInputRef}
|
||||||
|
type="file"
|
||||||
|
accept=".json"
|
||||||
|
style={{ display: 'none' }}
|
||||||
|
onChange={handleFileChange}
|
||||||
|
/>
|
||||||
|
{file && (
|
||||||
|
<button className={[styles.btn, styles.btnSave].join(' ')} onClick={exportFile}>
|
||||||
|
💾 Save
|
||||||
|
</button>
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
|
||||||
|
{error && <div className={styles.errorMsg}>{error}</div>}
|
||||||
|
|
||||||
|
<div className={styles.list}>
|
||||||
|
{!file && (
|
||||||
|
<div className={styles.emptyMsg}>Load a JSON file to start</div>
|
||||||
|
)}
|
||||||
|
{file?.dialogues.map(d => {
|
||||||
|
const hasErr = dialogueHasErrors(d.id);
|
||||||
|
const hasWarn = !hasErr && dialogueHasIssues(d.id);
|
||||||
|
return (
|
||||||
|
<div
|
||||||
|
key={d.id}
|
||||||
|
className={[
|
||||||
|
styles.dialogueItem,
|
||||||
|
d.id === selectedDialogueId ? styles.active : '',
|
||||||
|
].join(' ')}
|
||||||
|
onClick={() => selectDialogue(d.id)}
|
||||||
|
>
|
||||||
|
<span className={styles.dialogueId}>
|
||||||
|
{hasErr && <span className={styles.errDot} title="Has errors">●</span>}
|
||||||
|
{hasWarn && <span className={styles.warnDot} title="Has warnings">●</span>}
|
||||||
|
{d.mobileMode && <span className={styles.mobileDot} title="Mobile mode">📱</span>}
|
||||||
|
{d.id}
|
||||||
|
</span>
|
||||||
|
<button
|
||||||
|
className={styles.copyBtn}
|
||||||
|
title="Duplicate dialogue"
|
||||||
|
onClick={(e) => {
|
||||||
|
e.stopPropagation();
|
||||||
|
duplicateDialogue(d.id);
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
⧉
|
||||||
|
</button>
|
||||||
|
<button
|
||||||
|
className={styles.deleteBtn}
|
||||||
|
title="Delete dialogue"
|
||||||
|
onClick={(e) => {
|
||||||
|
e.stopPropagation();
|
||||||
|
if (confirm(`Delete "${d.id}"?`)) deleteDialogue(d.id);
|
||||||
|
}}
|
||||||
|
>
|
||||||
|
×
|
||||||
|
</button>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
})}
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<div className={styles.footer}>
|
||||||
|
{creating ? (
|
||||||
|
<div className={styles.createForm}>
|
||||||
|
<input
|
||||||
|
className={styles.createInput}
|
||||||
|
value={newId}
|
||||||
|
onChange={e => setNewId(e.target.value)}
|
||||||
|
placeholder="dialogue_id"
|
||||||
|
onKeyDown={e => {
|
||||||
|
if (e.key === 'Enter') handleCreate();
|
||||||
|
if (e.key === 'Escape') { setCreating(false); setNewId(''); }
|
||||||
|
}}
|
||||||
|
autoFocus
|
||||||
|
/>
|
||||||
|
<button className={[styles.btn, styles.btnSave].join(' ')} onClick={handleCreate}>✓</button>
|
||||||
|
<button className={styles.btn} onClick={() => { setCreating(false); setNewId(''); }}>✗</button>
|
||||||
|
</div>
|
||||||
|
) : (
|
||||||
|
file && (
|
||||||
|
<button className={[styles.btn, styles.btnNew].join(' ')} onClick={() => setCreating(true)}>
|
||||||
|
+ New Dialogue
|
||||||
|
</button>
|
||||||
|
)
|
||||||
|
)}
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
);
|
||||||
|
}
|
||||||
@@ -0,0 +1,244 @@
|
|||||||
|
.overlay {
|
||||||
|
position: fixed;
|
||||||
|
inset: 0;
|
||||||
|
background: rgba(0, 0, 0, 0.75);
|
||||||
|
z-index: 1000;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.dialog {
|
||||||
|
background: #1e1e2e;
|
||||||
|
border: 1px solid #313244;
|
||||||
|
border-radius: 12px;
|
||||||
|
width: 520px;
|
||||||
|
max-width: 90vw;
|
||||||
|
padding: 24px;
|
||||||
|
position: relative;
|
||||||
|
box-shadow: 0 20px 60px rgba(0,0,0,0.7);
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
gap: 16px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.closeBtn {
|
||||||
|
position: absolute;
|
||||||
|
top: 12px;
|
||||||
|
right: 14px;
|
||||||
|
background: none;
|
||||||
|
border: none;
|
||||||
|
color: #6c7086;
|
||||||
|
cursor: pointer;
|
||||||
|
font-size: 16px;
|
||||||
|
line-height: 1;
|
||||||
|
padding: 4px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.closeBtn:hover {
|
||||||
|
color: #f38ba8;
|
||||||
|
}
|
||||||
|
|
||||||
|
.speakerRow {
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
gap: 12px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.portraitBox {
|
||||||
|
width: 52px;
|
||||||
|
height: 52px;
|
||||||
|
border-radius: 8px;
|
||||||
|
background: #313244;
|
||||||
|
overflow: hidden;
|
||||||
|
position: relative;
|
||||||
|
flex-shrink: 0;
|
||||||
|
display: flex;
|
||||||
|
align-items: center;
|
||||||
|
justify-content: center;
|
||||||
|
}
|
||||||
|
|
||||||
|
.portrait {
|
||||||
|
width: 100%;
|
||||||
|
height: 100%;
|
||||||
|
object-fit: cover;
|
||||||
|
position: absolute;
|
||||||
|
inset: 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.portraitFallback {
|
||||||
|
font-size: 22px;
|
||||||
|
font-weight: 700;
|
||||||
|
color: #6c7086;
|
||||||
|
text-transform: uppercase;
|
||||||
|
}
|
||||||
|
|
||||||
|
.speakerName {
|
||||||
|
font-size: 15px;
|
||||||
|
font-weight: 700;
|
||||||
|
color: #89b4fa;
|
||||||
|
}
|
||||||
|
|
||||||
|
/* Main character (Бекзат) — blue tones */
|
||||||
|
.speakerRowMain { border-left: 3px solid #1e66f5; padding-left: 10px; }
|
||||||
|
.portraitMain { border: 2px solid #1e66f5; }
|
||||||
|
.speakerMain { color: #89b4fa; }
|
||||||
|
.textBoxMain { border-left: 3px solid #1e66f5; }
|
||||||
|
|
||||||
|
/* Other speakers — green tones */
|
||||||
|
.speakerRowOther { border-left: 3px solid #40a02b; padding-left: 10px; }
|
||||||
|
.portraitOther { border: 2px solid #40a02b; }
|
||||||
|
.speakerOther { color: #a6e3a1; }
|
||||||
|
.textBoxOther { border-left: 3px solid #40a02b; }
|
||||||
|
|
||||||
|
.textBox {
|
||||||
|
background: #11111b;
|
||||||
|
border-radius: 8px;
|
||||||
|
padding: 14px 16px;
|
||||||
|
font-size: 14px;
|
||||||
|
line-height: 1.6;
|
||||||
|
color: #cdd6f4;
|
||||||
|
min-height: 60px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.nextBtn {
|
||||||
|
background: #1e66f5;
|
||||||
|
color: #fff;
|
||||||
|
border: none;
|
||||||
|
border-radius: 8px;
|
||||||
|
padding: 10px 24px;
|
||||||
|
font-size: 14px;
|
||||||
|
font-weight: 600;
|
||||||
|
cursor: pointer;
|
||||||
|
align-self: flex-end;
|
||||||
|
transition: background 0.15s;
|
||||||
|
}
|
||||||
|
|
||||||
|
.nextBtn:hover {
|
||||||
|
background: #2779e4;
|
||||||
|
}
|
||||||
|
|
||||||
|
.noNextWarning {
|
||||||
|
color: #f9e2af;
|
||||||
|
font-size: 12px;
|
||||||
|
text-align: right;
|
||||||
|
}
|
||||||
|
|
||||||
|
.choiceList {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
gap: 8px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.choiceBtn {
|
||||||
|
border: none;
|
||||||
|
border-radius: 8px;
|
||||||
|
padding: 11px 16px;
|
||||||
|
font-size: 13px;
|
||||||
|
font-weight: 500;
|
||||||
|
cursor: pointer;
|
||||||
|
text-align: left;
|
||||||
|
transition: opacity 0.15s;
|
||||||
|
}
|
||||||
|
|
||||||
|
.choiceBtn:hover {
|
||||||
|
opacity: 0.85;
|
||||||
|
}
|
||||||
|
|
||||||
|
.choiceMain {
|
||||||
|
background: #1e66f5;
|
||||||
|
color: #fff;
|
||||||
|
}
|
||||||
|
|
||||||
|
.choiceOptional {
|
||||||
|
background: #313244;
|
||||||
|
color: #cdd6f4;
|
||||||
|
border: 1px solid #45475a;
|
||||||
|
}
|
||||||
|
|
||||||
|
.autoAdvance {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
align-items: center;
|
||||||
|
gap: 10px;
|
||||||
|
padding: 16px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.conditionInfo {
|
||||||
|
color: #cba6f7;
|
||||||
|
font-size: 13px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.conditionClauses {
|
||||||
|
display: flex;
|
||||||
|
gap: 6px;
|
||||||
|
flex-wrap: wrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
.clausePill {
|
||||||
|
background: #313244;
|
||||||
|
color: #a6adc8;
|
||||||
|
font-size: 11px;
|
||||||
|
padding: 3px 8px;
|
||||||
|
border-radius: 4px;
|
||||||
|
font-family: monospace;
|
||||||
|
}
|
||||||
|
|
||||||
|
.cutsceneBox {
|
||||||
|
background: #11111b;
|
||||||
|
border-radius: 8px;
|
||||||
|
padding: 16px;
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
gap: 6px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.cutsceneLabel {
|
||||||
|
font-size: 11px;
|
||||||
|
color: #6c7086;
|
||||||
|
text-transform: uppercase;
|
||||||
|
font-weight: 700;
|
||||||
|
letter-spacing: 0.5px;
|
||||||
|
}
|
||||||
|
|
||||||
|
.cutsceneId {
|
||||||
|
font-size: 15px;
|
||||||
|
color: #a6adc8;
|
||||||
|
font-family: monospace;
|
||||||
|
}
|
||||||
|
|
||||||
|
.endBox {
|
||||||
|
display: flex;
|
||||||
|
flex-direction: column;
|
||||||
|
align-items: center;
|
||||||
|
gap: 16px;
|
||||||
|
padding: 16px 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
.endMsg {
|
||||||
|
font-size: 16px;
|
||||||
|
color: #6c7086;
|
||||||
|
}
|
||||||
|
|
||||||
|
.debugBar {
|
||||||
|
border-top: 1px solid #313244;
|
||||||
|
padding-top: 8px;
|
||||||
|
display: flex;
|
||||||
|
gap: 12px;
|
||||||
|
flex-wrap: wrap;
|
||||||
|
}
|
||||||
|
|
||||||
|
.debugLabel {
|
||||||
|
font-size: 10px;
|
||||||
|
color: #45475a;
|
||||||
|
font-family: monospace;
|
||||||
|
}
|
||||||
|
|
||||||
|
.debugFlagPill {
|
||||||
|
background: rgba(137, 180, 250, 0.12);
|
||||||
|
color: #6c7086;
|
||||||
|
border-radius: 3px;
|
||||||
|
padding: 1px 5px;
|
||||||
|
font-size: 10px;
|
||||||
|
font-family: monospace;
|
||||||
|
}
|
||||||
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Block a user