Compare commits

..
2 Commits
Author SHA1 Message Date
Vlad 70db96a52e fix some and add spaceship with shaders and textures 2025-12-06 21:49:09 +06:00
Vlad 1c9b1b1969 android version 2025-12-05 17:27:03 +06:00
1213 changed files with 17962 additions and 242680 deletions

No files matched your search

-10
View File
@@ -1,10 +0,0 @@
*.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
Executable → Regular
+50 -404
View File
@@ -1,416 +1,62 @@
## Ignore Visual Studio temporary files, build results, and # Built application files
## files generated by popular Visual Studio add-ons. *.apk
## *.ap_
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore *.aab
.vscode/ # Files for the ART/Dalvik VM
*.dex
# User-specific files # Java class files
*.rsuser *.class
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio) # Generated files
*.userprefs bin/
gen/
out/
# Mono auto generated files # Gradle files
mono_crash.* .gradle/
......................................................................... build/
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Nuget personal access tokens and Credentials
nuget.config
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
*.code-workspace
# Local History for Visual Studio Code
.history/
# Windows Installer files from build outputs
*.cab
*.msi
*.msix
*.msm
*.msp
# JetBrains Rider
.idea/ .idea/
# Local configuration file (sdk path, etc)
local.properties
sdl_app # CMake build files
CMakeFiles/
cmake_install.cmake
CMakeCache.txt
Makefile
*.cmake
*.sln.iml # Android Studio
*.iml
.idea/
.cxx/
.gradle/
.DS_Store
/captures/
.externalNativeBuild/
images.zip # NDK
script.py .obj/
*.o
*.so
jumpingbird.* # SDL2 (если используешь)
jumpingbird.data libs/
build obj/
build-emcmake
thirdparty
proj-web/build # Временные файлы
proj-windows/build *.swp
public *.swo
web_resources/ *~
pc_resources/ .thumbs.db
resources_hd/ desktop.ini
web_resources_x2/
android_resources/
.artifacts/ # Проектные специфичные
app/build/
*.zip *.log
app/jni/libpng
app/jni/SDL
app/jni/zlib
-76
View File
@@ -1,76 +0,0 @@
# 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
View File
@@ -1,351 +0,0 @@
# 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
}
]
}
```
-512
View File
@@ -1,512 +0,0 @@
# 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`,
`SetCharacterTargetCommand`, `ClearCharacterAttackTargetCommand`, and
`TryCharacterAttackComboCommand`; 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.
-260
View File
@@ -1,260 +0,0 @@
# 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
View File
@@ -0,0 +1 @@
### Перед запуском в папке ```app/jni/```(рядом с src) нужно создать три папки с исходниками библиотек ```libpng```, ```SDL```, ```zlib```
-228
View File
@@ -1,228 +0,0 @@
# 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:
```
C:\Work\Projects\emsdk\emsdk.bat activate latest
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 space-game001.html
```
```
zlib-1.3.1:
mkdir build
cd build
cmake -DCMAKE_INSTALL_PREFIX=install ..
then run ALL_BUILD and INSTALL in Visual Studio
lpng1645:
mkdir build
cd build
cmake -DCMAKE_INSTALL_PREFIX=install -DZLIB_ROOT=C:\Work\Projects\zlib-1.3.1\build\install ..
then run ALL_BUILD and INSTALL in Visual Studio
```
https://github.com/Bly7/OBJ-Loader/blob/master/Source/OBJ_Loader.h
https://github.com/gametutorials/tutorials/blob/master/OpenGL/MD3%20Animation/Main.cpp
linux:
```
g++ Game.cpp main.cpp Math.cpp OpenGlExtensions.cpp Physics.cpp Renderer.cpp ShaderManager.cpp TextureManager.cpp Utils.cpp BoneAnimatedModel.cpp ObjLoader.cpp cmakeaudioplayer/src/AudioPlayer.cpp TextModel.cpp Inventory.cpp -o sdl_app -O2 -std=c++17 \
-I cmakeaudioplayer/include \
$(pkg-config --cflags --libs sdl2 gl) \
$(pkg-config --cflags --libs vorbis vorbisfile ogg) \
-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
```
cd build-emcmake/
emcmake cmake -DCMAKE_INSTALL_PREFIX=install ..
cmake --build .
cmake --install .
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 -IC:\Users\ASUS\Desktop\fishrungame2\ZeptoLabTest1\thirdparty\libzip-1.11.3\build-emcmake\install\include -LC:\Users\ASUS\Desktop\fishrungame2\ZeptoLabTest1\thirdparty\libzip-1.11.3\build-emcmake\install\lib -lzip -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 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 -I./thirdparty/zlib-1.3.1/install/include -L./thirdparty/libzip-1.11.3/build-emcmake/install/lib -L./thirdparty/zlib-1.3.1/install/lib -lzip -lz -sUSE_SDL_IMAGE=2 -sSDL2_IMAGE_FORMATS='["png"]' -sUSE_SDL=2 --preload-file data.zip -o jumpingbird.html
# Windows:
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 .
```
# 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
Code: MIT
Art: CC-BY
# Cmake Run Linux
Run using cmakelist
make -j$(nproc) -C build #Компилируем
./build/sdl_app #Запускаем
Для постройки без звука
rm -rf build #Очищаем build папку
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
```
-527
View File
@@ -1,527 +0,0 @@
# 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);
});
```
-191
View File
@@ -1,191 +0,0 @@
# 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, combat-intent,
and presence commands (or an empty command list).
Client intent is intentionally limited to
`SetCharacterDestinationCommand`, `SetCharacterTargetCommand`,
`ClearCharacterAttackTargetCommand`, and
`TryCharacterAttackComboCommand`.
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 and character-action 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 and tagged character-action intent. 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;
- `character_action` (client to server): monotonic client sequence, an action
tag (`set_target`, `clear_attack_target`, or `try_attack_combo`), and a
target ID for `set_target`;
- `tick` (server to client): tick ID, globally sequenced destination,
character-action, 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, empty action IDs, and unsupported
commands cannot enter the authoritative command stream. The server derives the
location and player character from the assigned connection slot; clients cannot
use these actions to control another player or an NPC.
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.
@@ -1,4 +1,4 @@
def buildAsLibrary = project.hasProperty('BUILD_AS_LIBRARY') def buildAsLibrary = project.hasProperty('BUILD_AS_LIBRARY');
def buildAsApplication = !buildAsLibrary def buildAsApplication = !buildAsLibrary
if (buildAsApplication) { if (buildAsApplication) {
apply plugin: 'com.android.application' apply plugin: 'com.android.application'
@@ -9,33 +9,30 @@ else {
android { android {
if (buildAsApplication) { if (buildAsApplication) {
namespace "fishrungames.shadowoverbishkek" namespace "org.libsdl.app"
} }
compileSdkVersion 37 compileSdkVersion 34
defaultConfig { defaultConfig {
minSdkVersion 21 minSdkVersion 19
targetSdkVersion 37 targetSdkVersion 34
versionCode 4 versionCode 1
versionName "1.0.7" versionName "1.0"
externalNativeBuild { externalNativeBuild {
/*ndkBuild { /*ndkBuild {
arguments "APP_PLATFORM=android-19" arguments "APP_PLATFORM=android-19"
abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64' abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
}*/ }*/
cmake { cmake {
arguments /*"-DANDROID_APP_PLATFORM=android-19",*/ "-DANDROID_STL=c++_static" arguments "-DANDROID_APP_PLATFORM=android-19", "-DANDROID_STL=c++_static"
cppFlags "-std=c++17 -frtti -fexceptions" cppFlags "-std=c++11 -frtti -fexceptions"
abiFilters 'arm64-v8a', 'x86_64' abiFilters 'armeabi-v7a', 'arm64-v8a', 'x86', 'x86_64'
} }
} }
} }
buildTypes { buildTypes {
release { release {
// Enables code optimizations. minifyEnabled false
minifyEnabled = true proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro'
// Enables resource shrinking.
shrinkResources = true
proguardFiles getDefaultProguardFile('proguard-android-optimize.txt'), 'proguard-rules.pro'
} }
} }
applicationVariants.all { variant -> applicationVariants.all { variant ->
@@ -63,9 +60,11 @@ android {
if (buildAsLibrary) { if (buildAsLibrary) {
libraryVariants.all { variant -> libraryVariants.all { variant ->
variant.outputs.all { output -> variant.outputs.each { output ->
if (output.outputFileName != null && output.outputFileName.endsWith(".aar")) { def outputFile = output.outputFile
output.outputFileName = "fishrungames.shadowoverbishkek.aar" if (outputFile != null && outputFile.name.endsWith(".aar")) {
def fileName = "org.libsdl.app.aar";
output.outputFile = new File(outputFile.parent, fileName);
} }
} }
} }
@@ -73,6 +72,5 @@ android {
} }
dependencies { dependencies {
implementation 'androidx.core:core-splashscreen:1.0.1'
implementation fileTree(include: ['*.jar'], dir: 'libs') implementation fileTree(include: ['*.jar'], dir: 'libs')
} }
+41
View File
@@ -0,0 +1,41 @@
cmake_minimum_required(VERSION 3.6)
project(GAME)
if(POLICY CMP0079)
cmake_policy(SET CMP0079 NEW)
endif()
# Копируем pnglibconf.h.prebuilt
execute_process(
COMMAND ${CMAKE_COMMAND} -E copy
${CMAKE_CURRENT_SOURCE_DIR}/libpng/scripts/pnglibconf.h.prebuilt
${CMAKE_CURRENT_SOURCE_DIR}/libpng/pnglibconf.h
)
# Сначала zlib
add_subdirectory(zlib)
# ВАЖНО: Установите опции ДО add_subdirectory(libpng)
# Libpng создает ДВЕ цели: png_shared (shared) и png_static (static)
# Мы хотим статическую библиотеку для Android
set(PNG_STATIC ON CACHE BOOL "Build static library" FORCE)
set(PNG_SHARED OFF CACHE BOOL "Don't build shared library" FORCE)
set(PNG_TESTS OFF CACHE BOOL "Disable tests" FORCE)
set(PNG_TOOLS OFF CACHE BOOL "Disable tools" FORCE)
set(PNG_EXECUTABLES OFF CACHE BOOL "Disable executables" FORCE)
set(PNG_DEBUG OFF CACHE BOOL "Disable debug" FORCE)
set(SKIP_INSTALL_ALL ON CACHE BOOL "Skip installation" FORCE)
# Для Android отключаем оптимизации
set(PNG_HARDWARE_OPTIMIZATIONS OFF CACHE BOOL "Disable hardware optimizations" FORCE)
set(PNG_ARM_NEON "off" CACHE STRING "Disable ARM NEON" FORCE)
# Добавляем libpng
add_subdirectory(libpng)
# Затем SDL
add_subdirectory(SDL)
# И ваш код
add_subdirectory(src)
@@ -1,10 +1,10 @@
#pragma once #pragma once
#include "render/Renderer.h" #include "Renderer.h"
#include "render/TextureManager.h" #include "TextureManager.h"
namespace FRG namespace ZL
{ {
struct MeshGroup struct MeshGroup
+719
View File
@@ -0,0 +1,719 @@
#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];
}
}
}
+60
View File
@@ -0,0 +1,60 @@
#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);
};
};
+62
View File
@@ -0,0 +1,62 @@
cmake_minimum_required(VERSION 3.6)
project(MY_APP CXX)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
add_library(main SHARED
SDL_android_main.c
main.cpp
Utils.h
Utils.cpp
TextureManager.h
TextureManager.cpp
TextModel.h
TextModel.cpp
ShaderManager.h
ShaderManager.cpp
Renderer.h
Renderer.cpp
Math.h
Math.cpp
Environment.h
Environment.cpp
BoneAnimatedModel.h
BoneAnimatedModel.cpp
AnimatedModel.h
Game.h
Game.cpp
)
# Подключаем заголовки
target_include_directories(main PRIVATE
${CMAKE_CURRENT_SOURCE_DIR}/../SDL/include
${CMAKE_CURRENT_SOURCE_DIR}/../zlib
${CMAKE_CURRENT_SOURCE_DIR}/../libpng
)
# ВАЖНО: Линкуемся с png_static (статика) или png_shared (динамика)
# Так как мы установили PNG_STATIC=ON и PNG_SHARED=OFF,
# должна создаться цель png_static
target_link_libraries(main
png_static # ← ЭТО ПРАВИЛЬНОЕ ИМЯ ЦЕЛИ!
z
SDL2
)
if(ANDROID)
# OpenGL ES 2.0 или 3.0 для Android
find_library(OPENGLES2_LIB GLESv2)
find_library(OPENGLES1_LIB GLESv1_CM)
target_link_libraries(main
${OPENGLES2_LIB} # OpenGL ES 2.0/3.0
${OPENGLES1_LIB} # OpenGL ES 1.x (если нужно)
log
android
OpenSLES
dl
)
endif()
+35
View File
@@ -0,0 +1,35 @@
#include "Environment.h"
#include "Utils.h"
//#include <GL/gl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.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
+40
View File
@@ -0,0 +1,40 @@
#pragma once
#include "Math.h"
#ifdef __linux__
#include <SDL2/SDL.h>
#endif
//#include "OpenGlExtensions.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.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
+248
View File
@@ -0,0 +1,248 @@
#include "Game.h"
#include "AnimatedModel.h"
#include "BoneAnimatedModel.h"
#include "Utils.h"
#include <iostream>
#include "TextureManager.h"
#include "TextModel.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#ifdef __ANDROID__
#include <android/log.h>
#endif
namespace ZL {
const char *CONST_ZIP_FILE = "";
Game::Game()
: window(nullptr), glContext(nullptr), newTickCount(0), lastTickCount(0),
resourcesLoaded(false), modelLoaded(false) {
}
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);
// Initialize renderer
renderer.InitOpenGL();
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "Game", "Start for Android");
const char* testFiles[] = {
"resources/spaceship004.txt",
"shaders/default.vertex",
"shaders/default_android.fragment",
"shaders/defaultColor.vertex",
"shaders/defaultColor_android.fragment",
"resources/sship001x.bmp",
nullptr
};
for (int i = 0; testFiles[i] != nullptr; i++) {
SDL_RWops* file = SDL_RWFromFile(testFiles[i], "rb");
if (file) {
Sint64 size = SDL_RWsize(file);
__android_log_print(ANDROID_LOG_INFO, "Game", "Found: %s (size: %lld)", testFiles[i], size);
SDL_RWclose(file);
} else {
__android_log_print(ANDROID_LOG_WARN, "Game", "Not found: %s (SDL error: %s)",
testFiles[i], SDL_GetError());
}
}
try {
__android_log_print(ANDROID_LOG_INFO, "Game", "Shaders...");
renderer.shaderManager.AddShaderFromFiles("default",
"shaders/default.vertex",
"shaders/default_android.fragment",
CONST_ZIP_FILE);
renderer.shaderManager.AddShaderFromFiles("defaultColor",
"shaders/defaultColor.vertex",
"shaders/defaultColor_android.fragment",
CONST_ZIP_FILE);
__android_log_print(ANDROID_LOG_INFO, "Game", "Textures...");
try {
spaceshipTexture = std::make_shared<Texture>(
CreateTextureDataFromBmp32("resources/sship001x.bmp")
);
} catch (const std::exception& e) {
spaceshipTexture = nullptr;
}
__android_log_print(ANDROID_LOG_INFO, "Game", "Model...");
std::string modelPaths[] = {
"resources/spaceship004.txt",
""
};
bool modelLoadSuccess = false;
for (int i = 0; !modelLoadSuccess && !modelPaths[i].empty(); i++) {
try {
spaceshipBase = LoadFromTextFile02(modelPaths[i]);
spaceshipBase.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundY(M_PI / 2.0)));
spaceship.AssignFrom(spaceshipBase);
spaceship.RefreshVBO();
modelLoaded = true;
modelLoadSuccess = true;
__android_log_print(ANDROID_LOG_INFO, "Game", "Model loaded successfully from: %s", modelPaths[i].c_str());
} catch (const std::exception& e) {
__android_log_print(ANDROID_LOG_WARN, "Game", "Failed to load model from %s: %s",
modelPaths[i].c_str(), e.what());
}
}
resourcesLoaded = (spaceshipTexture != nullptr && modelLoaded);
} catch (const std::exception& e) {
__android_log_print(ANDROID_LOG_ERROR, "Game", "Setup failed: %s", e.what());
resourcesLoaded = false;
}
#else
// Десктопная версия
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);
//Load texture
spaceshipTexture = std::make_shared<Texture>(
CreateTextureDataFromPng("./resources/sship001x.png"));
spaceshipBase = LoadFromTextFile02("./resources/spaceship004.txt");
spaceshipBase.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundY(M_PI / 2.0)));
spaceship.AssignFrom(spaceshipBase);
spaceship.RefreshVBO();
resourcesLoaded = true;
modelLoaded = true;
#endif
}
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);
if (!resourcesLoaded) {
glClearColor(0.2f, 0.3f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
return;
}
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));
if (spaceshipTexture) {
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
renderer.DrawVertexRenderStruct(spaceship);
} else {
renderer.DrawVertexRenderStruct(spaceship);
}
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.DisableVertexAttribArray(vPositionName);
renderer.DisableVertexAttribArray(vTexCoordName);
renderer.shaderManager.PopShader();
}
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);
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
+48
View File
@@ -0,0 +1,48 @@
#pragma once
#include "Renderer.h"
#include "Environment.h"
#include "TextureManager.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.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;
bool resourcesLoaded;
bool modelLoaded;
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
+734
View File
@@ -0,0 +1,734 @@
#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;
}
};
+110
View File
@@ -0,0 +1,110 @@
#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);
};
@@ -1,103 +1,7 @@
#include "render/Renderer.h" #include "Renderer.h"
#include <cmath> #include <cmath>
namespace FRG { namespace ZL {
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.data()[0] = 2.f / width;
r.data()[1] = 0;
r.data()[2] = 0;
r.data()[3] = 0;
r.data()[4] = 0;
r.data()[5] = 2.f / height;
r.data()[6] = 0;
r.data()[7] = 0;
r.data()[8] = 0;
r.data()[9] = 0;
r.data()[10] = -1 / depthRange;
r.data()[11] = 0;
r.data()[12] = -1;
r.data()[13] = -1;
r.data()[14] = zNear / depthRange;
r.data()[15] = 1;
return r;
}
Matrix4f MakeOrthoMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar)
{
float width = xmax - xmin;
float height = ymax - ymin;
float depthRange = zFar - zNear;
if (width <= 0 || height <= 0 || depthRange <= 0)
{
throw std::runtime_error("Invalid dimensions for orthogonal matrix");
}
Matrix4f r;
r.data()[0] = 2.f / width;
r.data()[5] = 2.f / height;
r.data()[10] = -1.f / depthRange;
r.data()[1] = r.data()[2] = r.data()[3] = 0;
r.data()[4] = r.data()[6] = r.data()[7] = 0;
r.data()[8] = r.data()[9] = r.data()[11] = 0;
r.data()[12] = -(xmax + xmin) / width;
r.data()[13] = -(ymax + ymin) / height;
r.data()[14] = zNear / depthRange;
r.data()[15] = 1.f;
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.data()[0] = 1.f / (aspectRatio * tanHalfFovy);
r.data()[1] = 0;
r.data()[2] = 0;
r.data()[3] = 0;
r.data()[4] = 0;
r.data()[5] = 1.f / (tanHalfFovy);
r.data()[6] = 0;
r.data()[7] = 0;
r.data()[8] = 0;
r.data()[9] = 0;
r.data()[10] = -(zFar + zNear) / (zFar - zNear);
r.data()[11] = -1;
r.data()[12] = 0;
r.data()[13] = 0;
r.data()[14] = -(2.f * zFar * zNear) / (zFar - zNear);
r.data()[15] = 0;
return r;
}
VBOHolder::VBOHolder() VBOHolder::VBOHolder()
{ {
@@ -117,8 +21,10 @@ namespace FRG {
VAOHolder::VAOHolder() VAOHolder::VAOHolder()
{ {
#ifndef EMSCRIPTEN #ifndef EMSCRIPTEN
#ifndef ANDROID #if defined(_WIN32) || defined(__linux__) && !defined(__ANDROID__)
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
#else
vao = 0;
#endif #endif
#endif #endif
} }
@@ -126,13 +32,8 @@ namespace FRG {
VAOHolder::~VAOHolder() VAOHolder::~VAOHolder()
{ {
#ifndef EMSCRIPTEN #ifndef EMSCRIPTEN
#ifndef ANDROID #if defined(_WIN32) || defined(__linux__) && !defined(__ANDROID__)
#ifdef __linux__
glDeleteVertexArrays(1, &vao); glDeleteVertexArrays(1, &vao);
#else
//Windows
glDeleteVertexArrays(1, &vao);
#endif
#endif #endif
#endif #endif
} }
@@ -149,10 +50,10 @@ namespace FRG {
Vector2f posTo = center + halfWidthHeight; Vector2f posTo = center + halfWidthHeight;
Vector3f pos1 = { posFrom(0), posFrom(1), zLevel }; Vector3f pos1 = { posFrom.v[0], posFrom.v[1], zLevel };
Vector3f pos2 = { posFrom(0), posTo(1), zLevel }; Vector3f pos2 = { posFrom.v[0], posTo.v[1], zLevel };
Vector3f pos3 = { posTo(0), posTo(1), zLevel }; Vector3f pos3 = { posTo.v[0], posTo.v[1], zLevel };
Vector3f pos4 = { posTo(0), posFrom(1), zLevel }; Vector3f pos4 = { posTo.v[0], posFrom.v[1], zLevel };
Vector2f texCoordPos1 = { 0.0f, 0.0f }; Vector2f texCoordPos1 = { 0.0f, 0.0f };
@@ -179,40 +80,22 @@ namespace FRG {
return result; return result;
} }
VertexDataStruct CreatePolygonFloor(const std::vector<Eigen::Vector2f>& polygon, float yLevel, const Vector3f& color)
{
VertexDataStruct result;
if (polygon.size() < 3) return result;
for (size_t i = 1; i + 1 < polygon.size(); ++i) {
result.PositionData.push_back({ polygon[0].x(), yLevel, polygon[0].y() });
result.PositionData.push_back({ polygon[i].x(), yLevel, polygon[i].y() });
result.PositionData.push_back({ polygon[i + 1].x(), yLevel, polygon[i + 1].y() });
result.ColorData.push_back(color);
result.ColorData.push_back(color);
result.ColorData.push_back(color);
}
return result;
}
VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount) VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount)
{ {
Vector2f posFrom = center - halfWidthHeight; Vector2f posFrom = center - halfWidthHeight;
Vector2f posTo = center + halfWidthHeight; Vector2f posTo = center + halfWidthHeight;
float sectionWidth = halfWidthHeight(0) * 2.f; float sectionWidth = halfWidthHeight.v[0] * 2.f;
VertexDataStruct result; VertexDataStruct result;
for (size_t i = 0; i < sectionCount; i++) for (size_t i = 0; i < sectionCount; i++)
{ {
Vector3f pos1 = { posFrom(0)+sectionWidth*i, posFrom(1), zLevel }; Vector3f pos1 = { posFrom.v[0]+sectionWidth*i, posFrom.v[1], zLevel };
Vector3f pos2 = { posFrom(0) + sectionWidth * i, posTo(1), zLevel }; Vector3f pos2 = { posFrom.v[0] + sectionWidth * i, posTo.v[1], zLevel };
Vector3f pos3 = { posTo(0) + sectionWidth * i, posTo(1), zLevel }; Vector3f pos3 = { posTo.v[0] + sectionWidth * i, posTo.v[1], zLevel };
Vector3f pos4 = { posTo(0) + sectionWidth * i, posFrom(1), zLevel }; Vector3f pos4 = { posTo.v[0] + sectionWidth * i, posFrom.v[1], zLevel };
result.PositionData.push_back(pos1); result.PositionData.push_back(pos1);
result.PositionData.push_back(pos2); result.PositionData.push_back(pos2);
@@ -313,82 +196,16 @@ namespace FRG {
return result; return result;
} }
VertexDataStruct CreateCubemap(float scale)
{
VertexDataStruct cubemapVertexDataStruct;
// +x
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
// -x
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
// +y
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
// -y
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
// +z
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, scale });
// -z
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, -scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, -scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ scale, scale, -scale });
cubemapVertexDataStruct.PositionData.push_back({ -scale, scale, -scale });
return cubemapVertexDataStruct;
}
void VertexRenderStruct::RefreshVBO() void VertexRenderStruct::RefreshVBO()
{ {
//Check if main thread, check if data is not empty... //Check if main thread, check if data is not empty...
#ifndef EMSCRIPTEN #ifndef EMSCRIPTEN
#ifndef __ANDROID__ #if defined(_WIN32) || defined(__linux__) && !defined(__ANDROID__)
if (!vao) if (!vao)
{ {
vao = std::make_shared<VAOHolder>(); vao = std::make_shared<VAOHolder>();
} }
glBindVertexArray(vao->getBuffer()); glBindVertexArray(vao->getBuffer());
#endif #endif
#endif #endif
@@ -399,7 +216,7 @@ namespace FRG {
glBindBuffer(GL_ARRAY_BUFFER, positionVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, positionVBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, data.PositionData.size() * 12, &data.PositionData[0], GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, data.PositionData.size() * 12, &data.PositionData[0], GL_STATIC_DRAW);
if (data.TexCoordData.size() > 0) if (data.TexCoordData.size() > 0)
{ {
@@ -410,9 +227,10 @@ namespace FRG {
glBindBuffer(GL_ARRAY_BUFFER, texCoordVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, texCoordVBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, data.TexCoordData.size() * 8, &data.TexCoordData[0], GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, data.TexCoordData.size() * 8, &data.TexCoordData[0], GL_STATIC_DRAW);
} }
if (data.NormalData.size() > 0) if (data.NormalData.size() > 0)
{ {
if (!normalVBO) if (!normalVBO)
@@ -422,7 +240,7 @@ namespace FRG {
glBindBuffer(GL_ARRAY_BUFFER, normalVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, normalVBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, data.NormalData.size() * 12, &data.NormalData[0], GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, data.NormalData.size() * 12, &data.NormalData[0], GL_STATIC_DRAW);
} }
if (data.TangentData.size() > 0) if (data.TangentData.size() > 0)
@@ -434,7 +252,7 @@ namespace FRG {
glBindBuffer(GL_ARRAY_BUFFER, tangentVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, tangentVBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, data.TangentData.size() * 12, &data.TangentData[0], GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, data.TangentData.size() * 12, &data.TangentData[0], GL_STATIC_DRAW);
} }
if (data.BinormalData.size() > 0) if (data.BinormalData.size() > 0)
@@ -446,7 +264,7 @@ namespace FRG {
glBindBuffer(GL_ARRAY_BUFFER, binormalVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, binormalVBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, data.BinormalData.size() * 12, &data.BinormalData[0], GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, data.BinormalData.size() * 12, &data.BinormalData[0], GL_STATIC_DRAW);
} }
if (data.ColorData.size() > 0) if (data.ColorData.size() > 0)
@@ -458,7 +276,7 @@ namespace FRG {
glBindBuffer(GL_ARRAY_BUFFER, colorVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, colorVBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, data.ColorData.size() * 12, &data.ColorData[0], GL_DYNAMIC_DRAW); glBufferData(GL_ARRAY_BUFFER, data.ColorData.size() * 12, &data.ColorData[0], GL_STATIC_DRAW);
} }
} }
@@ -481,9 +299,9 @@ namespace FRG {
{ {
for (int i = 0; i < PositionData.size(); i++) for (int i = 0; i < PositionData.size(); i++)
{ {
auto value = PositionData[i](1); auto value = PositionData[i].v[1];
PositionData[i](1) = PositionData[i](2); PositionData[i].v[1] = PositionData[i].v[2];
PositionData[i](2) = value; PositionData[i].v[2] = value;
} }
} }
@@ -493,22 +311,22 @@ namespace FRG {
for (int i = 0; i < PositionData.size(); i++) for (int i = 0; i < PositionData.size(); i++)
{ {
PositionData[i] = PositionData[i].transpose() * m; PositionData[i] = MultVectorMatrix(PositionData[i], m);
} }
for (int i = 0; i < NormalData.size(); i++) for (int i = 0; i < NormalData.size(); i++)
{ {
NormalData[i] = NormalData[i].transpose() * m; NormalData[i] = MultVectorMatrix(NormalData[i], m);
} }
for (int i = 0; i < TangentData.size(); i++) for (int i = 0; i < TangentData.size(); i++)
{ {
TangentData[i] = TangentData[i].transpose() * m; TangentData[i] = MultVectorMatrix(TangentData[i], m);
} }
for (int i = 0; i < BinormalData.size(); i++) for (int i = 0; i < BinormalData.size(); i++)
{ {
BinormalData[i] = BinormalData[i].transpose() * m; BinormalData[i] = MultVectorMatrix(BinormalData[i], m);
} }
} }
@@ -529,14 +347,14 @@ namespace FRG {
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
#ifndef EMSCRIPTEN #ifndef EMSCRIPTEN
#ifndef __ANDROID__ #if defined(_WIN32) || defined(__linux__) && !defined(__ANDROID__)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
#endif #endif
#endif #endif
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL); glDepthFunc(GL_LEQUAL);
CheckGlError(__FILE__, __LINE__); //CheckGlError();
} }
void Renderer::PushProjectionMatrix(float width, float height, float zNear, float zFar) void Renderer::PushProjectionMatrix(float width, float height, float zNear, float zFar)
@@ -551,18 +369,6 @@ namespace FRG {
} }
} }
void Renderer::PushProjectionMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar)
{
Matrix4f m = MakeOrthoMatrix(xmin, xmax, ymin, ymax, 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) void Renderer::PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar)
{ {
Matrix4f m = MakePerspectiveMatrix(fovY, aspectRatio, zNear, zFar); Matrix4f m = MakePerspectiveMatrix(fovY, aspectRatio, zNear, zFar);
@@ -591,12 +397,6 @@ namespace FRG {
return ProjectionModelViewMatrix; return ProjectionModelViewMatrix;
} }
Matrix4f Renderer::GetCurrentModelViewMatrix()
{
return ModelviewMatrixStack.top();
}
void Renderer::SetMatrix() void Renderer::SetMatrix()
{ {
if (ProjectionMatrixStack.size() <= 0) if (ProjectionMatrixStack.size() <= 0)
@@ -609,16 +409,15 @@ namespace FRG {
throw std::runtime_error("Modelview matrix stack out!"); throw std::runtime_error("Modelview matrix stack out!");
} }
Matrix4f& modelViewMatrix = ModelviewMatrixStack.top(); ProjectionModelViewMatrix = ProjectionMatrixStack.top() * ModelviewMatrixStack.top();
ProjectionModelViewMatrix = ProjectionMatrixStack.top() * modelViewMatrix;
static const std::string ProjectionModelViewMatrixName = "ProjectionModelViewMatrix"; static const std::string ProjectionModelViewMatrixName = "ProjectionModelViewMatrix";
RenderUniformMatrix4fv(ProjectionModelViewMatrixName, false, ProjectionModelViewMatrix.data()); //static const std::string ProjectionMatrixName = "ProjectionMatrix";
static const std::string ModelViewMatrixName = "ModelViewMatrix"; RenderUniformMatrix4fv(ProjectionModelViewMatrixName, false, &ProjectionModelViewMatrix.m[0]);
RenderUniformMatrix4fv(ModelViewMatrixName, false, modelViewMatrix.data()); //RenderUniformMatrix4fv(ProjectionMatrixName, false, &ProjectionMatrixStack.top().m[0]);
} }
@@ -635,7 +434,6 @@ namespace FRG {
{ {
throw std::runtime_error("Modelview matrix stack overflow!!!!"); throw std::runtime_error("Modelview matrix stack overflow!!!!");
} }
SetMatrix();
} }
void Renderer::LoadIdentity() void Renderer::LoadIdentity()
@@ -655,9 +453,9 @@ namespace FRG {
{ {
Matrix4f m = Matrix4f::Identity(); Matrix4f m = Matrix4f::Identity();
m.data()[12] = p(0); m.m[12] = p.v[0];
m.data()[13] = p(1); m.m[13] = p.v[1];
m.data()[14] = p(2); m.m[14] = p.v[2];
m = ModelviewMatrixStack.top() * m; m = ModelviewMatrixStack.top() * m;
@@ -675,9 +473,9 @@ namespace FRG {
void Renderer::ScaleMatrix(float scale) void Renderer::ScaleMatrix(float scale)
{ {
Matrix4f m = Matrix4f::Identity(); Matrix4f m = Matrix4f::Identity();
m.data()[0] = scale; m.m[0] = scale;
m.data()[5] = scale; m.m[5] = scale;
m.data()[10] = scale; m.m[10] = scale;
m = ModelviewMatrixStack.top() * m; m = ModelviewMatrixStack.top() * m;
@@ -695,9 +493,9 @@ namespace FRG {
void Renderer::ScaleMatrix(const Vector3f& scale) void Renderer::ScaleMatrix(const Vector3f& scale)
{ {
Matrix4f m = Matrix4f::Identity(); Matrix4f m = Matrix4f::Identity();
m.data()[0] = scale(0); m.m[0] = scale.v[0];
m.data()[5] = scale(1); m.m[5] = scale.v[1];
m.data()[10] = scale(2); m.m[10] = scale.v[2];
m = ModelviewMatrixStack.top() * m; m = ModelviewMatrixStack.top() * m;
@@ -712,33 +510,22 @@ namespace FRG {
SetMatrix(); SetMatrix();
} }
void Renderer::RotateMatrix(const Eigen::Quaternionf& q) void Renderer::RotateMatrix(const Vector4f& q)
{ {
Matrix3f m3 = q.toRotationMatrix(); Matrix3f m3 = QuatToMatrix(q);
Matrix4f m = Matrix4f::Identity(); Matrix4f m = Matrix4f::Identity();
m.m[0] = m3.m[0];
m.m[1] = m3.m[1];
m.m[2] = m3.m[2];
m.block<3, 3>(0, 0) = m3; m.m[4] = m3.m[3];
m.m[5] = m3.m[4];
m.m[6] = m3.m[5];
m = ModelviewMatrixStack.top() * m; m.m[8] = m3.m[6];
m.m[9] = m3.m[7];
if (ModelviewMatrixStack.size() == 0) m.m[10] = m3.m[8];
{
throw std::runtime_error("Modelview matrix stack underflow!!!!");
}
ModelviewMatrixStack.pop();
ModelviewMatrixStack.push(m);
SetMatrix();
}
void Renderer::RotateMatrix(const Matrix3f& m3)
{
Matrix4f m = Matrix4f::Identity();
m.block<3, 3>(0, 0) = m3;
m = ModelviewMatrixStack.top() * m; m = ModelviewMatrixStack.top() * m;
@@ -776,16 +563,20 @@ namespace FRG {
SetMatrix(); SetMatrix();
} }
void Renderer::RenderUniformMatrix3fv(const std::string& uniformName, bool transpose, const float* value)
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(); auto shader = shaderManager.GetCurrentShader();
if (shader->attribList.find(attribName) != shader->attribList.end())
auto uniform = shader->uniformList.find(uniformName); glDisableVertexAttribArray(shader->attribList[attribName]);
if (uniform != shader->uniformList.end())
{
glUniformMatrix3fv(uniform->second, 1, transpose, value);
}
} }
@@ -801,38 +592,6 @@ namespace FRG {
} }
} }
void Renderer::RenderUniformMatrix4fvArray(const std::string& uniformName, int count, bool transpose, const float* value)
{
auto shader = shaderManager.GetCurrentShader();
auto uniform = shader->uniformList.find(uniformName);
if (uniform != shader->uniformList.end())
{
glUniformMatrix4fv(uniform->second, count, transpose, value);
}
}
void Renderer::RenderUniform2fv(const std::string& uniformName, const float* value)
{
auto shader = shaderManager.GetCurrentShader();
auto uniform = shader->uniformList.find(uniformName);
if (uniform != shader->uniformList.end())
{
glUniform2fv(uniform->second, 1, value);
}
}
void Renderer::RenderUniform2fvArray(const std::string& uniformName, int count, const float* value)
{
auto shader = shaderManager.GetCurrentShader();
auto uniform = shader->uniformList.find(uniformName);
if (uniform != shader->uniformList.end())
{
glUniform2fv(uniform->second, count, value);
}
}
void Renderer::RenderUniform3fv(const std::string& uniformName, const float* value) void Renderer::RenderUniform3fv(const std::string& uniformName, const float* value)
{ {
auto shader = shaderManager.GetCurrentShader(); auto shader = shaderManager.GetCurrentShader();
@@ -845,25 +604,6 @@ namespace FRG {
} }
} }
void Renderer::RenderUniform3fvArray(const std::string& uniformName, int count, const float* value)
{
auto shader = shaderManager.GetCurrentShader();
auto uniform = shader->uniformList.find(uniformName);
if (uniform != shader->uniformList.end())
{
glUniform3fv(uniform->second, count, value);
}
}
void Renderer::RenderUniform4fv(const std::string& uniformName, const float* value)
{
auto shader = shaderManager.GetCurrentShader();
auto uniform = shader->uniformList.find(uniformName);
if (uniform != shader->uniformList.end()) {
glUniform4fv(uniform->second, 1, value);
}
}
void Renderer::RenderUniform1i(const std::string& uniformName, const int value) void Renderer::RenderUniform1i(const std::string& uniformName, const int value)
{ {
auto shader = shaderManager.GetCurrentShader(); auto shader = shaderManager.GetCurrentShader();
@@ -877,18 +617,6 @@ namespace FRG {
} }
void Renderer::RenderUniform1f(const std::string& uniformName, float value)
{
auto shader = shaderManager.GetCurrentShader();
auto uniform = shader->uniformList.find(uniformName);
if (uniform != shader->uniformList.end())
{
glUniform1fv(uniform->second, 1, &value);
}
}
void Renderer::VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer) void Renderer::VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer)
@@ -896,107 +624,19 @@ namespace FRG {
auto shader = shaderManager.GetCurrentShader(); auto shader = shaderManager.GetCurrentShader();
if (shader->attribList.find(attribName) != shader->attribList.end()) if (shader->attribList.find(attribName) != shader->attribList.end())
glVertexAttribPointer(shader->attribList[attribName], 2, GL_FLOAT, GL_FALSE, stride, pointer); glVertexAttribPointer(shader->attribList[attribName], 2, GL_FLOAT, GL_FALSE, stride, pointer);
} }
void Renderer::VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer) void Renderer::VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer)
{ {
auto shader = shaderManager.GetCurrentShader(); auto shader = shaderManager.GetCurrentShader();
if (shader->attribList.find(attribName) != shader->attribList.end()) if (shader->attribList.find(attribName) != shader->attribList.end())
glVertexAttribPointer(shader->attribList[attribName], 3, GL_FLOAT, GL_FALSE, stride, pointer); glVertexAttribPointer(shader->attribList[attribName], 3, GL_FLOAT, GL_FALSE, stride, pointer);
} }
void Renderer::VertexAttribPointer4fv(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], 4, GL_FLOAT, GL_FALSE, stride, pointer);
}
void Renderer::DisableVertexAttribArray(const std::string& attribName)
{
auto shader = shaderManager.GetCurrentShader();
auto it = shader->attribList.find(attribName);
if (it != shader->attribList.end())
glDisableVertexAttribArray(it->second);
}
void InstancedBatch::RefreshInstanceVBO()
{
if (instances.empty())
{
return;
}
if (!instanceVBO)
{
instanceVBO = std::make_shared<VBOHolder>();
}
// Matrix4f is column-major with no padding: 16 floats per instance.
glBindBuffer(GL_ARRAY_BUFFER, instanceVBO->getBuffer());
glBufferData(GL_ARRAY_BUFFER, instances.size() * sizeof(Matrix4f), instances.data(), GL_STATIC_DRAW);
}
void Renderer::DrawVertexRenderStruct(const VertexRenderStruct& VertexRenderStruct) void Renderer::DrawVertexRenderStruct(const VertexRenderStruct& VertexRenderStruct)
{ {
BindVertexRenderStructAttribs(VertexRenderStruct);
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(VertexRenderStruct.data.PositionData.size()));
}
void Renderer::DrawInstanced(const InstancedBatch& batch)
{
if (batch.instances.empty() || !batch.instanceVBO || !batch.mesh.positionVBO)
{
return;
}
BindVertexRenderStructAttribs(batch.mesh);
static const char* const instanceAttribNames[4] = { "iModel0", "iModel1", "iModel2", "iModel3" };
auto shader = shaderManager.GetCurrentShader();
glBindBuffer(GL_ARRAY_BUFFER, batch.instanceVBO->getBuffer());
for (int i = 0; i < 4; i++)
{
auto it = shader->attribList.find(instanceAttribNames[i]);
if (it == shader->attribList.end())
{
continue;
}
glVertexAttribPointer(it->second, 4, GL_FLOAT, GL_FALSE, sizeof(Matrix4f),
reinterpret_cast<const void*>(static_cast<size_t>(i) * 4 * sizeof(float)));
glVertexAttribDivisor(it->second, 1);
}
glDrawArraysInstanced(GL_TRIANGLES, 0,
static_cast<GLsizei>(batch.mesh.data.PositionData.size()),
static_cast<GLsizei>(batch.instances.size()));
// The divisor is vertex array state: reset it so that later non-instanced draws
// with these attribute locations are not affected.
for (int i = 0; i < 4; i++)
{
auto it = shader->attribList.find(instanceAttribNames[i]);
if (it != shader->attribList.end())
{
glVertexAttribDivisor(it->second, 0);
}
}
}
void Renderer::BindVertexRenderStructAttribs(const VertexRenderStruct& VertexRenderStruct)
{
#ifndef EMSCRIPTEN
#ifndef __ANDROID__
if (VertexRenderStruct.vao) {
glBindVertexArray(VertexRenderStruct.vao->getBuffer());
shaderManager.EnableVertexAttribArrays();
}
#endif
#endif
static const std::string vNormal("vNormal"); static const std::string vNormal("vNormal");
static const std::string vTangent("vTangent"); static const std::string vTangent("vTangent");
static const std::string vBinormal("vBinormal"); static const std::string vBinormal("vBinormal");
@@ -1004,56 +644,40 @@ namespace FRG {
static const std::string vTexCoord("vTexCoord"); static const std::string vTexCoord("vTexCoord");
static const std::string vPosition("vPosition"); static const std::string vPosition("vPosition");
// On WebGL (and when not using VAO), vertex attribute arrays must be explicitly //glBindVertexArray(VertexRenderStruct.vao->getBuffer());
// enabled before drawing. Desktop with VAO can rely on stored state; WebGL cannot.
//Check if main thread, check if data is not empty...
if (VertexRenderStruct.data.NormalData.size() > 0) if (VertexRenderStruct.data.NormalData.size() > 0)
{ {
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.normalVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.normalVBO->getBuffer());
VertexAttribPointer3fv(vNormal, 0, NULL); VertexAttribPointer3fv(vNormal, 0, NULL);
} }
else
{
DisableVertexAttribArray(vNormal);
}
if (VertexRenderStruct.data.TangentData.size() > 0) if (VertexRenderStruct.data.TangentData.size() > 0)
{ {
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.tangentVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.tangentVBO->getBuffer());
VertexAttribPointer3fv(vTangent, 0, NULL); VertexAttribPointer3fv(vTangent, 0, NULL);
} }
else
{
DisableVertexAttribArray(vTangent);
}
if (VertexRenderStruct.data.BinormalData.size() > 0) if (VertexRenderStruct.data.BinormalData.size() > 0)
{ {
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.binormalVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.binormalVBO->getBuffer());
VertexAttribPointer3fv(vBinormal, 0, NULL); VertexAttribPointer3fv(vBinormal, 0, NULL);
} }
else
{
DisableVertexAttribArray(vBinormal);
}
if (VertexRenderStruct.data.ColorData.size() > 0) if (VertexRenderStruct.data.ColorData.size() > 0)
{ {
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.colorVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.colorVBO->getBuffer());
VertexAttribPointer3fv(vColor, 0, NULL); VertexAttribPointer3fv(vColor, 0, NULL);
} }
else
{
DisableVertexAttribArray(vColor);
}
if (VertexRenderStruct.data.TexCoordData.size() > 0) if (VertexRenderStruct.data.TexCoordData.size() > 0)
{ {
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.texCoordVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.texCoordVBO->getBuffer());
VertexAttribPointer2fv(vTexCoord, 0, NULL); VertexAttribPointer2fv(vTexCoord, 0, NULL);
} }
else
{
DisableVertexAttribArray(vTexCoord);
}
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.positionVBO->getBuffer()); glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.positionVBO->getBuffer());
VertexAttribPointer3fv(vPosition, 0, NULL); VertexAttribPointer3fv(vPosition, 0, NULL);
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(VertexRenderStruct.data.PositionData.size()));
} }
void worldToScreenCoordinates(Vector3f objectPos, void worldToScreenCoordinates(Vector3f objectPos,
@@ -1061,11 +685,11 @@ namespace FRG {
int screenWidth, int screenHeight, int screenWidth, int screenHeight,
int& screenX, int& screenY) { int& screenX, int& screenY) {
Vector4f inx = { objectPos(0), objectPos(1), objectPos(2), 1.0f }; Vector4f inx = { objectPos.v[0], objectPos.v[1], objectPos.v[2], 1.0f };
Vector4f clipCoords = projectionModelView * inx; Vector4f clipCoords = MultMatrixVector(projectionModelView, inx);
float ndcX = clipCoords(0) / clipCoords(3); float ndcX = clipCoords.v[0] / clipCoords.v[3];
float ndcY = clipCoords(1) / clipCoords(3); float ndcY = clipCoords.v[1] / clipCoords.v[3];
screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth); screenX = (int)((ndcX + 1.0f) * 0.5f * screenWidth);
screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight); screenY = (int)((1.0f + ndcY) * 0.5f * screenHeight);
@@ -1,27 +1,14 @@
#pragma once #pragma once
#include "render/OpenGlExtensions.h"
//#include "OpenGlExtensions.h"
#include "Math.h"
#include <exception> #include <exception>
#include <stdexcept> #include <stdexcept>
#include "ShaderManager.h" #include "ShaderManager.h"
#include "TextureManager.h" #include <GLES2/gl2.h>
#include <Eigen/Dense> #include <GLES2/gl2ext.h>
namespace FRG {
using Eigen::Vector2f;
using Eigen::Vector3f;
using Eigen::Vector4f;
using Eigen::Matrix3f;
using Eigen::Matrix4f;
Matrix4f MakeOrthoMatrix(float width, float height, float zNear, float zFar);
Matrix4f MakeOrthoMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar);
Matrix4f MakePerspectiveMatrix(float fovY, float aspectRatio, float zNear, float zFar);
namespace ZL {
constexpr size_t CONST_MATRIX_STACK_SIZE = 64; constexpr size_t CONST_MATRIX_STACK_SIZE = 64;
@@ -87,27 +74,9 @@ namespace FRG {
void AssignFrom(const VertexDataStruct& v); void AssignFrom(const VertexDataStruct& v);
}; };
// One mesh drawn many times with a per-instance model matrix (glDrawArraysInstanced).
// The mesh is stored in local space; each instance matrix is fed to the *_inst shaders
// as four vec4 attributes (iModel0..iModel3, divisor 1).
struct InstancedBatch
{
std::string name;
VertexRenderStruct mesh;
std::shared_ptr<Texture> texture;
std::shared_ptr<Texture> textureDarklands;
std::vector<Matrix4f> instances;
std::shared_ptr<VBOHolder> instanceVBO;
void RefreshInstanceVBO();
};
VertexDataStruct CreateRect2D(Vector2f center, Vector2f halfWidthHeight, float zLevel); VertexDataStruct CreateRect2D(Vector2f center, Vector2f halfWidthHeight, float zLevel);
VertexDataStruct CreatePolygonFloor(const std::vector<Eigen::Vector2f>& polygon, float yLevel, const Vector3f& color);
VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount); VertexDataStruct CreateRectHorizontalSections2D(Vector2f center, Vector2f halfWidthHeight, float zLevel, size_t sectionCount);
VertexDataStruct CreateCube3D(float scale); VertexDataStruct CreateCube3D(float scale);
VertexDataStruct CreateCubemap(float scale = 1000.f);
class Renderer class Renderer
@@ -121,12 +90,10 @@ namespace FRG {
public: public:
ShaderManager shaderManager; ShaderManager shaderManager;
TextureManager textureManager;
void InitOpenGL(); void InitOpenGL();
void PushProjectionMatrix(float width, float height, float zNear = 0.f, float zFar = 1.f); void PushProjectionMatrix(float width, float height, float zNear = 0.f, float zFar = 1.f);
void PushProjectionMatrix(float xmin, float xmax, float ymin, float ymax, float zNear, float zFar);
void PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar); void PushPerspectiveProjectionMatrix(float fovY, float aspectRatio, float zNear, float zFar);
void PopProjectionMatrix(); void PopProjectionMatrix();
@@ -135,43 +102,32 @@ namespace FRG {
void TranslateMatrix(const Vector3f& p); void TranslateMatrix(const Vector3f& p);
void ScaleMatrix(float scale); void ScaleMatrix(float scale);
void ScaleMatrix(const Vector3f& scale); void ScaleMatrix(const Vector3f& scale);
void RotateMatrix(const Eigen::Quaternionf& q); void RotateMatrix(const Vector4f& q);
void RotateMatrix(const Matrix3f& m3);
void PushSpecialMatrix(const Matrix4f& m); void PushSpecialMatrix(const Matrix4f& m);
void PopMatrix(); void PopMatrix();
Matrix4f GetProjectionModelViewMatrix(); Matrix4f GetProjectionModelViewMatrix();
Matrix4f GetCurrentModelViewMatrix();
void SetMatrix(); void SetMatrix();
void RenderUniformMatrix3fv(const std::string& uniformName, bool transpose, const float* value);
void EnableVertexAttribArray(const std::string& attribName);
void DisableVertexAttribArray(const std::string& attribName);
void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value); void RenderUniformMatrix4fv(const std::string& uniformName, bool transpose, const float* value);
void RenderUniformMatrix4fvArray(const std::string& uniformName, int count, bool transpose, const float* value);
void RenderUniform1i(const std::string& uniformName, const int value); void RenderUniform1i(const std::string& uniformName, const int value);
void RenderUniform2fv(const std::string& uniformName, const float* value);
void RenderUniform2fvArray(const std::string& uniformName, int count, const float* value);
void RenderUniform3fv(const std::string& uniformName, const float* value); void RenderUniform3fv(const std::string& uniformName, const float* value);
void RenderUniform3fvArray(const std::string& uniformName, int count, const float* value);
void RenderUniform4fv(const std::string& uniformName, const float* value);
void RenderUniform1f(const std::string& uniformName, float value);
void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer); void VertexAttribPointer2fv(const std::string& attribName, int stride, const char* pointer);
void VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer); void VertexAttribPointer3fv(const std::string& attribName, int stride, const char* pointer);
void VertexAttribPointer4fv(const std::string& attribName, int stride, const char* pointer);
void DisableVertexAttribArray(const std::string& attribName);
void DrawVertexRenderStruct(const VertexRenderStruct& VertexRenderStruct); void DrawVertexRenderStruct(const VertexRenderStruct& VertexRenderStruct);
// The current shader must be an instancing variant (compiled with INSTANCED).
void DrawInstanced(const InstancedBatch& batch);
protected:
void BindVertexRenderStructAttribs(const VertexRenderStruct& VertexRenderStruct);
}; };
File renamed without changes.
@@ -1,4 +1,4 @@
#include "ShaderManager.h" #include "ShaderManager.h"
#include <iostream> #include <iostream>
#include <SDL.h> #include <SDL.h>
@@ -6,18 +6,15 @@
#include <android/log.h> #include <android/log.h>
#endif #endif
namespace FRG { namespace ZL {
ShaderResource::ShaderResource(const std::string &vertexCode, const std::string &fragmentCode) { ShaderResource::ShaderResource(const std::string &vertexCode, const std::string &fragmentCode) {
logger() << "Started creating shader resource" << std::endl;
const int CONST_INFOLOG_LENGTH = 256; const int CONST_INFOLOG_LENGTH = 256;
char infoLog[CONST_INFOLOG_LENGTH]; char infoLog[CONST_INFOLOG_LENGTH];
int infoLogLength; int infoLogLength;
char infoLog2[CONST_INFOLOG_LENGTH];
int infoLogLength2;
int vertexShaderCompiled; int vertexShaderCompiled;
int fragmentShaderCompiled; int fragmentShaderCompiled;
int programLinked; int programLinked;
@@ -43,36 +40,24 @@ namespace FRG {
glCompileShader(fragmentShader); glCompileShader(fragmentShader);
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled); glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &fragmentShaderCompiled);
glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength2, infoLog2); glGetShaderInfoLog(fragmentShader, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
//logger() << "Creating shader resource step 1" << std::endl;
if (!vertexShaderCompiled) { if (!vertexShaderCompiled) {
#ifdef __ANDROID__ #ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager", __android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
"Failed to compile vertex shader: %s", infoLog); "Failed to compile vertex shader: %s", infoLog);
#endif #endif
logger() << "Vertex shader compilation failed: " << infoLog << std::endl;
throw std::runtime_error("Failed to compile vertex shader code!"); throw std::runtime_error("Failed to compile vertex shader code!");
} }
//logger() << "Creating shader resource step 2" << std::endl;
if (!fragmentShaderCompiled) { if (!fragmentShaderCompiled) {
#ifdef __ANDROID__ #ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager", __android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
"Failed to compile fragment shader: %s", infoLog); "Failed to compile fragment shader: %s", infoLog);
#endif #endif
logger() << "Fragment shader compilation failed: " << infoLog << std::endl;
throw std::runtime_error("Failed to compile fragment shader code!"); throw std::runtime_error("Failed to compile fragment shader code!");
} }
//logger() << "Creating shader resource step 4" << std::endl;
shaderProgram = glCreateProgram(); shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, vertexShader);
@@ -86,21 +71,15 @@ namespace FRG {
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programLinked); glGetProgramiv(shaderProgram, GL_LINK_STATUS, &programLinked);
glGetProgramInfoLog(shaderProgram, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog); glGetProgramInfoLog(shaderProgram, CONST_INFOLOG_LENGTH, &infoLogLength, infoLog);
//logger() << "Creating shader resource step 4" << std::endl;
if (!programLinked) { if (!programLinked) {
shaderProgram = 0; shaderProgram = 0;
#ifdef __ANDROID__ #ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager", __android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
"Failed to link shader program: %s", infoLog); "Failed to link shader program: %s", infoLog);
#endif #endif
logger() << "Failed to link shader program: " << infoLog << std::endl;
throw std::runtime_error("Failed to link shader program!"); throw std::runtime_error("Failed to link shader program!");
} }
//logger() << "Creating shader resource step 5" << std::endl;
//================= Parsing all uniforms ================ //================= Parsing all uniforms ================
int dummySize; //Dummy int dummySize; //Dummy
@@ -121,9 +100,6 @@ namespace FRG {
uniformList[uniformName] = glGetUniformLocation(shaderProgram, uniformName); uniformList[uniformName] = glGetUniformLocation(shaderProgram, uniformName);
} }
//logger() << "Creating shader resource step 6" << std::endl;
//================= Parsing all attributes ================ //================= Parsing all attributes ================
int activeAttribs; int activeAttribs;
@@ -138,9 +114,6 @@ namespace FRG {
attribList[attribName] = glGetAttribLocation(shaderProgram, attribName); attribList[attribName] = glGetAttribLocation(shaderProgram, attribName);
} }
//logger() << "Creating shader resource step 7" << std::endl;
#ifdef __ANDROID__ #ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "ShaderManager", __android_log_print(ANDROID_LOG_INFO, "ShaderManager",
"Shader created successfully, program ID: %u", shaderProgram); "Shader created successfully, program ID: %u", shaderProgram);
@@ -160,36 +133,10 @@ namespace FRG {
} }
static std::string insertDefinesAfterVersion(const std::string &source, const std::string &defines) {
if (defines.empty()) {
return source;
}
size_t versionPos = source.find("#version");
if (versionPos == std::string::npos) {
return defines + source;
}
size_t lineEnd = source.find('\n', versionPos);
if (lineEnd == std::string::npos) {
return source + "\n" + defines;
}
return source.substr(0, lineEnd + 1) + defines + source.substr(lineEnd + 1);
}
void ShaderManager::AddShaderFromFiles(const std::string &shaderName, void ShaderManager::AddShaderFromFiles(const std::string &shaderName,
const std::string &vertexShaderFileName, const std::string &vertexShaderFileName,
const std::string &fragmentShaderFileName, const std::string &fragmentShaderFileName,
const std::string &ZIPFileName) { const std::string &ZIPFileName) {
AddShaderFromFiles(shaderName, vertexShaderFileName, fragmentShaderFileName, ZIPFileName, "");
}
void ShaderManager::AddShaderFromFiles(const std::string &shaderName,
const std::string &vertexShaderFileName,
const std::string &fragmentShaderFileName,
const std::string &ZIPFileName,
const std::string &vertexDefines) {
#ifdef __ANDROID__ #ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "ShaderManager", __android_log_print(ANDROID_LOG_INFO, "ShaderManager",
"Loading shader: %s", shaderName.c_str()); "Loading shader: %s", shaderName.c_str());
@@ -199,8 +146,6 @@ namespace FRG {
"Fragment shader: %s", fragmentShaderFileName.c_str()); "Fragment shader: %s", fragmentShaderFileName.c_str());
#endif #endif
logger() <<"Loading shader: " << shaderName << " " << vertexShaderFileName << " " << fragmentShaderFileName <<std::endl;
std::string vertexShader; std::string vertexShader;
std::string fragmentShader; std::string fragmentShader;
@@ -220,8 +165,7 @@ namespace FRG {
fragmentShader = readTextFile(fragmentShaderFileName); fragmentShader = readTextFile(fragmentShaderFileName);
} }
vertexShader = insertDefinesAfterVersion(vertexShader, vertexDefines); ///std::cout << "Shader: "<< vertexShader << std::endl;
shaderResourceMap[shaderName] = std::make_shared<ShaderResource>(vertexShader, shaderResourceMap[shaderName] = std::make_shared<ShaderResource>(vertexShader,
fragmentShader); fragmentShader);
} }
@@ -232,30 +176,12 @@ namespace FRG {
} }
if (shaderResourceMap.find(shaderName) == shaderResourceMap.end()) { if (shaderResourceMap.find(shaderName) == shaderResourceMap.end()) {
logger() << "Shader does not exist: " << shaderName << std::endl;
throw std::runtime_error("Shader does not exist!"); throw std::runtime_error("Shader does not exist!");
} }
if (shaderStack.size() > 0)
{
auto& prevShaderAttribList = shaderResourceMap[shaderStack.top()]->attribList;
for (auto& attrib : prevShaderAttribList)
{
glDisableVertexAttribArray(attrib.second);
}
}
shaderStack.push(shaderName); shaderStack.push(shaderName);
auto& shaderResource = shaderResourceMap[shaderName]; glUseProgram(shaderResourceMap[shaderName]->getShaderProgram());
glUseProgram(shaderResource->getShaderProgram());
auto& shaderAttribList = shaderResource->attribList;
for (auto& attrib : shaderAttribList)
{
glEnableVertexAttribArray(attrib.second);
}
} }
@@ -264,39 +190,12 @@ namespace FRG {
throw std::runtime_error("Shader stack underflow!"); throw std::runtime_error("Shader stack underflow!");
} }
auto& prevShaderAttribList = shaderResourceMap[shaderStack.top()]->attribList;
for (auto& attrib : prevShaderAttribList)
{
glDisableVertexAttribArray(attrib.second);
}
shaderStack.pop(); shaderStack.pop();
if (shaderStack.size() == 0) { if (shaderStack.size() == 0) {
glUseProgram(0); glUseProgram(0);
} else { } else {
auto& shaderResource = shaderResourceMap[shaderStack.top()]; glUseProgram(shaderResourceMap[shaderStack.top()]->getShaderProgram());
glUseProgram(shaderResource->getShaderProgram());
auto& shaderAttribList = shaderResource->attribList;
for (auto& attrib : shaderAttribList)
{
glEnableVertexAttribArray(attrib.second);
}
}
}
void ShaderManager::EnableVertexAttribArrays()
{
if (shaderStack.size() != 0) {
auto& shaderResource = shaderResourceMap[shaderStack.top()];
auto& shaderAttribList = shaderResource->attribList;
for (auto& attrib : shaderAttribList)
{
glEnableVertexAttribArray(attrib.second);
}
} }
} }
@@ -1,9 +1,10 @@
#pragma once #pragma once
//#include "OpenGlExtensions.h"
#include "Utils.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "render/OpenGlExtensions.h" namespace ZL {
#include "utils/Utils.h"
namespace FRG {
constexpr size_t CONST_MAX_SHADER_STACK_SIZE = 16; constexpr size_t CONST_MAX_SHADER_STACK_SIZE = 16;
@@ -14,6 +15,8 @@ namespace FRG {
GLuint shaderProgram; GLuint shaderProgram;
std::unordered_map<std::string, GLuint> uniformList; std::unordered_map<std::string, GLuint> uniformList;
//std::unordered_map<std::string, std::pair<bool, size_t>> UniformList;
std::map<std::string, GLuint> attribList; std::map<std::string, GLuint> attribList;
@@ -38,13 +41,8 @@ namespace FRG {
public: public:
void AddShaderFromFiles(const std::string& shaderName, const std::string& vertexShaderFileName, const std::string& fragmentShaderFileName, const std::string& ZIPFileName = ""); void AddShaderFromFiles(const std::string& shaderName, const std::string& vertexShaderFileName, const std::string& fragmentShaderFileName, const std::string& ZIPFileName = "");
// Same as above, but vertexDefines (e.g. "#define INSTANCED\n") is inserted into the
// vertex shader source right after its #version line (or at the very top if it has none).
void AddShaderFromFiles(const std::string& shaderName, const std::string& vertexShaderFileName, const std::string& fragmentShaderFileName, const std::string& ZIPFileName, const std::string& vertexDefines);
void PushShader(const std::string& shaderName); void PushShader(const std::string& shaderName);
void PopShader(); void PopShader();
void EnableVertexAttribArrays();
std::shared_ptr<ShaderResource> GetCurrentShader(); std::shared_ptr<ShaderResource> GetCurrentShader();
}; };
+397
View File
@@ -0,0 +1,397 @@
#include "TextModel.h"
#include <regex>
#include <string>
#include <fstream>
#include <iostream>
#include <sstream>
#ifdef __ANDROID__
#include <android/log.h>
#endif
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;
#ifdef __ANDROID__
// Для Android используем SDL_RWops для чтения файлов
__android_log_print(ANDROID_LOG_INFO, "TextModel",
"LoadFromTextFile02 called for Android: %s", fileName.c_str());
// Читаем файл с помощью readTextFile
std::string fileContent = readTextFile(fileName);
if (fileContent.empty()) {
__android_log_print(ANDROID_LOG_ERROR, "TextModel",
"Failed to read file: %s", fileName.c_str());
throw std::runtime_error("Failed to read file: " + fileName);
}
__android_log_print(ANDROID_LOG_INFO, "TextModel",
"File read successfully, size: %zu", fileContent.size());
std::istringstream f(fileContent);
#else
// Оригинальный код для десктопа
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);
f = static_cast<std::istream &>(zipStream);
} else {
filestream.open(fileName);
if (!filestream.is_open()) {
throw std::runtime_error("Failed to open file: " + fileName);
}
f = static_cast<std::istream &>(filestream);
}
#endif
std::string tempLine;
std::smatch match;
// Обновленные регулярки
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(9); // ID + 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, что у нас достаточно данных
if (floatValues.size() < 9) {
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_WARN, "TextModel",
"Warning: vertex line has only %zu values, expected 9",
floatValues.size());
#endif
// Попробуем с меньшим количеством, возможно данные упрощенные
if (floatValues.size() >= 8) {
// Без ID
tempPositions[i] = Vector3f{floatValues[0], floatValues[1], floatValues[2]};
tempNormals[i] = Vector3f{floatValues[3], floatValues[4], floatValues[5]};
tempUVs[i] = Vector2f{floatValues[6], floatValues[7]};
continue;
}
throw std::runtime_error("Malformed vertex line at index " + std::to_string(i));
}
// ID - floatValues[0]
// Pos - [1], [2], [3]
// Norm - [4], [5], [6]
// UV - [7], [8]
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) ---
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) ---
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];
}
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_INFO, "TextModel",
"Model loaded successfully: %d verts, %d tris",
numberVertices, numberTriangles);
#else
std::cout << "Model loaded: " << numberVertices << " verts, " << numberTriangles << " tris."
<< std::endl;
#endif
return result;
}
}
+18
View File
@@ -0,0 +1,18 @@
#pragma once
#include "Math.h"
#include "Renderer.h"
#include <unordered_map>
#ifdef __ANDROID__
#include <android/log.h>
#endif
namespace ZL {
VertexDataStruct
LoadFromTextFile(const std::string &fileName, const std::string &ZIPFileName = "");
VertexDataStruct
LoadFromTextFile02(const std::string &fileName, const std::string &ZIPFileName = "");
}
+285
View File
@@ -0,0 +1,285 @@
#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
}
+49
View File
@@ -0,0 +1,49 @@
#pragma once
//#include "OpenGlExtensions.h"
#include "Utils.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.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
}
+144
View File
@@ -0,0 +1,144 @@
#include "Utils.h"
#include <cstring>
#include <iterator>
#include <vector>
#include <iostream>
#include <algorithm>
#include <fstream>
//#include <zip.h>
#include <SDL.h>
#ifdef __ANDROID__
#include <android/log.h>
#endif
namespace ZL {
std::string readTextFile(const std::string &filename) {
#ifdef __ANDROID__
SDL_RWops* file = SDL_RWFromFile(filename.c_str(), "rb");
if (!file) {
#ifdef DEBUG
__android_log_print(ANDROID_LOG_ERROR, "Utils",
"Failed to open: %s", filename.c_str());
#endif
return "";
}
Sint64 size = SDL_RWsize(file);
if (size <= 0) {
SDL_RWclose(file);
return "";
}
std::string content(size, '\0');
if (SDL_RWread(file, &content[0], size, 1) != 1) {
SDL_RWclose(file);
return "";
}
SDL_RWclose(file);
return content;
#else
std::ifstream f(filename);
if (!f.is_open()) {
return "";
}
return std::string((std::istreambuf_iterator<char>(f)),
std::istreambuf_iterator<char>());
#endif
}
std::vector<char> readFile(const std::string &filename) {
#ifdef __ANDROID__
SDL_RWops* file = SDL_RWFromFile(filename.c_str(), "rb");
if (!file) {
return {};
}
Sint64 size = SDL_RWsize(file);
if (size <= 0) {
SDL_RWclose(file);
return {};
}
std::vector<char> data(size);
if (SDL_RWread(file, data.data(), size, 1) != 1) {
SDL_RWclose(file);
return {};
}
SDL_RWclose(file);
return data;
#else
std::ifstream file(filename, std::ios::binary | std::ios::ate);
if (!file) {
return {};
}
std::streamsize size = file.tellg();
if (size <= 0) {
return {};
}
file.seekg(0, std::ios::beg);
std::vector<char> buffer(size);
if (!file.read(buffer.data(), size)) {
return {};
}
return buffer;
#endif
}
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 && !strncmp(in, list, length))
return true;
list += length + 1;
}
return false;
}
};
+20
View File
@@ -0,0 +1,20 @@
#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);
}
+199
View File
@@ -0,0 +1,199 @@
#include "Game.h"
#include "Environment.h"
#ifdef __ANDROID__
#include <android/log.h>
#endif
ZL::Game game;
#ifdef __ANDROID__
extern "C" int SDL_main(int argc, char* argv[]) {
#else
int main(int argc, char *argv[]) {
#endif
#ifdef __ANDROID__
// Инициализация SDL перед получением информации о дисплее
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL init failed: %s", SDL_GetError());
return 1;
}
SDL_DisplayMode displayMode;
if (SDL_GetCurrentDisplayMode(0, &displayMode) != 0) {
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GetCurrentDisplayMode failed: %s", SDL_GetError());
SDL_Quit();
return 1;
}
ZL::Environment::width = displayMode.w;
ZL::Environment::height = displayMode.h;
__android_log_print(ANDROID_LOG_INFO, "Game", "Display resolution: %dx%d",
ZL::Environment::width, ZL::Environment::height);
#else
constexpr int CONST_WIDTH = 1280;
constexpr int CONST_HEIGHT = 720;
ZL::Environment::width = CONST_WIDTH;
ZL::Environment::height = CONST_HEIGHT;
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS) != 0) {
SDL_Log("SDL init failed: %s", SDL_GetError());
return 1;
}
#endif
#ifdef EMSCRIPTEN
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
std::cerr << "SDL_Init failed: " << SDL_GetError() << std::endl;
return 1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_Window* win = SDL_CreateWindow("Space Ship Game",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
ZL::Environment::width, ZL::Environment::height,
SDL_WINDOW_OPENGL);
if (!win) {
std::cerr << "SDL_CreateWindow failed: " << SDL_GetError() << std::endl;
return 1;
}
SDL_GLContext glContext = SDL_GL_CreateContext(win);
if (!glContext) {
std::cerr << "SDL_GL_CreateContext failed: " << SDL_GetError() << std::endl;
return 1;
}
SDL_GL_MakeCurrent(win, glContext);
ZL::Environment::window = win;
#else
#ifdef __ANDROID__
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
ZL::Environment::window = SDL_CreateWindow(
"Space Ship Game",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
ZL::Environment::width, ZL::Environment::height,
SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
);
#else
// Для десктопа
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
ZL::Environment::window = SDL_CreateWindow(
"Space Ship Game",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
ZL::Environment::width, ZL::Environment::height,
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN
);
#endif
if (!ZL::Environment::window) {
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game", "Failed to create window: %s", SDL_GetError());
#else
SDL_Log("Failed to create window: %s", SDL_GetError());
#endif
SDL_Quit();
return 1;
}
#ifdef __ANDROID__
#endif
SDL_GLContext ctx = SDL_GL_CreateContext(ZL::Environment::window);
if (!ctx) {
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_CreateContext failed: %s", SDL_GetError());
#else
SDL_Log("SDL_GL_CreateContext failed: %s", SDL_GetError());
#endif
SDL_DestroyWindow(ZL::Environment::window);
SDL_Quit();
return 1;
}
if (SDL_GL_MakeCurrent(ZL::Environment::window, ctx) != 0) {
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game", "SDL_GL_MakeCurrent failed: %s", SDL_GetError());
#else
SDL_Log("SDL_GL_MakeCurrent failed: %s", SDL_GetError());
#endif
SDL_GL_DeleteContext(ctx);
SDL_DestroyWindow(ZL::Environment::window);
SDL_Quit();
return 1;
}
// Настройка VSync
if (SDL_GL_SetSwapInterval(1) < 0) {
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_WARN, "Game", "Unable to set VSync: %s", SDL_GetError());
#endif
}
#endif
// Настройка игры
try {
game.setup();
} catch (const std::exception &e) {
#ifdef __ANDROID__
__android_log_print(ANDROID_LOG_ERROR, "Game", "Game setup failed: %s", e.what());
#else
std::cerr << "Game setup failed: " << e.what() << std::endl;
#endif
return 1;
}
#ifdef EMSCRIPTEN
emscripten_set_main_loop(MainLoop, 0, 1);
#else
bool running = true;
while (running && !game.shouldExit()) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
running = false;
}
#ifdef __ANDROID__
if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_AC_BACK) {
running = false;
}
#endif
}
game.update();
#ifdef __ANDROID__
SDL_Delay(16);
#else
SDL_Delay(2);
#endif
}
#endif
return 0;
}
@@ -16,9 +16,6 @@
# public *; # public *;
#} #}
# SDL2 specific rules
-keep class org.libsdl.app.** { *; }
-keep,includedescriptorclasses,allowoptimization class org.libsdl.app.SDLInputConnection { -keep,includedescriptorclasses,allowoptimization class org.libsdl.app.SDLInputConnection {
void nativeCommitText(java.lang.String, int); void nativeCommitText(java.lang.String, int);
void nativeGenerateScancodeForUnichar(char); void nativeGenerateScancodeForUnichar(char);
@@ -99,6 +96,3 @@
void hapticRun(int, float, int); void hapticRun(int, float, int);
void hapticStop(int); void hapticStop(int);
} }
# Keep our main activity
-keep class fishrungames.shadowoverbishkek.ShadowOverBishkekActivity { *; }
@@ -8,7 +8,7 @@
android:installLocation="auto"> android:installLocation="auto">
<!-- OpenGL ES 2.0 --> <!-- OpenGL ES 2.0 -->
<uses-feature android:glEsVersion="0x00030000" /> <uses-feature android:glEsVersion="0x00020000" />
<!-- Touchscreen support --> <!-- Touchscreen support -->
<uses-feature <uses-feature
@@ -52,7 +52,7 @@
<!-- <uses-permission android:name="android.permission.RECORD_AUDIO" /> --> <!-- <uses-permission android:name="android.permission.RECORD_AUDIO" /> -->
<!-- Create a Java class extending SDLActivity and place it in a <!-- Create a Java class extending SDLActivity and place it in a
directory under shadowoverbishkek/main/java matching the package, e.g. shadowoverbishkek/main/java/com/gamemaker/game/MyGame.java directory under app/src/main/java matching the package, e.g. app/src/main/java/com/gamemaker/game/MyGame.java
then replace "SDLActivity" with the name of your class (e.g. "MyGame") then replace "SDLActivity" with the name of your class (e.g. "MyGame")
in the XML below. in the XML below.
@@ -62,14 +62,14 @@
<application android:label="@string/app_name" <application android:label="@string/app_name"
android:icon="@mipmap/ic_launcher" android:icon="@mipmap/ic_launcher"
android:allowBackup="true" android:allowBackup="true"
android:theme="@style/Theme.App.Starting" android:theme="@style/AppTheme"
android:hardwareAccelerated="true" > android:hardwareAccelerated="true" >
<!-- Example of setting SDL hints from AndroidManifest.xml: <!-- Example of setting SDL hints from AndroidManifest.xml:
<meta-data android:name="SDL_ENV.SDL_ACCELEROMETER_AS_JOYSTICK" android:value="0"/> <meta-data android:name="SDL_ENV.SDL_ACCELEROMETER_AS_JOYSTICK" android:value="0"/>
--> -->
<activity android:name=".ShadowOverBishkekActivity" <activity android:name="SDLActivity"
android:label="@string/app_name" android:label="@string/app_name"
android:alwaysRetainTaskState="true" android:alwaysRetainTaskState="true"
android:launchMode="singleInstance" android:launchMode="singleInstance"
File diff suppressed because it is too large. Load diff
Binary file not shown.

After

Width:  |  Height:  |  Size: 653 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.0 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 599 KiB

File renamed without changes.
@@ -1,11 +1,11 @@
attribute vec3 vPosition; attribute vec3 vPosition;
attribute vec2 vTexCoord; attribute vec3 vColor;
varying vec2 texCoord; varying vec3 color;
uniform mat4 ProjectionModelViewMatrix; uniform mat4 ProjectionModelViewMatrix;
void main() void main()
{ {
gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0); gl_Position = ProjectionModelViewMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord; color = vColor;
} }
@@ -0,0 +1,7 @@
precision mediump float;
varying vec3 color;
void main()
{
gl_FragColor = vec4(color, 1.0);
}
@@ -0,0 +1,9 @@
//precision mediump float;
varying vec3 color;
void main()
{
//gl_FragColor = vec4(color, 1.0);
gl_FragColor = vec4(1.0, 1.0, 0.5, 1.0);
}
@@ -0,0 +1,9 @@
precision mediump float;
varying vec3 color;
void main()
{
//gl_FragColor = vec4(color, 1.0);
gl_FragColor = vec4(1.0, 1.0, 0.5, 1.0);
}
@@ -1,11 +1,9 @@
precision mediump float; precision mediump float;
uniform sampler2D Texture; uniform sampler2D Texture;
uniform float uAlpha;
varying vec2 texCoord; varying vec2 texCoord;
void main() void main()
{ {
vec4 color = texture2D(Texture, texCoord).rgba; vec4 color = texture2D(Texture, texCoord);
color.a *= uAlpha;
gl_FragColor = color; gl_FragColor = color;
} }
@@ -0,0 +1,12 @@
//precision mediump float;
uniform sampler2D Texture;
varying vec2 texCoord;
void main()
{
vec4 color = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(color.rgb*0.9 + vec3(0.1, 0.1, 0.1), 1.0);
//gl_FragColor = color;
}
@@ -5,5 +5,8 @@ varying vec2 texCoord;
void main() void main()
{ {
vec4 color = texture2D(Texture,texCoord).rgba; vec4 color = texture2D(Texture,texCoord).rgba;
//gl_FragColor = vec4(color.rgb*0.1 + vec3(0.9, 0.9, 0.9), 1.0);
gl_FragColor = color; gl_FragColor = color;
} }
Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 14 KiB

+3
View File
@@ -0,0 +1,3 @@
<resources>
<string name="app_name">Game</string>
</resources>
+7
View File
@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<resources>
<!-- Base application theme. -->
<style name="AppTheme" parent="android:Theme.NoTitleBar.Fullscreen">
<!-- Customize your theme here. -->
</style>
</resources>
-65
View File
@@ -1,65 +0,0 @@
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')
-192
View File
@@ -1,192 +0,0 @@
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'")
-228
View File
@@ -1,228 +0,0 @@
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'")
-111
View File
@@ -1,111 +0,0 @@
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()
-86
View File
@@ -1,86 +0,0 @@
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")
+1 -1
View File
@@ -6,7 +6,7 @@ buildscript {
google() google()
} }
dependencies { dependencies {
classpath 'com.android.tools.build:gradle:9.3.0' classpath 'com.android.tools.build:gradle:8.1.1'
// NOTE: Do not place your application dependencies here; they belong // NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files // in the individual module build.gradle files
-58
View File
@@ -1,58 +0,0 @@
# 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 "${THIRDPARTY_DIR}"
)
endif()
endmacro()
# 1) ZLIB (Нужна только для инклудов, если не используете emscripten порты)
check_and_download("https://github.com/madler/zlib/releases/download/v1.3.2/zlib132.zip" "zlib132.zip" "zlib-1.3.2" "CMakeLists.txt")
# 2) SDL2
check_and_download("https://github.com/libsdl-org/SDL/archive/refs/tags/release-2.32.10.zip" "release-2.32.10.zip" "SDL-release-2.32.10" "CMakeLists.txt")
# 3) LibPNG
check_and_download("https://github.com/pnggroup/libpng/archive/refs/tags/v1.6.51.zip" "v1.6.51.zip" "libpng-1.6.51" "CMakeLists.txt")
# 4) LibZip
check_and_download("https://github.com/nih-at/libzip/archive/refs/tags/v1.11.4.zip" "v1.11.4.zip" "libzip-1.11.4" "CMakeLists.txt")
# 5) Eigen
check_and_download("https://gitlab.com/libeigen/eigen/-/archive/5.0.0/eigen-5.0.0.zip" "eigen-5.0.0.zip" "eigen-5.0.0" "signature_of_eigen3_matrix_library")
# 6) Boost
check_and_download("https://archives.boost.io/release/1.90.0/source/boost_1_90_0.zip" "boost_1_90_0.zip" "boost_1_90_0" "boost")
# 7) FreeType
check_and_download("https://download.savannah.gnu.org/releases/freetype/freetype-2.14.1.tar.gz" "freetype-2.14.1.tar.gz" "freetype-2.14.1" "CMakeLists.txt")
# 8) SDL_ttf
check_and_download("https://github.com/libsdl-org/SDL_ttf/archive/refs/tags/release-2.24.0.zip" "release-2.24.0.zip" "SDL_ttf-release-2.24.0" "CMakeLists.txt")
# 9) Lua
check_and_download("https://github.com/lua/lua/archive/refs/tags/v5.4.8.zip" "lua-v5.4.8.zip" "lua-5.4.8" "lapi.c")
# 10) sol2 (header-only C++ bindings for Lua)
check_and_download("https://github.com/ThePhD/sol2/archive/refs/tags/v3.3.0.zip" "sol2-v3.3.0.zip" "sol2-3.3.0" "include/sol/sol.hpp")
# 11) SDL2_mixer
check_and_download("https://github.com/libsdl-org/SDL_mixer/archive/refs/tags/release-2.8.0.zip" "SDL_mixer-release-2.8.0.zip" "SDL_mixer-release-2.8.0" "CMakeLists.txt")
-28
View File
@@ -1,28 +0,0 @@
# cmake/FetchDependenciesLinux.cmake
set(THIRDPARTY_DIR "${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 "${THIRDPARTY_DIR}"
)
endif()
endmacro()
# 1) sol2 (header-only C++ bindings for Lua)
check_and_download("https://github.com/ThePhD/sol2/archive/refs/tags/v3.3.0.zip" "sol2-v3.3.0.zip" "sol2-3.3.0" "include/sol/sol.hpp")
-728
View File
@@ -1,728 +0,0 @@
# cmake/ThirdParty.cmake
include("${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"
)
@@ -1,14 +0,0 @@
--- 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;
}
-323
View File
@@ -1,323 +0,0 @@
#!/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])
-370
View File
@@ -1,370 +0,0 @@
#!/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])
-63
View File
@@ -1,63 +0,0 @@
#!/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])
-142
View File
@@ -1,142 +0,0 @@
#!/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)
-54
View File
@@ -1,54 +0,0 @@
#!/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)
-46
View File
@@ -1,46 +0,0 @@
.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
-351
View File
@@ -1,351 +0,0 @@
# 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
}
]
}
```
-65
View File
@@ -1,65 +0,0 @@
{
"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
}
]
}
]
}
-1
View File
@@ -1 +0,0 @@
*,*: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
View File
@@ -1,40 +0,0 @@
(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.
*/var pc;function $d(){if(pc)return G;pc=1;var u=Symbol.for("react.element"),a=Symbol.for("react.portal"),s=Symbol.for("react.fragment"),f=Symbol.for("react.strict_mode"),p=Symbol.for("react.profiler"),g=Symbol.for("react.provider"),S=Symbol.for("react.context"),L=Symbol.for("react.forward_ref"),z=Symbol.for("react.suspense"),U=Symbol.for("react.memo"),ee=Symbol.for("react.lazy"),D=Symbol.iterator;function H(h){return h===null||typeof h!="object"?null:(h=D&&h[D]||h["@@iterator"],typeof h=="function"?h:null)}var fe={isMounted:function(){return!1},enqueueForceUpdate:function(){},enqueueReplaceState:function(){},enqueueSetState:function(){}},me=Object.assign,re={};function q(h,k,X){this.props=h,this.context=k,this.refs=re,this.updater=X||fe}q.prototype.isReactComponent={},q.prototype.setState=function(h,k){if(typeof h!="object"&&typeof h!="function"&&h!=null)throw Error("setState(...): takes an object of state variables to update or a function which returns an object of state variables.");this.updater.enqueueSetState(this,h,k,"setState")},q.prototype.forceUpdate=function(h){this.updater.enqueueForceUpdate(this,h,"forceUpdate")};function ge(){}ge.prototype=q.prototype;function Ge(h,k,X){this.props=h,this.context=k,this.refs=re,this.updater=X||fe}var Be=Ge.prototype=new ge;Be.constructor=Ge,me(Be,q.prototype),Be.isPureReactComponent=!0;var ke=Array.isArray,Ze=Object.prototype.hasOwnProperty,Ee={current:null},Ne={key:!0,ref:!0,__self:!0,__source:!0};function $e(h,k,X){var Y,Z={},b=null,oe=null;if(k!=null)for(Y in k.ref!==void 0&&(oe=k.ref),k.key!==void 0&&(b=""+k.key),k)Ze.call(k,Y)&&!Ne.hasOwnProperty(Y)&&(Z[Y]=k[Y]);var J=arguments.length-2;if(J===1)Z.children=X;else if(1<J){for(var de=Array(J),Je=0;Je<J;Je++)de[Je]=arguments[Je+2];Z.children=de}if(h&&h.defaultProps)for(Y in J=h.defaultProps,J)Z[Y]===void 0&&(Z[Y]=J[Y]);return{$$typeof:u,type:h,key:b,ref:oe,props:Z,_owner:Ee.current}}function rt(h,k){return{$$typeof:u,type:h.type,key:k,ref:h.ref,props:h.props,_owner:h._owner}}function pt(h){return typeof h=="object"&&h!==null&&h.$$typeof===u}function kt(h){var k={"=":"=0",":":"=2"};return"$"+h.replace(/[=:]/g,function(X){return k[X]})}var He=/\/+/g;function De(h,k){return typeof h=="object"&&h!==null&&h.key!=null?kt(""+h.key):k.toString(36)}function I(h,k,X,Y,Z){var b=typeof h;(b==="undefined"||b==="boolean")&&(h=null);var oe=!1;if(h===null)oe=!0;else switch(b){case"string":case"number":oe=!0;break;case"object":switch(h.$$typeof){case u:case a:oe=!0}}if(oe)return oe=h,Z=Z(oe),h=Y===""?"."+De(oe,0):Y,ke(Z)?(X="",h!=null&&(X=h.replace(He,"$&/")+"/"),I(Z,k,X,"",function(Je){return Je})):Z!=null&&(pt(Z)&&(Z=rt(Z,X+(!Z.key||oe&&oe.key===Z.key?"":(""+Z.key).replace(He,"$&/")+"/")+h)),k.push(Z)),1;if(oe=0,Y=Y===""?".":Y+":",ke(h))for(var J=0;J<h.length;J++){b=h[J];var de=Y+De(b,J);oe+=I(b,k,X,de,Z)}else if(de=H(h),typeof de=="function")for(h=de.call(h),J=0;!(b=h.next()).done;)b=b.value,de=Y+De(b,J++),oe+=I(b,k,X,de,Z);else if(b==="object")throw k=String(h),Error("Objects are not valid as a React child (found: "+(k==="[object Object]"?"object with keys {"+Object.keys(h).join(", ")+"}":k)+"). If you meant to render a collection of children, use an array instead.");return oe}function Q(h,k,X){if(h==null)return h;var Y=[],Z=0;return I(h,Y,"","",function(b){return k.call(X,b,Z++)}),Y}function le(h){if(h._status===-1){var k=h._result;k=k(),k.then(function(X){(h._status===0||h._status===-1)&&(h._status=1,h._result=X)},function(X){(h._status===0||h._status===-1)&&(h._status=2,h._result=X)}),h._status===-1&&(h._status=0,h._result=k)}if(h._status===1)return h._result.default;throw h._result}var K={current:null},M={transition:null},A={ReactCurrentDispatcher:K,ReactCurrentBatchConfig:M,ReactCurrentOwner:Ee};function P(){throw Error("act(...) is not supported in production builds of React.")}return G.Children={map:Q,forEach:function(h,k,X){Q(h,function(){k.apply(this,arguments)},X)},count:function(h){var k=0;return Q(h,function(){k++}),k},toArray:function(h){return Q(h,function(k){return k})||[]},only:function(h){if(!pt(h))throw Error("React.Children.only expected to receive a single React element child.");return h}},G.Component=q,G.Fragment=s,G.Profiler=p,G.PureComponent=Ge,G.StrictMode=f,G.Suspense=z,G.__SECRET_INTERNALS_DO_NOT_USE_OR_YOU_WILL_BE_FIRED=A,G.act=P,G.cloneElement=function(h,k,X){if(h==null)throw Error("React.cloneElement(...): The argument must be a React element, but you passed "+h+".");var Y=me({},h.props),Z=h.key,b=h.ref,oe=h._owner;if(k!=null){if(k.ref!==void 0&&(b=k.ref,oe=Ee.current),k.key!==void 0&&(Z=""+k.key),h.type&&h.type.defaultProps)var J=h.type.defaultProps;for(de in k)Ze.call(k,de)&&!Ne.hasOwnProperty(de)&&(Y[de]=k[de]===void 0&&J!==void 0?J[de]:k[de])}var de=arguments.length-2;if(de===1)Y.children=X;else if(1<de){J=Array(de);for(var Je=0;Je<de;Je++)J[Je]=arguments[Je+2];Y.children=J}return{$$typeof:u,type:h.type,key:Z,ref:b,props:Y,_owner:oe}},G.createContext=function(h){return h={$$typeof:S,_currLine truncated
* @license React
* react-jsx-runtime.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.
*/var hc;function Hd(){if(hc)return Or;hc=1;var u=vo(),a=Symbol.for("react.element"),s=Symbol.for("react.fragment"),f=Object.prototype.hasOwnProperty,p=u.__SECRET_INTERNALS_DO_NOT_USE_OR_YOU_WILL_BE_FIRED.ReactCurrentOwner,g={key:!0,ref:!0,__self:!0,__source:!0};function S(L,z,U){var ee,D={},H=null,fe=null;U!==void 0&&(H=""+U),z.key!==void 0&&(H=""+z.key),z.ref!==void 0&&(fe=z.ref);for(ee in z)f.call(z,ee)&&!g.hasOwnProperty(ee)&&(D[ee]=z[ee]);if(L&&L.defaultProps)for(ee in z=L.defaultProps,z)D[ee]===void 0&&(D[ee]=z[ee]);return{$$typeof:a,type:L,key:H,ref:fe,props:D,_owner:p.current}}return Or.Fragment=s,Or.jsx=S,Or.jsxs=S,Or}var vc;function Wd(){return vc||(vc=1,bu.exports=Hd()),bu.exports}var y=Wd(),ze=vo();const Zl=Bd(ze);var Jl={},to={exports:{}},Ke={},no={exports:{}},ro={};/**
* @license React
* scheduler.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.
*/var yc;function Vd(){return yc||(yc=1,(function(u){function a(M,A){var P=M.length;M.push(A);e:for(;0<P;){var h=P-1>>>1,k=M[h];if(0<p(k,A))M[h]=A,M[P]=k,P=h;else break e}}function s(M){return M.length===0?null:M[0]}function f(M){if(M.length===0)return null;var A=M[0],P=M.pop();if(P!==A){M[0]=P;e:for(var h=0,k=M.length,X=k>>>1;h<X;){var Y=2*(h+1)-1,Z=M[Y],b=Y+1,oe=M[b];if(0>p(Z,P))b<k&&0>p(oe,Z)?(M[h]=oe,M[b]=P,h=b):(M[h]=Z,M[Y]=P,h=Y);else if(b<k&&0>p(oe,P))M[h]=oe,M[b]=P,h=b;else break e}}return A}function p(M,A){var P=M.sortIndex-A.sortIndex;return P!==0?P:M.id-A.id}if(typeof performance=="object"&&typeof performance.now=="function"){var g=performance;u.unstable_now=function(){return g.now()}}else{var S=Date,L=S.now();u.unstable_now=function(){return S.now()-L}}var z=[],U=[],ee=1,D=null,H=3,fe=!1,me=!1,re=!1,q=typeof setTimeout=="function"?setTimeout:null,ge=typeof clearTimeout=="function"?clearTimeout:null,Ge=typeof setImmediate<"u"?setImmediate:null;typeof navigator<"u"&&navigator.scheduling!==void 0&&navigator.scheduling.isInputPending!==void 0&&navigator.scheduling.isInputPending.bind(navigator.scheduling);function Be(M){for(var A=s(U);A!==null;){if(A.callback===null)f(U);else if(A.startTime<=M)f(U),A.sortIndex=A.expirationTime,a(z,A);else break;A=s(U)}}function ke(M){if(re=!1,Be(M),!me)if(s(z)!==null)me=!0,le(Ze);else{var A=s(U);A!==null&&K(ke,A.startTime-M)}}function Ze(M,A){me=!1,re&&(re=!1,ge($e),$e=-1),fe=!0;var P=H;try{for(Be(A),D=s(z);D!==null&&(!(D.expirationTime>A)||M&&!kt());){var h=D.callback;if(typeof h=="function"){D.callback=null,H=D.priorityLevel;var k=h(D.expirationTime<=A);A=u.unstable_now(),typeof k=="function"?D.callback=k:D===s(z)&&f(z),Be(A)}else f(z);D=s(z)}if(D!==null)var X=!0;else{var Y=s(U);Y!==null&&K(ke,Y.startTime-A),X=!1}return X}finally{D=null,H=P,fe=!1}}var Ee=!1,Ne=null,$e=-1,rt=5,pt=-1;function kt(){return!(u.unstable_now()-pt<rt)}function He(){if(Ne!==null){var M=u.unstable_now();pt=M;var A=!0;try{A=Ne(!0,M)}finally{A?De():(Ee=!1,Ne=null)}}else Ee=!1}var De;if(typeof Ge=="function")De=function(){Ge(He)};else if(typeof MessageChannel<"u"){var I=new MessageChannel,Q=I.port2;I.port1.onmessage=He,De=function(){Q.postMessage(null)}}else De=function(){q(He,0)};function le(M){Ne=M,Ee||(Ee=!0,De())}function K(M,A){$e=q(function(){M(u.unstable_now())},A)}u.unstable_IdlePriority=5,u.unstable_ImmediatePriority=1,u.unstable_LowPriority=4,u.unstable_NormalPriority=3,u.unstable_Profiling=null,u.unstable_UserBlockingPriority=2,u.unstable_cancelCallback=function(M){M.callback=null},u.unstable_continueExecution=function(){me||fe||(me=!0,le(Ze))},u.unstable_forceFrameRate=function(M){0>M||125<M?console.error("forceFrameRate takes a positive int between 0 and 125, forcing frame rates higher than 125 fps is not supported"):rt=0<M?Math.floor(1e3/M):5},u.unstable_getCurrentPriorityLevel=function(){return H},u.unstable_getFirstCallbackNode=function(){return s(z)},u.unstable_next=function(M){switch(H){case 1:case 2:case 3:var A=3;break;default:A=H}var P=H;H=A;try{return M()}finally{H=P}},u.unstable_pauseExecution=function(){},u.unstable_requestPaint=function(){},u.unstable_runWithPriority=function(M,A){switch(M){case 1:case 2:case 3:case 4:case 5:break;default:M=3}var P=H;H=M;try{return A()}finally{H=P}},u.unstable_scheduleCallback=function(M,A,P){var h=u.unstable_now();switch(typeof P=="object"&&P!==null?(P=P.delay,P=typeof P=="number"&&0<P?h+P:h):P=h,M){case 1:var k=-1;break;case 2:k=250;break;case 5:k=1073741823;break;case 4:k=1e4;break;default:k=5e3}return k=P+k,M={id:ee++,callback:A,priorityLevel:M,startTime:P,expirationTime:k,sortIndex:-1},P>h?(M.sortIndex=P,a(U,M),s(z)===null&&M===s(U)&&(re?(ge($e),$e=-1):re=!0,K(ke,P-h))):(M.sortIndex=k,a(z,M),me||fe||(me=!0,le(Ze))),M},u.unstable_shouldYield=kt,u.unstable_wrapCallback=function(M){var A=H;return function(){var P=H;H=A;try{return M.apply(this,arguments)}finally{H=P}}}})(ro)),ro}var gc;function Qd(){return gc||(gc=1,no.exports=Vd()),no.exports}/**
* @license React
* react-dom.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.
*/var _c;function Xd(){if(_c)return Ke;_c=1;var u=vo(),a=Qd();function s(e){for(var t="https://reactjs.org/docs/error-decoder.html?invariant="+e,n=1;n<arguments.length;n++)t+="&args[]="+encodeURIComponent(arguments[n]);return"Minified React error #"+e+"; visit "+t+" for the full message or use the non-minified dev environment for full errors and additional helpful warnings."}var f=new Set,p={};function g(e,t){S(e,t),S(e+"Capture",t)}function S(e,t){for(p[e]=t,e=0;e<t.length;e++)f.add(t[e])}var L=!(typeof window>"u"||typeof window.document>"u"||typeof window.document.createElement>"u"),z=Object.prototype.hasOwnProperty,U=/^[:A-Z_a-z\u00C0-\u00D6\u00D8-\u00F6\u00F8-\u02FF\u0370-\u037D\u037F-\u1FFF\u200C-\u200D\u2070-\u218F\u2C00-\u2FEF\u3001-\uD7FF\uF900-\uFDCF\uFDF0-\uFFFD][:A-Z_a-z\u00C0-\u00D6\u00D8-\u00F6\u00F8-\u02FF\u0370-\u037D\u037F-\u1FFF\u200C-\u200D\u2070-\u218F\u2C00-\u2FEF\u3001-\uD7FF\uF900-\uFDCF\uFDF0-\uFFFD\-.0-9\u00B7\u0300-\u036F\u203F-\u2040]*$/,ee={},D={};function H(e){return z.call(D,e)?!0:z.call(ee,e)?!1:U.test(e)?D[e]=!0:(ee[e]=!0,!1)}function fe(e,t,n,r){if(n!==null&&n.type===0)return!1;switch(typeof t){case"function":case"symbol":return!0;case"boolean":return r?!1:n!==null?!n.acceptsBooleans:(e=e.toLowerCase().slice(0,5),e!=="data-"&&e!=="aria-");default:return!1}}function me(e,t,n,r){if(t===null||typeof t>"u"||fe(e,t,n,r))return!0;if(r)return!1;if(n!==null)switch(n.type){case 3:return!t;case 4:return t===!1;case 5:return isNaN(t);case 6:return isNaN(t)||1>t}return!1}function re(e,t,n,r,l,i,o){this.acceptsBooleans=t===2||t===3||t===4,this.attributeName=r,this.attributeNamespace=l,this.mustUseProperty=n,this.propertyName=e,this.type=t,this.sanitizeURL=i,this.removeEmptyString=o}var q={};"children dangerouslySetInnerHTML defaultValue defaultChecked innerHTML suppressContentEditableWarning suppressHydrationWarning style".split(" ").forEach(function(e){q[e]=new re(e,0,!1,e,null,!1,!1)}),[["acceptCharset","accept-charset"],["className","class"],["htmlFor","for"],["httpEquiv","http-equiv"]].forEach(function(e){var t=e[0];q[t]=new re(t,1,!1,e[1],null,!1,!1)}),["contentEditable","draggable","spellCheck","value"].forEach(function(e){q[e]=new re(e,2,!1,e.toLowerCase(),null,!1,!1)}),["autoReverse","externalResourcesRequired","focusable","preserveAlpha"].forEach(function(e){q[e]=new re(e,2,!1,e,null,!1,!1)}),"allowFullScreen async autoFocus autoPlay controls default defer disabled disablePictureInPicture disableRemotePlayback formNoValidate hidden loop noModule noValidate open playsInline readOnly required reversed scoped seamless itemScope".split(" ").forEach(function(e){q[e]=new re(e,3,!1,e.toLowerCase(),null,!1,!1)}),["checked","multiple","muted","selected"].forEach(function(e){q[e]=new re(e,3,!0,e,null,!1,!1)}),["capture","download"].forEach(function(e){q[e]=new re(e,4,!1,e,null,!1,!1)}),["cols","rows","size","span"].forEach(function(e){q[e]=new re(e,6,!1,e,null,!1,!1)}),["rowSpan","start"].forEach(function(e){q[e]=new re(e,5,!1,e.toLowerCase(),null,!1,!1)});var ge=/[\-:]([a-z])/g;function Ge(e){return e[1].toUpperCase()}"accent-height alignment-baseline arabic-form baseline-shift cap-height clip-path clip-rule color-interpolation color-interpolation-filters color-profile color-rendering dominant-baseline enable-background fill-opacity fill-rule flood-color flood-opacity font-family font-size font-size-adjust font-stretch font-style font-variant font-weight glyph-name glyph-orientation-horizontal glyph-orientation-vertical horiz-adv-x horiz-origin-x image-rendering letter-spacing lighting-color marker-end marker-mid marker-start overline-position overline-thickness paint-order panose-1 pointer-events rendering-intent shape-rendering stop-color stop-opacity strikethrough-position strikethrough-thickness stroke-dasharray stroke-dashoffset stroke-linecap stroke-linejoin stroke-miterlimit stroke-opacity stroke-width text-anchor text-decoration text-rendering underline-position underline-thickness unicode-bidi unicode-range units-per-em v-alphabetic v-hanging v-ideographic v-mathematical vector-effect vert-adv-y vert-origin-x vert-origin-y word-spacing writing-mode xmlns:xlink x-height".split(" ").forEach(function(e){var t=e.replace(ge,Ge);q[t]=new re(t,1,!1,e,null,!1,!1)}),"xlink:actuate xlink:arcrole xlink:role xlink:show xlink:title xlink:type".split(" ").forEach(function(e){var t=e.replace(ge,Ge);q[t]=new re(t,1,!1,e,"http://www.w3.org/1999/xlink",!1,!1)}),["xml:base","xml:lang","xml:space"].forEach(function(e){var t=e.replace(ge,Ge);q[t]=new re(t,1,!1,e,"http://www.w3.org/XML/1998/namespace",!1,!1)}),["tabIndex","crossOrigin"].forEach(function(e){q[e]=new re(e,1,!1,e.toLowerCase(),null,!1,!1)}),q.xlinkHref=new re("xlinkHref",1,!1,"xlink:href","http://www.w3.org/1999/xlink",!0,!1),["src","href","action","formAction"].forEach(function(e){q[e]=new re(e,1,!1,e.toLowerCase(),null,!0,!0)});function Be(e,t,n,r){var l=q.hasOwnProperty(t)?q[t]:null;(l!==null?l.type!==0:r||!(2<t.length)||t[0]!=="o"& Line truncated
`+h+e}var X=!1;function Y(e,t){if(!e||X)return"";X=!0;var n=Error.prepareStackTrace;Error.prepareStackTrace=void 0;try{if(t)if(t=function(){throw Error()},Object.defineProperty(t.prototype,"props",{set:function(){throw Error()}}),typeof Reflect=="object"&&Reflect.construct){try{Reflect.construct(t,[])}catch(w){var r=w}Reflect.construct(e,[],t)}else{try{t.call()}catch(w){r=w}e.call(t.prototype)}else{try{throw Error()}catch(w){r=w}e()}}catch(w){if(w&&r&&typeof w.stack=="string"){for(var l=w.stack.split(`
`),i=r.stack.split(`
`),o=l.length-1,c=i.length-1;1<=o&&0<=c&&l[o]!==i[c];)c--;for(;1<=o&&0<=c;o--,c--)if(l[o]!==i[c]){if(o!==1||c!==1)do if(o--,c--,0>c||l[o]!==i[c]){var d=`
`+l[o].replace(" at new "," at ");return e.displayName&&d.includes("<anonymous>")&&(d=d.replace("<anonymous>",e.displayName)),d}while(1<=o&&0<=c);break}}}finally{X=!1,Error.prepareStackTrace=n}return(e=e?e.displayName||e.name:"")?k(e):""}function Z(e){switch(e.tag){case 5:return k(e.type);case 16:return k("Lazy");case 13:return k("Suspense");case 19:return k("SuspenseList");case 0:case 2:case 15:return e=Y(e.type,!1),e;case 11:return e=Y(e.type.render,!1),e;case 1:return e=Y(e.type,!0),e;default:return""}}function b(e){if(e==null)return null;if(typeof e=="function")return e.displayName||e.name||null;if(typeof e=="string")return e;switch(e){case Ne:return"Fragment";case Ee:return"Portal";case rt:return"Profiler";case $e:return"StrictMode";case De:return"Suspense";case I:return"SuspenseList"}if(typeof e=="object")switch(e.$$typeof){case kt:return(e.displayName||"Context")+".Consumer";case pt:return(e._context.displayName||"Context")+".Provider";case He:var t=e.render;return e=e.displayName,e||(e=t.displayName||t.name||"",e=e!==""?"ForwardRef("+e+")":"ForwardRef"),e;case Q:return t=e.displayName||null,t!==null?t:b(e.type)||"Memo";case le:t=e._payload,e=e._init;try{return b(e(t))}catch{}}return null}function oe(e){var t=e.type;switch(e.tag){case 24:return"Cache";case 9:return(t.displayName||"Context")+".Consumer";case 10:return(t._context.displayName||"Context")+".Provider";case 18:return"DehydratedFragment";case 11:return e=t.render,e=e.displayName||e.name||"",t.displayName||(e!==""?"ForwardRef("+e+")":"ForwardRef");case 7:return"Fragment";case 5:return t;case 4:return"Portal";case 3:return"Root";case 6:return"Text";case 16:return b(t);case 8:return t===$e?"StrictMode":"Mode";case 22:return"Offscreen";case 12:return"Profiler";case 21:return"Scope";case 13:return"Suspense";case 19:return"SuspenseList";case 25:return"TracingMarker";case 1:case 0:case 17:case 2:case 14:case 15:if(typeof t=="function")return t.displayName||t.name||null;if(typeof t=="string")return t}return null}function J(e){switch(typeof e){case"boolean":case"number":case"string":case"undefined":return e;case"object":return e;default:return""}}function de(e){var t=e.type;return(e=e.nodeName)&&e.toLowerCase()==="input"&&(t==="checkbox"||t==="radio")}function Je(e){var t=de(e)?"checked":"value",n=Object.getOwnPropertyDescriptor(e.constructor.prototype,t),r=""+e[t];if(!e.hasOwnProperty(t)&&typeof n<"u"&&typeof n.get=="function"&&typeof n.set=="function"){var l=n.get,i=n.set;return Object.defineProperty(e,t,{configurable:!0,get:function(){return l.call(this)},set:function(o){r=""+o,i.call(this,o)}}),Object.defineProperty(e,t,{enumerable:n.enumerable}),{getValue:function(){return r},setValue:function(o){r=""+o},stopTracking:function(){e._valueTracker=null,delete e[t]}}}}function Br(e){e._valueTracker||(e._valueTracker=Je(e))}function _o(e){if(!e)return!1;var t=e._valueTracker;if(!t)return!0;var n=t.getValue(),r="";return e&&(r=de(e)?e.checked?"true":"false":e.value),e=r,e!==n?(t.setValue(e),!0):!1}function $r(e){if(e=e||(typeof document<"u"?document:void 0),typeof e>"u")return null;try{return e.activeElement||e.body}catch{return e.body}}function ui(e,t){var n=t.checked;return P({},t,{defaultChecked:void 0,defaultValue:void 0,value:void 0,checked:n??e._wrapperState.initialChecked})}function wo(e,t){var n=t.defaultValue==null?"":t.defaultValue,r=t.checked!=null?t.checked:t.defaultChecked;n=J(t.value!=null?t.value:n),e._wrapperState={initialChecked:r,initialValue:n,controlled:t.type==="checkbox"||t.type==="radio"?t.checked!=null:t.value!=null}}function So(e,t){t=t.checked,t!=null&&Be(e,"checked",t,!1)}function oi(e,t){So(e,t);var n=J(t.value),r=t.type;if(n!=null)r==="number"?(n===0&&e.value===""||e.value!=n)&&(e.value=""+n):e.value!==""+n&&(e.value=""+n);else if(r==="submit"||r==="reset"){e.removeAttribute("value");return}t.hasOwnProperty("value")?si(e,t.type,n):t.hasOwnProperty("defaultValue")&&si(e,t.type,J(t.defaultValue)),t.checked==null&&t.defaultChecked!=null&&(e.defaultChecked=!!t.defaultChecked)}function ko(e,t,n){if(t.hasOwnProperty("value")||t.hasOwnProperty("defaultValue")){var r=t.type;if(!(r!=="submit"&&r!=="reset"||t.value!==void 0&&t.value!==null))return;t=""+e._wrapperState.initialValue,n||t===e.value||(e.value=t),e.defaultValue=t}n=e.name,n!==""&&(e.name=""),e.defaultChecked=!!e._wrapperState.initialChecked,n!==""&&(e.name=n)}function si(e,t,n){(t!=="number"||$r(e.ownerDocument)!==e)&&(n==null?e.defaultValue=""+e._wrapperState.initialValue:e.defaultValue!==""+n&&(e.defaultValue=""+n))}var Gn=Array.isArray;function Sn(e,t,n,r){if(e=e.options,t){t={};for(var l=0;l<n.length;l++)t["$"+n[l]]=!0;for(n=0;n<e.length;n++)l=t.hasOwnProperty("$"+e[n].value),e[n].selected!==l&&(e[n].selected=l),l&&r&&(e[n].defaultSelected=!0)}else{for(n=""+J(n),t=null,l=0;l<e.length;l++){if(e[l].value===n){e[l].selected=!0,r&&(e[l].defaultSelected=!0);return}t!==null||e[l].disabled||(t=e[l])}t!==null&&(t.selected=!0)}}function ai(e,t){if(t.dangerouslySetInnerHTML!= Line truncated
`).replace(bf,"")}function al(e,t,n){if(t=zs(t),zs(e)!==t&&n)throw Error(s(425))}function cl(){}var Vi=null,Qi=null;function Xi(e,t){return e==="textarea"||e==="noscript"||typeof t.children=="string"||typeof t.children=="number"||typeof t.dangerouslySetInnerHTML=="object"&&t.dangerouslySetInnerHTML!==null&&t.dangerouslySetInnerHTML.__html!=null}var Yi=typeof setTimeout=="function"?setTimeout:void 0,ed=typeof clearTimeout=="function"?clearTimeout:void 0,Ts=typeof Promise=="function"?Promise:void 0,td=typeof queueMicrotask=="function"?queueMicrotask:typeof Ts<"u"?function(e){return Ts.resolve(null).then(e).catch(nd)}:Yi;function nd(e){setTimeout(function(){throw e})}function Ki(e,t){var n=t,r=0;do{var l=n.nextSibling;if(e.removeChild(n),l&&l.nodeType===8)if(n=l.data,n==="/$"){if(r===0){e.removeChild(l),or(t);return}r--}else n!=="$"&&n!=="$?"&&n!=="$!"||r++;n=l}while(n);or(t)}function Wt(e){for(;e!=null;e=e.nextSibling){var t=e.nodeType;if(t===1||t===3)break;if(t===8){if(t=e.data,t==="$"||t==="$!"||t==="$?")break;if(t==="/$")return null}}return e}function Os(e){e=e.previousSibling;for(var t=0;e;){if(e.nodeType===8){var n=e.data;if(n==="$"||n==="$!"||n==="$?"){if(t===0)return e;t--}else n==="/$"&&t++}e=e.previousSibling}return null}var jn=Math.random().toString(36).slice(2),Ct="__reactFiber$"+jn,gr="__reactProps$"+jn,Pt="__reactContainer$"+jn,Gi="__reactEvents$"+jn,rd="__reactListeners$"+jn,ld="__reactHandles$"+jn;function ln(e){var t=e[Ct];if(t)return t;for(var n=e.parentNode;n;){if(t=n[Pt]||n[Ct]){if(n=t.alternate,t.child!==null||n!==null&&n.child!==null)for(e=Os(e);e!==null;){if(n=e[Ct])return n;e=Os(e)}return t}e=n,n=e.parentNode}return null}function _r(e){return e=e[Ct]||e[Pt],!e||e.tag!==5&&e.tag!==6&&e.tag!==13&&e.tag!==3?null:e}function In(e){if(e.tag===5||e.tag===6)return e.stateNode;throw Error(s(33))}function fl(e){return e[gr]||null}var Zi=[],zn=-1;function Vt(e){return{current:e}}function ce(e){0>zn||(e.current=Zi[zn],Zi[zn]=null,zn--)}function se(e,t){zn++,Zi[zn]=e.current,e.current=t}var Qt={},Te=Vt(Qt),We=Vt(!1),un=Qt;function Tn(e,t){var n=e.type.contextTypes;if(!n)return Qt;var r=e.stateNode;if(r&&r.__reactInternalMemoizedUnmaskedChildContext===t)return r.__reactInternalMemoizedMaskedChildContext;var l={},i;for(i in n)l[i]=t[i];return r&&(e=e.stateNode,e.__reactInternalMemoizedUnmaskedChildContext=t,e.__reactInternalMemoizedMaskedChildContext=l),l}function Ve(e){return e=e.childContextTypes,e!=null}function dl(){ce(We),ce(Te)}function Rs(e,t,n){if(Te.current!==Qt)throw Error(s(168));se(Te,t),se(We,n)}function Fs(e,t,n){var r=e.stateNode;if(t=t.childContextTypes,typeof r.getChildContext!="function")return n;r=r.getChildContext();for(var l in r)if(!(l in t))throw Error(s(108,oe(e)||"Unknown",l));return P({},n,r)}function pl(e){return e=(e=e.stateNode)&&e.__reactInternalMemoizedMergedChildContext||Qt,un=Te.current,se(Te,e),se(We,We.current),!0}function Ds(e,t,n){var r=e.stateNode;if(!r)throw Error(s(169));n?(e=Fs(e,t,un),r.__reactInternalMemoizedMergedChildContext=e,ce(We),ce(Te),se(Te,e)):ce(We),se(We,n)}var jt=null,ml=!1,Ji=!1;function As(e){jt===null?jt=[e]:jt.push(e)}function id(e){ml=!0,As(e)}function Xt(){if(!Ji&&jt!==null){Ji=!0;var e=0,t=ue;try{var n=jt;for(ue=1;e<n.length;e++){var r=n[e];do r=r(!0);while(r!==null)}jt=null,ml=!1}catch(l){throw jt!==null&&(jt=jt.slice(e+1)),Bo(_i,Xt),l}finally{ue=t,Ji=!1}}return null}var On=[],Rn=0,hl=null,vl=0,lt=[],it=0,on=null,It=1,zt="";function sn(e,t){On[Rn++]=vl,On[Rn++]=hl,hl=e,vl=t}function Us(e,t,n){lt[it++]=It,lt[it++]=zt,lt[it++]=on,on=e;var r=It;e=zt;var l=32-mt(r)-1;r&=~(1<<l),n+=1;var i=32-mt(t)+l;if(30<i){var o=l-l%5;i=(r&(1<<o)-1).toString(32),r>>=o,l-=o,It=1<<32-mt(t)+l|n<<l|r,zt=i+e}else It=1<<i|n<<l|r,zt=e}function qi(e){e.return!==null&&(sn(e,1),Us(e,1,0))}function bi(e){for(;e===hl;)hl=On[--Rn],On[Rn]=null,vl=On[--Rn],On[Rn]=null;for(;e===on;)on=lt[--it],lt[it]=null,zt=lt[--it],lt[it]=null,It=lt[--it],lt[it]=null}var be=null,et=null,pe=!1,vt=null;function Bs(e,t){var n=at(5,null,null,0);n.elementType="DELETED",n.stateNode=t,n.return=e,t=e.deletions,t===null?(e.deletions=[n],e.flags|=16):t.push(n)}function $s(e,t){switch(e.tag){case 5:var n=e.type;return t=t.nodeType!==1||n.toLowerCase()!==t.nodeName.toLowerCase()?null:t,t!==null?(e.stateNode=t,be=e,et=Wt(t.firstChild),!0):!1;case 6:return t=e.pendingProps===""||t.nodeType!==3?null:t,t!==null?(e.stateNode=t,be=e,et=null,!0):!1;case 13:return t=t.nodeType!==8?null:t,t!==null?(n=on!==null?{id:It,overflow:zt}:null,e.memoizedState={dehydrated:t,treeContext:n,retryLane:1073741824},n=at(18,null,null,0),n.stateNode=t,n.return=e,e.child=n,be=e,et=null,!0):!1;default:return!1}}function eu(e){return(e.mode&1)!==0&&(e.flags&128)===0}function tu(e){if(pe){var t=et;if(t){var n=t;if(!$s(e,t)){if(eu(e))throw Error(s(418));t=Wt(n.nextSibling);var r=be;t&&$s(e,t)?Bs(r,n):(e.flags=e.flags&-4097|2,pe=!1,be=e)}}else{if(eu(e))throw Error(s(418));e.flags=e.flags&-4097|2,pe=!1,be=e}}}function Hs(e){for(e=e. Line truncated
Error generating stack: `+i.message+`
`+i.stack}return{value:e,source:t,stack:l,digest:null}}function xu(e,t,n){return{value:e,source:null,stack:n??null,digest:t??null}}function Cu(e,t){try{console.error(t.value)}catch(n){setTimeout(function(){throw n})}}var md=typeof WeakMap=="function"?WeakMap:Map;function ka(e,t,n){n=Ot(-1,n),n.tag=3,n.payload={element:null};var r=t.value;return n.callback=function(){Fl||(Fl=!0,Uu=r),Cu(e,t)},n}function xa(e,t,n){n=Ot(-1,n),n.tag=3;var r=e.type.getDerivedStateFromError;if(typeof r=="function"){var l=t.value;n.payload=function(){return r(l)},n.callback=function(){Cu(e,t)}}var i=e.stateNode;return i!==null&&typeof i.componentDidCatch=="function"&&(n.callback=function(){Cu(e,t),typeof r!="function"&&(Zt===null?Zt=new Set([this]):Zt.add(this));var o=t.stack;this.componentDidCatch(t.value,{componentStack:o!==null?o:""})}),n}function Ca(e,t,n){var r=e.pingCache;if(r===null){r=e.pingCache=new md;var l=new Set;r.set(t,l)}else l=r.get(t),l===void 0&&(l=new Set,r.set(t,l));l.has(n)||(l.add(n),e=Md.bind(null,e,t,n),t.then(e,e))}function Ea(e){do{var t;if((t=e.tag===13)&&(t=e.memoizedState,t=t!==null?t.dehydrated!==null:!0),t)return e;e=e.return}while(e!==null);return null}function Na(e,t,n,r,l){return(e.mode&1)===0?(e===t?e.flags|=65536:(e.flags|=128,n.flags|=131072,n.flags&=-52805,n.tag===1&&(n.alternate===null?n.tag=17:(t=Ot(-1,1),t.tag=2,Kt(n,t,1))),n.lanes|=1),e):(e.flags|=65536,e.lanes=l,e)}var hd=ke.ReactCurrentOwner,Qe=!1;function Ae(e,t,n,r){t.child=e===null?Xs(t,null,n,r):Dn(t,e.child,n,r)}function La(e,t,n,r,l){n=n.render;var i=t.ref;return Un(t,l),r=hu(e,t,n,r,i,l),n=vu(),e!==null&&!Qe?(t.updateQueue=e.updateQueue,t.flags&=-2053,e.lanes&=~l,Rt(e,t,l)):(pe&&n&&qi(t),t.flags|=1,Ae(e,t,r,l),t.child)}function Ma(e,t,n,r,l){if(e===null){var i=n.type;return typeof i=="function"&&!Xu(i)&&i.defaultProps===void 0&&n.compare===null&&n.defaultProps===void 0?(t.tag=15,t.type=i,Pa(e,t,i,r,l)):(e=Hl(n.type,null,r,t,t.mode,l),e.ref=t.ref,e.return=t,t.child=e)}if(i=e.child,(e.lanes&l)===0){var o=i.memoizedProps;if(n=n.compare,n=n!==null?n:pr,n(o,r)&&e.ref===t.ref)return Rt(e,t,l)}return t.flags|=1,e=en(i,r),e.ref=t.ref,e.return=t,t.child=e}function Pa(e,t,n,r,l){if(e!==null){var i=e.memoizedProps;if(pr(i,r)&&e.ref===t.ref)if(Qe=!1,t.pendingProps=r=i,(e.lanes&l)!==0)(e.flags&131072)!==0&&(Qe=!0);else return t.lanes=e.lanes,Rt(e,t,l)}return Eu(e,t,n,r,l)}function ja(e,t,n){var r=t.pendingProps,l=r.children,i=e!==null?e.memoizedState:null;if(r.mode==="hidden")if((t.mode&1)===0)t.memoizedState={baseLanes:0,cachePool:null,transitions:null},se(Wn,tt),tt|=n;else{if((n&1073741824)===0)return e=i!==null?i.baseLanes|n:n,t.lanes=t.childLanes=1073741824,t.memoizedState={baseLanes:e,cachePool:null,transitions:null},t.updateQueue=null,se(Wn,tt),tt|=e,null;t.memoizedState={baseLanes:0,cachePool:null,transitions:null},r=i!==null?i.baseLanes:n,se(Wn,tt),tt|=r}else i!==null?(r=i.baseLanes|n,t.memoizedState=null):r=n,se(Wn,tt),tt|=r;return Ae(e,t,l,n),t.child}function Ia(e,t){var n=t.ref;(e===null&&n!==null||e!==null&&e.ref!==n)&&(t.flags|=512,t.flags|=2097152)}function Eu(e,t,n,r,l){var i=Ve(n)?un:Te.current;return i=Tn(t,i),Un(t,l),n=hu(e,t,n,r,i,l),r=vu(),e!==null&&!Qe?(t.updateQueue=e.updateQueue,t.flags&=-2053,e.lanes&=~l,Rt(e,t,l)):(pe&&r&&qi(t),t.flags|=1,Ae(e,t,n,l),t.child)}function za(e,t,n,r,l){if(Ve(n)){var i=!0;pl(t)}else i=!1;if(Un(t,l),t.stateNode===null)Il(e,t),wa(t,n,r),ku(t,n,r,l),r=!0;else if(e===null){var o=t.stateNode,c=t.memoizedProps;o.props=c;var d=o.context,w=n.contextType;typeof w=="object"&&w!==null?w=ut(w):(w=Ve(n)?un:Te.current,w=Tn(t,w));var C=n.getDerivedStateFromProps,E=typeof C=="function"||typeof o.getSnapshotBeforeUpdate=="function";E||typeof o.UNSAFE_componentWillReceiveProps!="function"&&typeof o.componentWillReceiveProps!="function"||(c!==r||d!==w)&&Sa(t,o,r,w),Yt=!1;var x=t.memoizedState;o.state=x,kl(t,r,o,l),d=t.memoizedState,c!==r||x!==d||We.current||Yt?(typeof C=="function"&&(Su(t,n,C,r),d=t.memoizedState),(c=Yt||_a(t,n,c,r,x,d,w))?(E||typeof o.UNSAFE_componentWillMount!="function"&&typeof o.componentWillMount!="function"||(typeof o.componentWillMount=="function"&&o.componentWillMount(),typeof o.UNSAFE_componentWillMount=="function"&&o.UNSAFE_componentWillMount()),typeof o.componentDidMount=="function"&&(t.flags|=4194308)):(typeof o.componentDidMount=="function"&&(t.flags|=4194308),t.memoizedProps=r,t.memoizedState=d),o.props=r,o.state=d,o.context=w,r=c):(typeof o.componentDidMount=="function"&&(t.flags|=4194308),r=!1)}else{o=t.stateNode,Ks(e,t),c=t.memoizedProps,w=t.type===t.elementType?c:yt(t.type,c),o.props=w,E=t.pendingProps,x=o.context,d=n.contextType,typeof d=="object"&&d!==null?d=ut(d):(d=Ve(n)?un:Te.current,d=Tn(t,d));var j=n.getDerivedStateFromProps;(C=typeof j=="function"||typeof o.getSnapshotBeforeUpdate=="function")||typeof o.UNSAFE_componentWillReceiveProps!="function"&&typeof o.componentWillReceiveProps!="function"||(c!==E||x!==d)&&Sa(t,o,r,d),Yt=!1,x=t.memoizedState,o.state=x,kl(t,r,o, Line truncated
-13
View File
@@ -1,13 +0,0 @@
<!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>
-12
View File
@@ -1,12 +0,0 @@
<!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>
-1890
View File
File diff suppressed because it is too large. Load diff
-24
View File
@@ -1,24 +0,0 @@
{
"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"
}
}
-6
View File
@@ -1,6 +0,0 @@
.app {
display: flex;
width: 100%;
height: 100%;
overflow: hidden;
}
-14
View File
@@ -1,14 +0,0 @@
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>
);
}
@@ -1,18 +0,0 @@
.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;
}
@@ -1,16 +0,0 @@
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>
);
}
@@ -1,94 +0,0 @@
.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;
}
@@ -1,67 +0,0 @@
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>
);
}
@@ -1,100 +0,0 @@
.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; }
@@ -1,76 +0,0 @@
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>
);
}
@@ -1,51 +0,0 @@
.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);
}
@@ -1,85 +0,0 @@
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>
);
}
@@ -1,72 +0,0 @@
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>
);
}
Loaded 100 of 1213 files, more files were not shown because too many files have changed in this diff. Show more