Files
shadow-over-bishkek001/src/items/InteractiveObject.cpp
T

210 lines
8.6 KiB
C++

#include "InteractiveObject.h"
#include "render/Renderer.h"
#include "render/TextureManager.h"
#include "../TextModel.h"
#include <iostream>
#include <string>
#include <algorithm>
#include <chrono>
#include <cmath>
#include <Eigen/Geometry>
namespace FRG {
extern const std::string textureUniformName;
#ifdef EMSCRIPTEN
using std::min;
using std::max;
#endif
#ifdef __linux__
using std::min;
using std::max;
#endif
InteractiveObject InteractiveObject::createFromState(InteractiveObjectState& st,
Renderer& renderer,
const std::string& zipPath)
{
InteractiveObject obj(st);
const LoadedGameObjectState& info = obj.state.objectInfo;
obj.loadedObject.texture = renderer.textureManager.LoadFromPng(info.texturePath, zipPath);
if (!info.textureDarkandsPath.empty())
obj.loadedObject.textureDarklands = renderer.textureManager.LoadFromPng(info.textureDarkandsPath, zipPath);
if (info.meshPath.size() > 4 && info.meshPath.compare(info.meshPath.size() - 4, 4, ".bin") == 0)
obj.loadedObject.mesh.data = LoadModelFromBinFile(info.meshPath, zipPath);
else
obj.loadedObject.mesh.data = LoadFromTextFile02(info.meshPath, zipPath);
constexpr float kDeg2Rad = static_cast<float>(M_PI) / 180.0f;
Eigen::Quaternionf rot = Eigen::Quaternionf::Identity();
if (info.meshRotationX != 0.0f)
rot = Eigen::Quaternionf(Eigen::AngleAxisf(info.meshRotationX * kDeg2Rad, Eigen::Vector3f::UnitX())) * rot;
if (info.meshRotationY != 0.0f)
rot = Eigen::Quaternionf(Eigen::AngleAxisf(info.meshRotationY * kDeg2Rad, Eigen::Vector3f::UnitY())) * rot;
if (info.meshRotationZ != 0.0f)
rot = Eigen::Quaternionf(Eigen::AngleAxisf(info.meshRotationZ * kDeg2Rad, Eigen::Vector3f::UnitZ())) * rot;
obj.loadedObject.mesh.data.RotateByMatrix(rot.toRotationMatrix());
if (info.meshScale != 1.0f)
obj.loadedObject.mesh.data.Scale(info.meshScale);
obj.loadedObject.mesh.RefreshVBO();
// Interactive-object definitions store the centered world position.
// Center the presentation mesh at the origin without changing state.
if (!obj.loadedObject.mesh.data.PositionData.empty()) {
Eigen::Vector3f meshMin = obj.loadedObject.mesh.data.PositionData[0];
Eigen::Vector3f meshMax = obj.loadedObject.mesh.data.PositionData[0];
for (const auto& v : obj.loadedObject.mesh.data.PositionData) {
meshMin = meshMin.cwiseMin(v);
meshMax = meshMax.cwiseMax(v);
}
const Eigen::Vector3f meshCenter = (meshMin + meshMax) * 0.5f;
obj.loadedObject.mesh.data.Move(-meshCenter);
obj.loadedObject.mesh.RefreshVBO();
}
return obj;
}
void InteractiveObject::capturePresentationState()
{
PresentationSample sample;
sample.position = state.position;
sample.rotationY = state.rotationY;
sample.scale = state.scale;
sample.alpha = state.alpha;
sample.isActive = state.isActive;
const auto now = std::chrono::steady_clock::now();
const bool largeGap = hasPresentationSample_ &&
std::chrono::duration_cast<std::chrono::milliseconds>(
now - lastPresentationUpdate_).count() > 250;
if (!hasPresentationSample_ || largeGap ||
currentPresentationSample_.isActive != sample.isActive) {
previousPresentationSample_ = sample;
} else {
previousPresentationSample_ = currentPresentationSample_;
}
currentPresentationSample_ = sample;
lastPresentationUpdate_ = now;
hasPresentationSample_ = true;
}
InteractiveObject::PresentationSample
InteractiveObject::interpolatedPresentationState() const
{
PresentationSample result;
result.position = state.position;
result.rotationY = state.rotationY;
result.scale = state.scale;
result.alpha = state.alpha;
result.isActive = state.isActive;
if (!hasPresentationSample_) return result;
constexpr float kSimulationTickMs = 100.0f;
const float elapsedMs = static_cast<float>(
std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::steady_clock::now() - lastPresentationUpdate_).count());
const float alpha = (std::max)(0.0f,
(std::min)(1.0f, elapsedMs / kSimulationTickMs));
result.position = previousPresentationSample_.position +
alpha * (currentPresentationSample_.position -
previousPresentationSample_.position);
result.scale = previousPresentationSample_.scale +
alpha * (currentPresentationSample_.scale -
previousPresentationSample_.scale);
result.alpha = previousPresentationSample_.alpha +
alpha * (currentPresentationSample_.alpha -
previousPresentationSample_.alpha);
constexpr float kPi = 3.14159265358979323846f;
constexpr float kTwoPi = 2.0f * kPi;
float rotationDelta = currentPresentationSample_.rotationY -
previousPresentationSample_.rotationY;
while (rotationDelta > kPi) rotationDelta -= kTwoPi;
while (rotationDelta < -kPi) rotationDelta += kTwoPi;
result.rotationY = previousPresentationSample_.rotationY +
alpha * rotationDelta;
return result;
}
void InteractiveObject::drawDarklands(Renderer& renderer) const {
if (!state.isActive || !loadedObject.textureDarklands) return;
const PresentationSample presentation = interpolatedPresentationState();
if (state.alpha < 0.999f) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
renderer.PushMatrix();
renderer.TranslateMatrix(presentation.position);
if (presentation.rotationY != 0.f) {
renderer.TranslateMatrix(state.pivot);
renderer.RotateMatrix(Eigen::AngleAxisf(presentation.rotationY, Eigen::Vector3f::UnitY()).toRotationMatrix());
renderer.TranslateMatrix(-state.pivot);
}
if (presentation.scale != 1.f)
renderer.ScaleMatrix(presentation.scale);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f("uAlpha", presentation.alpha);
glBindTexture(GL_TEXTURE_2D, loadedObject.textureDarklands->getTexID());
renderer.DrawVertexRenderStruct(loadedObject.mesh);
renderer.PopMatrix();
renderer.RenderUniform1f("uAlpha", 1.0f);
}
void InteractiveObject::draw(Renderer& renderer) const {
if (!state.isActive || !loadedObject.texture) return;
const PresentationSample presentation = interpolatedPresentationState();
if (state.alpha < 0.999f) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
renderer.PushMatrix();
renderer.TranslateMatrix(presentation.position);
if (presentation.rotationY != 0.f) {
renderer.TranslateMatrix(state.pivot);
renderer.RotateMatrix(Eigen::AngleAxisf(presentation.rotationY, Eigen::Vector3f::UnitY()).toRotationMatrix());
renderer.TranslateMatrix(-state.pivot);
}
if (presentation.scale != 1.f)
renderer.ScaleMatrix(presentation.scale);
renderer.RenderUniform1i(textureUniformName, 0);
renderer.RenderUniform1f("uAlpha", presentation.alpha);
glBindTexture(GL_TEXTURE_2D, loadedObject.texture->getTexID());
renderer.DrawVertexRenderStruct(loadedObject.mesh);
renderer.PopMatrix();
renderer.RenderUniform1f("uAlpha", 1.0f);
}
void InteractiveObject::drawShadowDepth(Renderer& renderer) const
{
if (!state.isActive) return;
const PresentationSample presentation = interpolatedPresentationState();
renderer.PushMatrix();
renderer.TranslateMatrix(presentation.position);
if (presentation.rotationY != 0.f) {
renderer.TranslateMatrix(state.pivot);
renderer.RotateMatrix(Eigen::AngleAxisf(
presentation.rotationY, Eigen::Vector3f::UnitY()).toRotationMatrix());
renderer.TranslateMatrix(-state.pivot);
}
if (presentation.scale != 1.f)
renderer.ScaleMatrix(presentation.scale);
renderer.DrawVertexRenderStruct(loadedObject.mesh);
renderer.PopMatrix();
}
} // namespace FRG