Merge remote-tracking branch 'origin/main' into spark

This commit is contained in:
Vlad 2026-02-23 15:30:01 +06:00
commit 3893038d9a
5 changed files with 222 additions and 16 deletions

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@ -103,10 +103,10 @@ namespace ZL {
});
uiManager.setSliderCallback("velocitySlider", [this](const std::string& name, float value) {
int newVel = roundf(value * 10);
/*if (newVel > 2)
if (newVel > 2)
{
newVel = 2;
}*/
}
if (newVel != Environment::shipState.selectedVelocity) {
onVelocityChanged(newVel);

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@ -696,13 +696,15 @@ namespace ZL
int Space::pickTargetId() const
{
int bestId = -1;
constexpr float INF_F = 1e30f;
float bestDistSq = INF_F;
float bestDistSq = 1e30f;
for (auto const& [id, st] : remotePlayerStates) {
if (deadRemotePlayers.count(id)) continue;
float d2 = (Environment::shipState.position - st.position).squaredNorm();
if (d2 > TARGET_MAX_DIST_SQ) continue; // слишком далеко
if (d2 < bestDistSq) {
bestDistSq = d2;
bestId = id;
@ -711,6 +713,95 @@ namespace ZL
return bestId;
}
static Vector3f ForwardFromRotation(const Matrix3f& rot)
{
Vector3f localForward(0, 0, -1);
Vector3f worldForward = rot * localForward;
float len = worldForward.norm();
if (len > 1e-6f) worldForward /= len;
return worldForward;
}
static bool SolveLeadInterceptTime(
const Vector3f& shooterPos,
const Vector3f& shooterVel,
const Vector3f& targetPos,
const Vector3f& targetVel,
float projectileSpeed, // muzzle speed (например 60)
float& outT)
{
Vector3f r = targetPos - shooterPos;
Vector3f v = targetVel - shooterVel;
float S = projectileSpeed;
float a = v.dot(v) - S * S;
float b = 2.0f * r.dot(v);
float c = r.dot(r);
// Если a почти 0 -> линейный случай
if (std::abs(a) < 1e-6f) {
if (std::abs(b) < 1e-6f) return false; // нет решения
float t = -c / b;
if (t > 0.0f) { outT = t; return true; }
return false;
}
float disc = b * b - 4.0f * a * c;
if (disc < 0.0f) return false;
float sqrtDisc = std::sqrt(disc);
float t1 = (-b - sqrtDisc) / (2.0f * a);
float t2 = (-b + sqrtDisc) / (2.0f * a);
float t = 1e30f;
if (t1 > 0.0f) t = min(t, t1);
if (t2 > 0.0f) t = min(t, t2);
if (t >= 1e29f) return false;
outT = t;
return true;
}
static VertexDataStruct MakeRing2D(
float cx, float cy,
float innerR, float outerR,
float z,
int segments,
const Eigen::Vector4f& rgba)
{
VertexDataStruct v;
v.PositionData.reserve(segments * 6);
v.ColorData.reserve(segments * 6);
Vector3f rgb(rgba.x(), rgba.y(), rgba.z());
const float twoPi = 6.28318530718f;
for (int i = 0; i < segments; ++i) {
float a0 = twoPi * (float)i / (float)segments;
float a1 = twoPi * (float)(i + 1) / (float)segments;
float c0 = std::cos(a0), s0 = std::sin(a0);
float c1 = std::cos(a1), s1 = std::sin(a1);
Vector3f p0i(cx + innerR * c0, cy + innerR * s0, z);
Vector3f p0o(cx + outerR * c0, cy + outerR * s0, z);
Vector3f p1i(cx + innerR * c1, cy + innerR * s1, z);
Vector3f p1o(cx + outerR * c1, cy + outerR * s1, z);
// два треугольника (p0i,p0o,p1o) и (p0i,p1o,p1i)
v.PositionData.push_back(p0i);
v.PositionData.push_back(p0o);
v.PositionData.push_back(p1o);
v.PositionData.push_back(p0i);
v.PositionData.push_back(p1o);
v.PositionData.push_back(p1i);
for (int k = 0; k < 6; ++k) v.ColorData.push_back(rgb);
}
return v;
}
static VertexDataStruct MakeColoredRect2D(float cx, float cy, float hw, float hh, float z,
const Eigen::Vector4f& rgba)
{
@ -725,11 +816,16 @@ namespace ZL
// defaultColor shader likely uses vColor (vec3), но нам нужен alpha.
// У тебя в Renderer есть RenderUniform4fv, но шейдер может брать vColor.
// Поэтому: сделаем ColorData vec3, а alpha дадим через uniform uColor, если есть.
// Если в defaultColor нет uniform uColor — тогда alpha будет 1.0.
// Для совместимости: кладём RGB, alpha будем задавать uniform'ом отдельно.
// Поэтому: сделаем ColorData vec3, а alpha будем задавать uniform'ом отдельно.
Vector3f rgb{ rgba.x(), rgba.y(), rgba.z() };
v.ColorData = { rgb, rgb, rgb, rgb, rgb, rgb };
// defaultColor vertex shader expects vNormal and vTexCoord; provide valid values
// so WebGL/GLSL doesn't get NaN from normalize(vec3(0,0,0)).
const Vector3f n{ 0.f, 0.f, 1.f };
v.NormalData = { n, n, n, n, n, n };
const Vector2f uv{ 0.f, 0.f };
v.TexCoordData = { uv, uv, uv, uv, uv, uv };
return v;
}
@ -756,6 +852,54 @@ namespace ZL
const ClientState& st = remotePlayerStates.at(trackedTargetId);
Vector3f shipWorld = st.position;
// Lead Indicator
// скорость пули (как в fireProjectiles)
const float projectileSpeed = 60.0f;
// позиция вылета
Vector3f shooterPos = Environment::shipState.position + Environment::shipState.rotation * Vector3f{ 0.0f, 0.9f - 6.0f, 5.0f };
// скорость цели в мире (вектор)
Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity;
Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity;
// условие "если враг не движется — круг не рисуем"
const float minTargetSpeed = 0.5f; // подобрать (в твоих единицах)
bool targetMoving = (targetVel.norm() > minTargetSpeed);
Vector3f leadWorld = shipWorld;
bool haveLead = false;
//if (targetMoving) {
// float tLead = 0.0f;
// if (SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead)) {
// // ограничим случаи, чтобы круг не улетал далеко
// if (tLead > 0.0f && tLead < 8.0f) {
// // подобрать максимум (сек)
// leadWorld = shipWorld + targetVel * tLead;
// haveLead = true;
// }
// }
//}
if (targetMoving) {
float tLead = 0.0f;
float distToTarget = (Environment::shipState.position - shipWorld).norm();
const float leadMaxDist = 2500.0f; // максимум
float allowedDist = min(distToTarget, leadMaxDist);
// + небольшой запас 1020% чтобы не моргало на границе
const float maxLeadTime = (allowedDist / projectileSpeed) * 1.2f;
if (SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead)) {
if (tLead > 0.0f && tLead < maxLeadTime) {
leadWorld = shipWorld + targetVel * tLead;
haveLead = true;
}
}
}
// 2) проекция
float ndcX, ndcY, ndcZ, clipW;
if (!projectToNDC(shipWorld, ndcX, ndcY, ndcZ, clipW)) return;
@ -774,9 +918,9 @@ namespace ZL
// time for arrow bob
float t = static_cast<float>(SDL_GetTicks64()) * 0.001f;
// 4) Настройки стиля (как X3)
// 4) Настройки стиля
Eigen::Vector4f enemyColor(1.f, 0.f, 0.f, 1.f); // красный
float thickness = 2.0f; // толщина линий (px)
float thickness = 10.0f; // толщина линий (px)
float z = 0.0f; // 2D слой
// 5) Если цель в кадре: рисуем скобки
@ -820,12 +964,39 @@ namespace ZL
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClear(GL_DEPTH_BUFFER_BIT);
renderer.shaderManager.PushShader("defaultColor");
renderer.PushProjectionMatrix((float)Environment::width, (float)Environment::height, 0.f, 1.f);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.EnableVertexAttribArray("vPosition");
// рисуем кружок упреждения (только если есть решение)
if (haveLead) {
float leadNdcX, leadNdcY, leadNdcZ, leadClipW;
if (projectToNDC(leadWorld, leadNdcX, leadNdcY, leadNdcZ, leadClipW) && leadClipW > 0.0f) {
if (leadNdcX >= -1 && leadNdcX <= 1 && leadNdcY >= -1 && leadNdcY <= 1) {
float lx = (leadNdcX * 0.5f + 0.5f) * Environment::width;
float ly = (leadNdcY * 0.5f + 0.5f) * Environment::height;
float distLead = (Environment::shipState.position - leadWorld).norm();
float r = 30.0f / (distLead * 0.01f + 1.0f);
r = std::clamp(r, 6.0f, 18.0f);
float thicknessPx = 2.5f;
float innerR = max(1.0f, r - thicknessPx);
float outerR = r + thicknessPx;
VertexDataStruct ring = MakeRing2D(lx, ly, innerR, outerR, 0.0f, 32, enemyColor);
hudTempMesh.AssignFrom(ring);
renderer.DrawVertexRenderStruct(hudTempMesh);
}
}
}
// верх-лево: горизонт + вертикаль
drawBar(left + cornerLen * 0.5f, top, cornerLen, thickness);
drawBar(left, top - cornerLen * 0.5f, thickness, cornerLen);
@ -842,6 +1013,9 @@ namespace ZL
drawBar(right - cornerLen * 0.5f, bottom, cornerLen, thickness);
drawBar(right, bottom + cornerLen * 0.5f, thickness, cornerLen);
renderer.DisableVertexAttribArray("vPosition");
renderer.PopMatrix();
renderer.PopProjectionMatrix();
renderer.shaderManager.PopShader();
@ -907,6 +1081,11 @@ namespace ZL
v.PositionData = { a, b, c };
Vector3f rgb{ enemyColor.x(), enemyColor.y(), enemyColor.z() };
v.ColorData = { rgb, rgb, rgb };
// defaultColor vertex shader expects vNormal and vTexCoord (avoids NaN on WebGL).
const Vector3f n{ 0.f, 0.f, 1.f };
v.NormalData = { n, n, n };
const Vector2f uv{ 0.f, 0.f };
v.TexCoordData = { uv, uv, uv };
hudTempMesh.AssignFrom(v);
renderer.DrawVertexRenderStruct(hudTempMesh);
};
@ -1255,7 +1434,7 @@ namespace ZL
};
const float projectileSpeed = 60.0f;
const float lifeMs = 5000.0f;
const float lifeMs = 50000.0f;
const float size = 0.5f;
Vector3f localForward = { 0,0,-1 };

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@ -120,6 +120,9 @@ namespace ZL {
std::unordered_set<int> deadRemotePlayers;
static constexpr float TARGET_MAX_DIST = 50000.0f;
static constexpr float TARGET_MAX_DIST_SQ = TARGET_MAX_DIST * TARGET_MAX_DIST;
// --- Target HUD (brackets + offscreen arrow) ---
int trackedTargetId = -1;
bool targetWasVisible = false;

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@ -7,8 +7,8 @@
namespace ZL {
void WebSocketClientEmscripten::Connect(const std::string& host, uint16_t port) {
// Формируем URL. Обратите внимание, что в Web часто лучше использовать ws://localhost
std::string url = "ws://" + host + ":" + std::to_string(port);
//std::string url = "wss://api.spacegame.fishrungames.com";
//std::string url = "ws://" + host + ":" + std::to_string(port);
std::string url = "wss://api.spacegame.fishrungames.com";
EmscriptenWebSocketCreateAttributes attr = {
url.c_str(),

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@ -896,40 +896,64 @@ namespace ZL {
static const std::string vTexCoord("vTexCoord");
static const std::string vPosition("vPosition");
//glBindVertexArray(VertexRenderStruct.vao->getBuffer());
//Check if main thread, check if data is not empty...
// On WebGL (and when not using VAO), vertex attribute arrays must be explicitly
// enabled before drawing. Desktop with VAO can rely on stored state; WebGL cannot.
if (VertexRenderStruct.data.NormalData.size() > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.normalVBO->getBuffer());
VertexAttribPointer3fv(vNormal, 0, NULL);
EnableVertexAttribArray(vNormal);
}
else
{
DisableVertexAttribArray(vNormal);
}
if (VertexRenderStruct.data.TangentData.size() > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.tangentVBO->getBuffer());
VertexAttribPointer3fv(vTangent, 0, NULL);
EnableVertexAttribArray(vTangent);
}
else
{
DisableVertexAttribArray(vTangent);
}
if (VertexRenderStruct.data.BinormalData.size() > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.binormalVBO->getBuffer());
VertexAttribPointer3fv(vBinormal, 0, NULL);
EnableVertexAttribArray(vBinormal);
}
else
{
DisableVertexAttribArray(vBinormal);
}
if (VertexRenderStruct.data.ColorData.size() > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.colorVBO->getBuffer());
VertexAttribPointer3fv(vColor, 0, NULL);
EnableVertexAttribArray(vColor);
}
else
{
DisableVertexAttribArray(vColor);
}
if (VertexRenderStruct.data.TexCoordData.size() > 0)
{
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.texCoordVBO->getBuffer());
VertexAttribPointer2fv(vTexCoord, 0, NULL);
EnableVertexAttribArray(vTexCoord);
}
else
{
DisableVertexAttribArray(vTexCoord);
}
glBindBuffer(GL_ARRAY_BUFFER, VertexRenderStruct.positionVBO->getBuffer());
VertexAttribPointer3fv(vPosition, 0, NULL);
EnableVertexAttribArray(vPosition);
glDrawArrays(GL_TRIANGLES, 0, static_cast<GLsizei>(VertexRenderStruct.data.PositionData.size()));
}
void worldToScreenCoordinates(Vector3f objectPos,