add configurable HUD crosshair
This commit is contained in:
parent
fb1b0a1c2e
commit
5da5a754fe
21
resources/config/crosshair_config.json
Normal file
21
resources/config/crosshair_config.json
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@ -0,0 +1,21 @@
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{
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"enabled": true,
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"referenceResolution": [1280, 720],
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"color": [1.0, 1.0, 1.0],
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"cl_crosshairalpha": 1.0,
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"cl_crosshairthickness": 2.0,
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"centerGapPx": 10.0,
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"top": {
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"lengthPx": 14.0,
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"angleDeg": 90.0
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},
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"arms": [
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{ "lengthPx": 20.0, "angleDeg": 210.0 },
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{ "lengthPx": 20.0, "angleDeg": 330.0 }
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]
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}
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240
src/Space.cpp
240
src/Space.cpp
@ -336,6 +336,19 @@ namespace ZL
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throw std::runtime_error("Failed to load spark emitter config file!");
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throw std::runtime_error("Failed to load spark emitter config file!");
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}
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}
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crosshairCfgLoaded = loadCrosshairConfig("resources/config/crosshair_config.json");
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std::cerr << "[Crosshair] loaded=" << crosshairCfgLoaded
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<< " enabled=" << crosshairCfg.enabled
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<< " w=" << Environment::width << " h=" << Environment::height
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<< " alpha=" << crosshairCfg.alpha
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<< " thickness=" << crosshairCfg.thicknessPx
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<< " gap=" << crosshairCfg.gapPx << "\n";
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if (!crosshairCfgLoaded) {
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std::cerr << "Failed to load crosshair_config.json, using defaults\n";
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}
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textRenderer = std::make_unique<ZL::TextRenderer>();
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textRenderer = std::make_unique<ZL::TextRenderer>();
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if (!textRenderer->init(renderer, "resources/fonts/DroidSans.ttf", 32, CONST_ZIP_FILE)) {
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if (!textRenderer->init(renderer, "resources/fonts/DroidSans.ttf", 32, CONST_ZIP_FILE)) {
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std::cerr << "Failed to init TextRenderer\n";
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std::cerr << "Failed to init TextRenderer\n";
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@ -566,6 +579,7 @@ namespace ZL
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drawBoxesLabels();
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drawBoxesLabels();
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drawShip();
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drawShip();
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drawCrosshair();
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drawTargetHud();
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drawTargetHud();
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CheckGlError();
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CheckGlError();
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}
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}
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@ -693,6 +707,230 @@ namespace ZL
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//#endif
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//#endif
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}
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}
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// хелпер прицела: добавляет повернутую 2D-линию в меш прицела
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static void AppendRotatedRect2D(
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VertexDataStruct& out,
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float cx, float cy,
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float length, float thickness,
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float angleRad,
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float z,
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const Eigen::Vector3f& rgb)
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{
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// прямоугольник вдоль локальной оси +X: [-L/2..+L/2] и [-T/2..+T/2]
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float hl = length * 0.5f;
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float ht = thickness * 0.5f;
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Eigen::Vector2f p0(-hl, -ht);
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Eigen::Vector2f p1(-hl, +ht);
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Eigen::Vector2f p2(+hl, +ht);
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Eigen::Vector2f p3(+hl, -ht);
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float c = std::cos(angleRad);
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float s = std::sin(angleRad);
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auto rot = [&](const Eigen::Vector2f& p) -> Vector3f {
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float rx = p.x() * c - p.y() * s;
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float ry = p.x() * s + p.y() * c;
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return Vector3f(cx + rx, cy + ry, z);
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};
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Vector3f v0 = rot(p0);
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Vector3f v1 = rot(p1);
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Vector3f v2 = rot(p2);
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Vector3f v3 = rot(p3);
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// 2 треугольника
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out.PositionData.push_back(v0);
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out.PositionData.push_back(v1);
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out.PositionData.push_back(v2);
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out.PositionData.push_back(v2);
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out.PositionData.push_back(v3);
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out.PositionData.push_back(v0);
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for (int i = 0; i < 6; ++i) out.ColorData.push_back(rgb);
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}
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bool Space::loadCrosshairConfig(const std::string& path)
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{
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using json = nlohmann::json;
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std::string content;
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try {
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if (std::string(CONST_ZIP_FILE).empty()) content = readTextFile(path);
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else {
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auto buf = readFileFromZIP(path, CONST_ZIP_FILE);
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if (buf.empty()) return false;
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content.assign(buf.begin(), buf.end());
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}
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json j = json::parse(content);
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if (j.contains("enabled")) crosshairCfg.enabled = j["enabled"].get<bool>();
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if (j.contains("referenceResolution") && j["referenceResolution"].is_array() && j["referenceResolution"].size() == 2) {
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crosshairCfg.refW = j["referenceResolution"][0].get<int>();
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crosshairCfg.refH = j["referenceResolution"][1].get<int>();
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}
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if (j.contains("scale")) crosshairCfg.scaleMul = j["scale"].get<float>();
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crosshairCfg.scaleMul = std::clamp(crosshairCfg.scaleMul, 0.1f, 3.0f);
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if (j.contains("color") && j["color"].is_array() && j["color"].size() == 3) {
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crosshairCfg.color = Eigen::Vector3f(
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j["color"][0].get<float>(),
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j["color"][1].get<float>(),
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j["color"][2].get<float>()
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);
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}
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if (j.contains("cl_crosshairalpha")) crosshairCfg.alpha = j["cl_crosshairalpha"].get<float>();
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if (j.contains("cl_crosshairthickness")) crosshairCfg.thicknessPx = j["cl_crosshairthickness"].get<float>();
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if (j.contains("centerGapPx")) crosshairCfg.gapPx = j["centerGapPx"].get<float>();
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if (j.contains("top") && j["top"].is_object()) {
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auto t = j["top"];
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if (t.contains("lengthPx")) crosshairCfg.topLenPx = t["lengthPx"].get<float>();
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if (t.contains("angleDeg")) crosshairCfg.topAngleDeg = t["angleDeg"].get<float>();
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}
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crosshairCfg.arms.clear();
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if (j.contains("arms") && j["arms"].is_array()) {
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for (auto& a : j["arms"]) {
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CrosshairConfig::Arm arm;
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arm.lenPx = a.value("lengthPx", 20.0f);
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arm.angleDeg = a.value("angleDeg", 210.0f);
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crosshairCfg.arms.push_back(arm);
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}
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}
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else {
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// дефолт
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crosshairCfg.arms.push_back({ 20.0f, 210.0f });
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crosshairCfg.arms.push_back({ 20.0f, 330.0f });
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}
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// clamp
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crosshairCfg.alpha = std::clamp(crosshairCfg.alpha, 0.0f, 1.0f);
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crosshairCfg.thicknessPx = max(0.5f, crosshairCfg.thicknessPx);
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crosshairCfg.gapPx = max(0.0f, crosshairCfg.gapPx);
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crosshairMeshValid = false; // пересобрать
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return true;
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}
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catch (...) {
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return false;
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}
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}
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// пересобирает mesh прицела при изменениях/ресайзе
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void Space::rebuildCrosshairMeshIfNeeded()
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{
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if (!crosshairCfg.enabled) return;
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// если ничего не изменилось — не трогаем VBO
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if (crosshairMeshValid &&
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crosshairLastW == Environment::width &&
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crosshairLastH == Environment::height &&
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std::abs(crosshairLastAlpha - crosshairCfg.alpha) < 1e-6f &&
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std::abs(crosshairLastThickness - crosshairCfg.thicknessPx) < 1e-6f &&
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std::abs(crosshairLastGap - crosshairCfg.gapPx) < 1e-6f &&
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std::abs(crosshairLastScaleMul - crosshairCfg.scaleMul) < 1e-6f)
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{
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return;
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}
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crosshairLastW = Environment::width;
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crosshairLastH = Environment::height;
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crosshairLastAlpha = crosshairCfg.alpha;
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crosshairLastThickness = crosshairCfg.thicknessPx;
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crosshairLastGap = crosshairCfg.gapPx;
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crosshairLastScaleMul = crosshairCfg.scaleMul;
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float cx = Environment::width * 0.5f;
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float cy = Environment::height * 0.5f;
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// масштаб от reference (стандартно: по высоте)
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float scale = (crosshairCfg.refH > 0) ? (Environment::height / (float)crosshairCfg.refH) : 1.0f;
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scale *= crosshairCfg.scaleMul;
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float thickness = crosshairCfg.thicknessPx * scale;
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float gap = crosshairCfg.gapPx * scale;
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VertexDataStruct v;
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v.PositionData.reserve(6 * (1 + (int)crosshairCfg.arms.size()));
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v.ColorData.reserve(6 * (1 + (int)crosshairCfg.arms.size()));
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const float z = 0.0f;
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const Eigen::Vector3f rgb = crosshairCfg.color;
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auto deg2rad = [](float d) { return d * 3.1415926535f / 180.0f; };
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// TOP (короткая палочка сверху)
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{
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float len = crosshairCfg.topLenPx * scale;
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float ang = deg2rad(crosshairCfg.topAngleDeg);
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// сдвигаем сегмент от центра на gap + len/2 по направлению
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float dx = std::cos(ang);
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float dy = std::sin(ang);
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float mx = cx + dx * (gap + len * 0.5f);
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float my = cy + dy * (gap + len * 0.5f);
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AppendRotatedRect2D(v, mx, my, len, thickness, ang, z, rgb);
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}
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// ARMS (2 луча вниз-влево и вниз-вправо)
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for (auto& a : crosshairCfg.arms)
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{
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float len = a.lenPx * scale;
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float ang = deg2rad(a.angleDeg);
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float dx = std::cos(ang);
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float dy = std::sin(ang);
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float mx = cx + dx * (gap + len * 0.5f);
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float my = cy + dy * (gap + len * 0.5f);
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AppendRotatedRect2D(v, mx, my, len, thickness, ang, z, rgb);
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}
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crosshairMesh.AssignFrom(v);
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crosshairMesh.RefreshVBO();
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crosshairMeshValid = true;
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}
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void Space::drawCrosshair()
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{
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if (!crosshairCfg.enabled) return;
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rebuildCrosshairMeshIfNeeded();
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if (!crosshairMeshValid) return;
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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renderer.shaderManager.PushShader("defaultColor");
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renderer.PushProjectionMatrix((float)Environment::width, (float)Environment::height, 0.f, 1.f);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.EnableVertexAttribArray("vPosition");
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renderer.EnableVertexAttribArray("vColor");
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Eigen::Vector4f uColor(crosshairCfg.color.x(), crosshairCfg.color.y(), crosshairCfg.color.z(), crosshairCfg.alpha);
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renderer.RenderUniform4fv("uColor", uColor.data());
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renderer.DrawVertexRenderStruct(crosshairMesh);
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renderer.DisableVertexAttribArray("vPosition");
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renderer.DisableVertexAttribArray("vColor");
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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glDisable(GL_BLEND);
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glEnable(GL_DEPTH_TEST);
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}
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int Space::pickTargetId() const
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int Space::pickTargetId() const
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{
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{
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int bestId = -1;
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int bestId = -1;
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@ -867,7 +1105,7 @@ namespace ZL
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Vector3f leadWorld = shipWorld;
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Vector3f leadWorld = shipWorld;
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bool haveLead = false;
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bool haveLead = false;
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// чтобы круг не улетал далеко : максимум 4 секунды(подстрой под игру)
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// чтобы круг не улетал далеко: максимум 4 секунды (подстроить под игру)
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float distToTarget = (Environment::shipState.position - shipWorld).norm();
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float distToTarget = (Environment::shipState.position - shipWorld).norm();
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float maxLeadTime = std::clamp((distToTarget / projectileSpeed) * 1.2f, 0.05f, 4.0f);
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float maxLeadTime = std::clamp((distToTarget / projectileSpeed) * 1.2f, 0.05f, 4.0f);
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36
src/Space.h
36
src/Space.h
@ -136,6 +136,42 @@ namespace ZL {
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int pickTargetId() const; // выбирает цель (пока: ближайший живой удаленный игрок)
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int pickTargetId() const; // выбирает цель (пока: ближайший живой удаленный игрок)
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void clearTextRendererCache();
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void clearTextRendererCache();
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// Crosshair HUD
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struct CrosshairConfig {
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bool enabled = true;
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int refW = 1280;
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int refH = 720;
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float scaleMul = 1.0f;
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Eigen::Vector3f color = { 1.f, 1.f, 1.f };
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float alpha = 1.0f; // cl_crosshairalpha
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float thicknessPx = 2.0f; // cl_crosshairthickness
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float gapPx = 10.0f;
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float topLenPx = 14.0f;
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float topAngleDeg = 90.0f;
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struct Arm { float lenPx; float angleDeg; };
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std::vector<Arm> arms;
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};
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CrosshairConfig crosshairCfg;
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bool crosshairCfgLoaded = false;
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// кеш геометрии
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VertexRenderStruct crosshairMesh;
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bool crosshairMeshValid = false;
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int crosshairLastW = 0, crosshairLastH = 0;
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float crosshairLastAlpha = -1.0f;
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float crosshairLastThickness = -1.0f;
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float crosshairLastGap = -1.0f;
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float crosshairLastScaleMul = -1.0f;
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bool loadCrosshairConfig(const std::string& path);
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void rebuildCrosshairMeshIfNeeded();
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void drawCrosshair();
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};
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};
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