Merge branch 'sergey'
This commit is contained in:
commit
8effdd5dfa
@ -423,7 +423,7 @@ private:
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float len = worldForward.norm();
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if (len > 1e-6f) worldForward /= len;
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pr.vel = worldForward * velocity;
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pr.lifeMs = 5000.0f;
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pr.lifeMs = 15000.0f;
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g_projectiles.push_back(pr);
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std::cout << "Server: Created projectile from player " << id_
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@ -526,9 +526,7 @@ void update_world(net::steady_timer& timer, net::io_context& ioc) {
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if (!session->fetchStateAtTime(now, targetState)) continue;
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Eigen::Vector3f diff = pr.pos - targetState.position;
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const float shipRadius = 15.0f;
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const float projectileRadius = 1.5f;
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float combinedRadius = shipRadius + projectileRadius;
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float combinedRadius = shipCollisionRadius + projectileHitRadius;
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if (diff.squaredNorm() <= combinedRadius * combinedRadius) {
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DeathInfo death;
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193
src/Space.cpp
193
src/Space.cpp
@ -1143,67 +1143,112 @@ namespace ZL
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Vector3f shooterPos = Environment::shipState.position + Environment::shipState.rotation * Vector3f{ 0.0f, 0.9f - 6.0f, 5.0f };
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// скорость цели в мире (вектор)
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Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity;
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// Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity;
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float shooterSpeed = std::abs(Environment::shipState.velocity);
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// В нашей физике линейная скорость корабля всегда направлена по его forward (-Z)
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// Когда игрок наводится на lead indicator, forward (и скорость) становятся сонаправлены с выстрелом
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// поэтому эффективная скорость снаряда в мире ≈ muzzle + shipSpeed.
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const float effectiveProjectileSpeed = projectileSpeed + shooterSpeed;
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Vector3f shooterVel = Vector3f::Zero(); // скорость уже учтена в effectiveProjectileSpeed
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Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity;
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// ВАЖНО: remote state берется на now_ms - CLIENT_DELAY
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// Значит shipWorld - это позиция ~0.5 сек назад.
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// Для корректного lead нужно предсказать положение цели на сейчас
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const float clientDelaySec = (float)CLIENT_DELAY / 1000.0f;
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Vector3f targetPosNow = shipWorld + targetVel * clientDelaySec;
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const float minTargetSpeed = 0.5f; // подобрать (в твоих единицах)
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bool targetMoving = (targetVel.norm() > minTargetSpeed);
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// альфа круга
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float leadAlpha = targetMoving ? 1.0f : 0.5f;
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Vector3f leadWorld = shipWorld;
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Vector3f leadWorld = targetPosNow;
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bool haveLead = false;
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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 maxLeadTime = std::clamp((distToTarget / projectileSpeed) * 1.2f, 0.05f, 4.0f);
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// Дистанцию лучше считать от реальной точки вылета
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float distToTarget = (shooterPos - targetPosNow).norm();
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// Максимальное время перехвата ограничиваем жизнью пули
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const float projectileLifeSec = (float)PROJECTILE_LIFE / 1000.0f;
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float maxLeadTime = std::clamp((distToTarget / effectiveProjectileSpeed) * 1.25f, 0.01f, projectileLifeSec * 0.98f);
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if (!targetMoving) {
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// Цель стоит: рисуем lead прямо на ней, но полупрозрачный
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leadWorld = shipWorld;
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leadWorld = targetPosNow;
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haveLead = true;
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}
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else {
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float tLead = 0.0f;
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// 1) Пытаемся “правильное” решение перехвата
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bool ok = SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead);
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bool ok = SolveLeadInterceptTime(shooterPos, shooterVel, targetPosNow, targetVel, effectiveProjectileSpeed, tLead);
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// 2) Если решения нет / оно плохое — fallback (чтобы круг не пропадал при пролёте "вбок")
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// Это ключевое изменение: lead всегда будет.
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if (!ok || !(tLead > 0.0f) || tLead > maxLeadTime) {
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tLead = std::clamp(distToTarget / projectileSpeed, 0.05f, maxLeadTime);
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tLead = std::clamp(distToTarget / effectiveProjectileSpeed, 0.05f, maxLeadTime);
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}
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leadWorld = shipWorld + targetVel * tLead;
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leadWorld = targetPosNow + targetVel * tLead;
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haveLead = true;
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}
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// 2) проекция
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// Проекция цели (для рамок/стрелки)
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float ndcX, ndcY, ndcZ, clipW;
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if (!projectToNDC(shipWorld, ndcX, ndcY, ndcZ, clipW)) return;
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// behind camera?
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bool behind = (clipW <= 0.0f);
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// on-screen check (NDC)
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bool onScreen = (!behind &&
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ndcX >= -1.0f && ndcX <= 1.0f &&
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ndcY >= -1.0f && ndcY <= 1.0f);
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// 3) расстояние
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float dist = (Environment::shipState.position - shipWorld).norm();
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// time for arrow bob
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float t = static_cast<float>(SDL_GetTicks64()) * 0.001f;
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// 4) Настройки стиля
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// Проекция Lead
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float leadNdcX = 0.f, leadNdcY = 0.f, leadNdcZ = 0.f, leadClipW = 0.f;
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bool leadOnScreen = false;
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if (haveLead) {
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if (projectToNDC(leadWorld, leadNdcX, leadNdcY, leadNdcZ, leadClipW) && leadClipW > 0.0f) {
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leadOnScreen =
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(leadNdcX >= -1.0f && leadNdcX <= 1.0f &&
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leadNdcY >= -1.0f && leadNdcY <= 1.0f);
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}
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}
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// Настройки HUD стилизация
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Eigen::Vector4f enemyColor(1.f, 0.f, 0.f, 1.f); // красный
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float thickness = 2.0f; // толщина линий (px)
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float z = 0.0f; // 2D слой
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// 5) Если цель в кадре: рисуем скобки
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auto drawLeadRing2D = [&](float lx, float ly)
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{
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float distLead = (Environment::shipState.position - leadWorld).norm();
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float r = 30.0f / (distLead * 0.01f + 1.0f);
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r = std::clamp(r, 6.0f, 18.0f);
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float thicknessPx = 2.5f;
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float innerR = max(1.0f, r - thicknessPx);
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float outerR = r + thicknessPx;
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Eigen::Vector4f leadColor = enemyColor;
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leadColor.w() = leadAlpha;
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renderer.RenderUniform4fv("uColor", leadColor.data());
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VertexDataStruct ring = MakeRing2D(lx, ly, innerR, outerR, 0.0f, 32, enemyColor);
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hudTempMesh.AssignFrom(ring);
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renderer.DrawVertexRenderStruct(hudTempMesh);
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// вернуть цвет HUD обратно
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renderer.RenderUniform4fv("uColor", enemyColor.data());
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};
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// Цель в кадре: рамки
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if (onScreen)
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{
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// перевод NDC -> экран (в пикселях)
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@ -1234,11 +1279,11 @@ namespace ZL
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// рисуем 8 тонких прямоугольников (2 на угол)
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auto drawBar = [&](float cx, float cy, float w, float h)
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{
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VertexDataStruct v = MakeColoredRect2D(cx, cy, w * 0.5f, h * 0.5f, z, enemyColor);
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hudTempMesh.AssignFrom(v);
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renderer.DrawVertexRenderStruct(hudTempMesh);
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};
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{
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VertexDataStruct v = MakeColoredRect2D(cx, cy, w * 0.5f, h * 0.5f, z, enemyColor);
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hudTempMesh.AssignFrom(v);
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renderer.DrawVertexRenderStruct(hudTempMesh);
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};
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// включаем 2D режим
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glDisable(GL_DEPTH_TEST);
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@ -1252,40 +1297,9 @@ namespace ZL
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renderer.LoadIdentity();
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renderer.EnableVertexAttribArray("vPosition");
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renderer.RenderUniform4fv("uColor", enemyColor.data());
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Eigen::Vector4f hudColor = enemyColor;
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renderer.RenderUniform4fv("uColor", hudColor.data());
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if (haveLead) {
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float leadNdcX, leadNdcY, leadNdcZ, leadClipW;
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if (projectToNDC(leadWorld, leadNdcX, leadNdcY, leadNdcZ, leadClipW) && leadClipW > 0.0f) {
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if (leadNdcX >= -1 && leadNdcX <= 1 && leadNdcY >= -1 && leadNdcY <= 1) {
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float lx = (leadNdcX * 0.5f + 0.5f) * Environment::projectionWidth;
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float ly = (leadNdcY * 0.5f + 0.5f) * Environment::projectionHeight;
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float distLead = (Environment::shipState.position - leadWorld).norm();
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float r = 30.0f / (distLead * 0.01f + 1.0f);
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r = std::clamp(r, 6.0f, 18.0f);
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float thicknessPx = 2.5f;
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float innerR = max(1.0f, r - thicknessPx);
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float outerR = r + thicknessPx;
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Eigen::Vector4f leadColor = enemyColor;
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leadColor.w() = leadAlpha;
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renderer.RenderUniform4fv("uColor", leadColor.data());
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VertexDataStruct ring = MakeRing2D(lx, ly, innerR, outerR, 0.0f, 32, enemyColor);
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hudTempMesh.AssignFrom(ring);
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renderer.DrawVertexRenderStruct(hudTempMesh);
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renderer.RenderUniform4fv("uColor", hudColor.data());
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}
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}
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}
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renderer.EnableVertexAttribArray("vPosition");
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// рамки
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drawBar(left + cornerLen * 0.5f, top, cornerLen, thickness);
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drawBar(left, top - cornerLen * 0.5f, thickness, cornerLen);
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@ -1298,9 +1312,14 @@ namespace ZL
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drawBar(right - cornerLen * 0.5f, bottom, cornerLen, thickness);
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drawBar(right, bottom + cornerLen * 0.5f, thickness, cornerLen);
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// LEAD — независимо от рамок: если его точка на экране, рисуем
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if (haveLead && leadOnScreen) {
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float lx = (leadNdcX * 0.5f + 0.5f) * Environment::projectionWidth;
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float ly = (leadNdcY * 0.5f + 0.5f) * Environment::projectionHeight;
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drawLeadRing2D(lx, ly);
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}
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renderer.DisableVertexAttribArray("vPosition");
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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@ -1312,6 +1331,8 @@ namespace ZL
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return;
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}
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// Цель вне экрана: стрелка
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float dirX = ndcX;
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float dirY = ndcY;
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@ -1354,26 +1375,26 @@ namespace ZL
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Vector3f right{ edgeX - px * (arrowWid * 0.5f), edgeY - py * (arrowWid * 0.5f), z };
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auto drawTri = [&](const Vector3f& a, const Vector3f& b, const Vector3f& c)
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{
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VertexDataStruct v;
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v.PositionData = { a, b, c };
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Vector3f rgb{ enemyColor.x(), enemyColor.y(), enemyColor.z() };
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v.ColorData = { rgb, rgb, rgb };
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// defaultColor vertex shader expects vNormal and vTexCoord (avoids NaN on WebGL).
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const Vector3f n{ 0.f, 0.f, 1.f };
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v.NormalData = { n, n, n };
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const Vector2f uv{ 0.f, 0.f };
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v.TexCoordData = { uv, uv, uv };
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hudTempMesh.AssignFrom(v);
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renderer.DrawVertexRenderStruct(hudTempMesh);
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};
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{
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VertexDataStruct v;
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v.PositionData = { a, b, c };
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Vector3f rgb{ enemyColor.x(), enemyColor.y(), enemyColor.z() };
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v.ColorData = { rgb, rgb, rgb };
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// defaultColor vertex shader expects vNormal and vTexCoord (avoids NaN on WebGL).
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const Vector3f n{ 0.f, 0.f, 1.f };
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v.NormalData = { n, n, n };
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const Vector2f uv{ 0.f, 0.f };
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v.TexCoordData = { uv, uv, uv };
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hudTempMesh.AssignFrom(v);
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renderer.DrawVertexRenderStruct(hudTempMesh);
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};
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auto drawBar = [&](float cx, float cy, float w, float h)
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{
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VertexDataStruct v = MakeColoredRect2D(cx, cy, w * 0.5f, h * 0.5f, z, enemyColor);
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hudTempMesh.AssignFrom(v);
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renderer.DrawVertexRenderStruct(hudTempMesh);
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};
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{
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VertexDataStruct v = MakeColoredRect2D(cx, cy, w * 0.5f, h * 0.5f, z, enemyColor);
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hudTempMesh.AssignFrom(v);
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renderer.DrawVertexRenderStruct(hudTempMesh);
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};
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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@ -1384,18 +1405,30 @@ namespace ZL
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renderer.PushMatrix();
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renderer.LoadIdentity();
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renderer.EnableVertexAttribArray("vPosition");
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renderer.RenderUniform4fv("uColor", enemyColor.data());
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// стрелка
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drawTri(tip, left, right);
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float tailLen = 14.0f;
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float tailX = edgeX - dirX * 6.0f;
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float tailY = edgeY - dirY * 6.0f;
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drawBar(tailX, tailY, max(thickness, tailLen), thickness);
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// LEAD — рисуем даже когда цель вне экрана (если lead точка на экране)
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if (haveLead && leadOnScreen) {
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float lx = (leadNdcX * 0.5f + 0.5f) * Environment::projectionWidth;
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float ly = (leadNdcY * 0.5f + 0.5f) * Environment::projectionHeight;
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drawLeadRing2D(lx, ly);
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}
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renderer.DisableVertexAttribArray("vPosition");
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renderer.PopMatrix();
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renderer.PopProjectionMatrix();
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renderer.shaderManager.PopShader();
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// дистанция около стрелки
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{
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std::string d = std::to_string((int)dist) + "m";
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float tx = edgeX + px * 18.0f;
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@ -1421,7 +1454,7 @@ namespace ZL
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firePressed = false;
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if (now_ms - lastProjectileFireTime >= static_cast<uint64_t>(projectileCooldownMs)) {
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lastProjectileFireTime = now_ms;
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const float projectileSpeed = 250.0f;
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const float projectileSpeed = PROJECTILE_VELOCITY;
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this->fireProjectiles();
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@ -1429,7 +1462,7 @@ namespace ZL
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Eigen::Vector3f worldForward = (Environment::shipState.rotation * localForward).normalized();
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Eigen::Vector3f centerPos = Environment::shipState.position +
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Environment::shipState.rotation * Vector3f{ 0, 0.9f, 5.0f };
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Environment::shipState.rotation * Vector3f{ 0, 0.9f - 6.0f, 5.0f };
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Eigen::Quaternionf q(Environment::shipState.rotation);
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float speedToSend = projectileSpeed + Environment::shipState.velocity;
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@ -1743,8 +1776,8 @@ namespace ZL
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const float size = 0.5f;
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for (const auto& pi : pending) {
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const std::vector<Vector3f> localOffsets = {
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Vector3f{ -1.5f, 0.9f, 5.0f },
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Vector3f{ 1.5f, 0.9f, 5.0f }
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Vector3f{ -1.5f, 0.9f - 6.0f, 5.0f },
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Vector3f{ 1.5f, 0.9f - 6.0f, 5.0f }
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};
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Vector3f localForward = { 0, 0, -1 };
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Reference in New Issue
Block a user