merge
This commit is contained in:
commit
8f3528f9a1
@ -50,6 +50,13 @@ add_executable(space-game001
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../src/UiManager.h
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../src/UiManager.h
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../src/Projectile.h
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../src/Projectile.h
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../src/Projectile.cpp
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../src/Projectile.cpp
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../src/network/NetworkInterface.h
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../src/network/LocalClient.h
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../src/network/LocalClient.cpp
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../src/network/ClientState.h
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../src/network/ClientState.cpp
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../src/network/WebSocketClient.h
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../src/network/WebSocketClient.cpp
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)
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)
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# Установка проекта по умолчанию для Visual Studio
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# Установка проекта по умолчанию для Visual Studio
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@ -71,6 +78,7 @@ target_compile_definitions(space-game001 PRIVATE
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WIN32_LEAN_AND_MEAN
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WIN32_LEAN_AND_MEAN
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PNG_ENABLED
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PNG_ENABLED
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SDL_MAIN_HANDLED
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SDL_MAIN_HANDLED
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# NETWORK
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# SIMPLIFIED
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# SIMPLIFIED
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)
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)
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47
server/CMakeLists.txt
Normal file
47
server/CMakeLists.txt
Normal file
@ -0,0 +1,47 @@
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cmake_minimum_required(VERSION 3.15)
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project(SpaceGameServer)
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set(CMAKE_CXX_STANDARD 17)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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# Подключаем зависимости нашего движка
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include(${CMAKE_CURRENT_SOURCE_DIR}/../cmake/ThirdParty.cmake)
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# Настройка флагов для тяжелых шаблонов Boost
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if (MSVC)
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add_compile_options(/bigobj)
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endif()
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# Добавляем скомпилированные компоненты Boost через относительные пути
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# CMake сам создаст цели boost_system и др.
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add_subdirectory("${BOOST_SRC_DIR}/libs/system" boost-system-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/assert" boost-assert-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/config" boost-config-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/throw_exception" boost-throw_exception-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/variant2" boost-variant2-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/mp11" boost-mp11-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/winapi" boost-winapi-build EXCLUDE_FROM_ALL)
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add_subdirectory("${BOOST_SRC_DIR}/libs/predef" boost-predef-build EXCLUDE_FROM_ALL)
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# EXCLUDE_FROM_ALL гарантирует, что мы собираем только то, что линкуем
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# Исполняемый файл сервера
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add_executable(Server
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server.cpp
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../src/network/ClientState.h
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)
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target_include_directories(Server PRIVATE ${BOOST_SRC_DIR})
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# Линковка
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target_link_libraries(Server
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PRIVATE
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boost_system # Скомпилированная часть для error_code
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eigen_external_lib # Если планируешь использовать математику на сервере
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)
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if(WIN32)
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target_link_libraries(Server PRIVATE ws2_32 mswsock)
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endif()
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# Дополнительный макрос, чтобы Asio знал, что мы работаем без устаревших функций
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target_compile_definitions(Server PRIVATE BOOST_ASIO_NO_DEPRECATED)
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182
server/server.cpp
Normal file
182
server/server.cpp
Normal file
@ -0,0 +1,182 @@
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#include <boost/beast/core.hpp>
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#include <boost/beast/websocket.hpp>
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#include <boost/asio/ip/tcp.hpp>
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#include <iostream>
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#include <string>
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#include <memory>
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#include <vector>
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#include <mutex>
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#include <map>
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#include <Eigen/Dense>
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include "../src/network/ClientState.h"
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// Вспомогательный split
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std::vector<std::string> split(const std::string& s, char delimiter) {
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std::vector<std::string> tokens;
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std::string token;
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std::istringstream tokenStream(s);
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while (std::getline(tokenStream, token, delimiter)) {
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tokens.push_back(token);
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}
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return tokens;
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}
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namespace beast = boost::beast;
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namespace http = beast::http;
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namespace websocket = beast::websocket;
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namespace net = boost::asio;
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using tcp = net::ip::tcp;
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class Session;
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std::vector<std::shared_ptr<Session>> g_sessions;
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std::mutex g_sessions_mutex;
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class Session : public std::enable_shared_from_this<Session> {
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websocket::stream<beast::tcp_stream> ws_;
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beast::flat_buffer buffer_;
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int id_;
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ClientStateInterval timedClientStates;
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void process_message(const std::string& msg) {
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auto now_server = std::chrono::system_clock::now();
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auto parts = split(msg, ':');
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if (parts.size() < 16)
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{
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throw std::runtime_error("Unknown message type received, too small");
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}
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uint64_t clientTimestamp = std::stoull(parts[1]);
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ClientState receivedState;
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receivedState.id = id_;
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std::chrono::system_clock::time_point uptime_timepoint{ std::chrono::duration_cast<std::chrono::system_clock::time_point::duration>(std::chrono::milliseconds(clientTimestamp)) };
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receivedState.lastUpdateServerTime = uptime_timepoint;
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if (parts[0] == "UPD") {
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receivedState.handle_full_sync(parts, 2);
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retranslateMessage(msg);
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}
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else
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{
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throw std::runtime_error("Unknown message type received: " + parts[0]);
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}
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timedClientStates.add_state(receivedState);
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}
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void retranslateMessage(const std::string& msg)
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{
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std::string event_msg = "EVENT:" + std::to_string(id_) + ":" + msg;
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std::lock_guard<std::mutex> lock(g_sessions_mutex);
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for (auto& session : g_sessions) {
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if (session->get_id() != id_) { // Не шлем отправителю
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session->send_message(event_msg);
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}
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}
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}
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public:
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explicit Session(tcp::socket&& socket, int id)
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: ws_(std::move(socket)), id_(id) {
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}
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void init()
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{
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}
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void run() {
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{
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std::lock_guard<std::mutex> lock(g_sessions_mutex);
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g_sessions.push_back(shared_from_this());
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}
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ws_.async_accept([self = shared_from_this()](beast::error_code ec) {
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if (ec) return;
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std::cout << "Client " << self->id_ << " connected\n";
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self->init();
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self->send_message("ID:" + std::to_string(self->id_));
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self->do_read();
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});
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}
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void send_message(std::string msg) {
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auto ss = std::make_shared<std::string>(std::move(msg));
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ws_.async_write(net::buffer(*ss), [ss](beast::error_code, std::size_t) {});
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}
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int get_id() const {
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return id_;
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}
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private:
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void do_read() {
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ws_.async_read(buffer_, [self = shared_from_this()](beast::error_code ec, std::size_t) {
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if (ec)
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{
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std::lock_guard<std::mutex> lock(g_sessions_mutex);
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g_sessions.erase(std::remove_if(g_sessions.begin(), g_sessions.end(),
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[self](const std::shared_ptr<Session>& session) {
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return session.get() == self.get();
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}), g_sessions.end());
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return;
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}
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std::string msg = beast::buffers_to_string(self->buffer_.data());
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self->process_message(msg);
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self->buffer_.consume(self->buffer_.size());
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self->do_read();
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});
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}
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};
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void update_world(net::steady_timer& timer, net::io_context& ioc) {
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// TODO: Renew game state
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timer.expires_after(std::chrono::milliseconds(50));
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timer.async_wait([&](const boost::system::error_code& ec) {
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|
if (!ec) update_world(timer, ioc);
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});
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}
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int main() {
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try {
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net::io_context ioc;
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tcp::acceptor acceptor{ ioc, {tcp::v4(), 8080} };
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int next_id = 1000;
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|
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std::cout << "Server started on port 8080...\n";
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auto do_accept = [&](auto& self_fn) -> void {
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acceptor.async_accept([&, self_fn](beast::error_code ec, tcp::socket socket) {
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|
if (!ec) {
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std::make_shared<Session>(std::move(socket), next_id++)->run();
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|
}
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|
self_fn(self_fn);
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|
});
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|
};
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|
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|
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net::steady_timer timer(ioc);
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|
update_world(timer, ioc);
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|
do_accept(do_accept);
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|
ioc.run();
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|
}
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|
catch (std::exception const& e) {
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|
std::cerr << "Error: " << e.what() << std::endl;
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|
}
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|
return 0;
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||||||
|
}
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@ -10,26 +10,20 @@
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#endif
|
#endif
|
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namespace ZL {
|
namespace ZL {
|
||||||
|
|
||||||
|
|
||||||
|
|
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int Environment::windowHeaderHeight = 0;
|
int Environment::windowHeaderHeight = 0;
|
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int Environment::width = 0;
|
int Environment::width = 0;
|
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int Environment::height = 0;
|
int Environment::height = 0;
|
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float Environment::zoom = 36.f;
|
float Environment::zoom = DEFAULT_ZOOM;
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||||||
|
|
||||||
|
|
||||||
bool Environment::leftPressed = false;
|
|
||||||
bool Environment::rightPressed = false;
|
|
||||||
bool Environment::upPressed = false;
|
|
||||||
bool Environment::downPressed = false;
|
|
||||||
|
|
||||||
bool Environment::settings_inverseVertical = false;
|
|
||||||
|
|
||||||
SDL_Window* Environment::window = nullptr;
|
SDL_Window* Environment::window = nullptr;
|
||||||
|
|
||||||
bool Environment::showMouse = false;
|
bool Environment::showMouse = false;
|
||||||
|
|
||||||
bool Environment::exitGameLoop = false;
|
bool Environment::exitGameLoop = false;
|
||||||
|
|
||||||
Eigen::Matrix3f Environment::shipMatrix = Eigen::Matrix3f::Identity();
|
|
||||||
Eigen::Matrix3f Environment::inverseShipMatrix = Eigen::Matrix3f::Identity();
|
Eigen::Matrix3f Environment::inverseShipMatrix = Eigen::Matrix3f::Identity();
|
||||||
|
|
||||||
|
|
||||||
@ -37,10 +31,7 @@ bool Environment::tapDownHold = false;
|
|||||||
Eigen::Vector2f Environment::tapDownStartPos = { 0, 0 };
|
Eigen::Vector2f Environment::tapDownStartPos = { 0, 0 };
|
||||||
Eigen::Vector2f Environment::tapDownCurrentPos = { 0, 0 };
|
Eigen::Vector2f Environment::tapDownCurrentPos = { 0, 0 };
|
||||||
|
|
||||||
Eigen::Vector3f Environment::shipPosition = {0,0,45000.f};
|
ClientState Environment::shipState;
|
||||||
|
|
||||||
float Environment::shipVelocity = 0.f;
|
|
||||||
|
|
||||||
|
|
||||||
const float Environment::CONST_Z_NEAR = 5.f;
|
const float Environment::CONST_Z_NEAR = 5.f;
|
||||||
const float Environment::CONST_Z_FAR = 5000.f;
|
const float Environment::CONST_Z_FAR = 5000.f;
|
||||||
|
|||||||
@ -6,9 +6,12 @@
|
|||||||
#include "render/OpenGlExtensions.h"
|
#include "render/OpenGlExtensions.h"
|
||||||
#endif
|
#endif
|
||||||
#include <Eigen/Dense>
|
#include <Eigen/Dense>
|
||||||
|
#include "network/ClientState.h"
|
||||||
|
|
||||||
namespace ZL {
|
namespace ZL {
|
||||||
|
|
||||||
|
constexpr float DEFAULT_ZOOM = 36.f;
|
||||||
|
|
||||||
class Environment {
|
class Environment {
|
||||||
public:
|
public:
|
||||||
static int windowHeaderHeight;
|
static int windowHeaderHeight;
|
||||||
@ -16,14 +19,6 @@ public:
|
|||||||
static int height;
|
static int height;
|
||||||
static float zoom;
|
static float zoom;
|
||||||
|
|
||||||
static bool leftPressed;
|
|
||||||
static bool rightPressed;
|
|
||||||
static bool upPressed;
|
|
||||||
static bool downPressed;
|
|
||||||
|
|
||||||
static bool settings_inverseVertical;
|
|
||||||
|
|
||||||
static Eigen::Matrix3f shipMatrix;
|
|
||||||
static Eigen::Matrix3f inverseShipMatrix;
|
static Eigen::Matrix3f inverseShipMatrix;
|
||||||
|
|
||||||
static SDL_Window* window;
|
static SDL_Window* window;
|
||||||
@ -31,13 +26,11 @@ public:
|
|||||||
static bool showMouse;
|
static bool showMouse;
|
||||||
static bool exitGameLoop;
|
static bool exitGameLoop;
|
||||||
|
|
||||||
|
|
||||||
static bool tapDownHold;
|
static bool tapDownHold;
|
||||||
static Eigen::Vector2f tapDownStartPos;
|
static Eigen::Vector2f tapDownStartPos;
|
||||||
static Eigen::Vector2f tapDownCurrentPos;
|
static Eigen::Vector2f tapDownCurrentPos;
|
||||||
|
|
||||||
static Eigen::Vector3f shipPosition;
|
static ClientState shipState;
|
||||||
static float shipVelocity;
|
|
||||||
|
|
||||||
static const float CONST_Z_NEAR;
|
static const float CONST_Z_NEAR;
|
||||||
static const float CONST_Z_FAR;
|
static const float CONST_Z_FAR;
|
||||||
|
|||||||
393
src/Game.cpp
393
src/Game.cpp
@ -14,6 +14,12 @@
|
|||||||
#include <android/log.h>
|
#include <android/log.h>
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
#ifdef NETWORK
|
||||||
|
#include "network/WebSocketClient.h"
|
||||||
|
#else
|
||||||
|
#include "network/LocalClient.h"
|
||||||
|
#endif
|
||||||
|
|
||||||
namespace ZL
|
namespace ZL
|
||||||
{
|
{
|
||||||
#ifdef EMSCRIPTEN
|
#ifdef EMSCRIPTEN
|
||||||
@ -134,33 +140,6 @@ namespace ZL
|
|||||||
ZL::BindOpenGlFunctions();
|
ZL::BindOpenGlFunctions();
|
||||||
ZL::CheckGlError();
|
ZL::CheckGlError();
|
||||||
|
|
||||||
#ifdef __ANDROID__
|
|
||||||
__android_log_print(ANDROID_LOG_INFO, "Game", "Start for Android");
|
|
||||||
|
|
||||||
const char* testFiles[] = {
|
|
||||||
"resources/shaders/default.vertex",
|
|
||||||
"resources/shaders/default_web.fragment",
|
|
||||||
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());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
|
|
||||||
"Step 1xxxxxxx");
|
|
||||||
#endif
|
|
||||||
// Initialize renderer
|
|
||||||
|
|
||||||
|
|
||||||
#ifndef SIMPLIFIED
|
#ifndef SIMPLIFIED
|
||||||
renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", CONST_ZIP_FILE);
|
||||||
@ -173,37 +152,11 @@ namespace ZL
|
|||||||
|
|
||||||
#else
|
#else
|
||||||
renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE);
|
||||||
#ifdef __ANDROID__
|
|
||||||
__android_log_print(ANDROID_LOG_ERROR, "ShaderManager",
|
|
||||||
"Step 2xxxxxxx");
|
|
||||||
#endif
|
|
||||||
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/default_env.vertex", "resources/shaders/default_env_web.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/default_env.vertex", "resources/shaders/default_env_web.fragment", CONST_ZIP_FILE);
|
||||||
#ifdef __ANDROID__
|
|
||||||
__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
|
|
||||||
"Step 2");
|
|
||||||
#endif
|
|
||||||
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
|
||||||
#ifdef __ANDROID__
|
|
||||||
__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
|
|
||||||
"Step 3");
|
|
||||||
#endif
|
|
||||||
|
|
||||||
renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
|
||||||
#ifdef __ANDROID__
|
|
||||||
__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
|
|
||||||
"Step 4");
|
|
||||||
#endif
|
|
||||||
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
|
||||||
#ifdef __ANDROID__
|
|
||||||
__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
|
|
||||||
"Step 5");
|
|
||||||
#endif
|
|
||||||
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
|
renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/default_texture.vertex", "resources/shaders/default_texture_web.fragment", CONST_ZIP_FILE);
|
||||||
#ifdef __ANDROID__
|
|
||||||
__android_log_print(ANDROID_LOG_INFO, "ShaderManager",
|
|
||||||
"Step 1");
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
bool cfgLoaded = sparkEmitter.loadFromJsonFile("resources/config/spark_config.json", renderer, CONST_ZIP_FILE);
|
bool cfgLoaded = sparkEmitter.loadFromJsonFile("resources/config/spark_config.json", renderer, CONST_ZIP_FILE);
|
||||||
@ -284,16 +237,12 @@ namespace ZL
|
|||||||
});
|
});
|
||||||
|
|
||||||
uiManager.setSliderCallback("velocitySlider", [this](const std::string& name, float value) {
|
uiManager.setSliderCallback("velocitySlider", [this](const std::string& name, float value) {
|
||||||
Environment::shipVelocity = value * 1000.f;
|
int newVel = roundf(value * 10);
|
||||||
|
if (newVel != Environment::shipState.selectedVelocity) {
|
||||||
|
newShipVelocity = newVel;
|
||||||
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
/*uiManager.setSliderCallback("musicVolumeSlider", [this](const std::string& name, float value) {
|
|
||||||
std::cerr << "Music volume slider changed to: " << value << std::endl;
|
|
||||||
musicVolume = value;
|
|
||||||
Environment::shipVelocity = musicVolume * 20.0f;
|
|
||||||
});
|
|
||||||
//#endif*/
|
|
||||||
|
|
||||||
cubemapTexture = std::make_shared<Texture>(
|
cubemapTexture = std::make_shared<Texture>(
|
||||||
std::array<TextureDataStruct, 6>{
|
std::array<TextureDataStruct, 6>{
|
||||||
CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
|
CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE),
|
||||||
@ -325,10 +274,6 @@ namespace ZL
|
|||||||
spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix());
|
spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix());
|
||||||
|
|
||||||
spaceshipBase.Move(Vector3f{ 1.2, 0, -5 });
|
spaceshipBase.Move(Vector3f{ 1.2, 0, -5 });
|
||||||
//spaceshipBase.Move(Vector3f{ -0.52998, -13, 0 });
|
|
||||||
//spaceshipBase.Move(Vector3f{ -0.52998, -10, 10 });
|
|
||||||
//spaceshipBase.Move(Vector3f{ -0.52998, 0, 10 });
|
|
||||||
|
|
||||||
|
|
||||||
spaceship.AssignFrom(spaceshipBase);
|
spaceship.AssignFrom(spaceshipBase);
|
||||||
spaceship.RefreshVBO();
|
spaceship.RefreshVBO();
|
||||||
@ -338,16 +283,8 @@ namespace ZL
|
|||||||
boxTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/box/box.png", CONST_ZIP_FILE));
|
boxTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/box/box.png", CONST_ZIP_FILE));
|
||||||
boxBase = LoadFromTextFile02("resources/box/box.txt", CONST_ZIP_FILE);
|
boxBase = LoadFromTextFile02("resources/box/box.txt", CONST_ZIP_FILE);
|
||||||
|
|
||||||
std::cout << "Init step 1 " << std::endl;
|
|
||||||
|
|
||||||
boxCoordsArr = generateRandomBoxCoords(50);
|
boxCoordsArr = generateRandomBoxCoords(50);
|
||||||
|
|
||||||
std::cout << "Init step 2 " << std::endl;
|
|
||||||
|
|
||||||
boxRenderArr.resize(boxCoordsArr.size());
|
boxRenderArr.resize(boxCoordsArr.size());
|
||||||
|
|
||||||
std::cout << "Init step 3x " << std::endl;
|
|
||||||
|
|
||||||
for (int i = 0; i < boxCoordsArr.size(); i++)
|
for (int i = 0; i < boxCoordsArr.size(); i++)
|
||||||
{
|
{
|
||||||
boxRenderArr[i].AssignFrom(boxBase);
|
boxRenderArr[i].AssignFrom(boxBase);
|
||||||
@ -357,25 +294,24 @@ namespace ZL
|
|||||||
|
|
||||||
boxAlive.resize(boxCoordsArr.size(), true);
|
boxAlive.resize(boxCoordsArr.size(), true);
|
||||||
|
|
||||||
std::cout << "Init step 4 " << std::endl;
|
|
||||||
|
|
||||||
if (!cfgLoaded)
|
if (!cfgLoaded)
|
||||||
{
|
{
|
||||||
throw std::runtime_error("Failed to load spark emitter config file!");
|
throw std::runtime_error("Failed to load spark emitter config file!");
|
||||||
}
|
}
|
||||||
std::cout << "Init step 5 " << std::endl;
|
|
||||||
|
|
||||||
renderer.InitOpenGL();
|
renderer.InitOpenGL();
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
std::cout << "Init step 6 " << std::endl;
|
|
||||||
planetObject.init();
|
planetObject.init();
|
||||||
|
|
||||||
std::cout << "Init step 7 " << std::endl;
|
#ifdef NETWORK
|
||||||
//rockTexture = std::make_unique<Texture>(CreateTextureDataFromPng("./resources/rock.png", CONST_ZIP_FILE));
|
networkClient = std::make_unique<WebSocketClient>(taskManager.getIOContext());
|
||||||
|
networkClient->Connect("127.0.0.1", 8080);
|
||||||
std::cout << "Init step 8 " << std::endl;
|
#else
|
||||||
|
networkClient = std::make_unique<LocalClient>();
|
||||||
|
networkClient->Connect("", 0);
|
||||||
|
#endif
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::drawCubemap(float skyPercent)
|
void Game::drawCubemap(float skyPercent)
|
||||||
@ -414,7 +350,7 @@ namespace ZL
|
|||||||
|
|
||||||
// 1. Вектор направления от центра планеты к игроку (в мировых координатах)
|
// 1. Вектор направления от центра планеты к игроку (в мировых координатах)
|
||||||
// Предполагаем, что планета в (0,0,0). Если нет, то (shipPosition - planetCenter)
|
// Предполагаем, что планета в (0,0,0). Если нет, то (shipPosition - planetCenter)
|
||||||
Vector3f playerDirWorld = Environment::shipPosition.normalized();
|
Vector3f playerDirWorld = Environment::shipState.position.normalized();
|
||||||
|
|
||||||
// 2. Направление света в мировом пространстве
|
// 2. Направление света в мировом пространстве
|
||||||
//Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized();
|
//Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized();
|
||||||
@ -526,7 +462,7 @@ namespace ZL
|
|||||||
renderer.LoadIdentity();
|
renderer.LoadIdentity();
|
||||||
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
||||||
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
||||||
renderer.TranslateMatrix(-Environment::shipPosition);
|
renderer.TranslateMatrix(-Environment::shipState.position);
|
||||||
renderer.TranslateMatrix({ 0.f, 0.f, 45000.f });
|
renderer.TranslateMatrix({ 0.f, 0.f, 45000.f });
|
||||||
renderer.TranslateMatrix(boxCoordsArr[i].pos);
|
renderer.TranslateMatrix(boxCoordsArr[i].pos);
|
||||||
renderer.RotateMatrix(boxCoordsArr[i].m);
|
renderer.RotateMatrix(boxCoordsArr[i].m);
|
||||||
@ -584,7 +520,7 @@ namespace ZL
|
|||||||
CheckGlError();
|
CheckGlError();
|
||||||
|
|
||||||
float skyPercent = 0.0;
|
float skyPercent = 0.0;
|
||||||
float distance = planetObject.distanceToPlanetSurface(Environment::shipPosition);
|
float distance = planetObject.distanceToPlanetSurface(Environment::shipState.position);
|
||||||
if (distance > 1500.f)
|
if (distance > 1500.f)
|
||||||
{
|
{
|
||||||
skyPercent = 0.0f;
|
skyPercent = 0.0f;
|
||||||
@ -601,65 +537,179 @@ namespace ZL
|
|||||||
|
|
||||||
drawCubemap(skyPercent);
|
drawCubemap(skyPercent);
|
||||||
planetObject.draw(renderer);
|
planetObject.draw(renderer);
|
||||||
if (planetObject.distanceToPlanetSurface(Environment::shipPosition) > 100.f)
|
if (planetObject.distanceToPlanetSurface(Environment::shipState.position) > 100.f)
|
||||||
{
|
{
|
||||||
glClear(GL_DEPTH_BUFFER_BIT);
|
glClear(GL_DEPTH_BUFFER_BIT);
|
||||||
}
|
}
|
||||||
drawShip();
|
drawShip();
|
||||||
|
drawRemoteShips();
|
||||||
drawBoxes();
|
drawBoxes();
|
||||||
|
|
||||||
drawUI();
|
drawUI();
|
||||||
CheckGlError();
|
CheckGlError();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Game::drawRemoteShips() {
|
||||||
|
// Используем те же константы имен для шейдеров, что и в drawShip
|
||||||
|
static const std::string defaultShaderName = "default";
|
||||||
|
static const std::string vPositionName = "vPosition";
|
||||||
|
static const std::string vTexCoordName = "vTexCoord";
|
||||||
|
static const std::string textureUniformName = "Texture";
|
||||||
|
|
||||||
|
// Активируем шейдер и текстуру (предполагаем, что меш у всех одинаковый)
|
||||||
|
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),
|
||||||
|
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
|
||||||
|
|
||||||
|
// Биндим текстуру корабля один раз для всех удаленных игроков (оптимизация батчинга)
|
||||||
|
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
|
||||||
|
|
||||||
|
auto now = std::chrono::system_clock::now();
|
||||||
|
|
||||||
|
//Apply server delay:
|
||||||
|
now -= std::chrono::milliseconds(CLIENT_DELAY);
|
||||||
|
|
||||||
|
latestRemotePlayers = networkClient->getRemotePlayers();
|
||||||
|
|
||||||
|
// Итерируемся по актуальным данным из extrapolateRemotePlayers
|
||||||
|
for (auto const& [id, remotePlayer] : latestRemotePlayers) {
|
||||||
|
|
||||||
|
if (!remotePlayer.canFetchClientStateAtTime(now))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
ClientState playerState = remotePlayer.fetchClientStateAtTime(now);
|
||||||
|
|
||||||
|
|
||||||
|
renderer.PushMatrix();
|
||||||
|
renderer.LoadIdentity();
|
||||||
|
|
||||||
|
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
||||||
|
renderer.TranslateMatrix({ 0, -6.f, 0 }); //Ship camera offset
|
||||||
|
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
||||||
|
renderer.TranslateMatrix(-Environment::shipState.position);
|
||||||
|
|
||||||
|
|
||||||
|
Eigen::Vector3f relativePos = playerState.position;// -Environment::shipPosition;
|
||||||
|
renderer.TranslateMatrix(relativePos);
|
||||||
|
|
||||||
|
// 3. Поворот врага
|
||||||
|
renderer.RotateMatrix(playerState.rotation);
|
||||||
|
|
||||||
|
renderer.DrawVertexRenderStruct(spaceship);
|
||||||
|
renderer.PopMatrix();
|
||||||
|
}
|
||||||
|
|
||||||
|
renderer.PopProjectionMatrix();
|
||||||
|
renderer.DisableVertexAttribArray(vPositionName);
|
||||||
|
renderer.DisableVertexAttribArray(vTexCoordName);
|
||||||
|
renderer.shaderManager.PopShader();
|
||||||
|
|
||||||
|
CheckGlError();
|
||||||
|
}
|
||||||
|
|
||||||
void Game::processTickCount() {
|
void Game::processTickCount() {
|
||||||
|
|
||||||
if (lastTickCount == 0) {
|
if (lastTickCount == 0) {
|
||||||
lastTickCount = SDL_GetTicks64();
|
//lastTickCount = SDL_GetTicks64();
|
||||||
|
lastTickCount = std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||||
|
std::chrono::system_clock::now().time_since_epoch()
|
||||||
|
).count();
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
newTickCount = SDL_GetTicks64();
|
//newTickCount = SDL_GetTicks64();
|
||||||
|
newTickCount = std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||||
|
std::chrono::system_clock::now().time_since_epoch()
|
||||||
|
).count();
|
||||||
|
|
||||||
if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
|
if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) {
|
||||||
size_t delta = (newTickCount - lastTickCount > CONST_MAX_TIME_INTERVAL) ?
|
|
||||||
CONST_MAX_TIME_INTERVAL : newTickCount - lastTickCount;
|
size_t delta = newTickCount - lastTickCount;
|
||||||
|
if (delta > CONST_MAX_TIME_INTERVAL)
|
||||||
|
{
|
||||||
|
throw std::runtime_error("Synchronization is lost");
|
||||||
|
}
|
||||||
|
|
||||||
|
auto now_ms = newTickCount;
|
||||||
|
|
||||||
sparkEmitter.update(static_cast<float>(delta));
|
sparkEmitter.update(static_cast<float>(delta));
|
||||||
planetObject.update(static_cast<float>(delta));
|
planetObject.update(static_cast<float>(delta));
|
||||||
|
|
||||||
if (Environment::tapDownHold) {
|
static float pingTimer = 0.0f;
|
||||||
|
pingTimer += delta;
|
||||||
|
if (pingTimer >= 1000.0f) {
|
||||||
|
std::string pingMsg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
|
||||||
|
|
||||||
|
networkClient->Send(pingMsg);
|
||||||
|
std::cout << "Sending: " << pingMsg << std::endl;
|
||||||
|
pingTimer = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
//Handle input:
|
||||||
|
|
||||||
|
if (newShipVelocity != Environment::shipState.selectedVelocity)
|
||||||
|
{
|
||||||
|
Environment::shipState.selectedVelocity = newShipVelocity;
|
||||||
|
|
||||||
|
std::string msg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
|
||||||
|
networkClient->Send(msg);
|
||||||
|
}
|
||||||
|
|
||||||
|
float discreteMag;
|
||||||
|
int discreteAngle;
|
||||||
|
|
||||||
|
if (Environment::tapDownHold) {
|
||||||
float diffx = Environment::tapDownCurrentPos(0) - Environment::tapDownStartPos(0);
|
float diffx = Environment::tapDownCurrentPos(0) - Environment::tapDownStartPos(0);
|
||||||
float diffy = Environment::tapDownCurrentPos(1) - Environment::tapDownStartPos(1);
|
float diffy = Environment::tapDownCurrentPos(1) - Environment::tapDownStartPos(1);
|
||||||
|
|
||||||
if (abs(diffy) > 5.0 || abs(diffx) > 5.0) //threshold
|
float rawMag = sqrtf(diffx * diffx + diffy * diffy);
|
||||||
|
float maxRadius = 200.0f; // Максимальный вынос джойстика
|
||||||
|
|
||||||
|
if (rawMag > 10.0f) { // Мертвая зона
|
||||||
|
// 1. Дискретизируем отклонение (0.0 - 1.0 с шагом 0.1)
|
||||||
|
float normalizedMag = min(rawMag / maxRadius, 1.0f);
|
||||||
|
discreteMag = std::round(normalizedMag * 10.0f) / 10.0f;
|
||||||
|
|
||||||
|
// 2. Дискретизируем угол (0-359 градусов)
|
||||||
|
// atan2 возвращает радианы, переводим в градусы
|
||||||
|
float radians = atan2f(diffy, diffx);
|
||||||
|
discreteAngle = static_cast<int>(radians * 180.0f / M_PI);
|
||||||
|
if (discreteAngle < 0) discreteAngle += 360;
|
||||||
|
|
||||||
|
}
|
||||||
|
else
|
||||||
{
|
{
|
||||||
|
discreteAngle = -1;
|
||||||
float rotationPower = sqrtf(diffx * diffx + diffy * diffy);
|
discreteMag = 0.0f;
|
||||||
float deltaAlpha = rotationPower * delta * static_cast<float>(M_PI) / 500000.f;
|
|
||||||
|
|
||||||
Eigen::Vector3f rotationDirection(diffy, diffx, 0.0f);
|
|
||||||
rotationDirection.normalize(); // Eigen-way нормализация
|
|
||||||
|
|
||||||
// Создаем кватернион через AngleAxis
|
|
||||||
// Конструктор принимает (угол_в_радианах, ось_вращения)
|
|
||||||
Eigen::Quaternionf rotateQuat(Eigen::AngleAxisf(deltaAlpha, rotationDirection));
|
|
||||||
|
|
||||||
Matrix3f rotateMat = rotateQuat.toRotationMatrix();
|
|
||||||
|
|
||||||
Environment::shipMatrix = Environment::shipMatrix * rotateMat;
|
|
||||||
Environment::inverseShipMatrix = Environment::shipMatrix.inverse();
|
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
else
|
||||||
if (fabs(Environment::shipVelocity) > 0.01f)
|
|
||||||
{
|
{
|
||||||
Vector3f velocityDirection = { 0,0, -Environment::shipVelocity * delta / 1000.f };
|
discreteAngle = -1;
|
||||||
Vector3f velocityDirectionAdjusted = Environment::shipMatrix * velocityDirection;
|
discreteMag = 0.0f;
|
||||||
Environment::shipPosition = Environment::shipPosition + velocityDirectionAdjusted;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
if (discreteAngle != Environment::shipState.discreteAngle || discreteMag != Environment::shipState.discreteMag) {
|
||||||
|
Environment::shipState.discreteAngle = discreteAngle;
|
||||||
|
Environment::shipState.discreteMag = discreteMag;
|
||||||
|
|
||||||
|
std::string msg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
|
||||||
|
networkClient->Send(msg);
|
||||||
|
std::cout << "Sending: " << msg << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
Environment::shipState.simulate_physics(delta);
|
||||||
|
Environment::inverseShipMatrix = Environment::shipState.rotation.inverse();
|
||||||
|
|
||||||
for (auto& p : projectiles) {
|
for (auto& p : projectiles) {
|
||||||
if (p && p->isActive()) {
|
if (p && p->isActive()) {
|
||||||
p->update(static_cast<float>(delta), renderer);
|
p->update(static_cast<float>(delta), renderer);
|
||||||
@ -670,7 +720,7 @@ namespace ZL
|
|||||||
for (const auto& p : projectiles) {
|
for (const auto& p : projectiles) {
|
||||||
if (p && p->isActive()) {
|
if (p && p->isActive()) {
|
||||||
Vector3f worldPos = p->getPosition();
|
Vector3f worldPos = p->getPosition();
|
||||||
Vector3f rel = worldPos - Environment::shipPosition;
|
Vector3f rel = worldPos - Environment::shipState.position;
|
||||||
Vector3f camPos = Environment::inverseShipMatrix * rel;
|
Vector3f camPos = Environment::inverseShipMatrix * rel;
|
||||||
projCameraPoints.push_back(camPos);
|
projCameraPoints.push_back(camPos);
|
||||||
}
|
}
|
||||||
@ -705,15 +755,16 @@ namespace ZL
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (shipAlive) {
|
if (shipAlive) {
|
||||||
float distToSurface = planetObject.distanceToPlanetSurface(Environment::shipPosition);
|
float distToSurface = planetObject.distanceToPlanetSurface(Environment::shipState.position);
|
||||||
if (distToSurface <= 0.0f) {
|
if (distToSurface <= 0.0f) {
|
||||||
Vector3f dir = (Environment::shipPosition - PlanetData::PLANET_CENTER_OFFSET).normalized();
|
|
||||||
|
Vector3f dir = (Environment::shipState.position - PlanetData::PLANET_CENTER_OFFSET).normalized();
|
||||||
Vector3f collisionPoint = PlanetData::PLANET_CENTER_OFFSET + dir * PlanetData::PLANET_RADIUS;
|
Vector3f collisionPoint = PlanetData::PLANET_CENTER_OFFSET + dir * PlanetData::PLANET_RADIUS;
|
||||||
Environment::shipPosition = PlanetData::PLANET_CENTER_OFFSET + dir * (PlanetData::PLANET_RADIUS + shipCollisionRadius + 0.1f);
|
Environment::shipState.position = PlanetData::PLANET_CENTER_OFFSET + dir * (PlanetData::PLANET_RADIUS + shipCollisionRadius + 0.1f);
|
||||||
|
|
||||||
shipAlive = false;
|
shipAlive = false;
|
||||||
gameOver = true;
|
gameOver = true;
|
||||||
Environment::shipVelocity = 0.0f;
|
Environment::shipState.velocity = 0.0f;
|
||||||
showExplosion = true;
|
showExplosion = true;
|
||||||
|
|
||||||
explosionEmitter.setUseWorldSpace(true);
|
explosionEmitter.setUseWorldSpace(true);
|
||||||
@ -731,12 +782,14 @@ namespace ZL
|
|||||||
this->uiGameOverShown = false;
|
this->uiGameOverShown = false;
|
||||||
this->showExplosion = false;
|
this->showExplosion = false;
|
||||||
this->explosionEmitter.setEmissionPoints(std::vector<Vector3f>());
|
this->explosionEmitter.setEmissionPoints(std::vector<Vector3f>());
|
||||||
Environment::shipPosition = Vector3f{ 0, 0, 45000.f };
|
|
||||||
Environment::shipVelocity = 0.0f;
|
Environment::shipState.position = Vector3f{ 0, 0, 45000.f };
|
||||||
Environment::shipMatrix = Eigen::Matrix3f::Identity();
|
Environment::shipState.velocity = 0.0f;
|
||||||
|
Environment::shipState.rotation = Eigen::Matrix3f::Identity();
|
||||||
Environment::inverseShipMatrix = Eigen::Matrix3f::Identity();
|
Environment::inverseShipMatrix = Eigen::Matrix3f::Identity();
|
||||||
Environment::zoom = 18.f;
|
Environment::zoom = DEFAULT_ZOOM;
|
||||||
Environment::tapDownHold = false;
|
Environment::tapDownHold = false;
|
||||||
|
|
||||||
uiManager.popMenu();
|
uiManager.popMenu();
|
||||||
std::cerr << "Game restarted\n";
|
std::cerr << "Game restarted\n";
|
||||||
});
|
});
|
||||||
@ -772,7 +825,7 @@ namespace ZL
|
|||||||
for (const auto& inst : instances) {
|
for (const auto& inst : instances) {
|
||||||
|
|
||||||
Vector3f stoneWorld = inst.position;
|
Vector3f stoneWorld = inst.position;
|
||||||
Vector3f diff = Environment::shipPosition - stoneWorld;
|
Vector3f diff = Environment::shipState.position - stoneWorld;
|
||||||
|
|
||||||
float maxScale = (std::max)({ inst.scale(0), inst.scale(1), inst.scale(2) });
|
float maxScale = (std::max)({ inst.scale(0), inst.scale(1), inst.scale(2) });
|
||||||
float stoneRadius = StoneParams::BASE_SCALE * maxScale * 0.9f;
|
float stoneRadius = StoneParams::BASE_SCALE * maxScale * 0.9f;
|
||||||
@ -791,17 +844,17 @@ namespace ZL
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (stoneCollided) {
|
if (stoneCollided) {
|
||||||
Vector3f away = (Environment::shipPosition - collidedStonePos);
|
Vector3f away = (Environment::shipState.position - collidedStonePos);
|
||||||
if (away.squaredNorm() <= 1e-6f) {
|
if (away.squaredNorm() <= 1e-6f) {
|
||||||
away = Vector3f{ 0.0f, 1.0f, 0.0f };
|
away = Vector3f{ 0.0f, 1.0f, 0.0f };
|
||||||
}
|
}
|
||||||
away.normalize();
|
away.normalize();
|
||||||
|
|
||||||
Environment::shipPosition = collidedStonePos + away * (collidedStoneRadius + shipCollisionRadius + 0.1f);
|
Environment::shipState.position = collidedStonePos + away * (collidedStoneRadius + shipCollisionRadius + 0.1f);
|
||||||
|
|
||||||
shipAlive = false;
|
shipAlive = false;
|
||||||
gameOver = true;
|
gameOver = true;
|
||||||
Environment::shipVelocity = 0.0f;
|
Environment::shipState.velocity = 0.0f;
|
||||||
showExplosion = true;
|
showExplosion = true;
|
||||||
|
|
||||||
explosionEmitter.setUseWorldSpace(true);
|
explosionEmitter.setUseWorldSpace(true);
|
||||||
@ -833,11 +886,11 @@ namespace ZL
|
|||||||
this->uiGameOverShown = false;
|
this->uiGameOverShown = false;
|
||||||
this->showExplosion = false;
|
this->showExplosion = false;
|
||||||
this->explosionEmitter.setEmissionPoints(std::vector<Vector3f>());
|
this->explosionEmitter.setEmissionPoints(std::vector<Vector3f>());
|
||||||
Environment::shipPosition = Vector3f{ 0, 0, 45000.f };
|
Environment::shipState.position = Vector3f{ 0, 0, 45000.f };
|
||||||
Environment::shipVelocity = 0.0f;
|
Environment::shipState.velocity = 0.0f;
|
||||||
Environment::shipMatrix = Eigen::Matrix3f::Identity();
|
Environment::shipState.rotation = Eigen::Matrix3f::Identity();
|
||||||
Environment::inverseShipMatrix = Eigen::Matrix3f::Identity();
|
Environment::inverseShipMatrix = Eigen::Matrix3f::Identity();
|
||||||
Environment::zoom = 18.f;
|
Environment::zoom = DEFAULT_ZOOM;
|
||||||
Environment::tapDownHold = false;
|
Environment::tapDownHold = false;
|
||||||
uiManager.popMenu();
|
uiManager.popMenu();
|
||||||
std::cerr << "Game restarted\n";
|
std::cerr << "Game restarted\n";
|
||||||
@ -860,7 +913,7 @@ namespace ZL
|
|||||||
for (int i = 0; i < boxCoordsArr.size(); ++i) {
|
for (int i = 0; i < boxCoordsArr.size(); ++i) {
|
||||||
if (!boxAlive[i]) continue;
|
if (!boxAlive[i]) continue;
|
||||||
Vector3f boxWorld = boxCoordsArr[i].pos + Vector3f{ 0.0f, 0.0f, 45000.0f };
|
Vector3f boxWorld = boxCoordsArr[i].pos + Vector3f{ 0.0f, 0.0f, 45000.0f };
|
||||||
Vector3f diff = Environment::shipPosition - boxWorld;
|
Vector3f diff = Environment::shipState.position - boxWorld;
|
||||||
float thresh = shipCollisionRadius + boxCollisionRadius;
|
float thresh = shipCollisionRadius + boxCollisionRadius;
|
||||||
if (diff.squaredNorm() <= thresh * thresh) {
|
if (diff.squaredNorm() <= thresh * thresh) {
|
||||||
boxAlive[i] = false;
|
boxAlive[i] = false;
|
||||||
@ -871,7 +924,7 @@ namespace ZL
|
|||||||
boxRenderArr[i].texCoordVBO.reset();
|
boxRenderArr[i].texCoordVBO.reset();
|
||||||
showExplosion = true;
|
showExplosion = true;
|
||||||
|
|
||||||
Vector3f rel = boxWorld - Environment::shipPosition;
|
Vector3f rel = boxWorld - Environment::shipState.position;
|
||||||
Vector3f camPos = Environment::inverseShipMatrix * rel;
|
Vector3f camPos = Environment::inverseShipMatrix * rel;
|
||||||
explosionEmitter.setUseWorldSpace(true);
|
explosionEmitter.setUseWorldSpace(true);
|
||||||
explosionEmitter.setEmissionPoints(std::vector<Vector3f>{ boxWorld });
|
explosionEmitter.setEmissionPoints(std::vector<Vector3f>{ boxWorld });
|
||||||
@ -886,7 +939,7 @@ namespace ZL
|
|||||||
for (auto& p : projectiles) {
|
for (auto& p : projectiles) {
|
||||||
if (!p || !p->isActive()) continue;
|
if (!p || !p->isActive()) continue;
|
||||||
Vector3f ppos = p->getPosition();
|
Vector3f ppos = p->getPosition();
|
||||||
Vector3f projInBoxSpace = Environment::inverseShipMatrix * (ppos - Environment::shipPosition);
|
Vector3f projInBoxSpace = Environment::inverseShipMatrix * (ppos - Environment::shipState.position);
|
||||||
for (int i = 0; i < boxCoordsArr.size(); ++i) {
|
for (int i = 0; i < boxCoordsArr.size(); ++i) {
|
||||||
if (!boxAlive[i]) continue;
|
if (!boxAlive[i]) continue;
|
||||||
Vector3f boxWorld = boxCoordsArr[i].pos + Vector3f{ 0.0f, 6.0f, 45000.0f };
|
Vector3f boxWorld = boxCoordsArr[i].pos + Vector3f{ 0.0f, 6.0f, 45000.0f };
|
||||||
@ -913,7 +966,6 @@ namespace ZL
|
|||||||
}
|
}
|
||||||
|
|
||||||
uiManager.update(static_cast<float>(delta));
|
uiManager.update(static_cast<float>(delta));
|
||||||
//#endif
|
|
||||||
lastTickCount = newTickCount;
|
lastTickCount = newTickCount;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -929,11 +981,11 @@ namespace ZL
|
|||||||
const float size = 0.5f;
|
const float size = 0.5f;
|
||||||
|
|
||||||
Vector3f localForward = { 0,0,-1 };
|
Vector3f localForward = { 0,0,-1 };
|
||||||
Vector3f worldForward = (Environment::shipMatrix * localForward).normalized();
|
Vector3f worldForward = (Environment::shipState.rotation * localForward).normalized();
|
||||||
|
|
||||||
for (const auto& lo : localOffsets) {
|
for (const auto& lo : localOffsets) {
|
||||||
Vector3f worldPos = Environment::shipPosition + Environment::shipMatrix * lo;
|
Vector3f worldPos = Environment::shipState.position + Environment::shipState.rotation * lo;
|
||||||
Vector3f worldVel = worldForward * (projectileSpeed + Environment::shipVelocity);
|
Vector3f worldVel = worldForward * (projectileSpeed + Environment::shipState.velocity);
|
||||||
|
|
||||||
for (auto& p : projectiles) {
|
for (auto& p : projectiles) {
|
||||||
if (!p->isActive()) {
|
if (!p->isActive()) {
|
||||||
@ -992,31 +1044,6 @@ namespace ZL
|
|||||||
if (event.type == SDL_MOUSEBUTTONDOWN) {
|
if (event.type == SDL_MOUSEBUTTONDOWN) {
|
||||||
int mx = event.button.x;
|
int mx = event.button.x;
|
||||||
int my = event.button.y;
|
int my = event.button.y;
|
||||||
|
|
||||||
uiManager.onMouseDown(mx, my);
|
|
||||||
|
|
||||||
bool uiHandled = false;
|
|
||||||
|
|
||||||
for (const auto& button : uiManager.findButton("") ? std::vector<std::shared_ptr<UiButton>>{} : std::vector<std::shared_ptr<UiButton>>{}) {
|
|
||||||
(void)button;
|
|
||||||
}
|
|
||||||
|
|
||||||
auto pressedSlider = [&]() -> std::shared_ptr<UiSlider> {
|
|
||||||
for (const auto& slider : uiManager.findSlider("") ? std::vector<std::shared_ptr<UiSlider>>{} : std::vector<std::shared_ptr<UiSlider>>{}) {
|
|
||||||
(void)slider;
|
|
||||||
}
|
|
||||||
return nullptr;
|
|
||||||
}();
|
|
||||||
|
|
||||||
if (!uiManager.isUiInteraction()) {
|
|
||||||
Environment::tapDownHold = true;
|
|
||||||
|
|
||||||
Environment::tapDownStartPos(0) = mx;
|
|
||||||
Environment::tapDownStartPos(1) = my;
|
|
||||||
|
|
||||||
Environment::tapDownCurrentPos(0) = mx;
|
|
||||||
Environment::tapDownCurrentPos(1) = my;
|
|
||||||
}
|
|
||||||
handleDown(mx, my);
|
handleDown(mx, my);
|
||||||
}
|
}
|
||||||
if (event.type == SDL_MOUSEBUTTONUP) {
|
if (event.type == SDL_MOUSEBUTTONUP) {
|
||||||
@ -1032,6 +1059,7 @@ namespace ZL
|
|||||||
handleMotion(mx, my);
|
handleMotion(mx, my);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
/*
|
||||||
if (event.type == SDL_MOUSEWHEEL) {
|
if (event.type == SDL_MOUSEWHEEL) {
|
||||||
static const float zoomstep = 2.0f;
|
static const float zoomstep = 2.0f;
|
||||||
if (event.wheel.y > 0) {
|
if (event.wheel.y > 0) {
|
||||||
@ -1048,27 +1076,14 @@ namespace ZL
|
|||||||
{
|
{
|
||||||
if (event.key.keysym.sym == SDLK_i)
|
if (event.key.keysym.sym == SDLK_i)
|
||||||
{
|
{
|
||||||
Environment::shipVelocity += 500.f;
|
|
||||||
}
|
}
|
||||||
if (event.key.keysym.sym == SDLK_k)
|
}*/
|
||||||
{
|
|
||||||
Environment::shipVelocity -= 500.f;
|
|
||||||
}
|
|
||||||
if (event.key.keysym.sym == SDLK_o)
|
|
||||||
{
|
|
||||||
Environment::shipVelocity += 50.f;
|
|
||||||
//x = x + 2.0;
|
|
||||||
}
|
|
||||||
if (event.key.keysym.sym == SDLK_l)
|
|
||||||
{
|
|
||||||
Environment::shipVelocity -= 50.f;
|
|
||||||
//x = x - 2.0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
#endif
|
#endif
|
||||||
}
|
}
|
||||||
render();
|
render();
|
||||||
mainThreadHandler.processMainThreadTasks();
|
mainThreadHandler.processMainThreadTasks();
|
||||||
|
networkClient->Poll();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::handleDown(int mx, int my)
|
void Game::handleDown(int mx, int my)
|
||||||
@ -1101,6 +1116,7 @@ namespace ZL
|
|||||||
Environment::tapDownCurrentPos(1) = my;
|
Environment::tapDownCurrentPos(1) = my;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::handleUp(int mx, int my)
|
void Game::handleUp(int mx, int my)
|
||||||
{
|
{
|
||||||
int uiX = mx;
|
int uiX = mx;
|
||||||
@ -1126,5 +1142,28 @@ namespace ZL
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
std::string Game::formPingMessageContent()
|
||||||
|
{
|
||||||
|
Eigen::Quaternionf q(Environment::shipMatrix);
|
||||||
|
|
||||||
|
std::string pingMsg = std::to_string(Environment::shipPosition.x()) + ":"
|
||||||
|
+ std::to_string(Environment::shipPosition.y()) + ":"
|
||||||
|
+ std::to_string(Environment::shipPosition.z()) + ":"
|
||||||
|
+ std::to_string(q.w()) + ":"
|
||||||
|
+ std::to_string(q.x()) + ":"
|
||||||
|
+ std::to_string(q.y()) + ":"
|
||||||
|
+ std::to_string(q.z()) + ":"
|
||||||
|
+ std::to_string(Environment::currentAngularVelocity.x()) + ":"
|
||||||
|
+ std::to_string(Environment::currentAngularVelocity.y()) + ":"
|
||||||
|
+ std::to_string(Environment::currentAngularVelocity.z()) + ":"
|
||||||
|
+ std::to_string(Environment::shipVelocity) + ":"
|
||||||
|
+ std::to_string(Environment::shipSelectedVelocity) + ":"
|
||||||
|
+ std::to_string(Environment::lastSentMagnitude) + ":" // Используем те же static переменные из блока ROT
|
||||||
|
+ std::to_string(Environment::lastSentAngle);
|
||||||
|
|
||||||
|
return pingMsg;
|
||||||
|
}*/
|
||||||
|
|
||||||
|
|
||||||
} // namespace ZL
|
} // namespace ZL
|
||||||
|
|||||||
@ -8,6 +8,7 @@
|
|||||||
#include "UiManager.h"
|
#include "UiManager.h"
|
||||||
#include "Projectile.h"
|
#include "Projectile.h"
|
||||||
#include "utils/TaskManager.h"
|
#include "utils/TaskManager.h"
|
||||||
|
#include "network/NetworkInterface.h"
|
||||||
#include <queue>
|
#include <queue>
|
||||||
|
|
||||||
namespace ZL {
|
namespace ZL {
|
||||||
@ -34,6 +35,8 @@ namespace ZL {
|
|||||||
Renderer renderer;
|
Renderer renderer;
|
||||||
TaskManager taskManager;
|
TaskManager taskManager;
|
||||||
MainThreadHandler mainThreadHandler;
|
MainThreadHandler mainThreadHandler;
|
||||||
|
|
||||||
|
std::unique_ptr<INetworkClient> networkClient;
|
||||||
private:
|
private:
|
||||||
void processTickCount();
|
void processTickCount();
|
||||||
void drawScene();
|
void drawScene();
|
||||||
@ -41,7 +44,7 @@ namespace ZL {
|
|||||||
void drawShip();
|
void drawShip();
|
||||||
void drawBoxes();
|
void drawBoxes();
|
||||||
void drawUI();
|
void drawUI();
|
||||||
|
void drawRemoteShips();
|
||||||
void fireProjectiles();
|
void fireProjectiles();
|
||||||
|
|
||||||
void handleDown(int mx, int my);
|
void handleDown(int mx, int my);
|
||||||
@ -59,6 +62,9 @@ namespace ZL {
|
|||||||
std::vector<BoxCoords> boxCoordsArr;
|
std::vector<BoxCoords> boxCoordsArr;
|
||||||
std::vector<VertexRenderStruct> boxRenderArr;
|
std::vector<VertexRenderStruct> boxRenderArr;
|
||||||
|
|
||||||
|
std::unordered_map<int, ClientStateInterval> latestRemotePlayers;
|
||||||
|
|
||||||
|
float newShipVelocity = 0;
|
||||||
|
|
||||||
static const size_t CONST_TIMER_INTERVAL = 10;
|
static const size_t CONST_TIMER_INTERVAL = 10;
|
||||||
static const size_t CONST_MAX_TIME_INTERVAL = 1000;
|
static const size_t CONST_MAX_TIME_INTERVAL = 1000;
|
||||||
|
|||||||
@ -75,7 +75,7 @@ namespace ZL {
|
|||||||
if (particle.active) {
|
if (particle.active) {
|
||||||
Vector3f posCam;
|
Vector3f posCam;
|
||||||
if (useWorldSpace) {
|
if (useWorldSpace) {
|
||||||
Vector3f rel = particle.position - Environment::shipPosition;
|
Vector3f rel = particle.position - Environment::shipState.position;
|
||||||
posCam = Environment::inverseShipMatrix * rel;
|
posCam = Environment::inverseShipMatrix * rel;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
@ -94,7 +94,7 @@ namespace ZL {
|
|||||||
const auto& particle = *particlePtr;
|
const auto& particle = *particlePtr;
|
||||||
Vector3f posCam;
|
Vector3f posCam;
|
||||||
if (useWorldSpace) {
|
if (useWorldSpace) {
|
||||||
Vector3f rel = particle.position - Environment::shipPosition;
|
Vector3f rel = particle.position - Environment::shipState.position;
|
||||||
posCam = Environment::inverseShipMatrix * rel;
|
posCam = Environment::inverseShipMatrix * rel;
|
||||||
}
|
}
|
||||||
else {
|
else {
|
||||||
|
|||||||
224
src/network/ClientState.cpp
Normal file
224
src/network/ClientState.cpp
Normal file
@ -0,0 +1,224 @@
|
|||||||
|
#include "ClientState.h"
|
||||||
|
|
||||||
|
|
||||||
|
void ClientState::simulate_physics(size_t delta) {
|
||||||
|
if (discreteMag > 0.01f)
|
||||||
|
{
|
||||||
|
float rad = static_cast<float>(discreteAngle) * static_cast<float>(M_PI) / 180.0f;
|
||||||
|
|
||||||
|
// Целевая угловая скорость (дискретная сила определяет модуль вектора)
|
||||||
|
// Вектор {cos, sin, 0} дает нам направление отклонения джойстика
|
||||||
|
Eigen::Vector3f targetAngularVelDir(sinf(rad), cosf(rad), 0.0f);
|
||||||
|
Eigen::Vector3f targetAngularVelocity = targetAngularVelDir * discreteMag;
|
||||||
|
|
||||||
|
Eigen::Vector3f diffVel = targetAngularVelocity - currentAngularVelocity;
|
||||||
|
float diffLen = diffVel.norm();
|
||||||
|
|
||||||
|
if (diffLen > 0.0001f) {
|
||||||
|
// Вычисляем, на сколько мы можем изменить скорость в этом кадре
|
||||||
|
float maxChange = ANGULAR_ACCEL * static_cast<float>(delta);
|
||||||
|
|
||||||
|
if (diffLen <= maxChange) {
|
||||||
|
// Если до цели осталось меньше, чем шаг ускорения — просто прыгаем в цель
|
||||||
|
currentAngularVelocity = targetAngularVelocity;
|
||||||
|
}
|
||||||
|
|
||||||
|
else {
|
||||||
|
// Линейно двигаемся в сторону целевого вектора
|
||||||
|
currentAngularVelocity += (diffVel / diffLen) * maxChange;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float currentSpeed = currentAngularVelocity.norm();
|
||||||
|
|
||||||
|
if (currentSpeed > 0.0001f) {
|
||||||
|
float drop = ANGULAR_ACCEL * static_cast<float>(delta);
|
||||||
|
if (currentSpeed <= drop) {
|
||||||
|
currentAngularVelocity = Eigen::Vector3f::Zero();
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
// Уменьшаем модуль вектора, сохраняя направление
|
||||||
|
currentAngularVelocity -= (currentAngularVelocity / currentSpeed) * drop;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
float speedScale = currentAngularVelocity.norm();
|
||||||
|
if (speedScale > 0.0001f) {
|
||||||
|
// Коэффициент чувствительности вращения
|
||||||
|
|
||||||
|
float deltaAlpha = speedScale * static_cast<float>(delta) * ROTATION_SENSITIVITY;
|
||||||
|
|
||||||
|
Eigen::Vector3f axis = currentAngularVelocity.normalized();
|
||||||
|
Eigen::Quaternionf rotateQuat(Eigen::AngleAxisf(deltaAlpha, axis));
|
||||||
|
|
||||||
|
rotation = rotation * rotateQuat.toRotationMatrix();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 4. Линейное изменение линейной скорости
|
||||||
|
float shipDesiredVelocity = selectedVelocity * 100.f;
|
||||||
|
|
||||||
|
if (velocity < shipDesiredVelocity)
|
||||||
|
{
|
||||||
|
velocity += delta * SHIP_ACCEL;
|
||||||
|
if (velocity > shipDesiredVelocity)
|
||||||
|
{
|
||||||
|
velocity = shipDesiredVelocity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (velocity > shipDesiredVelocity)
|
||||||
|
{
|
||||||
|
velocity -= delta * SHIP_ACCEL;
|
||||||
|
if (velocity < shipDesiredVelocity)
|
||||||
|
{
|
||||||
|
velocity = shipDesiredVelocity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (fabs(velocity) > 0.01f)
|
||||||
|
{
|
||||||
|
Eigen::Vector3f velocityDirection = { 0,0, -velocity * delta / 1000.f };
|
||||||
|
Eigen::Vector3f velocityDirectionAdjusted = rotation * velocityDirection;
|
||||||
|
position = position + velocityDirectionAdjusted;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ClientState::apply_lag_compensation(std::chrono::system_clock::time_point nowTime) {
|
||||||
|
|
||||||
|
// 2. Вычисляем задержку
|
||||||
|
long long deltaMs = 0;
|
||||||
|
if (nowTime > lastUpdateServerTime) {
|
||||||
|
deltaMs = std::chrono::duration_cast<std::chrono::milliseconds>(nowTime - lastUpdateServerTime).count();
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3. Защита от слишком больших скачков (Clamp)
|
||||||
|
// Если лаг более 500мс, ограничиваем его, чтобы избежать резких рывков
|
||||||
|
long long final_lag_ms = deltaMs;//min(deltaMs, 500ll);
|
||||||
|
|
||||||
|
if (final_lag_ms > 0) {
|
||||||
|
// Доматываем симуляцию на величину задержки
|
||||||
|
// Мы предполагаем, что за это время параметры управления не менялись
|
||||||
|
simulate_physics(final_lag_ms);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void ClientState::handle_full_sync(const std::vector<std::string>& parts, int startFrom) {
|
||||||
|
// Позиция
|
||||||
|
position = { std::stof(parts[startFrom]), std::stof(parts[startFrom + 1]), std::stof(parts[startFrom + 2]) };
|
||||||
|
|
||||||
|
Eigen::Quaternionf q(
|
||||||
|
std::stof(parts[startFrom + 3]),
|
||||||
|
std::stof(parts[startFrom + 4]),
|
||||||
|
std::stof(parts[startFrom + 5]),
|
||||||
|
std::stof(parts[startFrom + 6]));
|
||||||
|
rotation = q.toRotationMatrix();
|
||||||
|
|
||||||
|
currentAngularVelocity = Eigen::Vector3f{
|
||||||
|
std::stof(parts[startFrom + 7]),
|
||||||
|
std::stof(parts[startFrom + 8]),
|
||||||
|
std::stof(parts[startFrom + 9]) };
|
||||||
|
velocity = std::stof(parts[startFrom + 10]);
|
||||||
|
selectedVelocity = std::stoi(parts[startFrom + 11]);
|
||||||
|
discreteMag = std::stof(parts[startFrom + 12]);
|
||||||
|
discreteAngle = std::stoi(parts[startFrom + 13]);
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string ClientState::formPingMessageContent()
|
||||||
|
{
|
||||||
|
Eigen::Quaternionf q(rotation);
|
||||||
|
|
||||||
|
std::string pingMsg = std::to_string(position.x()) + ":"
|
||||||
|
+ std::to_string(position.y()) + ":"
|
||||||
|
+ std::to_string(position.z()) + ":"
|
||||||
|
+ std::to_string(q.w()) + ":"
|
||||||
|
+ std::to_string(q.x()) + ":"
|
||||||
|
+ std::to_string(q.y()) + ":"
|
||||||
|
+ std::to_string(q.z()) + ":"
|
||||||
|
+ std::to_string(currentAngularVelocity.x()) + ":"
|
||||||
|
+ std::to_string(currentAngularVelocity.y()) + ":"
|
||||||
|
+ std::to_string(currentAngularVelocity.z()) + ":"
|
||||||
|
+ std::to_string(velocity) + ":"
|
||||||
|
+ std::to_string(selectedVelocity) + ":"
|
||||||
|
+ std::to_string(discreteMag) + ":" // Используем те же static переменные из блока ROT
|
||||||
|
+ std::to_string(discreteAngle);
|
||||||
|
|
||||||
|
return pingMsg;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void ClientStateInterval::add_state(const ClientState& state)
|
||||||
|
{
|
||||||
|
auto nowTime = std::chrono::system_clock::now();
|
||||||
|
|
||||||
|
if (timedStates.size() > 0 && timedStates[timedStates.size() - 1].lastUpdateServerTime == state.lastUpdateServerTime)
|
||||||
|
{
|
||||||
|
timedStates[timedStates.size() - 1] = state;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
timedStates.push_back(state);
|
||||||
|
}
|
||||||
|
|
||||||
|
auto cutoff_time = nowTime - std::chrono::milliseconds(CUTOFF_TIME);
|
||||||
|
|
||||||
|
while (timedStates.size() > 0 && timedStates[0].lastUpdateServerTime < cutoff_time)
|
||||||
|
{
|
||||||
|
timedStates.erase(timedStates.begin());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
bool ClientStateInterval::canFetchClientStateAtTime(std::chrono::system_clock::time_point targetTime) const
|
||||||
|
{
|
||||||
|
if (timedStates.empty())
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (timedStates[0].lastUpdateServerTime > targetTime)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
ClientState ClientStateInterval::fetchClientStateAtTime(std::chrono::system_clock::time_point targetTime) const {
|
||||||
|
|
||||||
|
ClientState closestState;
|
||||||
|
|
||||||
|
if (timedStates.empty())
|
||||||
|
{
|
||||||
|
throw std::runtime_error("No timed client states available");
|
||||||
|
return closestState;
|
||||||
|
}
|
||||||
|
if (timedStates[0].lastUpdateServerTime > targetTime)
|
||||||
|
{
|
||||||
|
throw std::runtime_error("Found time but it is in future");
|
||||||
|
return closestState;
|
||||||
|
}
|
||||||
|
if (timedStates.size() == 1)
|
||||||
|
{
|
||||||
|
closestState = timedStates[0];
|
||||||
|
closestState.apply_lag_compensation(targetTime);
|
||||||
|
return closestState;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
for (size_t i = 0; i < timedStates.size() - 1; ++i)
|
||||||
|
{
|
||||||
|
const auto& earlierState = timedStates[i];
|
||||||
|
const auto& laterState = timedStates[i + 1];
|
||||||
|
if (earlierState.lastUpdateServerTime <= targetTime && laterState.lastUpdateServerTime >= targetTime)
|
||||||
|
{
|
||||||
|
closestState = earlierState;
|
||||||
|
closestState.apply_lag_compensation(targetTime);
|
||||||
|
return closestState;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
closestState = timedStates[timedStates.size() - 1];
|
||||||
|
closestState.apply_lag_compensation(targetTime);
|
||||||
|
return closestState;
|
||||||
|
}
|
||||||
52
src/network/ClientState.h
Normal file
52
src/network/ClientState.h
Normal file
@ -0,0 +1,52 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <chrono>
|
||||||
|
#include <Eigen/Dense>
|
||||||
|
#define _USE_MATH_DEFINES
|
||||||
|
#include <math.h>
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
|
||||||
|
using std::min;
|
||||||
|
using std::max;
|
||||||
|
|
||||||
|
constexpr float ANGULAR_ACCEL = 0.005f * 1000.0f;
|
||||||
|
constexpr float SHIP_ACCEL = 1.0f * 1000.0f;
|
||||||
|
constexpr float ROTATION_SENSITIVITY = 0.002f;
|
||||||
|
|
||||||
|
constexpr long long SERVER_DELAY = 0; //ms
|
||||||
|
constexpr long long CLIENT_DELAY = 200; //ms
|
||||||
|
constexpr long long CUTOFF_TIME = 5000; //ms
|
||||||
|
|
||||||
|
struct ClientState {
|
||||||
|
int id = 0;
|
||||||
|
Eigen::Vector3f position = { 0, 0, 45000.0f };
|
||||||
|
Eigen::Matrix3f rotation = Eigen::Matrix3f::Identity();
|
||||||
|
Eigen::Vector3f currentAngularVelocity = Eigen::Vector3f::Zero();
|
||||||
|
float velocity = 0.0f;
|
||||||
|
int selectedVelocity = 0;
|
||||||
|
float discreteMag = 0;
|
||||||
|
int discreteAngle = -1;
|
||||||
|
|
||||||
|
// Для расчета лага
|
||||||
|
std::chrono::system_clock::time_point lastUpdateServerTime;
|
||||||
|
|
||||||
|
void simulate_physics(size_t delta);
|
||||||
|
|
||||||
|
void apply_lag_compensation(std::chrono::system_clock::time_point nowTime);
|
||||||
|
|
||||||
|
void handle_full_sync(const std::vector<std::string>& parts, int startFrom);
|
||||||
|
|
||||||
|
std::string formPingMessageContent();
|
||||||
|
};
|
||||||
|
|
||||||
|
struct ClientStateInterval
|
||||||
|
{
|
||||||
|
std::vector<ClientState> timedStates;
|
||||||
|
|
||||||
|
void add_state(const ClientState& state);
|
||||||
|
|
||||||
|
bool canFetchClientStateAtTime(std::chrono::system_clock::time_point targetTime) const;
|
||||||
|
|
||||||
|
ClientState fetchClientStateAtTime(std::chrono::system_clock::time_point targetTime) const;
|
||||||
|
};
|
||||||
|
|
||||||
18
src/network/LocalClient.cpp
Normal file
18
src/network/LocalClient.cpp
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
#include "LocalClient.h"
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
void LocalClient::Connect(const std::string& host, uint16_t port) {
|
||||||
|
}
|
||||||
|
|
||||||
|
void LocalClient::Poll() {
|
||||||
|
}
|
||||||
|
|
||||||
|
void LocalClient::Send(const std::string& message) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
25
src/network/LocalClient.h
Normal file
25
src/network/LocalClient.h
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
// WebSocketClient.h
|
||||||
|
#include "NetworkInterface.h"
|
||||||
|
#include <queue>
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
class LocalClient : public INetworkClient {
|
||||||
|
private:
|
||||||
|
std::queue<std::string> messageQueue;
|
||||||
|
public:
|
||||||
|
void Connect(const std::string& host, uint16_t port) override;
|
||||||
|
|
||||||
|
void Poll() override;
|
||||||
|
|
||||||
|
void Send(const std::string& message) override;
|
||||||
|
|
||||||
|
bool IsConnected() const override { return true; }
|
||||||
|
int GetClientId() const { return 1; }
|
||||||
|
|
||||||
|
std::unordered_map<int, ClientStateInterval> getRemotePlayers() override {
|
||||||
|
return std::unordered_map<int, ClientStateInterval>();
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
19
src/network/NetworkInterface.h
Normal file
19
src/network/NetworkInterface.h
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <string>
|
||||||
|
#include <unordered_map>
|
||||||
|
#include <vector>
|
||||||
|
#include "ClientState.h"
|
||||||
|
|
||||||
|
// NetworkInterface.h - »нтерфейс дл¤ разных типов соединений
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
class INetworkClient {
|
||||||
|
public:
|
||||||
|
virtual ~INetworkClient() = default;
|
||||||
|
virtual void Connect(const std::string& host, uint16_t port) = 0;
|
||||||
|
virtual void Send(const std::string& message) = 0;
|
||||||
|
virtual bool IsConnected() const = 0;
|
||||||
|
virtual void Poll() = 0; // ƒл¤ обработки вход¤щих пакетов
|
||||||
|
virtual std::unordered_map<int, ClientStateInterval> getRemotePlayers() = 0;
|
||||||
|
};
|
||||||
|
}
|
||||||
175
src/network/WebSocketClient.cpp
Normal file
175
src/network/WebSocketClient.cpp
Normal file
@ -0,0 +1,175 @@
|
|||||||
|
#ifdef NETWORK
|
||||||
|
|
||||||
|
#include "WebSocketClient.h"
|
||||||
|
#include <iostream>
|
||||||
|
#include <SDL2/SDL.h>
|
||||||
|
|
||||||
|
// Вспомогательный split
|
||||||
|
std::vector<std::string> split(const std::string& s, char delimiter) {
|
||||||
|
std::vector<std::string> tokens;
|
||||||
|
std::string token;
|
||||||
|
std::istringstream tokenStream(s);
|
||||||
|
while (std::getline(tokenStream, token, delimiter)) {
|
||||||
|
tokens.push_back(token);
|
||||||
|
}
|
||||||
|
return tokens;
|
||||||
|
}
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
void WebSocketClient::Connect(const std::string& host, uint16_t port) {
|
||||||
|
try {
|
||||||
|
boost::asio::ip::tcp::resolver resolver(ioc_);
|
||||||
|
auto const results = resolver.resolve(host, std::to_string(port));
|
||||||
|
|
||||||
|
ws_ = std::make_unique<boost::beast::websocket::stream<boost::beast::tcp_stream>>(ioc_);
|
||||||
|
|
||||||
|
// Выполняем синхронный коннект и handshake для простоты старта
|
||||||
|
boost::beast::get_lowest_layer(*ws_).connect(results);
|
||||||
|
ws_->handshake(host, "/");
|
||||||
|
|
||||||
|
connected = true;
|
||||||
|
|
||||||
|
// Запускаем асинхронное чтение в пуле потоков TaskManager
|
||||||
|
startAsyncRead();
|
||||||
|
|
||||||
|
}
|
||||||
|
catch (std::exception& e) {
|
||||||
|
std::cerr << "Network Error: " << e.what() << std::endl;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void WebSocketClient::startAsyncRead() {
|
||||||
|
ws_->async_read(buffer_, [this](boost::beast::error_code ec, std::size_t bytes) {
|
||||||
|
if (!ec) {
|
||||||
|
std::string msg = boost::beast::buffers_to_string(buffer_.data());
|
||||||
|
buffer_.consume(bytes);
|
||||||
|
processIncomingMessage(msg);
|
||||||
|
startAsyncRead();
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
connected = false;
|
||||||
|
}
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
void WebSocketClient::processIncomingMessage(const std::string& msg) {
|
||||||
|
// Логика парсинга...
|
||||||
|
if (msg.rfind("ID:", 0) == 0) {
|
||||||
|
clientId = std::stoi(msg.substr(3));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Безопасно кладем в очередь для главного потока
|
||||||
|
std::lock_guard<std::mutex> lock(queueMutex);
|
||||||
|
messageQueue.push(msg);
|
||||||
|
}
|
||||||
|
|
||||||
|
void WebSocketClient::Poll() {
|
||||||
|
std::lock_guard<std::mutex> lock(queueMutex);
|
||||||
|
|
||||||
|
while (!messageQueue.empty()) {
|
||||||
|
|
||||||
|
auto nowTime = std::chrono::system_clock::now();
|
||||||
|
|
||||||
|
//Apply server delay:
|
||||||
|
nowTime -= std::chrono::milliseconds(CLIENT_DELAY);
|
||||||
|
|
||||||
|
auto now_ms = std::chrono::duration_cast<std::chrono::milliseconds>(
|
||||||
|
nowTime.time_since_epoch()
|
||||||
|
).count();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
std::string msg = messageQueue.front();
|
||||||
|
messageQueue.pop();
|
||||||
|
|
||||||
|
if (msg.rfind("EVENT:", 0) == 0) {
|
||||||
|
auto parts = split(msg, ':');
|
||||||
|
if (parts.size() < 5) continue; // EVENT:ID:TYPE:TIME:DATA...
|
||||||
|
|
||||||
|
int remoteId = std::stoi(parts[1]);
|
||||||
|
std::string subType = parts[2];
|
||||||
|
uint64_t sentTime = std::stoull(parts[3]);
|
||||||
|
|
||||||
|
ClientState remoteState;
|
||||||
|
remoteState.id = remoteId;
|
||||||
|
|
||||||
|
std::chrono::system_clock::time_point uptime_timepoint{ std::chrono::duration_cast<std::chrono::system_clock::time_point::duration>(std::chrono::milliseconds(sentTime)) };
|
||||||
|
remoteState.lastUpdateServerTime = uptime_timepoint;
|
||||||
|
|
||||||
|
if (subType == "UPD") {
|
||||||
|
int startFrom = 4;
|
||||||
|
remoteState.position = { std::stof(parts[startFrom]), std::stof(parts[startFrom + 1]), std::stof(parts[startFrom + 2]) };
|
||||||
|
Eigen::Quaternionf q(
|
||||||
|
std::stof(parts[startFrom + 3]),
|
||||||
|
std::stof(parts[startFrom + 4]),
|
||||||
|
std::stof(parts[startFrom + 5]),
|
||||||
|
std::stof(parts[startFrom + 6]));
|
||||||
|
remoteState.rotation = q.toRotationMatrix();
|
||||||
|
|
||||||
|
remoteState.currentAngularVelocity = Eigen::Vector3f{
|
||||||
|
std::stof(parts[startFrom + 7]),
|
||||||
|
std::stof(parts[startFrom + 8]),
|
||||||
|
std::stof(parts[startFrom + 9]) };
|
||||||
|
remoteState.velocity = std::stof(parts[startFrom + 10]);
|
||||||
|
remoteState.selectedVelocity = std::stoi(parts[startFrom + 11]);
|
||||||
|
remoteState.discreteMag = std::stof(parts[startFrom + 12]);
|
||||||
|
remoteState.discreteAngle = std::stoi(parts[startFrom + 13]);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
throw std::runtime_error("Unknown EVENT subtype: " + subType);
|
||||||
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
std::lock_guard<std::mutex> pLock(playersMutex);
|
||||||
|
auto& rp = remotePlayers[remoteId];
|
||||||
|
|
||||||
|
rp.add_state(remoteState);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
void WebSocketClient::Send(const std::string& message) {
|
||||||
|
if (!connected) return;
|
||||||
|
|
||||||
|
auto ss = std::make_shared<std::string>(message);
|
||||||
|
|
||||||
|
std::lock_guard<std::mutex> lock(writeMutex_);
|
||||||
|
writeQueue_.push(ss);
|
||||||
|
|
||||||
|
// Если сейчас ничего не записывается, инициируем первую запись
|
||||||
|
if (!isWriting_) {
|
||||||
|
doWrite();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void WebSocketClient::doWrite() {
|
||||||
|
// Эта функция всегда вызывается под мьютексом или из колбэка
|
||||||
|
if (writeQueue_.empty()) {
|
||||||
|
isWriting_ = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
isWriting_ = true;
|
||||||
|
auto message = writeQueue_.front();
|
||||||
|
|
||||||
|
// Захватываем self (shared_from_this), чтобы объект не удалился во время записи
|
||||||
|
ws_->async_write(
|
||||||
|
boost::asio::buffer(*message),
|
||||||
|
[this, message](boost::beast::error_code ec, std::size_t) {
|
||||||
|
if (ec) {
|
||||||
|
connected = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::lock_guard<std::mutex> lock(writeMutex_);
|
||||||
|
writeQueue_.pop(); // Удаляем отправленное сообщение
|
||||||
|
doWrite(); // Проверяем следующее
|
||||||
|
}
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
59
src/network/WebSocketClient.h
Normal file
59
src/network/WebSocketClient.h
Normal file
@ -0,0 +1,59 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#ifdef NETWORK
|
||||||
|
|
||||||
|
// WebSocketClient.h
|
||||||
|
#include "NetworkInterface.h"
|
||||||
|
#include <queue>
|
||||||
|
#include <boost/beast/core.hpp>
|
||||||
|
#include <boost/beast/websocket.hpp>
|
||||||
|
#include <boost/asio/connect.hpp>
|
||||||
|
#include <boost/asio/ip/tcp.hpp>
|
||||||
|
|
||||||
|
namespace ZL {
|
||||||
|
|
||||||
|
class WebSocketClient : public INetworkClient {
|
||||||
|
private:
|
||||||
|
// Переиспользуем io_context из TaskManager
|
||||||
|
boost::asio::io_context& ioc_;
|
||||||
|
|
||||||
|
// Объекты переехали в члены класса
|
||||||
|
std::unique_ptr<boost::beast::websocket::stream<boost::beast::tcp_stream>> ws_;
|
||||||
|
boost::beast::flat_buffer buffer_;
|
||||||
|
|
||||||
|
std::queue<std::string> messageQueue;
|
||||||
|
std::mutex queueMutex; // Защита для messageQueue
|
||||||
|
|
||||||
|
std::queue<std::shared_ptr<std::string>> writeQueue_;
|
||||||
|
bool isWriting_ = false;
|
||||||
|
std::mutex writeMutex_; // Отдельный мьютекс для очереди записи
|
||||||
|
|
||||||
|
bool connected = false;
|
||||||
|
int clientId = -1;
|
||||||
|
|
||||||
|
std::unordered_map<int, ClientStateInterval> remotePlayers;
|
||||||
|
std::mutex playersMutex;
|
||||||
|
|
||||||
|
void startAsyncRead();
|
||||||
|
void processIncomingMessage(const std::string& msg);
|
||||||
|
|
||||||
|
public:
|
||||||
|
explicit WebSocketClient(boost::asio::io_context& ioc) : ioc_(ioc) {}
|
||||||
|
|
||||||
|
void Connect(const std::string& host, uint16_t port) override;
|
||||||
|
|
||||||
|
void Poll() override;
|
||||||
|
|
||||||
|
void Send(const std::string& message) override;
|
||||||
|
void doWrite();
|
||||||
|
|
||||||
|
bool IsConnected() const override { return connected; }
|
||||||
|
int GetClientId() const { return clientId; }
|
||||||
|
|
||||||
|
std::unordered_map<int, ClientStateInterval> getRemotePlayers() override {
|
||||||
|
std::lock_guard<std::mutex> lock(playersMutex);
|
||||||
|
return remotePlayers;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
#endif
|
||||||
@ -1,4 +1,4 @@
|
|||||||
#include "PlanetData.h"
|
#include "PlanetData.h"
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
#include <numeric>
|
#include <numeric>
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
@ -10,13 +10,13 @@ namespace ZL {
|
|||||||
const float PlanetData::PLANET_RADIUS = 20000.f;
|
const float PlanetData::PLANET_RADIUS = 20000.f;
|
||||||
const Vector3f PlanetData::PLANET_CENTER_OFFSET = Vector3f{ 0.f, 0.f, 0.0f };
|
const Vector3f PlanetData::PLANET_CENTER_OFFSET = Vector3f{ 0.f, 0.f, 0.0f };
|
||||||
|
|
||||||
// --- Константы диапазонов (перенесены из PlanetObject.cpp) ---
|
// --- Константы диапазонов (перенесены из PlanetObject.cpp) ---
|
||||||
|
|
||||||
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2) {
|
VertexID generateEdgeID(const VertexID& id1, const VertexID& id2) {
|
||||||
return id1 < id2 ? id1 + "_" + id2 : id2 + "_" + id1;
|
return id1 < id2 ? id1 + "_" + id2 : id2 + "_" + id1;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Вспомогательная функция для проекции (локальная)
|
// Вспомогательная функция для проекции (локальная)
|
||||||
static Vector3f projectPointOnPlane(const Vector3f& P, const Vector3f& A, const Vector3f& B, const Vector3f& C) {
|
static Vector3f projectPointOnPlane(const Vector3f& P, const Vector3f& A, const Vector3f& B, const Vector3f& C) {
|
||||||
Vector3f AB = B + A * (-1.0f);
|
Vector3f AB = B + A * (-1.0f);
|
||||||
Vector3f AC = C + A * (-1.0f);
|
Vector3f AC = C + A * (-1.0f);
|
||||||
@ -138,18 +138,18 @@ namespace ZL {
|
|||||||
|
|
||||||
|
|
||||||
std::vector<int> PlanetData::getBestTriangleUnderCamera(const Vector3f& viewerPosition) {
|
std::vector<int> PlanetData::getBestTriangleUnderCamera(const Vector3f& viewerPosition) {
|
||||||
const LodLevel& finalLod = planetMeshLods[currentLod]; // Работаем с текущим активным LOD
|
const LodLevel& finalLod = planetMeshLods[currentLod]; // Работаем с текущим активным LOD
|
||||||
Vector3f targetDir = (viewerPosition - PLANET_CENTER_OFFSET).normalized();
|
Vector3f targetDir = (viewerPosition - PLANET_CENTER_OFFSET).normalized();
|
||||||
|
|
||||||
int bestTriangle = -1;
|
int bestTriangle = -1;
|
||||||
float maxDot = -1.0f;
|
float maxDot = -1.0f;
|
||||||
|
|
||||||
// Шаг 1: Быстрый поиск ближайшего треугольника по "центроиду"
|
// Шаг 1: Быстрый поиск ближайшего треугольника по "центроиду"
|
||||||
// Чтобы не проверять все, можно проверять каждый N-й или использовать
|
// Чтобы не проверять все, можно проверять каждый N-й или использовать
|
||||||
// предварительно вычисленные центры для LOD0, чтобы сузить круг.
|
// предварительно вычисленные центры для LOD0, чтобы сузить круг.
|
||||||
// Но для надежности пройдемся по массиву (для 5-6 подразделений это быстро)
|
// Но для надежности пройдемся по массиву (для 5-6 подразделений это быстро)
|
||||||
for (int i = 0; i < (int)finalLod.triangles.size(); ++i) {
|
for (int i = 0; i < (int)finalLod.triangles.size(); ++i) {
|
||||||
// Вычисляем примерное направление на треугольник
|
// Вычисляем примерное направление на треугольник
|
||||||
Vector3f triDir = (finalLod.triangles[i].data[0] +
|
Vector3f triDir = (finalLod.triangles[i].data[0] +
|
||||||
finalLod.triangles[i].data[1] +
|
finalLod.triangles[i].data[1] +
|
||||||
finalLod.triangles[i].data[2]).normalized();
|
finalLod.triangles[i].data[2]).normalized();
|
||||||
@ -172,22 +172,22 @@ namespace ZL {
|
|||||||
float currentDist = shipLocal.norm();
|
float currentDist = shipLocal.norm();
|
||||||
Vector3f targetDir = shipLocal.normalized();
|
Vector3f targetDir = shipLocal.normalized();
|
||||||
|
|
||||||
// Желаемый радиус покрытия на поверхности планеты (в метрах/единицах движка)
|
// Желаемый радиус покрытия на поверхности планеты (в метрах/единицах движка)
|
||||||
// Подбери это значение так, чтобы камни вокруг корабля всегда были видны.
|
// Подбери это значение так, чтобы камни вокруг корабля всегда были видны.
|
||||||
const float desiredCoverageRadius = 3000.0f;
|
const float desiredCoverageRadius = 3000.0f;
|
||||||
|
|
||||||
// Вычисляем порог косинуса на основе желаемого радиуса и текущего расстояния.
|
// Вычисляем порог косинуса на основе желаемого радиуса и текущего расстояния.
|
||||||
// Чем мы дальше (currentDist больше), тем меньше должен быть угол отклонения
|
// Чем мы дальше (currentDist больше), тем меньше должен быть угол отклонения
|
||||||
// от нормали, чтобы захватить ту же площадь.
|
// от нормали, чтобы захватить ту же площадь.
|
||||||
float angle = atan2(desiredCoverageRadius, currentDist);
|
float angle = atan2(desiredCoverageRadius, currentDist);
|
||||||
float searchThreshold = cos(angle);
|
float searchThreshold = cos(angle);
|
||||||
|
|
||||||
// Ограничитель, чтобы не захватить всю планету или вообще ничего
|
// Ограничитель, чтобы не захватить всю планету или вообще ничего
|
||||||
searchThreshold = std::clamp(searchThreshold, 0.90f, 0.9999f);
|
searchThreshold = std::clamp(searchThreshold, 0.90f, 0.9999f);
|
||||||
|
|
||||||
std::vector<int> result;
|
std::vector<int> result;
|
||||||
for (int i = 0; i < (int)finalLod.triangles.size(); ++i) {
|
for (int i = 0; i < (int)finalLod.triangles.size(); ++i) {
|
||||||
// Используем центроид (можно кэшировать в LodLevel для скорости)
|
// Используем центроид (можно кэшировать в LodLevel для скорости)
|
||||||
Vector3f triDir = (finalLod.triangles[i].data[0] +
|
Vector3f triDir = (finalLod.triangles[i].data[0] +
|
||||||
finalLod.triangles[i].data[1] +
|
finalLod.triangles[i].data[1] +
|
||||||
finalLod.triangles[i].data[2]).normalized();
|
finalLod.triangles[i].data[2]).normalized();
|
||||||
@ -205,7 +205,7 @@ namespace ZL {
|
|||||||
std::vector<Triangle> output;
|
std::vector<Triangle> output;
|
||||||
|
|
||||||
for (const auto& t : input) {
|
for (const auto& t : input) {
|
||||||
// Вершины и их ID
|
// Вершины и их ID
|
||||||
const Vector3f& a = t.data[0];
|
const Vector3f& a = t.data[0];
|
||||||
const Vector3f& b = t.data[1];
|
const Vector3f& b = t.data[1];
|
||||||
const Vector3f& c = t.data[2];
|
const Vector3f& c = t.data[2];
|
||||||
@ -213,7 +213,7 @@ namespace ZL {
|
|||||||
const VertexID& id_b = t.ids[1];
|
const VertexID& id_b = t.ids[1];
|
||||||
const VertexID& id_c = t.ids[2];
|
const VertexID& id_c = t.ids[2];
|
||||||
|
|
||||||
// 1. Вычисляем середины (координаты)
|
// 1. Вычисляем середины (координаты)
|
||||||
Vector3f m_ab = ((a + b) * 0.5f).normalized();
|
Vector3f m_ab = ((a + b) * 0.5f).normalized();
|
||||||
Vector3f m_bc = ((b + c) * 0.5f).normalized();
|
Vector3f m_bc = ((b + c) * 0.5f).normalized();
|
||||||
Vector3f m_ac = ((a + c) * 0.5f).normalized();
|
Vector3f m_ac = ((a + c) * 0.5f).normalized();
|
||||||
@ -226,12 +226,12 @@ namespace ZL {
|
|||||||
Vector3f pm_bc = m_bc;
|
Vector3f pm_bc = m_bc;
|
||||||
Vector3f pm_ac = m_ac;
|
Vector3f pm_ac = m_ac;
|
||||||
|
|
||||||
// 2. Вычисляем ID новых вершин
|
// 2. Вычисляем ID новых вершин
|
||||||
VertexID id_mab = generateEdgeID(id_a, id_b);
|
VertexID id_mab = generateEdgeID(id_a, id_b);
|
||||||
VertexID id_mbc = generateEdgeID(id_b, id_c);
|
VertexID id_mbc = generateEdgeID(id_b, id_c);
|
||||||
VertexID id_mac = generateEdgeID(id_a, id_c);
|
VertexID id_mac = generateEdgeID(id_a, id_c);
|
||||||
|
|
||||||
// 3. Формируем 4 новых треугольника
|
// 3. Формируем 4 новых треугольника
|
||||||
output.emplace_back(Triangle{ {a, pm_ab, pm_ac}, {id_a, id_mab, id_mac} }); // 0
|
output.emplace_back(Triangle{ {a, pm_ab, pm_ac}, {id_a, id_mab, id_mac} }); // 0
|
||||||
output.emplace_back(Triangle{ {pm_ab, b, pm_bc}, {id_mab, id_b, id_mbc} }); // 1
|
output.emplace_back(Triangle{ {pm_ab, b, pm_bc}, {id_mab, id_b, id_mbc} }); // 1
|
||||||
output.emplace_back(Triangle{ {pm_ac, pm_bc, c}, {id_mac, id_mbc, id_c} }); // 2
|
output.emplace_back(Triangle{ {pm_ac, pm_bc, c}, {id_mac, id_mbc, id_c} }); // 2
|
||||||
@ -282,31 +282,31 @@ namespace ZL {
|
|||||||
Vector2f(1.0f, 0.0f)
|
Vector2f(1.0f, 0.0f)
|
||||||
};
|
};
|
||||||
|
|
||||||
const Vector3f colorPinkish = { 1.0f, 0.8f, 0.82f }; // Слегка розоватый
|
const Vector3f colorPinkish = { 1.0f, 0.8f, 0.82f }; // Слегка розоватый
|
||||||
const Vector3f colorYellowish = { 1.0f, 1.0f, 0.75f }; // Слегка желтоватый
|
const Vector3f colorYellowish = { 1.0f, 1.0f, 0.75f }; // Слегка желтоватый
|
||||||
|
|
||||||
const float colorFrequency = 4.0f; // Масштаб пятен
|
const float colorFrequency = 4.0f; // Масштаб пятен
|
||||||
|
|
||||||
|
|
||||||
for (const auto& t : lod.triangles) {
|
for (const auto& t : lod.triangles) {
|
||||||
// --- Вычисляем локальный базис треугольника (как в GetRotationForTriangle) ---
|
// --- Вычисляем локальный базис треугольника (как в GetRotationForTriangle) ---
|
||||||
Vector3f vA = t.data[0];
|
Vector3f vA = t.data[0];
|
||||||
Vector3f vB = t.data[1];
|
Vector3f vB = t.data[1];
|
||||||
Vector3f vC = t.data[2];
|
Vector3f vC = t.data[2];
|
||||||
|
|
||||||
Vector3f x_axis = (vC - vB).normalized(); // Направление U
|
Vector3f x_axis = (vC - vB).normalized(); // Направление U
|
||||||
|
|
||||||
Vector3f edge1 = vB - vA;
|
Vector3f edge1 = vB - vA;
|
||||||
Vector3f edge2 = vC - vA;
|
Vector3f edge2 = vC - vA;
|
||||||
Vector3f z_axis = edge1.cross(edge2).normalized(); // Нормаль плоскости
|
Vector3f z_axis = edge1.cross(edge2).normalized(); // Нормаль плоскости
|
||||||
|
|
||||||
// Проверка направления нормали наружу (от центра планеты)
|
// Проверка направления нормали наружу (от центра планеты)
|
||||||
Vector3f centerToTri = (vA + vB + vC).normalized();
|
Vector3f centerToTri = (vA + vB + vC).normalized();
|
||||||
if (z_axis.dot(centerToTri) < 0) {
|
if (z_axis.dot(centerToTri) < 0) {
|
||||||
z_axis = z_axis * -1.0f;
|
z_axis = z_axis * -1.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3f y_axis = z_axis.cross(x_axis).normalized(); // Направление V
|
Vector3f y_axis = z_axis.cross(x_axis).normalized(); // Направление V
|
||||||
|
|
||||||
for (int i = 0; i < 3; ++i) {
|
for (int i = 0; i < 3; ++i) {
|
||||||
lod.vertexData.PositionData.push_back(t.data[i]);
|
lod.vertexData.PositionData.push_back(t.data[i]);
|
||||||
@ -315,7 +315,7 @@ namespace ZL {
|
|||||||
lod.vertexData.TangentData.push_back(x_axis);
|
lod.vertexData.TangentData.push_back(x_axis);
|
||||||
lod.vertexData.BinormalData.push_back(y_axis);
|
lod.vertexData.BinormalData.push_back(y_axis);
|
||||||
|
|
||||||
// Используем один шум для выбора между розовым и желтым
|
// Используем один шум для выбора между розовым и желтым
|
||||||
Vector3f dir = t.data[i].normalized();
|
Vector3f dir = t.data[i].normalized();
|
||||||
float blendFactor = colorPerlin.noise(
|
float blendFactor = colorPerlin.noise(
|
||||||
dir(0) * colorFrequency,
|
dir(0) * colorFrequency,
|
||||||
@ -323,10 +323,10 @@ namespace ZL {
|
|||||||
dir(2) * colorFrequency
|
dir(2) * colorFrequency
|
||||||
);
|
);
|
||||||
|
|
||||||
// Приводим шум из диапазона [-1, 1] в [0, 1]
|
// Приводим шум из диапазона [-1, 1] в [0, 1]
|
||||||
blendFactor = blendFactor * 0.5f + 0.5f;
|
blendFactor = blendFactor * 0.5f + 0.5f;
|
||||||
|
|
||||||
// Линейная интерполяция между двумя цветами
|
// Линейная интерполяция между двумя цветами
|
||||||
Vector3f finalColor;
|
Vector3f finalColor;
|
||||||
|
|
||||||
finalColor = colorPinkish + blendFactor * (colorYellowish - colorPinkish);
|
finalColor = colorPinkish + blendFactor * (colorYellowish - colorPinkish);
|
||||||
@ -339,17 +339,17 @@ namespace ZL {
|
|||||||
LodLevel PlanetData::generateSphere(int subdivisions, float noiseCoeff) {
|
LodLevel PlanetData::generateSphere(int subdivisions, float noiseCoeff) {
|
||||||
const float t = (1.0f + std::sqrt(5.0f)) / 2.0f;
|
const float t = (1.0f + std::sqrt(5.0f)) / 2.0f;
|
||||||
|
|
||||||
// 12 базовых вершин икосаэдра
|
// 12 базовых вершин икосаэдра
|
||||||
std::vector<Vector3f> icosaVertices = {
|
std::vector<Vector3f> icosaVertices = {
|
||||||
{-1, t, 0}, { 1, t, 0}, {-1, -t, 0}, { 1, -t, 0},
|
{-1, t, 0}, { 1, t, 0}, {-1, -t, 0}, { 1, -t, 0},
|
||||||
{ 0, -1, t}, { 0, 1, t}, { 0, -1, -t}, { 0, 1, -t},
|
{ 0, -1, t}, { 0, 1, t}, { 0, -1, -t}, { 0, 1, -t},
|
||||||
{ t, 0, -1}, { t, 0, 1}, {-t, 0, -1}, {-t, 0, 1}
|
{ t, 0, -1}, { t, 0, 1}, {-t, 0, -1}, {-t, 0, 1}
|
||||||
};
|
};
|
||||||
|
|
||||||
// Нормализуем вершины
|
// Нормализуем вершины
|
||||||
for (auto& v : icosaVertices) v = v.normalized();
|
for (auto& v : icosaVertices) v = v.normalized();
|
||||||
|
|
||||||
// 20 граней икосаэдра
|
// 20 граней икосаэдра
|
||||||
struct IndexedTri { int v1, v2, v3; };
|
struct IndexedTri { int v1, v2, v3; };
|
||||||
std::vector<IndexedTri> faces = {
|
std::vector<IndexedTri> faces = {
|
||||||
{0, 11, 5}, {0, 5, 1}, {0, 1, 7}, {0, 7, 10}, {0, 10, 11},
|
{0, 11, 5}, {0, 5, 1}, {0, 1, 7}, {0, 7, 10}, {0, 10, 11},
|
||||||
@ -365,7 +365,7 @@ namespace ZL {
|
|||||||
tri.data[1] = icosaVertices[f.v2];
|
tri.data[1] = icosaVertices[f.v2];
|
||||||
tri.data[2] = icosaVertices[f.v3];
|
tri.data[2] = icosaVertices[f.v3];
|
||||||
|
|
||||||
// Генерируем ID для базовых вершин (можно использовать их координаты)
|
// Генерируем ID для базовых вершин (можно использовать их координаты)
|
||||||
for (int i = 0; i < 3; ++i) {
|
for (int i = 0; i < 3; ++i) {
|
||||||
tri.ids[i] = std::to_string(tri.data[i](0)) + "_" +
|
tri.ids[i] = std::to_string(tri.data[i](0)) + "_" +
|
||||||
std::to_string(tri.data[i](1)) + "_" +
|
std::to_string(tri.data[i](1)) + "_" +
|
||||||
@ -374,15 +374,15 @@ namespace ZL {
|
|||||||
geometry.push_back(tri);
|
geometry.push_back(tri);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 3. Разбиваем N раз
|
// 3. Разбиваем N раз
|
||||||
for (int i = 0; i < subdivisions; i++) {
|
for (int i = 0; i < subdivisions; i++) {
|
||||||
geometry = subdivideTriangles(geometry, 0.0f); // Шум пока игнорируем
|
geometry = subdivideTriangles(geometry, 0.0f); // Шум пока игнорируем
|
||||||
}
|
}
|
||||||
|
|
||||||
// 4. Создаем LodLevel и заполняем топологию (v2tMap)
|
// 4. Создаем LodLevel и заполняем топологию (v2tMap)
|
||||||
LodLevel lodLevel = createLodLevel(geometry);
|
LodLevel lodLevel = createLodLevel(geometry);
|
||||||
|
|
||||||
// Пересобираем v2tMap (она критична для релаксации)
|
// Пересобираем v2tMap (она критична для релаксации)
|
||||||
lodLevel.v2tMap.clear();
|
lodLevel.v2tMap.clear();
|
||||||
for (size_t i = 0; i < geometry.size(); ++i) {
|
for (size_t i = 0; i < geometry.size(); ++i) {
|
||||||
for (int j = 0; j < 3; ++j) {
|
for (int j = 0; j < 3; ++j) {
|
||||||
@ -390,12 +390,12 @@ namespace ZL {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 5. Применяем итеративную релаксацию (Lloyd-like)
|
// 5. Применяем итеративную релаксацию (Lloyd-like)
|
||||||
// 5-10 итераций достаточно для отличной сетки
|
// 5-10 итераций достаточно для отличной сетки
|
||||||
applySphericalRelaxation(lodLevel, 8);
|
applySphericalRelaxation(lodLevel, 8);
|
||||||
|
|
||||||
// 6. Накладываем шум и обновляем атрибуты
|
// 6. Накладываем шум и обновляем атрибуты
|
||||||
// ... (твой код наложения шума через Perlin)
|
// ... (твой код наложения шума через Perlin)
|
||||||
|
|
||||||
recalculateMeshAttributes(lodLevel);
|
recalculateMeshAttributes(lodLevel);
|
||||||
return lodLevel;
|
return lodLevel;
|
||||||
@ -410,7 +410,7 @@ namespace ZL {
|
|||||||
for (auto const& [vID, connectedTris] : lod.v2tMap) {
|
for (auto const& [vID, connectedTris] : lod.v2tMap) {
|
||||||
Vector3f centroid(0, 0, 0);
|
Vector3f centroid(0, 0, 0);
|
||||||
|
|
||||||
// Находим среднюю точку среди центров всех соседних треугольников
|
// Находим среднюю точку среди центров всех соседних треугольников
|
||||||
for (int triIdx : connectedTris) {
|
for (int triIdx : connectedTris) {
|
||||||
const auto& tri = lod.triangles[triIdx];
|
const auto& tri = lod.triangles[triIdx];
|
||||||
Vector3f faceCenter = (tri.data[0] + tri.data[1] + tri.data[2]) * (1.0f / 3.0f);
|
Vector3f faceCenter = (tri.data[0] + tri.data[1] + tri.data[2]) * (1.0f / 3.0f);
|
||||||
@ -419,11 +419,11 @@ namespace ZL {
|
|||||||
|
|
||||||
centroid = centroid * (1.0f / (float)connectedTris.size());
|
centroid = centroid * (1.0f / (float)connectedTris.size());
|
||||||
|
|
||||||
// Проецируем обратно на единичную сферу
|
// Проецируем обратно на единичную сферу
|
||||||
newPositions[vID] = centroid.normalized();
|
newPositions[vID] = centroid.normalized();
|
||||||
}
|
}
|
||||||
|
|
||||||
// Синхронизируем данные в треугольниках
|
// Синхронизируем данные в треугольниках
|
||||||
for (auto& tri : lod.triangles) {
|
for (auto& tri : lod.triangles) {
|
||||||
for (int i = 0; i < 3; ++i) {
|
for (int i = 0; i < 3; ++i) {
|
||||||
tri.data[i] = newPositions[tri.ids[i]];
|
tri.data[i] = newPositions[tri.ids[i]];
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "utils/Perlin.h"
|
#include "utils/Perlin.h"
|
||||||
#include "render/Renderer.h"
|
#include "render/Renderer.h"
|
||||||
@ -16,7 +16,7 @@ namespace ZL {
|
|||||||
|
|
||||||
struct Vector3fComparator {
|
struct Vector3fComparator {
|
||||||
bool operator()(const Eigen::Vector3f& a, const Eigen::Vector3f& b) const {
|
bool operator()(const Eigen::Vector3f& a, const Eigen::Vector3f& b) const {
|
||||||
// Лексикографическое сравнение (x, затем y, затем z)
|
// Лексикографическое сравнение (x, затем y, затем z)
|
||||||
if (a.x() != b.x()) return a.x() < b.x();
|
if (a.x() != b.x()) return a.x() < b.x();
|
||||||
if (a.y() != b.y()) return a.y() < b.y();
|
if (a.y() != b.y()) return a.y() < b.y();
|
||||||
return a.z() < b.z();
|
return a.z() < b.z();
|
||||||
@ -87,11 +87,11 @@ namespace ZL {
|
|||||||
std::array<LodLevel, MAX_LOD_LEVELS> planetMeshLods;
|
std::array<LodLevel, MAX_LOD_LEVELS> planetMeshLods;
|
||||||
LodLevel planetAtmosphereLod;
|
LodLevel planetAtmosphereLod;
|
||||||
|
|
||||||
int currentLod; // Логический текущий уровень детализации
|
int currentLod; // Логический текущий уровень детализации
|
||||||
|
|
||||||
//std::map<Vector3f, VertexID, Vector3fComparator> initialVertexMap;
|
//std::map<Vector3f, VertexID, Vector3fComparator> initialVertexMap;
|
||||||
|
|
||||||
// Внутренние методы генерации
|
// Внутренние методы генерации
|
||||||
std::vector<Triangle> subdivideTriangles(const std::vector<Triangle>& inputTriangles, float noiseCoeff);
|
std::vector<Triangle> subdivideTriangles(const std::vector<Triangle>& inputTriangles, float noiseCoeff);
|
||||||
LodLevel createLodLevel(const std::vector<Triangle>& triangles);
|
LodLevel createLodLevel(const std::vector<Triangle>& triangles);
|
||||||
void recalculateMeshAttributes(LodLevel& lod);
|
void recalculateMeshAttributes(LodLevel& lod);
|
||||||
@ -101,17 +101,17 @@ namespace ZL {
|
|||||||
|
|
||||||
void init();
|
void init();
|
||||||
|
|
||||||
// Методы доступа к данным (для рендерера)
|
// Методы доступа к данным (для рендерера)
|
||||||
const LodLevel& getLodLevel(int level) const;
|
const LodLevel& getLodLevel(int level) const;
|
||||||
const LodLevel& getAtmosphereLod() const;
|
const LodLevel& getAtmosphereLod() const;
|
||||||
int getCurrentLodIndex() const;
|
int getCurrentLodIndex() const;
|
||||||
int getMaxLodIndex() const;
|
int getMaxLodIndex() const;
|
||||||
|
|
||||||
// Логика
|
// Логика
|
||||||
std::pair<float, float> calculateZRange(float distanceToSurface);
|
std::pair<float, float> calculateZRange(float distanceToSurface);
|
||||||
float distanceToPlanetSurfaceFast(const Vector3f& viewerPosition);
|
float distanceToPlanetSurfaceFast(const Vector3f& viewerPosition);
|
||||||
|
|
||||||
// Возвращает индексы треугольников, видимых камерой
|
// Возвращает индексы треугольников, видимых камерой
|
||||||
std::vector<int> getBestTriangleUnderCamera(const Vector3f& viewerPosition);
|
std::vector<int> getBestTriangleUnderCamera(const Vector3f& viewerPosition);
|
||||||
std::vector<int> getTrianglesUnderCameraNew2(const Vector3f& viewerPosition);
|
std::vector<int> getTrianglesUnderCameraNew2(const Vector3f& viewerPosition);
|
||||||
|
|
||||||
|
|||||||
@ -101,15 +101,15 @@ namespace ZL {
|
|||||||
|
|
||||||
// 1. Проверка порога движения (оптимизация из текущего кода)
|
// 1. Проверка порога движения (оптимизация из текущего кода)
|
||||||
float movementThreshold = 1.0f;
|
float movementThreshold = 1.0f;
|
||||||
if ((Environment::shipPosition - lastUpdatePos).squaredNorm() < movementThreshold * movementThreshold
|
if ((Environment::shipState.position - lastUpdatePos).squaredNorm() < movementThreshold * movementThreshold
|
||||||
&& !triangleIndicesToDraw.empty()) {
|
&& !triangleIndicesToDraw.empty()) {
|
||||||
//processMainThreadTasks(); // Все равно обрабатываем очередь OpenGL задач
|
//processMainThreadTasks(); // Все равно обрабатываем очередь OpenGL задач
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
lastUpdatePos = Environment::shipPosition;
|
lastUpdatePos = Environment::shipState.position;
|
||||||
|
|
||||||
// 2. Получаем список видимых треугольников
|
// 2. Получаем список видимых треугольников
|
||||||
auto newIndices = planetData.getTrianglesUnderCameraNew2(Environment::shipPosition);
|
auto newIndices = planetData.getTrianglesUnderCameraNew2(Environment::shipState.position);
|
||||||
std::sort(newIndices.begin(), newIndices.end());
|
std::sort(newIndices.begin(), newIndices.end());
|
||||||
|
|
||||||
// 3. Анализируем, что нужно загрузить
|
// 3. Анализируем, что нужно загрузить
|
||||||
@ -305,7 +305,7 @@ namespace ZL {
|
|||||||
renderer.EnableVertexAttribArray(vTexCoordName);
|
renderer.EnableVertexAttribArray(vTexCoordName);
|
||||||
|
|
||||||
|
|
||||||
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipPosition);
|
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
|
||||||
auto zRange = planetData.calculateZRange(dist);
|
auto zRange = planetData.calculateZRange(dist);
|
||||||
const float currentZNear = zRange.first;
|
const float currentZNear = zRange.first;
|
||||||
const float currentZFar = zRange.second;
|
const float currentZFar = zRange.second;
|
||||||
@ -320,7 +320,7 @@ namespace ZL {
|
|||||||
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
||||||
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
||||||
|
|
||||||
renderer.TranslateMatrix(-Environment::shipPosition);
|
renderer.TranslateMatrix(-Environment::shipState.position);
|
||||||
|
|
||||||
const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
|
const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
|
||||||
|
|
||||||
@ -332,7 +332,7 @@ namespace ZL {
|
|||||||
Matrix3f mr = GetRotationForTriangle(tr); // Та же матрица, что и при запекании
|
Matrix3f mr = GetRotationForTriangle(tr); // Та же матрица, что и при запекании
|
||||||
|
|
||||||
// Позиция камеры (корабля) в мире
|
// Позиция камеры (корабля) в мире
|
||||||
renderer.RenderUniform3fv("uViewPos", Environment::shipPosition.data());
|
renderer.RenderUniform3fv("uViewPos", Environment::shipState.position.data());
|
||||||
|
|
||||||
//renderer.RenderUniform1f("uHeightScale", 0.08f);
|
//renderer.RenderUniform1f("uHeightScale", 0.08f);
|
||||||
renderer.RenderUniform1f("uHeightScale", 0.0f);
|
renderer.RenderUniform1f("uHeightScale", 0.0f);
|
||||||
@ -345,7 +345,7 @@ namespace ZL {
|
|||||||
renderer.RenderUniform3fv("uLightDirWorld", sunDirWorld.data());
|
renderer.RenderUniform3fv("uLightDirWorld", sunDirWorld.data());
|
||||||
|
|
||||||
// Направление от центра планеты к игроку для расчета дня/ночи
|
// Направление от центра планеты к игроку для расчета дня/ночи
|
||||||
Vector3f playerDirWorld = Environment::shipPosition.normalized();
|
Vector3f playerDirWorld = Environment::shipState.position.normalized();
|
||||||
renderer.RenderUniform3fv("uPlayerDirWorld", playerDirWorld.data());
|
renderer.RenderUniform3fv("uPlayerDirWorld", playerDirWorld.data());
|
||||||
|
|
||||||
// Тот же фактор освещенности игрока
|
// Тот же фактор освещенности игрока
|
||||||
@ -394,7 +394,7 @@ namespace ZL {
|
|||||||
renderer.EnableVertexAttribArray(vTexCoordName);
|
renderer.EnableVertexAttribArray(vTexCoordName);
|
||||||
|
|
||||||
|
|
||||||
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipPosition);
|
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
|
||||||
auto zRange = planetData.calculateZRange(dist);
|
auto zRange = planetData.calculateZRange(dist);
|
||||||
const float currentZNear = zRange.first;
|
const float currentZNear = zRange.first;
|
||||||
const float currentZFar = zRange.second;
|
const float currentZFar = zRange.second;
|
||||||
@ -409,17 +409,17 @@ namespace ZL {
|
|||||||
renderer.LoadIdentity();
|
renderer.LoadIdentity();
|
||||||
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
||||||
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
||||||
renderer.TranslateMatrix(-Environment::shipPosition);
|
renderer.TranslateMatrix(-Environment::shipState.position);
|
||||||
|
|
||||||
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
|
renderer.RenderUniform1f("uDistanceToPlanetSurface", dist);
|
||||||
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
|
renderer.RenderUniform1f("uCurrentZFar", currentZFar);
|
||||||
renderer.RenderUniform3fv("uViewPos", Environment::shipPosition.data());
|
renderer.RenderUniform3fv("uViewPos", Environment::shipState.position.data());
|
||||||
//std::cout << "uViewPos" << Environment::shipPosition << std::endl;
|
//std::cout << "uViewPos" << Environment::shipState.position << std::endl;
|
||||||
// PlanetObject.cpp, метод drawStones
|
// PlanetObject.cpp, метод drawStones
|
||||||
Vector3f sunDirWorld = Vector3f(1.0f, -1.0f, -1.0f).normalized();
|
Vector3f sunDirWorld = Vector3f(1.0f, -1.0f, -1.0f).normalized();
|
||||||
renderer.RenderUniform3fv("uLightDirWorld", sunDirWorld.data());
|
renderer.RenderUniform3fv("uLightDirWorld", sunDirWorld.data());
|
||||||
|
|
||||||
Vector3f playerDirWorld = Environment::shipPosition.normalized();
|
Vector3f playerDirWorld = Environment::shipState.position.normalized();
|
||||||
float playerLightFactor = max(0.0f, (playerDirWorld.dot(-sunDirWorld) + 0.2f) / 1.2f);
|
float playerLightFactor = max(0.0f, (playerDirWorld.dot(-sunDirWorld) + 0.2f) / 1.2f);
|
||||||
renderer.RenderUniform1f("uPlayerLightFactor", playerLightFactor);
|
renderer.RenderUniform1f("uPlayerLightFactor", playerLightFactor);
|
||||||
|
|
||||||
@ -479,7 +479,7 @@ namespace ZL {
|
|||||||
renderer.EnableVertexAttribArray(vPositionName);
|
renderer.EnableVertexAttribArray(vPositionName);
|
||||||
renderer.EnableVertexAttribArray(vNormalName);
|
renderer.EnableVertexAttribArray(vNormalName);
|
||||||
|
|
||||||
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipPosition);
|
float dist = planetData.distanceToPlanetSurfaceFast(Environment::shipState.position);
|
||||||
auto zRange = planetData.calculateZRange(dist);
|
auto zRange = planetData.calculateZRange(dist);
|
||||||
float currentZNear = zRange.first;
|
float currentZNear = zRange.first;
|
||||||
float currentZFar = zRange.second;
|
float currentZFar = zRange.second;
|
||||||
@ -499,7 +499,7 @@ namespace ZL {
|
|||||||
renderer.LoadIdentity();
|
renderer.LoadIdentity();
|
||||||
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom });
|
||||||
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
renderer.RotateMatrix(Environment::inverseShipMatrix);
|
||||||
renderer.TranslateMatrix(-Environment::shipPosition);
|
renderer.TranslateMatrix(-Environment::shipState.position);
|
||||||
|
|
||||||
const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
|
const Matrix4f viewMatrix = renderer.GetCurrentModelViewMatrix();
|
||||||
|
|
||||||
@ -536,7 +536,7 @@ namespace ZL {
|
|||||||
renderer.RenderUniform3fv("uWorldLightDir", worldLightDir.data());
|
renderer.RenderUniform3fv("uWorldLightDir", worldLightDir.data());
|
||||||
|
|
||||||
// 1. Рассчитываем uPlayerLightFactor (как в Game.cpp)
|
// 1. Рассчитываем uPlayerLightFactor (как в Game.cpp)
|
||||||
Vector3f playerDirWorld = Environment::shipPosition.normalized();
|
Vector3f playerDirWorld = Environment::shipState.position.normalized();
|
||||||
Vector3f sunDirWorld = Vector3f(1.0f, -1.0f, -1.0f).normalized();
|
Vector3f sunDirWorld = Vector3f(1.0f, -1.0f, -1.0f).normalized();
|
||||||
|
|
||||||
// Насколько игрок на свету
|
// Насколько игрок на свету
|
||||||
@ -549,7 +549,7 @@ namespace ZL {
|
|||||||
// 3. Убедитесь, что uSkyColor тоже передан (в коде выше его не было)
|
// 3. Убедитесь, что uSkyColor тоже передан (в коде выше его не было)
|
||||||
renderer.RenderUniform3fv("uSkyColor", color.data());
|
renderer.RenderUniform3fv("uSkyColor", color.data());
|
||||||
|
|
||||||
//Vector3f playerDirWorld = Environment::shipPosition.normalized();
|
//Vector3f playerDirWorld = Environment::shipState.position.normalized();
|
||||||
renderer.RenderUniform3fv("uPlayerDirWorld", playerDirWorld.data());
|
renderer.RenderUniform3fv("uPlayerDirWorld", playerDirWorld.data());
|
||||||
|
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
|
|||||||
@ -1,4 +1,4 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "render/Renderer.h"
|
#include "render/Renderer.h"
|
||||||
#include "PlanetData.h"
|
#include "PlanetData.h"
|
||||||
|
|
||||||
@ -6,11 +6,11 @@ namespace ZL {
|
|||||||
|
|
||||||
struct StoneParams
|
struct StoneParams
|
||||||
{
|
{
|
||||||
static const float BASE_SCALE; // Общий размер камня
|
static const float BASE_SCALE; // Общий размер камня
|
||||||
static const float MIN_AXIS_SCALE; // Минимальное растяжение/сжатие по оси
|
static const float MIN_AXIS_SCALE; // Минимальное растяжение/сжатие по оси
|
||||||
static const float MAX_AXIS_SCALE; // Максимальное растяжение/сжатие по оси
|
static const float MAX_AXIS_SCALE; // Максимальное растяжение/сжатие по оси
|
||||||
static const float MIN_PERTURBATION; // Минимальное радиальное возмущение вершины
|
static const float MIN_PERTURBATION; // Минимальное радиальное возмущение вершины
|
||||||
static const float MAX_PERTURBATION; // Максимальное радиальное возмущение вершины
|
static const float MAX_PERTURBATION; // Максимальное радиальное возмущение вершины
|
||||||
static const int STONES_PER_TRIANGLE;
|
static const int STONES_PER_TRIANGLE;
|
||||||
|
|
||||||
};
|
};
|
||||||
@ -23,19 +23,19 @@ namespace ZL {
|
|||||||
};
|
};
|
||||||
|
|
||||||
enum class ChunkStatus {
|
enum class ChunkStatus {
|
||||||
Empty, // Данных нет
|
Empty, // Данных нет
|
||||||
Generating, // Задача в TaskManager (CPU)
|
Generating, // Задача в TaskManager (CPU)
|
||||||
ReadyToUpload, // Данные в памяти, ждут очереди в главный поток
|
ReadyToUpload, // Данные в памяти, ждут очереди в главный поток
|
||||||
Live // Загружено в GPU и готово к отрисовке
|
Live // Загружено в GPU и готово к отрисовке
|
||||||
};
|
};
|
||||||
|
|
||||||
struct StoneGroup {
|
struct StoneGroup {
|
||||||
// mesh.PositionData и прочие будут заполняться в inflate()
|
// mesh.PositionData и прочие будут заполняться в inflate()
|
||||||
VertexDataStruct mesh;
|
VertexDataStruct mesh;
|
||||||
|
|
||||||
std::vector<std::vector<StoneInstance>> allInstances;
|
std::vector<std::vector<StoneInstance>> allInstances;
|
||||||
|
|
||||||
// Очищает старую геометрию и генерирует новую для указанных индексов
|
// Очищает старую геометрию и генерирует новую для указанных индексов
|
||||||
std::vector<VertexRenderStruct> inflate(int count);
|
std::vector<VertexRenderStruct> inflate(int count);
|
||||||
|
|
||||||
VertexRenderStruct inflateOne(int index, float scaleModifier);
|
VertexRenderStruct inflateOne(int index, float scaleModifier);
|
||||||
@ -43,13 +43,13 @@ namespace ZL {
|
|||||||
|
|
||||||
std::vector<ChunkStatus> statuses;
|
std::vector<ChunkStatus> statuses;
|
||||||
|
|
||||||
// Инициализация статусов при создании группы
|
// Инициализация статусов при создании группы
|
||||||
void initStatuses() {
|
void initStatuses() {
|
||||||
statuses.assign(allInstances.size(), ChunkStatus::Empty);
|
statuses.assign(allInstances.size(), ChunkStatus::Empty);
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
// Теперь возвращает заготовку со всеми параметрами, но без тяжелого меша
|
// Теперь возвращает заготовку со всеми параметрами, но без тяжелого меша
|
||||||
StoneGroup CreateStoneGroupData(uint64_t globalSeed, const LodLevel& lodLevel);
|
StoneGroup CreateStoneGroupData(uint64_t globalSeed, const LodLevel& lodLevel);
|
||||||
|
|
||||||
Triangle createLocalTriangle(const Triangle& sampleTri);
|
Triangle createLocalTriangle(const Triangle& sampleTri);
|
||||||
|
|||||||
@ -24,6 +24,11 @@ namespace ZL {
|
|||||||
|
|
||||||
// Graceful shutdown
|
// Graceful shutdown
|
||||||
~TaskManager();
|
~TaskManager();
|
||||||
|
|
||||||
|
boost::asio::io_context& getIOContext()
|
||||||
|
{
|
||||||
|
return ioContext;
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user