This commit is contained in:
Vladislav Khorev 2026-04-02 21:03:55 +03:00
parent 2e4a7ab467
commit 995e2c8e5b
10 changed files with 923706 additions and 167 deletions

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@ -14,6 +14,8 @@ add_executable(space-game001
../src/main.cpp
../src/Game.cpp
../src/Game.h
../src/Character.cpp
../src/Character.h
../src/Environment.cpp
../src/Environment.h
../src/render/Renderer.cpp

489481
resources/w/default_idle001.txt Normal file

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434020
resources/w/default_idle002.txt Normal file

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resources/w/default_skin001.png (Stored with Git LFS) Normal file

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@ -450,6 +450,11 @@ namespace ZL
throw std::runtime_error("No number found in the input string.");
}
if (i == 0)
{
startingFrame == numberFrame;
}
animations[0].keyFrames[i].frame = numberFrame;
animations[0].keyFrames[i].bones.resize(numberBones);
@ -609,35 +614,11 @@ namespace ZL
Matrix3f oneFrameBonesMatrix;
oneFrameBonesMatrix = oneFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
/*
oneFrameBonesMatrix.data()[0] = oneFrameBones[i].boneMatrixWorld.m[0];
oneFrameBonesMatrix.data()[1] = oneFrameBones[i].boneMatrixWorld.m[1];
oneFrameBonesMatrix.data()[2] = oneFrameBones[i].boneMatrixWorld.m[2];
oneFrameBonesMatrix.data()[3] = oneFrameBones[i].boneMatrixWorld.m[0 + 1*4];
oneFrameBonesMatrix.data()[4] = oneFrameBones[i].boneMatrixWorld.m[1 + 1*4];
oneFrameBonesMatrix.data()[5] = oneFrameBones[i].boneMatrixWorld.m[2 + 1*4];
oneFrameBonesMatrix.data()[6] = oneFrameBones[i].boneMatrixWorld.m[0 + 2*4];
oneFrameBonesMatrix.data()[7] = oneFrameBones[i].boneMatrixWorld.m[1 + 2*4];
oneFrameBonesMatrix.data()[8] = oneFrameBones[i].boneMatrixWorld.m[2 + 2*4];
*/
Matrix3f nextFrameBonesMatrix;
nextFrameBonesMatrix = nextFrameBones[i].boneMatrixWorld.block<3, 3>(0, 0);
/*
nextFrameBonesMatrix.data()[0] = nextFrameBones[i].boneMatrixWorld.m[0];
nextFrameBonesMatrix.data()[1] = nextFrameBones[i].boneMatrixWorld.m[1];
nextFrameBonesMatrix.data()[2] = nextFrameBones[i].boneMatrixWorld.m[2];
nextFrameBonesMatrix.data()[3] = nextFrameBones[i].boneMatrixWorld.m[0 + 1 * 4];
nextFrameBonesMatrix.data()[4] = nextFrameBones[i].boneMatrixWorld.m[1 + 1 * 4];
nextFrameBonesMatrix.data()[5] = nextFrameBones[i].boneMatrixWorld.m[2 + 1 * 4];
nextFrameBonesMatrix.data()[6] = nextFrameBones[i].boneMatrixWorld.m[0 + 2 * 4];
nextFrameBonesMatrix.data()[7] = nextFrameBones[i].boneMatrixWorld.m[1 + 2 * 4];
nextFrameBonesMatrix.data()[8] = nextFrameBones[i].boneMatrixWorld.m[2 + 2 * 4];
*/
Eigen::Quaternionf q1 = Eigen::Quaternionf(oneFrameBonesMatrix).normalized();
Eigen::Quaternionf q2 = Eigen::Quaternionf(nextFrameBonesMatrix).normalized();
Eigen::Quaternionf q1_norm = q1.normalized();

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@ -47,6 +47,7 @@ namespace ZL
std::vector<Bone> currentBones;
std::vector<Animation> animations;
int startingFrame = 0;
void LoadFromFile(const std::string& fileName, const std::string& ZIPFileName = "");

97
src/Character.cpp Normal file
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@ -0,0 +1,97 @@
#include "Character.h"
#include <cmath>
namespace ZL {
void Character::loadAnimation(AnimationState state, const std::string& filename, const std::string& zipFile) {
auto& data = animations[state];
data.model.LoadFromFile(filename, zipFile);
if (!data.model.animations.empty() && !data.model.animations[0].keyFrames.empty()) {
data.totalFrames = data.model.animations[0].keyFrames.back().frame + 1;
} else {
data.totalFrames = 1;
}
}
void Character::setTexture(std::shared_ptr<Texture> tex) {
texture = tex;
}
void Character::setTarget(const Eigen::Vector3f& target) {
walkTarget = target;
}
AnimationState Character::resolveActiveState() const {
if (animations.count(currentState)) return currentState;
return AnimationState::IDLE;
}
void Character::update(int64_t deltaMs) {
// Move toward walk target on the XZ plane
Eigen::Vector3f toTarget = walkTarget - position;
toTarget.y() = 0.f;
float dist = toTarget.norm();
if (dist > WALK_THRESHOLD) {
Eigen::Vector3f dir = toTarget / dist;
float moveAmount = walkSpeed * static_cast<float>(deltaMs) / 1000.f;
if (moveAmount >= dist) {
position = walkTarget;
position.y() = 0.f;
} else {
position += dir * moveAmount;
}
targetFacingAngle = atan2(dir.x(), -dir.z());
currentState = AnimationState::WALK;
} else {
currentState = AnimationState::IDLE;
}
// Rotate toward target facing angle at constant angular speed
float angleDiff = targetFacingAngle - facingAngle;
while (angleDiff > static_cast<float>(M_PI)) angleDiff -= 2.f * static_cast<float>(M_PI);
while (angleDiff < -static_cast<float>(M_PI)) angleDiff += 2.f * static_cast<float>(M_PI);
float rotStep = rotationSpeed * static_cast<float>(deltaMs) / 1000.f;
if (std::fabs(angleDiff) <= rotStep) {
facingAngle = targetFacingAngle;
} else {
facingAngle += (angleDiff > 0.f ? rotStep : -rotStep);
}
// Advance active animation frame
AnimationState animState = resolveActiveState();
auto it = animations.find(animState);
if (it == animations.end()) return;
auto& anim = it->second;
anim.currentFrame += static_cast<float>(deltaMs) / 24.f;
if (static_cast<int>(anim.currentFrame) >= anim.totalFrames-1) {
anim.currentFrame = anim.model.startingFrame;
}
if (static_cast<int>(anim.currentFrame) != anim.lastFrame) {
anim.model.Interpolate(static_cast<int>(anim.currentFrame));
anim.lastFrame = static_cast<int>(anim.currentFrame);
}
}
void Character::draw(Renderer& renderer) {
AnimationState drawState = resolveActiveState();
auto it = animations.find(drawState);
if (it == animations.end() || !texture) return;
renderer.PushMatrix();
renderer.TranslateMatrix({ position.x(), position.y(), position.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-facingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(modelScale);
renderer.RotateMatrix(modelCorrectionRotation.toRotationMatrix());
auto& anim = it->second;
anim.modelMutable.AssignFrom(anim.model.mesh);
anim.modelMutable.RefreshVBO();
glBindTexture(GL_TEXTURE_2D, texture->getTexID());
renderer.DrawVertexRenderStruct(anim.modelMutable);
renderer.PopMatrix();
}
} // namespace ZL

59
src/Character.h Normal file
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@ -0,0 +1,59 @@
#pragma once
#include "BoneAnimatedModel.h"
#include "render/Renderer.h"
#include "render/TextureManager.h"
#include <memory>
#include <map>
#include <string>
#include <cstdint>
namespace ZL {
enum class AnimationState {
IDLE = 0,
WALK = 1
};
class Character {
public:
void loadAnimation(AnimationState state, const std::string& filename, const std::string& zipFile = "");
void setTexture(std::shared_ptr<Texture> texture);
void update(int64_t deltaMs);
void setTarget(const Eigen::Vector3f& target);
void draw(Renderer& renderer);
// Public: read by Game for camera tracking and ray-cast origin
Eigen::Vector3f position = Eigen::Vector3f(0.f, 0.f, 0.f);
float facingAngle = 0.0f;
// Per-character tuning — set after construction, before first update
float walkSpeed = 3.0f;
float rotationSpeed = 4.0f;
float modelScale = 0.12f;
// Applied after scale, fixes model-space orientation (e.g. Blender Z-up exports)
Eigen::Quaternionf modelCorrectionRotation = Eigen::Quaternionf::Identity();
private:
struct AnimationData {
BoneSystem model;
VertexRenderStruct modelMutable;
float currentFrame = 0.f;
int lastFrame = -1;
int totalFrames = 1;
};
std::map<AnimationState, AnimationData> animations;
AnimationState currentState = AnimationState::IDLE;
std::shared_ptr<Texture> texture;
Eigen::Vector3f walkTarget = Eigen::Vector3f(0.f, 0.f, 0.f);
float targetFacingAngle = 0.0f;
static constexpr float WALK_THRESHOLD = 0.05f;
// Returns the animation state to actually play/draw, falling back to IDLE
// if the requested state has no loaded animation.
AnimationState resolveActiveState() const;
};
} // namespace ZL

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@ -162,12 +162,31 @@ namespace ZL
benchMesh.data.Move({ -2.1, 0.5, -7.9 });
benchMesh.RefreshVBO();
violaIdleModel.LoadFromFile("resources/idleviola_uv010.txt", CONST_ZIP_FILE);
violaWalkModel.LoadFromFile("resources/walkviola_uv010.txt", CONST_ZIP_FILE);
auto violaTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/viola.png", CONST_ZIP_FILE));
zombieModel.LoadFromFile("resources/w/zombie002.txt", CONST_ZIP_FILE);
violaTexture = std::make_unique<Texture>(CreateTextureDataFromPng("resources/viola.png", CONST_ZIP_FILE));
// Player (Viola)
player = std::make_unique<Character>();
player->loadAnimation(AnimationState::IDLE, "resources/idleviola_uv010.txt", CONST_ZIP_FILE);
player->loadAnimation(AnimationState::WALK, "resources/walkviola_uv010.txt", CONST_ZIP_FILE);
player->setTexture(violaTexture);
player->walkSpeed = 3.0f;
player->rotationSpeed = 8.0f;
player->modelScale = 0.12f;
player->modelCorrectionRotation =
Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5f, Eigen::Vector3f::UnitX())) *
Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitZ()));
auto defaultTexture = std::make_shared<Texture>(CreateTextureDataFromPng("resources/w/default_skin001.png", CONST_ZIP_FILE));
auto zombie = std::make_unique<Character>();
zombie->loadAnimation(AnimationState::IDLE, "resources/w/default_idle002.txt", CONST_ZIP_FILE);
zombie->setTexture(defaultTexture);
zombie->walkSpeed = 1.5f;
zombie->rotationSpeed = 2.0f;
zombie->modelScale = 0.01f;
zombie->position = Eigen::Vector3f(0.f, 0.f, -15.f);
zombie->setTarget(zombie->position);
npcs.push_back(std::move(zombie));
loadingCompleted = true;
}
@ -206,7 +225,8 @@ namespace ZL
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraInclination, Eigen::Vector3f::UnitX())).toRotationMatrix());
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(cameraAzimuth, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.TranslateMatrix({ -violaPosition.x(), -violaPosition.y(), -violaPosition.z() });
const Eigen::Vector3f& camTarget = player ? player->position : Eigen::Vector3f::Zero();
renderer.TranslateMatrix({ -camTarget.x(), -camTarget.y(), -camTarget.z() });
glBindTexture(GL_TEXTURE_2D, roomTexture->getTexID());
renderer.DrawVertexRenderStruct(roomMesh);
@ -219,41 +239,8 @@ namespace ZL
renderer.DrawVertexRenderStruct(benchMesh);
renderer.PushMatrix();
renderer.TranslateMatrix({ 0,0,-15 });
renderer.ScaleMatrix(0.01);
zombieModelMutable.AssignFrom(zombieModel.mesh);
zombieModelMutable.RefreshVBO();
glBindTexture(GL_TEXTURE_2D, violaTexture->getTexID());
renderer.DrawVertexRenderStruct(zombieModelMutable);
renderer.PopMatrix();
renderer.PushMatrix();
renderer.TranslateMatrix({ violaPosition.x(), violaPosition.y(), violaPosition.z() });
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-violaFacingAngle, Eigen::Vector3f::UnitY())).toRotationMatrix());
renderer.ScaleMatrix(0.12);
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI * 0.5f, Eigen::Vector3f::UnitX())).toRotationMatrix());
renderer.RotateMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI, Eigen::Vector3f::UnitZ())).toRotationMatrix());
//renderer.RotateMatrix(QuatFromRotateAroundX(-M_PI / 2.0));
//renderer.RotateMatrix(QuatFromRotateAroundZ(M_PI));
if (violaCurrentAnimation == 0) {
violaIdleModelMutable.AssignFrom(violaIdleModel.mesh);
violaIdleModelMutable.RefreshVBO();
glBindTexture(GL_TEXTURE_2D, violaTexture->getTexID());
renderer.DrawVertexRenderStruct(violaIdleModelMutable);
}
else if (violaCurrentAnimation == 1) {
violaWalkModelMutable.AssignFrom(violaWalkModel.mesh);
violaWalkModelMutable.RefreshVBO();
glBindTexture(GL_TEXTURE_2D, violaTexture->getTexID());
renderer.DrawVertexRenderStruct(violaWalkModelMutable);
}
renderer.PopMatrix();
if (player) player->draw(renderer);
for (auto& npc : npcs) npc->draw(renderer);
renderer.PopMatrix();
@ -332,74 +319,8 @@ namespace ZL
lastTickCount = newTickCount;
// Move Viola toward target
Eigen::Vector3f toTarget = violaTarget - violaPosition;
toTarget.y() = 0.f;
float dist = toTarget.norm();
if (dist > VIOLA_WALK_THRESHOLD) {
Eigen::Vector3f dir = toTarget / dist;
float moveAmount = VIOLA_WALK_SPEED * delta / 1000.f;
if (moveAmount >= dist) {
violaPosition = violaTarget;
violaPosition.y() = 0.f;
} else {
violaPosition += dir * moveAmount;
}
violaTargetFacingAngle = atan2(dir.x(), -dir.z());
violaCurrentAnimation = 1;
} else {
violaCurrentAnimation = 0;
}
// Rotate Viola toward target facing angle at constant angular speed
float angleDiff = violaTargetFacingAngle - violaFacingAngle;
while (angleDiff > M_PI) angleDiff -= 2.f * static_cast<float>(M_PI);
while (angleDiff < -M_PI) angleDiff += 2.f * static_cast<float>(M_PI);
float rotStep = VIOLA_ROTATION_SPEED * delta / 1000.f;
if (std::fabs(angleDiff) <= rotStep) {
violaFacingAngle = violaTargetFacingAngle;
} else {
violaFacingAngle += (angleDiff > 0.f ? rotStep : -rotStep);
}
if (violaCurrentAnimation == 0) {
violaCurrentIdleFrame += delta / 24.f;
while (violaCurrentIdleFrame >= 40) {
violaCurrentIdleFrame -= 40;
}
if (int(violaCurrentIdleFrame) != violaLastIdleFrame) {
violaIdleModel.Interpolate(int(violaCurrentIdleFrame));
violaLastIdleFrame = int(violaCurrentIdleFrame);
}
}
else if (violaCurrentAnimation == 1) {
violaCurrentWalkFrame += delta / 24.f;
while (violaCurrentWalkFrame >= 30) {
violaCurrentWalkFrame -= 30;
}
if (int(violaCurrentWalkFrame) != violaLastWalkFrame) {
violaWalkModel.Interpolate(int(violaCurrentWalkFrame));
violaLastWalkFrame = int(violaCurrentWalkFrame);
}
}
zombieCurrentIdleFrame += delta / 24.f;
while (zombieCurrentIdleFrame >= 90) {
zombieCurrentIdleFrame -= 90;
}
if (int(zombieCurrentIdleFrame) != zombieLastIdleFrame) {
zombieModel.Interpolate(int(zombieCurrentIdleFrame));
zombieLastIdleFrame = int(zombieCurrentIdleFrame);
}
if (player) player->update(delta);
for (auto& npc : npcs) npc->update(delta);
}
@ -500,14 +421,15 @@ namespace ZL
Eigen::Vector3f camRight(cosAzim, 0.f, sinAzim);
Eigen::Vector3f camForward(sinAzim * cosIncl, -sinIncl, -cosAzim * cosIncl);
Eigen::Vector3f camUp(sinAzim * sinIncl, cosIncl, -cosAzim * sinIncl);
Eigen::Vector3f camPos = violaPosition + Eigen::Vector3f(-sinAzim * cosIncl, sinIncl, cosAzim * cosIncl) * Environment::zoom;
const Eigen::Vector3f& playerPos = player ? player->position : Eigen::Vector3f::Zero();
Eigen::Vector3f camPos = playerPos + Eigen::Vector3f(-sinAzim * cosIncl, sinIncl, cosAzim * cosIncl) * Environment::zoom;
Eigen::Vector3f rayDir = (camForward + camRight * (ndcX * aspect * tanHalfFov) + camUp * (ndcY * tanHalfFov)).normalized();
if (rayDir.y() < -0.001f) {
if (rayDir.y() < -0.001f && player) {
float t = -camPos.y() / rayDir.y();
Eigen::Vector3f hit = camPos + rayDir * t;
violaTarget = Eigen::Vector3f(hit.x(), 0.f, hit.z());
player->setTarget(Eigen::Vector3f(hit.x(), 0.f, hit.z()));
}
} else {
handleUp(ZL::UiManager::MOUSE_FINGER_ID, mx, my);

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@ -1,4 +1,5 @@
#pragma once
#include "Character.h"
#include "BoneAnimatedModel.h"
#include "render/Renderer.h"
#include "Environment.h"
@ -55,45 +56,17 @@ namespace ZL {
std::shared_ptr<Texture> benchTexture;
VertexRenderStruct benchMesh;
BoneSystem violaIdleModel;
VertexRenderStruct violaIdleModelMutable;
BoneSystem violaWalkModel;
VertexRenderStruct violaWalkModelMutable;
BoneSystem zombieModel;
VertexRenderStruct zombieModelMutable;
std::shared_ptr<Texture> violaTexture;
float zombieCurrentIdleFrame = 0;
int zombieLastIdleFrame = 0;
float violaCurrentIdleFrame = 0;
float violaCurrentWalkFrame = 0;
int violaLastIdleFrame = 0;
int violaLastWalkFrame = 0;
int violaCurrentAnimation = 0;
std::unique_ptr<Character> player;
std::vector<std::unique_ptr<Character>> npcs;
float cameraAzimuth = 0.0f;
float cameraInclination = M_PI * 30.f / 180.f;
Eigen::Vector3f violaPosition = Eigen::Vector3f(0.f, 0.f, 0.f);
Eigen::Vector3f violaTarget = Eigen::Vector3f(0.f, 0.f, 0.f);
float violaFacingAngle = 0.0f;
private:
bool rightMouseDown = false;
int lastMouseX = 0;
int lastMouseY = 0;
static constexpr float CAMERA_FOV_Y = 1.0f / 1.5f;
static constexpr float VIOLA_WALK_SPEED = 3.0f;
static constexpr float VIOLA_WALK_THRESHOLD = 0.05f;
static constexpr float VIOLA_ROTATION_SPEED = 8.0f; // radians per second
float violaTargetFacingAngle = 0.0f;
int64_t getSyncTimeMs();
void processTickCount();