merge
This commit is contained in:
commit
e8f1786a2a
21
resources/config/crosshair_config.json
Normal file
21
resources/config/crosshair_config.json
Normal file
@ -0,0 +1,21 @@
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{
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"enabled": true,
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"referenceResolution": [1280, 720],
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"color": [1.0, 1.0, 1.0],
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"cl_crosshairalpha": 1.0,
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"cl_crosshairthickness": 2.0,
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"centerGapPx": 10.0,
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"top": {
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"lengthPx": 14.0,
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"angleDeg": 90.0
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},
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"arms": [
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{ "lengthPx": 20.0, "angleDeg": 210.0 },
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{ "lengthPx": 20.0, "angleDeg": 330.0 }
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]
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}
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312
src/Space.cpp
312
src/Space.cpp
@ -361,6 +361,19 @@ namespace ZL
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throw std::runtime_error("Failed to load spark emitter config file!");
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throw std::runtime_error("Failed to load spark emitter config file!");
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}
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}
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crosshairCfgLoaded = loadCrosshairConfig("resources/config/crosshair_config.json");
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std::cerr << "[Crosshair] loaded=" << crosshairCfgLoaded
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<< " enabled=" << crosshairCfg.enabled
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<< " w=" << Environment::width << " h=" << Environment::height
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<< " alpha=" << crosshairCfg.alpha
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<< " thickness=" << crosshairCfg.thicknessPx
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<< " gap=" << crosshairCfg.gapPx << "\n";
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if (!crosshairCfgLoaded) {
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std::cerr << "Failed to load crosshair_config.json, using defaults\n";
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}
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textRenderer = std::make_unique<ZL::TextRenderer>();
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textRenderer = std::make_unique<ZL::TextRenderer>();
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if (!textRenderer->init(renderer, "resources/fonts/DroidSans.ttf", 32, CONST_ZIP_FILE)) {
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if (!textRenderer->init(renderer, "resources/fonts/DroidSans.ttf", 32, CONST_ZIP_FILE)) {
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std::cerr << "Failed to init TextRenderer\n";
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std::cerr << "Failed to init TextRenderer\n";
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@ -597,6 +610,7 @@ namespace ZL
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drawBoxesLabels();
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drawBoxesLabels();
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drawShip();
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drawShip();
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drawCrosshair();
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drawTargetHud();
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drawTargetHud();
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CheckGlError();
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CheckGlError();
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}
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}
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@ -726,6 +740,230 @@ namespace ZL
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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}
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}
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// хелпер прицела: добавляет повернутую 2D-линию в меш прицела
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static void AppendRotatedRect2D(
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VertexDataStruct& out,
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float cx, float cy,
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float length, float thickness,
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float angleRad,
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float z,
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const Eigen::Vector3f& rgb)
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{
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// прямоугольник вдоль локальной оси +X: [-L/2..+L/2] и [-T/2..+T/2]
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float hl = length * 0.5f;
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float ht = thickness * 0.5f;
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Eigen::Vector2f p0(-hl, -ht);
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Eigen::Vector2f p1(-hl, +ht);
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Eigen::Vector2f p2(+hl, +ht);
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Eigen::Vector2f p3(+hl, -ht);
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float c = std::cos(angleRad);
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float s = std::sin(angleRad);
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auto rot = [&](const Eigen::Vector2f& p) -> Vector3f {
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float rx = p.x() * c - p.y() * s;
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float ry = p.x() * s + p.y() * c;
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return Vector3f(cx + rx, cy + ry, z);
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};
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Vector3f v0 = rot(p0);
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Vector3f v1 = rot(p1);
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Vector3f v2 = rot(p2);
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Vector3f v3 = rot(p3);
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// 2 треугольника
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out.PositionData.push_back(v0);
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out.PositionData.push_back(v1);
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out.PositionData.push_back(v2);
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out.PositionData.push_back(v2);
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out.PositionData.push_back(v3);
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out.PositionData.push_back(v0);
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for (int i = 0; i < 6; ++i) out.ColorData.push_back(rgb);
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}
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bool Space::loadCrosshairConfig(const std::string& path)
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{
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using json = nlohmann::json;
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std::string content;
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try {
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if (std::string(CONST_ZIP_FILE).empty()) content = readTextFile(path);
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else {
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auto buf = readFileFromZIP(path, CONST_ZIP_FILE);
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if (buf.empty()) return false;
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content.assign(buf.begin(), buf.end());
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}
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json j = json::parse(content);
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if (j.contains("enabled")) crosshairCfg.enabled = j["enabled"].get<bool>();
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if (j.contains("referenceResolution") && j["referenceResolution"].is_array() && j["referenceResolution"].size() == 2) {
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crosshairCfg.refW = j["referenceResolution"][0].get<int>();
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crosshairCfg.refH = j["referenceResolution"][1].get<int>();
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}
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if (j.contains("scale")) crosshairCfg.scaleMul = j["scale"].get<float>();
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crosshairCfg.scaleMul = std::clamp(crosshairCfg.scaleMul, 0.1f, 3.0f);
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if (j.contains("color") && j["color"].is_array() && j["color"].size() == 3) {
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crosshairCfg.color = Eigen::Vector3f(
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j["color"][0].get<float>(),
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j["color"][1].get<float>(),
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j["color"][2].get<float>()
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);
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}
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if (j.contains("cl_crosshairalpha")) crosshairCfg.alpha = j["cl_crosshairalpha"].get<float>();
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if (j.contains("cl_crosshairthickness")) crosshairCfg.thicknessPx = j["cl_crosshairthickness"].get<float>();
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if (j.contains("centerGapPx")) crosshairCfg.gapPx = j["centerGapPx"].get<float>();
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if (j.contains("top") && j["top"].is_object()) {
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auto t = j["top"];
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if (t.contains("lengthPx")) crosshairCfg.topLenPx = t["lengthPx"].get<float>();
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if (t.contains("angleDeg")) crosshairCfg.topAngleDeg = t["angleDeg"].get<float>();
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}
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crosshairCfg.arms.clear();
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if (j.contains("arms") && j["arms"].is_array()) {
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for (auto& a : j["arms"]) {
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CrosshairConfig::Arm arm;
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arm.lenPx = a.value("lengthPx", 20.0f);
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arm.angleDeg = a.value("angleDeg", 210.0f);
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crosshairCfg.arms.push_back(arm);
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}
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}
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else {
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// дефолт
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crosshairCfg.arms.push_back({ 20.0f, 210.0f });
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crosshairCfg.arms.push_back({ 20.0f, 330.0f });
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}
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// clamp
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crosshairCfg.alpha = std::clamp(crosshairCfg.alpha, 0.0f, 1.0f);
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crosshairCfg.thicknessPx = max(0.5f, crosshairCfg.thicknessPx);
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crosshairCfg.gapPx = max(0.0f, crosshairCfg.gapPx);
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crosshairMeshValid = false; // пересобрать
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return true;
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}
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catch (...) {
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return false;
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}
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}
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// пересобирает mesh прицела при изменениях/ресайзе
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void Space::rebuildCrosshairMeshIfNeeded()
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{
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if (!crosshairCfg.enabled) return;
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// если ничего не изменилось — не трогаем VBO
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if (crosshairMeshValid &&
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crosshairLastW == Environment::width &&
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crosshairLastH == Environment::height &&
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std::abs(crosshairLastAlpha - crosshairCfg.alpha) < 1e-6f &&
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std::abs(crosshairLastThickness - crosshairCfg.thicknessPx) < 1e-6f &&
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std::abs(crosshairLastGap - crosshairCfg.gapPx) < 1e-6f &&
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std::abs(crosshairLastScaleMul - crosshairCfg.scaleMul) < 1e-6f)
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{
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return;
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}
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crosshairLastW = Environment::width;
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crosshairLastH = Environment::height;
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crosshairLastAlpha = crosshairCfg.alpha;
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crosshairLastThickness = crosshairCfg.thicknessPx;
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crosshairLastGap = crosshairCfg.gapPx;
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crosshairLastScaleMul = crosshairCfg.scaleMul;
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float cx = Environment::width * 0.5f;
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float cy = Environment::height * 0.5f;
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// масштаб от reference (стандартно: по высоте)
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float scale = (crosshairCfg.refH > 0) ? (Environment::height / (float)crosshairCfg.refH) : 1.0f;
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scale *= crosshairCfg.scaleMul;
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float thickness = crosshairCfg.thicknessPx * scale;
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float gap = crosshairCfg.gapPx * scale;
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VertexDataStruct v;
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v.PositionData.reserve(6 * (1 + (int)crosshairCfg.arms.size()));
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v.ColorData.reserve(6 * (1 + (int)crosshairCfg.arms.size()));
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const float z = 0.0f;
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const Eigen::Vector3f rgb = crosshairCfg.color;
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auto deg2rad = [](float d) { return d * 3.1415926535f / 180.0f; };
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// TOP (короткая палочка сверху)
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{
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float len = crosshairCfg.topLenPx * scale;
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float ang = deg2rad(crosshairCfg.topAngleDeg);
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// сдвигаем сегмент от центра на gap + len/2 по направлению
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float dx = std::cos(ang);
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float dy = std::sin(ang);
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float mx = cx + dx * (gap + len * 0.5f);
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float my = cy + dy * (gap + len * 0.5f);
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AppendRotatedRect2D(v, mx, my, len, thickness, ang, z, rgb);
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}
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|
|
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// ARMS (2 луча вниз-влево и вниз-вправо)
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for (auto& a : crosshairCfg.arms)
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{
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float len = a.lenPx * scale;
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float ang = deg2rad(a.angleDeg);
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float dx = std::cos(ang);
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float dy = std::sin(ang);
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float mx = cx + dx * (gap + len * 0.5f);
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float my = cy + dy * (gap + len * 0.5f);
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AppendRotatedRect2D(v, mx, my, len, thickness, ang, z, rgb);
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}
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crosshairMesh.AssignFrom(v);
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crosshairMesh.RefreshVBO();
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crosshairMeshValid = true;
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}
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void Space::drawCrosshair()
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{
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if (!crosshairCfg.enabled) return;
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rebuildCrosshairMeshIfNeeded();
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|
if (!crosshairMeshValid) return;
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|
|
||||||
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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|
|
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renderer.shaderManager.PushShader("defaultColor");
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renderer.PushProjectionMatrix((float)Environment::width, (float)Environment::height, 0.f, 1.f);
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renderer.PushMatrix();
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renderer.LoadIdentity();
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|
|
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renderer.EnableVertexAttribArray("vPosition");
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renderer.EnableVertexAttribArray("vColor");
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|
|
||||||
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Eigen::Vector4f uColor(crosshairCfg.color.x(), crosshairCfg.color.y(), crosshairCfg.color.z(), crosshairCfg.alpha);
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renderer.RenderUniform4fv("uColor", uColor.data());
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|
|
||||||
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renderer.DrawVertexRenderStruct(crosshairMesh);
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|
||||||
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renderer.DisableVertexAttribArray("vPosition");
|
||||||
|
renderer.DisableVertexAttribArray("vColor");
|
||||||
|
|
||||||
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renderer.PopMatrix();
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|
renderer.PopProjectionMatrix();
|
||||||
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renderer.shaderManager.PopShader();
|
||||||
|
|
||||||
|
glDisable(GL_BLEND);
|
||||||
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
}
|
||||||
|
|
||||||
int Space::pickTargetId() const
|
int Space::pickTargetId() const
|
||||||
{
|
{
|
||||||
int bestId = -1;
|
int bestId = -1;
|
||||||
@ -896,41 +1134,38 @@ namespace ZL
|
|||||||
Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity;
|
Vector3f shooterVel = ForwardFromRotation(Environment::shipState.rotation) * Environment::shipState.velocity;
|
||||||
Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity;
|
Vector3f targetVel = ForwardFromRotation(st.rotation) * st.velocity;
|
||||||
|
|
||||||
// условие "если враг не движется — круг не рисуем"
|
|
||||||
const float minTargetSpeed = 0.5f; // подобрать (в твоих единицах)
|
const float minTargetSpeed = 0.5f; // подобрать (в твоих единицах)
|
||||||
bool targetMoving = (targetVel.norm() > minTargetSpeed);
|
bool targetMoving = (targetVel.norm() > minTargetSpeed);
|
||||||
|
|
||||||
|
// альфа круга
|
||||||
|
float leadAlpha = targetMoving ? 1.0f : 0.5f;
|
||||||
|
|
||||||
Vector3f leadWorld = shipWorld;
|
Vector3f leadWorld = shipWorld;
|
||||||
bool haveLead = false;
|
bool haveLead = false;
|
||||||
|
|
||||||
//if (targetMoving) {
|
// чтобы круг не улетал далеко: максимум 4 секунды (подстроить под игру)
|
||||||
// float tLead = 0.0f;
|
float distToTarget = (Environment::shipState.position - shipWorld).norm();
|
||||||
// if (SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead)) {
|
float maxLeadTime = std::clamp((distToTarget / projectileSpeed) * 1.2f, 0.05f, 4.0f);
|
||||||
// // ограничим случаи, чтобы круг не улетал далеко
|
|
||||||
// if (tLead > 0.0f && tLead < 8.0f) {
|
|
||||||
// // подобрать максимум (сек)
|
|
||||||
// leadWorld = shipWorld + targetVel * tLead;
|
|
||||||
// haveLead = true;
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
//}
|
|
||||||
|
|
||||||
if (targetMoving) {
|
if (!targetMoving) {
|
||||||
|
// Цель стоит: рисуем lead прямо на ней, но полупрозрачный
|
||||||
|
leadWorld = shipWorld;
|
||||||
|
haveLead = true;
|
||||||
|
}
|
||||||
|
else {
|
||||||
float tLead = 0.0f;
|
float tLead = 0.0f;
|
||||||
float distToTarget = (Environment::shipState.position - shipWorld).norm();
|
|
||||||
|
|
||||||
const float leadMaxDist = 2500.0f; // максимум
|
// 1) Пытаемся “правильное” решение перехвата
|
||||||
float allowedDist = min(distToTarget, leadMaxDist);
|
bool ok = SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead);
|
||||||
|
|
||||||
// + небольшой запас 10–20% чтобы не моргало на границе
|
// 2) Если решения нет / оно плохое — fallback (чтобы круг не пропадал при пролёте "вбок")
|
||||||
const float maxLeadTime = (allowedDist / projectileSpeed) * 1.2f;
|
// Это ключевое изменение: lead всегда будет.
|
||||||
|
if (!ok || !(tLead > 0.0f) || tLead > maxLeadTime) {
|
||||||
if (SolveLeadInterceptTime(shooterPos, shooterVel, shipWorld, targetVel, projectileSpeed, tLead)) {
|
tLead = std::clamp(distToTarget / projectileSpeed, 0.05f, maxLeadTime);
|
||||||
if (tLead > 0.0f && tLead < maxLeadTime) {
|
|
||||||
leadWorld = shipWorld + targetVel * tLead;
|
|
||||||
haveLead = true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
leadWorld = shipWorld + targetVel * tLead;
|
||||||
|
haveLead = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 2) проекция
|
// 2) проекция
|
||||||
@ -1006,7 +1241,10 @@ namespace ZL
|
|||||||
|
|
||||||
renderer.EnableVertexAttribArray("vPosition");
|
renderer.EnableVertexAttribArray("vPosition");
|
||||||
|
|
||||||
// рисуем кружок упреждения (только если есть решение)
|
Eigen::Vector4f hudColor = enemyColor;
|
||||||
|
renderer.RenderUniform4fv("uColor", hudColor.data());
|
||||||
|
|
||||||
|
|
||||||
if (haveLead) {
|
if (haveLead) {
|
||||||
float leadNdcX, leadNdcY, leadNdcZ, leadClipW;
|
float leadNdcX, leadNdcY, leadNdcZ, leadClipW;
|
||||||
if (projectToNDC(leadWorld, leadNdcX, leadNdcY, leadNdcZ, leadClipW) && leadClipW > 0.0f) {
|
if (projectToNDC(leadWorld, leadNdcX, leadNdcY, leadNdcZ, leadClipW) && leadClipW > 0.0f) {
|
||||||
@ -1021,28 +1259,30 @@ namespace ZL
|
|||||||
float thicknessPx = 2.5f;
|
float thicknessPx = 2.5f;
|
||||||
float innerR = max(1.0f, r - thicknessPx);
|
float innerR = max(1.0f, r - thicknessPx);
|
||||||
float outerR = r + thicknessPx;
|
float outerR = r + thicknessPx;
|
||||||
|
Eigen::Vector4f leadColor = enemyColor;
|
||||||
|
leadColor.w() = leadAlpha;
|
||||||
|
renderer.RenderUniform4fv("uColor", leadColor.data());
|
||||||
|
|
||||||
VertexDataStruct ring = MakeRing2D(lx, ly, innerR, outerR, 0.0f, 32, enemyColor);
|
VertexDataStruct ring = MakeRing2D(lx, ly, innerR, outerR, 0.0f, 32, enemyColor);
|
||||||
hudTempMesh.AssignFrom(ring);
|
hudTempMesh.AssignFrom(ring);
|
||||||
renderer.DrawVertexRenderStruct(hudTempMesh);
|
renderer.DrawVertexRenderStruct(hudTempMesh);
|
||||||
|
|
||||||
|
renderer.RenderUniform4fv("uColor", hudColor.data());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
renderer.EnableVertexAttribArray("vPosition");
|
||||||
|
|
||||||
// верх-лево: горизонт + вертикаль
|
|
||||||
drawBar(left + cornerLen * 0.5f, top, cornerLen, thickness);
|
drawBar(left + cornerLen * 0.5f, top, cornerLen, thickness);
|
||||||
drawBar(left, top - cornerLen * 0.5f, thickness, cornerLen);
|
drawBar(left, top - cornerLen * 0.5f, thickness, cornerLen);
|
||||||
|
|
||||||
// верх-право
|
|
||||||
drawBar(right - cornerLen * 0.5f, top, cornerLen, thickness);
|
drawBar(right - cornerLen * 0.5f, top, cornerLen, thickness);
|
||||||
drawBar(right, top - cornerLen * 0.5f, thickness, cornerLen);
|
drawBar(right, top - cornerLen * 0.5f, thickness, cornerLen);
|
||||||
|
|
||||||
// низ-лево
|
|
||||||
drawBar(left + cornerLen * 0.5f, bottom, cornerLen, thickness);
|
drawBar(left + cornerLen * 0.5f, bottom, cornerLen, thickness);
|
||||||
drawBar(left, bottom + cornerLen * 0.5f, thickness, cornerLen);
|
drawBar(left, bottom + cornerLen * 0.5f, thickness, cornerLen);
|
||||||
|
|
||||||
// низ-право
|
|
||||||
drawBar(right - cornerLen * 0.5f, bottom, cornerLen, thickness);
|
drawBar(right - cornerLen * 0.5f, bottom, cornerLen, thickness);
|
||||||
drawBar(right, bottom + cornerLen * 0.5f, thickness, cornerLen);
|
drawBar(right, bottom + cornerLen * 0.5f, thickness, cornerLen);
|
||||||
|
|
||||||
@ -1060,12 +1300,9 @@ namespace ZL
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
// 6) Если цель offscreen: рисуем стрелку на краю
|
|
||||||
// dir: куда “смотреть” в NDC
|
|
||||||
float dirX = ndcX;
|
float dirX = ndcX;
|
||||||
float dirY = ndcY;
|
float dirY = ndcY;
|
||||||
|
|
||||||
// если позади камеры — разворачиваем направление
|
|
||||||
if (behind) {
|
if (behind) {
|
||||||
dirX = -dirX;
|
dirX = -dirX;
|
||||||
dirY = -dirY;
|
dirY = -dirY;
|
||||||
@ -1076,7 +1313,6 @@ namespace ZL
|
|||||||
dirX /= len;
|
dirX /= len;
|
||||||
dirY /= len;
|
dirY /= len;
|
||||||
|
|
||||||
// пересечение луча с прямоугольником [-1..1] с отступом
|
|
||||||
float marginNdc = 0.08f;
|
float marginNdc = 0.08f;
|
||||||
float maxX = 1.0f - marginNdc;
|
float maxX = 1.0f - marginNdc;
|
||||||
float maxY = 1.0f - marginNdc;
|
float maxY = 1.0f - marginNdc;
|
||||||
@ -1091,16 +1327,13 @@ namespace ZL
|
|||||||
float edgeX = (edgeNdcX * 0.5f + 0.5f) * Environment::width;
|
float edgeX = (edgeNdcX * 0.5f + 0.5f) * Environment::width;
|
||||||
float edgeY = (edgeNdcY * 0.5f + 0.5f) * Environment::height;
|
float edgeY = (edgeNdcY * 0.5f + 0.5f) * Environment::height;
|
||||||
|
|
||||||
// лёгкая анимация “зова”: смещение по направлению
|
|
||||||
float bob = std::sin(t * 6.0f) * 6.0f;
|
float bob = std::sin(t * 6.0f) * 6.0f;
|
||||||
edgeX += dirX * bob;
|
edgeX += dirX * bob;
|
||||||
edgeY += dirY * bob;
|
edgeY += dirY * bob;
|
||||||
|
|
||||||
// стрелка как треугольник + маленький “хвост”
|
|
||||||
float arrowLen = 26.0f;
|
float arrowLen = 26.0f;
|
||||||
float arrowWid = 14.0f;
|
float arrowWid = 14.0f;
|
||||||
|
|
||||||
// перпендикуляр
|
|
||||||
float px = -dirY;
|
float px = -dirY;
|
||||||
float py = dirX;
|
float py = dirX;
|
||||||
|
|
||||||
@ -1139,23 +1372,18 @@ namespace ZL
|
|||||||
renderer.PushMatrix();
|
renderer.PushMatrix();
|
||||||
renderer.LoadIdentity();
|
renderer.LoadIdentity();
|
||||||
|
|
||||||
// треугольник-стрелка
|
|
||||||
drawTri(tip, left, right);
|
drawTri(tip, left, right);
|
||||||
|
|
||||||
// “хвост” (короткая черта)
|
|
||||||
float tailLen = 14.0f;
|
float tailLen = 14.0f;
|
||||||
float tailX = edgeX - dirX * 6.0f;
|
float tailX = edgeX - dirX * 6.0f;
|
||||||
float tailY = edgeY - dirY * 6.0f;
|
float tailY = edgeY - dirY * 6.0f;
|
||||||
// хвост рисуем как тонкий прямоугольник, ориентированный примерно по направлению:
|
|
||||||
// (упрощение: горизонт/вертикаль не поворачиваем, но выглядит ок. Хочешь — сделаем поворот матрицей)
|
|
||||||
drawBar(tailX, tailY, max(thickness, tailLen), thickness);
|
drawBar(tailX, tailY, max(thickness, tailLen), thickness);
|
||||||
|
|
||||||
renderer.PopMatrix();
|
renderer.PopMatrix();
|
||||||
renderer.PopProjectionMatrix();
|
renderer.PopProjectionMatrix();
|
||||||
renderer.shaderManager.PopShader();
|
renderer.shaderManager.PopShader();
|
||||||
|
|
||||||
// дистанция рядом со стрелкой
|
|
||||||
// (у тебя ещё будет “статично под прицелом” — это просто другой TextView / drawText)
|
|
||||||
{
|
{
|
||||||
std::string d = std::to_string((int)dist) + "m";
|
std::string d = std::to_string((int)dist) + "m";
|
||||||
float tx = edgeX + px * 18.0f;
|
float tx = edgeX + px * 18.0f;
|
||||||
|
|||||||
36
src/Space.h
36
src/Space.h
@ -139,6 +139,42 @@ namespace ZL {
|
|||||||
int pickTargetId() const; // ???????? ???? (????: ????????? ????? ????????? ?????)
|
int pickTargetId() const; // ???????? ???? (????: ????????? ????? ????????? ?????)
|
||||||
|
|
||||||
void clearTextRendererCache();
|
void clearTextRendererCache();
|
||||||
|
|
||||||
|
// Crosshair HUD
|
||||||
|
struct CrosshairConfig {
|
||||||
|
bool enabled = true;
|
||||||
|
int refW = 1280;
|
||||||
|
int refH = 720;
|
||||||
|
|
||||||
|
float scaleMul = 1.0f;
|
||||||
|
|
||||||
|
Eigen::Vector3f color = { 1.f, 1.f, 1.f };
|
||||||
|
float alpha = 1.0f; // cl_crosshairalpha
|
||||||
|
float thicknessPx = 2.0f; // cl_crosshairthickness
|
||||||
|
float gapPx = 10.0f;
|
||||||
|
|
||||||
|
float topLenPx = 14.0f;
|
||||||
|
float topAngleDeg = 90.0f;
|
||||||
|
|
||||||
|
struct Arm { float lenPx; float angleDeg; };
|
||||||
|
std::vector<Arm> arms;
|
||||||
|
};
|
||||||
|
|
||||||
|
CrosshairConfig crosshairCfg;
|
||||||
|
bool crosshairCfgLoaded = false;
|
||||||
|
|
||||||
|
// кеш геометрии
|
||||||
|
VertexRenderStruct crosshairMesh;
|
||||||
|
bool crosshairMeshValid = false;
|
||||||
|
int crosshairLastW = 0, crosshairLastH = 0;
|
||||||
|
float crosshairLastAlpha = -1.0f;
|
||||||
|
float crosshairLastThickness = -1.0f;
|
||||||
|
float crosshairLastGap = -1.0f;
|
||||||
|
float crosshairLastScaleMul = -1.0f;
|
||||||
|
|
||||||
|
bool loadCrosshairConfig(const std::string& path);
|
||||||
|
void rebuildCrosshairMeshIfNeeded();
|
||||||
|
void drawCrosshair();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user