#include "Game.h" #include "AnimatedModel.h" #include "BoneAnimatedModel.h" #include "planet/PlanetData.h" #include "utils/Utils.h" #include "render/OpenGlExtensions.h" #include #include "render/TextureManager.h" #include "TextModel.h" #include #include #include #ifdef __ANDROID__ #include #endif #ifdef NETWORK #include "network/WebSocketClient.h" #else #include "network/LocalClient.h" #endif namespace ZL { #ifdef EMSCRIPTEN const char* CONST_ZIP_FILE = "resources.zip"; #else const char* CONST_ZIP_FILE = ""; #endif static bool g_exitBgAnimating = false; float x = 0; Eigen::Quaternionf generateRandomQuaternion(std::mt19937& gen) { std::normal_distribution<> distrib(0.0, 1.0); Eigen::Quaternionf randomQuat = { (float)distrib(gen), (float)distrib(gen), (float)distrib(gen), (float)distrib(gen) }; return randomQuat.normalized(); } std::vector generateRandomBoxCoords(int N) { const float MIN_DISTANCE = 3.0f; const float MIN_DISTANCE_SQUARED = MIN_DISTANCE * MIN_DISTANCE; const float MIN_COORD = -100.0f; const float MAX_COORD = 100.0f; const int MAX_ATTEMPTS = 1000; std::vector boxCoordsArr; std::random_device rd; std::mt19937 gen(rd()); std::uniform_real_distribution<> distrib(MIN_COORD, MAX_COORD); int generatedCount = 0; while (generatedCount < N) { bool accepted = false; int attempts = 0; while (!accepted && attempts < MAX_ATTEMPTS) { Vector3f newPos( (float)distrib(gen), (float)distrib(gen), (float)distrib(gen) ); accepted = true; for (const auto& existingBox : boxCoordsArr) { Vector3f diff = newPos - existingBox.pos; float distanceSquared = diff.squaredNorm(); if (distanceSquared < MIN_DISTANCE_SQUARED) { accepted = false; break; } } if (accepted) { Eigen::Quaternionf randomQuat = generateRandomQuaternion(gen); Matrix3f randomMatrix = randomQuat.toRotationMatrix(); boxCoordsArr.emplace_back(BoxCoords{ newPos, randomMatrix }); generatedCount++; } attempts++; } if (!accepted) { break; } } return boxCoordsArr; } Game::Game() : window(nullptr) , glContext(nullptr) , newTickCount(0) , lastTickCount(0) , planetObject(renderer, taskManager, mainThreadHandler) { projectiles.reserve(maxProjectiles); for (int i = 0; i < maxProjectiles; ++i) { projectiles.emplace_back(std::make_unique()); } } Game::~Game() { if (glContext) { SDL_GL_DeleteContext(glContext); } if (window) { SDL_DestroyWindow(window); } SDL_Quit(); } void Game::setup() { glContext = SDL_GL_CreateContext(ZL::Environment::window); ZL::BindOpenGlFunctions(); ZL::CheckGlError(); #ifndef SIMPLIFIED renderer.shaderManager.AddShaderFromFiles("defaultColor", "resources/shaders/defaultColor.vertex", "resources/shaders/defaultColor_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/env_sky.vertex", "resources/shaders/env_sky_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "resources/shaders/defaultAtmosphere.vertex", "resources/shaders/defaultAtmosphere_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetBake", "resources/shaders/planet_bake.vertex", "resources/shaders/planet_bake_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetStone", "resources/shaders/planet_stone.vertex", "resources/shaders/planet_stone_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("planetLand", "resources/shaders/planet_land.vertex", "resources/shaders/planet_land_web.fragment", CONST_ZIP_FILE); #else renderer.shaderManager.AddShaderFromFiles("default", "resources/shaders/default.vertex", "resources/shaders/default_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("env_sky", "resources/shaders/default_env.vertex", "resources/shaders/default_env_web.fragment", CONST_ZIP_FILE); renderer.shaderManager.AddShaderFromFiles("defaultAtmosphere", "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); renderer.shaderManager.AddShaderFromFiles("planetStone", "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); #endif bool cfgLoaded = sparkEmitter.loadFromJsonFile("resources/config/spark_config.json", renderer, CONST_ZIP_FILE); bool projCfgLoaded = projectileEmitter.loadFromJsonFile("resources/config/spark_projectile_config.json", renderer, CONST_ZIP_FILE); bool explosionCfgLoaded = explosionEmitter.loadFromJsonFile("resources/config/explosion_config.json", renderer, CONST_ZIP_FILE); explosionEmitter.setEmissionPoints(std::vector()); projectileEmitter.setEmissionPoints(std::vector()); uiManager.loadFromFile("resources/config/ui.json", renderer, CONST_ZIP_FILE); uiManager.startAnimationOnNode("backgroundNode", "bgScroll"); static bool isExitButtonAnimating = false; uiManager.setAnimationCallback("settingsButton", "buttonsExit", [this]() { std::cerr << "Settings button animation finished -> переход в настройки" << std::endl; if (uiManager.pushMenuFromFile("resources/config/settings.json", this->renderer, CONST_ZIP_FILE)) { uiManager.setButtonCallback("Opt1", [this](const std::string& n) { std::cerr << "Opt1 pressed: " << n << std::endl; }); uiManager.setButtonCallback("Opt2", [this](const std::string& n) { std::cerr << "Opt2 pressed: " << n << std::endl; }); uiManager.setButtonCallback("backButton", [this](const std::string& n) { uiManager.stopAllAnimations(); uiManager.popMenu(); }); } else { std::cerr << "Failed to open settings menu after animations" << std::endl; } }); uiManager.setAnimationCallback("exitButton", "bgScroll", []() { std::cerr << "Exit button bgScroll animation finished" << std::endl; g_exitBgAnimating = false; }); // Set UI button callbacks uiManager.setButtonCallback("playButton", [this](const std::string& name) { std::cerr << "Play button pressed: " << name << std::endl; }); uiManager.setButtonCallback("settingsButton", [this](const std::string& name) { std::cerr << "Settings button pressed: " << name << std::endl; uiManager.startAnimationOnNode("playButton", "buttonsExit"); uiManager.startAnimationOnNode("settingsButton", "buttonsExit"); uiManager.startAnimationOnNode("exitButton", "buttonsExit"); }); uiManager.setButtonCallback("exitButton", [this](const std::string& name) { std::cerr << "Exit button pressed: " << name << std::endl; if (!g_exitBgAnimating) { std::cerr << "start repeat anim bgScroll on exitButton" << std::endl; g_exitBgAnimating = true; uiManager.startAnimationOnNode("exitButton", "bgScroll"); } else { std::cerr << "stop repeat anim bgScroll on exitButton" << std::endl; g_exitBgAnimating = false; uiManager.stopAnimationOnNode("exitButton", "bgScroll"); auto exitButton = uiManager.findButton("exitButton"); if (exitButton) { exitButton->animOffsetX = 0.0f; exitButton->animOffsetY = 0.0f; exitButton->animScaleX = 1.0f; exitButton->animScaleY = 1.0f; exitButton->buildMesh(); } } }); uiManager.setButtonCallback("shootButton", [this](const std::string& name) { uint64_t now = SDL_GetTicks64(); if (now - lastProjectileFireTime >= static_cast(projectileCooldownMs)) { lastProjectileFireTime = now; fireProjectiles(); } }); uiManager.setSliderCallback("velocitySlider", [this](const std::string& name, float value) { int newVel = roundf(value * 10); if (newVel != Environment::shipState.selectedVelocity) { newShipVelocity = newVel; } }); cubemapTexture = std::make_shared( std::array{ CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE), CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE), CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE), CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE), CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE), CreateTextureDataFromPng("resources/sky/space1.png", CONST_ZIP_FILE) }); cubemap.data = ZL::CreateCubemap(500); cubemap.RefreshVBO(); //Load texture //spaceshipTexture = std::make_unique(CreateTextureDataFromPng("resources/DefaultMaterial_BaseColor_shine.png", CONST_ZIP_FILE)); //spaceshipBase = LoadFromTextFile02("resources/spaceship006.txt", CONST_ZIP_FILE); //spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(M_PI / 2.0, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix()); //spaceshipTexture = std::make_unique(CreateTextureDataFromPng("./resources/cap_D.png", CONST_ZIP_FILE)); //spaceshipBase = LoadFromTextFile02("./resources/spaceship006x.txt", CONST_ZIP_FILE); //spaceshipBase.RotateByMatrix(Eigen::Quaternionf(Eigen::AngleAxisf(-M_PI / 2.0, Eigen::Vector3f::UnitY())).toRotationMatrix());// QuatFromRotateAroundY(M_PI / 2.0).toRotationMatrix()); spaceshipTexture = std::make_unique(CreateTextureDataFromPng("resources/MainCharacter_Base_color_sRGB.png", CONST_ZIP_FILE)); spaceshipBase = LoadFromTextFile02("resources/spaceshipnew001.txt", CONST_ZIP_FILE); 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 }); spaceship.AssignFrom(spaceshipBase); spaceship.RefreshVBO(); //Boxes boxTexture = std::make_unique(CreateTextureDataFromPng("resources/box/box.png", CONST_ZIP_FILE)); boxBase = LoadFromTextFile02("resources/box/box.txt", CONST_ZIP_FILE); boxCoordsArr = generateRandomBoxCoords(50); boxRenderArr.resize(boxCoordsArr.size()); for (int i = 0; i < boxCoordsArr.size(); i++) { boxRenderArr[i].AssignFrom(boxBase); //boxRenderArr[i].data = CreateBaseConvexPolyhedron(1999); boxRenderArr[i].RefreshVBO(); } boxAlive.resize(boxCoordsArr.size(), true); if (!cfgLoaded) { throw std::runtime_error("Failed to load spark emitter config file!"); } renderer.InitOpenGL(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); planetObject.init(); #ifdef NETWORK networkClient = std::make_unique(taskManager.getIOContext()); networkClient->Connect("127.0.0.1", 8080); #else networkClient = std::make_unique(); networkClient->Connect("", 0); #endif } void Game::drawCubemap(float skyPercent) { static const std::string defaultShaderName = "default"; static const std::string envShaderName = "env_sky"; static const std::string vPositionName = "vPosition"; static const std::string vTexCoordName = "vTexCoord"; static const std::string textureUniformName = "Texture"; static const std::string skyPercentUniformName = "skyPercent"; renderer.shaderManager.PushShader(envShaderName); renderer.RenderUniform1i(textureUniformName, 0); renderer.RenderUniform1f(skyPercentUniformName, skyPercent); renderer.EnableVertexAttribArray(vPositionName); renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, static_cast(Environment::width) / static_cast(Environment::height), Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR); renderer.PushMatrix(); renderer.LoadIdentity(); renderer.RotateMatrix(Environment::inverseShipMatrix); Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized(); Matrix3f viewMatrix = Environment::inverseShipMatrix; Vector3f viewLightDir = (viewMatrix * worldLightDir).normalized(); // Передаем вектор НА источник света Vector3f lightToSource = -viewLightDir; renderer.RenderUniform3fv("uLightDirView", lightToSource.data()); // 2. Базовый цвет атмосферы (голубой) Vector3f skyColor = { 0.0f, 0.5f, 1.0f }; renderer.RenderUniform3fv("uSkyColor", skyColor.data()); // 1. Вектор направления от центра планеты к игроку (в мировых координатах) // Предполагаем, что планета в (0,0,0). Если нет, то (shipPosition - planetCenter) Vector3f playerDirWorld = Environment::shipState.position.normalized(); // 2. Направление света в мировом пространстве //Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized(); // 3. Считаем глобальную освещенность для игрока (насколько он на свету) // Это одно число для всего кадра float playerLightFactor = playerDirWorld.dot(-worldLightDir); // Ограничиваем и делаем переход мягче playerLightFactor = std::clamp((playerLightFactor + 0.2f) / 1.2f, 0.0f, 1.0f); renderer.RenderUniform1f("uPlayerLightFactor", playerLightFactor); renderer.RenderUniform1f("skyPercent", skyPercent); CheckGlError(); glBindTexture(GL_TEXTURE_CUBE_MAP, cubemapTexture->getTexID()); renderer.DrawVertexRenderStruct(cubemap); CheckGlError(); renderer.PopMatrix(); renderer.PopProjectionMatrix(); renderer.DisableVertexAttribArray(vPositionName); renderer.shaderManager.PopShader(); CheckGlError(); } void Game::drawShip() { static const std::string defaultShaderName = "default"; static const std::string envShaderName = "env"; static const std::string vPositionName = "vPosition"; static const std::string vTexCoordName = "vTexCoord"; static const std::string textureUniformName = "Texture"; renderer.shaderManager.PushShader(defaultShaderName); renderer.RenderUniform1i(textureUniformName, 0); renderer.EnableVertexAttribArray(vPositionName); renderer.EnableVertexAttribArray(vTexCoordName); renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, static_cast(Environment::width) / static_cast(Environment::height), Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR); renderer.PushMatrix(); renderer.LoadIdentity(); renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom }); renderer.TranslateMatrix({ 0, -6.f, 0 }); //Ship camera offset if (shipAlive) { glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID()); renderer.DrawVertexRenderStruct(spaceship); } glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); for (const auto& p : projectiles) { if (p && p->isActive()) { p->draw(renderer); } } if (shipAlive) { renderer.PushMatrix(); renderer.TranslateMatrix({ 0, 0, 16 }); sparkEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height); renderer.PopMatrix(); projectileEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height); } if (showExplosion) { explosionEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height); } glDisable(GL_BLEND); renderer.PopMatrix(); renderer.PopProjectionMatrix(); renderer.DisableVertexAttribArray(vPositionName); renderer.DisableVertexAttribArray(vTexCoordName); renderer.shaderManager.PopShader(); CheckGlError(); } void Game::drawBoxes() { static const std::string defaultShaderName = "default"; static const std::string envShaderName = "env"; static const std::string vPositionName = "vPosition"; static const std::string vTexCoordName = "vTexCoord"; static const std::string textureUniformName = "Texture"; renderer.shaderManager.PushShader(defaultShaderName); renderer.RenderUniform1i(textureUniformName, 0); renderer.EnableVertexAttribArray(vPositionName); renderer.EnableVertexAttribArray(vTexCoordName); renderer.PushPerspectiveProjectionMatrix(1.0 / 1.5, static_cast(Environment::width) / static_cast(Environment::height), Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR); for (int i = 0; i < boxCoordsArr.size(); i++) { if (!boxAlive[i]) continue; renderer.PushMatrix(); renderer.LoadIdentity(); renderer.TranslateMatrix({ 0,0, -1.0f * Environment::zoom }); renderer.RotateMatrix(Environment::inverseShipMatrix); renderer.TranslateMatrix(-Environment::shipState.position); renderer.TranslateMatrix({ 0.f, 0.f, 45000.f }); renderer.TranslateMatrix(boxCoordsArr[i].pos); renderer.RotateMatrix(boxCoordsArr[i].m); glBindTexture(GL_TEXTURE_2D, boxTexture->getTexID()); //glBindTexture(GL_TEXTURE_2D, rockTexture->getTexID()); renderer.DrawVertexRenderStruct(boxRenderArr[i]); renderer.PopMatrix(); } renderer.PopProjectionMatrix(); renderer.DisableVertexAttribArray(vPositionName); renderer.DisableVertexAttribArray(vTexCoordName); renderer.shaderManager.PopShader(); CheckGlError(); } void Game::drawUI() { static const std::string defaultShaderName = "default"; static const std::string envShaderName = "env"; static const std::string vPositionName = "vPosition"; static const std::string vTexCoordName = "vTexCoord"; static const std::string textureUniformName = "Texture"; glClear(GL_DEPTH_BUFFER_BIT); renderer.shaderManager.PushShader(defaultShaderName); renderer.RenderUniform1i(textureUniformName, 0); renderer.EnableVertexAttribArray(vPositionName); renderer.EnableVertexAttribArray(vTexCoordName); renderer.DisableVertexAttribArray(vPositionName); renderer.DisableVertexAttribArray(vTexCoordName); glEnable(GL_BLEND); uiManager.draw(renderer); glDisable(GL_BLEND); renderer.shaderManager.PopShader(); CheckGlError(); } void Game::drawScene() { static const std::string defaultShaderName = "default"; static const std::string envShaderName = "env"; static const std::string vPositionName = "vPosition"; static const std::string vTexCoordName = "vTexCoord"; static const std::string textureUniformName = "Texture"; glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glViewport(0, 0, Environment::width, Environment::height); CheckGlError(); float skyPercent = 0.0; float distance = planetObject.distanceToPlanetSurface(Environment::shipState.position); if (distance > 1500.f) { skyPercent = 0.0f; } else if (distance < 800.f) { skyPercent = 1.0f; } else { skyPercent = (1500.f - distance) / (1500.f - 800.f); } drawCubemap(skyPercent); planetObject.draw(renderer); if (planetObject.distanceToPlanetSurface(Environment::shipState.position) > 100.f) { glClear(GL_DEPTH_BUFFER_BIT); } drawShip(); drawRemoteShips(); drawBoxes(); drawUI(); 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(Environment::width) / static_cast(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() { if (lastTickCount == 0) { //lastTickCount = SDL_GetTicks64(); lastTickCount = std::chrono::duration_cast( std::chrono::system_clock::now().time_since_epoch() ).count(); return; } //newTickCount = SDL_GetTicks64(); newTickCount = std::chrono::duration_cast( std::chrono::system_clock::now().time_since_epoch() ).count(); if (newTickCount - lastTickCount > CONST_TIMER_INTERVAL) { 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(delta)); planetObject.update(static_cast(delta)); 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 diffy = Environment::tapDownCurrentPos(1) - Environment::tapDownStartPos(1); 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(radians * 180.0f / M_PI); if (discreteAngle < 0) discreteAngle += 360; } else { discreteAngle = -1; discreteMag = 0.0f; } } else { discreteAngle = -1; discreteMag = 0.0f; } 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) { if (p && p->isActive()) { p->update(static_cast(delta), renderer); } } std::vector projCameraPoints; for (const auto& p : projectiles) { if (p && p->isActive()) { Vector3f worldPos = p->getPosition(); Vector3f rel = worldPos - Environment::shipState.position; Vector3f camPos = Environment::inverseShipMatrix * rel; projCameraPoints.push_back(camPos); } } if (!projCameraPoints.empty()) { projectileEmitter.setEmissionPoints(projCameraPoints); projectileEmitter.emit(); } else { projectileEmitter.setEmissionPoints(std::vector()); } std::vector shipCameraPoints; for (const auto& lp : shipLocalEmissionPoints) { Vector3f adjusted = lp + Vector3f{ 0.0f, -Environment::zoom * 0.03f, 0.0f }; shipCameraPoints.push_back(adjusted); } if (!shipCameraPoints.empty()) { sparkEmitter.setEmissionPoints(shipCameraPoints); } sparkEmitter.update(static_cast(delta)); projectileEmitter.update(static_cast(delta)); explosionEmitter.update(static_cast(delta)); if (showExplosion) { uint64_t now = SDL_GetTicks64(); if (lastExplosionTime != 0 && now - lastExplosionTime >= explosionDurationMs) { showExplosion = false; explosionEmitter.setEmissionPoints(std::vector()); explosionEmitter.setUseWorldSpace(false); } } if (shipAlive) { float distToSurface = planetObject.distanceToPlanetSurface(Environment::shipState.position); if (distToSurface <= 0.0f) { Vector3f dir = (Environment::shipState.position - PlanetData::PLANET_CENTER_OFFSET).normalized(); Vector3f collisionPoint = PlanetData::PLANET_CENTER_OFFSET + dir * PlanetData::PLANET_RADIUS; Environment::shipState.position = PlanetData::PLANET_CENTER_OFFSET + dir * (PlanetData::PLANET_RADIUS + shipCollisionRadius + 0.1f); shipAlive = false; gameOver = true; Environment::shipState.velocity = 0.0f; showExplosion = true; explosionEmitter.setUseWorldSpace(true); explosionEmitter.setEmissionPoints(std::vector{ collisionPoint }); explosionEmitter.emit(); lastExplosionTime = SDL_GetTicks64(); std::cerr << "GAME OVER: collision with planet (moved back and exploded)\n"; if (!uiGameOverShown) { if (uiManager.pushMenuFromFile("resources/config/game_over.json", this->renderer, CONST_ZIP_FILE)) { uiManager.setButtonCallback("restartButton", [this](const std::string& name) { this->shipAlive = true; this->gameOver = false; this->uiGameOverShown = false; this->showExplosion = false; this->explosionEmitter.setEmissionPoints(std::vector()); Environment::shipState.position = Vector3f{ 0, 0, 45000.f }; Environment::shipState.velocity = 0.0f; Environment::shipState.rotation = Eigen::Matrix3f::Identity(); Environment::inverseShipMatrix = Eigen::Matrix3f::Identity(); Environment::zoom = DEFAULT_ZOOM; Environment::tapDownHold = false; uiManager.popMenu(); std::cerr << "Game restarted\n"; }); uiManager.setButtonCallback("gameOverExitButton", [this](const std::string& name) { Environment::exitGameLoop = true; }); uiGameOverShown = true; } else { std::cerr << "Failed to load game_over.json\n"; } } } else { bool stoneCollided = false; int collidedTriIdx = -1; Vector3f collidedStonePos = Vector3f{ 0.0f, 0.0f, 0.0f }; float collidedStoneRadius = 0.0f; for (int triIdx : planetObject.triangleIndicesToDraw) { if (triIdx < 0 || triIdx >= static_cast(planetObject.planetStones.allInstances.size())) continue; if (planetObject.planetStones.statuses.size() <= static_cast(triIdx)) continue; if (planetObject.planetStones.statuses[triIdx] != ChunkStatus::Live) continue; const auto& instances = planetObject.planetStones.allInstances[triIdx]; for (const auto& inst : instances) { Vector3f stoneWorld = inst.position; Vector3f diff = Environment::shipState.position - stoneWorld; float maxScale = (std::max)({ inst.scale(0), inst.scale(1), inst.scale(2) }); float stoneRadius = StoneParams::BASE_SCALE * maxScale * 0.9f; float thresh = shipCollisionRadius + stoneRadius; if (diff.squaredNorm() <= thresh * thresh) { stoneCollided = true; collidedTriIdx = triIdx; collidedStonePos = stoneWorld; collidedStoneRadius = stoneRadius; break; } } if (stoneCollided) break; } if (stoneCollided) { Vector3f away = (Environment::shipState.position - collidedStonePos); if (away.squaredNorm() <= 1e-6f) { away = Vector3f{ 0.0f, 1.0f, 0.0f }; } away.normalize(); Environment::shipState.position = collidedStonePos + away * (collidedStoneRadius + shipCollisionRadius + 0.1f); shipAlive = false; gameOver = true; Environment::shipState.velocity = 0.0f; showExplosion = true; explosionEmitter.setUseWorldSpace(true); explosionEmitter.setEmissionPoints(std::vector{ collidedStonePos }); explosionEmitter.emit(); lastExplosionTime = SDL_GetTicks64(); std::cerr << "GAME OVER: collision with stone on triangle " << collidedTriIdx << std::endl; if (collidedTriIdx >= 0 && collidedTriIdx < static_cast(planetObject.stonesToRender.size())) { planetObject.stonesToRender[collidedTriIdx].data.PositionData.clear(); planetObject.stonesToRender[collidedTriIdx].vao.reset(); planetObject.stonesToRender[collidedTriIdx].positionVBO.reset(); planetObject.stonesToRender[collidedTriIdx].normalVBO.reset(); planetObject.stonesToRender[collidedTriIdx].tangentVBO.reset(); planetObject.stonesToRender[collidedTriIdx].binormalVBO.reset(); planetObject.stonesToRender[collidedTriIdx].colorVBO.reset(); planetObject.stonesToRender[collidedTriIdx].texCoordVBO.reset(); } if (collidedTriIdx >= 0 && collidedTriIdx < static_cast(planetObject.planetStones.statuses.size())) { planetObject.planetStones.statuses[collidedTriIdx] = ChunkStatus::Empty; } if (!uiGameOverShown) { if (uiManager.pushMenuFromFile("resources/config/game_over.json", this->renderer, CONST_ZIP_FILE)) { uiManager.setButtonCallback("restartButton", [this](const std::string& name) { this->shipAlive = true; this->gameOver = false; this->uiGameOverShown = false; this->showExplosion = false; this->explosionEmitter.setEmissionPoints(std::vector()); Environment::shipState.position = Vector3f{ 0, 0, 45000.f }; Environment::shipState.velocity = 0.0f; Environment::shipState.rotation = Eigen::Matrix3f::Identity(); Environment::inverseShipMatrix = Eigen::Matrix3f::Identity(); Environment::zoom = DEFAULT_ZOOM; Environment::tapDownHold = false; uiManager.popMenu(); std::cerr << "Game restarted\n"; }); uiManager.setButtonCallback("gameOverExitButton", [this](const std::string& name) { Environment::exitGameLoop = true; }); uiGameOverShown = true; } else { std::cerr << "Failed to load game_over.json\n"; } } } } } for (int i = 0; i < boxCoordsArr.size(); ++i) { if (!boxAlive[i]) continue; Vector3f boxWorld = boxCoordsArr[i].pos + Vector3f{ 0.0f, 0.0f, 45000.0f }; Vector3f diff = Environment::shipState.position - boxWorld; float thresh = shipCollisionRadius + boxCollisionRadius; if (diff.squaredNorm() <= thresh * thresh) { boxAlive[i] = false; boxRenderArr[i].data.PositionData.clear(); boxRenderArr[i].vao.reset(); boxRenderArr[i].positionVBO.reset(); boxRenderArr[i].texCoordVBO.reset(); showExplosion = true; Vector3f rel = boxWorld - Environment::shipState.position; Vector3f camPos = Environment::inverseShipMatrix * rel; explosionEmitter.setUseWorldSpace(true); explosionEmitter.setEmissionPoints(std::vector{ boxWorld }); explosionEmitter.emit(); lastExplosionTime = SDL_GetTicks64(); std::cerr << "Box destroyed at index " << i << std::endl; } } const float projectileHitRadius = 1.5f; for (auto& p : projectiles) { if (!p || !p->isActive()) continue; Vector3f ppos = p->getPosition(); Vector3f projInBoxSpace = Environment::inverseShipMatrix * (ppos - Environment::shipState.position); for (int i = 0; i < boxCoordsArr.size(); ++i) { if (!boxAlive[i]) continue; Vector3f boxWorld = boxCoordsArr[i].pos + Vector3f{ 0.0f, 6.0f, 45000.0f }; Vector3f dd = ppos - boxWorld; float thresh = boxCollisionRadius + projectileHitRadius; if (dd.squaredNorm() <= thresh * thresh) { boxAlive[i] = false; boxRenderArr[i].data.PositionData.clear(); boxRenderArr[i].vao.reset(); boxRenderArr[i].positionVBO.reset(); boxRenderArr[i].texCoordVBO.reset(); showExplosion = true; explosionEmitter.setUseWorldSpace(true); explosionEmitter.setEmissionPoints(std::vector{ boxWorld }); explosionEmitter.emit(); lastExplosionTime = SDL_GetTicks64(); p->deactivate(); std::cerr << "Box destroyed by projectile at index " << i << std::endl; break; } } } uiManager.update(static_cast(delta)); lastTickCount = newTickCount; } } void Game::fireProjectiles() { std::vector localOffsets = { Vector3f{ -1.5f, 0.9f, 5.0f }, Vector3f{ 1.5f, 0.9f, 5.0f } }; const float projectileSpeed = 60.0f; const float lifeMs = 5000.0f; const float size = 0.5f; Vector3f localForward = { 0,0,-1 }; Vector3f worldForward = (Environment::shipState.rotation * localForward).normalized(); for (const auto& lo : localOffsets) { Vector3f worldPos = Environment::shipState.position + Environment::shipState.rotation * lo; Vector3f worldVel = worldForward * (projectileSpeed + Environment::shipState.velocity); for (auto& p : projectiles) { if (!p->isActive()) { p->init(worldPos, worldVel, lifeMs, size, projectileTexture, renderer); break; } } } } void Game::render() { SDL_GL_MakeCurrent(ZL::Environment::window, glContext); ZL::CheckGlError(); glClearColor(0.0f, 1.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); drawScene(); processTickCount(); SDL_GL_SwapWindow(ZL::Environment::window); } void Game::update() { SDL_Event event; while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) { Environment::exitGameLoop = true; } #ifdef __ANDROID__ if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_AC_BACK) { Environment::exitGameLoop = true; } #endif #ifdef __ANDROID__ if (event.type == SDL_FINGERDOWN) { // Координаты Finger в SDL нормализованы от 0.0 до 1.0 int mx = static_cast(event.tfinger.x * Environment::width); int my = static_cast(event.tfinger.y * Environment::height); handleDown(mx, my); } else if (event.type == SDL_FINGERUP) { int mx = static_cast(event.tfinger.x * Environment::width); int my = static_cast(event.tfinger.y * Environment::height); handleUp(mx, my); } else if (event.type == SDL_FINGERMOTION) { int mx = static_cast(event.tfinger.x * Environment::width); int my = static_cast(event.tfinger.y * Environment::height); handleMotion(mx, my); } #else if (event.type == SDL_MOUSEBUTTONDOWN) { int mx = event.button.x; int my = event.button.y; handleDown(mx, my); } if (event.type == SDL_MOUSEBUTTONUP) { int mx = event.button.x; int my = event.button.y; handleUp(mx, my); } if (event.type == SDL_MOUSEMOTION) { int mx = event.motion.x; int my = event.motion.y; handleMotion(mx, my); } /* if (event.type == SDL_MOUSEWHEEL) { static const float zoomstep = 2.0f; if (event.wheel.y > 0) { Environment::zoom -= zoomstep; } else if (event.wheel.y < 0) { Environment::zoom += zoomstep; } if (Environment::zoom < zoomstep) { Environment::zoom = zoomstep; } } if (event.type == SDL_KEYUP) { if (event.key.keysym.sym == SDLK_i) { } }*/ #endif } render(); mainThreadHandler.processMainThreadTasks(); networkClient->Poll(); } void Game::handleDown(int mx, int my) { int uiX = mx; int uiY = Environment::height - my; uiManager.onMouseDown(uiX, uiY); bool uiHandled = false; for (const auto& button : uiManager.findButton("") ? std::vector>{} : std::vector>{}) { (void)button; } auto pressedSlider = [&]() -> std::shared_ptr { for (const auto& slider : uiManager.findSlider("") ? std::vector>{} : std::vector>{}) { (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; } } void Game::handleUp(int mx, int my) { int uiX = mx; int uiY = Environment::height - my; uiManager.onMouseUp(uiX, uiY); if (!uiManager.isUiInteraction()) { Environment::tapDownHold = false; } } void Game::handleMotion(int mx, int my) { int uiX = mx; int uiY = Environment::height - my; uiManager.onMouseMove(uiX, uiY); if (Environment::tapDownHold && !uiManager.isUiInteraction()) { Environment::tapDownCurrentPos(0) = mx; Environment::tapDownCurrentPos(1) = my; } } /* 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