space-game001/src/Game.cpp

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#include "GameConfig.h"
#include "Game.h"
#include "AnimatedModel.h"
#include "BoneAnimatedModel.h"
#include "planet/PlanetData.h"
#include "utils/Utils.h"
#include "render/OpenGlExtensions.h"
#include <iostream>
#include "render/TextureManager.h"
#include "TextModel.h"
#include <random>
#include <cmath>
#include <algorithm>
#ifdef __ANDROID__
#include <android/log.h>
#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<BoxCoords> 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<BoxCoords> 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, camera)
{
Environment::shipState.selectedVelocity = 0;
projectiles.reserve(maxProjectiles);
for (int i = 0; i < maxProjectiles; ++i) {
projectiles.emplace_back(std::make_unique<Projectile>());
}
}
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<Vector3f>());
projectileEmitter.setEmissionPoints(std::vector<Vector3f>());
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<uint64_t>(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;
// }
// });
// Добавляем джойстик для управления кораблём
// centerX=150, centerY=150 (от левого нижнего угла в UI координатах)
// baseRadius=120, knobRadius=50
uiManager.addJoystick("shipJoystick", 150.0f, 150.0f, 120.0f, 50.0f,
renderer, CONST_ZIP_FILE,
"resources/joystick_base.png", "resources/joystick_knob.png");
cubemapTexture = std::make_shared<Texture>(
std::array<TextureDataStruct, 6>{
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<Texture>(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{ -0.52998, 0, -10 });
spaceship.AssignFrom(spaceshipBase);
spaceship.RefreshVBO();
//Boxes
boxTexture = std::make_unique<Texture>(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].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<WebSocketClient>(taskManager.getIOContext());
networkClient->Connect("127.0.0.1", 8080);
#else
networkClient = std::make_unique<LocalClient>();
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<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.LoadIdentity();
// Для скайбокса берем только вращение от камеры
Matrix4f view = camera.getViewMatrix();
view.block<3, 1>(0, 3) = Vector3f::Zero();
renderer.PushSpecialMatrix(view);
Vector3f worldLightDir = Vector3f(1.0f, -1.0f, -1.0f).normalized();
Matrix3f viewRot = view.block<3, 3>(0, 0); // world->view rotation
Vector3f viewLightDir = (viewRot * worldLightDir).normalized();
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(); // Pop special matrix
renderer.PopMatrix(); // Pop original push
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<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.PushSpecialMatrix(camera.getViewMatrix());
// --- ship model matrix ---
renderer.PushMatrix();
renderer.TranslateMatrix(Environment::shipState.position);
renderer.RotateMatrix(Environment::shipState.rotation);
if (shipAlive) {
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
renderer.DrawVertexRenderStruct(spaceship);
}
// Эмиттеры рисуем в той же матрице корабля
if (shipAlive) {
renderer.PushMatrix();
renderer.TranslateMatrix({ 0, 0, 16 });
sparkEmitter.draw(renderer, Environment::zoom, Environment::width, Environment::height);
renderer.PopMatrix();
}
renderer.PopMatrix(); // --- end ship model matrix ---
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(); // Pop special matrix
renderer.PopMatrix(); // Pop original push
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<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.PushSpecialMatrix(camera.getViewMatrix());
for (int i = 0; i < boxCoordsArr.size(); i++)
{
if (!boxAlive[i]) continue;
renderer.PushMatrix();
// Коробки рисуются в мировых координатах
// Но у них есть offset { 0.f, 0.f, 45000.f }
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.PopMatrix(); // Pop special matrix
renderer.PopMatrix(); // Pop original push
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();
// Обновляем камеру
// camera.follow(Environment::shipState.position, shipWorldOrientation, Environment::zoom, 6.0f);
camera.followOrbit(Environment::shipState.position, camYaw, camPitch, Environment::zoom, 6.0f);
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();
#if ENABLE_REMOTE_SHIPS
drawRemoteShips();
#endif
drawBoxes();
drawUI();
CheckGlError();
}
void Game::drawRemoteShips() {
static const std::string defaultShaderName = "default";
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<float>(Environment::width) / static_cast<float>(Environment::height),
Environment::CONST_Z_NEAR, Environment::CONST_Z_FAR);
glBindTexture(GL_TEXTURE_2D, spaceshipTexture->getTexID());
auto now = std::chrono::system_clock::now();
now -= std::chrono::milliseconds(CLIENT_DELAY);
latestRemotePlayers = networkClient->getRemotePlayers();
renderer.PushMatrix();
renderer.LoadIdentity();
renderer.PushSpecialMatrix(camera.getViewMatrix());
for (auto const& [id, remotePlayer] : latestRemotePlayers) {
if (!remotePlayer.canFetchClientStateAtTime(now)) continue;
ClientState playerState = remotePlayer.fetchClientStateAtTime(now);
renderer.PushMatrix();
renderer.TranslateMatrix(playerState.position);
renderer.RotateMatrix(playerState.rotation);
renderer.DrawVertexRenderStruct(spaceship);
renderer.PopMatrix();
}
renderer.PopMatrix(); // pop special matrix stack (view)
renderer.PopMatrix(); // pop identity push
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::milliseconds>(
std::chrono::system_clock::now().time_since_epoch()
).count();
return;
}
//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) {
size_t delta = newTickCount - lastTickCount;
if (delta > CONST_MAX_TIME_INTERVAL)
{
throw std::runtime_error("Synchronization is lost");
}
auto now_ms = newTickCount;
planetObject.update(static_cast<float>(delta));
// ------------------------
// Input -> ControlState (joystick)
// ------------------------
float discreteMag = 0.0f;
int discreteAngle = -1;
auto joystick = uiManager.findJoystick("shipJoystick");
bool joystickActive = isUsingJoystick && joystick && joystick->isActive;
if (joystickActive) {
float joyX = -joystick->getDirectionX(); // -1..1
float joyY = joystick->getDirectionY(); // -1..1 (вверх обычно отрицательный)
float magnitude = joystick->getMagnitude();
const float deadzone = 0.1f;
if (magnitude > deadzone) {
// forward/right из ТЕКУЩЕГО camYaw (без lock)
Vector3f forward(-sinf(camYaw), 0.0f, -cosf(camYaw));
Vector3f right(cosf(camYaw), 0.0f, -sinf(camYaw));
// joyY: если вверх = отрицательный, то "- forward * joyY" даёт движение вперёд при joyY<0
Vector3f worldMove = right * joyX - forward * joyY;
if (worldMove.squaredNorm() > 1e-6f) {
worldMove.normalize();
float ang = atan2f(worldMove.x(), worldMove.z()); // 0 -> +Z
int a = (int)std::round(ang * 180.0f / (float)M_PI);
if (a < 0) a += 360;
a %= 360;
discreteAngle = a;
discreteMag = (std::min)(magnitude, 1.0f);
discreteMag = std::round(discreteMag * 10.0f) / 10.0f;
}
}
}
// Network Update
bool changed = false;
if (discreteAngle != Environment::shipState.discreteAngle) {
Environment::shipState.discreteAngle = discreteAngle;
changed = true;
}
if (discreteMag != Environment::shipState.discreteMag) {
Environment::shipState.discreteMag = discreteMag;
changed = true;
}
// slider value применяем здесь (ты раньше только newShipVelocity менял)
//int newVelInt = (int)newShipVelocity;
//if (newVelInt != Environment::shipState.selectedVelocity) {
// Environment::shipState.selectedVelocity = newVelInt;
// changed = true;
//}
if (changed) {
std::string msg = "UPD:" + std::to_string(now_ms) + ":" + Environment::shipState.formPingMessageContent();
networkClient->Send(msg);
}
Environment::shipState.simulate_physics(delta);
Environment::inverseShipMatrix = Environment::shipState.rotation.inverse();
for (auto& p : projectiles) {
if (p && p->isActive()) {
p->update(static_cast<float>(delta), renderer);
}
}
std::vector<Vector3f> 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<Vector3f>());
}
std::vector<Vector3f> 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<float>(delta));
projectileEmitter.update(static_cast<float>(delta));
explosionEmitter.update(static_cast<float>(delta));
if (showExplosion) {
uint64_t now = SDL_GetTicks64();
if (lastExplosionTime != 0 && now - lastExplosionTime >= explosionDurationMs) {
showExplosion = false;
explosionEmitter.setEmissionPoints(std::vector<Vector3f>());
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<Vector3f>{ 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<Vector3f>());
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<int>(planetObject.planetStones.allInstances.size()))
continue;
if (planetObject.planetStones.statuses.size() <= static_cast<size_t>(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<Vector3f>{ collidedStonePos });
explosionEmitter.emit();
lastExplosionTime = SDL_GetTicks64();
std::cerr << "GAME OVER: collision with stone on triangle " << collidedTriIdx << std::endl;
if (collidedTriIdx >= 0 && collidedTriIdx < static_cast<int>(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<int>(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<Vector3f>());
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<Vector3f>{ 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<Vector3f>{ boxWorld });
explosionEmitter.emit();
lastExplosionTime = SDL_GetTicks64();
p->deactivate();
std::cerr << "Box destroyed by projectile at index " << i << std::endl;
break;
}
}
}
uiManager.update(static_cast<float>(delta));
lastTickCount = newTickCount;
}
}
void Game::fireProjectiles() {
std::vector<Vector3f> 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);
processTickCount();
drawScene();
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<int>(event.tfinger.x * Environment::width);
int my = static_cast<int>(event.tfinger.y * Environment::height);
handleDown(mx, my);
}
else if (event.type == SDL_FINGERUP) {
int mx = static_cast<int>(event.tfinger.x * Environment::width);
int my = static_cast<int>(event.tfinger.y * Environment::height);
handleUp(mx, my);
}
else if (event.type == SDL_FINGERMOTION) {
int mx = static_cast<int>(event.tfinger.x * Environment::width);
int my = static_cast<int>(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);
// Check if joystick became active
auto joystick = uiManager.findJoystick("shipJoystick");
if (joystick && joystick->isActive) {
isUsingJoystick = true;
isDraggingCamera = false;
Environment::tapDownHold = false; // Don't trigger camera drag
}
else if (!uiManager.isUiInteraction()) {
// No UI interaction (and no joystick), so it's camera drag
isUsingJoystick = false;
isDraggingCamera = true;
Environment::tapDownHold = true;
Environment::tapDownStartPos = Vector2f(static_cast<float>(mx), static_cast<float>(my));
Environment::tapDownCurrentPos = Environment::tapDownStartPos;
}
}
void Game::handleUp(int mx, int my)
{
int uiX = mx;
int uiY = Environment::height - my;
uiManager.onMouseUp(uiX, uiY);
if (isUsingJoystick) {
isUsingJoystick = false;
}
isDraggingCamera = false;
Environment::tapDownHold = false;
}
void Game::handleMotion(int mx, int my)
{
int uiX = mx;
int uiY = Environment::height - my;
uiManager.onMouseMove(uiX, uiY);
if (isDraggingCamera && !uiManager.isUiInteraction()) {
float curX = static_cast<float>(mx);
float curY = static_cast<float>(my);
float dx = curX - Environment::tapDownStartPos(0);
float dy = curY - Environment::tapDownStartPos(1);
const float sens = 0.005f; // rad per pixel
camYaw -= dx * sens;
camPitch -= dy * sens;
float pitchLimit = 80.0f * static_cast<float>(M_PI) / 180.0f;
if (camPitch > pitchLimit) camPitch = pitchLimit;
if (camPitch < -pitchLimit) camPitch = -pitchLimit;
// обновляем стартовую точку, чтобы drag был плавный
Environment::tapDownStartPos(0) = curX;
Environment::tapDownStartPos(1) = curY;
}
}
/*
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