Game.cpp 8.6 KB

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  1. #include <cmath>
  2. #include "client/Game.h"
  3. #include "client/utils/Utils.h"
  4. #include "rendering/Renderer.h"
  5. #include "common/utils/String.h"
  6. #include "common/utils/Random.h"
  7. #include "math/Quaternion.h"
  8. Game::Game(const Control& control, const Clock& fps, const Clock& tps, RenderSettings& renderSettings) :
  9. control(control), fps(fps), tps(tps), renderSettings(renderSettings), world(blockRegistry), worldRenderer(world),
  10. pointIndex(0), moveSpeed(0.125f), movedLength(0.0f), mode(Mode::AUTO) {
  11. Random r(0);
  12. float h = World::WORLD_SIZE * 0.6f;
  13. float mid = World::WORLD_SIZE * 0.5f;
  14. float randLength = World::WORLD_SIZE * 0.125f * 0.25f;
  15. pos.set(0, h, 0);
  16. lastPos = pos;
  17. rotation = Quaternion(Vector3(1, 0, 0), -80);
  18. lastRotation = rotation;
  19. Quaternion q;
  20. for(uint i = 0; i < cameraPoints.getCapacity(); i++) {
  21. Vector3 offset(mid, h, mid);
  22. offset += Vector3(r.nextFloat(randLength), r.nextFloat(randLength), r.nextFloat(randLength));
  23. Vector3 v(i * 360.0f / cameraPoints.getCapacity(), 0.0f);
  24. v *= mid * 0.5f;
  25. v += offset;
  26. q.mul(Quaternion(Vector3(r.nextFloat() * 360.0f, r.nextFloat() * -90.0f), -10.0f));
  27. cameraPoints.add({v, q, 0.0f});
  28. }
  29. updateDistances();
  30. lines.add(Vector3(0, 0, 0), Vector3(0, 0, 50));
  31. lines.add(Vector3(0, 0, 0), Vector3(0, 50, 0));
  32. lines.add(Vector3(0, 0, 50), Vector3(0, 50, 0));
  33. lines.build();
  34. }
  35. void Game::tick() {
  36. lastRotation = rotation;
  37. lastPos = pos;
  38. if(mode == Mode::PLAYER) {
  39. Matrix m = rotation.toMatrix();
  40. Vector3 right = m * Vector3(1.0f, 0.0f, 0.0f);
  41. Vector3 up = m * Vector3(0.0f, 1.0f, 0.0f);
  42. Vector3 back = m * Vector3(0.0f, 0.0f, -1.0f);
  43. const float speed = 1.0f;
  44. if(control.keys.down.isDown()) {
  45. pos += back * speed;
  46. }
  47. if(control.keys.up.isDown()) {
  48. pos -= back * speed;
  49. }
  50. if(control.keys.left.isDown()) {
  51. pos -= right * speed;
  52. }
  53. if(control.keys.right.isDown()) {
  54. pos += right * speed;
  55. }
  56. if(control.keys.jump.isDown()) {
  57. pos += up * speed;
  58. }
  59. if(control.keys.sneak.isDown()) {
  60. pos -= up * speed;
  61. }
  62. const float rotationSpeed = 5.0f;
  63. if(control.keys.camLeft.isDown()) {
  64. rotation.mul(Quaternion(up, rotationSpeed));
  65. }
  66. if(control.keys.camRight.isDown()) {
  67. rotation.mul(Quaternion(up, -rotationSpeed));
  68. }
  69. if(control.keys.camUp.isDown()) {
  70. rotation.mul(Quaternion(right, rotationSpeed));
  71. }
  72. if(control.keys.camDown.isDown()) {
  73. rotation.mul(Quaternion(right, -rotationSpeed));
  74. }
  75. if(control.keys.test3.getDownTime() == 1) {
  76. cameraPoints.add({pos, rotation, 0.0f});
  77. }
  78. } else if(mode == Mode::AUTO) {
  79. movedLength += moveSpeed;
  80. if(control.keys.camUp.isDown()) {
  81. moveSpeed += 0.0125f;
  82. if(moveSpeed > 1.0f) {
  83. moveSpeed = 1.0f;
  84. }
  85. }
  86. if(control.keys.camDown.isDown()) {
  87. moveSpeed -= 0.0125f;
  88. if(moveSpeed < 0.0f) {
  89. moveSpeed = 0.0f;
  90. }
  91. }
  92. if(control.keys.test3.isDown()) {
  93. mode = Mode::PLAYER;
  94. cameraPoints.clear();
  95. }
  96. }
  97. if(control.keys.test.isDown()) {
  98. mode = Mode::PLAYER;
  99. }
  100. if(control.keys.test2.isDown() && cameraPoints.getLength() >= 3) {
  101. mode = Mode::AUTO;
  102. movedLength = 0.0f;
  103. updateDistances();
  104. }
  105. if(control.keys.test4.getDownTime() == 1) {
  106. renderSettings.shadows = !renderSettings.shadows;
  107. }
  108. if(control.keys.test5.getDownTime() == 1) {
  109. renderSettings.ssao = !renderSettings.ssao;
  110. }
  111. if(control.keys.test6.getDownTime() == 1) {
  112. renderSettings.bump += 0.05f;
  113. if(renderSettings.bump > 1.0f) {
  114. renderSettings.bump = 0.0f;
  115. }
  116. }
  117. if(control.keys.factor.getDownTime() == 1) {
  118. if(renderSettings.factor == 1) {
  119. renderSettings.factor = 2;
  120. } else if(renderSettings.factor == 2) {
  121. renderSettings.factor = 3;
  122. } else {
  123. renderSettings.factor = 1;
  124. }
  125. renderSettings.dirtyFactor = true;
  126. }
  127. }
  128. void Game::renderWorld(float lag, Renderer& renderer) const {
  129. if(mode == Mode::AUTO) {
  130. float leftLength = (movedLength - moveSpeed) + moveSpeed * lag;
  131. uint index = 0;
  132. while(leftLength >= cameraPoints[index].distance) {
  133. leftLength -= cameraPoints[index].distance;
  134. index = (index + 1) % cameraPoints.getLength();
  135. }
  136. float t = leftLength / cameraPoints[index].distance;
  137. Vector3 interpolatedPos = pointUntilDistance(leftLength, index, 4000);
  138. uint a = index == 0 ? cameraPoints.getLength() - 1 : index - 1;
  139. uint b = (a + 1) % cameraPoints.getLength();
  140. uint c = (a + 2) % cameraPoints.getLength();
  141. uint d = (a + 3) % cameraPoints.getLength();
  142. renderer.update(interpolatedPos, cameraPoints[b].q.squad(t, cameraPoints[a].q, cameraPoints[c].q, cameraPoints[d].q));
  143. pos = interpolatedPos;
  144. } else if(mode == Mode::PLAYER) {
  145. Vector3 v = lastPos + (pos - lastPos) * lag;
  146. renderer.update(v, lastRotation.slerp(lag, rotation));
  147. }
  148. worldRenderer.render(lag, renderer);
  149. }
  150. void Game::renderWorldLines(float lag, Renderer& renderer) const {
  151. (void) lag;
  152. renderer.translateTo(0.0f, 0.0f, 0.0f);
  153. renderer.update();
  154. lines.draw();
  155. }
  156. void Game::renderTextOverlay(float lag, Renderer& renderer, FontRenderer& fr) const {
  157. (void) lag;
  158. renderer.scale(2.0f).update();
  159. String s;
  160. fr.drawString(10, 10, s.append("FPS: ").append(fps.getUpdatesPerSecond()).append(" TPS: ").append(tps.getUpdatesPerSecond()));
  161. fr.drawString(10, 19, s.clear().append("Speed: ").append(moveSpeed));
  162. s.clear();
  163. s += pos;
  164. fr.drawString(10, 28, s);
  165. for(uint i = 0; i < cameraPoints.getLength(); i++) {
  166. s.clear().append(i + 1).append(": ");
  167. s += cameraPoints[i].pos;
  168. fr.drawString(10, i * 9 + 37, s);
  169. }
  170. }
  171. bool Game::isRunning() const {
  172. return true;
  173. }
  174. Vector3 Game::splineTangent(const Vector3& prev, const Vector3& current, const Vector3& next) const {
  175. (void) current;
  176. //Vector3 v(current);
  177. //v.sub(prev).mul(0.5f).addMul(next, 0.5f).addMul(current, -0.5f);
  178. return (next - prev) * 0.5f;
  179. }
  180. Vector3 Game::interpolate(const Vector3& a, const Vector3& b, const Vector3& tanA, const Vector3& tanB, float t) const {
  181. float t2 = t * t;
  182. float t3 = t2 * t;
  183. return a * (2.0f * t3 - 3.0f * t2 + 1.0f) +
  184. b * (-2.0f * t3 + 3.0f * t2) +
  185. tanA * (t3 - 2.0f * t2 + t) +
  186. tanB * (t3 - t2);
  187. }
  188. float Game::distance(uint index, uint splits) const {
  189. Vector3 a;
  190. Vector3 b;
  191. Vector3 tanA;
  192. Vector3 tanB;
  193. getPointsAndTangents(index, a, b, tanA, tanB);
  194. Vector3 currentPos;
  195. Vector3 currentNext = interpolate(a, b, tanA, tanB, 0.0f);
  196. float sum = 0.0f;
  197. for(uint i = 0; i <= splits; i++) {
  198. currentPos = currentNext;
  199. float t = (i + 1.0f) / (splits + 1.0f);
  200. currentNext = interpolate(a, b, tanA, tanB, t);
  201. float l = static_cast<Vector3> (currentPos - currentNext).length();
  202. sum += l;
  203. }
  204. return sum;
  205. }
  206. Vector3 Game::pointUntilDistance(float leftDistance, uint index, uint splits) const {
  207. Vector3 a;
  208. Vector3 b;
  209. Vector3 tanA;
  210. Vector3 tanB;
  211. getPointsAndTangents(index, a, b, tanA, tanB);
  212. Vector3 currentPos;
  213. Vector3 currentNext = interpolate(a, b, tanA, tanB, 0.0f);
  214. float sum = 0.0f;
  215. uint i = 0;
  216. while(leftDistance > sum) {
  217. currentPos = currentNext;
  218. float t = (i + 1.0f) / (splits + 1.0f);
  219. currentNext = interpolate(a, b, tanA, tanB, t);
  220. float l = static_cast<Vector3> (currentPos - currentNext).length();
  221. sum += l;
  222. i++;
  223. }
  224. return currentNext;
  225. }
  226. void Game::getPointsAndTangents(uint index, Vector3& a, Vector3& b, Vector3& tanA, Vector3& tanB) const {
  227. uint prev = index == 0 ? cameraPoints.getLength() - 1 : index - 1;
  228. uint currentA = (prev + 1) % cameraPoints.getLength();
  229. uint currentB = (prev + 2) % cameraPoints.getLength();
  230. uint next = (prev + 3) % cameraPoints.getLength();
  231. a = cameraPoints[currentA].pos;
  232. b = cameraPoints[currentB].pos;
  233. tanA = splineTangent(cameraPoints[prev].pos, a, b);
  234. tanB = splineTangent(a, b, cameraPoints[next].pos);
  235. }
  236. void Game::updateDistances() {
  237. for(uint i = 0; i < cameraPoints.getLength(); i++) {
  238. cameraPoints[i].distance = distance(i, 10000);
  239. }
  240. }