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- #include <cmath>
- #include "client/Game.h"
- #include "client/utils/Utils.h"
- #include "rendering/Renderer.h"
- #include "common/utils/String.h"
- #include "common/utils/Random.h"
- #include "math/Quaternion.h"
- Game::Game(const Control& control, const Clock& fps, const Clock& tps, RenderSettings& renderSettings) :
- control(control), fps(fps), tps(tps), renderSettings(renderSettings), world(blockRegistry), worldRenderer(world),
- pointIndex(0), moveSpeed(0.125f), movedLength(0.0f), mode(Mode::AUTO) {
- Random r(0);
- float h = World::WORLD_SIZE * 0.6f;
- float mid = World::WORLD_SIZE * 0.5f;
- float randLength = World::WORLD_SIZE * 0.125f * 0.25f;
- pos.set(0, h, 0);
- lastPos = pos;
- rotation = Quaternion(Vector3(1, 0, 0), -80);
- lastRotation = rotation;
- Quaternion q;
- for(uint i = 0; i < cameraPoints.getCapacity(); i++) {
- Vector3 offset(mid, h, mid);
- offset += Vector3(r.nextFloat(randLength), r.nextFloat(randLength), r.nextFloat(randLength));
- Vector3 v(i * 360.0f / cameraPoints.getCapacity(), 0.0f);
- v *= mid * 0.5f;
- v += offset;
- q.mul(Quaternion(Vector3(r.nextFloat() * 360.0f, r.nextFloat() * -90.0f), -10.0f));
- cameraPoints.add({v, q, 0.0f});
- }
- updateDistances();
- }
- void Game::tick() {
- lastRotation = rotation;
- lastPos = pos;
- if(mode == Mode::PLAYER) {
- Matrix m = rotation.toMatrix();
- Vector3 right = m * Vector3(1.0f, 0.0f, 0.0f);
- Vector3 up = m * Vector3(0.0f, 1.0f, 0.0f);
- Vector3 back = m * Vector3(0.0f, 0.0f, -1.0f);
- const float speed = 1.0f;
- if(control.keys.down.isDown()) {
- pos += back * speed;
- }
- if(control.keys.up.isDown()) {
- pos -= back * speed;
- }
- if(control.keys.left.isDown()) {
- pos -= right * speed;
- }
- if(control.keys.right.isDown()) {
- pos += right * speed;
- }
- if(control.keys.jump.isDown()) {
- pos += up * speed;
- }
- if(control.keys.sneak.isDown()) {
- pos -= up * speed;
- }
- const float rotationSpeed = 5.0f;
- if(control.keys.camLeft.isDown()) {
- rotation.mul(Quaternion(up, rotationSpeed));
- }
- if(control.keys.camRight.isDown()) {
- rotation.mul(Quaternion(up, -rotationSpeed));
- }
- if(control.keys.camUp.isDown()) {
- rotation.mul(Quaternion(right, rotationSpeed));
- }
- if(control.keys.camDown.isDown()) {
- rotation.mul(Quaternion(right, -rotationSpeed));
- }
- if(control.keys.test3.getDownTime() == 1) {
- cameraPoints.add({pos, rotation, 0.0f});
- }
- } else if(mode == Mode::AUTO) {
- movedLength += moveSpeed;
- if(control.keys.camUp.isDown()) {
- moveSpeed += 0.0125f;
- if(moveSpeed > 1.0f) {
- moveSpeed = 1.0f;
- }
- }
- if(control.keys.camDown.isDown()) {
- moveSpeed -= 0.0125f;
- if(moveSpeed < 0.0f) {
- moveSpeed = 0.0f;
- }
- }
- if(control.keys.test3.isDown()) {
- mode = Mode::PLAYER;
- cameraPoints.clear();
- }
- }
- if(control.keys.test.isDown()) {
- mode = Mode::PLAYER;
- }
- if(control.keys.test2.isDown() && cameraPoints.getLength() >= 3) {
- mode = Mode::AUTO;
- movedLength = 0.0f;
- updateDistances();
- }
- if(control.keys.test4.getDownTime() == 1) {
- renderSettings.shadows = !renderSettings.shadows;
- }
- if(control.keys.test5.getDownTime() == 1) {
- renderSettings.ssao = !renderSettings.ssao;
- }
- }
- void Game::renderWorld(float lag, Renderer& renderer) const {
- if(mode == Mode::AUTO) {
- float leftLength = (movedLength - moveSpeed) + moveSpeed * lag;
- uint index = 0;
- while(leftLength >= cameraPoints[index].distance) {
- leftLength -= cameraPoints[index].distance;
- index = (index + 1) % cameraPoints.getLength();
- }
- float t = leftLength / cameraPoints[index].distance;
- Vector3 interpolatedPos = pointUntilDistance(leftLength, index, 4000);
- uint a = index == 0 ? cameraPoints.getLength() - 1 : index - 1;
- uint b = (a + 1) % cameraPoints.getLength();
- uint c = (a + 2) % cameraPoints.getLength();
- uint d = (a + 3) % cameraPoints.getLength();
- renderer.update(interpolatedPos, cameraPoints[b].q.squad(t, cameraPoints[a].q, cameraPoints[c].q, cameraPoints[d].q));
- pos = interpolatedPos;
- } else if(mode == Mode::PLAYER) {
- Vector3 v = lastPos + (pos - lastPos) * lag;
- renderer.update(v, lastRotation.slerp(lag, rotation));
- }
- worldRenderer.render(lag, renderer);
- }
- void Game::renderTextOverlay(float lag, Renderer& renderer, FontRenderer& fr) const {
- (void) lag;
- renderer.scale(2.0f).update();
- String s;
- fr.drawString(10, 10, s.append("FPS: ").append(fps.getUpdatesPerSecond()).append(" TPS: ").append(tps.getUpdatesPerSecond()));
- fr.drawString(10, 19, s.clear().append("Speed: ").append(moveSpeed));
- s.clear();
- s += pos;
- fr.drawString(10, 28, s);
- for(uint i = 0; i < cameraPoints.getLength(); i++) {
- s.clear().append(i + 1).append(": ");
- s += cameraPoints[i].pos;
- fr.drawString(10, i * 9 + 37, s);
- }
- }
- bool Game::isRunning() const {
- return true;
- }
- Vector3 Game::splineTangent(const Vector3& prev, const Vector3& current, const Vector3& next) const {
- (void) current;
- //Vector3 v(current);
- //v.sub(prev).mul(0.5f).addMul(next, 0.5f).addMul(current, -0.5f);
- return (next - prev) * 0.5f;
- }
- Vector3 Game::interpolate(const Vector3& a, const Vector3& b, const Vector3& tanA, const Vector3& tanB, float t) const {
- float t2 = t * t;
- float t3 = t2 * t;
- return a * (2.0f * t3 - 3.0f * t2 + 1.0f) +
- b * (-2.0f * t3 + 3.0f * t2) +
- tanA * (t3 - 2.0f * t2 + t) +
- tanB * (t3 - t2);
- }
- float Game::distance(uint index, uint splits) const {
- Vector3 a;
- Vector3 b;
- Vector3 tanA;
- Vector3 tanB;
- getPointsAndTangents(index, a, b, tanA, tanB);
- Vector3 currentPos;
- Vector3 currentNext = interpolate(a, b, tanA, tanB, 0.0f);
- float sum = 0.0f;
- for(uint i = 0; i <= splits; i++) {
- currentPos = currentNext;
- float t = (i + 1.0f) / (splits + 1.0f);
- currentNext = interpolate(a, b, tanA, tanB, t);
- float l = static_cast<Vector3>(currentPos - currentNext).length();
- sum += l;
- }
- return sum;
- }
- Vector3 Game::pointUntilDistance(float leftDistance, uint index, uint splits) const {
- Vector3 a;
- Vector3 b;
- Vector3 tanA;
- Vector3 tanB;
- getPointsAndTangents(index, a, b, tanA, tanB);
- Vector3 currentPos;
- Vector3 currentNext = interpolate(a, b, tanA, tanB, 0.0f);
- float sum = 0.0f;
- uint i = 0;
- while(leftDistance > sum) {
- currentPos = currentNext;
- float t = (i + 1.0f) / (splits + 1.0f);
- currentNext = interpolate(a, b, tanA, tanB, t);
- float l = static_cast<Vector3>(currentPos - currentNext).length();
- sum += l;
- i++;
- }
- return currentNext;
- }
- void Game::getPointsAndTangents(uint index, Vector3& a, Vector3& b, Vector3& tanA, Vector3& tanB) const {
- uint prev = index == 0 ? cameraPoints.getLength() - 1 : index - 1;
- uint currentA = (prev + 1) % cameraPoints.getLength();
- uint currentB = (prev + 2) % cameraPoints.getLength();
- uint next = (prev + 3) % cameraPoints.getLength();
- a = cameraPoints[currentA].pos;
- b = cameraPoints[currentB].pos;
- tanA = splineTangent(cameraPoints[prev].pos, a, b);
- tanB = splineTangent(a, b, cameraPoints[next].pos);
- }
- void Game::updateDistances() {
- for(uint i = 0; i < cameraPoints.getLength(); i++) {
- cameraPoints[i].distance = distance(i, 10000);
- }
- }
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