fekalnigtacko/src/gameview/vehicleview.cpp

216 lines
5.6 KiB
C++

#include "vehicleview.hpp"
#include "assets/cache.hpp"
#include "net/utils.hpp"
#include "worldview.hpp"
#include <iostream>
game::view::VehicleView::VehicleView(WorldView& world, net::InMessage& msg)
: EntityView(world, msg)
{
net::ModelName modelname;
glm::vec3 color;
if (!msg.Read(modelname) || !net::ReadRGB(msg, color))
throw EntityInitError();
model_ = assets::CacheManager::GetVehicleModel("data/" + std::string(modelname) + ".veh");
// init the other transform to identical
root_trans_[0] = root_trans_[1];
auto& modelwheels = model_->GetWheels();
wheels_.resize(modelwheels.size());
for (size_t i = 0; i < wheels_.size(); ++i)
{
wheels_[i].node.parent = &root_;
}
color_ = glm::vec4(color, 1.0f);
if (!ReadState(msg))
throw EntityInitError();
snd_accel_ = assets::CacheManager::GetSound("data/auto.snd");
// sync state
net::DecodePosition(sync_.pos, root_.local.position);
net::DecodeRotation(sync_.rot, root_.local.rotation);
radius_ = 3.0f;
}
bool game::view::VehicleView::ProcessMsg(net::EntMsgType type, net::InMessage& msg)
{
switch (type)
{
case net::EMSG_UPDATE:
return ProcessUpdateMsg(msg);
default:
return Super::ProcessMsg(type, msg);
}
}
void game::view::VehicleView::Update(const UpdateInfo& info)
{
Super::Update(info);
float tps = 25.0f;
float t = (info.time - update_time_) * tps * 0.8f; // assume some jitter, interpolate for longer
t = glm::clamp(t, 0.0f, 2.0f);
root_.local = Transform::Lerp(root_trans_[0], root_trans_[1], t);
root_.UpdateMatrix();
const auto& wheels = model_->GetWheels();
for (size_t i = 0; i < wheels.size(); ++i)
{
// update wheel transform
auto& wheelstate = wheels_[i];
auto& wheeltrans = wheelstate.node.local;
wheeltrans.position = wheels[i].position;
wheeltrans.position.z += wheelstate.z_offset;
// rotate
wheelstate.rotation += info.delta_time * wheelstate.speed;
wheeltrans.rotation = glm::quat(1.0f, 0.0f, 0.0f, 0.0f);
wheeltrans.rotation = glm::rotate(wheeltrans.rotation, wheelstate.steering, glm::vec3(0, 0, 1));
wheeltrans.rotation = glm::rotate(wheeltrans.rotation, wheelstate.rotation, glm::vec3(1, 0, 0));
const auto& type = wheels[i].type;
if (type == assets::WHEEL_FL || type == assets::WHEEL_RL)
wheeltrans.rotation = glm::rotate(wheeltrans.rotation, glm::radians(180.0f), glm::vec3(0, 1, 0));
wheels_[i].node.UpdateMatrix();
}
// update snds
bool accel = flags_ & VF_ACCELERATING;
if (accel && !snd_accel_src_)
{
snd_accel_src_ = audioplayer_.PlaySound(snd_accel_, &root_.local.position);
snd_accel_src_->SetLooping(true);
}
else if (!accel && snd_accel_src_)
{
snd_accel_src_->Delete();
snd_accel_src_ = nullptr;
}
}
void game::view::VehicleView::Draw(const DrawArgs& args)
{
Super::Draw(args);
// TOOD: chceck and fix
const auto& model = *model_->GetModel();
const auto& mesh = *model.GetMesh();
for (const auto& surface : mesh.surfaces)
{
gfx::DrawSurfaceCmd cmd;
cmd.surface = &surface;
cmd.matrices = &root_.matrix;
cmd.color = &color_;
args.dlist.AddSurface(cmd);
}
const auto& wheels = model_->GetWheels();
for (size_t i = 0; i < wheels.size(); ++i)
{
const auto& mesh = *wheels[i].model->GetMesh();
for (const auto& surface : mesh.surfaces)
{
gfx::DrawSurfaceCmd cmd;
cmd.surface = &surface;
cmd.matrices = &wheels_[i].node.matrix;
args.dlist.AddSurface(cmd);
}
}
}
bool game::view::VehicleView::ReadState(net::InMessage& msg)
{
root_trans_[0] = root_.local;
auto& root_trans = root_trans_[1];
update_time_ = world_.GetTime();
// parse state delta
VehicleSyncFieldFlags fields;
if (!msg.Read(fields))
return false;
// flags
if (fields & VSF_FLAGS)
{
if (!msg.Read(flags_))
return false;
}
// pos
if (fields & VSF_POSITION)
{
if (!net::ReadDelta(msg, sync_.pos.x) ||
!net::ReadDelta(msg, sync_.pos.y) ||
!net::ReadDelta(msg, sync_.pos.z))
return false;
net::DecodePosition(sync_.pos, root_trans.position);
}
// rot
if (fields & VSF_ROTATION)
{
if (!net::ReadDelta(msg, sync_.rot.x) ||
!net::ReadDelta(msg, sync_.rot.y) ||
!net::ReadDelta(msg, sync_.rot.z))
return false;
net::DecodeRotation(sync_.rot, root_trans.rotation);
}
// steering
if (fields & VSF_STEERING)
{
if (!net::ReadDelta(msg, sync_.steering))
return false;
}
float steering = sync_.steering.Decode();
// wheels
if (fields & VSF_WHEELS)
{
for (size_t i = 0; i < wheels_.size(); ++i)
{
if (!net::ReadDelta(msg, sync_.wheels[i].z_offset) ||
!net::ReadDelta(msg, sync_.wheels[i].speed))
return false;
}
}
const auto& wheels = model_->GetWheels();
for (size_t i = 0; i < wheels_.size(); ++i)
{
auto& wheel = wheels_[i];
wheel.z_offset = sync_.wheels[i].z_offset.Decode();
wheel.speed = sync_.wheels[i].speed.Decode();
wheel.steering = i < 2 ? steering : 0.0f;
}
return true;
}
bool game::view::VehicleView::ProcessUpdateMsg(net::InMessage& msg)
{
return ReadState(msg);
}