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