#include "Body.hpp"
+#include "CreatureCreatureCollision.hpp"
#include "Orbit.hpp"
#include "Planet.hpp"
#include "Resource.hpp"
#include "Tile.hpp"
#include "TileType.hpp"
-#include "Creature.hpp"
-#include "../const.hpp"
#include "../app/Assets.hpp"
+#include "../creature/Composition.hpp"
+#include "../creature/Creature.hpp"
#include "../graphics/Viewport.hpp"
-#include "../rand/OctaveNoise.hpp"
-#include "../rand/SimplexNoise.hpp"
+#include "../math/const.hpp"
+#include "../math/geometry.hpp"
+#include "../math/OctaveNoise.hpp"
+#include "../math/SimplexNoise.hpp"
#include <algorithm>
#include <cmath>
, inverse_orbital(1.0)
, local(1.0)
, inverse_local(1.0)
-, creatures() {
+, creatures()
+, atmosphere(-1) {
}
Body::~Body() {
- for (Creature *c : creatures) {
+ for (creature::Creature *c : creatures) {
delete c;
}
}
return m;
}
+namespace {
+std::vector<creature::Creature *> ccache;
+std::vector<CreatureCreatureCollision> collisions;
+}
+
+void Body::Tick(double dt) {
+ rotation += dt * AngularMomentum() / Inertia();
+ Cache();
+ ccache = Creatures();
+ for (creature::Creature *c : ccache) {
+ c->Tick(dt);
+ }
+ // first remove creatures so they don't collide
+ for (auto c = Creatures().begin(); c != Creatures().end();) {
+ if ((*c)->Removable()) {
+ delete *c;
+ c = Creatures().erase(c);
+ } else {
+ ++c;
+ }
+ }
+ CheckCollision();
+}
+
void Body::Cache() noexcept {
if (parent) {
orbital =
* glm::eulerAngleY(-rotation);
}
-void Body::AddCreature(Creature *c) {
- c->SetBody(*this);
+void Body::CheckCollision() noexcept {
+ if (Creatures().size() < 2) return;
+ collisions.clear();
+ auto end = Creatures().end();
+ for (auto i = Creatures().begin(); i != end; ++i) {
+ math::AABB i_box((*i)->CollisionBox());
+ glm::dmat4 i_mat((*i)->CollisionTransform());
+ for (auto j = (i + 1); j != end; ++j) {
+ glm::dvec3 diff((*i)->GetSituation().Position() - (*j)->GetSituation().Position());
+ double max_dist = ((*i)->Size() + (*j)->Size()) * 1.74;
+ if (length2(diff) > max_dist * max_dist) continue;
+ math::AABB j_box((*j)->CollisionBox());
+ glm::dmat4 j_mat((*j)->CollisionTransform());
+ glm::dvec3 normal;
+ double depth;
+ if (Intersect(i_box, i_mat, j_box, j_mat, normal, depth)) {
+ collisions.push_back({ **i, **j, normal, depth });
+ }
+ }
+ }
+ for (auto &c : collisions) {
+ c.A().GetSituation().Move(c.Normal() * (c.Depth() * -0.5));
+ c.B().GetSituation().Move(c.Normal() * (c.Depth() * 0.5));
+ c.A().GetSituation().Accelerate(c.Normal() * -dot(c.Normal(), c.AVel()));
+ c.B().GetSituation().Accelerate(c.Normal() * -dot(c.Normal(), c.BVel()));
+ // TODO: notify participants so they can be annoyed
+ }
+}
+
+void Body::AddCreature(creature::Creature *c) {
creatures.push_back(c);
}
+void Body::RemoveCreature(creature::Creature *c) {
+ auto entry = std::find(creatures.begin(), creatures.end(), c);
+ if (entry != creatures.end()) {
+ creatures.erase(entry);
+ }
+}
+
+
+CreatureCreatureCollision::~CreatureCreatureCollision() {
+}
+
+const glm::dvec3 &CreatureCreatureCollision::APos() const noexcept {
+ return a->GetSituation().Position();
+}
+
+const glm::dvec3 &CreatureCreatureCollision::AVel() const noexcept {
+ return a->GetSituation().Velocity();
+}
+
+const glm::dvec3 &CreatureCreatureCollision::BPos() const noexcept {
+ return b->GetSituation().Position();
+}
+
+const glm::dvec3 &CreatureCreatureCollision::BVel() const noexcept {
+ return b->GetSituation().Velocity();
+}
+
Orbit::Orbit()
: sma(1.0)
Planet::~Planet() {
}
-glm::dvec3 Planet::TileCenter(int surface, int x, int y) const noexcept {
+const TileType &Planet::TypeAt(int srf, int x, int y) const {
+ return GetSimulation().TileTypes()[TileAt(srf, x, y).type];
+}
+
+glm::ivec2 Planet::SurfacePosition(int srf, const glm::dvec3 &pos) const noexcept {
+ return glm::ivec2(
+ PositionToTile(pos[(srf + 0) % 3]),
+ PositionToTile(pos[(srf + 1) % 3]));
+}
+
+double Planet::SurfaceElevation(int srf, const glm::dvec3 &pos) const noexcept {
+ return srf < 3
+ ? pos[(srf + 2) % 3] - Radius()
+ : -pos[(srf + 2) % 3] - Radius();
+}
+
+glm::dvec3 Planet::TileCenter(int srf, int x, int y, double e) const noexcept {
glm::dvec3 center(0.0f);
- center[(surface + 0) % 3] = x + 0.5 - Radius();
- center[(surface + 1) % 3] = y + 0.5 - Radius();
- center[(surface + 2) % 3] = surface < 3 ? Radius() : -Radius();
+ center[(srf + 0) % 3] = x + 0.5 - Radius();
+ center[(srf + 1) % 3] = y + 0.5 - Radius();
+ center[(srf + 2) % 3] = srf < 3 ? (Radius() + e) : -(Radius() + e);
return center;
}
void Planet::BuildVAO(const Set<TileType> &ts) {
- vao.Bind();
- vao.BindAttributes();
- vao.EnableAttribute(0);
- vao.EnableAttribute(1);
- vao.AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
- vao.AttributePointer<glm::vec3>(1, false, offsetof(Attributes, tex_coord));
- vao.ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
+ vao.reset(new graphics::SimpleVAO<Attributes, unsigned int>);
+ vao->Bind();
+ vao->BindAttributes();
+ vao->EnableAttribute(0);
+ vao->EnableAttribute(1);
+ vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
+ vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, tex_coord));
+ vao->ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW);
{
- auto attrib = vao.MapAttributes(GL_WRITE_ONLY);
+ auto attrib = vao->MapAttributes(GL_WRITE_ONLY);
float offset = Radius();
// srf 0 1 2 3 4 5
for (int y = 0; y < sidelength; ++y) {
for (int x = 0; x < sidelength; ++x, ++index) {
float tex = ts[TileAt(surface, x, y).type].texture;
- const float tex_u_begin = surface < 3 ? 1.0f : 0.0f;
- const float tex_u_end = surface < 3 ? 0.0f : 1.0f;
+ const float tex_v_begin = surface < 3 ? 1.0f : 0.0f;
+ const float tex_v_end = surface < 3 ? 0.0f : 1.0f;
attrib[4 * index + 0].position[(surface + 0) % 3] = x + 0 - offset;
attrib[4 * index + 0].position[(surface + 1) % 3] = y + 0 - offset;
attrib[4 * index + 0].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 0].tex_coord[0] = tex_u_begin;
- attrib[4 * index + 0].tex_coord[1] = 1.0f;
+ attrib[4 * index + 0].tex_coord[0] = 0.0f;
+ attrib[4 * index + 0].tex_coord[1] = tex_v_begin;
attrib[4 * index + 0].tex_coord[2] = tex;
attrib[4 * index + 1].position[(surface + 0) % 3] = x + 0 - offset;
attrib[4 * index + 1].position[(surface + 1) % 3] = y + 1 - offset;
attrib[4 * index + 1].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 1].tex_coord[0] = tex_u_end;
- attrib[4 * index + 1].tex_coord[1] = 1.0f;
+ attrib[4 * index + 1].tex_coord[0] = 0.0f;
+ attrib[4 * index + 1].tex_coord[1] = tex_v_end;
attrib[4 * index + 1].tex_coord[2] = tex;
attrib[4 * index + 2].position[(surface + 0) % 3] = x + 1 - offset;
attrib[4 * index + 2].position[(surface + 1) % 3] = y + 0 - offset;
attrib[4 * index + 2].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 2].tex_coord[0] = tex_u_begin;
- attrib[4 * index + 2].tex_coord[1] = 0.0f;
+ attrib[4 * index + 2].tex_coord[0] = 1.0f;
+ attrib[4 * index + 2].tex_coord[1] = tex_v_begin;
attrib[4 * index + 2].tex_coord[2] = tex;
attrib[4 * index + 3].position[(surface + 0) % 3] = x + 1 - offset;
attrib[4 * index + 3].position[(surface + 1) % 3] = y + 1 - offset;
attrib[4 * index + 3].position[(surface + 2) % 3] = surface < 3 ? offset : -offset;
- attrib[4 * index + 3].tex_coord[0] = tex_u_end;
- attrib[4 * index + 3].tex_coord[1] = 0.0f;
+ attrib[4 * index + 3].tex_coord[0] = 1.0f;
+ attrib[4 * index + 3].tex_coord[1] = tex_v_end;
attrib[4 * index + 3].tex_coord[2] = tex;
}
}
}
}
- vao.BindElements();
- vao.ReserveElements(TilesTotal() * 6, GL_STATIC_DRAW);
+ vao->BindElements();
+ vao->ReserveElements(TilesTotal() * 6, GL_STATIC_DRAW);
{
- auto element = vao.MapElements(GL_WRITE_ONLY);
+ auto element = vao->MapElements(GL_WRITE_ONLY);
int index = 0;
for (int surface = 0; surface < 3; ++surface) {
for (int y = 0; y < sidelength; ++y) {
}
}
}
- vao.Unbind();
+ vao->Unbind();
}
void Planet::Draw(app::Assets &assets, graphics::Viewport &viewport) {
- vao.Bind();
+ if (!vao) return;
+
+ vao->Bind();
const glm::mat4 &MV = assets.shaders.planet_surface.MV();
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, 1.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 0);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 0);
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(1.0f, 0.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 1);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 1);
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 2);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 2);
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, 0.0f, -1.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 3);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 3);
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(-1.0f, 0.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 4);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 4);
assets.shaders.planet_surface.SetNormal(glm::vec3(MV * glm::vec4(0.0f, -1.0f, 0.0f, 0.0f)));
- vao.DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 5);
+ vao->DrawTriangles(TilesPerSurface() * 6, TilesPerSurface() * 6 * 5);
}
void GenerateEarthlike(const Set<TileType> &tiles, Planet &p) noexcept {
- rand::SimplexNoise elevation_gen(0);
- rand::SimplexNoise variation_gen(45623752346);
+ math::SimplexNoise elevation_gen(0);
+ math::SimplexNoise variation_gen(45623752346);
const int ice = tiles["ice"].id;
const int ocean = tiles["ocean"].id;
p.TileAt(surface, x, y).type = ice;
continue;
}
- float elevation = rand::OctaveNoise(
+ float elevation = math::OctaveNoise(
elevation_gen,
to_tile / p.Radius(),
3, // octaves
2, // amplitude
2 // growth
);
- float variation = rand::OctaveNoise(
+ float variation = math::OctaveNoise(
variation_gen,
to_tile / p.Radius(),
3, // octaves
Sun::~Sun() {
}
+
+std::vector<TileType::Yield>::const_iterator TileType::FindResource(int r) const {
+ auto yield = resources.cbegin();
+ for (; yield != resources.cend(); ++yield) {
+ if (yield->resource == r) {
+ break;
+ }
+ }
+ return yield;
+}
+
+std::vector<TileType::Yield>::const_iterator TileType::FindBestResource(const creature::Composition &comp) const {
+ auto best = resources.cend();
+ double best_value = 0.0;
+ for (auto yield = resources.cbegin(); yield != resources.cend(); ++yield) {
+ double value = comp.Get(yield->resource);
+ if (value > best_value) {
+ best = yield;
+ best_value = value;
+ }
+ }
+ return best;
+}
+
}
}