X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=87c85ae7ad413514b6f6958425e12beefa08f3d7;hb=75398ab9230c15215e7a378a26d2d55de67b47f0;hp=0b1260f8673d8a0eb1b054bec81847b61602d711;hpb=3b0a4ba59825b2d6a47e9d997736742edf55240c;p=blobs.git diff --git a/src/world/world.cpp b/src/world/world.cpp index 0b1260f..87c85ae 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -1,4 +1,5 @@ #include "Body.hpp" +#include "CreatureCreatureCollision.hpp" #include "Orbit.hpp" #include "Planet.hpp" #include "Resource.hpp" @@ -8,12 +9,14 @@ #include "Tile.hpp" #include "TileType.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 #include @@ -55,9 +58,6 @@ Body::Body() } Body::~Body() { - for (creature::Creature *c : creatures) { - delete c; - } } void Body::SetSimulation(Simulation &s) noexcept { @@ -138,12 +138,28 @@ glm::dmat4 Body::FromUniverse() const noexcept { return m; } +namespace { +std::vector ccache; +std::vector collisions; +} + void Body::Tick(double dt) { rotation += dt * AngularMomentum() / Inertia(); Cache(); - for (creature::Creature *c : Creatures()) { + 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()) { + (*c)->Removed(); + c = Creatures().erase(c); + } else { + ++c; + } + } + CheckCollision(); } void Body::Cache() noexcept { @@ -166,6 +182,35 @@ void Body::Cache() noexcept { * glm::eulerAngleY(-rotation); } +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); } @@ -178,6 +223,26 @@ void Body::RemoveCreature(creature::Creature *c) { } +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) , ecc(0.0) @@ -290,28 +355,107 @@ Planet::Planet(int sidelength) Planet::~Planet() { } -const TileType &Planet::TypeAt(int srf, int x, int y) const { - return GetSimulation().TileTypes()[TileAt(srf, x, y).type]; +namespace { +/// map p onto cube, s gives the surface, u and v the position in [-1,1] +void cubemap(const glm::dvec3 &p, int &s, double &u, double &v) noexcept { + const glm::dvec3 p_abs(abs(p)); + const glm::bvec3 p_pos(greaterThan(p, glm::dvec3(0.0))); + double max_axis = 0.0; + + if (p_pos.x && p_abs.x >= p_abs.y && p_abs.x >= p_abs.z) { + max_axis = p_abs.x; + u = p.y; + v = p.z; + s = 1; + } + if (!p_pos.x && p_abs.x >= p_abs.y && p_abs.x >= p_abs.z) { + max_axis = p_abs.x; + u = -p.y; + v = -p.z; + s = 4; + } + if (p_pos.y && p_abs.y >= p_abs.x && p_abs.y >= p_abs.z) { + max_axis = p_abs.y; + u = p.z; + v = p.x; + s = 2; + } + if (!p_pos.y && p_abs.y >= p_abs.x && p_abs.y >= p_abs.z) { + max_axis = p_abs.y; + u = -p.z; + v = -p.x; + s = 5; + } + if (p_pos.z && p_abs.z >= p_abs.x && p_abs.z >= p_abs.y) { + max_axis = p_abs.z; + u = p.x; + v = p.y; + s = 0; + } + if (!p_pos.z && p_abs.z >= p_abs.x && p_abs.z >= p_abs.y) { + max_axis = p_abs.z; + u = -p.x; + v = -p.y; + s = 3; + } + u /= max_axis; + v /= max_axis; +} +/// get p from cube, s being surface, u and v the position in [-1,1], +/// gives a vector from the center to the surface +glm::dvec3 cubeunmap(int s, double u, double v) { + switch (s) { + default: + case 0: return glm::dvec3(u, v, 1.0); // +Z + case 1: return glm::dvec3(1.0, u, v); // +X + case 2: return glm::dvec3(v, 1.0, u); // +Y + case 3: return glm::dvec3(-u, -v, -1.0); // -Z + case 4: return glm::dvec3(-1.0, -u, -v); // -X + case 5: return glm::dvec3(-v, -1.0, -u); // -Y + }; +} +} + +Tile &Planet::TileAt(const glm::dvec3 &p) noexcept { + int srf = 0; + double u = 0.0; + double v = 0.0; + cubemap(p, srf, u, v); + int x = glm::clamp(int(u * Radius() + Radius()), 0, sidelength - 1); + int y = glm::clamp(int(v * Radius() + Radius()), 0, sidelength - 1); + return TileAt(srf, x, y); +} + +const Tile &Planet::TileAt(const glm::dvec3 &p) const noexcept { + int srf = 0; + double u = 0.0; + double v = 0.0; + cubemap(p, srf, u, v); + int x = glm::clamp(int(u * Radius() + Radius()), 0, sidelength - 1); + int y = glm::clamp(int(v * Radius() + Radius()), 0, sidelength - 1); + return TileAt(srf, x, y); +} + +const TileType &Planet::TileTypeAt(const glm::dvec3 &p) const noexcept { + return GetSimulation().TileTypes()[TileAt(p).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])); +Tile &Planet::TileAt(int surface, int x, int y) noexcept { + return tiles[IndexOf(surface, x, y)]; } -double Planet::SurfaceElevation(int srf, const glm::dvec3 &pos) const noexcept { - return srf < 3 - ? pos[(srf + 2) % 3] - Radius() - : -pos[(srf + 2) % 3] - Radius(); +const Tile &Planet::TileAt(int surface, int x, int y) const noexcept { + return tiles[IndexOf(surface, x, y)]; +} + +const TileType &Planet::TypeAt(int srf, int x, int y) const noexcept { + return GetSimulation().TileTypes()[TileAt(srf, x, y).type]; } glm::dvec3 Planet::TileCenter(int srf, int x, int y, double e) const noexcept { - glm::dvec3 center(0.0f); - 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; + double u = (double(x) - Radius() + 0.5) / Radius(); + double v = (double(y) - Radius() + 0.5) / Radius(); + return normalize(cubeunmap(srf, u, v)) * (Radius() + e); } void Planet::BuildVAO(const Set &ts) { @@ -320,8 +464,10 @@ void Planet::BuildVAO(const Set &ts) { vao->BindAttributes(); vao->EnableAttribute(0); vao->EnableAttribute(1); + vao->EnableAttribute(2); vao->AttributePointer(0, false, offsetof(Attributes, position)); - vao->AttributePointer(1, false, offsetof(Attributes, tex_coord)); + vao->AttributePointer(1, false, offsetof(Attributes, normal)); + vao->AttributePointer(2, false, offsetof(Attributes, tex_coord)); vao->ReserveAttributes(TilesTotal() * 4, GL_STATIC_DRAW); { auto attrib = vao->MapAttributes(GL_WRITE_ONLY); @@ -333,35 +479,46 @@ void Planet::BuildVAO(const Set &ts) { for (int index = 0, surface = 0; surface < 6; ++surface) { for (int y = 0; y < sidelength; ++y) { for (int x = 0; x < sidelength; ++x, ++index) { + glm::vec3 pos[5]; + pos[0][(surface + 0) % 3] = x + 0 - offset; + pos[0][(surface + 1) % 3] = y + 0 - offset; + pos[0][(surface + 2) % 3] = offset; + pos[1][(surface + 0) % 3] = x + 0 - offset; + pos[1][(surface + 1) % 3] = y + 1 - offset; + pos[1][(surface + 2) % 3] = offset; + pos[2][(surface + 0) % 3] = x + 1 - offset; + pos[2][(surface + 1) % 3] = y + 0 - offset; + pos[2][(surface + 2) % 3] = offset; + pos[3][(surface + 0) % 3] = x + 1 - offset; + pos[3][(surface + 1) % 3] = y + 1 - offset; + pos[3][(surface + 2) % 3] = offset; + 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; - 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; + 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 = normalize(pos[0]) * (surface < 3 ? offset : -offset); + attrib[4 * index + 0].normal = pos[0]; + 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].position = normalize(pos[1]) * (surface < 3 ? offset : -offset); + attrib[4 * index + 1].normal = pos[1]; + 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].position = normalize(pos[2]) * (surface < 3 ? offset : -offset); + attrib[4 * index + 2].normal = pos[2]; + 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].position = normalize(pos[3]) * (surface < 3 ? offset : -offset); + attrib[4 * index + 3].normal = pos[3]; + 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; } } @@ -404,25 +561,13 @@ void Planet::Draw(app::Assets &assets, graphics::Viewport &viewport) { 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); - 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); - 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); - 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); - 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); - 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(TilesTotal() * 6); } void GenerateEarthlike(const Set &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; @@ -460,7 +605,7 @@ void GenerateEarthlike(const Set &tiles, Planet &p) noexcept { p.TileAt(surface, x, y).type = ice; continue; } - float elevation = rand::OctaveNoise( + float elevation = math::OctaveNoise( elevation_gen, to_tile / p.Radius(), 3, // octaves @@ -469,7 +614,7 @@ void GenerateEarthlike(const Set &tiles, Planet &p) noexcept { 2, // amplitude 2 // growth ); - float variation = rand::OctaveNoise( + float variation = math::OctaveNoise( variation_gen, to_tile / p.Radius(), 3, // octaves @@ -561,5 +706,18 @@ std::vector::const_iterator TileType::FindResource(int r) const return yield; } +std::vector::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; +} + } }