]> git.localhorst.tv Git - blobs.git/blobdiff - src/world/world.cpp
random walks
[blobs.git] / src / world / world.cpp
index 18cb2414b53aa5cce993b549e2919054cdcba673..87c85ae7ad413514b6f6958425e12beefa08f3d7 100644 (file)
@@ -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 <algorithm>
 #include <cmath>
@@ -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<creature::Creature *> ccache;
+std::vector<CreatureCreatureCollision> 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 {
@@ -166,8 +182,36 @@ 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) {
-       c->SetBody(*this);
        creatures.push_back(c);
 }
 
@@ -179,6 +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)
@@ -291,24 +355,122 @@ Planet::Planet(int sidelength)
 Planet::~Planet() {
 }
 
-glm::dvec3 Planet::TileCenter(int surface, int x, int y) 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();
-       return center;
+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];
+}
+
+Tile &Planet::TileAt(int surface, int x, int y) noexcept {
+       return tiles[IndexOf(surface, x, y)];
+}
+
+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 {
+       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<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->EnableAttribute(2);
+       vao->AttributePointer<glm::vec3>(0, false, offsetof(Attributes, position));
+       vao->AttributePointer<glm::vec3>(1, false, offsetof(Attributes, normal));
+       vao->AttributePointer<glm::vec3>(2, 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
@@ -317,44 +479,55 @@ void Planet::BuildVAO(const Set<TileType> &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;
                                }
                        }
                }
        }
-       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) {
@@ -381,30 +554,20 @@ void Planet::BuildVAO(const Set<TileType> &ts) {
                        }
                }
        }
-       vao.Unbind();
+       vao->Unbind();
 }
 
 void Planet::Draw(app::Assets &assets, graphics::Viewport &viewport) {
-       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);
+       if (!vao) return;
+
+       vao->Bind();
+       vao->DrawTriangles(TilesTotal() * 6);
 }
 
 
 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;
@@ -442,7 +605,7 @@ void GenerateEarthlike(const Set<TileType> &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
@@ -451,7 +614,7 @@ void GenerateEarthlike(const Set<TileType> &tiles, Planet &p) noexcept {
                                        2,   // amplitude
                                        2    // growth
                                );
-                               float variation = rand::OctaveNoise(
+                               float variation = math::OctaveNoise(
                                        variation_gen,
                                        to_tile / p.Radius(),
                                        3,   // octaves
@@ -532,5 +695,29 @@ Sun::Sun()
 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;
+}
+
 }
 }