debugwin: drawing ingame weatherboxes

This commit is contained in:
minjaesong
2023-08-31 17:03:27 +09:00
parent 7f3f94e01a
commit 5eed921288
91 changed files with 311 additions and 235 deletions

View File

@@ -29,6 +29,7 @@ import java.io.File
import java.io.FileFilter
import java.lang.Double.doubleToLongBits
import java.lang.Math.toDegrees
import java.lang.Math.toRadians
import kotlin.collections.ArrayList
import kotlin.collections.HashMap
import kotlin.math.*
@@ -89,9 +90,13 @@ internal object WeatherMixer : RNGConsumer {
private var astrumOffX = 0f
private var astrumOffY = 0f
private val clouds = SortedArrayList<WeatherObjectCloud>()
// val weatherbox: Weatherbox
var weatherbox = Weatherbox()
// Clouds are merely a response to the current Weatherbox status //
private val clouds = SortedArrayList<WeatherObjectCloud>()
var cloudsSpawned = 0; private set
private var windVector = Vector3(-1f, 0f, 0.1f) // this is a direction vector
@@ -124,10 +129,22 @@ internal object WeatherMixer : RNGConsumer {
cloudsSpawned = 0
windVector = Vector3(-0.98f, 0f, 0.21f)
windDirWindow = null
windSpeedWindow = null
oldCamPos.set(WorldCamera.camVector)
weatherbox = Weatherbox()
// TEST FILL WITH RANDOM VALUES
(0..3).map { takeUniformRand(0f..1f) }.let {
weatherbox.windDir.p0 = it[0]
weatherbox.windDir.p1 = it[1]
weatherbox.windDir.p2 = it[2]
weatherbox.windDir.p3 = it[3]
}
(0..3).map { takeUniformRand(-1f..1f) }.let {
weatherbox.windSpeed.p0 = currentWeather.getRandomWindSpeed(it[0])
weatherbox.windSpeed.p1 = currentWeather.getRandomWindSpeed(it[1])
weatherbox.windSpeed.p2 = currentWeather.getRandomWindSpeed(it[2])
weatherbox.windSpeed.p3 = currentWeather.getRandomWindSpeed(it[3])
}
}
init {
@@ -213,12 +230,8 @@ internal object WeatherMixer : RNGConsumer {
private val TWO_PI = 6.2831855f
private val THREE_PI = 9.424778f
private var windDirWindow: FloatArray? = null
private var windSpeedWindow: FloatArray? = null
private val WIND_DIR_TIME_UNIT = 14400 // every 4hr
private val WIND_SPEED_TIME_UNIT = 3600 // every 1hr
private var windDirAkku = 0 // only needed if timeDelta is not divisible by WIND_TIME_UNIT
private var windSpeedAkku = 0
private val WIND_DIR_TIME_UNIT = 14400f // every 4hr
private val WIND_SPEED_TIME_UNIT = 3600f // every 1hr
// see: https://stackoverflow.com/questions/2708476/rotation-interpolation/14498790#14498790
private fun getShortestAngle(start: Float, end: Float) =
@@ -227,54 +240,23 @@ internal object WeatherMixer : RNGConsumer {
}
private fun updateWind(delta: Float, world: GameWorld) {
if (windDirWindow == null) {
windDirWindow = FloatArray(4) { takeUniformRand(-PI..PI) } // completely random regardless of the seed
}
if (windSpeedWindow == null) {
windSpeedWindow = FloatArray(4) { currentWeather.getRandomWindSpeed(takeTriangularRand(-1f..1f)) } // completely random regardless of the seed
val currentWindSpeed = weatherbox.windSpeed.getAndUpdate( world.worldTime.timeDelta / WIND_SPEED_TIME_UNIT) {
currentWeather.getRandomWindSpeed(takeUniformRand(-1f..1f))
}
val currentWindDir = weatherbox.windDir.getAndUpdate( world.worldTime.timeDelta / WIND_DIR_TIME_UNIT) { RNG.nextFloat() } * 2.0 * Math.PI
val windDirStep = windDirAkku / WIND_DIR_TIME_UNIT.toFloat()
val windSpeedStep = windSpeedAkku / WIND_SPEED_TIME_UNIT.toFloat()
// val angle0 = windDirWindow[0]
// val angle1 = getShortestAngle(angle0, windDirWindow[1])
// val angle2 = getShortestAngle(angle1, windDirWindow[2])
// val angle3 = getShortestAngle(angle2, windDirWindow[3])
// val fixedAngles = floatArrayOf(angle0, angle1, angle2, angle3)
val currentWindDir = FastMath.interpolateCatmullRom(windDirStep, windDirWindow)
val currentWindSpeed = FastMath.interpolateCatmullRom(windSpeedStep, windSpeedWindow)
/*
printdbg(this,
"dir ${Math.toDegrees(currentWindDir.toDouble()).roundToInt()}\t" +
"spd ${currentWindSpeed.times(10f).roundToInt().div(10f)}\t " +
"dirs ${windDirWindow!!.map { Math.toDegrees(it.toDouble()).roundToInt() }} ${windDirStep.times(100).roundToInt()}\t" +
"spds ${windSpeedWindow!!.map { it.times(10f).roundToInt().div(10f) }} ${windSpeedStep.times(100).roundToInt()}"
)*/
if (currentWeather.forceWindVec != null) {
windVector.set(currentWeather.forceWindVec)
}
else {
windVector.set(
cos(currentWindDir) * currentWindSpeed,
(cos(currentWindDir) * currentWindSpeed).toFloat(),
0f,
sin(currentWindDir) * currentWindSpeed
(sin(currentWindDir) * currentWindSpeed).toFloat()
)
}
while (windDirAkku >= WIND_DIR_TIME_UNIT) {
windDirAkku -= WIND_DIR_TIME_UNIT
windDirWindow!!.shiftAndPut(takeUniformRand(-PI..PI))
}
while (windSpeedAkku >= WIND_SPEED_TIME_UNIT) {
windSpeedAkku -= WIND_SPEED_TIME_UNIT
windSpeedWindow!!.shiftAndPut(currentWeather.getRandomWindSpeed(takeTriangularRand(-1f..1f)))
}
windDirAkku += world.worldTime.timeDelta
windSpeedAkku += world.worldTime.timeDelta
}
private val cloudParallaxMultY = -0.035f
@@ -537,7 +519,7 @@ internal object WeatherMixer : RNGConsumer {
/**
* Sub-portion of IngameRenderer. You are not supposed to directly deal with this.
*/
internal fun render(camera: Camera, batch: FlippingSpriteBatch, world: GameWorld) {
internal fun render(camera: OrthographicCamera, batch: FlippingSpriteBatch, world: GameWorld) {
drawSkybox(camera, batch, world)
drawClouds(batch)
batch.color = Color.WHITE
@@ -559,7 +541,7 @@ internal object WeatherMixer : RNGConsumer {
private val parallaxDomainSize = 400f
private val turbidityDomainSize = 533.3333f
private fun drawSkybox(camera: Camera, batch: FlippingSpriteBatch, world: GameWorld) {
private fun drawSkybox(camera: OrthographicCamera, batch: FlippingSpriteBatch, world: GameWorld) {
val parallaxZeroPos = (world.height / 3f)
// we will not care for nextSkybox for now

View File

@@ -1,33 +1,28 @@
package net.torvald.terrarum.weather
import com.jme3.math.FastMath
import net.torvald.random.HQRNG
import java.util.*
class Weatherbox {
val RNG: HQRNG
get() = WeatherMixer.RNG
val windDir = WeatherStateBox() // 0 .. 1.0
val windSpeed = WeatherStateBox() // 0 .. arbitrarily large number
}
data class WeatherStateBox(var x: Double, var p0: Double, var p1: Double, var p2: Double, var p3: Double) {
data class WeatherStateBox(var x: Float = 0f, var p0: Float = 0f, var p1: Float = 0f, var p2: Float = 0f, var p3: Float = 0f) {
fun get() = interpolateCatmullRom(x, p0, p1, p2, p3)
fun getAndUpdate(xdelta: Double, RNG: Random): Double {
synchronized(RNG) {
fun getAndUpdate(xdelta: Float, next: () -> Float): Float {
synchronized(WeatherMixer.RNG) {
val y = get()
x += xdelta
while (x >= 1.0) {
x -= 1.0
x -= 1.0f
p0 = p1
p1 = p2
p2 = p3
p3 = RNG.nextDouble()
p3 = next()
}
return y
}
@@ -35,11 +30,11 @@ data class WeatherStateBox(var x: Double, var p0: Double, var p1: Double, var p2
companion object {
// fixed with T=0.5
fun interpolateCatmullRom(u: Double, p0: Double, p1: Double, p2: Double, p3: Double): Double {
val c1: Double = p1
val c2: Double = -0.5 * p0 + 0.5 * p2
val c3: Double = p0 - 2.5 * p1 + 2.0 * p2 - 0.5 * p3
val c4: Double = -0.5 * p0 + 1.5 * p1 - 1.5 * p2 + 0.5 * p3
fun interpolateCatmullRom(u: Float, p0: Float, p1: Float, p2: Float, p3: Float): Float {
val c1: Float = p1
val c2: Float = -0.5f * p0 + 0.5f * p2
val c3: Float = p0 - 2.5f * p1 + 2.0f * p2 - 0.5f * p3
val c4: Float = -0.5f * p0 + 1.5f * p1 - 1.5f * p2 + 0.5f * p3
return (((c4 * u + c3) * u + c2) * u + c1)
}