2023-06-20 04:33:09 +00:00
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#ifndef STAR_SKY_HPP
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#define STAR_SKY_HPP
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#include "StarEither.hpp"
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#include "StarNetElementSystem.hpp"
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#include "StarCelestialParameters.hpp"
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#include "StarSkyParameters.hpp"
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#include "StarSkyRenderData.hpp"
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namespace Star {
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STAR_CLASS(Clock);
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STAR_CLASS(AudioInstance);
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STAR_CLASS(Sky);
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// Sky objects, such as stars and orbiters, are given in a pseudo screen space,
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// "view space", that does not take the pixel ratio into account. "viewSize"
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// is the size of this space, expected to be the size of the screen *after*
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// dividing by the pixel ratio.
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class Sky {
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public:
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Sky();
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Sky(SkyParameters const& skyParameters, bool inOrbit);
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// Controls the space sky "flight" system
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void startFlying(bool enterHyperspace, bool startInWarp);
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// Stops flying animation copying the new pertinant sky data from the given
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// sky, as though the sky as moved to a new world.
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void stopFlyingAt(Maybe<SkyParameters> SkyParameters);
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void jumpTo(SkyParameters SkyParameters);
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pair<ByteArray, uint64_t> writeUpdate(uint64_t fromVersion = 0);
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void readUpdate(ByteArray data);
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// handles flying and warp state transitions
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void stateUpdate();
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2023-07-20 14:58:49 +00:00
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void update(double dt);
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2023-06-20 04:33:09 +00:00
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void setType(SkyType type);
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SkyType type() const;
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bool inSpace() const;
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uint64_t seed() const;
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float dayLength() const;
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uint32_t day() const;
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float timeOfDay() const;
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// Total time since the 0th day for this world.
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double epochTime() const;
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void setEpochTime(double epochTime);
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// Altitude is used to determine, in Atmospheric skies, the percentage of the
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// atmosphere to draw and how much like space it should appear.
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float altitude() const;
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void setAltitude(float altitude);
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// If a reference clock is set, then the epoch time is driven by the
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// reference clock rather than an internal timer
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void setReferenceClock(ClockConstPtr const& referenceClock);
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ClockConstPtr referenceClock() const;
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String ambientNoise() const;
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List<AudioInstancePtr> pullSounds();
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// How close is the atmosphere to space?
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float spaceLevel() const;
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float orbitAngle() const;
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bool isDayTime() const;
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// Ranges from 0.0 to 1.0 Blended periodic curve with a period of
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// clock.dayLength, and the blend region size is determined by
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// the variant asset "dayTransitionTime"
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float dayLevel() const;
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// Returns a value that cycles through the range [0.0, 4.0). 0.0 / 4.0 is
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// mid-morning, 1.0 is mid-day, 2.0 is mid-evening, and 3.0 is mid-night.
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// Does not cycle through evenly, the value will "stick" to mid-day and
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// mid-night based on the value of the variant asset "dayTransitionTime"
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float dayCycle() const;
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float skyAlpha() const;
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Color environmentLight() const;
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Color mainSkyColor() const;
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// Base sky rect colors, top and bottom, includes calculation based on day /
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// night alpha
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pair<Color, Color> skyRectColors() const;
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Color skyFlashColor() const;
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bool flying() const;
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FlyingType flyingType() const;
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float warpProgress() const;
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WarpPhase warpPhase() const;
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bool inHyperspace() const;
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SkyRenderData renderData() const;
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private:
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// TODO: This needs to be more explicit/handled better
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static constexpr float DefaultDayLength = 1000.0f;
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void writeNetStates();
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void readNetStates();
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void enterHyperspace();
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void exitHyperspace();
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bool controlledMovement(JsonArray const& path, Json const& origin, float timeOffset);
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Vec2F getStarOffset() const;
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float getStarRotation() const;
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Vec2F getWorldOffset() const;
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float getWorldRotation() const;
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float speedupTime() const;
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float slowdownTime() const;
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Json m_settings;
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SkyParameters m_skyParameters;
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bool m_skyParametersUpdated;
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SkyType m_skyType = SkyType::Orbital;
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double m_time = 0.0;
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ClockConstPtr m_referenceClock;
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Maybe<double> m_clockTrackingTime;
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float m_altitude = 0.0f;
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FlyingType m_flyingType = FlyingType::None;
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FlyingType m_lastFlyingType = FlyingType::None;
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double m_flyingTimer = 0.0;
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bool m_enterHyperspace = false;
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bool m_startInWarp = false;
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WarpPhase m_warpPhase = WarpPhase::Maintain;
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WarpPhase m_lastWarpPhase = WarpPhase::Maintain;
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double m_flashTimer = 0.0;
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// The star and world offsets and rotations must be different for two
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// reasons: #1, the stars rotate over time, meaning that if they're not
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// different then the world will fly off in a random direction when we leave
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// #2, the stars move at a different, slower rate, controlled by JSON
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// "starVelocityFactor", because they're farther away
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Vec2F m_starOffset;
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double m_starRotation = 0.0;
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Vec2F m_starMoveOffset;
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Vec2F m_worldOffset;
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float m_worldRotation = 0.0f;
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Vec2F m_worldMoveOffset;
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// Finally, these are the offsets for the disembark and arrival paths they
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// are applied to BOTH world and star offsets governed by the
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// starVelocityFactor in the latter case
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Vec2F m_pathOffset;
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float m_pathRotation = 0.0f;
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size_t m_starFrames = 0;
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StringList m_starList;
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StringList m_hyperStarList;
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bool m_sentSFX = false;
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Maybe<SkyParameters> m_destWorld;
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bool m_netInit;
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NetElementTopGroup m_netGroup;
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NetElementBytes m_skyParametersNetState;
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NetElementInt m_skyTypeNetState;
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NetElementDouble m_timeNetState;
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NetElementUInt m_flyingTypeNetState;
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NetElementBool m_enterHyperspaceNetState;
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NetElementBool m_startInWarpNetState;
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NetElementInt m_warpPhaseNetState;
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NetElementData<Vec2F> m_worldMoveNetState;
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NetElementData<Vec2F> m_starMoveNetState;
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NetElementFloat m_flyingTimerNetState;
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};
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}
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#endif
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