- /*
- * Copyright (C) 2023 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "game/ant/ant-cladogenesis.hpp"
- #include "game/ant/ant-genome.hpp"
- #include "game/ant/ant-morphogenesis.hpp"
- #include "game/ant/ant-phenome.hpp"
- #include "game/commands/commands.hpp"
- #include "game/components/constraint-stack-component.hpp"
- #include "game/components/scene-component.hpp"
- #include "game/components/picking-component.hpp"
- #include "game/components/spring-component.hpp"
- #include "game/components/rigid-body-component.hpp"
- #include "game/components/rigid-body-constraint-component.hpp"
- #include "game/components/steering-component.hpp"
- #include "game/components/terrain-component.hpp"
- #include "game/components/legged-locomotion-component.hpp"
- #include "game/components/winged-locomotion-component.hpp"
- #include "game/components/ik-component.hpp"
- #include "game/components/transform-component.hpp"
- #include "game/constraints/child-of-constraint.hpp"
- #include "game/constraints/copy-rotation-constraint.hpp"
- #include "game/constraints/copy-scale-constraint.hpp"
- #include "game/constraints/copy-transform-constraint.hpp"
- #include "game/constraints/copy-translation-constraint.hpp"
- #include "game/constraints/ease-to-constraint.hpp"
- #include "game/constraints/pivot-constraint.hpp"
- #include "game/constraints/spring-rotation-constraint.hpp"
- #include "game/constraints/spring-to-constraint.hpp"
- #include "game/constraints/spring-translation-constraint.hpp"
- #include "game/constraints/three-dof-constraint.hpp"
- #include "game/constraints/track-to-constraint.hpp"
- #include "game/controls.hpp"
- #include "game/spawn.hpp"
- #include "game/states/nest-selection-state.hpp"
- #include "game/states/pause-menu-state.hpp"
- #include "game/systems/astronomy-system.hpp"
- #include "game/systems/atmosphere-system.hpp"
- #include "game/systems/camera-system.hpp"
- #include "game/systems/collision-system.hpp"
- #include "game/world.hpp"
- #include <engine/animation/ease.hpp>
- #include <engine/animation/screen-transition.hpp>
- #include <engine/config.hpp>
- #include <engine/entity/archetype.hpp>
- #include <engine/input/mouse.hpp>
- #include <engine/math/interpolation.hpp>
- #include <engine/math/projection.hpp>
- #include <engine/physics/light/exposure.hpp>
- #include <engine/physics/kinematics/constraints/spring-constraint.hpp>
- #include <engine/physics/kinematics/colliders/sphere-collider.hpp>
- #include <engine/physics/kinematics/colliders/plane-collider.hpp>
- #include <engine/physics/kinematics/colliders/box-collider.hpp>
- #include <engine/physics/kinematics/colliders/capsule-collider.hpp>
- #include <engine/render/passes/clear-pass.hpp>
- #include <engine/render/passes/ground-pass.hpp>
- #include <engine/resources/resource-manager.hpp>
- #include <engine/utility/state-machine.hpp>
- #include <engine/scene/static-mesh.hpp>
- #include <engine/scene/skeletal-mesh.hpp>
- #include <engine/animation/ik/constraints/swing-twist-ik-constraint.hpp>
- #include <engine/animation/ik/constraints/euler-ik-constraint.hpp>
-
- nest_selection_state::nest_selection_state(::game& ctx):
- game_state(ctx)
- {
- debug::log::trace("Entering nest selection state...");
-
- // Create world if not yet created
- if (ctx.entities.find("earth") == ctx.entities.end())
- {
- // Create cosmos
- ::world::cosmogenesis(ctx);
-
- // Create observer
- ::world::create_observer(ctx);
- }
-
- ctx.active_ecoregion = ctx.resource_manager->load<::ecoregion>("seedy-scrub.eco");
- ::world::enter_ecoregion(ctx, *ctx.active_ecoregion);
-
- debug::log::trace("Generating genome...");
- std::unique_ptr<ant_genome> genome = ant_cladogenesis(ctx.active_ecoregion->gene_pools[0], ctx.rng);
- debug::log::trace("Generated genome");
-
- debug::log::trace("Building worker phenome...");
- ant_phenome worker_phenome = ant_phenome(*genome, ant_caste_type::queen);
- debug::log::trace("Built worker phenome...");
-
- debug::log::trace("Generating worker model...");
- worker_model = ant_morphogenesis(worker_phenome);
- debug::log::trace("Generated worker model");
-
- // Create floor plane
-
- auto floor_archetype = ctx.resource_manager->load<entity::archetype>("desert-scrub-plane.ent");
- auto floor_eid = floor_archetype->create(*ctx.entity_registry);
-
- ctx.entity_registry->patch<transform_component>
- (
- floor_eid,
- [](auto& component)
- {
- component.local.rotation = math::angle_axis(math::radians(3.0f), math::fvec3{1.0f, 0.0f, 0.0f});
- }
- );
-
- auto floor_body = std::make_unique<physics::rigid_body>();
- auto floor_collider = std::make_shared<physics::plane_collider>(math::fvec3{0.0f, 1.0f, 0.0f});
- floor_collider->set_layer_mask(0b11);
- floor_collider->set_material(std::make_shared<physics::collider_material>(1.0f, 0.5f, 1.0f));
- floor_body->set_mass(0.0f);
- floor_body->set_inertia(0.0f);
- floor_body->set_collider(std::move(floor_collider));
- ctx.entity_registry->emplace<rigid_body_component>(floor_eid, std::move(floor_body));
-
- // Create worker entity(s)
-
-
- auto worker_skeletal_mesh = std::make_unique<scene::skeletal_mesh>(worker_model);
-
- worker_ant_eid = ctx.entity_registry->create();
- transform_component worker_transform_component;
- worker_transform_component.local = math::transform<float>::identity();
- worker_transform_component.local.translation = {0, 0.5f, -4};
- worker_transform_component.world = worker_transform_component.local;
- ctx.entity_registry->emplace<transform_component>(worker_ant_eid, worker_transform_component);
- ctx.entity_registry->emplace<scene_component>(worker_ant_eid, std::move(worker_skeletal_mesh), std::uint8_t{1});
-
-
-
- auto worker_collider = std::make_shared<physics::box_collider>(math::fvec3{-1.0f, -1.0f, -1.0f}, math::fvec3{1.0f, 1.0f, 1.0f});
- //auto worker_collider = std::make_shared<physics::sphere_collider>(1.0f);
- worker_collider->set_material(std::make_shared<physics::collider_material>(0.4f, 0.1f, 0.2f));
-
- auto worker_body = std::make_unique<physics::rigid_body>();
- worker_body->set_position(worker_transform_component.local.translation);
- worker_body->set_previous_position(worker_transform_component.local.translation);
- worker_body->set_mass(0.1f);
- worker_body->set_inertia(0.05f);
- worker_body->set_angular_damping(0.5f);
- worker_body->set_collider(std::move(worker_collider));
- //ctx.entity_registry->emplace<rigid_body_component>(worker_ant_eid, std::move(worker_body));
-
-
- auto cocoon_eid = ctx.entity_registry->create();
- ctx.entity_registry->emplace<scene_component>(cocoon_eid, std::make_shared<scene::static_mesh>(worker_phenome.cocoon->model), std::uint8_t{1});
-
-
- larva_eid = ctx.entity_registry->create();
-
- auto larva_skeletal_mesh = std::make_shared<scene::skeletal_mesh>(worker_phenome.larva->model);
- //auto larva_skeletal_mesh = std::make_shared<scene::skeletal_mesh>(ctx.resource_manager->load<render::model>("snake.mdl"));
- const auto& larva_skeleton = larva_skeletal_mesh->get_model()->get_skeleton();
-
- auto larva_ik_rig = std::make_shared<ik_rig>(*larva_skeletal_mesh);
-
- auto no_twist_constraint = std::make_shared<swing_twist_ik_constraint>();
- no_twist_constraint->set_twist_limit(0.0f, 0.0f);
-
- //auto euler_constraint = std::make_shared<euler_ik_constraint>();
- //euler_constraint->set_limits({0.0f, -math::radians(90.0f), 0.0f}, {math::radians(90.0f), math::radians(90.0f), 0.0f});
-
- for (std::size_t i = 0; i < larva_skeleton.get_bone_count(); ++i)
- {
- larva_ik_rig->set_constraint(static_cast<bone_index_type>(i), no_twist_constraint);
- }
-
- const auto larva_ik_root_bone_index = *larva_skeleton.get_bone_index("abdomen3");
- const auto larva_ik_effector_bone_index = *larva_skeleton.get_bone_index("head");
-
- const auto& larva_head_absolute_transform = larva_skeletal_mesh->get_pose().get_absolute_transform(larva_ik_effector_bone_index);
- const auto& larva_head_relative_transform = larva_skeletal_mesh->get_pose().get_relative_transform(larva_ik_effector_bone_index);
-
- larva_ik_solver = std::make_shared<ccd_ik_solver>(*larva_ik_rig, larva_ik_root_bone_index, larva_ik_effector_bone_index);
- larva_ik_solver->set_effector_position(larva_head_relative_transform * math::fvec3{0.0f, 0.0f, -0.0f});
- larva_ik_solver->set_goal_center(larva_head_absolute_transform.translation + math::fvec3{0.2f, 0.2f, 0.5f});
-
-
-
- larva_ik_rig->add_solver(larva_ik_solver);
-
- //larva_skeletal_mesh->get_pose().set_relative_rotation(larva_ik_root_bone_index, math::angle_axis(math::radians(45.0f), math::fvec3{1.0f, 0.0f, 0.0f}));
- //larva_skeletal_mesh->get_pose().update();
-
- ctx.entity_registry->emplace<scene_component>(larva_eid, std::move(larva_skeletal_mesh), std::uint8_t{1});
- ctx.entity_registry->emplace<ik_component>(larva_eid, std::move(larva_ik_rig));
-
-
- // Disable UI color clear
- ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
-
- // Set world time
- ::world::set_time(ctx, 2022, 6, 21, 12, 0, 0.0);
-
- // Init time scale
- double time_scale = 60.0;
-
- // Set time scale
- ::world::set_time_scale(ctx, time_scale);
-
- // Setup and enable sky and ground passes
- ctx.sky_pass->set_enabled(true);
- ctx.ground_pass->set_enabled(true);
-
- // Set camera exposure
- const float ev100_sunny16 = physics::light::ev::from_settings(16.0f, 1.0f / 100.0f, 100.0f);
- ctx.surface_camera->set_exposure_value(ev100_sunny16);
-
- const auto& viewport_size = ctx.window->get_viewport_size();
- const float aspect_ratio = static_cast<float>(viewport_size[0]) / static_cast<float>(viewport_size[1]);
-
- // Init first person camera rig parameters
- first_person_camera_rig_translation_spring_angular_frequency = period_to_rads(0.125f);
- first_person_camera_rig_rotation_spring_angular_frequency = period_to_rads(0.125f);
- first_person_camera_rig_fov_spring_angular_frequency = period_to_rads(0.125f);
- first_person_camera_rig_min_elevation = 0.25f;
- first_person_camera_rig_max_elevation = 150.0f;
- first_person_camera_near_fov = math::vertical_fov(math::radians(100.0f), aspect_ratio);
- first_person_camera_far_fov = math::vertical_fov(math::radians(60.0f), aspect_ratio);
- first_person_camera_near_speed = 5.0f;
- first_person_camera_far_speed = 140.0f;
- first_person_camera_rig_pedestal_speed = 2.0f;
- first_person_camera_rig_pedestal = 0.0f;
-
- // Create first person camera rig
- create_first_person_camera_rig();
-
- // Satisfy first person camera rig constraints
- satisfy_first_person_camera_rig_constraints();
-
- // Setup controls
- setup_controls();
-
- auto color_checker_archetype = ctx.resource_manager->load<entity::archetype>("color-checker.ent");
- color_checker_archetype->create(*ctx.entity_registry);
- // auto ruler_archetype = ctx.resource_manager->load<entity::archetype>("ruler-10cm.ent");
- // ruler_archetype->create(*ctx.entity_registry);
-
-
-
- auto yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-l.ent");
- auto yucca_eid = yucca_archetype->create(*ctx.entity_registry);
- ::command::warp_to(*ctx.entity_registry, yucca_eid, {0, 0, 70});
-
- yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-m.ent");
- yucca_eid = yucca_archetype->create(*ctx.entity_registry);
- ::command::warp_to(*ctx.entity_registry, yucca_eid, {400, 0, 200});
-
- yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-s.ent");
- yucca_eid = yucca_archetype->create(*ctx.entity_registry);
- ::command::warp_to(*ctx.entity_registry, yucca_eid, {-300, 0, -300});
-
- auto cactus_plant_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-plant-l.ent");
- auto cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry);
- ::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {-100, 0, -200});
-
- cactus_plant_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-plant-m.ent");
- cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry);
- ::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {100, 0, -70});
-
- cactus_plant_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-plant-s.ent");
- cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry);
- ::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {50, 0, 80});
-
- // auto cactus_seed_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-seed.ent");
- // auto cactus_seed_eid = cactus_seed_archetype->create(*ctx.entity_registry);
- // ::command::warp_to(*ctx.entity_registry, cactus_seed_eid, {0, 1, -5});
-
-
- // Create spring
- /*
- auto spring_eid = ctx.entity_registry->create();
- auto spring = std::make_unique<physics::spring_constraint>();
- spring->attach_a();
- spring->attach_b();
- spring->set_resting_length(10.0f);
- spring->set_stiffness(2.0f);
- spring->set_damping(1.0f);
- ctx.entity_registry->emplace<rigid_body_constraint_component>(spring_eid, std::move(spring));
- */
-
- sky_probe = std::make_shared<scene::light_probe>();
- sky_probe->set_luminance_texture(std::make_shared<gl::texture_cube>(384, 512, gl::pixel_type::float_16, gl::pixel_format::rgb));
- ctx.sky_pass->set_sky_probe(sky_probe);
- ctx.surface_scene->add_object(*sky_probe);
-
- // Create sphere
- auto sphere_eid = ctx.entity_registry->create();
- auto sphere_static_mesh = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("diffuse-spheres.mdl"));
- ctx.entity_registry->emplace<scene_component>(sphere_eid, std::move(sphere_static_mesh), std::uint8_t{1});
- ctx.entity_registry->patch<scene_component>
- (
- sphere_eid,
- [&](auto& component)
- {
- component.object->set_translation({0.0f, 10.0f, 0.0f});
- }
- );
-
- // Queue enable game controls
- ctx.function_queue.push
- (
- [&ctx]()
- {
- ::enable_game_controls(ctx);
- }
- );
-
- // Queue fade in
- ctx.fade_transition_color->set({0, 0, 0});
- ctx.function_queue.push(std::bind(&screen_transition::transition, ctx.fade_transition.get(), 1.0f, true, ease<float>::out_sine, true, nullptr));
-
- // Refresh frame scheduler
- ctx.frame_scheduler.refresh();
-
- debug::log::trace("Entered nest selection state");
- }
-
- nest_selection_state::~nest_selection_state()
- {
- debug::log::trace("Exiting nest selection state...");
-
- // Disable game controls
- ::disable_game_controls(ctx);
-
- destroy_first_person_camera_rig();
-
- debug::log::trace("Exited nest selection state");
- }
-
- void nest_selection_state::create_first_person_camera_rig()
- {
- // Construct first person camera rig transform component
- transform_component first_person_camera_rig_transform;
- first_person_camera_rig_transform.local = math::transform<float>::identity();
- first_person_camera_rig_transform.local.translation = {0, 10, 0};
- first_person_camera_rig_transform.world = first_person_camera_rig_transform.local;
-
- // Construct first person camera rig locomotion component
- winged_locomotion_component first_person_camera_rig_locomotion;
-
- // Construct first person camera rig physics component
- auto first_person_camera_rig_body = std::make_unique<physics::rigid_body>();
- first_person_camera_rig_body->set_position({0, 10, 0});
- first_person_camera_rig_body->set_mass(1.0f);
- first_person_camera_rig_body->set_linear_damping(10.0f);
- first_person_camera_rig_body->set_angular_damping(0.5f);
- auto first_person_camera_rig_collider = std::make_shared<physics::sphere_collider>(1.0f);
- auto camera_collider_material = std::make_shared<physics::collider_material>(0.0f, 0.0f, 0.0f);
- camera_collider_material->set_restitution_combine_mode(physics::restitution_combine_mode::minimum);
- camera_collider_material->set_friction_combine_mode(physics::friction_combine_mode::minimum);
-
- first_person_camera_rig_collider->set_layer_mask(0b10);
- first_person_camera_rig_collider->set_material(std::move(camera_collider_material));
- first_person_camera_rig_body->set_collider(std::move(first_person_camera_rig_collider));
-
- // Construct first person camera rig scene component
- scene_component first_person_camera_rig_camera;
- first_person_camera_rig_camera.object = ctx.surface_camera;
-
- // Construct first person camera rig entity
- first_person_camera_rig_eid = ctx.entity_registry->create();
- ctx.entity_registry->emplace<scene_component>(first_person_camera_rig_eid, first_person_camera_rig_camera);
- ctx.entity_registry->emplace<transform_component>(first_person_camera_rig_eid, first_person_camera_rig_transform);
- ctx.entity_registry->emplace<rigid_body_component>(first_person_camera_rig_eid, std::move(first_person_camera_rig_body));
- ctx.entity_registry->emplace<winged_locomotion_component>(first_person_camera_rig_eid, first_person_camera_rig_locomotion);
- }
-
- void nest_selection_state::destroy_first_person_camera_rig()
- {
- ctx.entity_registry->destroy(first_person_camera_rig_eid);
- }
-
- void nest_selection_state::set_first_person_camera_rig_pedestal(float pedestal)
- {
- // first_person_camera_rig_pedestal = pedestal;
- // const float elevation = math::log_lerp(first_person_camera_rig_min_elevation, first_person_camera_rig_max_elevation, first_person_camera_rig_pedestal);
- // const float fov = math::log_lerp(first_person_camera_near_fov, first_person_camera_far_fov, first_person_camera_rig_pedestal);
-
- // ctx.entity_registry->patch<spring_translation_constraint>
- // (
- // first_person_camera_rig_spring_translation_eid,
- // [&](auto& component)
- // {
- // component.spring.x1[1] = elevation;
- // }
- // );
-
- // ctx.entity_registry->patch<spring1_component>
- // (
- // first_person_camera_rig_fov_spring_eid,
- // [&](auto& component)
- // {
- // component.spring.x1 = fov;
- // }
- // );
- }
-
- void nest_selection_state::move_first_person_camera_rig(const math::fvec2& direction, float factor)
- {
- // const float speed = math::log_lerp(first_person_camera_near_speed, first_person_camera_far_speed, first_person_camera_rig_pedestal) * factor;
-
- // const spring_rotation_constraint& first_person_camera_rig_spring_rotation = ctx.entity_registry->get<spring_rotation_constraint>(first_person_camera_rig_spring_rotation_eid);
-
- // const math::fquat yaw_rotation = math::angle_axis(first_person_camera_rig_spring_rotation.spring.x0[0], math::fvec3{0.0f, 1.0f, 0.0f});
- // const math::fvec3 rotated_direction = math::normalize(yaw_rotation * math::fvec3{direction[0], 0.0f, direction[1]});
- // const math::fvec3 velocity = rotated_direction * speed;
-
- // ctx.entity_registry->patch<spring_translation_constraint>
- // (
- // first_person_camera_rig_spring_translation_eid,
- // [&](auto& component)
- // {
- // component.spring.x1 += velocity * static_cast<float>(1.0 / ctx.fixed_update_rate);
- // }
- // );
- }
-
- void nest_selection_state::satisfy_first_person_camera_rig_constraints()
- {
- // Satisfy first person camera rig spring translation constraint
- // ctx.entity_registry->patch<spring_translation_constraint>
- // (
- // first_person_camera_rig_spring_translation_eid,
- // [&](auto& component)
- // {
- // component.spring.x0 = component.spring.x1;
- // component.spring.v *= 0.0f;
- // }
- // );
-
- // Satisfy first person camera rig spring rotation constraint
- // ctx.entity_registry->patch<spring_rotation_constraint>
- // (
- // first_person_camera_rig_spring_rotation_eid,
- // [&](auto& component)
- // {
- // component.spring.x0 = component.spring.x1;
- // component.spring.v *= 0.0f;
- // }
- // );
-
- // Satisfy first person camera rig fov spring
- // ctx.entity_registry->patch<spring1_component>
- // (
- // first_person_camera_rig_fov_spring_eid,
- // [&](auto& component)
- // {
- // component.spring.x0 = component.spring.x1;
- // component.spring.v *= 0.0f;
- // }
- // );
- }
-
- void nest_selection_state::setup_controls()
- {
-
- constexpr float movement_speed = 200.0f;
-
- auto move_first_person_camera_rig = [&](const math::fvec2& direction, float speed)
- {
- const transform_component& first_person_camera_rig_transform = ctx.entity_registry->get<transform_component>(first_person_camera_rig_eid);
-
- //const spring_rotation_constraint& first_person_camera_rig_spring_rotation = ctx.entity_registry->get<spring_rotation_constraint>(first_person_camera_rig_spring_rotation_eid);
-
- //const math::fquat yaw_rotation = math::angle_axis(first_person_camera_rig_spring_rotation.spring.x0[0], math::fvec3{0.0f, 1.0f, 0.0f});
- //const math::fvec3 rotated_direction = yaw_rotation * math::fvec3{direction[0], 0.0f, direction[1]};
-
- const math::fquat yaw_rotation = math::angle_axis(static_cast<float>(first_person_camera_yaw), math::fvec3{0.0f, 1.0f, 0.0f});
-
- const math::fvec3 rotated_direction = yaw_rotation * math::fvec3{direction[0], 0.0f, direction[1]};
-
- const math::fvec3 force = rotated_direction * speed;
-
-
- moving = true;
- movement_direction = direction;
- this->movement_speed = speed;
-
- ctx.entity_registry->patch<winged_locomotion_component>
- (
- first_person_camera_rig_eid,
- [&](auto& component)
- {
- component.force = force;
- }
- );
- };
-
- auto stop_first_person_camera_rig = [&]()
- {
- moving = false;
-
- ctx.entity_registry->patch<winged_locomotion_component>
- (
- first_person_camera_rig_eid,
- [&](auto& component)
- {
- component.force = {0.0f, 0.0f, 0.0f};
- }
- );
- };
-
- // Mouse look
- mouse_motion_subscription = ctx.input_manager->get_event_dispatcher().subscribe<input::mouse_moved_event>
- (
- [&, move_first_person_camera_rig](const auto& event)
- {
- if (adjust_time)
- {
- const double sensitivity = 1.0 / static_cast<double>(ctx.window->get_viewport_size().x());
- const double t = ctx.astronomy_system->get_time();
- ::world::set_time(ctx, t + static_cast<double>(event.difference.x()) * sensitivity);
-
- /*
- sky_probe->update_illuminance_matrices();
-
- const auto matrices = sky_probe->get_illuminance_matrices();
- for (std::size_t i = 0; i < 3; ++i)
- {
- const auto m = matrices[i];
- debug::log::warning("\nmat4({},{},{},{},\n{},{},{},{},\n{},{},{},{},\n{},{},{},{});", m[0][0], m[0][1], m[0][2], m[0][3], m[1][0], m[1][1], m[1][2], m[1][3], m[2][0], m[2][1], m[2][2], m[2][3], m[3][0], m[3][1], m[3][2], m[3][3]);
- }
- */
- }
-
- if (adjust_exposure)
- {
- const float sensitivity = 8.0f / static_cast<float>(ctx.window->get_viewport_size().y());
- ctx.surface_camera->set_exposure_value(ctx.surface_camera->get_exposure_value() + static_cast<float>(event.difference.y()) * sensitivity);
- }
-
- if (!mouse_look)
- {
- return;
- }
-
- first_person_camera_yaw -= ctx.mouse_pan_factor * static_cast<double>(event.difference.x());
- first_person_camera_pitch += ctx.mouse_tilt_factor * static_cast<double>(event.difference.y());
- first_person_camera_pitch = std::min(math::half_pi<double>, std::max(-math::half_pi<double>, first_person_camera_pitch));
-
- const math::dquat yaw_rotation = math::angle_axis(first_person_camera_yaw, {0.0f, 1.0, 0.0});
- const math::dquat pitch_rotation = math::angle_axis(first_person_camera_pitch, {-1.0, 0.0, 0.0});
- const math::fquat first_person_camera_orientation = math::fquat(math::normalize(yaw_rotation * pitch_rotation));
-
- ctx.entity_registry->patch<scene_component>
- (
- first_person_camera_rig_eid,
- [&](auto& component)
- {
- component.object->set_rotation(first_person_camera_orientation);
- }
- );
-
- ctx.entity_registry->patch<rigid_body_component>
- (
- first_person_camera_rig_eid,
- [&](auto& component)
- {
- component.body->set_previous_orientation(first_person_camera_orientation);
- component.body->set_orientation(first_person_camera_orientation);
- }
- );
-
- ctx.entity_registry->patch<transform_component>
- (
- first_person_camera_rig_eid,
- [&](auto& component)
- {
- component.local.rotation = first_person_camera_orientation;
- component.world.rotation = first_person_camera_orientation;
- }
- );
-
- if (moving)
- {
- move_first_person_camera_rig(movement_direction, this->movement_speed);
- }
- }
- );
-
- // Move forward
- action_subscriptions.emplace_back
- (
- ctx.move_forward_action.get_active_channel().subscribe
- (
- [&, move_first_person_camera_rig](const auto& event)
- {
- move_first_person_camera_rig({0.0f, -1.0f}, movement_speed * event.input_value);
- }
- )
- );
- action_subscriptions.emplace_back
- (
- ctx.move_forward_action.get_deactivated_channel().subscribe
- (
- [&, stop_first_person_camera_rig](const auto& event)
- {
- stop_first_person_camera_rig();
- }
- )
- );
-
- // Move back
- action_subscriptions.emplace_back
- (
- ctx.move_back_action.get_active_channel().subscribe
- (
- [&, move_first_person_camera_rig](const auto& event)
- {
- move_first_person_camera_rig({0, 1}, movement_speed * event.input_value);
- }
- )
- );
- action_subscriptions.emplace_back
- (
- ctx.move_back_action.get_deactivated_channel().subscribe
- (
- [&, stop_first_person_camera_rig](const auto& event)
- {
- stop_first_person_camera_rig();
- }
- )
- );
-
- // Move left
- action_subscriptions.emplace_back
- (
- ctx.move_left_action.get_active_channel().subscribe
- (
- [&, move_first_person_camera_rig](const auto& event)
- {
- move_first_person_camera_rig({-1, 0}, movement_speed * event.input_value);
- }
- )
- );
- action_subscriptions.emplace_back
- (
- ctx.move_left_action.get_deactivated_channel().subscribe
- (
- [&, stop_first_person_camera_rig](const auto& event)
- {
- stop_first_person_camera_rig();
- }
- )
- );
-
- // Move right
- action_subscriptions.emplace_back
- (
- ctx.move_right_action.get_active_channel().subscribe
- (
- [&, move_first_person_camera_rig](const auto& event)
- {
- move_first_person_camera_rig({1, 0}, movement_speed * event.input_value);
- }
- )
- );
- action_subscriptions.emplace_back
- (
- ctx.move_right_action.get_deactivated_channel().subscribe
- (
- [&, stop_first_person_camera_rig](const auto& event)
- {
- stop_first_person_camera_rig();
- }
- )
- );
-
- // Move up
- action_subscriptions.emplace_back
- (
- ctx.move_up_action.get_activated_channel().subscribe
- (
- [&](const auto& event)
- {
- ctx.entity_registry->patch<rigid_body_component>
- (
- first_person_camera_rig_eid,
- [&](auto& component)
- {
- component.body->apply_central_impulse({0, 5.0f, 0});
- }
- );
- }
- )
- );
-
- // Move down
- action_subscriptions.emplace_back
- (
- ctx.move_down_action.get_activated_channel().subscribe
- (
- [&](const auto& event)
- {
- ctx.entity_registry->patch<rigid_body_component>
- (
- first_person_camera_rig_eid,
- [&](auto& component)
- {
- component.body->apply_central_impulse({0, -5.0f, 0});
- }
- );
- }
- )
- );
-
- /*
- // Focus
- action_subscriptions.emplace_back
- (
- ctx.focus_action.get_activated_channel().subscribe
- (
- [&](const auto& event)
- {
- auto projectile_eid = ctx.entity_registry->create();
-
- const auto& camera_transform = ctx.entity_registry->get<transform_component>(first_person_camera_rig_eid);
-
- scene_component projectile_scene;
-
-
- transform_component projectile_transform;
- projectile_transform.local = camera_transform.world;
- projectile_transform.world = projectile_transform.local;
-
- auto projectile_body = std::make_unique<physics::rigid_body>();
- projectile_body->set_position(camera_transform.world.translation);
- projectile_body->set_previous_position(camera_transform.world.translation);
- projectile_body->set_mass(0.1f);
- projectile_body->set_inertia(0.05f);
- projectile_body->set_angular_damping(0.5f);
-
- if (ctx.mouse_look_action.is_active())
- {
- auto projectile_collider = std::make_shared<physics::sphere_collider>(1.0f);
- //auto projectile_collider = std::make_shared<physics::box_collider>(math::fvec3{-1.0f, -1.0f, -1.0f}, math::fvec3{1.0f, 1.0f, 1.0f});
- projectile_collider->set_material(std::make_shared<physics::collider_material>(0.4f, 0.1f, 0.2f));
- projectile_body->set_collider(std::move(projectile_collider));
-
- projectile_scene.object = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("sphere.mdl"));
- //projectile_scene.object = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("cube.mdl"));
- }
- else
- {
- auto projectile_collider = std::make_shared<physics::capsule_collider>(geom::capsule<float>{{{0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}}, 0.6f});
- projectile_collider->set_material(std::make_shared<physics::collider_material>(0.4f, 0.1f, 0.2f));
- projectile_body->set_collider(std::move(projectile_collider));
-
-
- //projectile_scene.object = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("capsule.mdl"));
-
- auto projectile_mesh = std::make_shared<scene::skeletal_mesh>(worker_model);
- projectile_mesh->get_pose() = *worker_model->get_skeleton().get_pose("pupa");
- projectile_scene.object = projectile_mesh;
- }
-
- projectile_body->apply_central_impulse(camera_transform.world.rotation * math::fvec3{0.0f, 0.0f, -10.0f});
-
-
- // auto spring_eid = ctx.entity_registry->create();
- // auto spring = std::make_unique<physics::spring_constraint>();
- // spring->attach_a(*ctx.entity_registry->get<rigid_body_component>(first_person_camera_rig_eid).body, {0.0f, 0.0f, 0.0f});
- // spring->attach_b(*projectile_body, {0.0f, 0.0f, 0.0f});
- // spring->set_resting_length(10.0f);
- // spring->set_stiffness(2.0f);
- // spring->set_damping(1.0f);
- // ctx.entity_registry->emplace<rigid_body_constraint_component>(spring_eid, std::move(spring));
-
- ctx.entity_registry->emplace<transform_component>(projectile_eid, projectile_transform);
- ctx.entity_registry->emplace<scene_component>(projectile_eid, std::move(projectile_scene));
- ctx.entity_registry->emplace<rigid_body_component>(projectile_eid, std::move(projectile_body));
-
-
- // body.linear_momentum = math::fvec3::zero();
- // body.angular_momentum = math::fvec3::zero();
- // body.linear_velocity = math::fvec3::zero();
- // body.angular_velocity = math::fvec3::zero();
-
- //body.apply_central_impulse({0.0f, 100.5f, 0.0f});
-
- // ctx.entity_registry->patch<constraint_stack_node_component>
- // (
- // first_person_camera_rig_track_to_eid,
- // [&](auto& component)
- // {
- // component.active = true;
- // }
- // );
- }
- )
- );
- action_subscriptions.emplace_back
- (
- ctx.focus_action.get_deactivated_channel().subscribe
- (
- [&](const auto& event)
- {
-
- }
- )
- );
- */
- }
-
- void nest_selection_state::enable_controls()
- {
- /*
- // Reset mouse look
- mouse_look = false;
-
- double time_scale = 0.0;
- double ff_time_scale = 60.0 * 200.0;
-
- // Init control settings
- float mouse_tilt_sensitivity = 1.0f;
- float mouse_pan_sensitivity = 1.0f;
- bool mouse_invert_tilt = false;
- bool mouse_invert_pan = false;
- bool mouse_look_toggle = false;
- float gamepad_tilt_sensitivity = 1.0f;
- float gamepad_pan_sensitivity = 1.0f;
- bool gamepad_invert_tilt = false;
- bool gamepad_invert_pan = false;
-
- // Read control settings
- if (ctx.config->contains("mouse_tilt_sensitivity"))
- mouse_tilt_sensitivity = math::radians((*ctx.config)["mouse_tilt_sensitivity"].get<float>());
- if (ctx.config->contains("mouse_pan_sensitivity"))
- mouse_pan_sensitivity = math::radians((*ctx.config)["mouse_pan_sensitivity"].get<float>());
- if (ctx.config->contains("mouse_invert_tilt"))
- mouse_invert_tilt = (*ctx.config)["mouse_invert_tilt"].get<bool>();
- if (ctx.config->contains("mouse_invert_pan"))
- mouse_invert_pan = (*ctx.config)["mouse_invert_pan"].get<bool>();
- if (ctx.config->contains("mouse_look_toggle"))
- mouse_look_toggle = (*ctx.config)["mouse_look_toggle"].get<bool>();
- if (ctx.config->contains("gamepad_tilt_sensitivity"))
- gamepad_tilt_sensitivity = math::radians((*ctx.config)["gamepad_tilt_sensitivity"].get<float>());
- if (ctx.config->contains("gamepad_pan_sensitivity"))
- gamepad_pan_sensitivity = math::radians((*ctx.config)["gamepad_pan_sensitivity"].get<float>());
- if (ctx.config->contains("gamepad_invert_tilt"))
- gamepad_invert_tilt = (*ctx.config)["gamepad_invert_tilt"].get<bool>();
- if (ctx.config->contains("gamepad_invert_pan"))
- gamepad_invert_pan = (*ctx.config)["gamepad_invert_pan"].get<bool>();
-
- // Determine tilt and pan factors according to sensitivity and inversion
- const float mouse_tilt_factor = mouse_tilt_sensitivity * (mouse_invert_tilt ? -1.0f : 1.0f);
- const float mouse_pan_factor = mouse_pan_sensitivity * (mouse_invert_pan ? -1.0f : 1.0f);
- const float gamepad_tilt_factor = gamepad_tilt_sensitivity * (gamepad_invert_tilt ? -1.0f : 1.0f);
- const float gamepad_pan_factor = gamepad_pan_sensitivity * (gamepad_invert_pan ? -1.0f : 1.0f);
-
-
- ctx.controls["look_right_gamepad"]->set_active_callback
- (
- [&, gamepad_pan_factor](float value)
- {
- ctx.entity_registry->patch<spring_rotation_constraint>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, gamepad_pan_factor](auto& component)
- {
- component.spring.x1[0] -= gamepad_pan_factor * value * static_cast<float>(1.0 / ctx.fixed_update_rate);
- }
- );
- }
- );
- ctx.controls["look_left_gamepad"]->set_active_callback
- (
- [&, gamepad_pan_factor](float value)
- {
- ctx.entity_registry->patch<spring_rotation_constraint>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, gamepad_pan_factor](auto& component)
- {
- component.spring.x1[0] += gamepad_pan_factor * value * static_cast<float>(1.0 / ctx.fixed_update_rate);
- }
- );
- }
- );
- ctx.controls["look_up_gamepad"]->set_active_callback
- (
- [&, gamepad_tilt_factor](float value)
- {
- ctx.entity_registry->patch<spring_rotation_constraint>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, gamepad_tilt_factor](auto& component)
- {
- component.spring.x1[1] -= gamepad_tilt_factor * value * static_cast<float>(1.0 / ctx.fixed_update_rate);
- component.spring.x1[1] = std::max(-math::half_pi<float>, component.spring.x1[1]);
- }
- );
- }
- );
- ctx.controls["look_down_gamepad"]->set_active_callback
- (
- [&, gamepad_tilt_factor](float value)
- {
- ctx.entity_registry->patch<spring_rotation_constraint>
- (
- first_person_camera_rig_spring_rotation_eid,
- [&, gamepad_tilt_factor](auto& component)
- {
- component.spring.x1[1] += gamepad_tilt_factor * value * static_cast<float>(1.0 / ctx.fixed_update_rate);
- component.spring.x1[1] = std::min(math::half_pi<float>, component.spring.x1[1]);
- }
- );
- }
- );
-
- // Pedestal up control
- ctx.controls["move_up"]->set_active_callback
- (
- [&](float value)
- {
- set_first_person_camera_rig_pedestal(std::min(1.0f, first_person_camera_rig_pedestal + first_person_camera_rig_pedestal_speed * static_cast<float>(1.0 / ctx.fixed_update_rate)));
- }
- );
-
- // Pedestal down control
- ctx.controls["move_down"]->set_active_callback
- (
- [&](float value)
- {
- set_first_person_camera_rig_pedestal(std::max(0.0f, first_person_camera_rig_pedestal - first_person_camera_rig_pedestal_speed * static_cast<float>(1.0 / ctx.fixed_update_rate)));
- }
- );
-
-
- // Fast-forward
- ctx.controls["fast_forward"]->set_activated_callback
- (
- [&ctx = this->ctx, ff_time_scale]()
- {
- ::world::set_time_scale(ctx, ff_time_scale);
- }
- );
- ctx.controls["fast_forward"]->set_deactivated_callback
- (
- [&ctx = this->ctx, time_scale]()
- {
- ::world::set_time_scale(ctx, time_scale);
- }
- );
- ctx.controls["rewind"]->set_activated_callback
- (
- [&ctx = this->ctx, ff_time_scale]()
- {
- ::world::set_time_scale(ctx, -ff_time_scale);
- }
- );
- ctx.controls["rewind"]->set_deactivated_callback
- (
- [&ctx = this->ctx, time_scale]()
- {
- ::world::set_time_scale(ctx, time_scale);
- }
- );
- */
- }
-
- void nest_selection_state::disable_controls()
- {
- }
-
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