💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2020 Christopher J. Howard
  3. *
  4. * This file is part of Antkeeper source code.
  5. *
  6. * Antkeeper source code is free software: you can redistribute it and/or modify
  7. * it under the terms of the GNU General Public License as published by
  8. * the Free Software Foundation, either version 3 of the License, or
  9. * (at your option) any later version.
  10. *
  11. * Antkeeper source code is distributed in the hope that it will be useful,
  12. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  13. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  14. * GNU General Public License for more details.
  15. *
  16. * You should have received a copy of the GNU General Public License
  17. * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
  18. */
  19. #include "application-states.hpp"
  20. #include "configuration.hpp"
  21. #include "application.hpp"
  22. #include "animation/screen-transition.hpp"
  23. #include "scene/model-instance.hpp"
  24. #include "resources/resource-manager.hpp"
  25. #include "renderer/model.hpp"
  26. #include "renderer/material.hpp"
  27. #include "renderer/passes/sky-pass.hpp"
  28. #include "systems/control-system.hpp"
  29. #include "entity/components/model-component.hpp"
  30. #include "entity/components/transform-component.hpp"
  31. #include "entity/components/terrain-component.hpp"
  32. #include "entity/components/samara-component.hpp"
  33. #include "entity/components/cavity-component.hpp"
  34. #include "entity/components/tool-component.hpp"
  35. #include "entity/components/placement-component.hpp"
  36. #include "entity/components/copy-transform-component.hpp"
  37. #include "entity/components/copy-translation-component.hpp"
  38. #include "entity/archetype.hpp"
  39. #include "entity/entity-commands.hpp"
  40. #include "nest.hpp"
  41. #include "math/math.hpp"
  42. #include "utility/fundamental-types.hpp"
  43. #include "geometry/mesh-accelerator.hpp"
  44. #include "behavior/ebt.hpp"
  45. #include "animation/ease.hpp"
  46. void enter_play_state(application* app)
  47. {
  48. logger* logger = app->get_logger();
  49. logger->push_task("Entering play state");
  50. // Enable sky pass
  51. app->get_sky_pass()->set_enabled(true);
  52. resource_manager* resource_manager = app->get_resource_manager();
  53. entt::registry& ecs_registry = app->get_ecs_registry();
  54. // Load entity archetypes
  55. ecs::archetype* ant_hill_archetype = resource_manager->load<ecs::archetype>("ant-hill.ent");
  56. ecs::archetype* maple_tree_archetype = resource_manager->load<ecs::archetype>("maple-tree.ent");
  57. ecs::archetype* nest_archetype = resource_manager->load<ecs::archetype>("harvester-nest.ent");
  58. ecs::archetype* samara_archetype = resource_manager->load<ecs::archetype>("samara.ent");
  59. ecs::archetype* forceps_archetype = resource_manager->load<ecs::archetype>("forceps.ent");
  60. ecs::archetype* larva_archetype = resource_manager->load<ecs::archetype>("larva.ent");
  61. ecs::archetype* pebble_archetype = resource_manager->load<ecs::archetype>("pebble.ent");
  62. ecs::archetype* flashlight_archetype = resource_manager->load<ecs::archetype>("flashlight.ent");
  63. ecs::archetype* flashlight_light_cone_archetype = resource_manager->load<ecs::archetype>("flashlight-light-cone.ent");
  64. // Create flashlight + light cone compund entity
  65. auto flashlight = flashlight_archetype->create(ecs_registry);
  66. auto flashlight_light_cone = flashlight_light_cone_archetype->create(ecs_registry);
  67. ecs::bind_transform(ecs_registry, flashlight_light_cone, flashlight);
  68. ecs::assign_render_layers(ecs_registry, flashlight, 2);
  69. ecs::assign_render_layers(ecs_registry, flashlight_light_cone, 2);
  70. ecs::placement_component placement;
  71. auto ant_hill_entity = ant_hill_archetype->create(ecs_registry);
  72. placement.ray.origin = {0, 10000, 0};
  73. placement.ray.direction = {0, -1, 0};
  74. ecs_registry.assign<ecs::placement_component>(ant_hill_entity, placement);
  75. float pebble_radius = 300.0f;
  76. int pebble_count = 100;
  77. for (int i = 0; i < pebble_count; ++i)
  78. {
  79. float x = math::random(-pebble_radius, pebble_radius);
  80. float z = math::random(-pebble_radius, pebble_radius);
  81. auto pebble_entity = pebble_archetype->create(ecs_registry);
  82. auto& transform = ecs_registry.get<ecs::transform_component>(pebble_entity);
  83. transform.transform = math::identity_transform<float>;
  84. transform.transform.rotation = math::angle_axis(math::random(0.0f, math::two_pi<float>), {0, 1, 0});
  85. transform.transform.scale = float3{1, 1, 1} * math::random(0.75f, 1.25f);
  86. placement.ray.origin = {x, 10000, z};
  87. ecs_registry.assign<ecs::placement_component>(pebble_entity, placement);
  88. }
  89. auto maple_tree_entity = maple_tree_archetype->create(ecs_registry);
  90. placement.ray.origin = {300, 10000, 200};
  91. placement.ray.direction = {0, -1, 0};
  92. ecs_registry.assign<ecs::placement_component>(maple_tree_entity, placement);
  93. auto nest_entity = nest_archetype->create(ecs_registry);
  94. int terrain_radius = 2;
  95. for (int x = -terrain_radius; x <= terrain_radius; ++x)
  96. {
  97. for (int z = -terrain_radius; z <= terrain_radius; ++z)
  98. {
  99. ecs::terrain_component terrain_component;
  100. terrain_component.subdivisions = TERRAIN_PATCH_RESOLUTION;
  101. terrain_component.x = x;
  102. terrain_component.z = z;
  103. auto terrain_entity = ecs_registry.create();
  104. ecs_registry.assign<ecs::terrain_component>(terrain_entity, terrain_component);
  105. }
  106. }
  107. for (int i = 0; i < 15; ++i)
  108. {
  109. auto samara_entity = samara_archetype->create(ecs_registry);
  110. auto& transform = ecs_registry.get<ecs::transform_component>(samara_entity);
  111. float zone = 200.0f;
  112. transform.transform = math::identity_transform<float>;
  113. transform.transform.translation.x = math::random(-zone, zone);
  114. transform.transform.translation.y = math::random(50.0f, 150.0f);
  115. transform.transform.translation.z = math::random(-zone, zone);
  116. ecs::samara_component samara_component;
  117. samara_component.angle = math::random(0.0f, math::radians(360.0f));
  118. samara_component.direction = math::normalize(float3{math::random(-1.0f, 1.0f), math::random(-1.0f, -5.0f), math::random(-1.0f, 1.0f)});
  119. samara_component.chirality = (math::random(0.0f, 1.0f) < 0.5f) ? -1.0f : 1.0f;
  120. ecs_registry.assign_or_replace<ecs::samara_component>(samara_entity, samara_component);
  121. }
  122. /*
  123. ecs::archetype* grass_archetype = resource_manager->load<ecs::archetype>("grassland-grass.ent");
  124. auto grass_entity_1 = grass_archetype->create(ecs_registry);
  125. auto grass_entity_2 = grass_archetype->create(ecs_registry);
  126. ecs_registry.get<ecs::transform_component>(grass_entity_2).transform.rotation = math::angle_axis(math::radians(120.0f), float3{0, 1, 0});
  127. */
  128. // Setup overworld camera
  129. camera* camera = app->get_overworld_camera();
  130. orbit_cam* orbit_cam = app->get_orbit_cam();
  131. orbit_cam->attach(camera);
  132. orbit_cam->set_target_focal_point({0, 0, 0});
  133. orbit_cam->set_target_focal_distance(15.0f);
  134. orbit_cam->set_target_elevation(math::radians(25.0f));
  135. orbit_cam->set_target_azimuth(0.0f);
  136. orbit_cam->set_focal_point(orbit_cam->get_target_focal_point());
  137. orbit_cam->set_focal_distance(orbit_cam->get_target_focal_distance());
  138. orbit_cam->set_elevation(orbit_cam->get_target_elevation());
  139. orbit_cam->set_azimuth(orbit_cam->get_target_azimuth());
  140. // Create forceps tool
  141. auto forceps_entity = forceps_archetype->create(ecs_registry);
  142. ecs::tool_component forceps_tool_component;
  143. forceps_tool_component.active = true;
  144. ecs_registry.assign<ecs::tool_component>(forceps_entity, forceps_tool_component);
  145. app->get_scene().update_tweens();
  146. // Allocate a nest
  147. nest* nest = new ::nest();
  148. // Setup initial nest parameters
  149. float tunnel_radius = 1.15f;
  150. nest->set_tunnel_radius(tunnel_radius);
  151. nest::shaft* central_shaft = nest->get_central_shaft();
  152. central_shaft->chirality = 1.0f;
  153. central_shaft->rotation = math::radians(0.0f);
  154. central_shaft->depth = {0.0f, 200.0f};
  155. central_shaft->radius = {15.0f, 15.0f};
  156. central_shaft->pitch = {40.0f, 40.0f};
  157. central_shaft->translation = {{{0.0f, 0.0f}, {0.0f, 0.0f}}};
  158. central_shaft->current_depth = 0.0f;
  159. for (std::size_t i = 0; i < 4; ++i)
  160. {
  161. nest::chamber chamber;
  162. chamber.shaft = central_shaft;
  163. chamber.depth = (i + 1) * 50.0f;
  164. chamber.rotation = math::radians(0.0f);
  165. chamber.inner_radius = 4.0f;
  166. chamber.outer_radius = 10.0f;
  167. central_shaft->chambers.push_back(chamber);
  168. }
  169. // Dig nest shafts
  170. float shift = 0.1f;
  171. for (int i = 0; i < 800; ++i)
  172. {
  173. ecs::cavity_component cavity;
  174. cavity.position = nest->extend_shaft(*nest->get_central_shaft());
  175. cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
  176. cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
  177. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  178. }
  179. // Dig nest chambers
  180. /*
  181. for (int i = 0; i < central_shaft->chambers.size(); ++i)
  182. {
  183. for (int j = 0; j < 150; ++j)
  184. {
  185. ecs::cavity_component cavity;
  186. cavity.position = nest->expand_chamber(central_shaft->chambers[i]);
  187. cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
  188. cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
  189. ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
  190. }
  191. }
  192. */
  193. // Place larva in chamber
  194. {
  195. auto larva = larva_archetype->create(ecs_registry);
  196. ecs::assign_render_layers(ecs_registry, larva, 1);
  197. //ecs::warp_to(ecs_registry, larva, {0, -20, 0});
  198. //auto& transform = ecs_registry.get<ecs::transform_component>(larva_entity);
  199. //transform.transform = math::identity_transform<float>;
  200. //transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]);
  201. //transform.transform.translation.y -= 1.0f;
  202. }
  203. control_system* control_system = app->get_control_system();
  204. control_system->update(0.0f);
  205. control_system->set_nest(nest);
  206. orbit_cam->update(0.0f);
  207. // Start fade in
  208. app->get_fade_transition()->transition(1.0f, true, ease<float>::in_quad);
  209. logger->pop_task(EXIT_SUCCESS);
  210. }
  211. void exit_play_state(application* app)
  212. {
  213. logger* logger = app->get_logger();
  214. logger->push_task("Exiting play state");
  215. logger->pop_task(EXIT_SUCCESS);
  216. }