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- /*
- * Copyright (C) 2017 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 "play-state.hpp"
- #include "../application.hpp"
- #include "../camera-controller.hpp"
- #include "../game/colony.hpp"
- #include "../game/ant.hpp"
- #include "../ui/toolbar.hpp"
- #include <cmath>
-
- PlayState::PlayState(Application* application):
- ApplicationState(application)
- {}
-
- PlayState::~PlayState()
- {}
-
- void PlayState::enter()
- {
- // Hide level selector
- application->levelSelectorContainer->setVisible(false);
- application->levelSelectorContainer->setActive(false);
-
- // Setup HUD
- application->pauseButtonImage->setVisible(false);
- application->pauseButtonImage->setActive(false);
- application->playButtonImage->setVisible(false);
- application->playButtonImage->setActive(false);
- application->rectangularPaletteImage->setVisible(true);
- application->rectangularPaletteImage->setActive(true);
- application->toolbar->getContainer()->setVisible(true);
- application->toolbar->getContainer()->setActive(true);
-
- // Setup tools
- application->forcepsClosed = false;
-
- // Add background
- //application->backgroundLayer->addObject(&application->bgCamera);
- //application->backgroundLayer->addObject(&application->bgBatch);
-
- // Create terrain model instances
- application->terrain.getSurfaceModel()->getGroup(0)->material = application->materialLoader->load("data/materials/debug-terrain-surface.mtl");
- terrainSurface.setModel(application->terrain.getSurfaceModel());
- terrainSurface.setTranslation(Vector3(0, 0, 0));
- terrainSubsurface.setModel(application->terrain.getSubsurfaceModel());
- terrainSubsurface.setTranslation(Vector3(0, 0, 0));
-
- // Add terrain to scene
- application->defaultLayer->addObject(&terrainSurface);
- application->defaultLayer->addObject(&terrainSubsurface);
-
- // Add forceps to scene
- application->defaultLayer->addObject(&application->forcepsModelInstance);
-
- // Spawn ants
- Navmesh* navmesh = application->terrain.getSurfaceNavmesh();
- for (int i = 0; i < 50; ++i)
- {
- Navmesh::Triangle* triangle = (*navmesh->getTriangles())[0];
-
- Ant* ant = application->colony->spawn(navmesh, triangle, normalize_barycentric(Vector3(0.5f)));
-
- Vector3 forward = glm::normalize(triangle->edge->vertex->position - triangle->edge->next->vertex->position);
- Vector3 up = triangle->normal;
- ant->setOrientation(forward, up);
-
- application->defaultLayer->addObject(ant->getModelInstance());
- ant->setState(Ant::State::WANDER);
- }
-
- // Setup camera controller
- application->surfaceCam->setCamera(&application->camera);
- application->surfaceCam->setFocalPoint(Vector3(0.0f));
- application->surfaceCam->setFocalDistance(250.0f);
- application->surfaceCam->setElevation(glm::radians(35.0f));
- application->surfaceCam->setAzimuth(glm::radians(-45.0f));
- application->surfaceCam->setTargetFocalPoint(application->surfaceCam->getFocalPoint());
- application->surfaceCam->setTargetFocalDistance(application->surfaceCam->getFocalDistance());
- application->surfaceCam->setTargetElevation(application->surfaceCam->getElevation());
- application->surfaceCam->setTargetAzimuth(application->surfaceCam->getAzimuth());
- application->surfaceCam->update(0.0f);
-
- application->simulationPaused = false;
-
- application->mouse->addMouseButtonObserver(this);
-
- pickAnt = nullptr;
- }
-
- void PlayState::execute()
- {
-
-
-
-
- /*
- else
- {
- Plane plane;
- plane.set(Vector3(0, 1, 0), Vector3(0.0f));
- auto result = pickingRay.intersects(plane);
- pick = pickingRay.extrapolate(std::get<1>(result));
- }
- */
-
- static float rotationTime = 0.0f;
- float iconRotation = std::sin(rotationTime * 3.0f) * glm::radians(10.0f);
- rotationTime += application->dt;
-
-
- //application->blaImage->setRotation(iconRotation);
-
-
-
- // Move camera
- Vector2 movementVector(0.0f);
- if (application->cameraMoveLeft.isTriggered())
- movementVector.x -= application->cameraMoveLeft.getCurrentValue();
- if (application->cameraMoveRight.isTriggered())
- movementVector.x += application->cameraMoveRight.getCurrentValue();
- if (application->cameraMoveForward.isTriggered())
- movementVector.y -= application->cameraMoveForward.getCurrentValue();
- if (application->cameraMoveBack.isTriggered())
- movementVector.y += application->cameraMoveBack.getCurrentValue();
- if (movementVector.x != 0.0f || movementVector.y != 0.0f)
- {
- movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * application->dt / (1.0f / 60.0f);
- application->surfaceCam->move(movementVector);
-
- Vector3 focal = application->surfaceCam->getFocalPoint();
- }
-
- // Zoom camera
- float zoomFactor = application->surfaceCam->getFocalDistance() / 10.0f * application->dt / (1.0f / 60.0f);
- if (application->cameraZoomIn.isTriggered())
- application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
- if (application->cameraZoomOut.isTriggered())
- application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
-
- // Rotate camera
- if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered())
- {
- application->surfaceCam->rotate(glm::radians(-45.0f));
- }
- if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered())
- {
- application->surfaceCam->rotate(glm::radians(45.0f));
- }
-
- // Update camera
- application->surfaceCam->update(application->dt);
-
- // Picking
- glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
- mousePosition.y = application->height - mousePosition.y;
- Vector4 viewport(0.0f, 0.0f, application->width, application->height);
- Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport);
- Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport);
-
- pickingRay.origin = mouseNear;
- pickingRay.direction = glm::normalize(mouseFar - mouseNear);
-
- std::list<Navmesh::Triangle*> triangles;
- application->terrain.getSurfaceOctree()->query(pickingRay, &triangles);
-
- auto result = intersects(pickingRay, triangles);
- if (std::get<0>(result))
- {
- pick = pickingRay.extrapolate(std::get<1>(result));
-
- std::size_t triangleIndex = std::get<3>(result);
- pickTriangle = (*application->terrain.getSurfaceNavmesh()->getTriangles())[triangleIndex];
-
- float forcepsDistance = (application->forcepsClosed) ? 0.0f : 0.5f;
-
- //Quaternion rotation = glm::rotation(Vector3(0, 1, 0), triangle->normal);
- Quaternion rotation = glm::angleAxis(application->surfaceCam->getAzimuth(), Vector3(0, 1, 0)) *
- glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
-
- Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
-
- // Set tool position
- application->forcepsModelInstance.setTranslation(translation);
- application->forcepsModelInstance.setRotation(rotation);
- }
-
- if (pickAnt != nullptr)
- {
- pickAnt->getModelInstance()->setTranslation(pick);
- }
-
- // Update colony
- if (!application->simulationPaused)
- {
- application->colony->update(application->dt);
- }
-
- // Pause simulation
- if (application->togglePause.isTriggered() && !application->togglePause.wasTriggered())
- {
- if (application->simulationPaused)
- {
- application->unpauseSimulation();
- }
- else
- {
- application->pauseSimulation();
- }
- }
- }
-
- void PlayState::exit()
- {
- // Remove background
- //application->backgroundLayer->removeObject(&application->bgCamera);
- //application->backgroundLayer->removeObject(&application->bgBatch);
-
- application->mouse->removeMouseButtonObserver(this);
- }
-
- void PlayState::mouseButtonPressed(int button, int x, int y)
- {
- if (button == 1)
- {
- application->forcepsClosed = true;
-
- Sphere forcepsSphere = Sphere(pick, 0.35f);
-
- std::list<Agent*> ants;
- pickAnt = nullptr;
- float closestDistance = std::numeric_limits<float>::infinity();
-
- application->colony->queryAnts(forcepsSphere, &ants);
- for (Agent* agent: ants)
- {
- Ant* ant = static_cast<Ant*>(agent);
-
- Vector3 difference = ant->getPosition() - pick;
- float distanceSquared = glm::dot(difference, difference);
- if (distanceSquared < closestDistance)
- {
- closestDistance = distanceSquared;
- pickAnt = ant;
- }
- }
-
- if (pickAnt != nullptr)
- {
- pickAnt->setState(Ant::State::DEAD);
- }
- }
- }
-
- void PlayState::mouseButtonReleased(int button, int x, int y)
- {
- if (button == 1)
- {
- application->forcepsClosed = false;
-
- if (pickAnt != nullptr)
- {
- auto result = intersects(pickingRay, pickTriangle);
- if (std::get<0>(result))
- {
- Vector3 barycentricPosition = Vector3(std::get<2>(result), std::get<3>(result), 1.0f - std::get<2>(result) - std::get<3>(result));
- pickAnt->setPosition(pickTriangle, barycentricPosition);
- }
-
- pickAnt->setState(Ant::State::WANDER);
- pickAnt = nullptr;
- }
- }
- }
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