💿🐜 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 "control-system.hpp"
  20. #include "input/control.hpp"
  21. #include "scene/camera.hpp"
  22. #include "geometry/intersection.hpp"
  23. #include "animation/ease.hpp"
  24. #include "nest.hpp"
  25. #include "math/math.hpp"
  26. #include "game/entity-commands.hpp"
  27. #include "game/systems/camera-system.hpp"
  28. #include "animation/orbit-cam.hpp"
  29. control_system::control_system(entt::registry& registry):
  30. entity_system(registry),
  31. timestep(0.0f),
  32. zoom(0.0f),
  33. tool(nullptr),
  34. flashlight_eid(entt::null),
  35. underworld_camera(nullptr)
  36. {
  37. control_set.add_control(&move_forward_control);
  38. control_set.add_control(&move_back_control);
  39. control_set.add_control(&move_right_control);
  40. control_set.add_control(&move_left_control);
  41. control_set.add_control(&rotate_ccw_control);
  42. control_set.add_control(&rotate_cw_control);
  43. control_set.add_control(&tilt_up_control);
  44. control_set.add_control(&tilt_down_control);
  45. control_set.add_control(&zoom_in_control);
  46. control_set.add_control(&zoom_out_control);
  47. control_set.add_control(&adjust_camera_control);
  48. control_set.add_control(&ascend_control);
  49. control_set.add_control(&descend_control);
  50. control_set.add_control(&toggle_view_control);
  51. control_set.add_control(&tool_menu_control);
  52. control_set.add_control(&equip_lens_control);
  53. control_set.add_control(&equip_brush_control);
  54. control_set.add_control(&equip_forceps_control);
  55. control_set.add_control(&equip_marker_control);
  56. control_set.add_control(&equip_container_control);
  57. control_set.add_control(&use_tool_control);
  58. // Set deadzone at 15% for all controls
  59. const std::list<control*>* controls = control_set.get_controls();
  60. for (control* control: *controls)
  61. {
  62. control->set_deadzone(0.15f);
  63. }
  64. zoom_speed = 5.0f; //1
  65. min_elevation = math::radians(-85.0f);
  66. max_elevation = math::radians(85.0f);
  67. near_focal_distance = 2.0f;
  68. far_focal_distance = 200.0f;
  69. near_movement_speed = 10.0f;
  70. far_movement_speed = 80.0f;
  71. near_fov = math::radians(80.0f);
  72. far_fov = math::radians(35.0f);
  73. near_clip_near = 0.1f;
  74. far_clip_near = 5.0f;
  75. near_clip_far = 100.0f;
  76. far_clip_far = 2000.0f;
  77. nest = nullptr;
  78. mouse_angle = 0.0f;
  79. old_mouse_angle = mouse_angle;
  80. flashlight_turns = 0.0f;
  81. flashlight_turns_i = 0;
  82. flashlight_turns_f = 0.0f;
  83. }
  84. void control_system::update(double t, double dt)
  85. {
  86. timestep = dt;
  87. // Zoom camera
  88. if (zoom_in_control.is_active())
  89. camera_system->zoom(zoom_speed * dt);
  90. if (zoom_out_control.is_active())
  91. camera_system->zoom(-zoom_speed * dt);
  92. // Rotate camera
  93. const float rotation_speed = math::radians(270.0f);
  94. if (rotate_ccw_control.is_active())
  95. camera_system->pan(rotation_speed * dt * std::min<float>(1.0f, rotate_ccw_control.get_current_value()));
  96. if (rotate_cw_control.is_active())
  97. camera_system->pan(-rotation_speed * dt * std::min<float>(1.0f, rotate_cw_control.get_current_value()));
  98. // Move camera
  99. float3 movement{0.0f, 0.0f, 0.0f};
  100. if (move_right_control.is_active())
  101. movement.x += move_right_control.get_current_value();
  102. if (move_left_control.is_active())
  103. movement.x -= move_left_control.get_current_value();
  104. if (move_forward_control.is_active())
  105. movement.z -= move_forward_control.get_current_value();
  106. if (move_back_control.is_active())
  107. movement.z += move_back_control.get_current_value();
  108. if (math::length_squared(movement) != 0.0f)
  109. {
  110. std::array<float, 2> speed_limits = {15.0f, 100.0f};
  111. float zoom = camera_system->get_orbit_cam()->get_zoom();
  112. float max_speed = math::log_lerp(speed_limits[1], speed_limits[0], zoom) * dt;
  113. float speed = std::min<float>(max_speed, math::length(movement * max_speed));
  114. movement = math::normalize(movement) * speed;
  115. const math::quaternion<float>& azimuth_rotation = camera_system->get_orbit_cam()->get_azimuth_rotation();
  116. movement = azimuth_rotation * movement;
  117. ec::translate(registry, camera_subject_eid, movement);
  118. }
  119. // Turn flashlight
  120. float2 viewport_center = {(viewport[0] + viewport[2]) * 0.5f, (viewport[1] + viewport[3]) * 0.5f};
  121. float2 mouse_direction = math::normalize(mouse_position - viewport_center);
  122. old_mouse_angle = mouse_angle;
  123. mouse_angle = std::atan2(-mouse_direction.y, mouse_direction.x);
  124. if (mouse_angle - old_mouse_angle != 0.0f)
  125. {
  126. if (mouse_angle - old_mouse_angle <= -math::pi<float>)
  127. flashlight_turns_i -= 1;
  128. else if (mouse_angle - old_mouse_angle >= math::pi<float>)
  129. flashlight_turns_i += 1;
  130. flashlight_turns_f = (mouse_angle) / math::two_pi<float>;
  131. flashlight_turns = flashlight_turns_i - flashlight_turns_f;
  132. if (flashlight_eid != entt::null && nest)
  133. {
  134. math::transform<float> flashlight_transform = math::identity_transform<float>;
  135. float flashlight_depth = nest->get_shaft_depth(*nest->get_central_shaft(), flashlight_turns);
  136. flashlight_transform.translation = {0.0f, -flashlight_depth, 0.0f};
  137. flashlight_transform.rotation = math::angle_axis(-flashlight_turns * math::two_pi<float> + math::half_pi<float>, {0, 1, 0});
  138. ec::set_transform(registry, flashlight_eid, flashlight_transform, false);
  139. if (underworld_camera)
  140. {
  141. underworld_camera->look_at({0, -flashlight_depth + 50.0f, 0}, {0, -flashlight_depth, 0}, {0, 0, -1});
  142. }
  143. }
  144. }
  145. }
  146. void control_system::set_camera_system(::camera_system* camera_system)
  147. {
  148. this->camera_system = camera_system;
  149. }
  150. void control_system::set_nest(::nest* nest)
  151. {
  152. this->nest = nest;
  153. }
  154. void control_system::set_tool(model_instance* tool)
  155. {
  156. this->tool = tool;
  157. }
  158. void control_system::set_flashlight(entt::entity eid)
  159. {
  160. flashlight_eid = eid;
  161. }
  162. void control_system::set_camera_subject(entt::entity eid)
  163. {
  164. camera_subject_eid = eid;
  165. }
  166. void control_system::set_viewport(const float4& viewport)
  167. {
  168. this->viewport = viewport;
  169. }
  170. void control_system::set_underworld_camera(::camera* camera)
  171. {
  172. this->underworld_camera = camera;
  173. }
  174. void control_system::handle_event(const mouse_moved_event& event)
  175. {
  176. if (adjust_camera_control.is_active())
  177. {
  178. bool invert_x = true;
  179. bool invert_y = false;
  180. float rotation_factor = event.dx;
  181. float elevation_factor = event.dy;
  182. if (invert_x)
  183. {
  184. rotation_factor *= -1.0f;
  185. }
  186. if (invert_y)
  187. {
  188. elevation_factor *= -1.0f;
  189. }
  190. float rotation = math::radians(15.0f) * rotation_factor * timestep;
  191. float tilt = math::radians(15.0f) * elevation_factor * timestep;
  192. camera_system->pan(rotation);
  193. camera_system->tilt(tilt);
  194. }
  195. else if (!adjust_camera_control.was_active())
  196. {
  197. mouse_position[0] = event.x;
  198. mouse_position[1] = event.y;
  199. }
  200. }
  201. void control_system::handle_event(const window_resized_event& event)
  202. {
  203. set_viewport({0.0f, 0.0f, static_cast<float>(event.w), static_cast<float>(event.h)});
  204. }