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- /*
- * Copyright (C) 2021 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/states/nuptial-flight.hpp"
- #include "game/states/pause-menu.hpp"
- #include "entity/archetype.hpp"
- #include "entity/systems/astronomy.hpp"
- #include "entity/systems/orbit.hpp"
- #include "entity/systems/camera.hpp"
- #include "entity/components/observer.hpp"
- #include "entity/components/transform.hpp"
- #include "entity/components/terrain.hpp"
- #include "entity/components/camera.hpp"
- #include "entity/components/constraints/spring-to.hpp"
- #include "entity/components/constraints/three-dof.hpp"
- #include "entity/components/constraint-stack.hpp"
- #include "entity/commands.hpp"
- #include "animation/screen-transition.hpp"
- #include "animation/ease.hpp"
- #include "resources/resource-manager.hpp"
- #include "game/world.hpp"
- #include "application.hpp"
- #include "render/passes/clear-pass.hpp"
- #include <memory>
- #include <iostream>
- #include "state-machine.hpp"
-
- namespace game {
- namespace state {
- namespace nuptial_flight {
-
- static void setup_camera(game::context* ctx);
- static void enable_controls(game::context* ctx);
- static void disable_controls(game::context* ctx);
-
- void enter(game::context* ctx)
- {
- // Resume if paused
- if (ctx->paused_state)
- {
- // Clear paused state
- ctx->paused_state.reset();
-
- // Enable controls
- enable_controls(ctx);
- return;
- }
-
- // Disable UI color clear
- ctx->ui_clear_pass->set_cleared_buffers(false, true, false);
-
- // Create world
- game::world::create_stars(ctx);
- game::world::create_sun(ctx);
- game::world::create_planet(ctx);
- game::world::create_moon(ctx);
-
- // Set time to solar noon
- game::world::set_time(ctx, 0.0);
-
- // Freeze time
- game::world::set_time_scale(ctx, 0.0);
-
- // Switch to surface camera
- ctx->underground_camera->set_active(false);
- ctx->surface_camera->set_active(true);
-
- // Find planet EID by name
- entity::id planet_eid = ctx->entities["planet"];
-
- // Remove terrain component from planet (if any)
- //if (ctx->entity_registry->has<entity::component::terrain>(planet_eid))
- // ctx->entity_registry->remove<entity::component::terrain>(planet_eid);
-
- // Enable clouds in sky pass
- //ctx->surface_sky_pass->set_clouds_model(ctx->resource_manager->load<render::model>("cloud-plane.mdl"));
-
- // Create observer
- entity::id observer_eid = ctx->entity_registry->create();
- {
- entity::component::observer observer;
- observer.reference_body_eid = planet_eid;
- observer.elevation = 2000.0;
- observer.latitude = 0.0;
- observer.longitude = 0.0;
- observer.camera = ctx->surface_camera;
- ctx->entity_registry->assign<entity::component::observer>(observer_eid, observer);
-
- // Set reference location of astronomy system
- ctx->astronomy_system->set_reference_body(planet_eid);
- ctx->astronomy_system->set_observer_location(double3{observer.elevation, observer.latitude, observer.longitude});
- }
-
- // Setup camera
- setup_camera(ctx);
- /*
- ctx->surface_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0});
- ctx->surface_camera->set_exposure(-14.5f);
- ctx->surface_scene->update_tweens();
- */
-
- // Queue fade in
- ctx->fade_transition_color->set_value({1, 1, 1});
- ctx->function_queue.push(std::bind(&screen_transition::transition, ctx->fade_transition, 5.0f, true, math::lerp<float, float>, true));
-
- // Queue control setup
- ctx->function_queue.push(std::bind(enable_controls, ctx));
- }
-
- void exit(game::context* ctx)
- {
- // Resume time
- //const double time_scale = (*ctx->config)["time_scale"].get<double>();
- //game::world::set_time_scale(ctx, time_scale);
- }
-
- void setup_camera(game::context* ctx)
- {
- // Switch to surface camera
- ctx->underground_camera->set_active(false);
- ctx->surface_camera->set_active(true);
-
- // Create surface camera entity
- if (!ctx->entities.count("surface_cam"))
- {
- // Create camera target entity
- entity::id target_eid = ctx->entity_registry->create();
- ctx->entities["surface_cam_target"] = target_eid;
- {
- // Transform
- entity::component::transform target_transform;
- target_transform.local = math::identity_transform<float>;
- target_transform.world = target_transform.local;
- target_transform.warp = true;
- ctx->entity_registry->assign<entity::component::transform>(target_eid, target_transform);
- }
-
- // Create camera entity
- entity::id camera_eid = ctx->entity_registry->create();
- ctx->entities["surface_cam"] = camera_eid;
-
- // Create camera transform component
- entity::component::transform transform;
- transform.local = math::identity_transform<float>;
- transform.world = transform.local;
- transform.warp = true;
- ctx->entity_registry->assign<entity::component::transform>(camera_eid, transform);
-
- // Create camera camera component
- entity::component::camera camera;
- camera.object = ctx->surface_camera;
- ctx->entity_registry->assign<entity::component::camera>(camera_eid, camera);
-
- // Create camera 3DOF constraint entity
- entity::id three_dof_constraint_eid = ctx->entity_registry->create();
- ctx->entities["surface_cam_3dof"] = three_dof_constraint_eid;
- {
- // Create 3DOF to constraint
- entity::component::constraint::three_dof three_dof;
- three_dof.yaw = 0.0f;
- three_dof.pitch = 0.0f;
- three_dof.roll = 0.0f;
- ctx->entity_registry->assign<entity::component::constraint::three_dof>(three_dof_constraint_eid, three_dof);
-
- // Create constraint stack node component
- entity::component::constraint_stack_node node;
- node.active = true;
- node.weight = 1.0f;
- node.next = entt::null;
- ctx->entity_registry->assign<entity::component::constraint_stack_node>(three_dof_constraint_eid, node);
- }
-
- // Create camera spring to constraint entity
- entity::id spring_constraint_eid = ctx->entity_registry->create();
- {
- // Create spring to constraint
- entity::component::constraint::spring_to spring;
- spring.target = target_eid;
- spring.translation = {{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.0f, math::two_pi<float>};
- spring.translation.w = hz_to_rads(8.0f);
-
- spring.spring_translation = true;
- spring.spring_rotation = false;
- ctx->entity_registry->assign<entity::component::constraint::spring_to>(spring_constraint_eid, spring);
-
- // Create constraint stack node component
- entity::component::constraint_stack_node node;
- node.active = true;
- node.weight = 1.0f;
- node.next = three_dof_constraint_eid;
- ctx->entity_registry->assign<entity::component::constraint_stack_node>(spring_constraint_eid, node);
- }
-
- // Create camera constraint stack component
- entity::component::constraint_stack constraint_stack;
- constraint_stack.head = spring_constraint_eid;
- ctx->entity_registry->assign<entity::component::constraint_stack>(camera_eid, constraint_stack);
- }
-
- ctx->surface_camera->set_exposure(-12.0f);
- }
-
- void enable_controls(game::context* ctx)
- {
- // Get camera entities
- entity::id camera_eid = ctx->entities["surface_cam"];
- entity::id target_eid = ctx->entities["surface_cam_target"];
- entity::id three_dof_eid = ctx->entities["surface_cam_3dof"];
-
- const float slow_modifier = 0.25f;
- const float fast_modifier = 4.0f;
- const float dolly_speed = 20.0f;
- const float truck_speed = dolly_speed;
- const float pedestal_speed = 30.0f;
- float mouse_tilt_sensitivity = 1.0f;
- float mouse_pan_sensitivity = 1.0f;
- bool mouse_invert_tilt = false;
- bool mouse_invert_pan = false;
- float gamepad_tilt_sensitivity = 1.0f;
- float gamepad_pan_sensitivity = 1.0f;
- bool gamepad_invert_tilt = false;
- bool gamepad_invert_pan = false;
- bool mouse_look_toggle = false;
- ctx->mouse_look = false;
-
- 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 = math::radians((*ctx->config)["mouse_invert_tilt"].get<bool>());
- if (ctx->config->contains("mouse_invert_pan"))
- mouse_invert_pan = math::radians((*ctx->config)["mouse_invert_pan"].get<bool>());
- if (ctx->config->contains("mouse_look_toggle"))
- mouse_look_toggle = math::radians((*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 = math::radians((*ctx->config)["gamepad_invert_tilt"].get<bool>());
- if (ctx->config->contains("gamepad_invert_pan"))
- gamepad_invert_pan = math::radians((*ctx->config)["gamepad_invert_pan"].get<bool>());
-
- const input::control* move_slow = ctx->controls["move_slow"];
- const input::control* move_fast = ctx->controls["move_fast"];
- const input::control* mouse_look = ctx->controls["mouse_look"];
-
- float mouse_tilt_factor = mouse_tilt_sensitivity * (mouse_invert_tilt ? -1.0f : 1.0f);
- float mouse_pan_factor = mouse_pan_sensitivity * (mouse_invert_pan ? -1.0f : 1.0f);
- float gamepad_tilt_factor = gamepad_tilt_sensitivity * (gamepad_invert_tilt ? -1.0f : 1.0f);
- float gamepad_pan_factor = gamepad_pan_sensitivity * (gamepad_invert_pan ? -1.0f : 1.0f);
-
- ctx->controls["move_forward"]->set_active_callback
- (
- [ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value)
- {
- if (move_slow->is_active())
- value *= slow_modifier;
- if (move_fast->is_active())
- value *= fast_modifier;
-
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
-
- const float3 movement = {0.0f, 0.0f, -truck_speed * value * (1.0f / 60.0f)};
- entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
- }
- );
-
- // Dolly backward
- ctx->controls["move_back"]->set_active_callback
- (
- [ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value)
- {
- if (move_slow->is_active())
- value *= slow_modifier;
- if (move_fast->is_active())
- value *= fast_modifier;
-
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
-
- const float3 movement = {0.0f, 0.0f, truck_speed * value * (1.0f / 60.0f)};
- entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
- }
- );
-
- // Truck right
- ctx->controls["move_right"]->set_active_callback
- (
- [ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value)
- {
- if (move_slow->is_active())
- value *= slow_modifier;
- if (move_fast->is_active())
- value *= fast_modifier;
-
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
-
- const float3 movement = {truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f};
- entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
- }
- );
-
- // Truck left
- ctx->controls["move_left"]->set_active_callback
- (
- [ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value)
- {
- if (move_slow->is_active())
- value *= slow_modifier;
- if (move_fast->is_active())
- value *= fast_modifier;
-
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
-
- const float3 movement = {-truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f};
- entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
- }
- );
-
- // Pedestal up
- ctx->controls["move_up"]->set_active_callback
- (
- [ctx, target_eid, pedestal_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value)
- {
- if (move_slow->is_active())
- value *= slow_modifier;
- if (move_fast->is_active())
- value *= fast_modifier;
-
- const float3 movement = {0.0f, pedestal_speed * value * (1.0f / 60.0f), 0.0f};
- entity::command::translate(*ctx->entity_registry, target_eid, movement);
- }
- );
-
- // Pedestal down
- ctx->controls["move_down"]->set_active_callback
- (
- [ctx, target_eid, pedestal_speed, move_slow, move_fast, slow_modifier, fast_modifier](float value)
- {
- if (move_slow->is_active())
- value *= slow_modifier;
- if (move_fast->is_active())
- value *= fast_modifier;
-
- const float3 movement = {0.0f, -pedestal_speed * value * (1.0f / 60.0f), 0.0f};
- entity::command::translate(*ctx->entity_registry, target_eid, movement);
- }
- );
-
- // Mouse rotate
- ctx->controls["mouse_look"]->set_activated_callback
- (
- [ctx, mouse_look_toggle]()
- {
- if (mouse_look_toggle)
- ctx->mouse_look = !ctx->mouse_look;
- else
- ctx->mouse_look = true;
-
- ctx->app->set_relative_mouse_mode(ctx->mouse_look);
- }
- );
- ctx->controls["mouse_look"]->set_deactivated_callback
- (
- [ctx, mouse_look_toggle]()
- {
- if (!mouse_look_toggle)
- {
- ctx->mouse_look = false;
- ctx->app->set_relative_mouse_mode(false);
- }
- }
- );
- // Pan left
- ctx->controls["look_left_gamepad"]->set_active_callback
- (
- [ctx, three_dof_eid, gamepad_pan_factor](float value)
- {
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- three_dof.yaw += gamepad_pan_factor * value * (1.0f / 60.0f);
- }
- );
- ctx->controls["look_left_mouse"]->set_active_callback
- (
- [ctx, three_dof_eid, mouse_pan_factor](float value)
- {
- if (!ctx->mouse_look)
- return;
-
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- three_dof.yaw += mouse_pan_factor * value * (1.0f / 60.0f);
- }
- );
-
- // Pan right
- ctx->controls["look_right_gamepad"]->set_active_callback
- (
- [ctx, three_dof_eid, gamepad_pan_factor](float value)
- {
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- three_dof.yaw -= gamepad_pan_factor * value * (1.0f / 60.0f);
- }
- );
- ctx->controls["look_right_mouse"]->set_active_callback
- (
- [ctx, three_dof_eid, mouse_pan_factor](float value)
- {
- if (!ctx->mouse_look)
- return;
-
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- three_dof.yaw -= mouse_pan_factor * value * (1.0f / 60.0f);
- }
- );
- // Tilt up
- ctx->controls["look_up_gamepad"]->set_active_callback
- (
- [ctx, three_dof_eid, gamepad_tilt_factor](float value)
- {
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- three_dof.pitch -= gamepad_tilt_factor * value * (1.0f / 60.0f);
- three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch);
- }
- );
- ctx->controls["look_up_mouse"]->set_active_callback
- (
- [ctx, three_dof_eid, mouse_tilt_factor](float value)
- {
- if (!ctx->mouse_look)
- return;
-
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- three_dof.pitch -= mouse_tilt_factor * value * (1.0f / 60.0f);
- three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch);
- }
- );
- // Tilt down
- ctx->controls["look_down_gamepad"]->set_active_callback
- (
- [ctx, three_dof_eid, gamepad_tilt_factor](float value)
- {
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- three_dof.pitch += gamepad_tilt_factor * value * (1.0f / 60.0f);
- three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch);
- }
- );
- ctx->controls["look_down_mouse"]->set_active_callback
- (
- [ctx, three_dof_eid, mouse_tilt_factor](float value)
- {
- if (!ctx->mouse_look)
- return;
-
- auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
- three_dof.pitch += mouse_tilt_factor * value * (1.0f / 60.0f);
- three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch);
- }
- );
- /*
- // Use tool
- ctx->controls["use_tool"]->set_activated_callback
- (
- [ctx]()
- {
- if (ctx->entities.count("active_tool"))
- {
- entity::id tool_eid = ctx->entities["active_tool"];
- const auto& tool = ctx->entity_registry->get<entity::component::tool>(tool_eid);
- if (tool.activated)
- tool.activated();
- }
- }
- );
- ctx->controls["use_tool"]->set_deactivated_callback
- (
- [ctx]()
- {
- if (ctx->entities.count("active_tool"))
- {
- entity::id tool_eid = ctx->entities["active_tool"];
- const auto& tool = ctx->entity_registry->get<entity::component::tool>(tool_eid);
- if (tool.deactivated)
- tool.deactivated();
- }
- }
- );
- ctx->controls["use_tool"]->set_active_callback
- (
- [ctx](float value)
- {
- if (ctx->entities.count("active_tool"))
- {
- entity::id tool_eid = ctx->entities["active_tool"];
- const auto& tool = ctx->entity_registry->get<entity::component::tool>(tool_eid);
- if (tool.active)
- tool.active();
- }
- }
- );
- */
-
- // Setup pause control
- ctx->controls["pause"]->set_activated_callback
- (
- [ctx]()
- {
- // Disable controls
- disable_controls(ctx);
-
- // Store paused state
- ctx->paused_state =
- {
- "nuptial_flight",
- std::bind(game::state::nuptial_flight::enter, ctx),
- std::bind(game::state::nuptial_flight::exit, ctx)
- };
-
- // Change to pause menu state
- application::state next_state;
- next_state.name = "pause_menu";
- next_state.enter = std::bind(game::state::pause_menu::enter, ctx);
- next_state.exit = std::bind(game::state::pause_menu::exit, ctx);
- ctx->app->change_state(next_state);
- }
- );
- }
-
- void disable_controls(game::context* ctx)
- {
- ctx->controls["pause"]->set_activated_callback(nullptr);
- }
-
- } // namespace nuptial_flight
- } // namespace state
- } // namespace game
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