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