💿🐜 Antkeeper source code https://antkeeper.com
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  1. /*
  2. * Copyright (C) 2017 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 "game-state.hpp"
  20. #include "title-state.hpp"
  21. #include "../application.hpp"
  22. #include "../camera-controller.hpp"
  23. #include "../game/colony.hpp"
  24. #include "../game/ant.hpp"
  25. #include "../game/tool.hpp"
  26. #include "../ui/toolbar.hpp"
  27. #include "../ui/menu.hpp"
  28. #include "../ui/pie-menu.hpp"
  29. #include <cmath>
  30. GameState::GameState(Application* application):
  31. ApplicationState(application)
  32. {}
  33. GameState::~GameState()
  34. {}
  35. void GameState::enter()
  36. {
  37. // Setup HUD
  38. application->rectangularPaletteImage->setVisible(true);
  39. application->rectangularPaletteImage->setActive(true);
  40. application->toolbar->getContainer()->setVisible(true);
  41. application->toolbar->getContainer()->setActive(true);
  42. // Setup tools
  43. application->forceps->setColony(application->colony);
  44. // Add tools to scene
  45. application->defaultLayer->addObject(application->forceps->getModelInstance());
  46. application->defaultLayer->addObject(application->lens->getModelInstance());
  47. application->defaultLayer->addObject(application->brush->getModelInstance());
  48. // Add terrain to scene
  49. application->defaultLayer->addObject(&application->currentLevel->terrainSurface);
  50. //application->defaultLayer->addObject(&application->currentLevel->terrainSubsurface);
  51. //application->defaultLayer->addObject(&application->biomeFloorModelInstance);
  52. // Spawn ants
  53. Navmesh* navmesh = application->currentLevel->terrain.getSurfaceNavmesh();
  54. for (int i = 0; i < 50; ++i)
  55. {
  56. Navmesh::Triangle* triangle = (*navmesh->getTriangles())[0];
  57. Ant* ant = application->colony->spawn(navmesh, triangle, normalize_barycentric(Vector3(0.5f)));
  58. Vector3 forward = glm::normalize(triangle->edge->vertex->position - triangle->edge->next->vertex->position);
  59. Vector3 up = triangle->normal;
  60. ant->setOrientation(forward, up);
  61. application->defaultLayer->addObject(ant->getModelInstance());
  62. ant->setState(Ant::State::WANDER);
  63. }
  64. // Setup camera controller
  65. application->surfaceCam->setCamera(&application->camera);
  66. //application->surfaceCam->setFocalPoint(Vector3(0.0f));
  67. //application->surfaceCam->setFocalDistance(250.0f);
  68. //application->surfaceCam->setElevation(glm::radians(35.0f));
  69. //application->surfaceCam->setAzimuth(glm::radians(-45.0f));
  70. application->surfaceCam->setTargetFocalPoint(Vector3(0.0f));
  71. application->surfaceCam->setTargetFocalDistance(250.0f);
  72. application->surfaceCam->setTargetElevation(glm::radians(35.0f));
  73. //application->surfaceCam->setTargetAzimuth(glm::radians(-45.0f));
  74. application->surfaceCam->update(0.0f);
  75. application->simulationPaused = false;
  76. // Select forceps tool
  77. //application->deselectTool(application->currentTool);
  78. //application->selectTool(application->forceps);
  79. application->pieMenu->select(1);
  80. // Position options menu
  81. application->optionsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
  82. // Begin fade-in
  83. application->fadeInTween->start();
  84. application->mouse->addMouseButtonObserver(this);
  85. }
  86. void GameState::execute()
  87. {
  88. // Pause simulation
  89. if (application->escape.isTriggered() && !application->escape.wasTriggered())
  90. {
  91. if (application->simulationPaused)
  92. {
  93. application->unpauseSimulation();
  94. }
  95. else
  96. {
  97. application->pauseSimulation();
  98. }
  99. }
  100. // Navigate menu
  101. if (application->activeMenu != nullptr)
  102. {
  103. MenuItem* selectedItem = application->activeMenu->getSelectedItem();
  104. if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
  105. {
  106. if (selectedItem != nullptr)
  107. {
  108. if (selectedItem->getIndex() < application->activeMenu->getItemCount() - 1)
  109. {
  110. application->selectMenuItem(selectedItem->getIndex() + 1);
  111. }
  112. else
  113. {
  114. application->selectMenuItem(0);
  115. }
  116. }
  117. else
  118. {
  119. application->selectMenuItem(0);
  120. }
  121. }
  122. else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
  123. {
  124. if (selectedItem != nullptr)
  125. {
  126. if (selectedItem->getIndex() > 0)
  127. {
  128. application->selectMenuItem(selectedItem->getIndex() - 1);
  129. }
  130. else
  131. {
  132. application->selectMenuItem(application->activeMenu->getItemCount() - 1);
  133. }
  134. }
  135. else
  136. {
  137. application->selectMenuItem(application->activeMenu->getItemCount() - 1);
  138. }
  139. }
  140. if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
  141. {
  142. application->activateMenuItem();
  143. }
  144. }
  145. else
  146. {
  147. // Move camera
  148. Vector2 movementVector(0.0f);
  149. if (application->cameraMoveLeft.isTriggered())
  150. movementVector.x -= application->cameraMoveLeft.getCurrentValue();
  151. if (application->cameraMoveRight.isTriggered())
  152. movementVector.x += application->cameraMoveRight.getCurrentValue();
  153. if (application->cameraMoveForward.isTriggered())
  154. movementVector.y -= application->cameraMoveForward.getCurrentValue();
  155. if (application->cameraMoveBack.isTriggered())
  156. movementVector.y += application->cameraMoveBack.getCurrentValue();
  157. if (movementVector.x != 0.0f || movementVector.y != 0.0f)
  158. {
  159. movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * application->dt / (1.0f / 60.0f);
  160. application->surfaceCam->move(movementVector);
  161. Vector3 focal = application->surfaceCam->getFocalPoint();
  162. }
  163. // Zoom camera
  164. float zoomFactor = application->surfaceCam->getFocalDistance() / 10.0f * application->dt / (1.0f / 60.0f);
  165. if (application->cameraZoomIn.isTriggered())
  166. application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
  167. if (application->cameraZoomOut.isTriggered())
  168. application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
  169. // Rotate camera
  170. if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered())
  171. {
  172. application->surfaceCam->rotate(glm::radians(-45.0f));
  173. }
  174. if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered())
  175. {
  176. application->surfaceCam->rotate(glm::radians(45.0f));
  177. }
  178. }
  179. /*
  180. else
  181. {
  182. Plane plane;
  183. plane.set(Vector3(0, 1, 0), Vector3(0.0f));
  184. auto result = pickingRay.intersects(plane);
  185. pick = pickingRay.extrapolate(std::get<1>(result));
  186. }
  187. */
  188. // Update camera
  189. application->surfaceCam->update(application->dt);
  190. // Picking
  191. glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
  192. mousePosition.y = application->height - mousePosition.y;
  193. Vector4 viewport(0.0f, 0.0f, application->width, application->height);
  194. Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport);
  195. Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport);
  196. pickingRay.origin = mouseNear;
  197. pickingRay.direction = glm::normalize(mouseFar - mouseNear);
  198. std::list<Navmesh::Triangle*> triangles;
  199. application->currentLevel->terrain.getSurfaceOctree()->query(pickingRay, &triangles);
  200. auto result = intersects(pickingRay, triangles);
  201. if (std::get<0>(result))
  202. {
  203. pick = pickingRay.extrapolate(std::get<1>(result));
  204. std::size_t triangleIndex = std::get<3>(result);
  205. pickTriangle = (*application->currentLevel->terrain.getSurfaceNavmesh()->getTriangles())[triangleIndex];
  206. /*
  207. float forcepsDistance = application->forcepsSwoopTween->getTweenValue();
  208. //Quaternion rotation = glm::rotation(Vector3(0, 1, 0), triangle->normal);
  209. Quaternion rotation = glm::angleAxis(application->surfaceCam->getAzimuth(), Vector3(0, 1, 0)) *
  210. glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
  211. Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
  212. // Set tool position
  213. application->forcepsModelInstance.setTranslation(translation);
  214. application->forcepsModelInstance.setRotation(rotation);
  215. */
  216. }
  217. // Update tools
  218. if (application->currentTool != nullptr)
  219. {
  220. application->currentTool->setPick(pick);
  221. application->currentTool->update(application->dt);
  222. }
  223. // Update colony
  224. if (!application->simulationPaused)
  225. {
  226. application->colony->update(application->dt);
  227. }
  228. }
  229. void GameState::exit()
  230. {
  231. // Remove input observers
  232. application->mouse->removeMouseButtonObserver(this);
  233. // Clear scene
  234. application->defaultLayer->removeObject(&application->currentLevel->terrainSurface);
  235. application->defaultLayer->removeObject(&application->currentLevel->terrainSubsurface);
  236. application->defaultLayer->removeObject(&application->biomeFloorModelInstance);
  237. application->defaultLayer->removeObject(application->forceps->getModelInstance());
  238. application->defaultLayer->removeObject(application->lens->getModelInstance());
  239. for (std::size_t i = 0; i < application->colony->getAntCount(); ++i)
  240. {
  241. Ant* ant = application->colony->getAnt(i);
  242. application->defaultLayer->removeObject(ant->getModelInstance());
  243. }
  244. // Kill all ants
  245. application->colony->killAll();
  246. // Hide HUD
  247. application->rectangularPaletteImage->setVisible(false);
  248. application->rectangularPaletteImage->setActive(false);
  249. application->toolbar->getContainer()->setVisible(false);
  250. application->toolbar->getContainer()->setActive(false);
  251. }
  252. void GameState::mouseButtonPressed(int button, int x, int y)
  253. {
  254. if (button == 1 && application->forceps->isActive())
  255. {
  256. application->forceps->pinch();
  257. }
  258. }
  259. void GameState::mouseButtonReleased(int button, int x, int y)
  260. {
  261. if (button == 1 && application->forceps->isActive())
  262. {
  263. application->forceps->release();
  264. }
  265. }