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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 "game-state.hpp"
- #include "title-state.hpp"
- #include "../application.hpp"
- #include "../camera-controller.hpp"
- #include "../game/colony.hpp"
- #include "../game/ant.hpp"
- #include "../game/tool.hpp"
- #include "../ui/toolbar.hpp"
- #include "../ui/menu.hpp"
- #include "../ui/pie-menu.hpp"
- #include <cmath>
-
- GameState::GameState(Application* application):
- ApplicationState(application)
- {}
-
- GameState::~GameState()
- {}
-
- void GameState::enter()
- {
- int continueWorld = -1;
- int continueLevel = -1;
- application->settings.get("continue_world", &continueWorld);
- application->settings.get("continue_level", &continueLevel);
-
- if (continueWorld != application->currentWorldIndex || continueLevel != application->currentLevelIndex)
- {
- // Save continue world and level indices
- application->settings.set("continue_world", application->currentWorldIndex);
- application->settings.set("continue_level", application->currentLevelIndex);
- application->saveUserSettings();
- }
-
- // Setup HUD
- application->rectangularPaletteImage->setVisible(true);
- application->rectangularPaletteImage->setActive(true);
- application->toolbar->getContainer()->setVisible(true);
- application->toolbar->getContainer()->setActive(true);
-
- // Setup tools
- application->forceps->setColony(application->colony);
-
- // Add tools to scene
- application->defaultLayer->addObject(application->forceps->getModelInstance());
- application->defaultLayer->addObject(application->lens->getModelInstance());
- application->defaultLayer->addObject(application->brush->getModelInstance());
-
-
- // Add terrain to scene
- application->defaultLayer->addObject(&application->currentLevel->terrainSurface);
- //application->defaultLayer->addObject(&application->currentLevel->terrainSubsurface);
- //application->defaultLayer->addObject(&application->biomeFloorModelInstance);
-
-
-
- // Spawn ants
- Navmesh* navmesh = application->currentLevel->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(Vector3(0.0f));
- application->surfaceCam->setTargetFocalDistance(250.0f);
- application->surfaceCam->setTargetElevation(glm::radians(35.0f));
- //application->surfaceCam->setTargetAzimuth(glm::radians(-45.0f));
- application->surfaceCam->update(0.0f);
-
- application->simulationPaused = false;
-
- // Select forceps tool
- //application->deselectTool(application->currentTool);
- //application->selectTool(application->forceps);
- application->pieMenu->select(1);
-
- // Position options menu
- application->optionsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
- application->controlsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
- application->levelsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
-
- // Show level name
- application->levelNameLabel->setText(application->getLevelName(application->currentWorldIndex, application->currentLevelIndex));
- //application->levelNameLabel->setVisible(true);
-
- // Begin fade-in
- application->fadeInTween->start();
-
- application->mouse->addMouseButtonObserver(this);
- }
-
- void GameState::execute()
- {
- // Pause simulation
- if (application->escape.isTriggered() && !application->escape.wasTriggered())
- {
- if (application->simulationPaused)
- {
- application->unpauseSimulation();
- }
- else
- {
- application->pauseSimulation();
- }
- }
-
- // Navigate menu
- if (application->activeMenu != nullptr)
- {
- MenuItem* selectedItem = application->activeMenu->getSelectedItem();
-
- if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
- {
- if (selectedItem != nullptr)
- {
- if (selectedItem->getItemIndex() < application->activeMenu->getItemCount() - 1)
- {
- application->selectMenuItem(selectedItem->getItemIndex() + 1);
- }
- else
- {
- application->selectMenuItem(0);
- }
- }
- else
- {
- application->selectMenuItem(0);
- }
- }
- else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
- {
- if (selectedItem != nullptr)
- {
- if (selectedItem->getItemIndex() > 0)
- {
- application->selectMenuItem(selectedItem->getItemIndex() - 1);
- }
- else
- {
- application->selectMenuItem(application->activeMenu->getItemCount() - 1);
- }
- }
- else
- {
- application->selectMenuItem(application->activeMenu->getItemCount() - 1);
- }
- }
-
- if (application->menuLeft.isTriggered() && !application->menuLeft.wasTriggered())
- {
- application->decrementMenuItem();
- }
- else if (application->menuRight.isTriggered() && !application->menuRight.wasTriggered())
- {
- application->incrementMenuItem();
- }
-
- if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
- {
- application->activateMenuItem();
- }
- }
- else
- {
- // 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));
- }
- }
-
-
-
- /*
- else
- {
- Plane plane;
- plane.set(Vector3(0, 1, 0), Vector3(0.0f));
- auto result = pickingRay.intersects(plane);
- pick = pickingRay.extrapolate(std::get<1>(result));
- }
- */
-
-
-
- // Update camera
- application->surfaceCam->update(application->dt);
-
- // Picking
- glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
- mousePosition.y = application->resolution.y - mousePosition.y;
- Vector4 viewport(0.0f, 0.0f, application->resolution.x, application->resolution.y);
- 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->currentLevel->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->currentLevel->terrain.getSurfaceNavmesh()->getTriangles())[triangleIndex];
-
- /*
- float forcepsDistance = application->forcepsSwoopTween->getTweenValue();
-
- //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);
- */
- }
-
- // Update tools
- if (application->currentTool != nullptr)
- {
- application->currentTool->setPick(pick);
- application->currentTool->update(application->dt);
- }
-
- // Update colony
- if (!application->simulationPaused)
- {
- application->colony->update(application->dt);
- }
- }
-
- void GameState::exit()
- {
- // Remove input observers
- application->mouse->removeMouseButtonObserver(this);
-
- // Clear scene
- application->defaultLayer->removeObject(&application->currentLevel->terrainSurface);
- application->defaultLayer->removeObject(&application->currentLevel->terrainSubsurface);
- application->defaultLayer->removeObject(&application->biomeFloorModelInstance);
- application->defaultLayer->removeObject(application->forceps->getModelInstance());
- application->defaultLayer->removeObject(application->lens->getModelInstance());
- application->defaultLayer->removeObject(application->brush->getModelInstance());
- for (std::size_t i = 0; i < application->colony->getAntCount(); ++i)
- {
- Ant* ant = application->colony->getAnt(i);
- application->defaultLayer->removeObject(ant->getModelInstance());
- }
-
- // Kill all ants
- application->colony->killAll();
-
- // Hide HUD
- application->rectangularPaletteImage->setVisible(false);
- application->rectangularPaletteImage->setActive(false);
- application->toolbar->getContainer()->setVisible(false);
- application->toolbar->getContainer()->setActive(false);
- }
-
- void GameState::mouseButtonPressed(int button, int x, int y)
- {
- if (button == 1 && application->forceps->isActive())
- {
- application->forceps->pinch();
- }
- }
-
- void GameState::mouseButtonReleased(int button, int x, int y)
- {
- if (button == 1 && application->forceps->isActive())
- {
- application->forceps->release();
- }
- }
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