💿🐜 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. int continueWorld = -1;
  38. int continueLevel = -1;
  39. application->settings.get("continue_world", &continueWorld);
  40. application->settings.get("continue_level", &continueLevel);
  41. if (continueWorld != application->currentWorldIndex || continueLevel != application->currentLevelIndex)
  42. {
  43. // Save continue world and level indices
  44. application->settings.set("continue_world", application->currentWorldIndex);
  45. application->settings.set("continue_level", application->currentLevelIndex);
  46. application->saveUserSettings();
  47. }
  48. // Setup HUD
  49. application->rectangularPaletteImage->setVisible(true);
  50. application->rectangularPaletteImage->setActive(true);
  51. application->toolbar->getContainer()->setVisible(true);
  52. application->toolbar->getContainer()->setActive(true);
  53. // Setup tools
  54. application->forceps->setColony(application->colony);
  55. // Add tools to scene
  56. application->defaultLayer->addObject(application->forceps->getModelInstance());
  57. application->defaultLayer->addObject(application->lens->getModelInstance());
  58. application->defaultLayer->addObject(application->brush->getModelInstance());
  59. // Add terrain to scene
  60. application->defaultLayer->addObject(&application->currentLevel->terrainSurface);
  61. //application->defaultLayer->addObject(&application->currentLevel->terrainSubsurface);
  62. //application->defaultLayer->addObject(&application->biomeFloorModelInstance);
  63. // Spawn ants
  64. Navmesh* navmesh = application->currentLevel->terrain.getSurfaceNavmesh();
  65. for (int i = 0; i < 50; ++i)
  66. {
  67. Navmesh::Triangle* triangle = (*navmesh->getTriangles())[0];
  68. Ant* ant = application->colony->spawn(navmesh, triangle, normalize_barycentric(Vector3(0.5f)));
  69. Vector3 forward = glm::normalize(triangle->edge->vertex->position - triangle->edge->next->vertex->position);
  70. Vector3 up = triangle->normal;
  71. ant->setOrientation(forward, up);
  72. application->defaultLayer->addObject(ant->getModelInstance());
  73. ant->setState(Ant::State::WANDER);
  74. }
  75. // Setup camera controller
  76. application->surfaceCam->setCamera(&application->camera);
  77. //application->surfaceCam->setFocalPoint(Vector3(0.0f));
  78. //application->surfaceCam->setFocalDistance(250.0f);
  79. //application->surfaceCam->setElevation(glm::radians(35.0f));
  80. //application->surfaceCam->setAzimuth(glm::radians(-45.0f));
  81. application->surfaceCam->setTargetFocalPoint(Vector3(0.0f));
  82. application->surfaceCam->setTargetFocalDistance(250.0f);
  83. application->surfaceCam->setTargetElevation(glm::radians(35.0f));
  84. //application->surfaceCam->setTargetAzimuth(glm::radians(-45.0f));
  85. application->surfaceCam->update(0.0f);
  86. application->simulationPaused = false;
  87. // Select forceps tool
  88. //application->deselectTool(application->currentTool);
  89. //application->selectTool(application->forceps);
  90. application->pieMenu->select(1);
  91. // Position options menu
  92. application->optionsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
  93. application->controlsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
  94. application->levelsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
  95. // Show level name
  96. application->levelNameLabel->setText(application->getLevelName(application->currentWorldIndex, application->currentLevelIndex));
  97. //application->levelNameLabel->setVisible(true);
  98. // Begin fade-in
  99. application->fadeInTween->start();
  100. application->mouse->addMouseButtonObserver(this);
  101. }
  102. void GameState::execute()
  103. {
  104. // Pause simulation
  105. if (application->escape.isTriggered() && !application->escape.wasTriggered())
  106. {
  107. if (application->simulationPaused)
  108. {
  109. application->unpauseSimulation();
  110. }
  111. else
  112. {
  113. application->pauseSimulation();
  114. }
  115. }
  116. // Navigate menu
  117. if (application->activeMenu != nullptr)
  118. {
  119. MenuItem* selectedItem = application->activeMenu->getSelectedItem();
  120. if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
  121. {
  122. if (selectedItem != nullptr)
  123. {
  124. if (selectedItem->getItemIndex() < application->activeMenu->getItemCount() - 1)
  125. {
  126. application->selectMenuItem(selectedItem->getItemIndex() + 1);
  127. }
  128. else
  129. {
  130. application->selectMenuItem(0);
  131. }
  132. }
  133. else
  134. {
  135. application->selectMenuItem(0);
  136. }
  137. }
  138. else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
  139. {
  140. if (selectedItem != nullptr)
  141. {
  142. if (selectedItem->getItemIndex() > 0)
  143. {
  144. application->selectMenuItem(selectedItem->getItemIndex() - 1);
  145. }
  146. else
  147. {
  148. application->selectMenuItem(application->activeMenu->getItemCount() - 1);
  149. }
  150. }
  151. else
  152. {
  153. application->selectMenuItem(application->activeMenu->getItemCount() - 1);
  154. }
  155. }
  156. if (application->menuLeft.isTriggered() && !application->menuLeft.wasTriggered())
  157. {
  158. application->decrementMenuItem();
  159. }
  160. else if (application->menuRight.isTriggered() && !application->menuRight.wasTriggered())
  161. {
  162. application->incrementMenuItem();
  163. }
  164. if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
  165. {
  166. application->activateMenuItem();
  167. }
  168. }
  169. else
  170. {
  171. // Move camera
  172. Vector2 movementVector(0.0f);
  173. if (application->cameraMoveLeft.isTriggered())
  174. movementVector.x -= application->cameraMoveLeft.getCurrentValue();
  175. if (application->cameraMoveRight.isTriggered())
  176. movementVector.x += application->cameraMoveRight.getCurrentValue();
  177. if (application->cameraMoveForward.isTriggered())
  178. movementVector.y -= application->cameraMoveForward.getCurrentValue();
  179. if (application->cameraMoveBack.isTriggered())
  180. movementVector.y += application->cameraMoveBack.getCurrentValue();
  181. if (movementVector.x != 0.0f || movementVector.y != 0.0f)
  182. {
  183. movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * application->dt / (1.0f / 60.0f);
  184. application->surfaceCam->move(movementVector);
  185. Vector3 focal = application->surfaceCam->getFocalPoint();
  186. }
  187. // Zoom camera
  188. float zoomFactor = application->surfaceCam->getFocalDistance() / 10.0f * application->dt / (1.0f / 60.0f);
  189. if (application->cameraZoomIn.isTriggered())
  190. application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
  191. if (application->cameraZoomOut.isTriggered())
  192. application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
  193. // Rotate camera
  194. if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered())
  195. {
  196. application->surfaceCam->rotate(glm::radians(-45.0f));
  197. }
  198. if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered())
  199. {
  200. application->surfaceCam->rotate(glm::radians(45.0f));
  201. }
  202. }
  203. /*
  204. else
  205. {
  206. Plane plane;
  207. plane.set(Vector3(0, 1, 0), Vector3(0.0f));
  208. auto result = pickingRay.intersects(plane);
  209. pick = pickingRay.extrapolate(std::get<1>(result));
  210. }
  211. */
  212. // Update camera
  213. application->surfaceCam->update(application->dt);
  214. // Picking
  215. glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
  216. mousePosition.y = application->resolution.y - mousePosition.y;
  217. Vector4 viewport(0.0f, 0.0f, application->resolution.x, application->resolution.y);
  218. Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport);
  219. Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport);
  220. pickingRay.origin = mouseNear;
  221. pickingRay.direction = glm::normalize(mouseFar - mouseNear);
  222. std::list<Navmesh::Triangle*> triangles;
  223. application->currentLevel->terrain.getSurfaceOctree()->query(pickingRay, &triangles);
  224. auto result = intersects(pickingRay, triangles);
  225. if (std::get<0>(result))
  226. {
  227. pick = pickingRay.extrapolate(std::get<1>(result));
  228. std::size_t triangleIndex = std::get<3>(result);
  229. pickTriangle = (*application->currentLevel->terrain.getSurfaceNavmesh()->getTriangles())[triangleIndex];
  230. /*
  231. float forcepsDistance = application->forcepsSwoopTween->getTweenValue();
  232. //Quaternion rotation = glm::rotation(Vector3(0, 1, 0), triangle->normal);
  233. Quaternion rotation = glm::angleAxis(application->surfaceCam->getAzimuth(), Vector3(0, 1, 0)) *
  234. glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
  235. Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
  236. // Set tool position
  237. application->forcepsModelInstance.setTranslation(translation);
  238. application->forcepsModelInstance.setRotation(rotation);
  239. */
  240. }
  241. // Update tools
  242. if (application->currentTool != nullptr)
  243. {
  244. application->currentTool->setPick(pick);
  245. application->currentTool->update(application->dt);
  246. }
  247. // Update colony
  248. if (!application->simulationPaused)
  249. {
  250. application->colony->update(application->dt);
  251. }
  252. }
  253. void GameState::exit()
  254. {
  255. // Remove input observers
  256. application->mouse->removeMouseButtonObserver(this);
  257. // Clear scene
  258. application->defaultLayer->removeObject(&application->currentLevel->terrainSurface);
  259. application->defaultLayer->removeObject(&application->currentLevel->terrainSubsurface);
  260. application->defaultLayer->removeObject(&application->biomeFloorModelInstance);
  261. application->defaultLayer->removeObject(application->forceps->getModelInstance());
  262. application->defaultLayer->removeObject(application->lens->getModelInstance());
  263. application->defaultLayer->removeObject(application->brush->getModelInstance());
  264. for (std::size_t i = 0; i < application->colony->getAntCount(); ++i)
  265. {
  266. Ant* ant = application->colony->getAnt(i);
  267. application->defaultLayer->removeObject(ant->getModelInstance());
  268. }
  269. // Kill all ants
  270. application->colony->killAll();
  271. // Hide HUD
  272. application->rectangularPaletteImage->setVisible(false);
  273. application->rectangularPaletteImage->setActive(false);
  274. application->toolbar->getContainer()->setVisible(false);
  275. application->toolbar->getContainer()->setActive(false);
  276. }
  277. void GameState::mouseButtonPressed(int button, int x, int y)
  278. {
  279. if (button == 1 && application->forceps->isActive())
  280. {
  281. application->forceps->pinch();
  282. }
  283. }
  284. void GameState::mouseButtonReleased(int button, int x, int y)
  285. {
  286. if (button == 1 && application->forceps->isActive())
  287. {
  288. application->forceps->release();
  289. }
  290. }