💿🐜 Antkeeper source code https://antkeeper.com
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

360 lines
14 KiB

  1. /*
  2. * Copyright (C) 2021 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/system/constraint.hpp"
  20. #include "game/component/constraint-stack.hpp"
  21. namespace game {
  22. namespace system {
  23. constraint::constraint(entity::registry& registry):
  24. updatable(registry)
  25. {
  26. registry.on_construct<component::constraint_stack>().connect<&constraint::on_constraint_stack_update>(this);
  27. registry.on_update<component::constraint_stack>().connect<&constraint::on_constraint_stack_update>(this);
  28. registry.on_destroy<component::constraint_stack>().connect<&constraint::on_constraint_stack_update>(this);
  29. }
  30. constraint::~constraint()
  31. {
  32. registry.on_construct<component::constraint_stack>().disconnect<&constraint::on_constraint_stack_update>(this);
  33. registry.on_update<component::constraint_stack>().disconnect<&constraint::on_constraint_stack_update>(this);
  34. registry.on_destroy<component::constraint_stack>().disconnect<&constraint::on_constraint_stack_update>(this);
  35. }
  36. void constraint::update(double t, double dt)
  37. {
  38. // For each entity with transform and constraint stack components
  39. registry.view<component::transform, component::constraint_stack>().each
  40. (
  41. [&](entity::id transform_eid, auto& transform, auto& stack)
  42. {
  43. // Init world-space transform
  44. transform.world = transform.local;
  45. // Get entity ID of first constraint
  46. entity::id constraint_eid = stack.head;
  47. // Consecutively apply constraints
  48. while (registry.valid(constraint_eid))
  49. {
  50. // Get constraint stack node of the constraint
  51. const component::constraint_stack_node* node = registry.try_get<component::constraint_stack_node>(constraint_eid);
  52. // Abort if constraint is missing a constraint stack node
  53. if (!node)
  54. break;
  55. // Apply constraint if enabled
  56. if (node->active)
  57. handle_constraint(transform, constraint_eid, static_cast<float>(dt));
  58. // Get entity ID of next constraint in the stack
  59. constraint_eid = node->next;
  60. }
  61. }
  62. );
  63. }
  64. void constraint::evaluate(entity::id entity_id)
  65. {
  66. if (!registry.valid(entity_id))
  67. return;
  68. // Get transform and constraint stack components of the entity
  69. const auto [transform, stack] = registry.try_get<component::transform, component::constraint_stack>(entity_id);
  70. if (!transform || !stack)
  71. return;
  72. // Init world-space transform
  73. transform->world = transform->local;
  74. // Get entity ID of first constraint
  75. entity::id constraint_eid = stack->head;
  76. // Consecutively apply constraints
  77. while (registry.valid(constraint_eid))
  78. {
  79. // Get constraint stack node of the constraint
  80. const component::constraint_stack_node* node = registry.try_get<component::constraint_stack_node>(constraint_eid);
  81. // Abort if constraint is missing a constraint stack node
  82. if (!node)
  83. break;
  84. // Apply constraint if enabled
  85. if (node->active)
  86. handle_constraint(*transform, constraint_eid, 0.0f);
  87. // Get entity ID of next constraint in the stack
  88. constraint_eid = node->next;
  89. }
  90. }
  91. void constraint::on_constraint_stack_update(entity::registry& registry, entity::id constraint_stack_eid)
  92. {
  93. registry.sort<component::constraint_stack>
  94. (
  95. [](const auto& lhs, const auto& rhs)
  96. {
  97. return lhs.priority < rhs.priority;
  98. }
  99. );
  100. }
  101. void constraint::handle_constraint(component::transform& transform, entity::id constraint_eid, float dt)
  102. {
  103. if (auto constraint = registry.try_get<component::constraint::copy_translation>(constraint_eid); constraint)
  104. handle_copy_translation_constraint(transform, *constraint);
  105. else if (auto constraint = registry.try_get<component::constraint::copy_rotation>(constraint_eid); constraint)
  106. handle_copy_rotation_constraint(transform, *constraint);
  107. else if (auto constraint = registry.try_get<component::constraint::copy_scale>(constraint_eid); constraint)
  108. handle_copy_scale_constraint(transform, *constraint);
  109. else if (auto constraint = registry.try_get<component::constraint::copy_transform>(constraint_eid); constraint)
  110. handle_copy_transform_constraint(transform, *constraint);
  111. else if (auto constraint = registry.try_get<component::constraint::track_to>(constraint_eid); constraint)
  112. handle_track_to_constraint(transform, *constraint);
  113. else if (auto constraint = registry.try_get<component::constraint::three_dof>(constraint_eid); constraint)
  114. handle_three_dof_constraint(transform, *constraint);
  115. else if (auto constraint = registry.try_get<component::constraint::pivot>(constraint_eid); constraint)
  116. handle_pivot_constraint(transform, *constraint);
  117. else if (auto constraint = registry.try_get<component::constraint::child_of>(constraint_eid); constraint)
  118. handle_child_of_constraint(transform, *constraint);
  119. else if (auto constraint = registry.try_get<component::constraint::spring_to>(constraint_eid); constraint)
  120. handle_spring_to_constraint(transform, *constraint, dt);
  121. else if (auto constraint = registry.try_get<component::constraint::spring_translation>(constraint_eid); constraint)
  122. handle_spring_translation_constraint(transform, *constraint, dt);
  123. else if (auto constraint = registry.try_get<component::constraint::spring_rotation>(constraint_eid); constraint)
  124. handle_spring_rotation_constraint(transform, *constraint, dt);
  125. else if (auto constraint = registry.try_get<component::constraint::ease_to>(constraint_eid); constraint)
  126. handle_ease_to_constraint(transform, *constraint, dt);
  127. }
  128. void constraint::handle_child_of_constraint(component::transform& transform, const component::constraint::child_of& constraint)
  129. {
  130. if (registry.valid(constraint.target))
  131. {
  132. const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
  133. if (target_transform)
  134. {
  135. transform.world = target_transform->world * transform.world;
  136. }
  137. }
  138. }
  139. void constraint::handle_copy_rotation_constraint(component::transform& transform, const component::constraint::copy_rotation& constraint)
  140. {
  141. if (registry.valid(constraint.target))
  142. {
  143. const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
  144. if (target_transform)
  145. {
  146. transform.world.rotation = target_transform->world.rotation;
  147. }
  148. }
  149. }
  150. void constraint::handle_copy_scale_constraint(component::transform& transform, const component::constraint::copy_scale& constraint)
  151. {
  152. if (registry.valid(constraint.target))
  153. {
  154. const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
  155. if (target_transform)
  156. {
  157. const auto& target_scale = target_transform->world.scale;
  158. if (constraint.copy_x)
  159. transform.world.scale.x() = target_scale.x();
  160. if (constraint.copy_y)
  161. transform.world.scale.y() = target_scale.y();
  162. if (constraint.copy_z)
  163. transform.world.scale.z() = target_scale.z();
  164. }
  165. }
  166. }
  167. void constraint::handle_copy_transform_constraint(component::transform& transform, const component::constraint::copy_transform& constraint)
  168. {
  169. if (registry.valid(constraint.target))
  170. {
  171. const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
  172. if (target_transform)
  173. {
  174. transform.world = target_transform->world;
  175. }
  176. }
  177. }
  178. void constraint::handle_copy_translation_constraint(component::transform& transform, const component::constraint::copy_translation& constraint)
  179. {
  180. if (registry.valid(constraint.target))
  181. {
  182. const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
  183. if (target_transform)
  184. {
  185. const auto& target_translation = target_transform->world.translation;
  186. if (constraint.offset)
  187. {
  188. if (constraint.copy_x)
  189. transform.world.translation.x() += (constraint.invert_x) ? -target_translation.x() : target_translation.x();
  190. if (constraint.copy_y)
  191. transform.world.translation.y() += (constraint.invert_y) ? -target_translation.y() : target_translation.y();
  192. if (constraint.copy_z)
  193. transform.world.translation.z() += (constraint.invert_z) ? -target_translation.z() : target_translation.z();
  194. }
  195. else
  196. {
  197. if (constraint.copy_x)
  198. transform.world.translation.x() = (constraint.invert_x) ? -target_translation.x() : target_translation.x();
  199. if (constraint.copy_y)
  200. transform.world.translation.y() = (constraint.invert_y) ? -target_translation.y() : target_translation.y();
  201. if (constraint.copy_z)
  202. transform.world.translation.z() = (constraint.invert_z) ? -target_translation.z() : target_translation.z();
  203. }
  204. }
  205. }
  206. }
  207. void constraint::handle_ease_to_constraint(component::transform& transform, component::constraint::ease_to& constraint, float dt)
  208. {
  209. if (constraint.function && registry.valid(constraint.target))
  210. {
  211. const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
  212. if (target_transform)
  213. {
  214. if (constraint.t < constraint.duration)
  215. {
  216. const float a = constraint.t / constraint.duration;
  217. transform.world.translation = constraint.function(constraint.start, target_transform->world.translation, a);
  218. }
  219. else
  220. {
  221. transform.world.translation = target_transform->world.translation;
  222. }
  223. constraint.t += dt;
  224. }
  225. }
  226. }
  227. void constraint::handle_pivot_constraint(component::transform& transform, const component::constraint::pivot& constraint)
  228. {
  229. if (registry.valid(constraint.target))
  230. {
  231. const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
  232. if (target_transform)
  233. {
  234. // Get pivot center point
  235. const float3 pivot_center = target_transform->world.translation + constraint.offset;
  236. // Pivot translation
  237. transform.world.translation = pivot_center + transform.world.rotation * (transform.world.translation - pivot_center);
  238. }
  239. }
  240. }
  241. void constraint::handle_spring_rotation_constraint(component::transform& transform, component::constraint::spring_rotation& constraint, float dt)
  242. {
  243. // Solve yaw, pitch, and roll angle spring
  244. solve_numeric_spring<float3, float>(constraint.spring, dt);
  245. // Build yaw, pitch, and roll quaternions
  246. const math::quaternion<float> yaw = math::angle_axis(constraint.spring.x0[0], {0.0f, 1.0f, 0.0f});
  247. const math::quaternion<float> pitch = math::angle_axis(constraint.spring.x0[1], {-1.0f, 0.0f, 0.0f});
  248. const math::quaternion<float> roll = math::angle_axis(constraint.spring.x0[2], {0.0f, 0.0f, -1.0f});
  249. // Update transform rotation
  250. transform.world.rotation = math::normalize(yaw * pitch * roll);
  251. }
  252. void constraint::handle_spring_to_constraint(component::transform& transform, component::constraint::spring_to& constraint, float dt)
  253. {
  254. if (registry.valid(constraint.target))
  255. {
  256. const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
  257. if (target_transform)
  258. {
  259. // Spring translation
  260. if (constraint.spring_translation)
  261. {
  262. // Update translation spring target
  263. constraint.translation.x1 = target_transform->world.translation;
  264. // Solve translation spring
  265. solve_numeric_spring<float3, float>(constraint.translation, dt);
  266. // Update transform translation
  267. transform.world.translation = constraint.translation.x0;
  268. }
  269. // Spring rotation
  270. if (constraint.spring_rotation)
  271. {
  272. // Update rotation spring target
  273. constraint.rotation.x1 =
  274. {
  275. target_transform->world.rotation.w,
  276. target_transform->world.rotation.x,
  277. target_transform->world.rotation.y,
  278. target_transform->world.rotation.z
  279. };
  280. // Solve rotation spring
  281. solve_numeric_spring<float4, float>(constraint.rotation, dt);
  282. // Update transform rotation
  283. transform.world.rotation = math::normalize(math::quaternion<float>{constraint.rotation.x0[0], constraint.rotation.x0[1], constraint.rotation.x0[2], constraint.rotation.x0[3]});
  284. }
  285. }
  286. }
  287. }
  288. void constraint::handle_spring_translation_constraint(component::transform& transform, component::constraint::spring_translation& constraint, float dt)
  289. {
  290. // Solve translation spring
  291. solve_numeric_spring<float3, float>(constraint.spring, dt);
  292. // Update transform translation
  293. transform.world.translation = constraint.spring.x0;
  294. }
  295. void constraint::handle_three_dof_constraint(component::transform& transform, const component::constraint::three_dof& constraint)
  296. {
  297. const math::quaternion<float> yaw = math::angle_axis(constraint.yaw, {0.0f, 1.0f, 0.0f});
  298. const math::quaternion<float> pitch = math::angle_axis(constraint.pitch, {-1.0f, 0.0f, 0.0f});
  299. const math::quaternion<float> roll = math::angle_axis(constraint.roll, {0.0f, 0.0f, -1.0f});
  300. transform.world.rotation = math::normalize(yaw * pitch * roll);
  301. }
  302. void constraint::handle_track_to_constraint(component::transform& transform, const component::constraint::track_to& constraint)
  303. {
  304. if (registry.valid(constraint.target))
  305. {
  306. const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
  307. if (target_transform)
  308. {
  309. transform.world.rotation = math::look_rotation(math::normalize(math::sub(target_transform->world.translation, transform.world.translation)), constraint.up);
  310. }
  311. }
  312. }
  313. } // namespace system
  314. } // namespace game