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