💿🐜 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. // Begin fade-in
  81. application->fadeInTween->start();
  82. application->mouse->addMouseButtonObserver(this);
  83. }
  84. void GameState::execute()
  85. {
  86. // Pause simulation
  87. if (application->escape.isTriggered() && !application->escape.wasTriggered())
  88. {
  89. if (application->simulationPaused)
  90. {
  91. application->unpauseSimulation();
  92. }
  93. else
  94. {
  95. application->pauseSimulation();
  96. }
  97. }
  98. // Navigate menu
  99. if (application->activeMenu != nullptr)
  100. {
  101. MenuItem* selectedItem = application->activeMenu->getSelectedItem();
  102. if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
  103. {
  104. if (selectedItem != nullptr)
  105. {
  106. if (selectedItem->getIndex() < application->activeMenu->getItemCount() - 1)
  107. {
  108. application->selectMenuItem(selectedItem->getIndex() + 1);
  109. }
  110. else
  111. {
  112. application->selectMenuItem(0);
  113. }
  114. }
  115. else
  116. {
  117. application->selectMenuItem(0);
  118. }
  119. }
  120. else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
  121. {
  122. if (selectedItem != nullptr)
  123. {
  124. if (selectedItem->getIndex() > 0)
  125. {
  126. application->selectMenuItem(selectedItem->getIndex() - 1);
  127. }
  128. else
  129. {
  130. application->selectMenuItem(application->activeMenu->getItemCount() - 1);
  131. }
  132. }
  133. else
  134. {
  135. application->selectMenuItem(application->activeMenu->getItemCount() - 1);
  136. }
  137. }
  138. if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
  139. {
  140. application->activateMenuItem();
  141. }
  142. }
  143. else
  144. {
  145. // Move camera
  146. Vector2 movementVector(0.0f);
  147. if (application->cameraMoveLeft.isTriggered())
  148. movementVector.x -= application->cameraMoveLeft.getCurrentValue();
  149. if (application->cameraMoveRight.isTriggered())
  150. movementVector.x += application->cameraMoveRight.getCurrentValue();
  151. if (application->cameraMoveForward.isTriggered())
  152. movementVector.y -= application->cameraMoveForward.getCurrentValue();
  153. if (application->cameraMoveBack.isTriggered())
  154. movementVector.y += application->cameraMoveBack.getCurrentValue();
  155. if (movementVector.x != 0.0f || movementVector.y != 0.0f)
  156. {
  157. movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * application->dt / (1.0f / 60.0f);
  158. application->surfaceCam->move(movementVector);
  159. Vector3 focal = application->surfaceCam->getFocalPoint();
  160. }
  161. // Zoom camera
  162. float zoomFactor = application->surfaceCam->getFocalDistance() / 10.0f * application->dt / (1.0f / 60.0f);
  163. if (application->cameraZoomIn.isTriggered())
  164. application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
  165. if (application->cameraZoomOut.isTriggered())
  166. application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
  167. // Rotate camera
  168. if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered())
  169. {
  170. application->surfaceCam->rotate(glm::radians(-45.0f));
  171. }
  172. if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered())
  173. {
  174. application->surfaceCam->rotate(glm::radians(45.0f));
  175. }
  176. }
  177. /*
  178. else
  179. {
  180. Plane plane;
  181. plane.set(Vector3(0, 1, 0), Vector3(0.0f));
  182. auto result = pickingRay.intersects(plane);
  183. pick = pickingRay.extrapolate(std::get<1>(result));
  184. }
  185. */
  186. // Update camera
  187. application->surfaceCam->update(application->dt);
  188. // Picking
  189. glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
  190. mousePosition.y = application->height - mousePosition.y;
  191. Vector4 viewport(0.0f, 0.0f, application->width, application->height);
  192. Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport);
  193. Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport);
  194. pickingRay.origin = mouseNear;
  195. pickingRay.direction = glm::normalize(mouseFar - mouseNear);
  196. std::list<Navmesh::Triangle*> triangles;
  197. application->currentLevel->terrain.getSurfaceOctree()->query(pickingRay, &triangles);
  198. auto result = intersects(pickingRay, triangles);
  199. if (std::get<0>(result))
  200. {
  201. pick = pickingRay.extrapolate(std::get<1>(result));
  202. std::size_t triangleIndex = std::get<3>(result);
  203. pickTriangle = (*application->currentLevel->terrain.getSurfaceNavmesh()->getTriangles())[triangleIndex];
  204. /*
  205. float forcepsDistance = application->forcepsSwoopTween->getTweenValue();
  206. //Quaternion rotation = glm::rotation(Vector3(0, 1, 0), triangle->normal);
  207. Quaternion rotation = glm::angleAxis(application->surfaceCam->getAzimuth(), Vector3(0, 1, 0)) *
  208. glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
  209. Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
  210. // Set tool position
  211. application->forcepsModelInstance.setTranslation(translation);
  212. application->forcepsModelInstance.setRotation(rotation);
  213. */
  214. }
  215. // Update tools
  216. if (application->currentTool != nullptr)
  217. {
  218. application->currentTool->setPick(pick);
  219. application->currentTool->update(application->dt);
  220. }
  221. // Update colony
  222. if (!application->simulationPaused)
  223. {
  224. application->colony->update(application->dt);
  225. }
  226. }
  227. void GameState::exit()
  228. {
  229. // Remove input observers
  230. application->mouse->removeMouseButtonObserver(this);
  231. // Clear scene
  232. application->defaultLayer->removeObject(&application->currentLevel->terrainSurface);
  233. application->defaultLayer->removeObject(&application->currentLevel->terrainSubsurface);
  234. application->defaultLayer->removeObject(&application->biomeFloorModelInstance);
  235. application->defaultLayer->removeObject(application->forceps->getModelInstance());
  236. application->defaultLayer->removeObject(application->lens->getModelInstance());
  237. for (std::size_t i = 0; i < application->colony->getAntCount(); ++i)
  238. {
  239. Ant* ant = application->colony->getAnt(i);
  240. application->defaultLayer->removeObject(ant->getModelInstance());
  241. }
  242. // Kill all ants
  243. application->colony->killAll();
  244. // Hide HUD
  245. application->rectangularPaletteImage->setVisible(false);
  246. application->rectangularPaletteImage->setActive(false);
  247. application->toolbar->getContainer()->setVisible(false);
  248. application->toolbar->getContainer()->setActive(false);
  249. }
  250. void GameState::mouseButtonPressed(int button, int x, int y)
  251. {
  252. if (button == 1 && application->forceps->isActive())
  253. {
  254. application->forceps->pinch();
  255. }
  256. }
  257. void GameState::mouseButtonReleased(int button, int x, int y)
  258. {
  259. if (button == 1 && application->forceps->isActive())
  260. {
  261. application->forceps->release();
  262. }
  263. }