💿🐜 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 "control-system.hpp"
  20. #include "input/control.hpp"
  21. #include "geom/intersection.hpp"
  22. #include "animation/ease.hpp"
  23. #include "nest.hpp"
  24. #include "math/math.hpp"
  25. #include "ecs/commands.hpp"
  26. #include "ecs/systems/camera-system.hpp"
  27. #include "animation/orbit-cam.hpp"
  28. #include <iostream>
  29. namespace ecs {
  30. control_system::control_system(ecs::registry& registry):
  31. entity_system(registry),
  32. timestep(0.0f),
  33. zoom(0.0f),
  34. tool(nullptr),
  35. flashlight_entity(entt::null),
  36. underworld_camera(nullptr)
  37. {
  38. control_set.add_control(&move_forward_control);
  39. control_set.add_control(&move_back_control);
  40. control_set.add_control(&move_right_control);
  41. control_set.add_control(&move_left_control);
  42. control_set.add_control(&rotate_ccw_control);
  43. control_set.add_control(&rotate_cw_control);
  44. control_set.add_control(&tilt_up_control);
  45. control_set.add_control(&tilt_down_control);
  46. control_set.add_control(&zoom_in_control);
  47. control_set.add_control(&zoom_out_control);
  48. control_set.add_control(&adjust_camera_control);
  49. control_set.add_control(&ascend_control);
  50. control_set.add_control(&descend_control);
  51. control_set.add_control(&toggle_view_control);
  52. control_set.add_control(&tool_menu_control);
  53. control_set.add_control(&equip_lens_control);
  54. control_set.add_control(&equip_brush_control);
  55. control_set.add_control(&equip_forceps_control);
  56. control_set.add_control(&equip_marker_control);
  57. control_set.add_control(&equip_container_control);
  58. control_set.add_control(&equip_twig_control);
  59. control_set.add_control(&next_marker_control);
  60. control_set.add_control(&previous_marker_control);
  61. control_set.add_control(&use_tool_control);
  62. control_set.add_control(&fast_forward_control);
  63. control_set.add_control(&rewind_control);
  64. control_set.add_control(&exposure_increase_control);
  65. control_set.add_control(&exposure_decrease_control);
  66. // Set deadzone at 15% for all controls
  67. const std::list<input::control*>* controls = control_set.get_controls();
  68. for (input::control* control: *controls)
  69. {
  70. control->set_deadzone(0.15f);
  71. }
  72. zoom_speed = 5.0f; //1
  73. min_elevation = math::radians(-85.0f);
  74. max_elevation = math::radians(85.0f);
  75. near_focal_distance = 2.0f;
  76. far_focal_distance = 200.0f;
  77. near_movement_speed = 10.0f;
  78. far_movement_speed = 80.0f;
  79. near_fov = math::radians(80.0f);
  80. far_fov = math::radians(35.0f);
  81. near_clip_near = 0.1f;
  82. far_clip_near = 5.0f;
  83. near_clip_far = 100.0f;
  84. far_clip_far = 2000.0f;
  85. nest = nullptr;
  86. mouse_angle = 0.0f;
  87. old_mouse_angle = mouse_angle;
  88. flashlight_turns = 0.0f;
  89. flashlight_turns_i = 0;
  90. flashlight_turns_f = 0.0f;
  91. }
  92. void control_system::update(double t, double dt)
  93. {
  94. timestep = dt;
  95. // Zoom camera
  96. if (zoom_in_control.is_active())
  97. camera_system->zoom(zoom_speed * dt);
  98. if (zoom_out_control.is_active())
  99. camera_system->zoom(-zoom_speed * dt);
  100. // Rotate camera
  101. const float rotation_speed = math::radians(270.0f);
  102. if (rotate_ccw_control.is_active())
  103. camera_system->pan(rotation_speed * dt * std::min<float>(1.0f, rotate_ccw_control.get_current_value()));
  104. if (rotate_cw_control.is_active())
  105. camera_system->pan(-rotation_speed * dt * std::min<float>(1.0f, rotate_cw_control.get_current_value()));
  106. // Exposure
  107. if (camera_system->get_camera())
  108. {
  109. const float exposure = camera_system->get_camera()->get_exposure();
  110. const float exposure_rate = 0.1f;
  111. if (exposure_increase_control.is_active())
  112. {
  113. camera_system->get_camera()->set_exposure(exposure + exposure_rate);
  114. std::cout << "exposure: " << (exposure + exposure_rate) << std::endl;
  115. }
  116. if (exposure_decrease_control.is_active())
  117. {
  118. camera_system->get_camera()->set_exposure(exposure - exposure_rate);
  119. std::cout << "exposure: " << (exposure - exposure_rate) << std::endl;
  120. }
  121. }
  122. // Move camera
  123. float3 movement{0.0f, 0.0f, 0.0f};
  124. if (move_right_control.is_active())
  125. movement.x += move_right_control.get_current_value();
  126. if (move_left_control.is_active())
  127. movement.x -= move_left_control.get_current_value();
  128. if (move_forward_control.is_active())
  129. movement.z -= move_forward_control.get_current_value();
  130. if (move_back_control.is_active())
  131. movement.z += move_back_control.get_current_value();
  132. if (math::length_squared(movement) != 0.0f)
  133. {
  134. std::array<float, 2> speed_limits = {15.0f, 100.0f};
  135. float zoom = camera_system->get_orbit_cam()->get_zoom();
  136. float max_speed = math::log_lerp(speed_limits[1], speed_limits[0], zoom) * dt;
  137. float speed = std::min<float>(max_speed, math::length(movement * max_speed));
  138. movement = math::normalize(movement) * speed;
  139. const math::quaternion<float>& azimuth_rotation = camera_system->get_orbit_cam()->get_azimuth_rotation();
  140. movement = azimuth_rotation * movement;
  141. command::translate(registry, camera_subject_entity, movement);
  142. }
  143. // Turn flashlight
  144. float2 viewport_center = {(viewport[0] + viewport[2]) * 0.5f, (viewport[1] + viewport[3]) * 0.5f};
  145. float2 mouse_direction = math::normalize(mouse_position - viewport_center);
  146. old_mouse_angle = mouse_angle;
  147. mouse_angle = std::atan2(-mouse_direction.y, mouse_direction.x);
  148. if (mouse_angle - old_mouse_angle != 0.0f)
  149. {
  150. if (mouse_angle - old_mouse_angle <= -math::pi<float>)
  151. flashlight_turns_i -= 1;
  152. else if (mouse_angle - old_mouse_angle >= math::pi<float>)
  153. flashlight_turns_i += 1;
  154. flashlight_turns_f = (mouse_angle) / math::two_pi<float>;
  155. flashlight_turns = flashlight_turns_i - flashlight_turns_f;
  156. if (flashlight_entity != entt::null && nest)
  157. {
  158. math::transform<float> flashlight_transform = math::identity_transform<float>;
  159. float flashlight_depth = nest->get_shaft_depth(*nest->get_central_shaft(), flashlight_turns);
  160. flashlight_transform.translation = {0.0f, -flashlight_depth, 0.0f};
  161. flashlight_transform.rotation = math::angle_axis(-flashlight_turns * math::two_pi<float> + math::half_pi<float>, {0, 1, 0});
  162. command::set_transform(registry, flashlight_entity, flashlight_transform, false);
  163. if (underworld_camera)
  164. {
  165. underworld_camera->look_at({0, -flashlight_depth + 50.0f, 0}, {0, -flashlight_depth, 0}, {0, 0, -1});
  166. }
  167. }
  168. }
  169. }
  170. void control_system::set_camera_system(ecs::camera_system* camera_system)
  171. {
  172. this->camera_system = camera_system;
  173. }
  174. void control_system::set_nest(::nest* nest)
  175. {
  176. this->nest = nest;
  177. }
  178. void control_system::set_tool(scene::model_instance* tool)
  179. {
  180. this->tool = tool;
  181. }
  182. void control_system::set_flashlight(ecs::entity entity)
  183. {
  184. flashlight_entity = entity;
  185. }
  186. void control_system::set_camera_subject(ecs::entity entity)
  187. {
  188. camera_subject_entity = entity;
  189. }
  190. void control_system::set_viewport(const float4& viewport)
  191. {
  192. this->viewport = viewport;
  193. }
  194. void control_system::set_underworld_camera(scene::camera* camera)
  195. {
  196. this->underworld_camera = camera;
  197. }
  198. void control_system::handle_event(const mouse_moved_event& event)
  199. {
  200. if (adjust_camera_control.is_active())
  201. {
  202. bool invert_x = true;
  203. bool invert_y = false;
  204. float rotation_factor = event.dx;
  205. float elevation_factor = event.dy;
  206. if (invert_x)
  207. {
  208. rotation_factor *= -1.0f;
  209. }
  210. if (invert_y)
  211. {
  212. elevation_factor *= -1.0f;
  213. }
  214. float rotation = math::radians(15.0f) * rotation_factor * timestep;
  215. float tilt = math::radians(15.0f) * elevation_factor * timestep;
  216. camera_system->pan(rotation);
  217. camera_system->tilt(tilt);
  218. }
  219. else if (!adjust_camera_control.was_active())
  220. {
  221. mouse_position[0] = event.x;
  222. mouse_position[1] = event.y;
  223. }
  224. }
  225. void control_system::handle_event(const window_resized_event& event)
  226. {
  227. set_viewport({0.0f, 0.0f, static_cast<float>(event.w), static_cast<float>(event.h)});
  228. }
  229. } // namespace ecs