💿🐜 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->levelsMenu->getUIContainer()->setAnchor(Vector2(0.5f, 0.5f));
  94. // Show level name
  95. application->levelNameLabel->setText(application->getLevelName(application->currentWorldIndex, application->currentLevelIndex));
  96. //application->levelNameLabel->setVisible(true);
  97. // Begin fade-in
  98. application->fadeInTween->start();
  99. application->mouse->addMouseButtonObserver(this);
  100. }
  101. void GameState::execute()
  102. {
  103. // Pause simulation
  104. if (application->escape.isTriggered() && !application->escape.wasTriggered())
  105. {
  106. if (application->simulationPaused)
  107. {
  108. application->unpauseSimulation();
  109. }
  110. else
  111. {
  112. application->pauseSimulation();
  113. }
  114. }
  115. // Navigate menu
  116. if (application->activeMenu != nullptr)
  117. {
  118. MenuItem* selectedItem = application->activeMenu->getSelectedItem();
  119. if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
  120. {
  121. if (selectedItem != nullptr)
  122. {
  123. if (selectedItem->getItemIndex() < application->activeMenu->getItemCount() - 1)
  124. {
  125. application->selectMenuItem(selectedItem->getItemIndex() + 1);
  126. }
  127. else
  128. {
  129. application->selectMenuItem(0);
  130. }
  131. }
  132. else
  133. {
  134. application->selectMenuItem(0);
  135. }
  136. }
  137. else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
  138. {
  139. if (selectedItem != nullptr)
  140. {
  141. if (selectedItem->getItemIndex() > 0)
  142. {
  143. application->selectMenuItem(selectedItem->getItemIndex() - 1);
  144. }
  145. else
  146. {
  147. application->selectMenuItem(application->activeMenu->getItemCount() - 1);
  148. }
  149. }
  150. else
  151. {
  152. application->selectMenuItem(application->activeMenu->getItemCount() - 1);
  153. }
  154. }
  155. if (application->menuLeft.isTriggered() && !application->menuLeft.wasTriggered())
  156. {
  157. application->decrementMenuItem();
  158. }
  159. else if (application->menuRight.isTriggered() && !application->menuRight.wasTriggered())
  160. {
  161. application->incrementMenuItem();
  162. }
  163. if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
  164. {
  165. application->activateMenuItem();
  166. }
  167. }
  168. else
  169. {
  170. // Move camera
  171. Vector2 movementVector(0.0f);
  172. if (application->cameraMoveLeft.isTriggered())
  173. movementVector.x -= application->cameraMoveLeft.getCurrentValue();
  174. if (application->cameraMoveRight.isTriggered())
  175. movementVector.x += application->cameraMoveRight.getCurrentValue();
  176. if (application->cameraMoveForward.isTriggered())
  177. movementVector.y -= application->cameraMoveForward.getCurrentValue();
  178. if (application->cameraMoveBack.isTriggered())
  179. movementVector.y += application->cameraMoveBack.getCurrentValue();
  180. if (movementVector.x != 0.0f || movementVector.y != 0.0f)
  181. {
  182. movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * application->dt / (1.0f / 60.0f);
  183. application->surfaceCam->move(movementVector);
  184. Vector3 focal = application->surfaceCam->getFocalPoint();
  185. }
  186. // Zoom camera
  187. float zoomFactor = application->surfaceCam->getFocalDistance() / 10.0f * application->dt / (1.0f / 60.0f);
  188. if (application->cameraZoomIn.isTriggered())
  189. application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
  190. if (application->cameraZoomOut.isTriggered())
  191. application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
  192. // Rotate camera
  193. if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered())
  194. {
  195. application->surfaceCam->rotate(glm::radians(-45.0f));
  196. }
  197. if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered())
  198. {
  199. application->surfaceCam->rotate(glm::radians(45.0f));
  200. }
  201. }
  202. /*
  203. else
  204. {
  205. Plane plane;
  206. plane.set(Vector3(0, 1, 0), Vector3(0.0f));
  207. auto result = pickingRay.intersects(plane);
  208. pick = pickingRay.extrapolate(std::get<1>(result));
  209. }
  210. */
  211. // Update camera
  212. application->surfaceCam->update(application->dt);
  213. // Picking
  214. glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
  215. mousePosition.y = application->resolution.y - mousePosition.y;
  216. Vector4 viewport(0.0f, 0.0f, application->resolution.x, application->resolution.y);
  217. Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport);
  218. Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport);
  219. pickingRay.origin = mouseNear;
  220. pickingRay.direction = glm::normalize(mouseFar - mouseNear);
  221. std::list<Navmesh::Triangle*> triangles;
  222. application->currentLevel->terrain.getSurfaceOctree()->query(pickingRay, &triangles);
  223. auto result = intersects(pickingRay, triangles);
  224. if (std::get<0>(result))
  225. {
  226. pick = pickingRay.extrapolate(std::get<1>(result));
  227. std::size_t triangleIndex = std::get<3>(result);
  228. pickTriangle = (*application->currentLevel->terrain.getSurfaceNavmesh()->getTriangles())[triangleIndex];
  229. /*
  230. float forcepsDistance = application->forcepsSwoopTween->getTweenValue();
  231. //Quaternion rotation = glm::rotation(Vector3(0, 1, 0), triangle->normal);
  232. Quaternion rotation = glm::angleAxis(application->surfaceCam->getAzimuth(), Vector3(0, 1, 0)) *
  233. glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
  234. Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
  235. // Set tool position
  236. application->forcepsModelInstance.setTranslation(translation);
  237. application->forcepsModelInstance.setRotation(rotation);
  238. */
  239. }
  240. // Update tools
  241. if (application->currentTool != nullptr)
  242. {
  243. application->currentTool->setPick(pick);
  244. application->currentTool->update(application->dt);
  245. }
  246. // Update colony
  247. if (!application->simulationPaused)
  248. {
  249. application->colony->update(application->dt);
  250. }
  251. }
  252. void GameState::exit()
  253. {
  254. // Remove input observers
  255. application->mouse->removeMouseButtonObserver(this);
  256. // Clear scene
  257. application->defaultLayer->removeObject(&application->currentLevel->terrainSurface);
  258. application->defaultLayer->removeObject(&application->currentLevel->terrainSubsurface);
  259. application->defaultLayer->removeObject(&application->biomeFloorModelInstance);
  260. application->defaultLayer->removeObject(application->forceps->getModelInstance());
  261. application->defaultLayer->removeObject(application->lens->getModelInstance());
  262. for (std::size_t i = 0; i < application->colony->getAntCount(); ++i)
  263. {
  264. Ant* ant = application->colony->getAnt(i);
  265. application->defaultLayer->removeObject(ant->getModelInstance());
  266. }
  267. // Kill all ants
  268. application->colony->killAll();
  269. // Hide HUD
  270. application->rectangularPaletteImage->setVisible(false);
  271. application->rectangularPaletteImage->setActive(false);
  272. application->toolbar->getContainer()->setVisible(false);
  273. application->toolbar->getContainer()->setActive(false);
  274. }
  275. void GameState::mouseButtonPressed(int button, int x, int y)
  276. {
  277. if (button == 1 && application->forceps->isActive())
  278. {
  279. application->forceps->pinch();
  280. }
  281. }
  282. void GameState::mouseButtonReleased(int button, int x, int y)
  283. {
  284. if (button == 1 && application->forceps->isActive())
  285. {
  286. application->forceps->release();
  287. }
  288. }