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- /*
- * Copyright (C) 2020 Christopher J. Howard
- *
- * This file is part of Antkeeper source code.
- *
- * Antkeeper source code is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
- *
- * Antkeeper source code is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
- */
-
- #include "tool-system.hpp"
- #include "game/components/collision-component.hpp"
- #include "game/components/tool-component.hpp"
- #include "game/components/transform-component.hpp"
- #include "event/event-dispatcher.hpp"
- #include "game/events/tool-events.hpp"
- #include "scene/camera.hpp"
- #include "animation/orbit-cam.hpp"
- #include "animation/ease.hpp"
- #include "geometry/mesh.hpp"
- #include "geometry/intersection.hpp"
- #include "math/math.hpp"
- #include "game/entity-commands.hpp"
-
- using namespace ecs;
-
- tool_system::tool_system(entt::registry& registry, ::event_dispatcher* event_dispatcher):
- entity_system(registry),
- event_dispatcher(event_dispatcher),
- camera(nullptr),
- orbit_cam(orbit_cam),
- viewport{0, 0, 0, 0},
- mouse_position{0, 0},
- pick_enabled(true),
- was_pick_enabled(pick_enabled),
- active_tool(entt::null)
- {
- hand_angle_spring.z = 1.0f;
- hand_angle_spring.w = hz_to_rads(8.0f);
- hand_angle_spring.x1 = math::pi<float>;
- hand_angle_spring.x0 = hand_angle_spring.x1;
- hand_angle_spring.v = 0.0f;
-
- pick_spring.z = 1.0f;
- pick_spring.w = hz_to_rads(30.0f);
- pick_spring.x1 = {0.0f, 0.0f, 0.0f};
- pick_spring.x0 = pick_spring.x1;
- pick_spring.v = {0.0f, 0.0f, 0.0f};
-
- // Create descend animation
- animation_channel<float>* channel = descend_animation.add_channel(0);
- descend_animation.set_interpolator(ease<float, double>::out_cubic);
- descend_animation.set_frame_callback
- (
- [this](int channel, const float& t)
- {
- this->active_tool_distance = t;
- }
- );
-
- // Create descend animation
- channel = ascend_animation.add_channel(0);
- ascend_animation.set_interpolator(ease<float, double>::out_cubic);
- ascend_animation.set_frame_callback
- (
- [this](int channel, const float& t)
- {
- this->active_tool_distance = t;
- }
- );
-
- active_tool = entt::null;
- active_tool_distance = 0.0f;
- warp = true;
- tool_active = false;
-
- event_dispatcher->subscribe<mouse_moved_event>(this);
- event_dispatcher->subscribe<window_resized_event>(this);
- }
-
- tool_system::~tool_system()
- {
- event_dispatcher->unsubscribe<mouse_moved_event>(this);
- event_dispatcher->unsubscribe<window_resized_event>(this);
- }
-
- void tool_system::update(double t, double dt)
- {
- if (active_tool == entt::null)
- return;
-
- // Advance animations
- ascend_animation.advance(dt);
- descend_animation.advance(dt);
-
- if (!camera)
- return;
-
- float3 pick_near = camera->unproject({mouse_position[0], viewport[3] - mouse_position[1], 0.0f}, viewport);
- float3 pick_far = camera->unproject({mouse_position[0], viewport[3] - mouse_position[1], 1.0f}, viewport);
- float3 pick_origin = pick_near;
- float3 pick_direction = math::normalize(pick_far - pick_near);
- ray<float> picking_ray = {pick_near, pick_direction};
-
- float a = std::numeric_limits<float>::infinity();
- bool intersection = false;
- float3 pick;
-
- // Cast ray from cursor to collision components to find closest intersection
- registry.view<transform_component, collision_component>().each(
- [&](auto entity, auto& transform, auto& collision)
- {
- math::transform<float> inverse_transform = math::inverse(transform.local);
- float3 origin = inverse_transform * pick_origin;
- float3 direction = math::normalize(math::conjugate(transform.local.rotation) * pick_direction);
- ray<float> transformed_ray = {origin, direction};
-
- // Broad phase AABB test
- auto aabb_result = ray_aabb_intersection(transformed_ray, collision.bounds);
- if (!std::get<0>(aabb_result))
- {
- return;
- }
-
- // Narrow phase mesh test
- auto mesh_result = collision.mesh_accelerator.query_nearest(transformed_ray);
- if (mesh_result)
- {
- intersection = true;
- if (mesh_result->t < a)
- {
- a = mesh_result->t;
- pick = picking_ray.extrapolate(a);
- pick_spring.x1 = pick;
- }
- }
- });
-
- const float3& camera_position = camera->get_translation();
- float3 pick_planar_position = float3{pick.x, 0, pick.z};
- float3 camera_planar_position = float3{camera_position.x, 0, camera_position.z};
-
- float pick_angle = 0.0f;
- float3 pick_planar_direction = math::normalize(pick_planar_position - camera_planar_position);
- float3 camera_planar_focal_point = float3{orbit_cam->get_focal_point().x, 0, orbit_cam->get_focal_point().z};
- float3 camera_planar_direction = math::normalize(camera_planar_focal_point - camera_planar_position);
- if (std::fabs(math::length_squared(camera_planar_direction - pick_planar_direction) > 0.0001f))
- {
- pick_angle = std::acos(math::dot(camera_planar_direction, pick_planar_direction));
- if (math::dot(math::cross(camera_planar_direction, pick_planar_direction), float3{0, 1, 0}) < 0.0f)
- pick_angle = -pick_angle;
- }
-
- // Determine target hand angle
- hand_angle_spring.x1 = -std::min<float>(0.5f, std::max<float>(-0.5f, ((mouse_position[0] / viewport[2]) - 0.5f) * 1.0f)) * (math::pi<float>);
-
- // Solve springs
- solve_numeric_spring<float, float>(hand_angle_spring, dt);
- solve_numeric_spring<float3, float>(pick_spring, dt);
-
- // Don't use spring for picking
- pick_spring.x0 = pick_spring.x1;
-
- // Move active tools to intersection location
- registry.view<tool_component, transform_component>().each(
- [&](auto entity, auto& tool, auto& transform)
- {
- /*
- if (registry.has<model_component>(entity))
- {
-
- }*/
-
- if (!tool.active)
- return;
-
- active_tool = entity;
-
- float tool_distance = active_tool_distance;//(tool_active) ? tool.active_distance : tool.idle_distance;
-
-
- // Interpolate between left and right hand
- math::quaternion<float> hand_rotation = math::angle_axis(orbit_cam->get_azimuth() + hand_angle_spring.x0, float3{0, 1, 0});
-
- math::quaternion<float> tilt_rotation = math::angle_axis(orbit_cam->get_elevation(), float3{-1.0f, 0.0f, 0.0f});
-
- if (tool.heliotropic)
- {
- math::quaternion<float> solar_rotation = math::rotation(float3{0, -1, 0}, sun_direction);
- transform.local.translation = pick_spring.x0 + solar_rotation * float3{0, tool_distance, 0};
- transform.local.rotation = solar_rotation * hand_rotation;
- }
- else
- {
- math::quaternion<float> rotation = hand_rotation * tilt_rotation;
- transform.local.translation = pick_spring.x0 + rotation * float3{0, tool_distance, 0};
- transform.local.rotation = rotation;
- }
-
- if (warp)
- {
- transform.warp = true;
- ec::assign_render_layers(registry, active_tool, 1);
- warp = false;
- }
-
- // Update tool's cursor position
- tool.cursor = pick_spring.x0;
-
- //math::quaternion<float> rotation = math::angle_axis(orbit_cam->get_azimuth() + pick_angle, float3{0, 1, 0});
- //transform.transform.rotation = rotation;
- });
-
- was_pick_enabled = pick_enabled;
- }
-
- void tool_system::set_camera(const ::camera* camera)
- {
- this->camera = camera;
- }
-
- void tool_system::set_orbit_cam(const ::orbit_cam* orbit_cam)
- {
- this->orbit_cam = orbit_cam;
- }
-
- void tool_system::set_viewport(const float4& viewport)
- {
- this->viewport = viewport;
- mouse_position.x = viewport[2] * 0.5f;
- mouse_position.y = viewport[3] * 0.5f;
- }
-
- void tool_system::set_pick(bool enabled)
- {
- pick_enabled = enabled;
- }
-
- void tool_system::set_sun_direction(const float3& direction)
- {
- sun_direction = direction;
- }
-
- void tool_system::set_active_tool(entt::entity entity)
- {
- if (active_tool == entity)
- return;
-
- const float descent_time = 0.1f;
- const float ascent_time = 0.1f;
-
- if (active_tool != entt::null)
- {
- auto& tool = registry.get<tool_component>(active_tool);
- tool.active = false;
- ec::assign_render_layers(registry, active_tool, 0);
- }
-
- active_tool = entity;
-
- if (active_tool != entt::null)
- {
- auto& tool = registry.get<tool_component>(active_tool);
- tool.active = true;
-
- active_tool_distance = tool.idle_distance;
-
- ec::warp_to(registry, active_tool, pick_spring.x0 + float3{0.0f, tool.idle_distance, 0.0f});
-
- // Adjust descend and ascend animations
- animation_channel<float>* channel = descend_animation.get_channel(0);
- channel->remove_keyframes();
- channel->insert_keyframe({0.0, tool.idle_distance});
- channel->insert_keyframe({descent_time, tool.active_distance});
-
- channel = ascend_animation.get_channel(0);
- channel->remove_keyframes();
- channel->insert_keyframe({0.0, tool.active_distance});
- channel->insert_keyframe({ascent_time, tool.idle_distance});
- }
-
- warp = true;
- }
-
- void tool_system::set_tool_active(bool active)
- {
- tool_active = active;
-
- if (active)
- {
- descend_animation.rewind();
- descend_animation.play();
-
- // Queue tool pressed event
- tool_pressed_event event;
- event.entity = active_tool;
- event.position = pick_spring.x0;
- event_dispatcher->queue(event);
- }
- else
- {
- ascend_animation.rewind();
- ascend_animation.play();
-
- // Queue tool pressed event
- tool_released_event event;
- event.entity = active_tool;
- event.position = pick_spring.x0;
- event_dispatcher->queue(event);
- }
- }
-
- void tool_system::handle_event(const mouse_moved_event& event)
- {
- if (pick_enabled && was_pick_enabled)
- {
- mouse_position[0] = event.x;
- mouse_position[1] = event.y;
- }
- }
-
- void tool_system::handle_event(const window_resized_event& event)
- {
- set_viewport({0.0f, 0.0f, static_cast<float>(event.w), static_cast<float>(event.h)});
- }
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