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@ -128,24 +128,240 @@ nest_selection_state::nest_selection_state(::game& ctx): |
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// Create worker entity(s)
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auto worker_skeletal_mesh = std::make_unique<scene::skeletal_mesh>(worker_model); |
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const auto& worker_skeleton = worker_model->get_skeleton(); |
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auto& worker_skeleton = worker_model->get_skeleton(); |
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const auto& worker_rest_pose = worker_skeleton.get_rest_pose(); |
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auto& worker_pose = worker_skeletal_mesh->get_pose(); |
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const float mandibles_open_angle = math::radians(32.0f); |
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auto open_left_mandible = math::transform<float>::identity(); |
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open_left_mandible.rotation = math::angle_axis(-mandibles_open_angle, float3{0, 0, 1}); |
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auto open_right_mandible = math::transform<float>::identity(); |
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open_right_mandible.rotation = math::angle_axis(mandibles_open_angle, float3{0, 0, 1}); |
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auto& pupal_pose = worker_skeleton.add_pose("pupal"); |
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// Fold forelegs
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{ |
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const float procoxa_fold_angle_y = math::radians(30.0f); |
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const float procoxa_fold_angle_z = math::radians(25.0f); |
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const float procoxa_fold_angle_x = math::radians(15.0f); |
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auto fold_procoxa_l = math::transform<float>::identity(); |
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auto fold_procoxa_r = math::transform<float>::identity(); |
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fold_procoxa_l.rotation = math::angle_axis(procoxa_fold_angle_y, float3{0, 1, 0}) * math::angle_axis(procoxa_fold_angle_z, float3{0, 0, 1}) * math::angle_axis(procoxa_fold_angle_x, float3{1, 0, 0}); |
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fold_procoxa_r.rotation = math::angle_axis(-procoxa_fold_angle_y, float3{0, 1, 0}) * math::angle_axis(-procoxa_fold_angle_z, float3{0, 0, 1}) * math::angle_axis(procoxa_fold_angle_x, float3{1, 0, 0}); |
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const float profemur_fold_angle_z = math::radians(20.0f); |
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const float profemur_fold_angle_x = math::radians(80.0f); |
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auto fold_profemur_l = math::transform<float>::identity(); |
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auto fold_profemur_r = math::transform<float>::identity(); |
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fold_profemur_l.rotation = math::angle_axis(profemur_fold_angle_z, float3{0, 0, 1}) * math::angle_axis(profemur_fold_angle_x, float3{1, 0, 0}); |
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fold_profemur_r.rotation = math::angle_axis(-profemur_fold_angle_z, float3{0, 0, 1}) * math::angle_axis(profemur_fold_angle_x, float3{1, 0, 0}); |
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const float protibia_fold_angle = math::radians(165.0f); |
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auto fold_protibia_l = math::transform<float>::identity(); |
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auto fold_protibia_r = math::transform<float>::identity(); |
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fold_protibia_l.rotation = math::angle_axis(-protibia_fold_angle, float3{1, 0, 0}); |
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fold_protibia_r.rotation = math::angle_axis(-protibia_fold_angle, float3{1, 0, 0}); |
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const float protarsus_fold_angle = math::radians(20.0f); |
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auto fold_protarsus_l = math::transform<float>::identity(); |
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auto fold_protarsus_r = math::transform<float>::identity(); |
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fold_protarsus_l.rotation = math::angle_axis(-protarsus_fold_angle, float3{1, 0, 0}); |
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fold_protarsus_r.rotation = math::angle_axis(-protarsus_fold_angle, float3{1, 0, 0}); |
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auto procoxa_l_bone = *worker_skeleton.get_bone_index("procoxa_l"); |
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auto procoxa_r_bone = *worker_skeleton.get_bone_index("procoxa_r"); |
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auto profemur_l_bone = *worker_skeleton.get_bone_index("profemur_l"); |
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auto profemur_r_bone = *worker_skeleton.get_bone_index("profemur_r"); |
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auto protibia_l_bone = *worker_skeleton.get_bone_index("protibia_l"); |
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auto protibia_r_bone = *worker_skeleton.get_bone_index("protibia_r"); |
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auto protarsus_l_bone = *worker_skeleton.get_bone_index("protarsus_l"); |
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auto protarsus_r_bone = *worker_skeleton.get_bone_index("protarsus_r"); |
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pupal_pose.set_relative_transform(procoxa_l_bone, worker_rest_pose.get_relative_transform(procoxa_l_bone) * fold_procoxa_l); |
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pupal_pose.set_relative_transform(procoxa_r_bone, worker_rest_pose.get_relative_transform(procoxa_r_bone) * fold_procoxa_r); |
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pupal_pose.set_relative_transform(profemur_l_bone, worker_rest_pose.get_relative_transform(profemur_l_bone) * fold_profemur_l); |
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pupal_pose.set_relative_transform(profemur_r_bone, worker_rest_pose.get_relative_transform(profemur_r_bone) * fold_profemur_r); |
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pupal_pose.set_relative_transform(protibia_l_bone, worker_rest_pose.get_relative_transform(protibia_l_bone) * fold_protibia_l); |
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pupal_pose.set_relative_transform(protibia_r_bone, worker_rest_pose.get_relative_transform(protibia_r_bone) * fold_protibia_r); |
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pupal_pose.set_relative_transform(protarsus_l_bone, worker_rest_pose.get_relative_transform(protarsus_l_bone) * fold_protarsus_l); |
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pupal_pose.set_relative_transform(protarsus_r_bone, worker_rest_pose.get_relative_transform(protarsus_r_bone) * fold_protarsus_r); |
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} |
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// Fold midlegs
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{ |
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const float mesocoxa_fold_angle_z = math::radians(45.0f); |
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const float mesocoxa_fold_angle_y = math::radians(45.0f); |
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const float mesocoxa_fold_angle_x = math::radians(10.0f); |
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auto fold_mesocoxa_l = math::transform<float>::identity(); |
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auto fold_mesocoxa_r = math::transform<float>::identity(); |
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fold_mesocoxa_l.rotation = math::angle_axis(-mesocoxa_fold_angle_z, float3{0, 0, 1}) * math::angle_axis(mesocoxa_fold_angle_y, float3{0, 1, 0}) * math::angle_axis(-mesocoxa_fold_angle_x, float3{1, 0, 0}); |
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fold_mesocoxa_r.rotation = math::angle_axis(mesocoxa_fold_angle_z, float3{0, 0, 1}) * math::angle_axis(-mesocoxa_fold_angle_y, float3{0, 1, 0}) * math::angle_axis(-mesocoxa_fold_angle_x, float3{1, 0, 0}); |
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const float mesofemur_fold_angle = math::radians(90.0f); |
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auto fold_mesofemur_l = math::transform<float>::identity(); |
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auto fold_mesofemur_r = math::transform<float>::identity(); |
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fold_mesofemur_l.rotation = math::angle_axis(mesofemur_fold_angle, float3{1, 0, 0}); |
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fold_mesofemur_r.rotation = math::angle_axis(mesofemur_fold_angle, float3{1, 0, 0}); |
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const float mesotibia_fold_angle = math::radians(162.0f); |
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auto fold_mesotibia_l = math::transform<float>::identity(); |
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auto fold_mesotibia_r = math::transform<float>::identity(); |
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fold_mesotibia_l.rotation = math::angle_axis(-mesotibia_fold_angle, float3{1, 0, 0}); |
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fold_mesotibia_r.rotation = math::angle_axis(-mesotibia_fold_angle, float3{1, 0, 0}); |
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const float mesotarsus_fold_angle = math::radians(20.0f); |
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auto fold_mesotarsus_l = math::transform<float>::identity(); |
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auto fold_mesotarsus_r = math::transform<float>::identity(); |
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fold_mesotarsus_l.rotation = math::angle_axis(-mesotarsus_fold_angle, float3{1, 0, 0}); |
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fold_mesotarsus_r.rotation = math::angle_axis(-mesotarsus_fold_angle, float3{1, 0, 0}); |
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auto mesocoxa_l_bone = *worker_skeleton.get_bone_index("mesocoxa_l"); |
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auto mesocoxa_r_bone = *worker_skeleton.get_bone_index("mesocoxa_r"); |
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auto mesofemur_l_bone = *worker_skeleton.get_bone_index("mesofemur_l"); |
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auto mesofemur_r_bone = *worker_skeleton.get_bone_index("mesofemur_r"); |
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auto mesotibia_l_bone = *worker_skeleton.get_bone_index("mesotibia_l"); |
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auto mesotibia_r_bone = *worker_skeleton.get_bone_index("mesotibia_r"); |
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auto mesotarsus_l_bone = *worker_skeleton.get_bone_index("mesotarsus_l"); |
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auto mesotarsus_r_bone = *worker_skeleton.get_bone_index("mesotarsus_r"); |
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pupal_pose.set_relative_transform(mesocoxa_l_bone, worker_rest_pose.get_relative_transform(mesocoxa_l_bone) * fold_mesocoxa_l); |
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pupal_pose.set_relative_transform(mesocoxa_r_bone, worker_rest_pose.get_relative_transform(mesocoxa_r_bone) * fold_mesocoxa_r); |
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pupal_pose.set_relative_transform(mesofemur_l_bone, worker_rest_pose.get_relative_transform(mesofemur_l_bone) * fold_mesofemur_l); |
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pupal_pose.set_relative_transform(mesofemur_r_bone, worker_rest_pose.get_relative_transform(mesofemur_r_bone) * fold_mesofemur_r); |
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pupal_pose.set_relative_transform(mesotibia_l_bone, worker_rest_pose.get_relative_transform(mesotibia_l_bone) * fold_mesotibia_l); |
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pupal_pose.set_relative_transform(mesotibia_r_bone, worker_rest_pose.get_relative_transform(mesotibia_r_bone) * fold_mesotibia_r); |
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pupal_pose.set_relative_transform(mesotarsus_l_bone, worker_rest_pose.get_relative_transform(mesotarsus_l_bone) * fold_mesotarsus_l); |
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pupal_pose.set_relative_transform(mesotarsus_r_bone, worker_rest_pose.get_relative_transform(mesotarsus_r_bone) * fold_mesotarsus_r); |
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} |
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// Fold hindlegs
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{ |
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const float metacoxa_fold_angle_z = math::radians(15.0f); |
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const float metacoxa_fold_angle_y = math::radians(10.0f); |
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const float metacoxa_fold_angle_x = math::radians(25.0f); |
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auto fold_metacoxa_l = math::transform<float>::identity(); |
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auto fold_metacoxa_r = math::transform<float>::identity(); |
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fold_metacoxa_l.rotation = math::angle_axis(-metacoxa_fold_angle_z, float3{0, 0, 1}) * math::angle_axis(-metacoxa_fold_angle_y, float3{0, 1, 0}) * math::angle_axis(metacoxa_fold_angle_x, float3{1, 0, 0}); |
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fold_metacoxa_r.rotation = math::angle_axis(metacoxa_fold_angle_z, float3{0, 0, 1}) * math::angle_axis(metacoxa_fold_angle_y, float3{0, 1, 0}) * math::angle_axis(metacoxa_fold_angle_x, float3{1, 0, 0}); |
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const float metafemur_fold_angle = math::radians(105.0f); |
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auto fold_metafemur_l = math::transform<float>::identity(); |
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auto fold_metafemur_r = math::transform<float>::identity(); |
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fold_metafemur_l.rotation = math::angle_axis(metafemur_fold_angle, float3{1, 0, 0}); |
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fold_metafemur_r.rotation = math::angle_axis(metafemur_fold_angle, float3{1, 0, 0}); |
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const float metatibia_fold_angle = math::radians(165.0f); |
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auto fold_metatibia_l = math::transform<float>::identity(); |
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auto fold_metatibia_r = math::transform<float>::identity(); |
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fold_metatibia_l.rotation = math::angle_axis(-metatibia_fold_angle, float3{1, 0, 0}); |
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fold_metatibia_r.rotation = math::angle_axis(-metatibia_fold_angle, float3{1, 0, 0}); |
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const float metatarsus_fold_angle = math::radians(0.0f); |
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auto fold_metatarsus_l = math::transform<float>::identity(); |
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auto fold_metatarsus_r = math::transform<float>::identity(); |
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fold_metatarsus_l.rotation = math::angle_axis(-metatarsus_fold_angle, float3{1, 0, 0}); |
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fold_metatarsus_r.rotation = math::angle_axis(-metatarsus_fold_angle, float3{1, 0, 0}); |
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auto metacoxa_l_bone = *worker_skeleton.get_bone_index("metacoxa_l"); |
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auto metacoxa_r_bone = *worker_skeleton.get_bone_index("metacoxa_r"); |
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auto metafemur_l_bone = *worker_skeleton.get_bone_index("metafemur_l"); |
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auto metafemur_r_bone = *worker_skeleton.get_bone_index("metafemur_r"); |
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auto metatibia_l_bone = *worker_skeleton.get_bone_index("metatibia_l"); |
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auto metatibia_r_bone = *worker_skeleton.get_bone_index("metatibia_r"); |
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auto metatarsus_l_bone = *worker_skeleton.get_bone_index("metatarsus_l"); |
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auto metatarsus_r_bone = *worker_skeleton.get_bone_index("metatarsus_r"); |
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pupal_pose.set_relative_transform(metacoxa_l_bone, worker_rest_pose.get_relative_transform(metacoxa_l_bone) * fold_metacoxa_l); |
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pupal_pose.set_relative_transform(metacoxa_r_bone, worker_rest_pose.get_relative_transform(metacoxa_r_bone) * fold_metacoxa_r); |
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pupal_pose.set_relative_transform(metafemur_l_bone, worker_rest_pose.get_relative_transform(metafemur_l_bone) * fold_metafemur_l); |
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pupal_pose.set_relative_transform(metafemur_r_bone, worker_rest_pose.get_relative_transform(metafemur_r_bone) * fold_metafemur_r); |
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pupal_pose.set_relative_transform(metatibia_l_bone, worker_rest_pose.get_relative_transform(metatibia_l_bone) * fold_metatibia_l); |
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pupal_pose.set_relative_transform(metatibia_r_bone, worker_rest_pose.get_relative_transform(metatibia_r_bone) * fold_metatibia_r); |
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pupal_pose.set_relative_transform(metatarsus_l_bone, worker_rest_pose.get_relative_transform(metatarsus_l_bone) * fold_metatarsus_l); |
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pupal_pose.set_relative_transform(metatarsus_r_bone, worker_rest_pose.get_relative_transform(metatarsus_r_bone) * fold_metatarsus_r); |
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} |
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// Fold head
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{ |
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const float head_fold_angle = math::radians(80.0f); |
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auto fold_head = math::transform<float>::identity(); |
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fold_head.rotation = math::angle_axis(-head_fold_angle, float3{1, 0, 0}); |
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auto head_bone = *worker_skeleton.get_bone_index("head"); |
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pupal_pose.set_relative_transform(head_bone, worker_rest_pose.get_relative_transform(head_bone) * fold_head); |
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} |
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// Fold antennae
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{ |
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const float antennomere1_fold_angle_y = math::radians(70.0f); |
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const float antennomere1_fold_angle_x = math::radians(45.0f); |
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auto fold_antennomere1_l = math::transform<float>::identity(); |
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auto fold_antennomere1_r = math::transform<float>::identity(); |
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fold_antennomere1_l.rotation = math::angle_axis(-antennomere1_fold_angle_y, float3{0, 1, 0}) * math::angle_axis(-antennomere1_fold_angle_x, float3{1, 0, 0}); |
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fold_antennomere1_r.rotation = math::angle_axis(antennomere1_fold_angle_y, float3{0, 1, 0}) * math::angle_axis(-antennomere1_fold_angle_x, float3{1, 0, 0}); |
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const float antennomere2_fold_angle_y = math::radians(75.0f); |
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const float antennomere2_fold_angle_x = math::radians(25.0f); |
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auto fold_antennomere2_l = math::transform<float>::identity(); |
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auto fold_antennomere2_r = math::transform<float>::identity(); |
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fold_antennomere2_l.rotation = math::angle_axis(antennomere2_fold_angle_y, float3{0, 1, 0}) * math::angle_axis(-antennomere2_fold_angle_x, float3{1, 0, 0}); |
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fold_antennomere2_r.rotation = math::angle_axis(-antennomere2_fold_angle_y, float3{0, 1, 0}) * math::angle_axis(-antennomere2_fold_angle_x, float3{1, 0, 0}); |
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auto antennomere1_l_bone = *worker_skeleton.get_bone_index("antennomere1_l"); |
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auto antennomere1_r_bone = *worker_skeleton.get_bone_index("antennomere1_r"); |
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auto antennomere2_l_bone = *worker_skeleton.get_bone_index("antennomere2_l"); |
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auto antennomere2_r_bone = *worker_skeleton.get_bone_index("antennomere2_r"); |
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pupal_pose.set_relative_transform(antennomere1_l_bone, worker_rest_pose.get_relative_transform(antennomere1_l_bone) * fold_antennomere1_l); |
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pupal_pose.set_relative_transform(antennomere1_r_bone, worker_rest_pose.get_relative_transform(antennomere1_r_bone) * fold_antennomere1_r); |
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pupal_pose.set_relative_transform(antennomere2_l_bone, worker_rest_pose.get_relative_transform(antennomere2_l_bone) * fold_antennomere2_l); |
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pupal_pose.set_relative_transform(antennomere2_r_bone, worker_rest_pose.get_relative_transform(antennomere2_r_bone) * fold_antennomere2_r); |
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} |
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auto mandible_l_bone = *worker_skeleton.get_bone_index("mandible_l"); |
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auto mandible_r_bone = *worker_skeleton.get_bone_index("mandible_r"); |
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// Fold waist + gaster
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{ |
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const float petiole_fold_angle = math::radians(40.0f); |
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auto fold_petiole = math::transform<float>::identity(); |
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fold_petiole.rotation = math::angle_axis(petiole_fold_angle, float3{1, 0, 0}); |
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const float postpetiole_fold_angle = math::radians(35.0f); |
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auto fold_postpetiole = math::transform<float>::identity(); |
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fold_postpetiole.rotation = math::angle_axis(-postpetiole_fold_angle, float3{1, 0, 0}); |
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const float gaster_fold_angle = math::radians(0.0f); |
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auto fold_gaster = math::transform<float>::identity(); |
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fold_gaster.rotation = math::angle_axis(-gaster_fold_angle, float3{1, 0, 0}); |
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auto petiole_bone = worker_skeleton.get_bone_index("petiole"); |
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auto postpetiole_bone = worker_skeleton.get_bone_index("postpetiole"); |
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auto gaster_bone = *worker_skeleton.get_bone_index("gaster"); |
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if (petiole_bone) |
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{ |
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pupal_pose.set_relative_transform(*petiole_bone, worker_rest_pose.get_relative_transform(*petiole_bone) * fold_petiole); |
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} |
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if (postpetiole_bone) |
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{ |
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pupal_pose.set_relative_transform(*postpetiole_bone, worker_rest_pose.get_relative_transform(*postpetiole_bone) * fold_postpetiole); |
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} |
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pupal_pose.set_relative_transform(gaster_bone, worker_rest_pose.get_relative_transform(gaster_bone) * fold_gaster); |
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} |
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// Invert mesosoma
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{ |
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const float mesosoma_invert_angle = math::radians(90.0f); |
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auto invert_mesosoma = math::transform<float>::identity(); |
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invert_mesosoma.rotation = math::angle_axis(mesosoma_invert_angle, float3{0, 0, 1}); |
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auto mesosoma_bone = *worker_skeleton.get_bone_index("mesosoma"); |
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pupal_pose.set_relative_transform(mesosoma_bone, invert_mesosoma * worker_rest_pose.get_relative_transform(mesosoma_bone)); |
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} |
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pupal_pose.update(); |
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auto worker_skeletal_mesh = std::make_unique<scene::skeletal_mesh>(worker_model); |
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worker_skeletal_mesh->get_pose() = pupal_pose; |
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worker_pose.set_relative_transform(mandible_l_bone, worker_rest_pose.get_relative_transform(mandible_l_bone) * open_left_mandible); |
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worker_pose.set_relative_transform(mandible_r_bone, worker_rest_pose.get_relative_transform(mandible_r_bone) * open_right_mandible); |
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worker_pose.update(); |
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worker_ant_eid = ctx.entity_registry->create(); |
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transform_component worker_transform_component; |
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@ -169,7 +385,7 @@ nest_selection_state::nest_selection_state(::game& ctx): |
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worker_body->set_angular_damping(0.5f); |
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worker_body->set_collider(std::move(worker_collider)); |
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ctx.entity_registry->emplace<rigid_body_component>(worker_ant_eid, std::move(worker_body)); |
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//ctx.entity_registry->emplace<rigid_body_component>(worker_ant_eid, std::move(worker_body));
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// Disable UI color clear
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ctx.ui_clear_pass->set_cleared_buffers(false, true, false); |
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@ -225,7 +441,7 @@ nest_selection_state::nest_selection_state(::game& ctx): |
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auto yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-l.ent"); |
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auto yucca_eid = yucca_archetype->create(*ctx.entity_registry); |
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::command::warp_to(*ctx.entity_registry, yucca_eid, {0, 0, 30}); |
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::command::warp_to(*ctx.entity_registry, yucca_eid, {0, 0, 70}); |
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yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-m.ent"); |
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yucca_eid = yucca_archetype->create(*ctx.entity_registry); |
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@ -247,10 +463,9 @@ nest_selection_state::nest_selection_state(::game& ctx): |
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cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry); |
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::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {50, 0, 80}); |
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auto cactus_seed_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-seed.ent"); |
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auto cactus_seed_eid = cactus_seed_archetype->create(*ctx.entity_registry); |
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::command::warp_to(*ctx.entity_registry, cactus_seed_eid, {10, 0, 10}); |
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::command::warp_to(*ctx.entity_registry, cactus_seed_eid, {0, 1, -5}); |
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// auto cactus_seed_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-seed.ent");
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// auto cactus_seed_eid = cactus_seed_archetype->create(*ctx.entity_registry);
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// ::command::warp_to(*ctx.entity_registry, cactus_seed_eid, {0, 1, -5});
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// Create spring
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@ -663,7 +878,7 @@ void nest_selection_state::setup_controls() |
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first_person_camera_rig_eid, |
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[&](auto& component) |
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{ |
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component.body->apply_central_impulse({0, 50.0f, 0}); |
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component.body->apply_central_impulse({0, 5.0f, 0}); |
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} |
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); |
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} |
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@ -682,7 +897,7 @@ void nest_selection_state::setup_controls() |
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first_person_camera_rig_eid, |
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[&](auto& component) |
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{ |
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component.body->apply_central_impulse({0, -50.0f, 0}); |
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component.body->apply_central_impulse({0, -5.0f, 0}); |
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} |
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); |
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} |
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@ -701,9 +916,12 @@ void nest_selection_state::setup_controls() |
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const auto& camera_transform = ctx.entity_registry->get<transform_component>(first_person_camera_rig_eid); |
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scene_component projectile_scene; |
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//projectile_scene.object = std::make_shared<scene::static_mesh>(worker_model);
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auto projectile_mesh = std::make_shared<scene::skeletal_mesh>(worker_model); |
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projectile_mesh->get_pose() = *worker_model->get_skeleton().get_pose("pupal"); |
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projectile_scene.object = projectile_mesh; |
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//projectile_scene.object = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("sphere.mdl"));
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projectile_scene.object = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("cube.mdl")); |
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//projectile_scene.object = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("cube.mdl"));
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transform_component projectile_transform; |
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projectile_transform.local = camera_transform.world; |
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