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@ -24,6 +24,7 @@ |
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#include "game/system/camera.hpp"
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#include "game/system/camera.hpp"
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#include "game/system/astronomy.hpp"
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#include "game/system/astronomy.hpp"
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#include "game/system/atmosphere.hpp"
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#include "game/system/atmosphere.hpp"
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#include "game/system/collision.hpp"
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#include "game/component/locomotion.hpp"
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#include "game/component/locomotion.hpp"
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#include "game/component/transform.hpp"
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#include "game/component/transform.hpp"
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#include "game/component/terrain.hpp"
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#include "game/component/terrain.hpp"
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@ -32,6 +33,7 @@ |
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#include "game/component/constraint/constraint.hpp"
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#include "game/component/constraint/constraint.hpp"
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#include "game/component/constraint-stack.hpp"
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#include "game/component/constraint-stack.hpp"
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#include "game/component/steering.hpp"
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#include "game/component/steering.hpp"
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#include "game/component/picking.hpp"
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#include "game/controls.hpp"
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#include "game/controls.hpp"
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#include "entity/commands.hpp"
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#include "entity/commands.hpp"
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#include "animation/screen-transition.hpp"
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#include "animation/screen-transition.hpp"
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@ -49,6 +51,8 @@ |
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#include "math/interpolation.hpp"
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#include "math/interpolation.hpp"
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#include "physics/light/exposure.hpp"
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#include "physics/light/exposure.hpp"
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#include "color/color.hpp"
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#include "color/color.hpp"
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#include "application.hpp"
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#include "input/mouse.hpp"
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#include <iostream>
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#include <iostream>
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using namespace game::ant; |
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using namespace game::ant; |
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@ -61,6 +65,10 @@ nuptial_flight::nuptial_flight(game::context& ctx): |
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{ |
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{ |
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ctx.logger->push_task("Entering nuptial flight state"); |
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ctx.logger->push_task("Entering nuptial flight state"); |
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// Init selected picking flag
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selected_picking_flag = std::uint32_t{1} << (sizeof(std::uint32_t) * 8 - 1); |
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selected_eid = entt::null; |
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// Disable UI color clear
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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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ctx.ui_clear_pass->set_cleared_buffers(false, true, false); |
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@ -105,23 +113,7 @@ nuptial_flight::nuptial_flight(game::context& ctx): |
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( |
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( |
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[&](entity::id alate_eid, auto& transform, auto& steering) |
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[&](entity::id alate_eid, auto& transform, auto& steering) |
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{ |
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{ |
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ctx.entity_registry->patch<component::constraint::copy_translation> |
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( |
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camera_rig_copy_translation_eid, |
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[&](auto& component) |
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{ |
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component.target = alate_eid; |
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} |
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); |
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ctx.entity_registry->patch<component::constraint::pivot> |
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( |
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camera_rig_pivot_eid, |
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[&](auto& component) |
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{ |
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component.target = alate_eid; |
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} |
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); |
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select_entity(alate_eid); |
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} |
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} |
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); |
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); |
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@ -139,6 +131,9 @@ nuptial_flight::~nuptial_flight() |
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{ |
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{ |
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ctx.logger->push_task("Exiting nuptial flight state"); |
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ctx.logger->push_task("Exiting nuptial flight state"); |
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// Deselect selected entity
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select_entity(entt::null); |
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destroy_camera_rig(); |
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destroy_camera_rig(); |
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game::ant::destroy_swarm(ctx, swarm_eid); |
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game::ant::destroy_swarm(ctx, swarm_eid); |
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@ -147,9 +142,40 @@ nuptial_flight::~nuptial_flight() |
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void nuptial_flight::create_camera_rig() |
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void nuptial_flight::create_camera_rig() |
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{ |
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{ |
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// Construct camera rig focus ease to constraint
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component::constraint::ease_to camera_rig_focus_ease_to; |
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camera_rig_focus_ease_to.target = selected_eid; |
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camera_rig_focus_ease_to.start = {0, 0, 0}; |
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camera_rig_focus_ease_to.duration = 1.0f; |
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camera_rig_focus_ease_to.t = camera_rig_focus_ease_to.duration; |
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camera_rig_focus_ease_to.function = &ease<float3, float>::out_expo; |
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component::constraint_stack_node camera_rig_focus_ease_to_node; |
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camera_rig_focus_ease_to_node.active = true; |
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camera_rig_focus_ease_to_node.weight = 1.0f; |
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camera_rig_focus_ease_to_node.next = entt::null; |
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camera_rig_focus_ease_to_eid = ctx.entity_registry->create(); |
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ctx.entity_registry->emplace<component::constraint::ease_to>(camera_rig_focus_ease_to_eid, camera_rig_focus_ease_to); |
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ctx.entity_registry->emplace<component::constraint_stack_node>(camera_rig_focus_ease_to_eid, camera_rig_focus_ease_to_node); |
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// Construct camera rig focus constraint stack
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component::constraint_stack camera_rig_focus_constraint_stack; |
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camera_rig_focus_constraint_stack.priority = 1; |
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camera_rig_focus_constraint_stack.head = camera_rig_focus_ease_to_eid; |
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// Construct camera rig focus transform component
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component::transform camera_rig_focus_transform; |
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camera_rig_focus_transform.local = math::transform<float>::identity; |
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camera_rig_focus_transform.world = camera_rig_focus_transform.local; |
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camera_rig_focus_transform.warp = true; |
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// Construct camera rig focus entity
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camera_rig_focus_eid = ctx.entity_registry->create(); |
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ctx.entity_registry->emplace<component::transform>(camera_rig_focus_eid, camera_rig_focus_transform); |
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ctx.entity_registry->emplace<component::constraint_stack>(camera_rig_focus_eid, camera_rig_focus_constraint_stack); |
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// Construct camera rig pivot constraint
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// Construct camera rig pivot constraint
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component::constraint::pivot camera_rig_pivot; |
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component::constraint::pivot camera_rig_pivot; |
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camera_rig_pivot.target = swarm_eid; |
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camera_rig_pivot.target = camera_rig_focus_eid; |
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camera_rig_pivot.offset = {0, 0, 0}; |
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camera_rig_pivot.offset = {0, 0, 0}; |
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component::constraint_stack_node camera_rig_pivot_node; |
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component::constraint_stack_node camera_rig_pivot_node; |
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camera_rig_pivot_node.active = true; |
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camera_rig_pivot_node.active = true; |
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@ -161,7 +187,7 @@ void nuptial_flight::create_camera_rig() |
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// Construct camera rig copy translation constraint
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// Construct camera rig copy translation constraint
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component::constraint::copy_translation camera_rig_copy_translation; |
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component::constraint::copy_translation camera_rig_copy_translation; |
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camera_rig_copy_translation.target = swarm_eid; |
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camera_rig_copy_translation.target = camera_rig_focus_eid; |
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camera_rig_copy_translation.copy_x = true; |
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camera_rig_copy_translation.copy_x = true; |
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camera_rig_copy_translation.copy_y = true; |
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camera_rig_copy_translation.copy_y = true; |
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camera_rig_copy_translation.copy_z = true; |
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camera_rig_copy_translation.copy_z = true; |
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@ -213,12 +239,12 @@ void nuptial_flight::create_camera_rig() |
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ctx.entity_registry->emplace<component::constraint::spring_translation>(camera_rig_spring_translation_eid, camera_rig_spring_translation); |
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ctx.entity_registry->emplace<component::constraint::spring_translation>(camera_rig_spring_translation_eid, camera_rig_spring_translation); |
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ctx.entity_registry->emplace<component::constraint_stack_node>(camera_rig_spring_translation_eid, camera_rig_spring_translation_node); |
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ctx.entity_registry->emplace<component::constraint_stack_node>(camera_rig_spring_translation_eid, camera_rig_spring_translation_node); |
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// Construct camera constraint stack
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// Construct camera rig constraint stack
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component::constraint_stack camera_rig_constraint_stack; |
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component::constraint_stack camera_rig_constraint_stack; |
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camera_rig_constraint_stack.priority = 1; |
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camera_rig_constraint_stack.priority = 2; |
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camera_rig_constraint_stack.head = camera_rig_spring_translation_eid; |
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camera_rig_constraint_stack.head = camera_rig_spring_translation_eid; |
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// Construct camera transform component
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// Construct camera rig transform component
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component::transform camera_rig_transform; |
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component::transform camera_rig_transform; |
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camera_rig_transform.local = math::transform<float>::identity; |
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camera_rig_transform.local = math::transform<float>::identity; |
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camera_rig_transform.world = camera_rig_transform.local; |
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camera_rig_transform.world = camera_rig_transform.local; |
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@ -242,6 +268,10 @@ void nuptial_flight::destroy_camera_rig() |
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ctx.entity_registry->destroy(camera_rig_spring_rotation_eid); |
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ctx.entity_registry->destroy(camera_rig_spring_rotation_eid); |
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ctx.entity_registry->destroy(camera_rig_copy_translation_eid); |
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ctx.entity_registry->destroy(camera_rig_copy_translation_eid); |
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ctx.entity_registry->destroy(camera_rig_pivot_eid); |
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ctx.entity_registry->destroy(camera_rig_pivot_eid); |
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ctx.entity_registry->destroy(camera_rig_focus_eid); |
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ctx.entity_registry->destroy(camera_rig_focus_ease_to_eid); |
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} |
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} |
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void nuptial_flight::enable_controls() |
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void nuptial_flight::enable_controls() |
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@ -456,7 +486,7 @@ void nuptial_flight::enable_controls() |
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( |
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( |
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[&](float value) |
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[&](float value) |
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{ |
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{ |
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ctx.entity_registry->patch<game::component::constraint::spring_translation> |
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ctx.entity_registry->patch<component::constraint::spring_translation> |
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( |
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( |
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camera_rig_spring_translation_eid, |
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camera_rig_spring_translation_eid, |
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[&](auto& component) |
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[&](auto& component) |
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@ -472,7 +502,7 @@ void nuptial_flight::enable_controls() |
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( |
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( |
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[&](float value) |
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[&](float value) |
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{ |
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{ |
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ctx.entity_registry->patch<game::component::constraint::spring_translation> |
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ctx.entity_registry->patch<component::constraint::spring_translation> |
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( |
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( |
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camera_rig_spring_translation_eid, |
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camera_rig_spring_translation_eid, |
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[&](auto& component) |
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[&](auto& component) |
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@ -483,6 +513,72 @@ void nuptial_flight::enable_controls() |
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} |
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} |
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); |
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); |
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// Mouse select control
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ctx.controls["select_mouse"]->set_activated_callback |
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( |
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[&]() |
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{ |
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// Get window-space mouse coordinates
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auto [mouse_x, mouse_y] = ctx.app->get_mouse()->get_current_position(); |
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// Get window viewport dimensions
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const auto viewport_dimensions = ctx.app->get_viewport_dimensions(); |
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// Transform mouse coordinates from window space to NDC space
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const float2 mouse_ndc = |
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{ |
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static_cast<float>(mouse_x) / static_cast<float>(viewport_dimensions[0] - 1) * 2.0f - 1.0f, |
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(1.0f - static_cast<float>(mouse_y) / static_cast<float>(viewport_dimensions[1] - 1)) * 2.0f - 1.0f |
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}; |
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// Get picking ray from camera
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const geom::ray<float> ray = ctx.surface_camera->pick(mouse_ndc); |
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// Pick entity
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entity::id picked_eid = ctx.collision_system->pick_nearest(ray, ~selected_picking_flag); |
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if (picked_eid != entt::null) |
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{ |
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select_entity(picked_eid); |
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} |
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} |
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); |
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// Select forward control
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ctx.controls["move_forward"]->set_activated_callback |
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( |
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[&]() |
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{ |
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select_nearest_entity({0.0f, 0.0f, -1.0f}); |
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} |
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); |
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// Select back control
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ctx.controls["move_back"]->set_activated_callback |
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( |
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[&]() |
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{ |
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select_nearest_entity({0.0f, 0.0f, 1.0f}); |
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} |
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); |
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// Select right control
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ctx.controls["move_right"]->set_activated_callback |
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( |
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[&]() |
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{ |
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select_nearest_entity({1.0f, 0.0f, 0.0f}); |
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} |
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); |
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// Select left control
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ctx.controls["move_left"]->set_activated_callback |
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( |
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[&]() |
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{ |
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select_nearest_entity({-1.0f, 0.0f, 0.0f}); |
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} |
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); |
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// Fast-forward
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// Fast-forward
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ctx.controls["fast_forward"]->set_activated_callback |
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ctx.controls["fast_forward"]->set_activated_callback |
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( |
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( |
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@ -632,10 +728,10 @@ void nuptial_flight::disable_controls() |
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ctx.app->set_relative_mouse_mode(false); |
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ctx.app->set_relative_mouse_mode(false); |
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} |
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} |
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ctx.controls["move_forward"]->set_active_callback(nullptr); |
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ctx.controls["move_back"]->set_active_callback(nullptr); |
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ctx.controls["move_right"]->set_active_callback(nullptr); |
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ctx.controls["move_left"]->set_active_callback(nullptr); |
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ctx.controls["move_forward"]->set_activated_callback(nullptr); |
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ctx.controls["move_back"]->set_activated_callback(nullptr); |
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ctx.controls["move_right"]->set_activated_callback(nullptr); |
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ctx.controls["move_left"]->set_activated_callback(nullptr); |
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ctx.controls["move_up"]->set_active_callback(nullptr); |
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ctx.controls["move_up"]->set_active_callback(nullptr); |
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ctx.controls["move_down"]->set_active_callback(nullptr); |
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ctx.controls["move_down"]->set_active_callback(nullptr); |
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ctx.controls["mouse_look"]->set_activated_callback(nullptr); |
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ctx.controls["mouse_look"]->set_activated_callback(nullptr); |
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@ -648,6 +744,7 @@ void nuptial_flight::disable_controls() |
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ctx.controls["look_up_mouse"]->set_active_callback(nullptr); |
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ctx.controls["look_up_mouse"]->set_active_callback(nullptr); |
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ctx.controls["look_down_gamepad"]->set_active_callback(nullptr); |
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ctx.controls["look_down_gamepad"]->set_active_callback(nullptr); |
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ctx.controls["look_down_mouse"]->set_active_callback(nullptr); |
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ctx.controls["look_down_mouse"]->set_active_callback(nullptr); |
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ctx.controls["select_mouse"]->set_activated_callback(nullptr); |
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ctx.controls["switch_pov"]->set_activated_callback(nullptr); |
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ctx.controls["switch_pov"]->set_activated_callback(nullptr); |
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ctx.controls["fast_forward"]->set_activated_callback(nullptr); |
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ctx.controls["fast_forward"]->set_activated_callback(nullptr); |
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ctx.controls["rewind"]->set_activated_callback(nullptr); |
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ctx.controls["rewind"]->set_activated_callback(nullptr); |
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@ -656,5 +753,76 @@ void nuptial_flight::disable_controls() |
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ctx.controls["decrease_exposure"]->set_activated_callback(nullptr); |
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ctx.controls["decrease_exposure"]->set_activated_callback(nullptr); |
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} |
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} |
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void nuptial_flight::select_entity(entity::id entity_id) |
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{ |
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if (entity_id != selected_eid) |
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{ |
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if (ctx.entity_registry->valid(selected_eid) && ctx.entity_registry->all_of<component::picking>(selected_eid)) |
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{ |
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// Unset selected bit on picking flags of previously selected entity
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ctx.entity_registry->patch<component::picking> |
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( |
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selected_eid, |
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[&](auto& component) |
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{ |
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component.flags &= ~selected_picking_flag; |
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} |
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); |
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} |
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selected_eid = entity_id; |
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if (ctx.entity_registry->valid(selected_eid) && ctx.entity_registry->all_of<component::picking>(selected_eid)) |
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{ |
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// Set selected bit on picking flags of current selected entity
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ctx.entity_registry->patch<component::picking> |
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( |
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selected_eid, |
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[&](auto& component) |
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{ |
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component.flags |= selected_picking_flag; |
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} |
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); |
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} |
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// Update camera rig focus ease to target
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ctx.entity_registry->patch<component::constraint::ease_to> |
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( |
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camera_rig_focus_ease_to_eid, |
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[&](auto& component) |
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{ |
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component.target = selected_eid; |
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component.t = 0.0f; |
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const component::transform* transform = ctx.entity_registry->try_get<component::transform>(camera_rig_focus_eid); |
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if (transform) |
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component.start = transform->world.translation; |
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} |
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); |
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} |
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} |
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void nuptial_flight::select_nearest_entity(const float3& direction) |
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{ |
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if (!ctx.entity_registry->valid(selected_eid)) |
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return; |
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const component::transform* selected_eid_transform = ctx.entity_registry->try_get<component::transform>(selected_eid); |
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if (!selected_eid_transform) |
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return; |
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// Construct picking plane
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const float3 picking_normal = math::normalize(ctx.surface_camera->get_rotation() * direction); |
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const float3 picking_origin = selected_eid_transform->world.translation; |
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// Pick entity
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entity::id picked_eid = ctx.collision_system->pick_nearest(picking_origin, picking_normal, ~selected_picking_flag); |
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if (picked_eid != entt::null) |
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{ |
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select_entity(picked_eid); |
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} |
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} |
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} // namespace state
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} // namespace state
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} // namespace game
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} // namespace game
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