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@ -21,22 +21,22 @@ |
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#include "animation/screen-transition.hpp"
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#include "configuration.hpp"
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#include "debug/logger.hpp"
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#include "ecs/archetype.hpp"
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#include "ecs/components/cavity-component.hpp"
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#include "ecs/components/copy-transform-component.hpp"
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#include "ecs/components/copy-translation-component.hpp"
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#include "ecs/components/model-component.hpp"
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#include "ecs/components/snap-component.hpp"
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#include "ecs/components/terrain-component.hpp"
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#include "ecs/components/tool-component.hpp"
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#include "ecs/components/transform-component.hpp"
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#include "ecs/components/camera-follow-component.hpp"
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#include "ecs/components/orbit-component.hpp"
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#include "ecs/components/blackbody-component.hpp"
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#include "ecs/components/celestial-body-component.hpp"
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#include "ecs/components/atmosphere-component.hpp"
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#include "ecs/components/light-component.hpp"
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#include "ecs/commands.hpp"
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#include "entity/archetype.hpp"
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#include "entity/components/cavity.hpp"
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#include "entity/components/copy-transform.hpp"
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#include "entity/components/copy-translation.hpp"
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#include "entity/components/model.hpp"
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#include "entity/components/snap.hpp"
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#include "entity/components/terrain.hpp"
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#include "entity/components/tool.hpp"
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#include "entity/components/transform.hpp"
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#include "entity/components/camera-follow.hpp"
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#include "entity/components/orbit.hpp"
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#include "entity/components/blackbody.hpp"
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#include "entity/components/celestial-body.hpp"
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#include "entity/components/atmosphere.hpp"
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#include "entity/components/light.hpp"
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#include "entity/commands.hpp"
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#include "game/game-context.hpp"
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#include "game/states/game-states.hpp"
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#include "math/math.hpp"
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@ -54,12 +54,12 @@ |
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#include "scene/camera.hpp"
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#include "scene/ambient-light.hpp"
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#include "scene/directional-light.hpp"
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#include "ecs/systems/control-system.hpp"
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#include "ecs/systems/camera-system.hpp"
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#include "ecs/systems/render-system.hpp"
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#include "ecs/systems/tool-system.hpp"
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#include "ecs/systems/orbit-system.hpp"
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#include "ecs/systems/astronomy-system.hpp"
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#include "entity/systems/control.hpp"
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#include "entity/systems/camera.hpp"
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#include "entity/systems/render.hpp"
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#include "entity/systems/tool.hpp"
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#include "entity/systems/orbit.hpp"
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#include "entity/systems/astronomy.hpp"
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#include "game/biome.hpp"
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#include "utility/fundamental-types.hpp"
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@ -76,7 +76,7 @@ void play_state_enter(game_context* ctx) |
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logger->push_task("Entering play state"); |
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resource_manager* resource_manager = ctx->resource_manager; |
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entt::registry& ecs_registry = *ctx->ecs_registry; |
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entt::registry& entity_registry = *ctx->entity_registry; |
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// Load biome
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if (ctx->option_biome.has_value()) |
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@ -95,15 +95,15 @@ void play_state_enter(game_context* ctx) |
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sky_pass->set_moon_model(ctx->resource_manager->load<model>("moon.mdl")); |
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// Create sun
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auto sun_entity = ecs_registry.create(); |
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auto sun_entity = entity_registry.create(); |
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{ |
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ecs::celestial_body_component body; |
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entity::component::celestial_body body; |
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body.radius = 6.957e+8; |
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body.axial_tilt = math::radians(0.0); |
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body.axial_rotation = math::radians(0.0); |
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body.angular_frequency = math::radians(0.0); |
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ecs::orbit_component orbit; |
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entity::component::orbit orbit; |
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orbit.elements.a = 0.0; |
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orbit.elements.e = 0.0; |
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orbit.elements.i = math::radians(0.0); |
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@ -111,29 +111,29 @@ void play_state_enter(game_context* ctx) |
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orbit.elements.w = math::radians(0.0); |
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orbit.elements.ta = math::radians(0.0); |
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ecs::blackbody_component blackbody; |
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entity::component::blackbody blackbody; |
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blackbody.temperature = 5778.0; |
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ecs::transform_component transform; |
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entity::component::transform transform; |
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transform.local = math::identity_transform<float>; |
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transform.warp = true; |
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ecs_registry.assign<ecs::celestial_body_component>(sun_entity, body); |
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ecs_registry.assign<ecs::orbit_component>(sun_entity, orbit); |
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ecs_registry.assign<ecs::blackbody_component>(sun_entity, blackbody); |
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ecs_registry.assign<ecs::transform_component>(sun_entity, transform); |
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entity_registry.assign<entity::component::celestial_body>(sun_entity, body); |
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entity_registry.assign<entity::component::orbit>(sun_entity, orbit); |
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entity_registry.assign<entity::component::blackbody>(sun_entity, blackbody); |
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entity_registry.assign<entity::component::transform>(sun_entity, transform); |
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} |
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// Create Earth
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auto earth_entity = ecs_registry.create(); |
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auto earth_entity = entity_registry.create(); |
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{ |
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ecs::celestial_body_component body; |
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entity::component::celestial_body body; |
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body.radius = 6.3781e6; |
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body.axial_tilt = math::radians(23.4393); |
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body.axial_rotation = math::radians(280.46061837504); |
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body.angular_frequency = math::radians(360.9856122880876128); |
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ecs::orbit_component orbit; |
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entity::component::orbit orbit; |
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orbit.elements.a = 1.496e+11; |
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orbit.elements.e = 0.01671123; |
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orbit.elements.i = math::radians(-0.00001531); |
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@ -142,7 +142,7 @@ void play_state_enter(game_context* ctx) |
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orbit.elements.w = longitude_periapsis - orbit.elements.raan; |
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orbit.elements.ta = math::radians(100.46457166) - longitude_periapsis; |
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ecs::atmosphere_component atmosphere; |
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entity::component::atmosphere atmosphere; |
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atmosphere.exosphere_altitude = 65e3; |
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atmosphere.index_of_refraction = 1.000293; |
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atmosphere.rayleigh_density = 2.545e25; |
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@ -151,14 +151,14 @@ void play_state_enter(game_context* ctx) |
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atmosphere.mie_scale_height = 1200.0; |
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atmosphere.mie_anisotropy = 0.8; |
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ecs::transform_component transform; |
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entity::component::transform transform; |
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transform.local = math::identity_transform<float>; |
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transform.warp = true; |
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ecs_registry.assign<ecs::celestial_body_component>(earth_entity, body); |
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ecs_registry.assign<ecs::orbit_component>(earth_entity, orbit); |
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ecs_registry.assign<ecs::atmosphere_component>(earth_entity, atmosphere); |
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ecs_registry.assign<ecs::transform_component>(earth_entity, transform); |
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entity_registry.assign<entity::component::celestial_body>(earth_entity, body); |
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entity_registry.assign<entity::component::orbit>(earth_entity, orbit); |
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entity_registry.assign<entity::component::atmosphere>(earth_entity, atmosphere); |
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entity_registry.assign<entity::component::transform>(earth_entity, transform); |
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} |
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scene::ambient_light* ambient = new scene::ambient_light(); |
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@ -189,36 +189,36 @@ void play_state_enter(game_context* ctx) |
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ctx->astronomy_system->set_sky_pass(ctx->overworld_sky_pass); |
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// Load entity archetypes
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ecs::archetype* ant_hill_archetype = resource_manager->load<ecs::archetype>("ant-hill.ent"); |
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ecs::archetype* nest_archetype = resource_manager->load<ecs::archetype>("harvester-nest.ent"); |
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ecs::archetype* redwood_archetype = resource_manager->load<ecs::archetype>("redwood.ent"); |
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ecs::archetype* forceps_archetype = resource_manager->load<ecs::archetype>("forceps.ent"); |
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ecs::archetype* lens_archetype = resource_manager->load<ecs::archetype>("lens.ent"); |
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ecs::archetype* brush_archetype = resource_manager->load<ecs::archetype>("brush.ent"); |
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ecs::archetype* marker_archetype = resource_manager->load<ecs::archetype>("marker.ent"); |
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ecs::archetype* container_archetype = resource_manager->load<ecs::archetype>("container.ent"); |
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ecs::archetype* twig_archetype = resource_manager->load<ecs::archetype>("twig.ent"); |
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ecs::archetype* larva_archetype = resource_manager->load<ecs::archetype>("ant-larva.ent"); |
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ecs::archetype* flashlight_archetype = resource_manager->load<ecs::archetype>("flashlight.ent"); |
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ecs::archetype* flashlight_light_cone_archetype = resource_manager->load<ecs::archetype>("flashlight-light-cone.ent"); |
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ecs::archetype* lens_light_cone_archetype = resource_manager->load<ecs::archetype>("lens-light-cone.ent"); |
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ecs::archetype* cube_archetype = resource_manager->load<ecs::archetype>("unit-cube.ent"); |
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ecs::archetype* color_checker_archetype = resource_manager->load<ecs::archetype>("color-checker.ent"); |
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entity::archetype* ant_hill_archetype = resource_manager->load<entity::archetype>("ant-hill.ent"); |
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entity::archetype* nest_archetype = resource_manager->load<entity::archetype>("harvester-nest.ent"); |
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entity::archetype* redwood_archetype = resource_manager->load<entity::archetype>("redwood.ent"); |
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entity::archetype* forceps_archetype = resource_manager->load<entity::archetype>("forceps.ent"); |
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entity::archetype* lens_archetype = resource_manager->load<entity::archetype>("lens.ent"); |
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entity::archetype* brush_archetype = resource_manager->load<entity::archetype>("brush.ent"); |
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entity::archetype* marker_archetype = resource_manager->load<entity::archetype>("marker.ent"); |
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entity::archetype* container_archetype = resource_manager->load<entity::archetype>("container.ent"); |
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entity::archetype* twig_archetype = resource_manager->load<entity::archetype>("twig.ent"); |
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entity::archetype* larva_archetype = resource_manager->load<entity::archetype>("ant-larva.ent"); |
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entity::archetype* flashlight_archetype = resource_manager->load<entity::archetype>("flashlight.ent"); |
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entity::archetype* flashlight_light_cone_archetype = resource_manager->load<entity::archetype>("flashlight-light-cone.ent"); |
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entity::archetype* lens_light_cone_archetype = resource_manager->load<entity::archetype>("lens-light-cone.ent"); |
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entity::archetype* cube_archetype = resource_manager->load<entity::archetype>("unit-cube.ent"); |
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entity::archetype* color_checker_archetype = resource_manager->load<entity::archetype>("color-checker.ent"); |
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// Create tools
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forceps_archetype->assign(ecs_registry, ctx->forceps_entity); |
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lens_archetype->assign(ecs_registry, ctx->lens_entity); |
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brush_archetype->assign(ecs_registry, ctx->brush_entity); |
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marker_archetype->assign(ecs_registry, ctx->marker_entity); |
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container_archetype->assign(ecs_registry, ctx->container_entity); |
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twig_archetype->assign(ecs_registry, ctx->twig_entity); |
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forceps_archetype->assign(entity_registry, ctx->forceps_entity); |
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lens_archetype->assign(entity_registry, ctx->lens_entity); |
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brush_archetype->assign(entity_registry, ctx->brush_entity); |
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marker_archetype->assign(entity_registry, ctx->marker_entity); |
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container_archetype->assign(entity_registry, ctx->container_entity); |
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twig_archetype->assign(entity_registry, ctx->twig_entity); |
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// Create flashlight and light cone, set light cone parent to flashlight, and move both to underworld scene
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flashlight_archetype->assign(ecs_registry, ctx->flashlight_entity); |
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auto flashlight_light_cone = flashlight_light_cone_archetype->create(ecs_registry); |
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ecs::command::parent(ecs_registry, flashlight_light_cone, ctx->flashlight_entity); |
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ecs::command::assign_render_layers(ecs_registry, ctx->flashlight_entity, 2); |
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ecs::command::assign_render_layers(ecs_registry, flashlight_light_cone, 2); |
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flashlight_archetype->assign(entity_registry, ctx->flashlight_entity); |
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auto flashlight_light_cone = flashlight_light_cone_archetype->create(entity_registry); |
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entity::command::parent(entity_registry, flashlight_light_cone, ctx->flashlight_entity); |
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entity::command::assign_render_layers(entity_registry, ctx->flashlight_entity, 2); |
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entity::command::assign_render_layers(entity_registry, flashlight_light_cone, 2); |
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// Make lens tool's model instance unculled, so its shadow is always visible.
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scene::model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity); |
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@ -228,27 +228,27 @@ void play_state_enter(game_context* ctx) |
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} |
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// Create lens light cone and set its parent to lens
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auto lens_light_cone = lens_light_cone_archetype->create(ecs_registry); |
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ecs::command::bind_transform(ecs_registry, lens_light_cone, ctx->lens_entity); |
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ecs::command::parent(ecs_registry, lens_light_cone, ctx->lens_entity); |
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auto lens_light_cone = lens_light_cone_archetype->create(entity_registry); |
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entity::command::bind_transform(entity_registry, lens_light_cone, ctx->lens_entity); |
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entity::command::parent(entity_registry, lens_light_cone, ctx->lens_entity); |
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// Hide inactive tools
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ecs::command::assign_render_layers(ecs_registry, ctx->forceps_entity, 0); |
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ecs::command::assign_render_layers(ecs_registry, ctx->brush_entity, 0); |
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ecs::command::assign_render_layers(ecs_registry, ctx->lens_entity, 0); |
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ecs::command::assign_render_layers(ecs_registry, ctx->marker_entity, 0); |
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ecs::command::assign_render_layers(ecs_registry, ctx->container_entity, 0); |
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ecs::command::assign_render_layers(ecs_registry, ctx->twig_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->forceps_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->brush_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->lens_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->marker_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->container_entity, 0); |
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entity::command::assign_render_layers(entity_registry, ctx->twig_entity, 0); |
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// Activate brush tool
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//ctx->tool_system->set_active_tool(ctx->brush_entity);
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// Create ant-hill
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auto ant_hill_entity = ant_hill_archetype->create(ecs_registry); |
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ecs::command::place(ecs_registry, ant_hill_entity, {0, -40}); |
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auto ant_hill_entity = ant_hill_archetype->create(entity_registry); |
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entity::command::place(entity_registry, ant_hill_entity, {0, -40}); |
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// Creat nest
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auto nest_entity = nest_archetype->create(ecs_registry); |
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auto nest_entity = nest_archetype->create(entity_registry); |
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// Create terrain
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int terrain_radius = 0;//6;
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@ -256,49 +256,49 @@ void play_state_enter(game_context* ctx) |
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{ |
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for (int z = -terrain_radius; z <= terrain_radius; ++z) |
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{ |
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ecs::terrain_component terrain_component; |
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terrain_component.subdivisions = TERRAIN_PATCH_RESOLUTION; |
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terrain_component.x = x; |
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terrain_component.z = z; |
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auto terrain_entity = ecs_registry.create(); |
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ecs_registry.assign<ecs::terrain_component>(terrain_entity, terrain_component); |
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entity::component::terrain terrain; |
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terrain.subdivisions = TERRAIN_PATCH_RESOLUTION; |
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terrain.x = x; |
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terrain.z = z; |
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auto terrain_entity = entity_registry.create(); |
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entity_registry.assign<entity::component::terrain>(terrain_entity, terrain); |
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} |
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} |
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// Create trees
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for (int i = 0; i < 0; ++i) |
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{ |
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auto redwood = redwood_archetype->create(ecs_registry); |
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auto redwood = redwood_archetype->create(entity_registry); |
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auto& transform = ecs_registry.get<ecs::transform_component>(redwood); |
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auto& transform = entity_registry.get<entity::component::transform>(redwood); |
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float zone = 500.0f; |
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ecs::command::place(ecs_registry, redwood, {math::random(-zone, zone), math::random(-zone, zone)}); |
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entity::command::place(entity_registry, redwood, {math::random(-zone, zone), math::random(-zone, zone)}); |
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} |
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// Create unit cube
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auto cube = cube_archetype->create(ecs_registry); |
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ecs::command::place(ecs_registry, cube, {10, 10}); |
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auto cube = cube_archetype->create(entity_registry); |
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entity::command::place(entity_registry, cube, {10, 10}); |
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// Create color checker
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auto color_checker = color_checker_archetype->create(ecs_registry); |
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ecs::command::place(ecs_registry, color_checker, {-10, -10}); |
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auto& cc_transform = ecs_registry.get<ecs::transform_component>(color_checker); |
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auto color_checker = color_checker_archetype->create(entity_registry); |
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entity::command::place(entity_registry, color_checker, {-10, -10}); |
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auto& cc_transform = entity_registry.get<entity::component::transform>(color_checker); |
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cc_transform.local.scale *= 10.0f; |
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cc_transform.local.rotation = math::angle_axis(math::radians(-90.0f), {1, 0, 0}); |
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// Setup camera focal point
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ecs::transform_component focal_point_transform; |
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entity::component::transform focal_point_transform; |
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focal_point_transform.local = math::identity_transform<float>; |
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focal_point_transform.warp = true; |
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ecs::camera_follow_component focal_point_follow; |
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ecs::snap_component focal_point_snap; |
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entity::component::camera_follow focal_point_follow; |
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entity::component::snap focal_point_snap; |
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focal_point_snap.ray = {float3{0, 10000, 0}, float3{0, -1, 0}}; |
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focal_point_snap.warp = false; |
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focal_point_snap.relative = true; |
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focal_point_snap.autoremove = false; |
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ecs_registry.assign_or_replace<ecs::transform_component>(ctx->focal_point_entity, focal_point_transform); |
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ecs_registry.assign_or_replace<ecs::camera_follow_component>(ctx->focal_point_entity, focal_point_follow); |
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ecs_registry.assign_or_replace<ecs::snap_component>(ctx->focal_point_entity, focal_point_snap); |
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entity_registry.assign_or_replace<entity::component::transform>(ctx->focal_point_entity, focal_point_transform); |
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entity_registry.assign_or_replace<entity::component::camera_follow>(ctx->focal_point_entity, focal_point_follow); |
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entity_registry.assign_or_replace<entity::component::snap>(ctx->focal_point_entity, focal_point_snap); |
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// Setup camera
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ctx->overworld_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0}); |
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@ -336,12 +336,12 @@ void play_state_enter(game_context* ctx) |
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float shift = 0.1f; |
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for (int i = 0; i < 800; ++i) |
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{ |
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ecs::cavity_component cavity; |
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entity::component::cavity cavity; |
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cavity.position = nest->extend_shaft(*nest->get_central_shaft()); |
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cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)}; |
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cavity.radius = tunnel_radius * math::random(1.0f, 1.1f); |
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ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity); |
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entity_registry.assign<entity::component::cavity>(entity_registry.create(), cavity); |
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} |
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// Dig nest chambers
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@ -350,28 +350,28 @@ void play_state_enter(game_context* ctx) |
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{ |
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for (int j = 0; j < 150; ++j) |
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{ |
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ecs::cavity_component cavity; |
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entity::component::cavity cavity; |
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cavity.position = nest->expand_chamber(central_shaft->chambers[i]); |
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cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)}; |
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cavity.radius = tunnel_radius * math::random(1.0f, 1.1f); |
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ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity); |
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entity_registry.assign<entity::component::cavity>(entity_registry.create(), cavity); |
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} |
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} |
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*/ |
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// Place larva in chamber
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{ |
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auto larva = larva_archetype->create(ecs_registry); |
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ecs::command::assign_render_layers(ecs_registry, larva, 1); |
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ecs::command::warp_to(ecs_registry, larva, {50, 0.1935f, 0}); |
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//auto& transform = ecs_registry.get<ecs::transform_component>(larva_entity);
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auto larva = larva_archetype->create(entity_registry); |
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entity::command::assign_render_layers(entity_registry, larva, 1); |
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entity::command::warp_to(entity_registry, larva, {50, 0.1935f, 0}); |
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//auto& transform = entity_registry.get<entity::component::transform>(larva_entity);
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//transform.transform = math::identity_transform<float>;
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//transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]);
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//transform.transform.translation.y -= 1.0f;
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} |
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ecs::control_system* control_system = ctx->control_system; |
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entity::system::control* control_system = ctx->control_system; |
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control_system->update(0.0, 0.0); |
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control_system->set_nest(nest); |
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