Browse Source

Add new camera control scheme to forage state

master
C. J. Howard 3 years ago
parent
commit
d2188eb640
2 changed files with 289 additions and 10 deletions
  1. +285
    -7
      src/game/states/forage.cpp
  2. +4
    -3
      src/game/states/loading.cpp

+ 285
- 7
src/game/states/forage.cpp View File

@ -27,16 +27,23 @@
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "resources/resource-manager.hpp"
#include "entity/components/camera.hpp"
#include "entity/components/constraints/spring-to.hpp"
#include "entity/components/constraints/three-dof.hpp"
#include "entity/components/constraint-stack.hpp"
#include "application.hpp"
namespace game {
namespace state {
namespace forage {
static void setup_camera(game::context* ctx);
static void setup_controls(game::context* ctx);
void enter(game::context* ctx)
{
// Switch to surface camera
ctx->underground_camera->set_active(false);
ctx->surface_camera->set_active(true);
setup_camera(ctx);
setup_controls(ctx);
// Find planet EID by name
entity::id planet_eid = ctx->entities["planet"];
@ -69,10 +76,6 @@ void enter(game::context* ctx)
ctx->astronomy_system->set_observer_location(double3{observer.elevation, observer.latitude, observer.longitude});
}
// Setup camera
ctx->surface_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0});
ctx->surface_camera->set_exposure(-14.5f);
// Create larva
{
entity::archetype* larva_archetype = ctx->resource_manager->load<entity::archetype>("ant-larva.ent");
@ -98,6 +101,281 @@ void enter(game::context* ctx)
void exit(game::context* ctx)
{}
void setup_camera(game::context* ctx)
{
// Switch to surface camera
ctx->underground_camera->set_active(false);
ctx->surface_camera->set_active(true);
// Create surface camera entity
if (!ctx->entities.count("surface_cam"))
{
// Create camera target entity
entity::id target_eid = ctx->entity_registry->create();
ctx->entities["surface_cam_target"] = target_eid;
{
// Transform
entity::component::transform target_transform;
target_transform.local = math::identity_transform<float>;
target_transform.world = target_transform.local;
target_transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(target_eid, target_transform);
}
// Create camera entity
entity::id camera_eid = ctx->entity_registry->create();
ctx->entities["surface_cam"] = camera_eid;
// Create camera transform component
entity::component::transform transform;
transform.local = math::identity_transform<float>;
transform.world = transform.local;
transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(camera_eid, transform);
// Create camera camera component
entity::component::camera camera;
camera.object = ctx->surface_camera;
ctx->entity_registry->assign<entity::component::camera>(camera_eid, camera);
// Create camera 3DOF constraint entity
entity::id three_dof_constraint_eid = ctx->entity_registry->create();
ctx->entities["surface_cam_3dof"] = three_dof_constraint_eid;
{
// Create 3DOF to constraint
entity::component::constraint::three_dof three_dof;
three_dof.yaw = 0.0f;
three_dof.pitch = 0.0f;
three_dof.roll = 0.0f;
ctx->entity_registry->assign<entity::component::constraint::three_dof>(three_dof_constraint_eid, three_dof);
// Create constraint stack node component
entity::component::constraint_stack_node node;
node.active = true;
node.weight = 1.0f;
node.next = entt::null;
ctx->entity_registry->assign<entity::component::constraint_stack_node>(three_dof_constraint_eid, node);
}
// Create camera spring to constraint entity
entity::id spring_constraint_eid = ctx->entity_registry->create();
{
// Create spring to constraint
entity::component::constraint::spring_to spring;
spring.target = target_eid;
spring.translation = {{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.0f, math::two_pi<float>};
spring.translation.w = hz_to_rads(8.0f);
spring.spring_translation = true;
spring.spring_rotation = false;
ctx->entity_registry->assign<entity::component::constraint::spring_to>(spring_constraint_eid, spring);
// Create constraint stack node component
entity::component::constraint_stack_node node;
node.active = true;
node.weight = 1.0f;
node.next = three_dof_constraint_eid;
ctx->entity_registry->assign<entity::component::constraint_stack_node>(spring_constraint_eid, node);
}
// Create camera constraint stack component
entity::component::constraint_stack constraint_stack;
constraint_stack.head = spring_constraint_eid;
ctx->entity_registry->assign<entity::component::constraint_stack>(camera_eid, constraint_stack);
}
ctx->surface_camera->set_exposure(-14.5f);
}
void setup_controls(game::context* ctx)
{
// Get underground camera entity
entity::id camera_eid = ctx->entities["surface_cam"];
entity::id target_eid = ctx->entities["surface_cam_target"];
entity::id three_dof_eid = ctx->entities["surface_cam_3dof"];
const float dolly_speed = 20.0f;
const float truck_speed = dolly_speed;
const float pedestal_speed = 30.0f;
const float pan_speed = math::radians(8.0f);
const float tilt_speed = pan_speed;
const input::control* move_slow = ctx->controls["move_slow"];
const input::control* move_fast = ctx->controls["move_fast"];
const input::control* mouse_rotate = ctx->controls["mouse_rotate"];
ctx->controls["dolly_forward"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {0.0f, 0.0f, -truck_speed * value * (1.0f / 60.0f)};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Dolly backward
ctx->controls["dolly_backward"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {0.0f, 0.0f, truck_speed * value * (1.0f / 60.0f)};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Truck right
ctx->controls["truck_right"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Truck left
ctx->controls["truck_left"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {-truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Pedestal up
ctx->controls["pedestal_up"]->set_active_callback
(
[ctx, target_eid, pedestal_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
const float3 movement = {0.0f, pedestal_speed * value * (1.0f / 60.0f), 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, movement);
}
);
// Pedestal down
ctx->controls["pedestal_down"]->set_active_callback
(
[ctx, target_eid, pedestal_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
const float3 movement = {0.0f, -pedestal_speed * value * (1.0f / 60.0f), 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, movement);
}
);
// Mouse rotate
ctx->controls["mouse_rotate"]->set_activated_callback
(
[ctx]()
{
ctx->app->set_relative_mouse_mode(true);
}
);
ctx->controls["mouse_rotate"]->set_deactivated_callback
(
[ctx]()
{
ctx->app->set_relative_mouse_mode(false);
}
);
// Pan left
ctx->controls["mouse_left"]->set_active_callback
(
[ctx, three_dof_eid, pan_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw += pan_speed * value * (1.0f / 60.0f);
}
);
// Pan right
ctx->controls["mouse_right"]->set_active_callback
(
[ctx, three_dof_eid, pan_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw -= pan_speed * value * (1.0f / 60.0f);
}
);
// Tilt up
ctx->controls["mouse_up"]->set_active_callback
(
[ctx, three_dof_eid, tilt_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch -= tilt_speed * value * (1.0f / 60.0f);
three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch);
}
);
// Tilt down
ctx->controls["mouse_down"]->set_active_callback
(
[ctx, three_dof_eid, tilt_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch += tilt_speed * value * (1.0f / 60.0f);
three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch);
}
);
}
} // namespace forage
} // namespace state
} // namespace game

+ 4
- 3
src/game/states/loading.cpp View File

@ -32,6 +32,7 @@
#include "entity/commands.hpp"
#include "game/states/nuptial-flight.hpp"
#include "game/states/splash.hpp"
#include "game/states/forage.hpp"
#include "geom/spherical.hpp"
#include "gl/drawing-mode.hpp"
#include "gl/vertex-array.hpp"
@ -105,9 +106,9 @@ void enter(game::context* ctx)
application::state next_state;
if (ctx->option_quick_start.has_value())
{
next_state.name = "nuptial flight";
next_state.enter = std::bind(game::state::nuptial_flight::enter, ctx);
next_state.exit = std::bind(game::state::nuptial_flight::exit, ctx);
next_state.name = "forage";
next_state.enter = std::bind(game::state::forage::enter, ctx);
next_state.exit = std::bind(game::state::forage::exit, ctx);
}
else
{

Loading…
Cancel
Save