|
|
@ -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
|