/* * Copyright (C) 2023 Christopher J. Howard * * This file is part of Antkeeper source code. * * Antkeeper source code is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * Antkeeper source code is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with Antkeeper source code. If not, see . */ #ifndef ANTKEEPER_GAME_CONSTRAINT_SYSTEM_HPP #define ANTKEEPER_GAME_CONSTRAINT_SYSTEM_HPP #include "game/systems/updatable-system.hpp" #include "game/components/transform-component.hpp" #include "game/constraints/child-of-constraint.hpp" #include "game/constraints/copy-rotation-constraint.hpp" #include "game/constraints/copy-scale-constraint.hpp" #include "game/constraints/copy-transform-constraint.hpp" #include "game/constraints/copy-translation-constraint.hpp" #include "game/constraints/ease-to-constraint.hpp" #include "game/constraints/pivot-constraint.hpp" #include "game/constraints/spring-rotation-constraint.hpp" #include "game/constraints/spring-to-constraint.hpp" #include "game/constraints/spring-translation-constraint.hpp" #include "game/constraints/three-dof-constraint.hpp" #include "game/constraints/track-to-constraint.hpp" #include /** * Applies constraint stacks to transform components. */ class constraint_system: public updatable_system { public: explicit constraint_system(entity::registry& registry); ~constraint_system(); virtual void update(double t, double dt); /** * Manually evaluates an entity's constraints. * * @param entity_id ID of a constrained entity. */ void evaluate(entity::id entity_id); private: void on_constraint_stack_update(entity::registry& registry, entity::id constraint_stack_eid); void handle_constraint(transform_component& transform, entity::id constraint_eid, float dt); void handle_child_of_constraint(transform_component& transform, const child_of_constraint& constraint); void handle_copy_rotation_constraint(transform_component& transform, const copy_rotation_constraint& constraint); void handle_copy_scale_constraint(transform_component& transform, const copy_scale_constraint& constraint); void handle_copy_transform_constraint(transform_component& transform, const copy_transform_constraint& constraint); void handle_copy_translation_constraint(transform_component& transform, const copy_translation_constraint& constraint); void handle_ease_to_constraint(transform_component& transform, ease_to_constraint& constraint, float dt); void handle_pivot_constraint(transform_component& transform, const pivot_constraint& constraint); void handle_spring_rotation_constraint(transform_component& transform, spring_rotation_constraint& constraint, float dt); void handle_spring_to_constraint(transform_component& transform, spring_to_constraint& constraint, float dt); void handle_spring_translation_constraint(transform_component& transform, spring_translation_constraint& constraint, float dt); void handle_three_dof_constraint(transform_component& transform, const three_dof_constraint& constraint); void handle_track_to_constraint(transform_component& transform, const track_to_constraint& constraint); }; #endif // ANTKEEPER_GAME_CONSTRAINT_SYSTEM_HPP