/*
* 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