/* * Copyright (C) 2020 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 . */ #include "tool-system.hpp" #include "game/components/collision-component.hpp" #include "game/components/tool-component.hpp" #include "game/components/transform-component.hpp" #include "scene/camera.hpp" #include "animation/orbit-cam.hpp" #include "geometry/mesh.hpp" #include "geometry/intersection.hpp" #include "math/math.hpp" using namespace ecs; tool_system::tool_system(entt::registry& registry): entity_system(registry), camera(nullptr), orbit_cam(orbit_cam), viewport{0, 0, 0, 0}, mouse_position{0, 0}, pick_enabled(true), was_pick_enabled(pick_enabled) {} void tool_system::update(double t, double dt) { if (!camera) return; float3 pick_near = camera->unproject({mouse_position[0], viewport[3] - mouse_position[1], 0.0f}, viewport); float3 pick_far = camera->unproject({mouse_position[0], viewport[3] - mouse_position[1], 1.0f}, viewport); float3 pick_origin = pick_near; float3 pick_direction = math::normalize(pick_far - pick_near); ray picking_ray = {pick_near, pick_direction}; float a = std::numeric_limits::infinity(); bool intersection = false; float3 pick; // Cast ray from cursor to collision components to find closest intersection registry.view().each( [&](auto entity, auto& transform, auto& collision) { math::transform inverse_transform = math::inverse(transform.transform); float3 origin = inverse_transform * pick_origin; float3 direction = math::normalize(math::conjugate(transform.transform.rotation) * pick_direction); ray transformed_ray = {origin, direction}; // Broad phase AABB test auto aabb_result = ray_aabb_intersection(transformed_ray, collision.bounds); if (!std::get<0>(aabb_result)) { return; } // Narrow phase mesh test auto mesh_result = collision.mesh_accelerator.query_nearest(transformed_ray); if (mesh_result) { intersection = true; if (mesh_result->t < a) { a = mesh_result->t; pick = picking_ray.extrapolate(a); } } }); const float3& camera_position = camera->get_translation(); float3 pick_planar_position = float3{pick.x, 0, pick.z}; float3 camera_planar_position = float3{camera_position.x, 0, camera_position.z}; float pick_angle = 0.0f; float3 pick_planar_direction = math::normalize(pick_planar_position - camera_planar_position); float3 camera_planar_focal_point = float3{orbit_cam->get_focal_point().x, 0, orbit_cam->get_focal_point().z}; float3 camera_planar_direction = math::normalize(camera_planar_focal_point - camera_planar_position); if (std::fabs(math::length_squared(camera_planar_direction - pick_planar_direction) > 0.0001f)) { pick_angle = std::acos(math::dot(camera_planar_direction, pick_planar_direction)); if (math::dot(math::cross(camera_planar_direction, pick_planar_direction), float3{0, 1, 0}) < 0.0f) pick_angle = -pick_angle; } // Move active tools to intersection location registry.view().each( [&](auto entity, auto& tool, auto& transform) { /* if (registry.has(entity)) { }*/ if (!tool.active) return; if (intersection) { transform.transform.translation = pick + float3{0, tool.hover_distance, 0}; } //math::quaternion rotation = math::angle_axis(orbit_cam->get_azimuth() + pick_angle, float3{0, 1, 0}); //transform.transform.rotation = rotation; }); was_pick_enabled = pick_enabled; } void tool_system::set_camera(const ::camera* camera) { this->camera = camera; } void tool_system::set_orbit_cam(const ::orbit_cam* orbit_cam) { this->orbit_cam = orbit_cam; } void tool_system::set_viewport(const float4& viewport) { this->viewport = viewport; } void tool_system::set_pick(bool enabled) { pick_enabled = enabled; } void tool_system::handle_event(const mouse_moved_event& event) { if (pick_enabled && was_pick_enabled) { mouse_position[0] = event.x; mouse_position[1] = event.y; } } void tool_system::handle_event(const window_resized_event& event) { set_viewport({0.0f, 0.0f, static_cast(event.w), static_cast(event.h)}); }