/* * Copyright (C) 2021 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 "animation/ease.hpp" #include "animation/screen-transition.hpp" #include "configuration.hpp" #include "debug/logger.hpp" #include "ecs/archetype.hpp" #include "ecs/components/cavity-component.hpp" #include "ecs/components/copy-transform-component.hpp" #include "ecs/components/copy-translation-component.hpp" #include "ecs/components/model-component.hpp" #include "ecs/components/snap-component.hpp" #include "ecs/components/terrain-component.hpp" #include "ecs/components/tool-component.hpp" #include "ecs/components/transform-component.hpp" #include "ecs/components/camera-follow-component.hpp" #include "ecs/components/orbit-component.hpp" #include "ecs/components/blackbody-component.hpp" #include "ecs/components/light-component.hpp" #include "ecs/commands.hpp" #include "game/game-context.hpp" #include "game/states/game-states.hpp" #include "math/math.hpp" #include "nest.hpp" #include "renderer/material.hpp" #include "gl/texture-2d.hpp" #include "gl/texture-filter.hpp" #include "gl/texture-wrapping.hpp" #include "renderer/model.hpp" #include "renderer/passes/sky-pass.hpp" #include "renderer/passes/shadow-map-pass.hpp" #include "resources/resource-manager.hpp" #include "scene/model-instance.hpp" #include "scene/collection.hpp" #include "scene/camera.hpp" #include "scene/ambient-light.hpp" #include "scene/directional-light.hpp" #include "ecs/systems/control-system.hpp" #include "ecs/systems/camera-system.hpp" #include "ecs/systems/render-system.hpp" #include "ecs/systems/tool-system.hpp" #include "ecs/systems/orbit-system.hpp" #include "ecs/systems/astronomy-system.hpp" #include "game/biome.hpp" #include "utility/fundamental-types.hpp" #include "utility/bit-math.hpp" #include "genetics/genetics.hpp" #include #include #include void play_state_enter(game_context* ctx) { debug::logger* logger = ctx->logger; logger->push_task("Entering play state"); resource_manager* resource_manager = ctx->resource_manager; entt::registry& ecs_registry = *ctx->ecs_registry; // Load biome if (ctx->option_biome.has_value()) { ctx->biome = resource_manager->load(ctx->option_biome.value() + ".bio"); } else { ctx->biome = resource_manager->load("forest.bio"); } // Apply biome parameters to scene sky_pass* sky_pass = ctx->overworld_sky_pass; sky_pass->set_enabled(true); sky_pass->set_sky_model(ctx->resource_manager->load("sky-dome.mdl")); sky_pass->set_moon_model(ctx->resource_manager->load("moon.mdl")); sky_pass->set_horizon_color({1.1f, 1.1f, 1.1f}); sky_pass->set_zenith_color({0.0f, 0.0f, 0.0f}); sky_pass->set_time_of_day(0.0f); sky_pass->set_julian_day(0.0f); sky_pass->set_observer_location(4.26352e-5, ctx->biome->location[0], ctx->biome->location[1]); sky_pass->set_moon_angular_radius(math::radians(1.0f)); sky_pass->set_sun_angular_radius(math::radians(1.0f)); sky_pass->set_sky_gradient(resource_manager->load("sky-gradient.tex"), resource_manager->load("sky-gradient2.tex")); // Create sun auto sun_entity = ecs_registry.create(); { ecs::orbit_component orbit; orbit.elements.a = 0.0; orbit.elements.e = 0.0; orbit.elements.i = math::radians(0.0); orbit.elements.raan = math::radians(0.0); orbit.elements.w = math::radians(0.0); orbit.elements.ta = math::radians(0.0); ecs::blackbody_component blackbody; blackbody.temperature = 5772.0; ecs::transform_component transform; transform.local = math::identity_transform; transform.warp = true; ecs_registry.assign(sun_entity, orbit); ecs_registry.assign(sun_entity, blackbody); ecs_registry.assign(sun_entity, transform); } // Create Earth auto earth_entity = ecs_registry.create(); { ecs::orbit_component orbit; orbit.elements.a = 1.00000261; orbit.elements.e = 0.01671123; orbit.elements.i = math::radians(-0.00001531); orbit.elements.raan = math::radians(0.0); const double longitude_periapsis = math::radians(102.93768193); orbit.elements.w = longitude_periapsis - orbit.elements.raan; orbit.elements.ta = math::radians(100.46457166) - longitude_periapsis; ecs::transform_component transform; transform.local = math::identity_transform; transform.warp = true; ecs_registry.assign(earth_entity, orbit); ecs_registry.assign(earth_entity, transform); } scene::ambient_light* ambient = new scene::ambient_light(); ambient->set_color({1, 1, 1}); ambient->set_intensity(0.0f); ambient->update_tweens(); ctx->overworld_scene->add_object(ambient); scene::directional_light* sun = new scene::directional_light(); sun->set_intensity(1000.0f); sun->set_light_texture(resource_manager->load("forest-gobo.tex")); sun->set_light_texture_scale({2000, 2000}); sun->set_light_texture_opacity(0.925f); sun->look_at({2, 1, 0}, {0, 0, 0}, {0, 0, 1}); sun->update_tweens(); ctx->overworld_scene->add_object(sun); ctx->overworld_shadow_map_pass->set_light(sun); // Set universal time const double universal_time = 0.0; ctx->astronomy_system->set_universal_time(universal_time); ctx->orbit_system->set_universal_time(universal_time); // Set astronomy system observation parameters const double earth_radius_au = 4.2635e-5; ctx->astronomy_system->set_reference_body(earth_entity); ctx->astronomy_system->set_reference_body_axial_tilt(math::radians(23.4393)); ctx->astronomy_system->set_observer_location(double3{4.26352e-5, math::radians(0.0f), math::radians(0.0f)}); ctx->astronomy_system->set_sun_light(sun); ctx->astronomy_system->set_sky_pass(ctx->overworld_sky_pass); // Load entity archetypes ecs::archetype* ant_hill_archetype = resource_manager->load("ant-hill.ent"); ecs::archetype* nest_archetype = resource_manager->load("harvester-nest.ent"); ecs::archetype* redwood_archetype = resource_manager->load("redwood.ent"); ecs::archetype* forceps_archetype = resource_manager->load("forceps.ent"); ecs::archetype* lens_archetype = resource_manager->load("lens.ent"); ecs::archetype* brush_archetype = resource_manager->load("brush.ent"); ecs::archetype* marker_archetype = resource_manager->load("marker.ent"); ecs::archetype* container_archetype = resource_manager->load("container.ent"); ecs::archetype* twig_archetype = resource_manager->load("twig.ent"); ecs::archetype* larva_archetype = resource_manager->load("ant-larva.ent"); ecs::archetype* flashlight_archetype = resource_manager->load("flashlight.ent"); ecs::archetype* flashlight_light_cone_archetype = resource_manager->load("flashlight-light-cone.ent"); ecs::archetype* lens_light_cone_archetype = resource_manager->load("lens-light-cone.ent"); ecs::archetype* cube_archetype = resource_manager->load("unit-cube.ent"); ecs::archetype* color_checker_archetype = resource_manager->load("color-checker.ent"); // Create tools forceps_archetype->assign(ecs_registry, ctx->forceps_entity); lens_archetype->assign(ecs_registry, ctx->lens_entity); brush_archetype->assign(ecs_registry, ctx->brush_entity); marker_archetype->assign(ecs_registry, ctx->marker_entity); container_archetype->assign(ecs_registry, ctx->container_entity); twig_archetype->assign(ecs_registry, ctx->twig_entity); // Create flashlight and light cone, set light cone parent to flashlight, and move both to underworld scene flashlight_archetype->assign(ecs_registry, ctx->flashlight_entity); auto flashlight_light_cone = flashlight_light_cone_archetype->create(ecs_registry); ecs::command::parent(ecs_registry, flashlight_light_cone, ctx->flashlight_entity); ecs::command::assign_render_layers(ecs_registry, ctx->flashlight_entity, 2); ecs::command::assign_render_layers(ecs_registry, flashlight_light_cone, 2); // Make lens tool's model instance unculled, so its shadow is always visible. scene::model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity); if (lens_model_instance) { //lens_model_instance->set_culling_mask(&ctx->no_cull); } // Create lens light cone and set its parent to lens auto lens_light_cone = lens_light_cone_archetype->create(ecs_registry); ecs::command::bind_transform(ecs_registry, lens_light_cone, ctx->lens_entity); ecs::command::parent(ecs_registry, lens_light_cone, ctx->lens_entity); // Hide inactive tools ecs::command::assign_render_layers(ecs_registry, ctx->forceps_entity, 0); ecs::command::assign_render_layers(ecs_registry, ctx->brush_entity, 0); ecs::command::assign_render_layers(ecs_registry, ctx->lens_entity, 0); ecs::command::assign_render_layers(ecs_registry, ctx->marker_entity, 0); ecs::command::assign_render_layers(ecs_registry, ctx->container_entity, 0); ecs::command::assign_render_layers(ecs_registry, ctx->twig_entity, 0); // Activate brush tool ctx->tool_system->set_active_tool(ctx->brush_entity); // Create ant-hill auto ant_hill_entity = ant_hill_archetype->create(ecs_registry); ecs::command::place(ecs_registry, ant_hill_entity, {0, -40}); // Creat nest auto nest_entity = nest_archetype->create(ecs_registry); // Create terrain int terrain_radius = 0;//6; for (int x = -terrain_radius; x <= terrain_radius; ++x) { for (int z = -terrain_radius; z <= terrain_radius; ++z) { ecs::terrain_component terrain_component; terrain_component.subdivisions = TERRAIN_PATCH_RESOLUTION; terrain_component.x = x; terrain_component.z = z; auto terrain_entity = ecs_registry.create(); ecs_registry.assign(terrain_entity, terrain_component); } } // Create trees for (int i = 0; i < 0; ++i) { auto redwood = redwood_archetype->create(ecs_registry); auto& transform = ecs_registry.get(redwood); float zone = 500.0f; ecs::command::place(ecs_registry, redwood, {math::random(-zone, zone), math::random(-zone, zone)}); } // Create unit cube auto cube = cube_archetype->create(ecs_registry); ecs::command::place(ecs_registry, cube, {10, 10}); // Create color checker auto color_checker = color_checker_archetype->create(ecs_registry); ecs::command::place(ecs_registry, color_checker, {-10, -10}); auto& cc_transform = ecs_registry.get(color_checker); cc_transform.local.scale *= 10.0f; cc_transform.local.rotation = math::angle_axis(math::radians(-90.0f), {1, 0, 0}); // Setup camera focal point ecs::transform_component focal_point_transform; focal_point_transform.local = math::identity_transform; focal_point_transform.warp = true; ecs::camera_follow_component focal_point_follow; ecs::snap_component focal_point_snap; focal_point_snap.ray = {float3{0, 10000, 0}, float3{0, -1, 0}}; focal_point_snap.warp = false; focal_point_snap.relative = true; focal_point_snap.autoremove = false; ecs_registry.assign_or_replace(ctx->focal_point_entity, focal_point_transform); ecs_registry.assign_or_replace(ctx->focal_point_entity, focal_point_follow); ecs_registry.assign_or_replace(ctx->focal_point_entity, focal_point_snap); // Setup camera ctx->overworld_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0}); ctx->camera_system->set_camera(ctx->overworld_camera); ctx->overworld_scene->update_tweens(); // Allocate a nest nest* nest = new ::nest(); // Setup initial nest parameters float tunnel_radius = 1.15f; nest->set_tunnel_radius(tunnel_radius); nest::shaft* central_shaft = nest->get_central_shaft(); central_shaft->chirality = 1.0f; central_shaft->rotation = math::radians(0.0f); central_shaft->depth = {0.0f, 200.0f}; central_shaft->radius = {15.0f, 15.0f}; central_shaft->pitch = {40.0f, 40.0f}; central_shaft->translation = {{{0.0f, 0.0f}, {0.0f, 0.0f}}}; central_shaft->current_depth = 0.0f; for (std::size_t i = 0; i < 4; ++i) { nest::chamber chamber; chamber.shaft = central_shaft; chamber.depth = (i + 1) * 50.0f; chamber.rotation = math::radians(0.0f); chamber.inner_radius = 4.0f; chamber.outer_radius = 10.0f; central_shaft->chambers.push_back(chamber); } // Dig nest shafts float shift = 0.1f; for (int i = 0; i < 800; ++i) { ecs::cavity_component cavity; cavity.position = nest->extend_shaft(*nest->get_central_shaft()); cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)}; cavity.radius = tunnel_radius * math::random(1.0f, 1.1f); ecs_registry.assign(ecs_registry.create(), cavity); } // Dig nest chambers /* for (int i = 0; i < central_shaft->chambers.size(); ++i) { for (int j = 0; j < 150; ++j) { ecs::cavity_component cavity; cavity.position = nest->expand_chamber(central_shaft->chambers[i]); cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)}; cavity.radius = tunnel_radius * math::random(1.0f, 1.1f); ecs_registry.assign(ecs_registry.create(), cavity); } } */ // Place larva in chamber { auto larva = larva_archetype->create(ecs_registry); ecs::command::assign_render_layers(ecs_registry, larva, 1); ecs::command::warp_to(ecs_registry, larva, {50, 0.1935f, 0}); //auto& transform = ecs_registry.get(larva_entity); //transform.transform = math::identity_transform; //transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]); //transform.transform.translation.y -= 1.0f; } ecs::control_system* control_system = ctx->control_system; control_system->update(0.0, 0.0); control_system->set_nest(nest); // Start fade in ctx->fade_transition->transition(1.0f, true, ease::in_quad); logger->pop_task(EXIT_SUCCESS); std::string biome_name = (*ctx->strings)[ctx->biome->name]; logger->log("Entered biome \"" + biome_name + "\""); std::srand(std::time(nullptr)); //auto rng = [](){ return std::rand(); }; std::random_device rd; std::mt19937 rng(rd()); std::string sequence_a = "CCTTGCCCTTTGGGTCGCCCCCCTAG"; std::string sequence_b = "ATGTTTCCCGAAGGGTAG"; std::string sequence_c = "AAATGCCCCCCCCCCCCCCCCCCCCCCCCCCCTAGAAAAAAAAA"; std::string orf_a; std::string protein_a; std::string protein_b; std::string protein_c; std::cout << "sequence a: " << sequence_a << std::endl; genetics::sequence::transcribe(sequence_a.begin(), sequence_a.end(), sequence_a.begin()); std::cout << "sequence a: " << sequence_a << std::endl; std::string complement; genetics::sequence::rna::complement(sequence_a.begin(), sequence_a.end(), std::back_inserter(complement)); std::cout << "complement: " << complement << std::endl; auto orf = genetics::sequence::find_orf(sequence_a.begin(), sequence_a.end(), genetics::standard_code); if (orf.start != sequence_a.end()) { std::copy(orf.start, orf.stop, std::back_inserter(orf_a)); std::cout << "orf a: " << orf_a << std::endl; genetics::sequence::translate(orf.start, orf.stop, std::back_inserter(protein_a), genetics::standard_code); std::cout << "protein a: " << protein_a << std::endl; } protein_b = "MFFFFP"; protein_c = "MFFFYP"; int score; std::cout << std::endl; std::cout << "protein_b: " << protein_b << std::endl; std::cout << "protein_c: " << protein_c << std::endl; score = genetics::protein::score(protein_b.begin(), protein_b.end(), protein_c.begin(), genetics::matrix::blosum62); std::cout << "score blosum62: " << score << std::endl; score = genetics::protein::score(protein_b.begin(), protein_b.end(), protein_c.begin(), genetics::matrix::blosum80); std::cout << "score blosum80: " << score << std::endl; std::cout << "identity : " << genetics::protein::identity(protein_b.begin(), protein_b.end(), protein_c.begin()) << std::endl; std::cout << "similarity62: " << genetics::protein::similarity(protein_b.begin(), protein_b.end(), protein_c.begin(), genetics::matrix::blosum62) << std::endl; std::cout << "similarity80: " << genetics::protein::similarity(protein_b.begin(), protein_b.end(), protein_c.begin(), genetics::matrix::blosum80) << std::endl; } void play_state_exit(game_context* ctx) { debug::logger* logger = ctx->logger; logger->push_task("Exiting play state"); logger->pop_task(EXIT_SUCCESS); }