💿🐜 Antkeeper source code https://antkeeper.com
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "game/commands/commands.hpp"
#include "game/components/scene-component.hpp"
#include "game/components/transform-component.hpp"
#include "game/components/celestial-body-component.hpp"
#include "game/components/terrain-component.hpp"
#include <engine/math/quaternion.hpp>
#include <limits>
namespace command {
void translate(entity::registry& registry, entity::id eid, const math::fvec3& translation)
{
const ::transform_component* transform = registry.try_get<::transform_component>(eid);
if (transform)
{
registry.patch<::transform_component>
(
eid,
[&translation](auto& transform)
{
transform.local.translation += translation;
}
);
}
}
void rotate(entity::registry& registry, entity::id eid, float angle, const math::fvec3& axis)
{
const ::transform_component* transform = registry.try_get<::transform_component>(eid);
if (transform)
{
registry.patch<::transform_component>
(
eid,
[angle, &axis](auto& transform)
{
transform.local.rotation = math::normalize(math::angle_axis(angle, axis) * transform.local.rotation);
}
);
}
}
void move_to(entity::registry& registry, entity::id eid, const math::fvec3& position)
{
const ::transform_component* transform = registry.try_get<::transform_component>(eid);
if (transform)
{
registry.patch<::transform_component>
(
eid,
[&position](auto& transform)
{
transform.local.translation = position;
}
);
}
}
void warp_to(entity::registry& registry, entity::id eid, const math::fvec3& position)
{
const ::transform_component* transform = registry.try_get<::transform_component>(eid);
if (transform)
{
registry.patch<::transform_component>
(
eid,
[&position](auto& transform)
{
transform.local.translation = position;
}
);
}
}
void set_scale(entity::registry& registry, entity::id eid, const math::fvec3& scale)
{
const ::transform_component* transform = registry.try_get<::transform_component>(eid);
if (transform)
{
registry.patch<::transform_component>
(
eid,
[&scale](auto& transform)
{
transform.local.scale = scale;
}
);
}
}
void set_transform(entity::registry& registry, entity::id eid, const math::transform<float>& transform)
{
const ::transform_component* transform_component = registry.try_get<::transform_component>(eid);
if (transform_component)
{
registry.patch<::transform_component>
(
eid,
[&other_transform = transform](auto& transform)
{
transform.local = other_transform;
}
);
}
}
void place(entity::registry& registry, entity::id eid, entity::id celestial_body_id, double altitude, double latitude, double longitude)
{
}
void assign_render_layers(entity::registry& registry, entity::id eid, std::uint8_t layer_mask)
{
const ::scene_component* component = registry.try_get<::scene_component>(eid);
if (component)
{
registry.patch<::scene_component>
(
eid,
[layer_mask](auto& component)
{
component.layer_mask = layer_mask;
}
);
}
}
math::transform<float> get_local_transform(entity::registry& registry, entity::id eid)
{
const ::transform_component* transform = registry.try_get<::transform_component>(eid);
if (transform)
{
return transform->local;
}
return math::transform<float>::identity();
}
math::transform<float> get_world_transform(entity::registry& registry, entity::id eid)
{
const ::transform_component* transform = registry.try_get<::transform_component>(eid);
if (transform)
{
return transform->world;
}
return math::transform<float>::identity();
}
} // namespace command