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/*
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* Copyright (C) 2023 Christopher J. Howard
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*
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* This file is part of Antkeeper source code.
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*
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* Antkeeper source code is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* Antkeeper source code is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "game/ant/ant-cladogenesis.hpp"
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#include "game/ant/ant-genome.hpp"
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#include "game/ant/ant-morphogenesis.hpp"
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#include "game/ant/ant-phenome.hpp"
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#include "game/commands/commands.hpp"
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#include "game/components/constraint-stack-component.hpp"
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#include "game/components/scene-component.hpp"
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#include "game/components/picking-component.hpp"
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#include "game/components/rigid-body-component.hpp"
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#include "game/components/rigid-body-constraint-component.hpp"
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#include "game/components/steering-component.hpp"
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#include "game/components/terrain-component.hpp"
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#include "game/components/legged-locomotion-component.hpp"
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#include "game/components/winged-locomotion-component.hpp"
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#include "game/components/ik-component.hpp"
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#include "game/components/transform-component.hpp"
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#include "game/constraints/child-of-constraint.hpp"
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#include "game/constraints/copy-rotation-constraint.hpp"
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#include "game/constraints/copy-scale-constraint.hpp"
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#include "game/constraints/copy-transform-constraint.hpp"
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#include "game/constraints/copy-translation-constraint.hpp"
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#include "game/constraints/ease-to-constraint.hpp"
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#include "game/constraints/pivot-constraint.hpp"
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#include "game/constraints/spring-rotation-constraint.hpp"
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#include "game/constraints/spring-to-constraint.hpp"
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#include "game/constraints/spring-translation-constraint.hpp"
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#include "game/constraints/three-dof-constraint.hpp"
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#include "game/constraints/track-to-constraint.hpp"
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#include "game/controls.hpp"
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#include "game/spawn.hpp"
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#include "game/states/nest-selection-state.hpp"
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#include "game/states/pause-menu-state.hpp"
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#include "game/systems/astronomy-system.hpp"
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#include "game/systems/atmosphere-system.hpp"
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#include "game/systems/camera-system.hpp"
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#include "game/systems/collision-system.hpp"
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#include "game/world.hpp"
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#include <engine/animation/ease.hpp>
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#include <engine/animation/screen-transition.hpp>
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#include <engine/config.hpp>
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#include <engine/entity/archetype.hpp>
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#include <engine/input/mouse.hpp>
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#include <engine/math/interpolation.hpp>
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#include <engine/math/projection.hpp>
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#include <engine/physics/light/exposure.hpp>
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#include <engine/physics/kinematics/constraints/spring-constraint.hpp>
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#include <engine/physics/kinematics/colliders/sphere-collider.hpp>
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#include <engine/physics/kinematics/colliders/plane-collider.hpp>
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#include <engine/physics/kinematics/colliders/box-collider.hpp>
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#include <engine/physics/kinematics/colliders/capsule-collider.hpp>
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#include <engine/resources/resource-manager.hpp>
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#include <engine/utility/state-machine.hpp>
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#include <engine/scene/static-mesh.hpp>
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#include <engine/scene/skeletal-mesh.hpp>
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#include <engine/animation/ik/constraints/swing-twist-ik-constraint.hpp>
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#include <engine/animation/ik/constraints/euler-ik-constraint.hpp>
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nest_selection_state::nest_selection_state(::game& ctx):
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game_state(ctx)
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{
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debug::log_trace("Entering nest selection state...");
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// Create world if not yet created
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if (ctx.entities.find("earth") == ctx.entities.end())
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{
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// Create cosmos
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::world::cosmogenesis(ctx);
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// Create observer
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::world::create_observer(ctx);
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}
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ctx.active_ecoregion = ctx.resource_manager->load<::ecoregion>("seedy-scrub.eco");
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::world::enter_ecoregion(ctx, *ctx.active_ecoregion);
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debug::log_trace("Generating genome...");
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std::unique_ptr<ant_genome> genome = ant_cladogenesis(ctx.active_ecoregion->gene_pools[0], ctx.rng);
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debug::log_trace("Generated genome");
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debug::log_trace("Building worker phenome...");
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ant_phenome worker_phenome = ant_phenome(*genome, ant_caste_type::queen);
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debug::log_trace("Built worker phenome...");
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debug::log_trace("Generating worker model...");
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worker_model = ant_morphogenesis(worker_phenome);
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debug::log_trace("Generated worker model");
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// Create floor plane
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auto floor_archetype = ctx.resource_manager->load<entity::archetype>("desert-scrub-plane.ent");
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auto floor_eid = floor_archetype->create(*ctx.entity_registry);
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ctx.entity_registry->patch<transform_component>
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(
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floor_eid,
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[](auto& component)
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{
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component.local.rotation = math::angle_axis(math::radians(3.0f), math::fvec3{1.0f, 0.0f, 0.0f});
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}
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);
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auto floor_body = std::make_unique<physics::rigid_body>();
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auto floor_collider = std::make_shared<physics::plane_collider>(math::fvec3{0.0f, 1.0f, 0.0f});
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floor_collider->set_layer_mask(0b11);
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floor_collider->set_material(std::make_shared<physics::collider_material>(1.0f, 0.5f, 1.0f));
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floor_body->set_mass(0.0f);
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floor_body->set_inertia(0.0f);
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floor_body->set_collider(std::move(floor_collider));
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ctx.entity_registry->emplace<rigid_body_component>(floor_eid, std::move(floor_body));
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// Create worker entity(s)
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auto worker_skeletal_mesh = std::make_unique<scene::skeletal_mesh>(worker_model);
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worker_ant_eid = ctx.entity_registry->create();
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transform_component worker_transform_component;
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worker_transform_component.local = math::transform<float>::identity();
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worker_transform_component.local.translation = {0, 0.5f, -4};
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worker_transform_component.world = worker_transform_component.local;
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ctx.entity_registry->emplace<transform_component>(worker_ant_eid, worker_transform_component);
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ctx.entity_registry->emplace<scene_component>(worker_ant_eid, std::move(worker_skeletal_mesh), std::uint8_t{1});
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auto worker_collider = std::make_shared<physics::box_collider>(math::fvec3{-1.0f, -1.0f, -1.0f}, math::fvec3{1.0f, 1.0f, 1.0f});
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//auto worker_collider = std::make_shared<physics::sphere_collider>(1.0f);
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worker_collider->set_material(std::make_shared<physics::collider_material>(0.4f, 0.1f, 0.2f));
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auto worker_body = std::make_unique<physics::rigid_body>();
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worker_body->set_position(worker_transform_component.local.translation);
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worker_body->set_previous_position(worker_transform_component.local.translation);
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worker_body->set_mass(0.1f);
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worker_body->set_inertia(0.05f);
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worker_body->set_angular_damping(0.5f);
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worker_body->set_collider(std::move(worker_collider));
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//ctx.entity_registry->emplace<rigid_body_component>(worker_ant_eid, std::move(worker_body));
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auto cocoon_eid = ctx.entity_registry->create();
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ctx.entity_registry->emplace<scene_component>(cocoon_eid, std::make_shared<scene::static_mesh>(worker_phenome.pupa->cocoon_model), std::uint8_t{1});
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larva_eid = ctx.entity_registry->create();
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auto larva_skeletal_mesh = std::make_shared<scene::skeletal_mesh>(worker_phenome.larva->model);
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//auto larva_skeletal_mesh = std::make_shared<scene::skeletal_mesh>(ctx.resource_manager->load<render::model>("snake.mdl"));
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const auto& larva_skeleton = larva_skeletal_mesh->get_model()->get_skeleton();
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auto larva_ik_rig = std::make_shared<ik_rig>(*larva_skeletal_mesh);
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auto no_twist_constraint = std::make_shared<swing_twist_ik_constraint>();
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no_twist_constraint->set_twist_limit(0.0f, 0.0f);
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//auto euler_constraint = std::make_shared<euler_ik_constraint>();
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//euler_constraint->set_limits({0.0f, -math::radians(90.0f), 0.0f}, {math::radians(90.0f), math::radians(90.0f), 0.0f});
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for (std::size_t i = 0; i < larva_skeleton.get_bone_count(); ++i)
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{
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larva_ik_rig->set_constraint(static_cast<bone_index_type>(i), no_twist_constraint);
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}
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const auto larva_ik_root_bone_index = *larva_skeleton.get_bone_index("abdomen3");
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const auto larva_ik_effector_bone_index = *larva_skeleton.get_bone_index("head");
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const auto& larva_head_absolute_transform = larva_skeletal_mesh->get_pose().get_absolute_transform(larva_ik_effector_bone_index);
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const auto& larva_head_relative_transform = larva_skeletal_mesh->get_pose().get_relative_transform(larva_ik_effector_bone_index);
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larva_ik_solver = std::make_shared<ccd_ik_solver>(*larva_ik_rig, larva_ik_root_bone_index, larva_ik_effector_bone_index);
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larva_ik_solver->set_effector_position(larva_head_relative_transform * math::fvec3{0.0f, 0.0f, -0.0f});
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larva_ik_solver->set_goal_center(larva_head_absolute_transform.translation + math::fvec3{0.2f, 0.2f, 0.5f});
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larva_ik_rig->add_solver(larva_ik_solver);
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//larva_skeletal_mesh->get_pose().set_relative_rotation(larva_ik_root_bone_index, math::angle_axis(math::radians(45.0f), math::fvec3{1.0f, 0.0f, 0.0f}));
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//larva_skeletal_mesh->get_pose().update();
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ctx.entity_registry->emplace<scene_component>(larva_eid, std::move(larva_skeletal_mesh), std::uint8_t{1});
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ctx.entity_registry->emplace<ik_component>(larva_eid, std::move(larva_ik_rig));
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// Set world time
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::world::set_time(ctx, 2022, 6, 21, 12, 0, 0.0);
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// Init time scale
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double time_scale = 60.0;
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// Set time scale
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::world::set_time_scale(ctx, time_scale);
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// Setup and enable sky and ground passes
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ctx.sky_pass->set_enabled(true);
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// Set camera exposure
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const float ev100_sunny16 = physics::light::ev::from_settings(16.0f, 1.0f / 100.0f, 100.0f);
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ctx.surface_camera->set_exposure_value(ev100_sunny16);
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const auto& viewport_size = ctx.window->get_viewport_size();
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const float aspect_ratio = static_cast<float>(viewport_size[0]) / static_cast<float>(viewport_size[1]);
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// Init first person camera rig parameters
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first_person_camera_rig_translation_spring_angular_frequency = physics::s_to_rads(0.125f);
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first_person_camera_rig_rotation_spring_angular_frequency = physics::s_to_rads(0.125f);
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first_person_camera_rig_fov_spring_angular_frequency = physics::s_to_rads(0.125f);
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first_person_camera_rig_min_elevation = 0.25f;
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first_person_camera_rig_max_elevation = 150.0f;
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first_person_camera_near_fov = math::vertical_fov(math::radians(100.0f), aspect_ratio);
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first_person_camera_far_fov = math::vertical_fov(math::radians(60.0f), aspect_ratio);
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first_person_camera_near_speed = 5.0f;
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first_person_camera_far_speed = 140.0f;
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first_person_camera_rig_pedestal_speed = 2.0f;
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first_person_camera_rig_pedestal = 0.0f;
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// Create first person camera rig
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create_first_person_camera_rig();
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// Satisfy first person camera rig constraints
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satisfy_first_person_camera_rig_constraints();
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// Setup controls
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setup_controls();
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auto color_checker_archetype = ctx.resource_manager->load<entity::archetype>("color-checker.ent");
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color_checker_archetype->create(*ctx.entity_registry);
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// auto ruler_archetype = ctx.resource_manager->load<entity::archetype>("ruler-10cm.ent");
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// ruler_archetype->create(*ctx.entity_registry);
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auto yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-l.ent");
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auto yucca_eid = yucca_archetype->create(*ctx.entity_registry);
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::command::warp_to(*ctx.entity_registry, yucca_eid, {0, 0, 70});
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yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-m.ent");
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yucca_eid = yucca_archetype->create(*ctx.entity_registry);
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::command::warp_to(*ctx.entity_registry, yucca_eid, {400, 0, 200});
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yucca_archetype = ctx.resource_manager->load<entity::archetype>("yucca-plant-s.ent");
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yucca_eid = yucca_archetype->create(*ctx.entity_registry);
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::command::warp_to(*ctx.entity_registry, yucca_eid, {-300, 0, -300});
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auto cactus_plant_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-plant-l.ent");
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auto cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry);
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::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {-100, 0, -200});
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cactus_plant_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-plant-m.ent");
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cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry);
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::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {100, 0, -70});
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cactus_plant_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-plant-s.ent");
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cactus_plant_eid = cactus_plant_archetype->create(*ctx.entity_registry);
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::command::warp_to(*ctx.entity_registry, cactus_plant_eid, {50, 0, 80});
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// auto cactus_seed_archetype = ctx.resource_manager->load<entity::archetype>("barrel-cactus-seed.ent");
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// auto cactus_seed_eid = cactus_seed_archetype->create(*ctx.entity_registry);
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// ::command::warp_to(*ctx.entity_registry, cactus_seed_eid, {0, 1, -5});
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// Create spring
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/*
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auto spring_eid = ctx.entity_registry->create();
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auto spring = std::make_unique<physics::spring_constraint>();
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spring->attach_a();
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spring->attach_b();
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spring->set_resting_length(10.0f);
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spring->set_stiffness(2.0f);
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spring->set_damping(1.0f);
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ctx.entity_registry->emplace<rigid_body_constraint_component>(spring_eid, std::move(spring));
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*/
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sky_probe = std::make_shared<scene::light_probe>();
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const std::uint32_t sky_probe_face_size = 128;
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const auto sky_probe_mip_levels = static_cast<std::uint32_t>(std::bit_width(sky_probe_face_size));
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sky_probe->set_luminance_texture
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(
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std::make_shared<gl::texture_cube>
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(
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std::make_shared<gl::image_view_cube>
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(
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std::make_shared<gl::image_cube>
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(
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gl::format::r16g16b16_sfloat,
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sky_probe_face_size,
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sky_probe_mip_levels
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),
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gl::format::undefined,
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0,
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sky_probe_mip_levels
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),
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std::make_shared<gl::sampler>
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(
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gl::sampler_filter::linear,
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gl::sampler_filter::linear,
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gl::sampler_mipmap_mode::linear,
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gl::sampler_address_mode::clamp_to_edge,
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gl::sampler_address_mode::clamp_to_edge
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)
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)
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);
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ctx.sky_pass->set_sky_probe(sky_probe);
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ctx.surface_scene->add_object(*sky_probe);
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// Create sphere
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auto sphere_eid = ctx.entity_registry->create();
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auto sphere_static_mesh = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("diffuse-spheres.mdl"));
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ctx.entity_registry->emplace<scene_component>(sphere_eid, std::move(sphere_static_mesh), std::uint8_t{1});
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ctx.entity_registry->patch<scene_component>
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(
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sphere_eid,
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[&](auto& component)
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{
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component.object->set_translation({0.0f, 10.0f, 0.0f});
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}
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);
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// Queue enable game controls
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ctx.function_queue.push
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(
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[&ctx]()
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{
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::enable_game_controls(ctx);
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}
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);
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// Queue fade in
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ctx.fade_transition_color->set({0, 0, 0});
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ctx.function_queue.push(std::bind(&screen_transition::transition, ctx.fade_transition.get(), 1.0f, true, ease<float>::out_sine, true, nullptr));
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// Refresh frame scheduler
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ctx.frame_scheduler.refresh();
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debug::log_trace("Entered nest selection state");
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}
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nest_selection_state::~nest_selection_state()
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{
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debug::log_trace("Exiting nest selection state...");
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// Disable game controls
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::disable_game_controls(ctx);
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destroy_first_person_camera_rig();
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debug::log_trace("Exited nest selection state");
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}
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void nest_selection_state::create_first_person_camera_rig()
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{
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// Construct first person camera rig transform component
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transform_component first_person_camera_rig_transform;
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first_person_camera_rig_transform.local = math::transform<float>::identity();
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first_person_camera_rig_transform.local.translation = {0, 10, 0};
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first_person_camera_rig_transform.world = first_person_camera_rig_transform.local;
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// Construct first person camera rig locomotion component
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winged_locomotion_component first_person_camera_rig_locomotion;
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// Construct first person camera rig physics component
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auto first_person_camera_rig_body = std::make_unique<physics::rigid_body>();
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first_person_camera_rig_body->set_position({0, 10, 0});
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first_person_camera_rig_body->set_mass(1.0f);
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first_person_camera_rig_body->set_linear_damping(10.0f);
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first_person_camera_rig_body->set_angular_damping(0.5f);
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auto first_person_camera_rig_collider = std::make_shared<physics::sphere_collider>(1.0f);
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auto camera_collider_material = std::make_shared<physics::collider_material>(0.0f, 0.0f, 0.0f);
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camera_collider_material->set_restitution_combine_mode(physics::restitution_combine_mode::minimum);
|
|
camera_collider_material->set_friction_combine_mode(physics::friction_combine_mode::minimum);
|
|
|
|
first_person_camera_rig_collider->set_layer_mask(0b10);
|
|
first_person_camera_rig_collider->set_material(std::move(camera_collider_material));
|
|
first_person_camera_rig_body->set_collider(std::move(first_person_camera_rig_collider));
|
|
|
|
// Construct first person camera rig scene component
|
|
scene_component first_person_camera_rig_camera;
|
|
first_person_camera_rig_camera.object = ctx.surface_camera;
|
|
|
|
// Construct first person camera rig entity
|
|
first_person_camera_rig_eid = ctx.entity_registry->create();
|
|
ctx.entity_registry->emplace<scene_component>(first_person_camera_rig_eid, first_person_camera_rig_camera);
|
|
ctx.entity_registry->emplace<transform_component>(first_person_camera_rig_eid, first_person_camera_rig_transform);
|
|
ctx.entity_registry->emplace<rigid_body_component>(first_person_camera_rig_eid, std::move(first_person_camera_rig_body));
|
|
ctx.entity_registry->emplace<winged_locomotion_component>(first_person_camera_rig_eid, first_person_camera_rig_locomotion);
|
|
}
|
|
|
|
void nest_selection_state::destroy_first_person_camera_rig()
|
|
{
|
|
ctx.entity_registry->destroy(first_person_camera_rig_eid);
|
|
}
|
|
|
|
void nest_selection_state::set_first_person_camera_rig_pedestal(float pedestal)
|
|
{
|
|
|
|
}
|
|
|
|
void nest_selection_state::move_first_person_camera_rig(const math::fvec2& direction, float factor)
|
|
{
|
|
|
|
}
|
|
|
|
void nest_selection_state::satisfy_first_person_camera_rig_constraints()
|
|
{
|
|
|
|
}
|
|
|
|
void nest_selection_state::setup_controls()
|
|
{
|
|
|
|
constexpr float movement_speed = 200.0f;
|
|
|
|
auto move_first_person_camera_rig = [&](const math::fvec2& direction, float speed)
|
|
{
|
|
const transform_component& first_person_camera_rig_transform = ctx.entity_registry->get<transform_component>(first_person_camera_rig_eid);
|
|
|
|
const math::fquat yaw_rotation = math::angle_axis(static_cast<float>(first_person_camera_yaw), math::fvec3{0.0f, 1.0f, 0.0f});
|
|
|
|
const math::fvec3 rotated_direction = yaw_rotation * math::fvec3{direction[0], 0.0f, direction[1]};
|
|
|
|
const math::fvec3 force = rotated_direction * speed;
|
|
|
|
|
|
moving = true;
|
|
movement_direction = direction;
|
|
this->movement_speed = speed;
|
|
|
|
ctx.entity_registry->patch<winged_locomotion_component>
|
|
(
|
|
first_person_camera_rig_eid,
|
|
[&](auto& component)
|
|
{
|
|
component.force = force;
|
|
}
|
|
);
|
|
};
|
|
|
|
auto stop_first_person_camera_rig = [&]()
|
|
{
|
|
moving = false;
|
|
|
|
ctx.entity_registry->patch<winged_locomotion_component>
|
|
(
|
|
first_person_camera_rig_eid,
|
|
[&](auto& component)
|
|
{
|
|
component.force = {0.0f, 0.0f, 0.0f};
|
|
}
|
|
);
|
|
};
|
|
|
|
// Mouse look
|
|
mouse_motion_subscription = ctx.input_manager->get_event_dispatcher().subscribe<input::mouse_moved_event>
|
|
(
|
|
[&, move_first_person_camera_rig](const auto& event)
|
|
{
|
|
if (adjust_time)
|
|
{
|
|
const double sensitivity = 1.0 / static_cast<double>(ctx.window->get_viewport_size().x());
|
|
const double t = ctx.astronomy_system->get_time();
|
|
::world::set_time(ctx, t + static_cast<double>(event.difference.x()) * sensitivity);
|
|
|
|
/*
|
|
sky_probe->update_illuminance_matrices();
|
|
|
|
const auto matrices = sky_probe->get_illuminance_matrices();
|
|
for (std::size_t i = 0; i < 3; ++i)
|
|
{
|
|
const auto m = matrices[i];
|
|
debug::log_warning("\nmat4({},{},{},{},\n{},{},{},{},\n{},{},{},{},\n{},{},{},{});", m[0][0], m[0][1], m[0][2], m[0][3], m[1][0], m[1][1], m[1][2], m[1][3], m[2][0], m[2][1], m[2][2], m[2][3], m[3][0], m[3][1], m[3][2], m[3][3]);
|
|
}
|
|
*/
|
|
}
|
|
|
|
if (adjust_exposure)
|
|
{
|
|
const float sensitivity = 8.0f / static_cast<float>(ctx.window->get_viewport_size().y());
|
|
ctx.surface_camera->set_exposure_value(ctx.surface_camera->get_exposure_value() + static_cast<float>(event.difference.y()) * sensitivity);
|
|
}
|
|
|
|
if (!mouse_look)
|
|
{
|
|
return;
|
|
}
|
|
|
|
first_person_camera_yaw -= ctx.mouse_pan_factor * static_cast<double>(event.difference.x());
|
|
first_person_camera_pitch += ctx.mouse_tilt_factor * static_cast<double>(event.difference.y());
|
|
first_person_camera_pitch = std::min(math::half_pi<double>, std::max(-math::half_pi<double>, first_person_camera_pitch));
|
|
|
|
const math::dquat yaw_rotation = math::angle_axis(first_person_camera_yaw, {0.0f, 1.0, 0.0});
|
|
const math::dquat pitch_rotation = math::angle_axis(first_person_camera_pitch, {-1.0, 0.0, 0.0});
|
|
const math::fquat first_person_camera_orientation = math::fquat(math::normalize(yaw_rotation * pitch_rotation));
|
|
|
|
ctx.entity_registry->patch<scene_component>
|
|
(
|
|
first_person_camera_rig_eid,
|
|
[&](auto& component)
|
|
{
|
|
component.object->set_rotation(first_person_camera_orientation);
|
|
}
|
|
);
|
|
|
|
ctx.entity_registry->patch<rigid_body_component>
|
|
(
|
|
first_person_camera_rig_eid,
|
|
[&](auto& component)
|
|
{
|
|
component.body->set_previous_orientation(first_person_camera_orientation);
|
|
component.body->set_orientation(first_person_camera_orientation);
|
|
}
|
|
);
|
|
|
|
ctx.entity_registry->patch<transform_component>
|
|
(
|
|
first_person_camera_rig_eid,
|
|
[&](auto& component)
|
|
{
|
|
component.local.rotation = first_person_camera_orientation;
|
|
component.world.rotation = first_person_camera_orientation;
|
|
}
|
|
);
|
|
|
|
if (moving)
|
|
{
|
|
move_first_person_camera_rig(movement_direction, this->movement_speed);
|
|
}
|
|
}
|
|
);
|
|
|
|
// Move forward
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.move_forward_action.get_active_channel().subscribe
|
|
(
|
|
[&, move_first_person_camera_rig](const auto& event)
|
|
{
|
|
move_first_person_camera_rig({0.0f, -1.0f}, movement_speed * event.input_value);
|
|
}
|
|
)
|
|
);
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.move_forward_action.get_deactivated_channel().subscribe
|
|
(
|
|
[&, stop_first_person_camera_rig](const auto& event)
|
|
{
|
|
stop_first_person_camera_rig();
|
|
}
|
|
)
|
|
);
|
|
|
|
// Move back
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.move_back_action.get_active_channel().subscribe
|
|
(
|
|
[&, move_first_person_camera_rig](const auto& event)
|
|
{
|
|
move_first_person_camera_rig({0, 1}, movement_speed * event.input_value);
|
|
}
|
|
)
|
|
);
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.move_back_action.get_deactivated_channel().subscribe
|
|
(
|
|
[&, stop_first_person_camera_rig](const auto& event)
|
|
{
|
|
stop_first_person_camera_rig();
|
|
}
|
|
)
|
|
);
|
|
|
|
// Move left
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.move_left_action.get_active_channel().subscribe
|
|
(
|
|
[&, move_first_person_camera_rig](const auto& event)
|
|
{
|
|
move_first_person_camera_rig({-1, 0}, movement_speed * event.input_value);
|
|
}
|
|
)
|
|
);
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.move_left_action.get_deactivated_channel().subscribe
|
|
(
|
|
[&, stop_first_person_camera_rig](const auto& event)
|
|
{
|
|
stop_first_person_camera_rig();
|
|
}
|
|
)
|
|
);
|
|
|
|
// Move right
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.move_right_action.get_active_channel().subscribe
|
|
(
|
|
[&, move_first_person_camera_rig](const auto& event)
|
|
{
|
|
move_first_person_camera_rig({1, 0}, movement_speed * event.input_value);
|
|
}
|
|
)
|
|
);
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.move_right_action.get_deactivated_channel().subscribe
|
|
(
|
|
[&, stop_first_person_camera_rig](const auto& event)
|
|
{
|
|
stop_first_person_camera_rig();
|
|
}
|
|
)
|
|
);
|
|
|
|
// Move up
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.move_up_action.get_activated_channel().subscribe
|
|
(
|
|
[&](const auto& event)
|
|
{
|
|
ctx.entity_registry->patch<rigid_body_component>
|
|
(
|
|
first_person_camera_rig_eid,
|
|
[&](auto& component)
|
|
{
|
|
component.body->apply_central_impulse({0, 5.0f, 0});
|
|
}
|
|
);
|
|
}
|
|
)
|
|
);
|
|
|
|
// Move down
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.move_down_action.get_activated_channel().subscribe
|
|
(
|
|
[&](const auto& event)
|
|
{
|
|
ctx.entity_registry->patch<rigid_body_component>
|
|
(
|
|
first_person_camera_rig_eid,
|
|
[&](auto& component)
|
|
{
|
|
component.body->apply_central_impulse({0, -5.0f, 0});
|
|
}
|
|
);
|
|
}
|
|
)
|
|
);
|
|
|
|
/*
|
|
// Focus
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.focus_action.get_activated_channel().subscribe
|
|
(
|
|
[&](const auto& event)
|
|
{
|
|
auto projectile_eid = ctx.entity_registry->create();
|
|
|
|
const auto& camera_transform = ctx.entity_registry->get<transform_component>(first_person_camera_rig_eid);
|
|
|
|
scene_component projectile_scene;
|
|
|
|
|
|
transform_component projectile_transform;
|
|
projectile_transform.local = camera_transform.world;
|
|
projectile_transform.world = projectile_transform.local;
|
|
|
|
auto projectile_body = std::make_unique<physics::rigid_body>();
|
|
projectile_body->set_position(camera_transform.world.translation);
|
|
projectile_body->set_previous_position(camera_transform.world.translation);
|
|
projectile_body->set_mass(0.1f);
|
|
projectile_body->set_inertia(0.05f);
|
|
projectile_body->set_angular_damping(0.5f);
|
|
|
|
if (ctx.mouse_look_action.is_active())
|
|
{
|
|
auto projectile_collider = std::make_shared<physics::sphere_collider>(1.0f);
|
|
//auto projectile_collider = std::make_shared<physics::box_collider>(math::fvec3{-1.0f, -1.0f, -1.0f}, math::fvec3{1.0f, 1.0f, 1.0f});
|
|
projectile_collider->set_material(std::make_shared<physics::collider_material>(0.4f, 0.1f, 0.2f));
|
|
projectile_body->set_collider(std::move(projectile_collider));
|
|
|
|
projectile_scene.object = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("sphere.mdl"));
|
|
//projectile_scene.object = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("cube.mdl"));
|
|
}
|
|
else
|
|
{
|
|
auto projectile_collider = std::make_shared<physics::capsule_collider>(geom::capsule<float>{{{0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, -1.0f}}, 0.6f});
|
|
projectile_collider->set_material(std::make_shared<physics::collider_material>(0.4f, 0.1f, 0.2f));
|
|
projectile_body->set_collider(std::move(projectile_collider));
|
|
|
|
|
|
//projectile_scene.object = std::make_shared<scene::static_mesh>(ctx.resource_manager->load<render::model>("capsule.mdl"));
|
|
|
|
auto projectile_mesh = std::make_shared<scene::skeletal_mesh>(worker_model);
|
|
projectile_mesh->get_pose() = *worker_model->get_skeleton().get_pose("pupa");
|
|
projectile_scene.object = projectile_mesh;
|
|
}
|
|
|
|
projectile_body->apply_central_impulse(camera_transform.world.rotation * math::fvec3{0.0f, 0.0f, -10.0f});
|
|
|
|
|
|
// auto spring_eid = ctx.entity_registry->create();
|
|
// auto spring = std::make_unique<physics::spring_constraint>();
|
|
// spring->attach_a(*ctx.entity_registry->get<rigid_body_component>(first_person_camera_rig_eid).body, {0.0f, 0.0f, 0.0f});
|
|
// spring->attach_b(*projectile_body, {0.0f, 0.0f, 0.0f});
|
|
// spring->set_resting_length(10.0f);
|
|
// spring->set_stiffness(2.0f);
|
|
// spring->set_damping(1.0f);
|
|
// ctx.entity_registry->emplace<rigid_body_constraint_component>(spring_eid, std::move(spring));
|
|
|
|
ctx.entity_registry->emplace<transform_component>(projectile_eid, projectile_transform);
|
|
ctx.entity_registry->emplace<scene_component>(projectile_eid, std::move(projectile_scene));
|
|
ctx.entity_registry->emplace<rigid_body_component>(projectile_eid, std::move(projectile_body));
|
|
|
|
|
|
// body.linear_momentum = math::fvec3::zero();
|
|
// body.angular_momentum = math::fvec3::zero();
|
|
// body.linear_velocity = math::fvec3::zero();
|
|
// body.angular_velocity = math::fvec3::zero();
|
|
|
|
//body.apply_central_impulse({0.0f, 100.5f, 0.0f});
|
|
|
|
// ctx.entity_registry->patch<constraint_stack_node_component>
|
|
// (
|
|
// first_person_camera_rig_track_to_eid,
|
|
// [&](auto& component)
|
|
// {
|
|
// component.active = true;
|
|
// }
|
|
// );
|
|
}
|
|
)
|
|
);
|
|
action_subscriptions.emplace_back
|
|
(
|
|
ctx.focus_action.get_deactivated_channel().subscribe
|
|
(
|
|
[&](const auto& event)
|
|
{
|
|
|
|
}
|
|
)
|
|
);
|
|
*/
|
|
}
|
|
|
|
void nest_selection_state::enable_controls()
|
|
{
|
|
|
|
}
|
|
|
|
void nest_selection_state::disable_controls()
|
|
{
|
|
}
|
|
|