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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/systems/camera-system.hpp"
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#include "game/components/orbit-camera-component.hpp"
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#include "game/components/scene-component.hpp"
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#include <engine/animation/ease.hpp>
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#include <engine/math/projection.hpp>
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#include <engine/scene/camera.hpp>
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#include <execution>
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camera_system::camera_system(entity::registry& registry):
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updatable_system(registry)
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{}
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void camera_system::update(float t, float dt)
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{
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}
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void camera_system::interpolate(float alpha)
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{
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auto orbit_cam_group = registry.group<orbit_camera_component>(entt::get<scene_component>);
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std::for_each
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(
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std::execution::seq,
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orbit_cam_group.begin(),
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orbit_cam_group.end(),
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[&](auto entity_id)
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{
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auto& orbit_cam = orbit_cam_group.get<orbit_camera_component>(entity_id);
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auto& scene = orbit_cam_group.get<scene_component>(entity_id);
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auto& camera = static_cast<scene::camera&>(*scene.object);
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math::transform<double> subject_transform = math::transform<double>::identity();
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if (orbit_cam.subject_eid != entt::null)
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{
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const auto subject_scene = registry.try_get<scene_component>(orbit_cam.subject_eid);
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if (subject_scene)
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{
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subject_transform.translation = math::dvec3(subject_scene->object->get_translation());
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subject_transform.rotation = math::dquat(subject_scene->object->get_rotation());
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}
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}
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// Calculate focal point
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const auto focal_point = subject_transform * orbit_cam.focal_point;
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// Clamp zoom
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orbit_cam.zoom = std::min<double>(std::max<double>(orbit_cam.zoom, 0.0), 1.0);
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// Update FoV
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orbit_cam.hfov = ease<double, double>::out_sine(orbit_cam.far_hfov, orbit_cam.near_hfov, orbit_cam.zoom);
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orbit_cam.vfov = math::vertical_fov(orbit_cam.hfov, static_cast<double>(camera.get_aspect_ratio()));
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// Update focal plane size
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orbit_cam.focal_plane_height = ease<double, double>::out_sine(orbit_cam.far_focal_plane_height, orbit_cam.near_focal_plane_height, orbit_cam.zoom);
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orbit_cam.focal_plane_width = orbit_cam.focal_plane_height * static_cast<double>(camera.get_aspect_ratio());
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// Update focal distance
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orbit_cam.focal_distance = orbit_cam.focal_plane_height * 0.5 / std::tan(orbit_cam.vfov * 0.5);
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const auto camera_up = orbit_cam.up_rotation * math::dvec3{0, 1, 0};
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const auto subject_up = subject_transform.rotation * math::dvec3{0, 1, 0};
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orbit_cam.up_rotation = math::normalize(math::rotation(camera_up, subject_up) * orbit_cam.up_rotation);
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// Update orientation
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orbit_cam.yaw_rotation = math::angle_axis(orbit_cam.yaw, {0.0, 1.0, 0.0});
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orbit_cam.pitch_rotation = math::angle_axis(orbit_cam.pitch, {-1.0, 0.0, 0.0});
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orbit_cam.orientation = math::normalize(orbit_cam.up_rotation * math::normalize(orbit_cam.yaw_rotation * orbit_cam.pitch_rotation));
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// orbit_cam.orientation = math::normalize(subject_transform.rotation * math::normalize(orbit_cam.yaw_rotation * orbit_cam.pitch_rotation));
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// orbit_cam.orientation = math::normalize(math::normalize(orbit_cam.yaw_rotation * orbit_cam.pitch_rotation));
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// Update transform
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const auto camera_translation = focal_point + orbit_cam.orientation * math::dvec3{0.0f, 0.0f, orbit_cam.focal_distance};
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math::transform<float> camera_transform;
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camera_transform.translation = math::fvec3(camera_translation);
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camera_transform.rotation = math::fquat(orbit_cam.orientation);
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camera_transform.scale = {1, 1, 1};
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// double center_offset = (1.0 - std::abs(orbit_cam.pitch) / math::half_pi<double>) * (orbit_cam.focal_plane_height / 3.0 * 0.5);
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// camera_transform.translation += math::fvec3(orbit_cam.orientation * math::dvec3{0, center_offset, 0});
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camera.set_transform(camera_transform);
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camera.set_perspective(static_cast<float>(orbit_cam.vfov), camera.get_aspect_ratio(), camera.get_clip_near(), camera.get_clip_far());
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}
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);
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}
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void camera_system::set_viewport(const math::fvec4& viewport)
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{
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m_viewport = math::dvec4(viewport);
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m_aspect_ratio = m_viewport[2] / m_viewport[3];
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}
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