💿🐜 Antkeeper source code https://antkeeper.com
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#include "tool.hpp"
#include "ant.hpp"
#include "colony.hpp"
#include "navmesh.hpp"
#include "pheromone-matrix.hpp"
#include "../camera-controller.hpp"
#include "../configuration.hpp"
#include <iostream>
#include <list>
Tool::Tool():
active(false),
pick(0.0f),
cameraController(nullptr)
{
modelInstance.setActive(active);
}
Tool::~Tool()
{}
void Tool::setActive(bool active)
{
this->active = active;
if (!active)
{
modelInstance.setActive(active);
}
}
void Tool::setCameraController(const SurfaceCameraController* cameraController)
{
this->cameraController = cameraController;
}
Forceps::Forceps(const Model* model)
{
// Allocate pose and initialize to bind pose
pose = new Pose(model->getSkeleton());
pose->reset();
pose->concatenate();
// Setup model instance
modelInstance.setModel(model);
modelInstance.setPose(pose);
// Find pinch animation
pinchAnimation = model->getSkeleton()->getAnimation("pinch");
if (!pinchAnimation)
{
std::cerr << "Forceps pinch animation not found" << std::endl;
}
// Find release animation
releaseAnimation = model->getSkeleton()->getAnimation("release");
if (!releaseAnimation)
{
std::cerr << "Forceps release animation not found" << std::endl;
}
hoverDistance = 1.0f;
// Setup timing
float descentDuration = 0.125f;
float ascentDuration = 0.125f;
float descentFrameCount = descentDuration / (1.0f / 60.0f);
animationTimeStep = pinchAnimation->getEndTime() / descentFrameCount;
// Allocate tweener and and setup tweens
tweener = new Tweener();
descentTween = new Tween<float>(EaseFunction::OUT_CUBIC, 0.0f, descentDuration, hoverDistance, -hoverDistance);
ascentTween = new Tween<float>(EaseFunction::IN_CUBIC, 0.0f, ascentDuration, 0.0f, hoverDistance);
descentTween->setEndCallback(std::bind(&TweenBase::start, ascentTween));
tweener->addTween(descentTween);
tweener->addTween(ascentTween);
// Setup initial state
state = Forceps::State::RELEASED;
animationTime = 0.0f;
colony = nullptr;
targetedAnt = nullptr;
suspendedAnt = nullptr;
cameraController = nullptr;
pick = Vector3(0.0f);
}
Forceps::~Forceps()
{
delete pose;
delete descentTween;
delete ascentTween;
delete tweener;
}
void Forceps::update(float dt)
{
modelInstance.setActive(active);
// Update tweener
tweener->update(dt);
// Determine distance from pick point
float forcepsDistance = hoverDistance;
if (!ascentTween->isStopped())
{
forcepsDistance = ascentTween->getTweenValue();
}
else if (!descentTween->isStopped())
{
forcepsDistance = descentTween->getTweenValue();
}
Quaternion alignment = glm::angleAxis(cameraController->getAzimuth(), Vector3(0, 1, 0));
Quaternion tilt = glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
Quaternion rotation = glm::normalize(alignment * tilt);
Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
// Set tool position
modelInstance.setTranslation(translation);
modelInstance.setRotation(rotation);
if (state == Forceps::State::RELEASED)
{
}
else if (state == Forceps::State::RELEASING)
{
// Perform release animation
releaseAnimation->animate(pose, animationTime);
pose->concatenate();
// If release animation is finished
if (animationTime >= releaseAnimation->getEndTime())
{
// Changed to released state
state = Forceps::State::RELEASED;
}
}
else if (state == Forceps::State::PINCHED)
{
if (!ascentTween->isStopped())
{
// Calculate interpolation factor
float interpolationFactor = (ascentTween->getTweenValue() - ascentTween->getStartValue()) / ascentTween->getDeltaValue();
// Form tilt quaternion
//Quaternion tilt = glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
tilt = glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
// Project camera forward onto XZ plane
Vector3 cameraForwardXZ = cameraController->getCamera()->getForward();
cameraForwardXZ.y = 0.0f;
cameraForwardXZ = glm::normalize(cameraForwardXZ);
// Form alignment quaternion
//Quaternion alignment = glm::rotation(Vector3(0, 0, -1), cameraForwardXZ);
alignment = glm::angleAxis(cameraController->getAzimuth(), Vector3(0, 1, 0));
// Calculate target rotation at the top of the ascentTween
rotationTop = glm::normalize(alignment * tilt);
// Interpolate between bottom and top rotations
Quaternion interpolatedRotation = glm::normalize(glm::slerp(rotationBottom, rotationTop, interpolationFactor));
// Set target translation at the top of the ascent
translationTop = pick + rotationTop * Vector3(0, hoverDistance, 0);
// Interpolate between bottom and top translations
Vector3 interpolatedTranslation = glm::lerp(translationBottom, translationTop, interpolationFactor);
// Update model instance transform
modelInstance.setTranslation(interpolatedTranslation);
modelInstance.setRotation(interpolatedRotation);
}
if (suspendedAnt != nullptr)
{
// Project forceps forward vector onto XZ plane
Vector3 forward = glm::normalize(modelInstance.getRotation() * Vector3(0, 0, -1));
forward.y = 0.0f;
forward = glm::normalize(forward);
// Calculate suspension quaternion
Quaternion suspensionRotation = glm::normalize(glm::rotation(Vector3(0, 0, -1), ((flipRotation) ? -forward : forward)));
// Suspend ant
suspendedAnt->suspend(modelInstance.getTranslation(), suspensionRotation);
}
}
else if (state == Forceps::State::PINCHING)
{
// Perform pinch animation
pinchAnimation->animate(pose, animationTime);
pose->concatenate();
// Rotate to align forceps with ant
if (targetedAnt != nullptr)
{
// Calculate interpolation factor
float interpolationFactor = (descentTween->getTweenValue() - descentTween->getStartValue()) / descentTween->getDeltaValue();
// Set target translation at the bottom of the descent
translationBottom = targetedAnt->getPosition();
// Interpolate between top and bottom translations
Vector3 interpolatedTranslation = glm::lerp(translationTop, translationBottom, interpolationFactor);
// Project camera forward onto XZ plane
Vector3 cameraForwardXZ = cameraController->getCamera()->getForward();
cameraForwardXZ.y = 0.0f;
cameraForwardXZ = glm::normalize(cameraForwardXZ);
// Form tilt quaternion
tilt = glm::angleAxis(glm::radians(15.0f), -cameraForwardXZ);
// Project ant forward onto XZ plane
Vector3 antForwardXZ = targetedAnt->getForward();
antForwardXZ.y = 0.0f;
antForwardXZ = glm::normalize(antForwardXZ);
// Form alignment quaternion
alignment = glm::rotation(Vector3(0, 0, -1), (flipRotation) ? antForwardXZ : -antForwardXZ);
// Calculate target rotation at the bottom of the descent
rotationBottom = glm::normalize(tilt * alignment);
// Interpolate between top and bottom rotations
Quaternion interpolatedRotation = glm::normalize(glm::slerp(rotationTop, rotationBottom, interpolationFactor));
// Update model instance transform
modelInstance.setTranslation(interpolatedTranslation);
modelInstance.setRotation(interpolatedRotation);
}
// If pinch animation is finished
if (animationTime >= pinchAnimation->getEndTime() && descentTween->isStopped())
{
// If an ant was targeted
if (targetedAnt != nullptr)
{
// Suspend targeted ant
suspendedAnt = targetedAnt;
suspendedAnt->setState(Ant::State::SUSPENDED);
//suspendedAnt->suspend(modelInstance.getTranslation());
targetedAnt = nullptr;
}
// Change to pinched state
state = Forceps::State::PINCHED;
}
}
// Increment animation time
animationTime += animationTimeStep;
}
void Forceps::setColony(Colony* colony)
{
this->colony = colony;
}
void Forceps::setNavmesh(Navmesh* navmesh)
{
this->navmesh = navmesh;
}
void Forceps::pinch()
{
// Change state to pinching
state = Forceps::State::PINCHING;
animationTime = 0.0f;
if (colony != nullptr)
{
// Target nearest ant in pinching radius
Sphere pinchingBounds = Sphere(pick, 0.35f);
// Build a list of ants which intersect the pinching bounds
std::list<Agent*> ants;
colony->queryAnts(pinchingBounds, &ants);
// Target ant closest to the center of the pinching bounds
float closestDistance = std::numeric_limits<float>::infinity();
for (Agent* agent: ants)
{
Ant* ant = static_cast<Ant*>(agent);
Vector3 difference = ant->getPosition() - pinchingBounds.getCenter();
float distanceSquared = glm::dot(difference, difference);
if (distanceSquared < closestDistance)
{
closestDistance = distanceSquared;
targetedAnt = ant;
}
}
if (targetedAnt != nullptr)
{
// Start descent tweener
descentTween->start();
// Save translation & rotation
translationTop = modelInstance.getTranslation();
rotationTop = modelInstance.getRotation();
// Project ant forward onto XZ plane
Vector3 antForwardXZ = targetedAnt->getForward();
antForwardXZ.y = 0.0f;
antForwardXZ = glm::normalize(antForwardXZ);
// Project camera forward onto XZ plane
Vector3 cameraForwardXZ = cameraController->getCamera()->getForward();
cameraForwardXZ.y = 0.0f;
cameraForwardXZ = glm::normalize(cameraForwardXZ);
// Find angle between ant and camera on XZ plane
float angle = std::acos(glm::dot(cameraForwardXZ, antForwardXZ));
// Determine direction to rotate
flipRotation = (angle > glm::radians(90.0f));
}
}
}
void Forceps::release()
{
// Change state to releasing
state = Forceps::State::RELEASING;
animationTime = 0.0f;
targetedAnt = nullptr;
if (suspendedAnt != nullptr)
{
Ray pickingRay;
pickingRay.origin = pick + Vector3(0, 1, 0);
pickingRay.direction = Vector3(0, -1, 0);
const std::vector<Navmesh::Triangle*>* navmeshTriangles = navmesh->getTriangles();
for (Navmesh::Triangle* triangle: *navmeshTriangles)
{
auto result = intersects(pickingRay, triangle);
if (std::get<0>(result))
{
Vector3 barycentricPosition = Vector3(std::get<2>(result), std::get<3>(result), 1.0f - std::get<2>(result) - std::get<3>(result));
suspendedAnt->setPosition(triangle, barycentricPosition);
break;
}
}
// Release suspended ant
suspendedAnt->setState(Ant::State::WANDER);
suspendedAnt = nullptr;
}
// Reset tweens
descentTween->reset();
descentTween->stop();
ascentTween->reset();
ascentTween->stop();
}
Lens::Lens(const Model* model)
{
// Setup model instance
modelInstance.setModel(model);
// Setup spotlight
spotlight.setColor(Vector3(1.0f));
spotlight.setIntensity(10000.0f);
spotlight.setAttenuation(Vector3(1, 0, 1));
spotlight.setCutoff(glm::radians(45.0f));
spotlight.setExponent(700.0f);
spotlight.setActive(false);
unfocusedDistance = 18.0f;
focusedDistance = 12.0f;
focused = false;
sunDirection = Vector3(0, -1, 0);
// Setup timing
float descentDuration = 0.75f;
float ascentDuration = 0.25f;
// Allocate tweener and and setup tweens
tweener = new Tweener();
descentTween = new Tween<float>(EaseFunction::OUT_CUBIC, 0.0f, descentDuration, unfocusedDistance, focusedDistance - unfocusedDistance);
ascentTween = new Tween<float>(EaseFunction::OUT_CUBIC, 0.0f, ascentDuration, focusedDistance, unfocusedDistance - focusedDistance);
descentTween->setEndCallback
(
[this](float t)
{
focused = true;
}
);
tweener->addTween(descentTween);
tweener->addTween(ascentTween);
}
Lens::~Lens()
{
delete descentTween;
delete ascentTween;
delete tweener;
}
void Lens::update(float dt)
{
/*
// Rotate to face camera
hoverDistance = 30.0f;
Vector3 direction = glm::normalize(cameraController->getCamera()->getTranslation() - pick);
//direction = cameraController->getCamera()->getForward();
float distance = glm::distance(pick, cameraController->getCamera()->getTranslation());
Quaternion alignment = glm::angleAxis(cameraController->getAzimuth() + glm::radians(90.0f), Vector3(0, 1, 0));
Quaternion tilt = glm::rotation(Vector3(0, 1, 0), -direction);
Quaternion rotation = glm::normalize(tilt * alignment);
Vector3 translation = pick + rotation * Vector3(0, -distance + hoverDistance, 0);
modelInstance.setTranslation(translation);
modelInstance.setRotation(rotation);
*/
modelInstance.setActive(active);
spotlight.setActive(active);
// Update tweener
tweener->update(dt);
float lensDistance = (focused) ? focusedDistance : unfocusedDistance;
if (!ascentTween->isStopped())
{
lensDistance = ascentTween->getTweenValue();
}
else if (!descentTween->isStopped())
{
lensDistance = descentTween->getTweenValue();
}
//Quaternion alignment = glm::angleAxis(cameraController->getAzimuth() + glm::radians(90.0f), Vector3(0, 1, 0));
Quaternion alignment = glm::rotation(Vector3(0, 1, 0), -sunDirection) * glm::angleAxis(glm::radians(90.0f), Vector3(0, 1, 0));
Quaternion rotation = glm::normalize(alignment);
Vector3 translation = pick + sunDirection * -lensDistance;
modelInstance.setTranslation(translation);
modelInstance.setRotation(rotation);
float spotlightDistanceFactor = (1.0 - (lensDistance - focusedDistance) / (unfocusedDistance - focusedDistance)) * 2.0f - 1.0f;
spotlight.setTranslation(pick + sunDirection * (-lensDistance + 5.0f * spotlightDistanceFactor));
spotlight.setDirection(sunDirection);
}
void Lens::setActive(bool active)
{
this->active = active;
if (!active)
{
modelInstance.setActive(active);
spotlight.setActive(active);
}
}
void Lens::focus()
{
ascentTween->stop();
descentTween->reset();
descentTween->start();
}
void Lens::unfocus()
{
descentTween->stop();
focused = false;
ascentTween->reset();
ascentTween->start();
}
void Lens::setSunDirection(const Vector3& direction)
{
sunDirection = direction;
}
Brush::Brush(const Model* model)
{
// Allocate pose and initialize to bind pose
pose = new Pose(model->getSkeleton());
pose->reset();
pose->concatenate();
// Setup model instance
modelInstance.setModel(model);
modelInstance.setPose(pose);
hoverDistance = 0.5f;
// Setup timing
float descentDuration = 0.1f;
float ascentDuration = 0.1f;
// Allocate tweener and and setup tweens
tweener = new Tweener();
descentTween = new Tween<float>(EaseFunction::OUT_CUBIC, 0.0f, descentDuration, hoverDistance, -hoverDistance);
ascentTween = new Tween<float>(EaseFunction::OUT_CUBIC, 0.0f, ascentDuration, 0.0f, hoverDistance);
descentTween->setEndCallback
(
[this](float t)
{
descended = true;
paint(Vector2(pick.x, pick.z), BRUSH_RADIUS);
}
);
tweener->addTween(descentTween);
tweener->addTween(ascentTween);
descended = false;
oldPick = pick;
tiltAngle = 0.0f;
targetTiltAngle = 0.0f;
tiltAxis = Vector3(1.0f, 0.0f, 0.0f);
targetTiltAxis = tiltAxis;
colony = nullptr;
}
Brush::~Brush()
{
delete pose;
delete descentTween;
delete ascentTween;
delete tweener;
}
void Brush::update(float dt)
{
modelInstance.setActive(active);
// Update tweener
tweener->update(dt);
float brushDistance = (descended) ? 0.0f : hoverDistance;
if (!ascentTween->isStopped())
{
brushDistance = ascentTween->getTweenValue();
}
else if (!descentTween->isStopped())
{
brushDistance = descentTween->getTweenValue();
}
targetTiltAngle = 0.0f;
if (descended)
{
Vector3 difference = pick - oldPick;
float distanceSquared = glm::dot(difference, difference);
// Calculate tilt
if (distanceSquared > 0.005f)
{
float maxDistance = 0.25f;
float maxTiltAngle = glm::radians(45.0f);
float distance = std::sqrt(distanceSquared);
float tiltFactor = std::min<float>(maxDistance, distance) / maxDistance;
targetTiltAngle = maxTiltAngle * tiltFactor;
targetTiltAxis = glm::normalize(Vector3(difference.z, 0.0f, -difference.x));
}
// Paint pheromones
Vector2 difference2D = Vector2(pick.x, pick.z) - Vector2(oldPick.x, oldPick.z);
float distance2DSquared = glm::dot(difference2D, difference2D);
if (distance2DSquared != 0.0f)
{
float distance2D = sqrt(distance2DSquared);
Vector2 direction2D = difference2D / distance2D;
if (distance2D <= BRUSH_RADIUS)
{
paint(Vector2(pick.x, pick.z), BRUSH_RADIUS);
}
else
{
float stepDistance = BRUSH_RADIUS * 0.5f;
int stepCount = static_cast<int>(distance2D / stepDistance + 0.5f);
for (int i = 0; i < stepCount; ++i)
{
Vector2 circleCenter = Vector2(oldPick.x, oldPick.z) + direction2D * (stepDistance * i);
paint(circleCenter, BRUSH_RADIUS);
}
paint(Vector2(pick.x, pick.z), BRUSH_RADIUS);
}
}
}
float angleInterpolationFactor = 0.1f / (1.0 / 60.0f) * dt;
float axisInterpolationFactor = 0.2f / (1.0 / 60.0f) * dt;
tiltAngle = glm::mix(tiltAngle, targetTiltAngle, angleInterpolationFactor);
tiltAxis = glm::mix(tiltAxis, targetTiltAxis, axisInterpolationFactor);
Quaternion tilt = glm::angleAxis(tiltAngle, tiltAxis);
Quaternion alignment = glm::angleAxis(cameraController->getAzimuth(), Vector3(0, 1, 0));
Quaternion rotation = glm::normalize(tilt);
Vector3 translation = pick + Vector3(0, brushDistance, 0);
modelInstance.setTranslation(translation);
modelInstance.setRotation(rotation);
if (descended)
{
Vector2 paintPosition = Vector2(pick.x, pick.z);
paint(paintPosition, BRUSH_RADIUS);
}
oldPick = pick;
}
void Brush::press()
{
ascentTween->stop();
descentTween->reset();
descentTween->start();
}
void Brush::release()
{
descentTween->stop();
descended = false;
ascentTween->reset();
ascentTween->start();
}
void Brush::setColony(Colony* colony)
{
this->colony = colony;
}
void Brush::paint(const Vector2& position, float radius)
{
if (!colony)
{
return;
}
PheromoneMatrix* pheromoneMatrix = colony->getRecruitmentMatrix();
float concentration = 1.0f;
float radiusSquared = radius * radius;
Vector2 cell;
Vector2 difference;
for (cell.y = position.y - radius; cell.y <= position.y + radius; cell.y += pheromoneMatrix->getCellHeight())
{
difference.y = cell.y - position.y;
for (cell.x = position.x - radius; cell.x <= position.x + radius; cell.x += pheromoneMatrix->getCellWidth())
{
difference.x = cell.x - position.x;
if (glm::dot(difference, difference) <= radiusSquared)
{
pheromoneMatrix->deposit(cell, concentration);
}
}
}
}