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/*
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* Copyright (C) 2017 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 "experiment-state.hpp"
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#include "../application.hpp"
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#include "../camera-controller.hpp"
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#include "../ui/ui.hpp"
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#include <iostream>
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#include <SDL.h>
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ExperimentState::ExperimentState(Application* application):
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ApplicationState(application)
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{}
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ExperimentState::~ExperimentState()
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{}
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void drawShaft(LineBatcher* lineBatcher, const Shaft* shaft);
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void drawChamber(LineBatcher* lineBatcher, const Chamber* chamber)
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{
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float helixAngle = chamber->parent->getHelixAngle(chamber->relativeDepth);
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float minAngle = helixAngle - chamber->centralAngle * 0.5f;
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float maxAngle = helixAngle + chamber->centralAngle * 0.5f;
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// Find position on helix
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Vector3 helixPosition = chamber->parent->getHelixPosition(chamber->relativeDepth);
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helixPosition.y = -helixPosition.y;
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// Move annulus toward helix by the inner radius
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Vector3 helixDirection = glm::normalize(Vector3(std::cos(helixAngle), 0.0f, std::sin(helixAngle)));
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Vector3 offset = helixPosition - helixDirection * (chamber->innerRadius - chamber->parent->shaftRadius);
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int stepCount = 10;
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float angleStep = chamber->centralAngle / (float)stepCount;
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for (int i = 0; i < stepCount; ++i)
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{
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float angle0 = minAngle + angleStep * (float)i;
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float angle1 = minAngle + angleStep * (float)(i + 1);
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float x0 = std::cos(angle0);
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float z0 = std::sin(angle0);
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float x1 = std::cos(angle1);
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float z1 = std::sin(angle1);
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Vector3 innerStart;
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innerStart.x = x0 * chamber->innerRadius;
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innerStart.y = 0.0f;
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innerStart.z = z0 * chamber->innerRadius;
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Vector3 outerStart;
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outerStart.x = x0 * chamber->outerRadius;
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outerStart.y = 0.0f;
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outerStart.z = z0 * chamber->outerRadius;
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Vector3 innerEnd;
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innerEnd.x = x1 * chamber->innerRadius;
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innerEnd.y = 0.0f;
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innerEnd.z = z1 * chamber->innerRadius;
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Vector3 outerEnd;
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outerEnd.x = x1 * chamber->outerRadius;
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outerEnd.y = 0.0f;
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outerEnd.z = z1 * chamber->outerRadius;
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lineBatcher->draw(offset + innerStart, offset + innerEnd);
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lineBatcher->draw(offset + outerStart, offset + outerEnd);
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}
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Vector3 leftWallStart;
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leftWallStart.x = std::cos(minAngle) * chamber->innerRadius;
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leftWallStart.y = 0.0f;
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leftWallStart.z = std::sin(minAngle) * chamber->innerRadius;
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Vector3 leftWallEnd;
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leftWallEnd.x = std::cos(minAngle) * chamber->outerRadius;
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leftWallEnd.y = 0.0f;
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leftWallEnd.z = std::sin(minAngle) * chamber->outerRadius;
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Vector3 rightWallStart;
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rightWallStart.x = std::cos(maxAngle) * chamber->innerRadius;
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rightWallStart.y = 0.0f;
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rightWallStart.z = std::sin(maxAngle) * chamber->innerRadius;
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Vector3 rightWallEnd;
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rightWallEnd.x = std::cos(maxAngle) * chamber->outerRadius;
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rightWallEnd.y = 0.0f;
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rightWallEnd.z = std::sin(maxAngle) * chamber->outerRadius;
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lineBatcher->draw(offset + leftWallStart, offset + leftWallEnd);
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lineBatcher->draw(offset + rightWallStart, offset + rightWallEnd);
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if (chamber->child != nullptr)
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{
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drawShaft(lineBatcher, chamber->child);
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}
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}
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void drawShaft(LineBatcher* lineBatcher, const Shaft* shaft)
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{
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// Draw helix
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int stepCount = 50;
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float depthStep = shaft->shaftDepth / (float)stepCount;
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for (int i = 0; i < stepCount; ++i)
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{
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Vector3 start = shaft->getHelixPosition((float)i * depthStep);
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Vector3 end = shaft->getHelixPosition((float)(i + 1) * depthStep);
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start.y = -start.y;
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end.y = -end.y;
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lineBatcher->draw(start, end);
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}
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// Draw children
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for (const Chamber* chamber: shaft->children)
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{
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drawChamber(lineBatcher, chamber);
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}
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}
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void ExperimentState::generateNest()
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{
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NestParameters params;
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params.randomSeed = std::rand();
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params.maxShaftGeneration = 2;
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params.minShaftRadius = 0.0f;
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params.maxShaftRadius = 0.0f;
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params.minShaftDepth = 4.0f;
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params.maxShaftDepth = 6.0f;
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params.minShaftHelixRadius = 0.1f;
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params.maxShaftHelixRadius = 1.0f;
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params.minShaftHelixPitch = 0.25f;
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params.maxShaftHelixPitch = 0.75f;
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params.minShaftChamberCount = 1;
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params.maxShaftChamberCount = 5;
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params.minShaftChamberPitch = 0.5f;
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params.maxShaftChamberPitch = 2.0f;
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params.minChamberInnerRadius = 0.2f;
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params.maxChamberInnerRadius = 0.2f;
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params.minChamberOuterRadius = 0.5f;
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params.maxChamberOuterRadius = 0.5f;
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params.minChamberCentralAngle = glm::radians(240.0f);
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params.maxChamberCentralAngle = glm::radians(240.0f);
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nest.setParameters(params);
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nest.generate();
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// Draw nest
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application->lineBatcher->setColor(Vector4(1.0f));
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application->lineBatcher->setWidth(0.015f);
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application->lineBatcher->begin();
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drawShaft(application->lineBatcher, nest.getRootShaft());
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application->lineBatcher->end();
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}
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void ExperimentState::enter()
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{
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std::cout << "Entering ExperimentState..." << std::endl;
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std::srand(std::time(0));
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// BG
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application->bgBatch.resize(1);
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BillboardBatch::Range* bgRange = application->bgBatch.addRange();
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bgRange->start = 0;
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bgRange->length = 1;
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Billboard* bgBillboard = application->bgBatch.getBillboard(0);
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bgBillboard->setDimensions(Vector2(1.0f, 1.0f));
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bgBillboard->setTranslation(Vector3(0.5f, 0.5f, 0.0f));
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bgBillboard->setTintColor(Vector4(1, 0, 0, 1));
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application->bgBatch.update();
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application->vignettePass.setRenderTarget(&application->defaultRenderTarget);
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application->bgCompositor.addPass(&application->vignettePass);
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application->bgCompositor.load(nullptr);
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application->bgCamera.setOrthographic(0, 1.0f, 1.0f, 0, -1.0f, 1.0f);
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application->bgCamera.lookAt(glm::vec3(0), glm::vec3(0, 0, -1), glm::vec3(0, 1, 0));
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application->bgCamera.setCompositor(&application->bgCompositor);
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application->bgCamera.setCompositeIndex(0);
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application->bgScene.addLayer();
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application->bgScene.getLayer(0)->addObject(&application->bgCamera);
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application->bgScene.getLayer(0)->addObject(&application->bgBatch);
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SceneLayer* terrainLayer = application->scene.addLayer();
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SceneLayer* objectsLayer = application->scene.addLayer();
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terrainLayer->addObject(&application->camera);
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objectsLayer->addObject(&application->camera);
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objectsLayer->addObject(application->displayModelInstance);
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objectsLayer->addObject(application->antModelInstance);
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objectsLayer->addObject(application->lineBatcher->getBatch());
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// Create terrain
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terrain.create(16, 16, Vector3(150.0f));
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terrainLayer->addObject(terrain.getSurfaceModel()->createInstance());
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terrainLayer->addObject(terrain.getSubsurfaceModel()->createInstance());
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DirectionalLight* lightA = new DirectionalLight();
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DirectionalLight* lightB = new DirectionalLight();
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DirectionalLight* lightC = new DirectionalLight();
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lightA->setColor(glm::vec3(1.0f));
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lightB->setColor(glm::vec3(0.25f));
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lightC->setColor(glm::vec3(1.0f, 1.0f, 1.0f));
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lightA->setDirection(glm::normalize(glm::vec3(0.0, -0.8, -0.2)));
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lightB->setDirection(glm::normalize(glm::vec3(1.0, -.2, 0.0f)));
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lightC->setDirection(glm::normalize(glm::vec3(0.0, 1.0, 0.0)));
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terrainLayer->addObject(lightA);
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terrainLayer->addObject(lightB);
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terrainLayer->addObject(lightC);
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objectsLayer->addObject(lightA);
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objectsLayer->addObject(lightB);
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objectsLayer->addObject(lightC);
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// Load compositor
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application->defaultCompositor.unload();
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RenderQueue renderQueue;
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const std::list<SceneObject*>* objects = terrainLayer->getObjects();
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for (const SceneObject* object: *objects)
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renderQueue.queue(object);
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objects = objectsLayer->getObjects();
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for (const SceneObject* object: *objects)
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renderQueue.queue(object);
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RenderContext renderContext;
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renderContext.camera = nullptr;
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renderContext.layer = objectsLayer;
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renderContext.queue = &renderQueue;
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application->defaultCompositor.load(&renderContext);
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application->camera.setPerspective(
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glm::radians(25.0f),
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(float)application->width / (float)application->height,
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0.5f,
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2000.0f);
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// Setup camera controller
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application->surfaceCam->setCamera(&application->camera);
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application->surfaceCam->setFocalPoint(Vector3(0.0f));
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application->surfaceCam->setFocalDistance(10.0f);
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application->surfaceCam->setElevation(glm::radians(90.0f * (3.0f / 4.0f)));
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application->surfaceCam->setAzimuth(glm::radians(45.0f));
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application->surfaceCam->setTargetFocalPoint(application->surfaceCam->getFocalPoint());
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application->surfaceCam->setTargetFocalDistance(application->surfaceCam->getFocalDistance());
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application->surfaceCam->setTargetElevation(application->surfaceCam->getElevation());
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application->surfaceCam->setTargetAzimuth(application->surfaceCam->getAzimuth());
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application->surfaceCam->update(0.0f);
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application->pauseMenuContainer->setVisible(false);
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application->pauseMenuContainer->setActive(false);
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// Generate nest
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generateNest();
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dragging = oldDragging = false;
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application->inputManager->addWindowObserver(this);
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application->mouse->addMouseButtonObserver(this);
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windowResized(application->width, application->height);
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// Start timer
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timer.start();
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}
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void ExperimentState::execute()
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{
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// Calculate delta time (in seconds)
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float dt = static_cast<float>(timer.microseconds().count()) / 1000000.0f;
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timer.reset();
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// Update controls
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application->menuControlProfile->update();
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application->gameControlProfile->update();
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// Update input
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oldDragging = dragging;
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application->inputManager->update();
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// Check if application was closed
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if (application->inputManager->wasClosed() || application->escape.isTriggered())
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{
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application->close(EXIT_SUCCESS);
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return;
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}
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// Check if fullscreen was toggled
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if (application->toggleFullscreen.isTriggered() && !application->toggleFullscreen.wasTriggered())
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{
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application->changeFullscreen();
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}
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// Move camera
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Vector2 movementVector(0.0f);
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if (application->cameraMoveLeft.isTriggered())
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movementVector.x -= application->cameraMoveLeft.getCurrentValue();
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if (application->cameraMoveRight.isTriggered())
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movementVector.x += application->cameraMoveRight.getCurrentValue();
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if (application->cameraMoveForward.isTriggered())
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movementVector.y -= application->cameraMoveForward.getCurrentValue();
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if (application->cameraMoveBack.isTriggered())
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movementVector.y += application->cameraMoveBack.getCurrentValue();
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if (movementVector.x != 0.0f || movementVector.y != 0.0f)
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{
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movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * dt / (1.0f / 60.0f);
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application->surfaceCam->move(movementVector);
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}
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// Rotate camera
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/*
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if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered())
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application->surfaceCam->rotate(glm::radians(-90.0f));
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if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered())
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application->surfaceCam->rotate(glm::radians(90.0f));
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*/
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float rotationSpeed = glm::radians(3.0f) * dt / (1.0f / 60.0f);
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if (application->cameraRotateCW.isTriggered())
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application->surfaceCam->rotate(-rotationSpeed);
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if (application->cameraRotateCCW.isTriggered())
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application->surfaceCam->rotate(rotationSpeed);
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// Zoom camera
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float zoomFactor = application->surfaceCam->getFocalDistance() / 20.0f * dt / (1.0f / 60.0f);
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if (application->cameraZoomIn.isTriggered())
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application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
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if (application->cameraZoomOut.isTriggered())
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application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
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// Enforce camera focal distance constraints
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float minFocalDistance = 2.5f;
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float maxFocalDistance = 1000.0f;
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if (application->surfaceCam->getTargetFocalDistance() > maxFocalDistance)
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{
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application->surfaceCam->setTargetFocalDistance(maxFocalDistance);
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}
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else if (application->surfaceCam->getTargetFocalDistance() < minFocalDistance)
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{
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application->surfaceCam->setTargetFocalDistance(minFocalDistance);
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}
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// Enforce camera focal point constraints
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float worldSize = 150.0f;
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Vector3 boundsMin = Vector3(-worldSize * 0.5f, 0.0f, -worldSize * 0.5f);
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Vector3 boundsMax = Vector3(worldSize * 0.5f, 0.0f, worldSize * 0.5f);
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Vector3 targetFocalPoint = application->surfaceCam->getTargetFocalPoint();
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targetFocalPoint.x = std::max(boundsMin.x, std::min(boundsMax.x, targetFocalPoint.x));
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targetFocalPoint.z = std::max(boundsMin.z, std::min(boundsMax.z, targetFocalPoint.z));
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application->surfaceCam->setTargetFocalPoint(targetFocalPoint);
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// Fixed camera angles
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float overheadViewElevation = glm::radians(90.0f * (3.0f / 4.0f));
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float tiltedViewElevation = glm::radians(30.0f);
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float nestViewElevation = glm::radians(0.0f);
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// Toggle overhead view
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if (!application->cameraNestView)
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{
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if (application->cameraToggleOverheadView.isTriggered() && !application->cameraToggleOverheadView.wasTriggered())
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{
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application->cameraOverheadView = !application->cameraOverheadView;
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float elevation = (application->cameraOverheadView) ? overheadViewElevation : tiltedViewElevation;
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application->surfaceCam->setTargetElevation(elevation);
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}
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}
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// Toggle nest view
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if (application->cameraToggleNestView.isTriggered() && !application->cameraToggleNestView.wasTriggered())
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{
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application->cameraNestView = !application->cameraNestView;
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float elevation = (application->cameraNestView) ? nestViewElevation : (application->cameraOverheadView) ? overheadViewElevation : tiltedViewElevation;
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application->surfaceCam->setTargetElevation(elevation);
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}
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if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
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{
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generateNest();
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}
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application->surfaceCam->update(dt);
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// Picking
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// Pick!!!
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glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
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mousePosition.y = application->height - mousePosition.y;
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Vector4 viewport(0.0f, 0.0f, application->width, application->height);
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Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport);
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Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport);
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Ray pickingRay;
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pickingRay.origin = mouseNear;
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pickingRay.direction = glm::normalize(mouseFar - mouseNear);
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Vector3 pick;
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if (dragging)
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{
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auto result = pickingRay.intersects(*terrain.getSurfaceMesh());
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if (std::get<0>(result))
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{
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pick = pickingRay.extrapolate(std::get<1>(result));
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}
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else
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{
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Plane plane;
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plane.set(Vector3(0, 1, 0), Vector3(0.0f));
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auto result = pickingRay.intersects(plane);
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pick = pickingRay.extrapolate(std::get<1>(result));
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}
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Transform xf = Transform::getIdentity();
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xf.translation = pick;
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application->antModelInstance->setTransform(xf);
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if (!oldDragging)
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{
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dragStart = pick;
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}
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dragEnd = pick;
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Vector3 dragMin;
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dragMin.x = std::min(dragStart.x, dragEnd.x);
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dragMin.y = std::min(dragStart.y, dragEnd.y);
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dragMin.z = std::min(dragStart.z, dragEnd.z);
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Vector3 dragMax;
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dragMax.x = std::max(dragStart.x, dragEnd.x);
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dragMax.y = std::max(dragStart.y, dragEnd.y);
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dragMax.z = std::max(dragStart.z, dragEnd.z);
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float halfWorldSize = worldSize * 0.5f;
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application->clippingPlaneOffsets[0] = Vector3(dragMax.x, -halfWorldSize, 0.0f);
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application->clippingPlaneOffsets[1] = Vector3(0.0f, -halfWorldSize, dragMin.z);
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application->clippingPlaneOffsets[2] = Vector3(dragMin.x, -halfWorldSize, 0.0f);
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application->clippingPlaneOffsets[3] = Vector3(0.0f, -halfWorldSize, dragMax.z);
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}
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// Calculate clipping planes
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float halfWorldSize = worldSize * 0.5f;
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// E, N, W, S, B
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//application->clippingPlaneOffsets[0] = Vector3(halfWorldSize * 0.5f, -halfWorldSize, 0.0f);
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//application->clippingPlaneOffsets[1] = Vector3(0.0f, -halfWorldSize, -halfWorldSize * 0.5f);
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//application->clippingPlaneOffsets[2] = Vector3(-halfWorldSize * 0.5f, -halfWorldSize, 0.0f);
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//application->clippingPlaneOffsets[3] = Vector3(0.0f, -halfWorldSize, halfWorldSize * 0.5f);
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application->clippingPlaneOffsets[4] = Vector3(0.0f, -worldSize * 2.0f, 0.0f);
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|
application->clippingPlaneNormals[0] = Vector3(1.0f, 0.0f, 0.0f);
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|
application->clippingPlaneNormals[1] = Vector3(0.0f, 0.0f, -1.0f);
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|
application->clippingPlaneNormals[2] = Vector3(-1.0f, 0.0f, 0.0f);
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application->clippingPlaneNormals[3] = Vector3(0.0f, 0.0f, 1.0f);
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|
application->clippingPlaneNormals[4] = Vector3(0.0f, -1.0f, 0.0f);
|
|
|
|
for (int i = 0; i < 5; ++i)
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|
{
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|
application->clippingPlanes[i].set(application->clippingPlaneNormals[i], application->clippingPlaneOffsets[i]);
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|
}
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|
application->lightingPass.setClippingPlanes(&application->clippingPlanes[0]);
|
|
|
|
|
|
application->lineBatcher->getBatch()->update();
|
|
|
|
// Perform tweening
|
|
application->tweener->update(dt);
|
|
|
|
// Update UI
|
|
application->uiRootElement->update();
|
|
|
|
// Clear to black
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
// Render background
|
|
application->renderer.render(application->bgScene);
|
|
|
|
// Render scene
|
|
application->renderer.render(application->scene);
|
|
|
|
// Form billboard batch for UI then render UI scene
|
|
application->uiBatcher->batch(application->uiBatch, application->uiRootElement);
|
|
application->renderer.render(application->uiScene);
|
|
|
|
// Swap buffers
|
|
SDL_GL_SwapWindow(application->window);
|
|
}
|
|
|
|
void ExperimentState::exit()
|
|
{
|
|
std::cout << "Exiting ExperimentState..." << std::endl;
|
|
application->inputManager->removeWindowObserver(this);
|
|
}
|
|
|
|
void ExperimentState::windowClosed()
|
|
{
|
|
application->close(EXIT_SUCCESS);
|
|
}
|
|
|
|
void ExperimentState::windowResized(int width, int height)
|
|
{
|
|
// Update application dimensions
|
|
application->width = width;
|
|
application->height = height;
|
|
if (application->fullscreen)
|
|
{
|
|
application->fullscreenWidth = width;
|
|
application->fullscreenHeight = height;
|
|
}
|
|
else
|
|
{
|
|
application->windowedWidth = width;
|
|
application->windowedHeight = height;
|
|
}
|
|
|
|
// Setup default render target
|
|
application->defaultRenderTarget.width = application->width;
|
|
application->defaultRenderTarget.height = application->height;
|
|
|
|
// UI camera
|
|
application->uiCamera.setOrthographic(0, application->width, application->height, 0, -1.0f, 1.0f);
|
|
|
|
// 3D camera
|
|
application->camera.setPerspective(
|
|
glm::radians(25.0f),
|
|
(float)application->width / (float)application->height,
|
|
0.5f,
|
|
2000.0f);
|
|
}
|
|
|
|
void ExperimentState::mouseButtonPressed(int button, int x, int y)
|
|
{
|
|
dragging = true;
|
|
}
|
|
|
|
void ExperimentState::mouseButtonReleased(int button, int x, int y)
|
|
{
|
|
dragging = false;
|
|
}
|