💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "tool-system.hpp"
#include "game/components/collision-component.hpp"
#include "game/components/tool-component.hpp"
#include "game/components/transform-component.hpp"
#include "event/event-dispatcher.hpp"
#include "game/events/tool-events.hpp"
#include "scene/camera.hpp"
#include "animation/orbit-cam.hpp"
#include "animation/ease.hpp"
#include "geometry/mesh.hpp"
#include "geometry/intersection.hpp"
#include "math/math.hpp"
#include "game/entity-commands.hpp"
using namespace ecs;
tool_system::tool_system(entt::registry& registry, ::event_dispatcher* event_dispatcher):
entity_system(registry),
event_dispatcher(event_dispatcher),
camera(nullptr),
orbit_cam(orbit_cam),
viewport{0, 0, 0, 0},
mouse_position{0, 0},
pick_enabled(true),
was_pick_enabled(pick_enabled),
active_tool(entt::null)
{
hand_angle_spring.z = 1.0f;
hand_angle_spring.w = hz_to_rads(8.0f);
hand_angle_spring.x1 = math::pi<float>;
hand_angle_spring.x0 = hand_angle_spring.x1;
hand_angle_spring.v = 0.0f;
pick_spring.z = 1.0f;
pick_spring.w = hz_to_rads(30.0f);
pick_spring.x1 = {0.0f, 0.0f, 0.0f};
pick_spring.x0 = pick_spring.x1;
pick_spring.v = {0.0f, 0.0f, 0.0f};
// Create descend animation
animation_channel<float>* channel = descend_animation.add_channel(0);
descend_animation.set_interpolator(ease<float, double>::out_cubic);
descend_animation.set_frame_callback
(
[this](int channel, const float& t)
{
this->active_tool_distance = t;
}
);
// Create descend animation
channel = ascend_animation.add_channel(0);
ascend_animation.set_interpolator(ease<float, double>::out_cubic);
ascend_animation.set_frame_callback
(
[this](int channel, const float& t)
{
this->active_tool_distance = t;
}
);
active_tool = entt::null;
active_tool_distance = 0.0f;
warp = true;
tool_active = false;
event_dispatcher->subscribe<mouse_moved_event>(this);
event_dispatcher->subscribe<window_resized_event>(this);
}
tool_system::~tool_system()
{
event_dispatcher->unsubscribe<mouse_moved_event>(this);
event_dispatcher->unsubscribe<window_resized_event>(this);
}
void tool_system::update(double t, double dt)
{
if (active_tool == entt::null)
return;
// Advance animations
ascend_animation.advance(dt);
descend_animation.advance(dt);
if (!camera)
return;
float3 pick_near = camera->unproject({mouse_position[0], viewport[3] - mouse_position[1], 0.0f}, viewport);
float3 pick_far = camera->unproject({mouse_position[0], viewport[3] - mouse_position[1], 1.0f}, viewport);
float3 pick_origin = pick_near;
float3 pick_direction = math::normalize(pick_far - pick_near);
ray<float> picking_ray = {pick_near, pick_direction};
float a = std::numeric_limits<float>::infinity();
bool intersection = false;
float3 pick;
// Cast ray from cursor to collision components to find closest intersection
registry.view<transform_component, collision_component>().each(
[&](auto entity, auto& transform, auto& collision)
{
math::transform<float> inverse_transform = math::inverse(transform.local);
float3 origin = inverse_transform * pick_origin;
float3 direction = math::normalize(math::conjugate(transform.local.rotation) * pick_direction);
ray<float> transformed_ray = {origin, direction};
// Broad phase AABB test
auto aabb_result = ray_aabb_intersection(transformed_ray, collision.bounds);
if (!std::get<0>(aabb_result))
{
return;
}
// Narrow phase mesh test
auto mesh_result = collision.mesh_accelerator.query_nearest(transformed_ray);
if (mesh_result)
{
intersection = true;
if (mesh_result->t < a)
{
a = mesh_result->t;
pick = picking_ray.extrapolate(a);
pick_spring.x1 = pick;
}
}
});
const float3& camera_position = camera->get_translation();
float3 pick_planar_position = float3{pick.x, 0, pick.z};
float3 camera_planar_position = float3{camera_position.x, 0, camera_position.z};
float pick_angle = 0.0f;
float3 pick_planar_direction = math::normalize(pick_planar_position - camera_planar_position);
float3 camera_planar_focal_point = float3{orbit_cam->get_focal_point().x, 0, orbit_cam->get_focal_point().z};
float3 camera_planar_direction = math::normalize(camera_planar_focal_point - camera_planar_position);
if (std::fabs(math::length_squared(camera_planar_direction - pick_planar_direction) > 0.0001f))
{
pick_angle = std::acos(math::dot(camera_planar_direction, pick_planar_direction));
if (math::dot(math::cross(camera_planar_direction, pick_planar_direction), float3{0, 1, 0}) < 0.0f)
pick_angle = -pick_angle;
}
// Determine target hand angle
hand_angle_spring.x1 = -std::min<float>(0.5f, std::max<float>(-0.5f, ((mouse_position[0] / viewport[2]) - 0.5f) * 1.0f)) * (math::pi<float>);
// Solve springs
solve_numeric_spring<float, float>(hand_angle_spring, dt);
solve_numeric_spring<float3, float>(pick_spring, dt);
// Don't use spring for picking
pick_spring.x0 = pick_spring.x1;
// Move active tools to intersection location
registry.view<tool_component, transform_component>().each(
[&](auto entity, auto& tool, auto& transform)
{
/*
if (registry.has<model_component>(entity))
{
}*/
if (!tool.active)
return;
active_tool = entity;
float tool_distance = active_tool_distance;//(tool_active) ? tool.active_distance : tool.idle_distance;
// Interpolate between left and right hand
math::quaternion<float> hand_rotation = math::angle_axis(orbit_cam->get_azimuth() + hand_angle_spring.x0, float3{0, 1, 0});
math::quaternion<float> tilt_rotation = math::angle_axis(orbit_cam->get_elevation(), float3{-1.0f, 0.0f, 0.0f});
if (tool.heliotropic)
{
math::quaternion<float> solar_rotation = math::rotation(float3{0, -1, 0}, sun_direction);
transform.local.translation = pick_spring.x0 + solar_rotation * float3{0, tool_distance, 0};
transform.local.rotation = solar_rotation * hand_rotation;
}
else
{
math::quaternion<float> rotation = hand_rotation * tilt_rotation;
transform.local.translation = pick_spring.x0 + rotation * float3{0, tool_distance, 0};
transform.local.rotation = rotation;
}
if (warp)
{
transform.warp = true;
ec::assign_render_layers(registry, active_tool, 1);
warp = false;
}
// Update tool's cursor position
tool.cursor = pick_spring.x0;
//math::quaternion<float> rotation = math::angle_axis(orbit_cam->get_azimuth() + pick_angle, float3{0, 1, 0});
//transform.transform.rotation = rotation;
});
was_pick_enabled = pick_enabled;
}
void tool_system::set_camera(const ::camera* camera)
{
this->camera = camera;
}
void tool_system::set_orbit_cam(const ::orbit_cam* orbit_cam)
{
this->orbit_cam = orbit_cam;
}
void tool_system::set_viewport(const float4& viewport)
{
this->viewport = viewport;
mouse_position.x = viewport[2] * 0.5f;
mouse_position.y = viewport[3] * 0.5f;
}
void tool_system::set_pick(bool enabled)
{
pick_enabled = enabled;
}
void tool_system::set_sun_direction(const float3& direction)
{
sun_direction = direction;
}
void tool_system::set_active_tool(entt::entity entity)
{
if (active_tool == entity)
return;
const float descent_time = 0.1f;
const float ascent_time = 0.1f;
if (active_tool != entt::null)
{
auto& tool = registry.get<tool_component>(active_tool);
tool.active = false;
ec::assign_render_layers(registry, active_tool, 0);
}
active_tool = entity;
if (active_tool != entt::null)
{
auto& tool = registry.get<tool_component>(active_tool);
tool.active = true;
active_tool_distance = tool.idle_distance;
ec::warp_to(registry, active_tool, pick_spring.x0 + float3{0.0f, tool.idle_distance, 0.0f});
// Adjust descend and ascend animations
animation_channel<float>* channel = descend_animation.get_channel(0);
channel->remove_keyframes();
channel->insert_keyframe({0.0, tool.idle_distance});
channel->insert_keyframe({descent_time, tool.active_distance});
channel = ascend_animation.get_channel(0);
channel->remove_keyframes();
channel->insert_keyframe({0.0, tool.active_distance});
channel->insert_keyframe({ascent_time, tool.idle_distance});
}
warp = true;
}
void tool_system::set_tool_active(bool active)
{
tool_active = active;
if (active)
{
descend_animation.rewind();
descend_animation.play();
// Queue tool pressed event
tool_pressed_event event;
event.entity = active_tool;
event.position = pick_spring.x0;
event_dispatcher->queue(event);
}
else
{
ascend_animation.rewind();
ascend_animation.play();
// Queue tool pressed event
tool_released_event event;
event.entity = active_tool;
event.position = pick_spring.x0;
event_dispatcher->queue(event);
}
}
void tool_system::handle_event(const mouse_moved_event& event)
{
if (pick_enabled && was_pick_enabled)
{
mouse_position[0] = event.x;
mouse_position[1] = event.y;
}
}
void tool_system::handle_event(const window_resized_event& event)
{
set_viewport({0.0f, 0.0f, static_cast<float>(event.w), static_cast<float>(event.h)});
}