💿🐜 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 "game/states/brood.hpp"
#include "entity/archetype.hpp"
#include "entity/commands.hpp"
#include "entity/components/observer.hpp"
#include "entity/components/camera.hpp"
#include "entity/components/terrain.hpp"
#include "entity/components/transform.hpp"
#include "entity/components/chamber.hpp"
#include "entity/components/constraints/spring-to.hpp"
#include "entity/components/constraints/three-dof.hpp"
#include "entity/components/constraint-stack.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "resources/resource-manager.hpp"
#include "render/passes/sky-pass.hpp"
#include "application.hpp"
#include <iostream>
namespace game {
namespace state {
namespace brood {
static void setup_nest(game::context* ctx);
static void setup_ants(game::context* ctx);
static void setup_camera(game::context* ctx);
static void setup_controls(game::context* ctx);
void enter(game::context* ctx)
{
setup_nest(ctx);
setup_ants(ctx);
setup_camera(ctx);
setup_controls(ctx);
ctx->underground_ambient_light->set_intensity(1.0f);
// Create larva
{
entity::archetype* larva_archetype = ctx->resource_manager->load<entity::archetype>("ant-larva.ent");
auto larva_eid = larva_archetype->create(*ctx->entity_registry);
entity::command::warp_to(*ctx->entity_registry, larva_eid, {0.0f, 0.0f, 0.0f});
entity::command::assign_render_layers(*ctx->entity_registry, larva_eid, 0b1);
}
// Create cocoon
{
entity::archetype* cocoon_archetype = ctx->resource_manager->load<entity::archetype>("ant-cocoon.ent");
auto cocoon_eid = cocoon_archetype->create(*ctx->entity_registry);
entity::command::warp_to(*ctx->entity_registry, cocoon_eid, {-50, 0.1935f, 0});
entity::command::assign_render_layers(*ctx->entity_registry, cocoon_eid, 0b1);
}
// Reset tweening
ctx->underground_scene->update_tweens();
// Start fade in
ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
}
void exit(game::context* ctx)
{}
void setup_nest(game::context* ctx)
{
// Create nest central shaft entity
if (!ctx->entities.count("shaft"))
{
entity::id shaft_eid = ctx->entity_registry->create();
ctx->entities["shaft"] = shaft_eid;
entity::component::transform transform;
transform.local = math::identity_transform<float>;
transform.world = transform.local;
transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(shaft_eid, transform);
}
// Create nest lobby chamber entity
if (!ctx->entities.count("lobby"))
{
entity::id lobby_eid = ctx->entity_registry->create();
ctx->entities["lobby"] = lobby_eid;
entity::component::chamber chamber;
chamber.shaft_eid = ctx->entities["shaft"];
chamber.distance = 10.0f;
chamber.previous_chamber_eid = entt::null;
chamber.next_chamber_eid = entt::null;
}
}
void setup_ants(game::context* ctx)
{
// Create queen ant entity
if (!ctx->entities.count("queen"))
{
entity::id queen_eid = ctx->entity_registry->create();
ctx->entities["queen"] = queen_eid;
}
}
void setup_camera(game::context* ctx)
{
// Switch to underground camera
ctx->surface_camera->set_active(false);
ctx->underground_camera->set_active(true);
// Create underground camera entity
if (!ctx->entities.count("underground_cam"))
{
// Create camera target entity
entity::id target_eid = ctx->entity_registry->create();
ctx->entities["underground_cam_target"] = target_eid;
{
// Transform
entity::component::transform target_transform;
target_transform.local = math::identity_transform<float>;
target_transform.world = target_transform.local;
target_transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(target_eid, target_transform);
}
// Create camera entity
entity::id camera_eid = ctx->entity_registry->create();
ctx->entities["underground_cam"] = camera_eid;
// Create camera transform component
entity::component::transform transform;
transform.local = math::identity_transform<float>;
transform.world = transform.local;
transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(camera_eid, transform);
// Create camera camera component
entity::component::camera camera;
camera.object = ctx->underground_camera;
ctx->entity_registry->assign<entity::component::camera>(camera_eid, camera);
// Create camera 3DOF constraint entity
entity::id three_dof_constraint_eid = ctx->entity_registry->create();
ctx->entities["underground_cam_3dof"] = three_dof_constraint_eid;
{
// Create 3DOF to constraint
entity::component::constraint::three_dof three_dof;
three_dof.yaw = 0.0f;
three_dof.pitch = 0.0f;
three_dof.roll = 0.0f;
ctx->entity_registry->assign<entity::component::constraint::three_dof>(three_dof_constraint_eid, three_dof);
// Create constraint stack node component
entity::component::constraint_stack_node node;
node.active = true;
node.weight = 1.0f;
node.next = entt::null;
ctx->entity_registry->assign<entity::component::constraint_stack_node>(three_dof_constraint_eid, node);
}
// Create camera spring to constraint entity
entity::id spring_constraint_eid = ctx->entity_registry->create();
{
// Create spring to constraint
entity::component::constraint::spring_to spring;
spring.target = target_eid;
spring.translation = {{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.0f, math::two_pi<float>};
spring.translation.w = hz_to_rads(8.0f);
spring.spring_translation = true;
spring.spring_rotation = false;
ctx->entity_registry->assign<entity::component::constraint::spring_to>(spring_constraint_eid, spring);
// Create constraint stack node component
entity::component::constraint_stack_node node;
node.active = true;
node.weight = 1.0f;
node.next = three_dof_constraint_eid;
ctx->entity_registry->assign<entity::component::constraint_stack_node>(spring_constraint_eid, node);
}
// Create camera constraint stack component
entity::component::constraint_stack constraint_stack;
constraint_stack.head = spring_constraint_eid;
ctx->entity_registry->assign<entity::component::constraint_stack>(camera_eid, constraint_stack);
}
ctx->underground_camera->set_exposure(0.0f);
}
void setup_controls(game::context* ctx)
{
// Get underground camera entity
entity::id camera_eid = ctx->entities["underground_cam"];
entity::id target_eid = ctx->entities["underground_cam_target"];
entity::id three_dof_eid = ctx->entities["underground_cam_3dof"];
const float dolly_speed = 20.0f;
const float truck_speed = dolly_speed;
const float pedestal_speed = 30.0f;
const float pan_speed = math::radians(8.0f);
const float tilt_speed = pan_speed;
const input::control* move_slow = ctx->controls["move_slow"];
const input::control* move_fast = ctx->controls["move_fast"];
const input::control* mouse_rotate = ctx->controls["mouse_rotate"];
ctx->controls["dolly_forward"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {0.0f, 0.0f, -truck_speed * value * (1.0f / 60.0f)};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Dolly backward
ctx->controls["dolly_backward"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {0.0f, 0.0f, truck_speed * value * (1.0f / 60.0f)};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Truck right
ctx->controls["truck_right"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Truck left
ctx->controls["truck_left"]->set_active_callback
(
[ctx, target_eid, three_dof_eid, truck_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
const math::quaternion<float> yaw = math::angle_axis(three_dof.yaw, {0.0f, 1.0f, 0.0f});
const float3 movement = {-truck_speed * value * (1.0f / 60.0f), 0.0f, 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, yaw * movement);
}
);
// Pedestal up
ctx->controls["pedestal_up"]->set_active_callback
(
[ctx, target_eid, pedestal_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
const float3 movement = {0.0f, pedestal_speed * value * (1.0f / 60.0f), 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, movement);
}
);
// Pedestal down
ctx->controls["pedestal_down"]->set_active_callback
(
[ctx, target_eid, pedestal_speed, move_slow, move_fast](float value)
{
if (move_slow->is_active())
value *= 0.5f;
if (move_fast->is_active())
value *= 2.0f;
const float3 movement = {0.0f, -pedestal_speed * value * (1.0f / 60.0f), 0.0f};
entity::command::translate(*ctx->entity_registry, target_eid, movement);
}
);
// Mouse rotate
ctx->controls["mouse_rotate"]->set_activated_callback
(
[ctx]()
{
ctx->app->set_relative_mouse_mode(true);
}
);
ctx->controls["mouse_rotate"]->set_deactivated_callback
(
[ctx]()
{
ctx->app->set_relative_mouse_mode(false);
}
);
// Pan left
ctx->controls["pan_left_mouse"]->set_active_callback
(
[ctx, three_dof_eid, pan_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw += pan_speed * value * (1.0f / 60.0f);
}
);
// Pan right
ctx->controls["pan_right_mouse"]->set_active_callback
(
[ctx, three_dof_eid, pan_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.yaw -= pan_speed * value * (1.0f / 60.0f);
}
);
// Tilt up
ctx->controls["tilt_up_mouse"]->set_active_callback
(
[ctx, three_dof_eid, tilt_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch -= tilt_speed * value * (1.0f / 60.0f);
three_dof.pitch = std::max<float>(math::radians(-90.0f), three_dof.pitch);
}
);
// Tilt down
ctx->controls["tilt_down_mouse"]->set_active_callback
(
[ctx, three_dof_eid, tilt_speed, mouse_rotate](float value)
{
if (!mouse_rotate->is_active())
return;
auto& three_dof = ctx->entity_registry->get<entity::component::constraint::three_dof>(three_dof_eid);
three_dof.pitch += tilt_speed * value * (1.0f / 60.0f);
three_dof.pitch = std::min<float>(math::radians(90.0f), three_dof.pitch);
}
);
}
} // namespace brood
} // namespace state
} // namespace game