#include "tool.hpp"
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#include "ant.hpp"
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#include "colony.hpp"
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#include "../camera-controller.hpp"
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#include <iostream>
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#include <list>
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Tool::Tool():
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active(false),
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pick(0.0f),
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cameraController(nullptr)
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{
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modelInstance.setActive(active);
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}
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Tool::~Tool()
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{}
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void Tool::setActive(bool active)
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{
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this->active = active;
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if (!active)
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{
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modelInstance.setActive(active);
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}
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}
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void Tool::setCameraController(const SurfaceCameraController* cameraController)
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{
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this->cameraController = cameraController;
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}
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Forceps::Forceps(const Model* model)
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{
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// Allocate pose and initialize to bind pose
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pose = new Pose(model->getSkeleton());
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pose->reset();
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pose->concatenate();
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// Setup model instance
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modelInstance.setModel(model);
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modelInstance.setPose(pose);
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// Find pinch animation
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pinchAnimation = model->getSkeleton()->getAnimation("pinch");
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if (!pinchAnimation)
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{
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std::cerr << "Forceps pinch animation not found" << std::endl;
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}
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// Find release animation
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releaseAnimation = model->getSkeleton()->getAnimation("release");
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if (!releaseAnimation)
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{
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std::cerr << "Forceps release animation not found" << std::endl;
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}
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hoverDistance = 1.0f;
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// Setup timing
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float descentDuration = 0.125f;
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float ascentDuration = 0.125f;
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float descentFrameCount = descentDuration / (1.0f / 60.0f);
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animationTimeStep = pinchAnimation->getEndTime() / descentFrameCount;
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// Allocate tweener and and setup tweens
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tweener = new Tweener();
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descentTween = new Tween<float>(EaseFunction::OUT_CUBIC, 0.0f, descentDuration, hoverDistance, -hoverDistance);
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ascentTween = new Tween<float>(EaseFunction::IN_CUBIC, 0.0f, ascentDuration, 0.0f, hoverDistance);
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descentTween->setEndCallback(std::bind(&TweenBase::start, ascentTween));
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tweener->addTween(descentTween);
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tweener->addTween(ascentTween);
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// Setup initial state
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state = Forceps::State::RELEASED;
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animationTime = 0.0f;
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colony = nullptr;
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targetedAnt = nullptr;
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suspendedAnt = nullptr;
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cameraController = nullptr;
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pick = Vector3(0.0f);
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}
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Forceps::~Forceps()
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{
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delete pose;
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delete descentTween;
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delete ascentTween;
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delete tweener;
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}
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void Forceps::update(float dt)
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{
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modelInstance.setActive(active);
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// Update tweener
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tweener->update(dt);
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// Determine distance from pick point
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float forcepsDistance = hoverDistance;
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if (!ascentTween->isStopped())
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{
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forcepsDistance = ascentTween->getTweenValue();
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}
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else if (!descentTween->isStopped())
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{
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forcepsDistance = descentTween->getTweenValue();
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}
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Quaternion alignment = glm::angleAxis(cameraController->getAzimuth(), Vector3(0, 1, 0));
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Quaternion tilt = glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
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Quaternion rotation = glm::normalize(alignment * tilt);
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Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
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// Set tool position
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modelInstance.setTranslation(translation);
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modelInstance.setRotation(rotation);
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if (state == Forceps::State::RELEASED)
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{
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}
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else if (state == Forceps::State::RELEASING)
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{
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// Perform release animation
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releaseAnimation->animate(pose, animationTime);
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pose->concatenate();
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// If release animation is finished
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if (animationTime >= releaseAnimation->getEndTime())
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{
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// Changed to released state
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state = Forceps::State::RELEASED;
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}
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}
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else if (state == Forceps::State::PINCHED)
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{
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if (!ascentTween->isStopped())
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{
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// Calculate interpolation factor
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float interpolationFactor = (ascentTween->getTweenValue() - ascentTween->getStartValue()) / ascentTween->getDeltaValue();
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// Form tilt quaternion
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//Quaternion tilt = glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
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tilt = glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
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// Project camera forward onto XZ plane
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Vector3 cameraForwardXZ = cameraController->getCamera()->getForward();
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cameraForwardXZ.y = 0.0f;
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cameraForwardXZ = glm::normalize(cameraForwardXZ);
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// Form alignment quaternion
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//Quaternion alignment = glm::rotation(Vector3(0, 0, -1), cameraForwardXZ);
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alignment = glm::angleAxis(cameraController->getAzimuth(), Vector3(0, 1, 0));
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// Calculate target rotation at the top of the ascentTween
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rotationTop = glm::normalize(alignment * tilt);
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// Interpolate between bottom and top rotations
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Quaternion interpolatedRotation = glm::normalize(glm::slerp(rotationBottom, rotationTop, interpolationFactor));
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// Set target translation at the top of the ascent
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translationTop = pick + rotationTop * Vector3(0, hoverDistance, 0);
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// Interpolate between bottom and top translations
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Vector3 interpolatedTranslation = glm::lerp(translationBottom, translationTop, interpolationFactor);
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// Update model instance transform
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modelInstance.setTranslation(interpolatedTranslation);
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modelInstance.setRotation(interpolatedRotation);
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}
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if (suspendedAnt != nullptr)
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{
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// Project forceps forward vector onto XZ plane
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Vector3 forward = glm::normalize(modelInstance.getRotation() * Vector3(0, 0, -1));
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forward.y = 0.0f;
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forward = glm::normalize(forward);
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// Calculate suspension quaternion
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Quaternion suspensionRotation = glm::normalize(glm::rotation(Vector3(0, 0, -1), ((flipRotation) ? -forward : forward)));
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// Suspend ant
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suspendedAnt->suspend(modelInstance.getTranslation(), suspensionRotation);
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}
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}
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else if (state == Forceps::State::PINCHING)
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{
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// Perform pinch animation
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pinchAnimation->animate(pose, animationTime);
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pose->concatenate();
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// Rotate to align forceps with ant
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if (targetedAnt != nullptr)
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{
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// Calculate interpolation factor
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float interpolationFactor = (descentTween->getTweenValue() - descentTween->getStartValue()) / descentTween->getDeltaValue();
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// Set target translation at the bottom of the descent
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translationBottom = targetedAnt->getPosition();
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// Interpolate between top and bottom translations
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Vector3 interpolatedTranslation = glm::lerp(translationTop, translationBottom, interpolationFactor);
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// Project camera forward onto XZ plane
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Vector3 cameraForwardXZ = cameraController->getCamera()->getForward();
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cameraForwardXZ.y = 0.0f;
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cameraForwardXZ = glm::normalize(cameraForwardXZ);
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// Form tilt quaternion
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tilt = glm::angleAxis(glm::radians(15.0f), -cameraForwardXZ);
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// Project ant forward onto XZ plane
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Vector3 antForwardXZ = targetedAnt->getForward();
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antForwardXZ.y = 0.0f;
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antForwardXZ = glm::normalize(antForwardXZ);
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// Form alignment quaternion
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alignment = glm::rotation(Vector3(0, 0, -1), (flipRotation) ? antForwardXZ : -antForwardXZ);
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// Calculate target rotation at the bottom of the descent
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rotationBottom = glm::normalize(tilt * alignment);
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// Interpolate between top and bottom rotations
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Quaternion interpolatedRotation = glm::normalize(glm::slerp(rotationTop, rotationBottom, interpolationFactor));
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// Update model instance transform
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modelInstance.setTranslation(interpolatedTranslation);
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modelInstance.setRotation(interpolatedRotation);
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}
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// If pinch animation is finished
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if (animationTime >= pinchAnimation->getEndTime() && descentTween->isStopped())
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{
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// If an ant was targeted
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if (targetedAnt != nullptr)
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{
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// Suspend targeted ant
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suspendedAnt = targetedAnt;
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suspendedAnt->setState(Ant::State::SUSPENDED);
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//suspendedAnt->suspend(modelInstance.getTranslation());
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targetedAnt = nullptr;
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}
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// Change to pinched state
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state = Forceps::State::PINCHED;
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}
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}
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// Increment animation time
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animationTime += animationTimeStep;
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}
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void Forceps::setColony(Colony* colony)
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{
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this->colony = colony;
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}
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void Forceps::pinch()
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{
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// Change state to pinching
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state = Forceps::State::PINCHING;
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animationTime = 0.0f;
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if (colony != nullptr)
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{
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// Target nearest ant in pinching radius
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Sphere pinchingBounds = Sphere(pick, 0.35f);
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// Build a list of ants which intersect the pinching bounds
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std::list<Agent*> ants;
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colony->queryAnts(pinchingBounds, &ants);
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// Target ant closest to the center of the pinching bounds
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float closestDistance = std::numeric_limits<float>::infinity();
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for (Agent* agent: ants)
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{
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Ant* ant = static_cast<Ant*>(agent);
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Vector3 difference = ant->getPosition() - pinchingBounds.getCenter();
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float distanceSquared = glm::dot(difference, difference);
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if (distanceSquared < closestDistance)
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{
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closestDistance = distanceSquared;
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targetedAnt = ant;
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}
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}
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if (targetedAnt != nullptr)
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{
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// Start descent tweener
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descentTween->start();
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// Save translation & rotation
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translationTop = modelInstance.getTranslation();
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rotationTop = modelInstance.getRotation();
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// Project ant forward onto XZ plane
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Vector3 antForwardXZ = targetedAnt->getForward();
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antForwardXZ.y = 0.0f;
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antForwardXZ = glm::normalize(antForwardXZ);
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// Project camera forward onto XZ plane
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Vector3 cameraForwardXZ = cameraController->getCamera()->getForward();
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cameraForwardXZ.y = 0.0f;
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cameraForwardXZ = glm::normalize(cameraForwardXZ);
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// Find angle between ant and camera on XZ plane
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float angle = std::acos(glm::dot(cameraForwardXZ, antForwardXZ));
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// Determine direction to rotate
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flipRotation = (angle > glm::radians(90.0f));
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}
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}
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}
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void Forceps::release()
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{
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// Change state to releasing
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state = Forceps::State::RELEASING;
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animationTime = 0.0f;
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targetedAnt = nullptr;
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if (suspendedAnt != nullptr)
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{
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/*
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auto result = intersects(pickingRay, pickTriangle);
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if (std::get<0>(result))
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{
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Vector3 barycentricPosition = Vector3(std::get<2>(result), std::get<3>(result), 1.0f - std::get<2>(result) - std::get<3>(result));
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pickAnt->setPosition(pickTriangle, barycentricPosition);
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}
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*/
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// Release suspended ant
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suspendedAnt->setState(Ant::State::WANDER);
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suspendedAnt = nullptr;
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}
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// Reset tweens
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descentTween->reset();
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descentTween->stop();
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ascentTween->reset();
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ascentTween->stop();
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}
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Lens::Lens(const Model* model)
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{
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// Setup model instance
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modelInstance.setModel(model);
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hoverDistance = 12.0f;
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}
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Lens::~Lens()
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{}
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void Lens::update(float dt)
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{
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/*
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// Rotate to face camera
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hoverDistance = 30.0f;
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Vector3 direction = glm::normalize(cameraController->getCamera()->getTranslation() - pick);
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//direction = cameraController->getCamera()->getForward();
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float distance = glm::distance(pick, cameraController->getCamera()->getTranslation());
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Quaternion alignment = glm::angleAxis(cameraController->getAzimuth() + glm::radians(90.0f), Vector3(0, 1, 0));
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Quaternion tilt = glm::rotation(Vector3(0, 1, 0), -direction);
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Quaternion rotation = glm::normalize(tilt * alignment);
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Vector3 translation = pick + rotation * Vector3(0, -distance + hoverDistance, 0);
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modelInstance.setTranslation(translation);
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modelInstance.setRotation(rotation);
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*/
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modelInstance.setActive(active);
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Quaternion alignment = glm::angleAxis(cameraController->getAzimuth() + glm::radians(90.0f), Vector3(0, 1, 0));
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Quaternion rotation = glm::normalize(alignment);
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Vector3 translation = pick + Vector3(0, hoverDistance, 0);
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modelInstance.setTranslation(translation);
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modelInstance.setRotation(rotation);
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}
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Brush::Brush(const Model* model)
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{
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// Allocate pose and initialize to bind pose
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pose = new Pose(model->getSkeleton());
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pose->reset();
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pose->concatenate();
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// Setup model instance
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modelInstance.setModel(model);
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modelInstance.setPose(pose);
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hoverDistance = 0.0f;
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}
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Brush::~Brush()
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{
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delete pose;
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}
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void Brush::update(float dt)
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{
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modelInstance.setActive(active);
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Quaternion alignment = glm::angleAxis(cameraController->getAzimuth(), Vector3(0, 1, 0));
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Quaternion rotation = glm::normalize(alignment);
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Vector3 translation = pick + Vector3(0, hoverDistance, 0);
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modelInstance.setTranslation(translation);
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modelInstance.setRotation(rotation);
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}
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