💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2020 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 "control-system.hpp"
#include "input/control.hpp"
#include "scene/camera.hpp"
#include "geometry/intersection.hpp"
#include "animation/ease.hpp"
#include "nest.hpp"
#include "math/math.hpp"
#include "game/entity-commands.hpp"
#include "game/systems/camera-system.hpp"
#include "animation/orbit-cam.hpp"
control_system::control_system(entt::registry& registry):
entity_system(registry),
timestep(0.0f),
zoom(0.0f),
tool(nullptr),
flashlight_eid(entt::null),
underworld_camera(nullptr)
{
control_set.add_control(&move_forward_control);
control_set.add_control(&move_back_control);
control_set.add_control(&move_right_control);
control_set.add_control(&move_left_control);
control_set.add_control(&rotate_ccw_control);
control_set.add_control(&rotate_cw_control);
control_set.add_control(&tilt_up_control);
control_set.add_control(&tilt_down_control);
control_set.add_control(&zoom_in_control);
control_set.add_control(&zoom_out_control);
control_set.add_control(&adjust_camera_control);
control_set.add_control(&ascend_control);
control_set.add_control(&descend_control);
control_set.add_control(&toggle_view_control);
control_set.add_control(&tool_menu_control);
control_set.add_control(&equip_lens_control);
control_set.add_control(&equip_brush_control);
control_set.add_control(&equip_forceps_control);
control_set.add_control(&equip_marker_control);
control_set.add_control(&equip_container_control);
control_set.add_control(&equip_twig_control);
control_set.add_control(&next_marker_control);
control_set.add_control(&previous_marker_control);
control_set.add_control(&use_tool_control);
control_set.add_control(&fast_forward_control);
control_set.add_control(&rewind_control);
// Set deadzone at 15% for all controls
const std::list<control*>* controls = control_set.get_controls();
for (control* control: *controls)
{
control->set_deadzone(0.15f);
}
zoom_speed = 5.0f; //1
min_elevation = math::radians(-85.0f);
max_elevation = math::radians(85.0f);
near_focal_distance = 2.0f;
far_focal_distance = 200.0f;
near_movement_speed = 10.0f;
far_movement_speed = 80.0f;
near_fov = math::radians(80.0f);
far_fov = math::radians(35.0f);
near_clip_near = 0.1f;
far_clip_near = 5.0f;
near_clip_far = 100.0f;
far_clip_far = 2000.0f;
nest = nullptr;
mouse_angle = 0.0f;
old_mouse_angle = mouse_angle;
flashlight_turns = 0.0f;
flashlight_turns_i = 0;
flashlight_turns_f = 0.0f;
}
void control_system::update(double t, double dt)
{
timestep = dt;
// Zoom camera
if (zoom_in_control.is_active())
camera_system->zoom(zoom_speed * dt);
if (zoom_out_control.is_active())
camera_system->zoom(-zoom_speed * dt);
// Rotate camera
const float rotation_speed = math::radians(270.0f);
if (rotate_ccw_control.is_active())
camera_system->pan(rotation_speed * dt * std::min<float>(1.0f, rotate_ccw_control.get_current_value()));
if (rotate_cw_control.is_active())
camera_system->pan(-rotation_speed * dt * std::min<float>(1.0f, rotate_cw_control.get_current_value()));
// Move camera
float3 movement{0.0f, 0.0f, 0.0f};
if (move_right_control.is_active())
movement.x += move_right_control.get_current_value();
if (move_left_control.is_active())
movement.x -= move_left_control.get_current_value();
if (move_forward_control.is_active())
movement.z -= move_forward_control.get_current_value();
if (move_back_control.is_active())
movement.z += move_back_control.get_current_value();
if (math::length_squared(movement) != 0.0f)
{
std::array<float, 2> speed_limits = {15.0f, 100.0f};
float zoom = camera_system->get_orbit_cam()->get_zoom();
float max_speed = math::log_lerp(speed_limits[1], speed_limits[0], zoom) * dt;
float speed = std::min<float>(max_speed, math::length(movement * max_speed));
movement = math::normalize(movement) * speed;
const math::quaternion<float>& azimuth_rotation = camera_system->get_orbit_cam()->get_azimuth_rotation();
movement = azimuth_rotation * movement;
ec::translate(registry, camera_subject_eid, movement);
}
// Turn flashlight
float2 viewport_center = {(viewport[0] + viewport[2]) * 0.5f, (viewport[1] + viewport[3]) * 0.5f};
float2 mouse_direction = math::normalize(mouse_position - viewport_center);
old_mouse_angle = mouse_angle;
mouse_angle = std::atan2(-mouse_direction.y, mouse_direction.x);
if (mouse_angle - old_mouse_angle != 0.0f)
{
if (mouse_angle - old_mouse_angle <= -math::pi<float>)
flashlight_turns_i -= 1;
else if (mouse_angle - old_mouse_angle >= math::pi<float>)
flashlight_turns_i += 1;
flashlight_turns_f = (mouse_angle) / math::two_pi<float>;
flashlight_turns = flashlight_turns_i - flashlight_turns_f;
if (flashlight_eid != entt::null && nest)
{
math::transform<float> flashlight_transform = math::identity_transform<float>;
float flashlight_depth = nest->get_shaft_depth(*nest->get_central_shaft(), flashlight_turns);
flashlight_transform.translation = {0.0f, -flashlight_depth, 0.0f};
flashlight_transform.rotation = math::angle_axis(-flashlight_turns * math::two_pi<float> + math::half_pi<float>, {0, 1, 0});
ec::set_transform(registry, flashlight_eid, flashlight_transform, false);
if (underworld_camera)
{
underworld_camera->look_at({0, -flashlight_depth + 50.0f, 0}, {0, -flashlight_depth, 0}, {0, 0, -1});
}
}
}
}
void control_system::set_camera_system(::camera_system* camera_system)
{
this->camera_system = camera_system;
}
void control_system::set_nest(::nest* nest)
{
this->nest = nest;
}
void control_system::set_tool(model_instance* tool)
{
this->tool = tool;
}
void control_system::set_flashlight(entt::entity eid)
{
flashlight_eid = eid;
}
void control_system::set_camera_subject(entt::entity eid)
{
camera_subject_eid = eid;
}
void control_system::set_viewport(const float4& viewport)
{
this->viewport = viewport;
}
void control_system::set_underworld_camera(::camera* camera)
{
this->underworld_camera = camera;
}
void control_system::handle_event(const mouse_moved_event& event)
{
if (adjust_camera_control.is_active())
{
bool invert_x = true;
bool invert_y = false;
float rotation_factor = event.dx;
float elevation_factor = event.dy;
if (invert_x)
{
rotation_factor *= -1.0f;
}
if (invert_y)
{
elevation_factor *= -1.0f;
}
float rotation = math::radians(15.0f) * rotation_factor * timestep;
float tilt = math::radians(15.0f) * elevation_factor * timestep;
camera_system->pan(rotation);
camera_system->tilt(tilt);
}
else if (!adjust_camera_control.was_active())
{
mouse_position[0] = event.x;
mouse_position[1] = event.y;
}
}
void control_system::handle_event(const window_resized_event& event)
{
set_viewport({0.0f, 0.0f, static_cast<float>(event.w), static_cast<float>(event.h)});
}