/*
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* Copyright (C) 2020 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 "camera-system.hpp"
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#include "game/components/collision-component.hpp"
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#include "game/components/tool-component.hpp"
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#include "game/components/transform-component.hpp"
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#include "scene/camera.hpp"
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#include "orbit-cam.hpp"
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#include "geometry/mesh.hpp"
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#include "geometry/intersection.hpp"
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#include "math/math.hpp"
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using namespace ecs;
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camera_system::camera_system(entt::registry& registry):
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entity_system(registry),
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orbit_cam(nullptr),
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viewport{0, 0, 0, 0},
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mouse_position{0, 0}
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{}
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void camera_system::update(double t, double dt)
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{
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if (!orbit_cam)
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return;
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const camera* camera = orbit_cam->get_camera();
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if (!camera)
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return;
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/*
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registry.view<transform_component, tool_component>().each(
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[&](auto entity, auto& transform, auto& tool)
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{
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if (!tool.active)
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return;
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float3 screen_position = camera->project(transform.transform.translation, viewport);
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std::cout << screen_position << std::endl;
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// Project tool position onto viewport
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});
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*/
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// Cast a ray straight down from infinity at the focal point's lateral coordinates.
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// std::numeric_limits<float>::infinity() actually doesn't work here
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float3 focal_point = orbit_cam->get_target_focal_point();
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float3 pick_origin = float3{focal_point.x, focal_point.y + 500.0f, focal_point.z};
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float3 pick_direction = float3{0, -1, 0};
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ray<float> picking_ray = {pick_origin, pick_direction};
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float a = std::numeric_limits<float>::infinity();
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bool intersection = false;
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float3 pick;
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registry.view<transform_component, collision_component>().each(
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[&](auto entity, auto& transform, auto& collision)
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{
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math::transform<float> inverse_transform = math::inverse(transform.transform);
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float3 origin = inverse_transform * pick_origin;
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float3 direction = math::normalize(math::conjugate(transform.transform.rotation) * pick_direction);
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ray<float> transformed_ray = {origin, direction};
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// Broad phase AABB test
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auto aabb_result = ray_aabb_intersection(transformed_ray, collision.bounds);
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if (!std::get<0>(aabb_result))
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{
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return;
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}
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// Narrow phase mesh test
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auto mesh_result = ray_mesh_intersection(transformed_ray, *collision.mesh);
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if (std::get<0>(mesh_result))
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{
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intersection = true;
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if (std::get<1>(mesh_result) < a)
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{
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a = std::get<1>(mesh_result);
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pick = picking_ray.extrapolate(a);
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}
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}
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});
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if (intersection)
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{
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//orbit_cam->set_target_focal_point(pick);
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}
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}
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void camera_system::set_orbit_cam(::orbit_cam* orbit_cam)
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{
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this->orbit_cam = orbit_cam;
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}
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void camera_system::set_viewport(const float4& viewport)
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{
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this->viewport = viewport;
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}
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void camera_system::handle_event(const mouse_moved_event& event)
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{
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mouse_position[0] = event.x;
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mouse_position[1] = event.y;
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}
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