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