💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2023 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/state/nuptial-flight.hpp"
#include "game/state/pause-menu.hpp"
#include "game/state/nest-selection.hpp"
#include "game/ant/swarm.hpp"
#include "entity/archetype.hpp"
#include "game/system/camera.hpp"
#include "game/system/astronomy.hpp"
#include "game/system/atmosphere.hpp"
#include "game/system/collision.hpp"
#include "game/component/locomotion.hpp"
#include "game/component/transform.hpp"
#include "game/component/terrain.hpp"
#include "game/component/camera.hpp"
#include "game/component/model.hpp"
#include "game/component/constraint/constraint.hpp"
#include "game/component/constraint-stack.hpp"
#include "game/component/steering.hpp"
#include "game/component/picking.hpp"
#include "game/component/spring.hpp"
#include "math/projection.hpp"
#include "game/controls.hpp"
#include "entity/commands.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "resources/resource-manager.hpp"
#include "game/world.hpp"
#include "application.hpp"
#include "render/passes/clear-pass.hpp"
#include "render/passes/ground-pass.hpp"
#include "state-machine.hpp"
#include "config.hpp"
#include "math/interpolation.hpp"
#include "physics/light/exposure.hpp"
#include "color/color.hpp"
#include "application.hpp"
#include "input/mouse.hpp"
namespace game {
namespace state {
nuptial_flight::nuptial_flight(game::context& ctx):
game::state::base(ctx)
{
debug::log::trace("Entering nuptial flight state...");
// Init selected picking flag
selected_picking_flag = std::uint32_t{1} << (sizeof(std::uint32_t) * 8 - 1);
selected_eid = entt::null;
// Disable UI color clear
ctx.ui_clear_pass->set_cleared_buffers(false, true, false);
// Create world if not yet created
if (ctx.entities.find("earth") == ctx.entities.end())
{
// Create cosmos
game::world::cosmogenesis(ctx);
// Create observer
game::world::create_observer(ctx);
}
// Set world time
game::world::set_time(ctx, 2022, 6, 21, 12, 0, 0.0);
// Set world time scale
game::world::set_time_scale(ctx, 0.0);
// Setup and enable sky and ground passes
ctx.sky_pass->set_enabled(true);
ctx.ground_pass->set_enabled(true);
// Create mating swarm
swarm_eid = game::ant::create_swarm(ctx);
// Switch to surface camera
ctx.underground_camera->set_active(false);
ctx.surface_camera->set_active(true);
// Set camera exposure
const float ev100_sunny16 = physics::light::ev::from_settings(16.0f, 1.0f / 100.0f, 100.0f);
ctx.surface_camera->set_exposure(ev100_sunny16);
const auto& viewport_size = ctx.app->get_viewport_size();
const float aspect_ratio = static_cast<float>(viewport_size[0]) / static_cast<float>(viewport_size[1]);
// Init camera rig params
camera_rig_near_distance = 1.0f;
camera_rig_far_distance = 150.0f;
camera_rig_near_fov = math::vertical_fov(math::radians(100.0f), aspect_ratio);
camera_rig_far_fov = math::vertical_fov(math::radians(60.0f), aspect_ratio);
camera_rig_zoom_speed = 4.0f;
camera_rig_translation_spring_angular_frequency = period_to_rads(0.125f);
camera_rig_rotation_spring_angular_frequency = period_to_rads(0.125f);
camera_rig_fov_spring_angular_frequency = period_to_rads(0.125f);
camera_rig_focus_ease_to_duration = 1.0f;
// Create camera rig
create_camera_rig();
// Select random alate
ctx.entity_registry->view<component::transform, component::steering>().each
(
[&](entity::id alate_eid, auto& transform, auto& steering)
{
select_entity(alate_eid);
}
);
// Satisfy camera rig constraints
satisfy_camera_rig_constraints();
// Queue fade in
ctx.fade_transition_color->set_value({1, 1, 1});
ctx.function_queue.push(std::bind(&screen_transition::transition, ctx.fade_transition, config::nuptial_flight_fade_in_duration, true, ease<float>::out_sine, true, nullptr));
// Queue control setup
ctx.function_queue.push(std::bind(&nuptial_flight::enable_controls, this));
debug::log::trace("Entered nuptial flight state");
}
nuptial_flight::~nuptial_flight()
{
debug::log::trace("Exiting nuptial flight state...");
// Deselect selected entity
select_entity(entt::null);
destroy_camera_rig();
game::ant::destroy_swarm(ctx, swarm_eid);
debug::log::trace("Exited nuptial flight state");
}
void nuptial_flight::create_camera_rig()
{
// Construct camera rig focus ease to constraint
component::constraint::ease_to camera_rig_focus_ease_to;
camera_rig_focus_ease_to.target = selected_eid;
camera_rig_focus_ease_to.start = {0, 0, 0};
camera_rig_focus_ease_to.duration = camera_rig_focus_ease_to_duration;
camera_rig_focus_ease_to.t = camera_rig_focus_ease_to.duration;
camera_rig_focus_ease_to.function = &ease<float3, float>::out_expo;
component::constraint_stack_node camera_rig_focus_ease_to_node;
camera_rig_focus_ease_to_node.active = true;
camera_rig_focus_ease_to_node.weight = 1.0f;
camera_rig_focus_ease_to_node.next = entt::null;
camera_rig_focus_ease_to_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<component::constraint::ease_to>(camera_rig_focus_ease_to_eid, camera_rig_focus_ease_to);
ctx.entity_registry->emplace<component::constraint_stack_node>(camera_rig_focus_ease_to_eid, camera_rig_focus_ease_to_node);
// Construct camera rig focus constraint stack
component::constraint_stack camera_rig_focus_constraint_stack;
camera_rig_focus_constraint_stack.priority = 1;
camera_rig_focus_constraint_stack.head = camera_rig_focus_ease_to_eid;
// Construct camera rig focus transform component
component::transform camera_rig_focus_transform;
camera_rig_focus_transform.local = math::transform<float>::identity;
camera_rig_focus_transform.world = camera_rig_focus_transform.local;
camera_rig_focus_transform.warp = true;
// Construct camera rig focus entity
camera_rig_focus_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<component::transform>(camera_rig_focus_eid, camera_rig_focus_transform);
ctx.entity_registry->emplace<component::constraint_stack>(camera_rig_focus_eid, camera_rig_focus_constraint_stack);
// Construct camera rig pivot constraint
component::constraint::pivot camera_rig_pivot;
camera_rig_pivot.target = camera_rig_focus_eid;
camera_rig_pivot.offset = {0, 0, 0};
component::constraint_stack_node camera_rig_pivot_node;
camera_rig_pivot_node.active = true;
camera_rig_pivot_node.weight = 1.0f;
camera_rig_pivot_node.next = entt::null;
camera_rig_pivot_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<component::constraint::pivot>(camera_rig_pivot_eid, camera_rig_pivot);
ctx.entity_registry->emplace<component::constraint_stack_node>(camera_rig_pivot_eid, camera_rig_pivot_node);
// Construct camera rig copy translation constraint
component::constraint::copy_translation camera_rig_copy_translation;
camera_rig_copy_translation.target = camera_rig_focus_eid;
camera_rig_copy_translation.copy_x = true;
camera_rig_copy_translation.copy_y = true;
camera_rig_copy_translation.copy_z = true;
camera_rig_copy_translation.invert_x = false;
camera_rig_copy_translation.invert_y = false;
camera_rig_copy_translation.invert_z = false;
camera_rig_copy_translation.offset = true;
component::constraint_stack_node camera_rig_copy_translation_node;
camera_rig_copy_translation_node.active = true;
camera_rig_copy_translation_node.weight = 1.0f;
camera_rig_copy_translation_node.next = camera_rig_pivot_eid;
camera_rig_copy_translation_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<component::constraint::copy_translation>(camera_rig_copy_translation_eid, camera_rig_copy_translation);
ctx.entity_registry->emplace<component::constraint_stack_node>(camera_rig_copy_translation_eid, camera_rig_copy_translation_node);
// Construct camera rig spring rotation constraint
component::constraint::spring_rotation camera_rig_spring_rotation;
camera_rig_spring_rotation.spring =
{
{0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
1.0f,
camera_rig_rotation_spring_angular_frequency
};
component::constraint_stack_node camera_rig_spring_rotation_node;
camera_rig_spring_rotation_node.active = true;
camera_rig_spring_rotation_node.weight = 1.0f;
camera_rig_spring_rotation_node.next = camera_rig_copy_translation_eid;
camera_rig_spring_rotation_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<component::constraint::spring_rotation>(camera_rig_spring_rotation_eid, camera_rig_spring_rotation);
ctx.entity_registry->emplace<component::constraint_stack_node>(camera_rig_spring_rotation_eid, camera_rig_spring_rotation_node);
// Construct camera rig spring translation constraint
component::constraint::spring_translation camera_rig_spring_translation;
camera_rig_spring_translation.spring =
{
{0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
1.0f,
camera_rig_translation_spring_angular_frequency
};
component::constraint_stack_node camera_rig_spring_translation_node;
camera_rig_spring_translation_node.active = true;
camera_rig_spring_translation_node.weight = 1.0f;
camera_rig_spring_translation_node.next = camera_rig_spring_rotation_eid;
camera_rig_spring_translation_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<component::constraint::spring_translation>(camera_rig_spring_translation_eid, camera_rig_spring_translation);
ctx.entity_registry->emplace<component::constraint_stack_node>(camera_rig_spring_translation_eid, camera_rig_spring_translation_node);
// Construct camera rig constraint stack
component::constraint_stack camera_rig_constraint_stack;
camera_rig_constraint_stack.priority = 2;
camera_rig_constraint_stack.head = camera_rig_spring_translation_eid;
// Construct camera rig transform component
component::transform camera_rig_transform;
camera_rig_transform.local = math::transform<float>::identity;
camera_rig_transform.world = camera_rig_transform.local;
camera_rig_transform.warp = true;
// Construct camera rig camera component
component::camera camera_rig_camera;
camera_rig_camera.object = ctx.surface_camera;
// Construct camera rig entity
camera_rig_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<component::camera>(camera_rig_eid, camera_rig_camera);
ctx.entity_registry->emplace<component::transform>(camera_rig_eid, camera_rig_transform);
ctx.entity_registry->emplace<component::constraint_stack>(camera_rig_eid, camera_rig_constraint_stack);
// Construct camera rig fov spring
component::spring1 camera_rig_fov_spring;
camera_rig_fov_spring.spring =
{
0.0f,
0.0f,
0.0f,
1.0f,
camera_rig_fov_spring_angular_frequency
};
camera_rig_fov_spring.callback = [&](float fov)
{
ctx.surface_camera->set_perspective(fov, ctx.surface_camera->get_aspect_ratio(), ctx.surface_camera->get_clip_near(), ctx.surface_camera->get_clip_far());
};
// Construct camera rig fov spring entity
camera_rig_fov_spring_eid = ctx.entity_registry->create();
ctx.entity_registry->emplace<component::spring1>(camera_rig_fov_spring_eid, camera_rig_fov_spring);
set_camera_rig_zoom(0.25f);
}
void nuptial_flight::destroy_camera_rig()
{
ctx.entity_registry->destroy(camera_rig_eid);
ctx.entity_registry->destroy(camera_rig_spring_translation_eid);
ctx.entity_registry->destroy(camera_rig_spring_rotation_eid);
ctx.entity_registry->destroy(camera_rig_copy_translation_eid);
ctx.entity_registry->destroy(camera_rig_pivot_eid);
ctx.entity_registry->destroy(camera_rig_focus_eid);
ctx.entity_registry->destroy(camera_rig_focus_ease_to_eid);
ctx.entity_registry->destroy(camera_rig_fov_spring_eid);
}
void nuptial_flight::set_camera_rig_zoom(float zoom)
{
camera_rig_zoom = zoom;
const float distance = math::log_lerp(camera_rig_far_distance, camera_rig_near_distance, camera_rig_zoom);
ctx.entity_registry->patch<component::constraint::spring_translation>
(
camera_rig_spring_translation_eid,
[&](auto& component)
{
component.spring.x1[2] = distance;
}
);
const float fov = math::log_lerp(camera_rig_far_fov, camera_rig_near_fov, camera_rig_zoom);
ctx.entity_registry->patch<component::spring1>
(
camera_rig_fov_spring_eid,
[&](auto& component)
{
component.spring.x1 = fov;
}
);
}
void nuptial_flight::satisfy_camera_rig_constraints()
{
// Satisfy camera rig focus ease to constraint
ctx.entity_registry->patch<component::constraint::ease_to>
(
camera_rig_focus_ease_to_eid,
[&](auto& component)
{
component.t = component.duration;
}
);
// Satisfy camera rig spring translation constraint
ctx.entity_registry->patch<component::constraint::spring_translation>
(
camera_rig_spring_translation_eid,
[&](auto& component)
{
component.spring.x0 = component.spring.x1;
component.spring.v *= 0.0f;
}
);
// Satisfy camera rig spring rotation constraint
ctx.entity_registry->patch<component::constraint::spring_rotation>
(
camera_rig_spring_rotation_eid,
[&](auto& component)
{
component.spring.x0 = component.spring.x1;
component.spring.v *= 0.0f;
}
);
// Satisfycamera rig fov spring
ctx.entity_registry->patch<component::spring1>
(
camera_rig_fov_spring_eid,
[&](auto& component)
{
component.spring.x0 = component.spring.x1;
component.spring.v *= 0.0f;
}
);
}
void nuptial_flight::enable_controls()
{
/*
// Reset mouse look
mouse_look = false;
double time_scale = 0.0;
double ff_time_scale = 60.0 * 200.0;
// Init control settings
float mouse_tilt_sensitivity = 1.0f;
float mouse_pan_sensitivity = 1.0f;
bool mouse_invert_tilt = false;
bool mouse_invert_pan = false;
bool mouse_look_toggle = false;
float gamepad_tilt_sensitivity = 1.0f;
float gamepad_pan_sensitivity = 1.0f;
bool gamepad_invert_tilt = false;
bool gamepad_invert_pan = false;
// Read control settings
if (ctx.config->contains("mouse_tilt_sensitivity"))
mouse_tilt_sensitivity = math::radians((*ctx.config)["mouse_tilt_sensitivity"].get<float>());
if (ctx.config->contains("mouse_pan_sensitivity"))
mouse_pan_sensitivity = math::radians((*ctx.config)["mouse_pan_sensitivity"].get<float>());
if (ctx.config->contains("mouse_invert_tilt"))
mouse_invert_tilt = (*ctx.config)["mouse_invert_tilt"].get<bool>();
if (ctx.config->contains("mouse_invert_pan"))
mouse_invert_pan = (*ctx.config)["mouse_invert_pan"].get<bool>();
if (ctx.config->contains("mouse_look_toggle"))
mouse_look_toggle = (*ctx.config)["mouse_look_toggle"].get<bool>();
if (ctx.config->contains("gamepad_tilt_sensitivity"))
gamepad_tilt_sensitivity = math::radians((*ctx.config)["gamepad_tilt_sensitivity"].get<float>());
if (ctx.config->contains("gamepad_pan_sensitivity"))
gamepad_pan_sensitivity = math::radians((*ctx.config)["gamepad_pan_sensitivity"].get<float>());
if (ctx.config->contains("gamepad_invert_tilt"))
gamepad_invert_tilt = (*ctx.config)["gamepad_invert_tilt"].get<bool>();
if (ctx.config->contains("gamepad_invert_pan"))
gamepad_invert_pan = (*ctx.config)["gamepad_invert_pan"].get<bool>();
// Determine tilt and pan factors according to sensitivity and inversion
const float mouse_tilt_factor = mouse_tilt_sensitivity * (mouse_invert_tilt ? -1.0f : 1.0f);
const float mouse_pan_factor = mouse_pan_sensitivity * (mouse_invert_pan ? -1.0f : 1.0f);
const float gamepad_tilt_factor = gamepad_tilt_sensitivity * (gamepad_invert_tilt ? -1.0f : 1.0f);
const float gamepad_pan_factor = gamepad_pan_sensitivity * (gamepad_invert_pan ? -1.0f : 1.0f);
// Mouse look
ctx.controls["mouse_look"]->set_activated_callback
(
[&, mouse_look_toggle]()
{
if (mouse_look_toggle)
mouse_look = !mouse_look;
else
mouse_look = true;
ctx.app->set_relative_mouse_mode(mouse_look);
}
);
ctx.controls["mouse_look"]->set_deactivated_callback
(
[&, mouse_look_toggle]()
{
if (!mouse_look_toggle && mouse_look)
{
mouse_look = false;
ctx.app->set_relative_mouse_mode(false);
}
}
);
// Arc left control
ctx.controls["look_right_mouse"]->set_active_callback
(
[&, mouse_pan_factor](float value)
{
if (!mouse_look)
return;
ctx.entity_registry->patch<component::constraint::spring_rotation>
(
camera_rig_spring_rotation_eid,
[&, mouse_pan_factor](auto& component)
{
component.spring.x1[0] -= mouse_pan_factor * value;
}
);
}
);
ctx.controls["look_right_gamepad"]->set_active_callback
(
[&, gamepad_pan_factor](float value)
{
ctx.entity_registry->patch<component::constraint::spring_rotation>
(
camera_rig_spring_rotation_eid,
[&, gamepad_pan_factor](auto& component)
{
component.spring.x1[0] -= gamepad_pan_factor * value * static_cast<float>(ctx.loop.get_update_period());
}
);
}
);
// Arc right control
ctx.controls["look_left_mouse"]->set_active_callback
(
[&, mouse_pan_factor](float value)
{
if (!mouse_look)
return;
ctx.entity_registry->patch<component::constraint::spring_rotation>
(
camera_rig_spring_rotation_eid,
[&, mouse_pan_factor](auto& component)
{
component.spring.x1[0] += mouse_pan_factor * value;
}
);
}
);
ctx.controls["look_left_gamepad"]->set_active_callback
(
[&, gamepad_pan_factor](float value)
{
ctx.entity_registry->patch<component::constraint::spring_rotation>
(
camera_rig_spring_rotation_eid,
[&, gamepad_pan_factor](auto& component)
{
component.spring.x1[0] += gamepad_pan_factor * value * static_cast<float>(ctx.loop.get_update_period());
}
);
}
);
// Arc down control
ctx.controls["look_up_mouse"]->set_active_callback
(
[&, mouse_tilt_factor](float value)
{
if (!mouse_look)
return;
ctx.entity_registry->patch<component::constraint::spring_rotation>
(
camera_rig_spring_rotation_eid,
[&, mouse_tilt_factor](auto& component)
{
component.spring.x1[1] -= mouse_tilt_factor * value;
component.spring.x1[1] = std::max(-math::half_pi<float>, component.spring.x1[1]);
}
);
}
);
ctx.controls["look_up_gamepad"]->set_active_callback
(
[&, gamepad_tilt_factor](float value)
{
ctx.entity_registry->patch<component::constraint::spring_rotation>
(
camera_rig_spring_rotation_eid,
[&, gamepad_tilt_factor](auto& component)
{
component.spring.x1[1] -= gamepad_tilt_factor * value * static_cast<float>(ctx.loop.get_update_period());
component.spring.x1[1] = std::max(-math::half_pi<float>, component.spring.x1[1]);
}
);
}
);
// Arc up control
ctx.controls["look_down_mouse"]->set_active_callback
(
[&, mouse_tilt_factor](float value)
{
if (!mouse_look)
return;
ctx.entity_registry->patch<component::constraint::spring_rotation>
(
camera_rig_spring_rotation_eid,
[&, mouse_tilt_factor](auto& component)
{
component.spring.x1[1] += mouse_tilt_factor * value;
component.spring.x1[1] = std::min(math::half_pi<float>, component.spring.x1[1]);
}
);
}
);
ctx.controls["look_down_gamepad"]->set_active_callback
(
[&, gamepad_tilt_factor](float value)
{
ctx.entity_registry->patch<component::constraint::spring_rotation>
(
camera_rig_spring_rotation_eid,
[&, gamepad_tilt_factor](auto& component)
{
component.spring.x1[1] += gamepad_tilt_factor * value * static_cast<float>(ctx.loop.get_update_period());
component.spring.x1[1] = std::min(math::half_pi<float>, component.spring.x1[1]);
}
);
}
);
// Dolly in control
ctx.controls["move_up"]->set_active_callback
(
[&](float value)
{
set_camera_rig_zoom(std::min(1.0f, camera_rig_zoom + camera_rig_zoom_speed * static_cast<float>(ctx.loop.get_update_period())));
}
);
// Dolly out control
ctx.controls["move_down"]->set_active_callback
(
[&](float value)
{
set_camera_rig_zoom(std::max(0.0f, camera_rig_zoom - camera_rig_zoom_speed * static_cast<float>(ctx.loop.get_update_period())));
}
);
// Mouse select control
ctx.controls["select_mouse"]->set_activated_callback
(
[&]()
{
// Get window-space mouse coordinates
auto [mouse_x, mouse_y] = ctx.app->get_mouse()->get_current_position();
// Get window viewport size
const auto viewport_size = ctx.app->viewport_size();
// Transform mouse coordinates from window space to NDC space
const float2 mouse_ndc =
{
static_cast<float>(mouse_x) / static_cast<float>(viewport_size[0] - 1) * 2.0f - 1.0f,
(1.0f - static_cast<float>(mouse_y) / static_cast<float>(viewport_size[1] - 1)) * 2.0f - 1.0f
};
// Get picking ray from camera
const geom::primitive::ray<float, 3> ray = ctx.surface_camera->pick(mouse_ndc);
// Pick entity
entity::id picked_eid = ctx.collision_system->pick_nearest(ray, ~selected_picking_flag);
if (picked_eid != entt::null)
{
select_entity(picked_eid);
}
}
);
// Select forward control
ctx.controls["move_forward"]->set_activated_callback
(
[&]()
{
select_nearest_entity({0.0f, 0.0f, -1.0f});
}
);
// Select back control
ctx.controls["move_back"]->set_activated_callback
(
[&]()
{
select_nearest_entity({0.0f, 0.0f, 1.0f});
}
);
// Select right control
ctx.controls["move_right"]->set_activated_callback
(
[&]()
{
select_nearest_entity({1.0f, 0.0f, 0.0f});
}
);
// Select left control
ctx.controls["move_left"]->set_activated_callback
(
[&]()
{
select_nearest_entity({-1.0f, 0.0f, 0.0f});
}
);
// Action control
ctx.controls["action"]->set_activated_callback
(
[&]()
{
// Disable controls
disable_controls();
// Change to nest selection state
ctx.state_machine.pop();
ctx.state_machine.emplace(new game::state::nest_selection(ctx));
}
);
// Fast-forward
ctx.controls["fast_forward"]->set_activated_callback
(
[&ctx = this->ctx, ff_time_scale]()
{
game::world::set_time_scale(ctx, ff_time_scale);
}
);
ctx.controls["fast_forward"]->set_deactivated_callback
(
[&ctx = this->ctx, time_scale]()
{
game::world::set_time_scale(ctx, time_scale);
}
);
ctx.controls["rewind"]->set_activated_callback
(
[&ctx = this->ctx, ff_time_scale]()
{
game::world::set_time_scale(ctx, -ff_time_scale);
}
);
ctx.controls["rewind"]->set_deactivated_callback
(
[&ctx = this->ctx, time_scale]()
{
game::world::set_time_scale(ctx, time_scale);
}
);
// Setup pause control
ctx.controls["pause"]->set_activated_callback
(
[this, &ctx = this->ctx]()
{
// Disable controls
this->disable_controls();
// Set resume callback
ctx.resume_callback = [this, &ctx]()
{
this->enable_controls();
ctx.resume_callback = nullptr;
};
// Push pause menu state
ctx.state_machine.emplace(new game::state::pause_menu(ctx));
}
);
ctx.controls["increase_exposure"]->set_active_callback
(
[&ctx = this->ctx](float)
{
//ctx.astronomy_system->set_exposure_offset(ctx.astronomy_system->get_exposure_offset() - 1.0f);
ctx.surface_camera->set_exposure(ctx.surface_camera->get_exposure() + 3.0f * static_cast<float>(ctx.loop.get_update_period()));
debug::log::info("EV100: " + std::to_string(ctx.surface_camera->get_exposure()));
}
);
ctx.controls["decrease_exposure"]->set_active_callback
(
[&ctx = this->ctx](float)
{
//ctx.astronomy_system->set_exposure_offset(ctx.astronomy_system->get_exposure_offset() + 1.0f);
ctx.surface_camera->set_exposure(ctx.surface_camera->get_exposure() - 3.0f * static_cast<float>(ctx.loop.get_update_period()));
debug::log::info("EV100: " + std::to_string(ctx.surface_camera->get_exposure()));
}
);
*/
}
void nuptial_flight::disable_controls()
{
/*
if (mouse_look)
{
mouse_look = false;
ctx.app->set_relative_mouse_mode(false);
}
ctx.controls["mouse_look"]->set_activated_callback(nullptr);
ctx.controls["mouse_look"]->set_deactivated_callback(nullptr);
ctx.controls["look_right_mouse"]->set_active_callback(nullptr);
ctx.controls["look_right_gamepad"]->set_active_callback(nullptr);
ctx.controls["look_left_mouse"]->set_active_callback(nullptr);
ctx.controls["look_left_gamepad"]->set_active_callback(nullptr);
ctx.controls["look_up_mouse"]->set_active_callback(nullptr);
ctx.controls["look_up_gamepad"]->set_active_callback(nullptr);
ctx.controls["look_down_mouse"]->set_active_callback(nullptr);
ctx.controls["look_down_gamepad"]->set_active_callback(nullptr);
ctx.controls["move_up"]->set_active_callback(nullptr);
ctx.controls["move_down"]->set_active_callback(nullptr);
ctx.controls["select_mouse"]->set_activated_callback(nullptr);
ctx.controls["move_forward"]->set_activated_callback(nullptr);
ctx.controls["move_back"]->set_activated_callback(nullptr);
ctx.controls["move_right"]->set_activated_callback(nullptr);
ctx.controls["move_left"]->set_activated_callback(nullptr);
ctx.controls["action"]->set_activated_callback(nullptr);
ctx.controls["fast_forward"]->set_activated_callback(nullptr);
ctx.controls["fast_forward"]->set_deactivated_callback(nullptr);
ctx.controls["rewind"]->set_activated_callback(nullptr);
ctx.controls["rewind"]->set_deactivated_callback(nullptr);
ctx.controls["pause"]->set_activated_callback(nullptr);
ctx.controls["increase_exposure"]->set_active_callback(nullptr);
ctx.controls["decrease_exposure"]->set_active_callback(nullptr);
*/
}
void nuptial_flight::select_entity(entity::id entity_id)
{
if (entity_id != selected_eid)
{
if (ctx.entity_registry->valid(selected_eid) && ctx.entity_registry->all_of<component::picking>(selected_eid))
{
// Unset selected bit on picking flags of previously selected entity
ctx.entity_registry->patch<component::picking>
(
selected_eid,
[&](auto& component)
{
component.flags &= ~selected_picking_flag;
}
);
}
selected_eid = entity_id;
if (ctx.entity_registry->valid(selected_eid) && ctx.entity_registry->all_of<component::picking>(selected_eid))
{
// Set selected bit on picking flags of current selected entity
ctx.entity_registry->patch<component::picking>
(
selected_eid,
[&](auto& component)
{
component.flags |= selected_picking_flag;
}
);
}
// Update camera rig focus ease to target
ctx.entity_registry->patch<component::constraint::ease_to>
(
camera_rig_focus_ease_to_eid,
[&](auto& component)
{
component.target = selected_eid;
component.t = 0.0f;
const component::transform* transform = ctx.entity_registry->try_get<component::transform>(camera_rig_focus_eid);
if (transform)
component.start = transform->world.translation;
}
);
}
}
void nuptial_flight::select_nearest_entity(const float3& direction)
{
if (!ctx.entity_registry->valid(selected_eid))
return;
const component::transform* selected_eid_transform = ctx.entity_registry->try_get<component::transform>(selected_eid);
if (!selected_eid_transform)
return;
// Construct picking plane
const float3 picking_normal = math::normalize(ctx.surface_camera->get_rotation() * direction);
const float3 picking_origin = selected_eid_transform->world.translation;
// Pick entity
entity::id picked_eid = ctx.collision_system->pick_nearest(picking_origin, picking_normal, ~selected_picking_flag);
if (picked_eid != entt::null)
{
select_entity(picked_eid);
}
}
} // namespace state
} // namespace game