💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 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/system/constraint.hpp"
#include "game/component/constraint-stack.hpp"
namespace game {
namespace system {
constraint::constraint(entity::registry& registry):
updatable(registry)
{
registry.on_construct<component::constraint_stack>().connect<&constraint::on_constraint_stack_update>(this);
registry.on_update<component::constraint_stack>().connect<&constraint::on_constraint_stack_update>(this);
registry.on_destroy<component::constraint_stack>().connect<&constraint::on_constraint_stack_update>(this);
}
constraint::~constraint()
{
registry.on_construct<component::constraint_stack>().disconnect<&constraint::on_constraint_stack_update>(this);
registry.on_update<component::constraint_stack>().disconnect<&constraint::on_constraint_stack_update>(this);
registry.on_destroy<component::constraint_stack>().disconnect<&constraint::on_constraint_stack_update>(this);
}
void constraint::update(double t, double dt)
{
// For each entity with transform and constraint stack components
registry.view<component::transform, component::constraint_stack>().each
(
[&](entity::id transform_eid, auto& transform, auto& stack)
{
// Init world-space transform
transform.world = transform.local;
// Get entity ID of first constraint
entity::id constraint_eid = stack.head;
// Consecutively apply constraints
while (registry.valid(constraint_eid))
{
// Get constraint stack node of the constraint
const component::constraint_stack_node* node = registry.try_get<component::constraint_stack_node>(constraint_eid);
// Abort if constraint is missing a constraint stack node
if (!node)
break;
// Apply constraint if enabled
if (node->active)
handle_constraint(transform, constraint_eid, static_cast<float>(dt));
// Get entity ID of next constraint in the stack
constraint_eid = node->next;
}
}
);
}
void constraint::evaluate(entity::id entity_id)
{
if (!registry.valid(entity_id))
return;
// Get transform and constraint stack components of the entity
const auto [transform, stack] = registry.try_get<component::transform, component::constraint_stack>(entity_id);
if (!transform || !stack)
return;
// Init world-space transform
transform->world = transform->local;
// Get entity ID of first constraint
entity::id constraint_eid = stack->head;
// Consecutively apply constraints
while (registry.valid(constraint_eid))
{
// Get constraint stack node of the constraint
const component::constraint_stack_node* node = registry.try_get<component::constraint_stack_node>(constraint_eid);
// Abort if constraint is missing a constraint stack node
if (!node)
break;
// Apply constraint if enabled
if (node->active)
handle_constraint(*transform, constraint_eid, 0.0f);
// Get entity ID of next constraint in the stack
constraint_eid = node->next;
}
}
void constraint::on_constraint_stack_update(entity::registry& registry, entity::id constraint_stack_eid)
{
registry.sort<component::constraint_stack>
(
[](const auto& lhs, const auto& rhs)
{
return lhs.priority < rhs.priority;
}
);
}
void constraint::handle_constraint(component::transform& transform, entity::id constraint_eid, float dt)
{
if (auto constraint = registry.try_get<component::constraint::copy_translation>(constraint_eid); constraint)
handle_copy_translation_constraint(transform, *constraint);
else if (auto constraint = registry.try_get<component::constraint::copy_rotation>(constraint_eid); constraint)
handle_copy_rotation_constraint(transform, *constraint);
else if (auto constraint = registry.try_get<component::constraint::copy_scale>(constraint_eid); constraint)
handle_copy_scale_constraint(transform, *constraint);
else if (auto constraint = registry.try_get<component::constraint::copy_transform>(constraint_eid); constraint)
handle_copy_transform_constraint(transform, *constraint);
else if (auto constraint = registry.try_get<component::constraint::track_to>(constraint_eid); constraint)
handle_track_to_constraint(transform, *constraint);
else if (auto constraint = registry.try_get<component::constraint::three_dof>(constraint_eid); constraint)
handle_three_dof_constraint(transform, *constraint);
else if (auto constraint = registry.try_get<component::constraint::pivot>(constraint_eid); constraint)
handle_pivot_constraint(transform, *constraint);
else if (auto constraint = registry.try_get<component::constraint::child_of>(constraint_eid); constraint)
handle_child_of_constraint(transform, *constraint);
else if (auto constraint = registry.try_get<component::constraint::spring_to>(constraint_eid); constraint)
handle_spring_to_constraint(transform, *constraint, dt);
else if (auto constraint = registry.try_get<component::constraint::spring_translation>(constraint_eid); constraint)
handle_spring_translation_constraint(transform, *constraint, dt);
else if (auto constraint = registry.try_get<component::constraint::spring_rotation>(constraint_eid); constraint)
handle_spring_rotation_constraint(transform, *constraint, dt);
else if (auto constraint = registry.try_get<component::constraint::ease_to>(constraint_eid); constraint)
handle_ease_to_constraint(transform, *constraint, dt);
}
void constraint::handle_child_of_constraint(component::transform& transform, const component::constraint::child_of& constraint)
{
if (registry.valid(constraint.target))
{
const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
if (target_transform)
{
transform.world = target_transform->world * transform.world;
}
}
}
void constraint::handle_copy_rotation_constraint(component::transform& transform, const component::constraint::copy_rotation& constraint)
{
if (registry.valid(constraint.target))
{
const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
if (target_transform)
{
transform.world.rotation = target_transform->world.rotation;
}
}
}
void constraint::handle_copy_scale_constraint(component::transform& transform, const component::constraint::copy_scale& constraint)
{
if (registry.valid(constraint.target))
{
const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
if (target_transform)
{
const auto& target_scale = target_transform->world.scale;
if (constraint.copy_x)
transform.world.scale.x() = target_scale.x();
if (constraint.copy_y)
transform.world.scale.y() = target_scale.y();
if (constraint.copy_z)
transform.world.scale.z() = target_scale.z();
}
}
}
void constraint::handle_copy_transform_constraint(component::transform& transform, const component::constraint::copy_transform& constraint)
{
if (registry.valid(constraint.target))
{
const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
if (target_transform)
{
transform.world = target_transform->world;
}
}
}
void constraint::handle_copy_translation_constraint(component::transform& transform, const component::constraint::copy_translation& constraint)
{
if (registry.valid(constraint.target))
{
const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
if (target_transform)
{
const auto& target_translation = target_transform->world.translation;
if (constraint.offset)
{
if (constraint.copy_x)
transform.world.translation.x() += (constraint.invert_x) ? -target_translation.x() : target_translation.x();
if (constraint.copy_y)
transform.world.translation.y() += (constraint.invert_y) ? -target_translation.y() : target_translation.y();
if (constraint.copy_z)
transform.world.translation.z() += (constraint.invert_z) ? -target_translation.z() : target_translation.z();
}
else
{
if (constraint.copy_x)
transform.world.translation.x() = (constraint.invert_x) ? -target_translation.x() : target_translation.x();
if (constraint.copy_y)
transform.world.translation.y() = (constraint.invert_y) ? -target_translation.y() : target_translation.y();
if (constraint.copy_z)
transform.world.translation.z() = (constraint.invert_z) ? -target_translation.z() : target_translation.z();
}
}
}
}
void constraint::handle_ease_to_constraint(component::transform& transform, component::constraint::ease_to& constraint, float dt)
{
if (constraint.function && registry.valid(constraint.target))
{
const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
if (target_transform)
{
if (constraint.t < constraint.duration)
{
const float a = constraint.t / constraint.duration;
transform.world.translation = constraint.function(constraint.start, target_transform->world.translation, a);
}
else
{
transform.world.translation = target_transform->world.translation;
}
constraint.t += dt;
}
}
}
void constraint::handle_pivot_constraint(component::transform& transform, const component::constraint::pivot& constraint)
{
if (registry.valid(constraint.target))
{
const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
if (target_transform)
{
// Get pivot center point
const float3 pivot_center = target_transform->world.translation + constraint.offset;
// Pivot translation
transform.world.translation = pivot_center + transform.world.rotation * (transform.world.translation - pivot_center);
}
}
}
void constraint::handle_spring_rotation_constraint(component::transform& transform, component::constraint::spring_rotation& constraint, float dt)
{
// Solve yaw, pitch, and roll angle spring
solve_numeric_spring<float3, float>(constraint.spring, dt);
// Build yaw, pitch, and roll quaternions
const math::quaternion<float> yaw = math::angle_axis(constraint.spring.x0[0], {0.0f, 1.0f, 0.0f});
const math::quaternion<float> pitch = math::angle_axis(constraint.spring.x0[1], {-1.0f, 0.0f, 0.0f});
const math::quaternion<float> roll = math::angle_axis(constraint.spring.x0[2], {0.0f, 0.0f, -1.0f});
// Update transform rotation
transform.world.rotation = math::normalize(yaw * pitch * roll);
}
void constraint::handle_spring_to_constraint(component::transform& transform, component::constraint::spring_to& constraint, float dt)
{
if (registry.valid(constraint.target))
{
const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
if (target_transform)
{
// Spring translation
if (constraint.spring_translation)
{
// Update translation spring target
constraint.translation.x1 = target_transform->world.translation;
// Solve translation spring
solve_numeric_spring<float3, float>(constraint.translation, dt);
// Update transform translation
transform.world.translation = constraint.translation.x0;
}
// Spring rotation
if (constraint.spring_rotation)
{
// Update rotation spring target
constraint.rotation.x1 =
{
target_transform->world.rotation.w,
target_transform->world.rotation.x,
target_transform->world.rotation.y,
target_transform->world.rotation.z
};
// Solve rotation spring
solve_numeric_spring<float4, float>(constraint.rotation, dt);
// Update transform rotation
transform.world.rotation = math::normalize(math::quaternion<float>{constraint.rotation.x0[0], constraint.rotation.x0[1], constraint.rotation.x0[2], constraint.rotation.x0[3]});
}
}
}
}
void constraint::handle_spring_translation_constraint(component::transform& transform, component::constraint::spring_translation& constraint, float dt)
{
// Solve translation spring
solve_numeric_spring<float3, float>(constraint.spring, dt);
// Update transform translation
transform.world.translation = constraint.spring.x0;
}
void constraint::handle_three_dof_constraint(component::transform& transform, const component::constraint::three_dof& constraint)
{
const math::quaternion<float> yaw = math::angle_axis(constraint.yaw, {0.0f, 1.0f, 0.0f});
const math::quaternion<float> pitch = math::angle_axis(constraint.pitch, {-1.0f, 0.0f, 0.0f});
const math::quaternion<float> roll = math::angle_axis(constraint.roll, {0.0f, 0.0f, -1.0f});
transform.world.rotation = math::normalize(yaw * pitch * roll);
}
void constraint::handle_track_to_constraint(component::transform& transform, const component::constraint::track_to& constraint)
{
if (registry.valid(constraint.target))
{
const component::transform* target_transform = registry.try_get<component::transform>(constraint.target);
if (target_transform)
{
transform.world.rotation = math::look_rotation(math::normalize(math::sub(target_transform->world.translation, transform.world.translation)), constraint.up);
}
}
}
} // namespace system
} // namespace game