💿🐜 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 "entity/commands.hpp"
#include "game/component/model.hpp"
#include "game/component/transform.hpp"
#include "game/component/parent.hpp"
#include "game/component/celestial-body.hpp"
#include "game/component/terrain.hpp"
#include "math/quaternion.hpp"
#include <limits>
namespace entity {
namespace command {
void translate(entity::registry& registry, entity::id eid, const float3& translation)
{
const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
if (transform)
{
registry.patch<game::component::transform>
(
eid,
[&translation](auto& transform)
{
transform.local.translation += translation;
}
);
}
}
void rotate(entity::registry& registry, entity::id eid, float angle, const float3& axis)
{
const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
if (transform)
{
registry.patch<game::component::transform>
(
eid,
[angle, &axis](auto& transform)
{
transform.local.rotation = math::normalize(math::angle_axis(angle, axis) * transform.local.rotation);
}
);
}
}
void move_to(entity::registry& registry, entity::id eid, const float3& position)
{
const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
if (transform)
{
registry.patch<game::component::transform>
(
eid,
[&position](auto& transform)
{
transform.local.translation = position;
}
);
}
}
void warp_to(entity::registry& registry, entity::id eid, const float3& position)
{
const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
if (transform)
{
registry.patch<game::component::transform>
(
eid,
[&position](auto& transform)
{
transform.local.translation = position;
transform.warp = true;
}
);
}
}
void set_scale(entity::registry& registry, entity::id eid, const float3& scale)
{
const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
if (transform)
{
registry.patch<game::component::transform>
(
eid,
[&scale](auto& transform)
{
transform.local.scale = scale;
}
);
}
}
void set_transform(entity::registry& registry, entity::id eid, const math::transform<float>& transform, bool warp)
{
const game::component::transform* transform_component = registry.try_get<game::component::transform>(eid);
if (transform_component)
{
registry.patch<game::component::transform>
(
eid,
[&other_transform = transform, warp](auto& transform)
{
transform.local = other_transform;
transform.warp = warp;
}
);
}
}
void place(entity::registry& registry, entity::id eid, entity::id celestial_body_id, double altitude, double latitude, double longitude)
{
/*
if (registry.has<game::component::transform>(eid))
{
double x = 0.0;
double y = altitude;
double z = 0.0;
if (registry.has<game::component::celestial_body>(celestial_body_id))
{
const game::component::celestial_body& celestial_body = registry.get<game::component::celestial_body>(celestial_body_id);
x = longitude * math::two_pi<double> * celestial_body.radius;
z = -latitude * math::two_pi<double> * celestial_body.radius;
if (registry.has<game::component::terrain>(celestial_body_id))
{
const game::component::terrain& terrain = registry.get<game::component::terrain>(celestial_body_id);
if (terrain.elevation != nullptr)
{
y += terrain.elevation(latitude, longitude);
}
}
}
game::component::transform& transform = registry.get<game::component::transform>(eid);
transform.local.translation = math::vector<float, 3>(double3{x, y, z});
transform.warp = true;
}
*/
}
void assign_render_layers(entity::registry& registry, entity::id eid, unsigned int layers)
{
const game::component::model* model = registry.try_get<game::component::model>(eid);
if (model)
{
registry.patch<game::component::model>
(
eid,
[layers](auto& model)
{
model.layers = layers;
}
);
}
}
math::transform<float> get_local_transform(entity::registry& registry, entity::id eid)
{
const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
if (transform)
{
return transform->local;
}
return math::transform<float>::identity;
}
math::transform<float> get_world_transform(entity::registry& registry, entity::id eid)
{
const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
if (transform)
{
return transform->world;
}
return math::transform<float>::identity;
}
} // namespace command
} // namespace entity