/*
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* Copyright (C) 2021 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 "entity/commands.hpp"
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#include "game/component/model.hpp"
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#include "game/component/transform.hpp"
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#include "game/component/parent.hpp"
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#include "game/component/celestial-body.hpp"
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#include "game/component/terrain.hpp"
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#include "math/quaternion.hpp"
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#include <limits>
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namespace entity {
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namespace command {
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void translate(entity::registry& registry, entity::id eid, const float3& translation)
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{
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const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
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if (transform)
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{
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registry.patch<game::component::transform>
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(
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eid,
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[&translation](auto& transform)
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{
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transform.local.translation += translation;
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}
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);
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}
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}
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void rotate(entity::registry& registry, entity::id eid, float angle, const float3& axis)
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{
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const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
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if (transform)
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{
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registry.patch<game::component::transform>
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(
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eid,
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[angle, &axis](auto& transform)
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{
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transform.local.rotation = math::normalize(math::angle_axis(angle, axis) * transform.local.rotation);
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}
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);
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}
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}
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void move_to(entity::registry& registry, entity::id eid, const float3& position)
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{
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const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
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if (transform)
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{
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registry.patch<game::component::transform>
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(
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eid,
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[&position](auto& transform)
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{
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transform.local.translation = position;
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}
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);
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}
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}
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void warp_to(entity::registry& registry, entity::id eid, const float3& position)
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{
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const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
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if (transform)
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{
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registry.patch<game::component::transform>
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(
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eid,
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[&position](auto& transform)
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{
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transform.local.translation = position;
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transform.warp = true;
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}
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);
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}
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}
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void set_scale(entity::registry& registry, entity::id eid, const float3& scale)
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{
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const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
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if (transform)
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{
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registry.patch<game::component::transform>
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(
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eid,
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[&scale](auto& transform)
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{
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transform.local.scale = scale;
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}
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);
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}
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}
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void set_transform(entity::registry& registry, entity::id eid, const math::transform<float>& transform, bool warp)
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{
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const game::component::transform* transform_component = registry.try_get<game::component::transform>(eid);
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if (transform_component)
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{
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registry.patch<game::component::transform>
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(
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eid,
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[&other_transform = transform, warp](auto& transform)
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{
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transform.local = other_transform;
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transform.warp = warp;
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}
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);
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}
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}
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void place(entity::registry& registry, entity::id eid, entity::id celestial_body_id, double altitude, double latitude, double longitude)
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{
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/*
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if (registry.has<game::component::transform>(eid))
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{
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double x = 0.0;
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double y = altitude;
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double z = 0.0;
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if (registry.has<game::component::celestial_body>(celestial_body_id))
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{
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const game::component::celestial_body& celestial_body = registry.get<game::component::celestial_body>(celestial_body_id);
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x = longitude * math::two_pi<double> * celestial_body.radius;
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z = -latitude * math::two_pi<double> * celestial_body.radius;
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if (registry.has<game::component::terrain>(celestial_body_id))
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{
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const game::component::terrain& terrain = registry.get<game::component::terrain>(celestial_body_id);
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if (terrain.elevation != nullptr)
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{
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y += terrain.elevation(latitude, longitude);
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}
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}
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}
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game::component::transform& transform = registry.get<game::component::transform>(eid);
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transform.local.translation = math::vector<float, 3>(double3{x, y, z});
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transform.warp = true;
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}
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*/
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}
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void assign_render_layers(entity::registry& registry, entity::id eid, unsigned int layers)
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{
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const game::component::model* model = registry.try_get<game::component::model>(eid);
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if (model)
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{
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registry.patch<game::component::model>
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(
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eid,
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[layers](auto& model)
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{
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model.layers = layers;
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}
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);
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}
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}
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math::transform<float> get_local_transform(entity::registry& registry, entity::id eid)
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{
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const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
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if (transform)
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{
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return transform->local;
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}
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return math::transform<float>::identity;
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}
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math::transform<float> get_world_transform(entity::registry& registry, entity::id eid)
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{
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const game::component::transform* transform = registry.try_get<game::component::transform>(eid);
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if (transform)
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{
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return transform->world;
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}
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return math::transform<float>::identity;
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}
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} // namespace command
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} // namespace entity
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