💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2017 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.hpp"
#include "title-state.hpp"
#include "../application.hpp"
#include "../camera-controller.hpp"
#include "../game/colony.hpp"
#include "../game/ant.hpp"
#include "../game/tool.hpp"
#include "../ui/toolbar.hpp"
#include "../ui/menu.hpp"
#include "../ui/pie-menu.hpp"
#include <cmath>
GameState::GameState(Application* application):
ApplicationState(application)
{}
GameState::~GameState()
{}
void GameState::enter()
{
// Setup HUD
application->rectangularPaletteImage->setVisible(true);
application->rectangularPaletteImage->setActive(true);
application->toolbar->getContainer()->setVisible(true);
application->toolbar->getContainer()->setActive(true);
// Setup tools
application->forceps->setColony(application->colony);
// Add tools to scene
application->defaultLayer->addObject(application->forceps->getModelInstance());
application->defaultLayer->addObject(application->lens->getModelInstance());
application->defaultLayer->addObject(application->brush->getModelInstance());
// Add terrain to scene
application->defaultLayer->addObject(&application->currentLevel->terrainSurface);
application->defaultLayer->addObject(&application->currentLevel->terrainSubsurface);
application->defaultLayer->addObject(&application->biomeFloorModelInstance);
// Spawn ants
Navmesh* navmesh = application->currentLevel->terrain.getSurfaceNavmesh();
for (int i = 0; i < 50; ++i)
{
Navmesh::Triangle* triangle = (*navmesh->getTriangles())[0];
Ant* ant = application->colony->spawn(navmesh, triangle, normalize_barycentric(Vector3(0.5f)));
Vector3 forward = glm::normalize(triangle->edge->vertex->position - triangle->edge->next->vertex->position);
Vector3 up = triangle->normal;
ant->setOrientation(forward, up);
application->defaultLayer->addObject(ant->getModelInstance());
ant->setState(Ant::State::WANDER);
}
// Setup camera controller
application->surfaceCam->setCamera(&application->camera);
//application->surfaceCam->setFocalPoint(Vector3(0.0f));
//application->surfaceCam->setFocalDistance(250.0f);
//application->surfaceCam->setElevation(glm::radians(35.0f));
//application->surfaceCam->setAzimuth(glm::radians(-45.0f));
application->surfaceCam->setTargetFocalPoint(Vector3(0.0f));
application->surfaceCam->setTargetFocalDistance(250.0f);
application->surfaceCam->setTargetElevation(glm::radians(35.0f));
//application->surfaceCam->setTargetAzimuth(glm::radians(-45.0f));
application->surfaceCam->update(0.0f);
application->simulationPaused = false;
// Select forceps tool
//application->deselectTool(application->currentTool);
//application->selectTool(application->forceps);
application->pieMenu->select(1);
// Begin fade-in
application->fadeInTween->start();
application->mouse->addMouseButtonObserver(this);
}
void GameState::execute()
{
// Pause simulation
if (application->escape.isTriggered() && !application->escape.wasTriggered())
{
if (application->simulationPaused)
{
application->unpauseSimulation();
}
else
{
application->pauseSimulation();
}
}
// Navigate menu
if (application->activeMenu != nullptr)
{
MenuItem* selectedItem = application->activeMenu->getSelectedItem();
if (application->menuDown.isTriggered() && !application->menuDown.wasTriggered())
{
if (selectedItem != nullptr)
{
if (selectedItem->getIndex() < application->activeMenu->getItemCount() - 1)
{
application->selectMenuItem(selectedItem->getIndex() + 1);
}
else
{
application->selectMenuItem(0);
}
}
else
{
application->selectMenuItem(0);
}
}
else if (application->menuUp.isTriggered() && !application->menuUp.wasTriggered())
{
if (selectedItem != nullptr)
{
if (selectedItem->getIndex() > 0)
{
application->selectMenuItem(selectedItem->getIndex() - 1);
}
else
{
application->selectMenuItem(application->activeMenu->getItemCount() - 1);
}
}
else
{
application->selectMenuItem(application->activeMenu->getItemCount() - 1);
}
}
if (application->menuSelect.isTriggered() && !application->menuSelect.wasTriggered())
{
application->activateMenuItem();
}
}
else
{
// Move camera
Vector2 movementVector(0.0f);
if (application->cameraMoveLeft.isTriggered())
movementVector.x -= application->cameraMoveLeft.getCurrentValue();
if (application->cameraMoveRight.isTriggered())
movementVector.x += application->cameraMoveRight.getCurrentValue();
if (application->cameraMoveForward.isTriggered())
movementVector.y -= application->cameraMoveForward.getCurrentValue();
if (application->cameraMoveBack.isTriggered())
movementVector.y += application->cameraMoveBack.getCurrentValue();
if (movementVector.x != 0.0f || movementVector.y != 0.0f)
{
movementVector *= 0.005f * application->surfaceCam->getFocalDistance() * application->dt / (1.0f / 60.0f);
application->surfaceCam->move(movementVector);
Vector3 focal = application->surfaceCam->getFocalPoint();
}
// Zoom camera
float zoomFactor = application->surfaceCam->getFocalDistance() / 10.0f * application->dt / (1.0f / 60.0f);
if (application->cameraZoomIn.isTriggered())
application->surfaceCam->zoom(zoomFactor * application->cameraZoomIn.getCurrentValue());
if (application->cameraZoomOut.isTriggered())
application->surfaceCam->zoom(-zoomFactor * application->cameraZoomOut.getCurrentValue());
// Rotate camera
if (application->cameraRotateCW.isTriggered() && !application->cameraRotateCW.wasTriggered())
{
application->surfaceCam->rotate(glm::radians(-45.0f));
}
if (application->cameraRotateCCW.isTriggered() && !application->cameraRotateCCW.wasTriggered())
{
application->surfaceCam->rotate(glm::radians(45.0f));
}
}
/*
else
{
Plane plane;
plane.set(Vector3(0, 1, 0), Vector3(0.0f));
auto result = pickingRay.intersects(plane);
pick = pickingRay.extrapolate(std::get<1>(result));
}
*/
// Update camera
application->surfaceCam->update(application->dt);
// Picking
glm::ivec2 mousePosition = application->mouse->getCurrentPosition();
mousePosition.y = application->height - mousePosition.y;
Vector4 viewport(0.0f, 0.0f, application->width, application->height);
Vector3 mouseNear = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 0.0f), viewport);
Vector3 mouseFar = application->camera.unproject(Vector3(mousePosition.x, mousePosition.y, 1.0f), viewport);
pickingRay.origin = mouseNear;
pickingRay.direction = glm::normalize(mouseFar - mouseNear);
std::list<Navmesh::Triangle*> triangles;
application->currentLevel->terrain.getSurfaceOctree()->query(pickingRay, &triangles);
auto result = intersects(pickingRay, triangles);
if (std::get<0>(result))
{
pick = pickingRay.extrapolate(std::get<1>(result));
std::size_t triangleIndex = std::get<3>(result);
pickTriangle = (*application->currentLevel->terrain.getSurfaceNavmesh()->getTriangles())[triangleIndex];
/*
float forcepsDistance = application->forcepsSwoopTween->getTweenValue();
//Quaternion rotation = glm::rotation(Vector3(0, 1, 0), triangle->normal);
Quaternion rotation = glm::angleAxis(application->surfaceCam->getAzimuth(), Vector3(0, 1, 0)) *
glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
// Set tool position
application->forcepsModelInstance.setTranslation(translation);
application->forcepsModelInstance.setRotation(rotation);
*/
}
// Update tools
if (application->currentTool != nullptr)
{
application->currentTool->setPick(pick);
application->currentTool->update(application->dt);
}
// Update colony
if (!application->simulationPaused)
{
application->colony->update(application->dt);
}
}
void GameState::exit()
{
// Remove input observers
application->mouse->removeMouseButtonObserver(this);
// Clear scene
application->defaultLayer->removeObject(&application->currentLevel->terrainSurface);
application->defaultLayer->removeObject(&application->currentLevel->terrainSubsurface);
application->defaultLayer->removeObject(&application->biomeFloorModelInstance);
application->defaultLayer->removeObject(application->forceps->getModelInstance());
application->defaultLayer->removeObject(application->lens->getModelInstance());
for (std::size_t i = 0; i < application->colony->getAntCount(); ++i)
{
Ant* ant = application->colony->getAnt(i);
application->defaultLayer->removeObject(ant->getModelInstance());
}
// Kill all ants
application->colony->killAll();
// Hide HUD
application->rectangularPaletteImage->setVisible(false);
application->rectangularPaletteImage->setActive(false);
application->toolbar->getContainer()->setVisible(false);
application->toolbar->getContainer()->setActive(false);
}
void GameState::mouseButtonPressed(int button, int x, int y)
{
if (button == 1 && application->forceps->isActive())
{
application->forceps->pinch();
}
}
void GameState::mouseButtonReleased(int button, int x, int y)
{
if (button == 1 && application->forceps->isActive())
{
application->forceps->release();
}
}