/*
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* Copyright (C) 2017-2019 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 "forceps.hpp"
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#include "camera-rig.hpp"
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#include <stdexcept>
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Forceps::Forceps(const Model* model, Animator* animator):
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wasActive(false)
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{
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// Allocate pose and initialize to bind pose
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pose = new Pose(model->getSkeleton());
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pose->reset();
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// Setup model instance
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modelInstance.setModel(model);
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modelInstance.setPose(pose);
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// Find pinch animation
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pinchClip = model->getSkeleton()->getAnimationClip("pinch");
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if (!pinchClip)
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{
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throw std::runtime_error("Forceps pinch animation clip not found.");
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}
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// Find release animation
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releaseClip = model->getSkeleton()->getAnimationClip("release");
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if (!releaseClip)
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{
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throw std::runtime_error("Forceps release animation clip not found.");
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}
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// Scale animation speed
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float pinchDuration = 0.1f;
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float releaseDuration = 0.05f;
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float pinchSpeed = std::get<1>(pinchClip->getTimeFrame()) / pinchDuration;
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float releaseSpeed = std::get<1>(releaseClip->getTimeFrame()) / releaseDuration;
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// Setup pinch animation callbacks
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pinchAnimation.setSpeed(pinchSpeed);
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pinchAnimation.setTimeFrame(pinchClip->getTimeFrame());
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pinchAnimation.setClip(pinchClip);
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pinchAnimation.setAnimateCallback
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(
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[this](std::size_t id, const Transform& transform)
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{
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this->pose->setRelativeTransform(id, transform);
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}
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);
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pinchAnimation.setEndCallback
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(
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[this]()
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{
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this->pinched = true;
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}
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);
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// Setup release animation callbacks
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releaseAnimation.setSpeed(releaseSpeed);
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releaseAnimation.setTimeFrame(releaseClip->getTimeFrame());
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releaseAnimation.setClip(releaseClip);
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releaseAnimation.setAnimateCallback
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(
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[this](std::size_t id, const Transform& transform)
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{
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this->pose->setRelativeTransform(id, transform);
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}
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);
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hoverDistance = 1.0f;
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// Setup timing
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float descentDuration = 0.125f;
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float ascentDuration = 0.125f;
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/*
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// Allocate tweener and and setup tweens
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tweener = new Tweener();
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descentTween = new Tween<float>(EaseFunction::OUT_CUBIC, 0.0f, descentDuration, hoverDistance, -hoverDistance);
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ascentTween = new Tween<float>(EaseFunction::IN_CUBIC, 0.0f, ascentDuration, 0.0f, hoverDistance);
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descentTween->setEndCallback(std::bind(&TweenBase::start, ascentTween));
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tweener->addTween(descentTween);
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tweener->addTween(ascentTween);
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*/
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// Setup initial state
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state = Forceps::State::RELEASED;
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for (std::size_t i = 0; i < pinchClip->getChannelCount(); ++i)
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{
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const AnimationChannel<Transform>* channel = pinchClip->getChannelByIndex(i);
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pose->setRelativeTransform(channel->getChannelID(), *std::get<1>(channel->getKeyframe(0)));
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}
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pose->concatenate();
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animator->addAnimation(&pinchAnimation);
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animator->addAnimation(&releaseAnimation);
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}
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Forceps::~Forceps()
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{
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delete pose;
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}
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void Forceps::update(float dt)
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{
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// Determine distance from pick point
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float forcepsDistance = hoverDistance;
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Quaternion alignment = glm::angleAxis(orbitCam->getAzimuth(), Vector3(0, 1, 0));
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Quaternion tilt = glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
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tilt = tilt * glm::angleAxis(glm::radians(-70.0f), tilt * Vector3(0, 1, 0));
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Quaternion rotation = glm::normalize(alignment * tilt);
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Vector3 translation = pick + rotation * Vector3(0, forcepsDistance, 0);
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// Set tool position
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modelInstance.setTranslation(translation);
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modelInstance.setRotation(rotation);
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pose->concatenate();
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if (active && !wasActive)
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{
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modelInstance.resetTweens();
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modelInstance.setActive(true);
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}
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else if (!active && wasActive)
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{
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modelInstance.setActive(false);
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}
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wasActive = active;
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/*
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if (state == Forceps::State::RELEASED)
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{
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}
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else if (state == Forceps::State::RELEASING)
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{
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// Perform release animation
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releaseAnimation->animate(pose, animationTime);
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pose->concatenate();
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// If release animation is finished
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if (animationTime >= releaseAnimation->getEndTime())
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{
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// Changed to released state
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state = Forceps::State::RELEASED;
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}
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}
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else if (state == Forceps::State::PINCHED)
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{
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if (!ascentTween->isStopped())
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{
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// Calculate interpolation factor
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float interpolationFactor = (ascentTween->getTweenValue() - ascentTween->getStartValue()) / ascentTween->getDeltaValue();
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// Form tilt quaternion
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//Quaternion tilt = glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
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tilt = glm::angleAxis(glm::radians(15.0f), Vector3(0, 0, -1));
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// Project camera forward onto XZ plane
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Vector3 cameraForwardXZ = orbitCam->getCamera()->getForward();
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cameraForwardXZ.y = 0.0f;
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cameraForwardXZ = glm::normalize(cameraForwardXZ);
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// Form alignment quaternion
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//Quaternion alignment = glm::rotation(Vector3(0, 0, -1), cameraForwardXZ);
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alignment = glm::angleAxis(orbitCam->getAzimuth(), Vector3(0, 1, 0));
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// Calculate target rotation at the top of the ascentTween
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rotationTop = glm::normalize(alignment * tilt);
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// Interpolate between bottom and top rotations
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Quaternion interpolatedRotation = glm::normalize(glm::slerp(rotationBottom, rotationTop, interpolationFactor));
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// Set target translation at the top of the ascent
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translationTop = pick + rotationTop * Vector3(0, hoverDistance, 0);
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// Interpolate between bottom and top translations
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Vector3 interpolatedTranslation = glm::lerp(translationBottom, translationTop, interpolationFactor);
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// Update model instance transform
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modelInstance.setTranslation(interpolatedTranslation);
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modelInstance.setRotation(interpolatedRotation);
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}
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if (suspendedAnt != nullptr)
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{
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// Project forceps forward vector onto XZ plane
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Vector3 forward = glm::normalize(modelInstance.getRotation() * Vector3(0, 0, -1));
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forward.y = 0.0f;
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forward = glm::normalize(forward);
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// Calculate suspension quaternion
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Quaternion suspensionRotation = glm::normalize(glm::rotation(Vector3(0, 0, -1), ((flipRotation) ? -forward : forward)));
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// Suspend ant
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suspendedAnt->suspend(modelInstance.getTranslation(), suspensionRotation);
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}
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}
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else if (state == Forceps::State::PINCHING)
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{
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// Perform pinch animation
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pinchAnimation->animate(pose, animationTime);
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pose->concatenate();
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// Rotate to align forceps with ant
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if (targetedAnt != nullptr)
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{
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// Calculate interpolation factor
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float interpolationFactor = (descentTween->getTweenValue() - descentTween->getStartValue()) / descentTween->getDeltaValue();
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// Set target translation at the bottom of the descent
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translationBottom = targetedAnt->getPosition();
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// Interpolate between top and bottom translations
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Vector3 interpolatedTranslation = glm::lerp(translationTop, translationBottom, interpolationFactor);
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// Project camera forward onto XZ plane
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Vector3 cameraForwardXZ = orbitCam->getCamera()->getForward();
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cameraForwardXZ.y = 0.0f;
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cameraForwardXZ = glm::normalize(cameraForwardXZ);
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// Form tilt quaternion
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tilt = glm::angleAxis(glm::radians(15.0f), -cameraForwardXZ);
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// Project ant forward onto XZ plane
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Vector3 antForwardXZ = targetedAnt->getForward();
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antForwardXZ.y = 0.0f;
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antForwardXZ = glm::normalize(antForwardXZ);
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// Form alignment quaternion
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alignment = glm::rotation(Vector3(0, 0, -1), (flipRotation) ? antForwardXZ : -antForwardXZ);
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// Calculate target rotation at the bottom of the descent
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rotationBottom = glm::normalize(tilt * alignment);
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// Interpolate between top and bottom rotations
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Quaternion interpolatedRotation = glm::normalize(glm::slerp(rotationTop, rotationBottom, interpolationFactor));
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// Update model instance transform
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modelInstance.setTranslation(interpolatedTranslation);
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modelInstance.setRotation(interpolatedRotation);
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}
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// If pinch animation is finished
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if (animationTime >= pinchAnimation->getEndTime() && descentTween->isStopped())
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{
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// If an ant was targeted
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if (targetedAnt != nullptr)
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{
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// Suspend targeted ant
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suspendedAnt = targetedAnt;
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suspendedAnt->setState(Ant::State::SUSPENDED);
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//suspendedAnt->suspend(modelInstance.getTranslation());
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targetedAnt = nullptr;
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}
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// Change to pinched state
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state = Forceps::State::PINCHED;
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}
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}
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*/
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}
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void Forceps::pinch()
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{
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releaseAnimation.stop();
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pinchAnimation.rewind();
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pinchAnimation.play();
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/*
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// Change state to pinching
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state = Forceps::State::PINCHING;
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animationTime = 0.0f;
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if (colony != nullptr)
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{
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// Target nearest ant in pinching radius
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Sphere pinchingBounds = Sphere(pick, 0.35f);
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// Build a list of ants which intersect the pinching bounds
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std::list<Agent*> ants;
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colony->queryAnts(pinchingBounds, &ants);
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// Target ant closest to the center of the pinching bounds
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float closestDistance = std::numeric_limits<float>::infinity();
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for (Agent* agent: ants)
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{
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Ant* ant = static_cast<Ant*>(agent);
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Vector3 difference = ant->getPosition() - pinchingBounds.getCenter();
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float distanceSquared = glm::dot(difference, difference);
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if (distanceSquared < closestDistance)
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{
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closestDistance = distanceSquared;
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targetedAnt = ant;
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}
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}
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if (targetedAnt != nullptr)
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{
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// Start descent tweener
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descentTween->start();
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// Save translation & rotation
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translationTop = modelInstance.getTranslation();
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rotationTop = modelInstance.getRotation();
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// Project ant forward onto XZ plane
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Vector3 antForwardXZ = targetedAnt->getForward();
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antForwardXZ.y = 0.0f;
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antForwardXZ = glm::normalize(antForwardXZ);
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// Project camera forward onto XZ plane
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Vector3 cameraForwardXZ = orbitCam->getCamera()->getForward();
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cameraForwardXZ.y = 0.0f;
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cameraForwardXZ = glm::normalize(cameraForwardXZ);
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// Find angle between ant and camera on XZ plane
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float angle = std::acos(glm::dot(cameraForwardXZ, antForwardXZ));
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// Determine direction to rotate
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flipRotation = (angle > glm::radians(90.0f));
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}
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}
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*/
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}
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void Forceps::release()
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{
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pinchAnimation.stop();
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releaseAnimation.rewind();
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releaseAnimation.play();
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/*
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// Change state to releasing
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state = Forceps::State::RELEASING;
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animationTime = 0.0f;
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targetedAnt = nullptr;
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if (suspendedAnt != nullptr)
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{
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Ray pickingRay;
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pickingRay.origin = pick + Vector3(0, 1, 0);
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pickingRay.direction = Vector3(0, -1, 0);
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const std::vector<Navmesh::Triangle*>* navmeshTriangles = navmesh->getTriangles();
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for (Navmesh::Triangle* triangle: *navmeshTriangles)
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{
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auto result = intersects(pickingRay, triangle);
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if (std::get<0>(result))
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{
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Vector3 barycentricPosition = Vector3(std::get<2>(result), std::get<3>(result), 1.0f - std::get<2>(result) - std::get<3>(result));
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suspendedAnt->setPosition(triangle, barycentricPosition);
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break;
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}
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}
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// Release suspended ant
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suspendedAnt->setState(Ant::State::WANDER);
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suspendedAnt = nullptr;
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}
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// Reset tweens
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descentTween->reset();
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descentTween->stop();
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ascentTween->reset();
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ascentTween->stop();
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*/
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}
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