💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2020 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 "application-states.hpp"
#include "configuration.hpp"
#include "application.hpp"
#include "animation/screen-transition.hpp"
#include "scene/model-instance.hpp"
#include "resources/resource-manager.hpp"
#include "renderer/model.hpp"
#include "renderer/material.hpp"
#include "renderer/passes/sky-pass.hpp"
#include "systems/control-system.hpp"
#include "entity/components/model-component.hpp"
#include "entity/components/transform-component.hpp"
#include "entity/components/terrain-component.hpp"
#include "entity/components/samara-component.hpp"
#include "entity/components/cavity-component.hpp"
#include "entity/components/tool-component.hpp"
#include "entity/components/placement-component.hpp"
#include "entity/components/copy-transform-component.hpp"
#include "entity/components/copy-translation-component.hpp"
#include "entity/archetype.hpp"
#include "nest.hpp"
#include "math.hpp"
#include "geometry/mesh-accelerator.hpp"
#include "behavior/ebt.hpp"
#include "animation/ease.hpp"
#include <iostream>
using namespace vmq::operators;
void enter_play_state(application* app)
{
logger* logger = app->get_logger();
logger->push_task("Entering play state");
// Enable sky pass
app->get_sky_pass()->set_enabled(true);
resource_manager* resource_manager = app->get_resource_manager();
entt::registry& ecs_registry = app->get_ecs_registry();
// Load entity archetypes
ecs::archetype* ant_hill_archetype = resource_manager->load<ecs::archetype>("ant-hill.ent");
ecs::archetype* maple_tree_archetype = resource_manager->load<ecs::archetype>("maple-tree.ent");
ecs::archetype* nest_archetype = resource_manager->load<ecs::archetype>("harvester-nest.ent");
ecs::archetype* samara_archetype = resource_manager->load<ecs::archetype>("samara.ent");
ecs::archetype* forceps_archetype = resource_manager->load<ecs::archetype>("forceps.ent");
ecs::archetype* larva_archetype = resource_manager->load<ecs::archetype>("larva.ent");
ecs::archetype* pebble_archetype = resource_manager->load<ecs::archetype>("pebble.ent");
ecs::placement_component placement;
auto ant_hill_entity = ant_hill_archetype->create(ecs_registry);
placement.ray.origin = {0, 10000, 0};
placement.ray.direction = {0, -1, 0};
ecs_registry.assign<ecs::placement_component>(ant_hill_entity, placement);
float pebble_radius = 300.0f;
int pebble_count = 100;
for (int i = 0; i < pebble_count; ++i)
{
float x = frand(-pebble_radius, pebble_radius);
float z = frand(-pebble_radius, pebble_radius);
auto pebble_entity = pebble_archetype->create(ecs_registry);
auto& transform = ecs_registry.get<ecs::transform_component>(pebble_entity);
transform.transform = vmq::identity_transform<float>;
transform.transform.rotation = vmq::angle_axis(frand(0.0f, vmq::two_pi<float>), {0, 1, 0});
transform.transform.scale = float3{1, 1, 1} * frand(0.75f, 1.25f);
placement.ray.origin = {x, 10000, z};
ecs_registry.assign<ecs::placement_component>(pebble_entity, placement);
}
auto maple_tree_entity = maple_tree_archetype->create(ecs_registry);
placement.ray.origin = {300, 10000, 200};
placement.ray.direction = {0, -1, 0};
ecs_registry.assign<ecs::placement_component>(maple_tree_entity, placement);
auto nest_entity = nest_archetype->create(ecs_registry);
int terrain_radius = 2;
for (int x = -terrain_radius; x <= terrain_radius; ++x)
{
for (int z = -terrain_radius; z <= terrain_radius; ++z)
{
ecs::terrain_component terrain_component;
terrain_component.subdivisions = TERRAIN_PATCH_RESOLUTION;
terrain_component.x = x;
terrain_component.z = z;
auto terrain_entity = ecs_registry.create();
ecs_registry.assign<ecs::terrain_component>(terrain_entity, terrain_component);
}
}
for (int i = 0; i < 15; ++i)
{
auto samara_entity = samara_archetype->create(ecs_registry);
auto& transform = ecs_registry.get<ecs::transform_component>(samara_entity);
float zone = 200.0f;
transform.transform = vmq::identity_transform<float>;
transform.transform.translation.x = frand(-zone, zone);
transform.transform.translation.y = frand(50.0f, 150.0f);
transform.transform.translation.z = frand(-zone, zone);
ecs::samara_component samara_component;
samara_component.angle = frand(0.0f, vmq::radians(360.0f));
samara_component.direction = vmq::normalize(float3{frand(-1, 1), frand(-1, -5), frand(-1, 1)});
samara_component.chirality = (frand(0, 1) < 0.5f) ? -1.0f : 1.0f;
ecs_registry.assign_or_replace<ecs::samara_component>(samara_entity, samara_component);
}
/*
ecs::archetype* grass_archetype = resource_manager->load<ecs::archetype>("grassland-grass.ent");
auto grass_entity_1 = grass_archetype->create(ecs_registry);
auto grass_entity_2 = grass_archetype->create(ecs_registry);
ecs_registry.get<ecs::transform_component>(grass_entity_2).transform.rotation = vmq::angle_axis(vmq::radians(120.0f), float3{0, 1, 0});
*/
// Setup overworld camera
camera* camera = app->get_overworld_camera();
orbit_cam* orbit_cam = app->get_orbit_cam();
orbit_cam->attach(camera);
orbit_cam->set_target_focal_point({0, 0, 0});
orbit_cam->set_target_focal_distance(15.0f);
orbit_cam->set_target_elevation(vmq::radians(25.0f));
orbit_cam->set_target_azimuth(0.0f);
orbit_cam->set_focal_point(orbit_cam->get_target_focal_point());
orbit_cam->set_focal_distance(orbit_cam->get_target_focal_distance());
orbit_cam->set_elevation(orbit_cam->get_target_elevation());
orbit_cam->set_azimuth(orbit_cam->get_target_azimuth());
// Create forceps tool
auto forceps_entity = forceps_archetype->create(ecs_registry);
ecs::tool_component forceps_tool_component;
forceps_tool_component.active = true;
ecs_registry.assign<ecs::tool_component>(forceps_entity, forceps_tool_component);
// Add copy transform constraint to ant-hill
ecs::copy_translation_component constraint;
constraint.target = forceps_entity;
constraint.use_x = true;
constraint.use_y = true;
constraint.use_z = true;
constraint.invert_x = true;
constraint.invert_y = false;
constraint.invert_z = true;
ecs_registry.assign<ecs::copy_translation_component>(ant_hill_entity, constraint);
app->get_scene().update_tweens();
// Allocate a nest
nest* nest = new ::nest();
// Setup initial nest parameters
float tunnel_radius = 1.15f;
nest->set_tunnel_radius(tunnel_radius);
nest::shaft* central_shaft = nest->get_central_shaft();
central_shaft->chirality = 1.0f;
central_shaft->rotation = vmq::radians(0.0f);
central_shaft->depth = {0.0f, 200.0f};
central_shaft->radius = {15.0f, 15.0f};
central_shaft->pitch = {40.0f, 40.0f};
central_shaft->translation = {{{0.0f, 0.0f}, {0.0f, 0.0f}}};
central_shaft->current_depth = 0.0f;
for (std::size_t i = 0; i < 4; ++i)
{
nest::chamber chamber;
chamber.shaft = central_shaft;
chamber.depth = (i + 1) * 50.0f;
chamber.rotation = vmq::radians(0.0f);
chamber.inner_radius = 4.0f;
chamber.outer_radius = 10.0f;
central_shaft->chambers.push_back(chamber);
}
// Dig nest shafts
float shift = 0.1f;
for (int i = 0; i < 800; ++i)
{
ecs::cavity_component cavity;
cavity.position = nest->extend_shaft(*nest->get_central_shaft());
cavity.position += float3{frand(-shift, shift), frand(-shift, shift), frand(-shift, shift)};
cavity.radius = tunnel_radius * frand(1.0f, 1.1f);
ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
}
// Dig nest chambers
/*
for (int i = 0; i < central_shaft->chambers.size(); ++i)
{
for (int j = 0; j < 150; ++j)
{
ecs::cavity_component cavity;
cavity.position = nest->expand_chamber(central_shaft->chambers[i]);
cavity.position += float3{frand(-shift, shift), frand(-shift, shift), frand(-shift, shift)};
cavity.radius = tunnel_radius * frand(1.0f, 1.1f);
ecs_registry.assign<ecs::cavity_component>(ecs_registry.create(), cavity);
}
}
*/
// Place larva in chamber
/*
{
auto larva_entity = larva_archetype->create(ecs_registry);
auto& transform = ecs_registry.get<ecs::transform_component>(larva_entity);
transform.transform = vmq::identity_transform<float>;
transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]);
//transform.transform.translation.y -= 1.0f;
}
*/
control_system* control_system = app->get_control_system();
control_system->update(0.0f);
control_system->set_nest(nest);
orbit_cam->update(0.0f);
// Start fade in
app->get_fade_transition()->transition(1.0f, true, ease<float>::in_quad);
logger->pop_task(EXIT_SUCCESS);
}
void exit_play_state(application* app)
{
logger* logger = app->get_logger();
logger->push_task("Exiting play state");
logger->pop_task(EXIT_SUCCESS);
}