221 lines
5.7 KiB
C++
221 lines
5.7 KiB
C++
/*
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This file is part of Daydream Engine.
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Copyright 2014 Adam Byléhn, Tobias Dahl, Simon Holmberg, Viktor Ljung
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Daydream Engine is free software: you can redistribute it and/or modify
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it under the terms of the GNU Lesser 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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Daydream Engine 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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with Daydream Engine. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PrecompiledHeader.h"
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#include "Transform/TransformSystem.h"
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#include "Core/World.h"
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void dd::Systems::TransformSystem::Initialize()
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{
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EVENT_SUBSCRIBE_MEMBER(m_EMove, &Systems::TransformSystem::OnMove);
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EVENT_SUBSCRIBE_MEMBER(m_ERotate, &Systems::TransformSystem::OnRotate);
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}
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void dd::Systems::TransformSystem::Update(double dt)
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{
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return;
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}
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void dd::Systems::TransformSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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if (m_MoveItems.find(entity) != m_MoveItems.end())
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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glm::vec3 direction = glm::normalize(m_MoveItems[entity].GoalPosition - transform->Position);
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glm::vec3 movement = direction * m_MoveItems[entity].Speed * (float)dt;
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glm::vec3 v1 = m_MoveItems[entity].GoalPosition - transform->Position;
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glm::vec3 v2 = movement;
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if (glm::length(v2) >= glm::length(v1))
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{
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transform->Position = m_MoveItems[entity].GoalPosition;
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//transform->Velocity = glm::vec3(0, 0, 0);
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m_MoveItems.erase(entity);
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if (m_QueuedMoveItems.find(entity) != m_QueuedMoveItems.end())
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{
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auto it = m_QueuedMoveItems.find(entity);
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m_MoveItems[entity] = it->second;
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m_QueuedMoveItems.erase(it->first);
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}
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}
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else
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{
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transform->Position += movement;
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//transform->Velocity = movement;
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}
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}
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if (m_RotationItems.find(entity) != m_RotationItems.end())
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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auto absolutetransform = AbsoluteTransform(entity);
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float percentage = dt / m_RotationItems[entity].Time;
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m_RotationItems[entity].Time -= dt;
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glm::clamp(percentage, 0.f, 1.0f);
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transform->Orientation = glm::slerp(transform->Orientation, m_RotationItems[entity].GoalRotation, percentage);
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if (m_RotationItems[entity].Time <= 0)
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{
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m_RotationItems.erase(entity);
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if (m_QueuedRotationItems.find(entity) != m_QueuedRotationItems.end())
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{
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auto it = m_QueuedRotationItems.find(entity);
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m_RotationItems[entity] = it->second;
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m_QueuedRotationItems.erase(it->first);
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}
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}
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}
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}
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bool dd::Systems::TransformSystem::OnRotate(const Events::Rotate &event)
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{
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RotationItems item;
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item.Entity = event.Entity;
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item.GoalRotation = event.GoalRotation;
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item.Time = event.Time;
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if (event.Queue)
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{
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if (m_RotationItems.find(event.Entity) != m_RotationItems.end())
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{
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m_QueuedRotationItems.insert(std::make_pair(event.Entity, item));
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}
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else
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{
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m_RotationItems[event.Entity] = item;
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}
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}
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else
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{
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m_RotationItems[event.Entity] = item;
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}
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return true;
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}
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bool dd::Systems::TransformSystem::OnMove(const Events::Move &event)
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{
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MoveItems item;
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item.Entity = event.Entity;
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item.GoalPosition = event.GoalPosition;
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item.Speed = event.Speed;
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if (event.Queue)
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{
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if (m_MoveItems.find(event.Entity) != m_MoveItems.end())
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{
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m_QueuedMoveItems.insert(std::make_pair(event.Entity, item));
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}
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else
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{
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m_MoveItems[event.Entity] = item;
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}
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}
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else
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{
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m_MoveItems[event.Entity] = item;
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}
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return true;
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}
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glm::vec3 dd::Systems::TransformSystem::AbsolutePosition(EntityID entity)
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{
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glm::vec3 absPosition;
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glm::quat accumulativeOrientation;
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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//absPosition += transform->Position;
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entity = m_World->GetEntityParent(entity);
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auto transform2 = m_World->GetComponent<Components::Transform>(entity);
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if (entity == 0)
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absPosition += transform->Position;
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else
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absPosition = transform2->Orientation * (absPosition + transform->Position);
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} while (entity != 0);
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return absPosition * accumulativeOrientation;
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}
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glm::quat dd::Systems::TransformSystem::AbsoluteOrientation(EntityID entity)
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{
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glm::quat absOrientation;
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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absOrientation = transform->Orientation * absOrientation;
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entity = m_World->GetEntityParent(entity);
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} while (entity != 0);
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return absOrientation;
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}
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glm::vec3 dd::Systems::TransformSystem::AbsoluteScale(EntityID entity)
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{
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glm::vec3 absScale(1);
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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absScale *= transform->Scale;
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entity = m_World->GetEntityParent(entity);
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} while (entity != 0);
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return absScale;
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}
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dd::Components::Transform dd::Systems::TransformSystem::AbsoluteTransform(EntityID entity)
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{
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glm::vec3 absPosition;
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glm::quat absOrientation;
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glm::vec3 absScale(1);
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do
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity);
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entity = m_World->GetEntityParent(entity);
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auto transform2 = m_World->GetComponent<Components::Transform>(entity);
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// Position
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if (entity == 0)
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absPosition += transform->Position;
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else
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absPosition = transform2->Orientation * (absPosition + transform->Position);
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// Orientation
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absOrientation = transform->Orientation * absOrientation;
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// Scale
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absScale *= transform->Scale;
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} while (entity != 0);
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Components::Transform transform;
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transform.Position = absPosition;
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transform.Orientation = absOrientation;
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transform.Scale = absScale;
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return transform;
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}
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