#include "MasterState.hpp"
+#include "Application.hpp"
#include "../creature/Creature.hpp"
#include "../graphics/Viewport.hpp"
#include "../math/const.hpp"
, cam(sim.Root())
, cam_dist(5.0)
, cam_tgt_dist(5.0)
-, cam_orient(PI * 0.125, 0.0, 0.0)
+, cam_orient(PI * 0.375, PI * 0.25, 0.0)
, cam_dragging(false)
, cp(assets)
+, rp(sim)
+, tp(sim)
, remain(0)
, thirds(0)
, paused(false) {
void MasterState::OnUpdate(int dt) {
remain += dt;
- while (remain >= FrameMS()) {
+#ifdef NDEBUG
+ int max_tick = 10;
+#else
+ // one tick per frame when debugging so pausing execution doesn't result in more ticks
+ int max_tick = 1;
+#endif
+ while (remain >= FrameMS() && max_tick > 0) {
Tick();
+ --max_tick;
}
}
}
void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
- if (e.button == SDL_BUTTON_RIGHT) {
+ if (e.button == SDL_BUTTON_RIGHT && cp.Shown()) {
SDL_SetRelativeMouseMode(SDL_TRUE);
cam_dragging = true;
}
}
void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
- if (e.button == SDL_BUTTON_RIGHT) {
+ if (e.button == SDL_BUTTON_LEFT) {
+ glm::dmat4 inverse(glm::inverse(cam.Projection() * cam.View()));
+ math::Ray ray(inverse * App().GetViewport().ShootPixel(e.x, e.y));
+ creature::Creature *closest = nullptr;
+ double closest_dist = 1.0e24;
+ for (creature::Creature *c : sim.LiveCreatures()) {
+ glm::dvec3 normal(0.0);
+ double dist = 0.0;
+ if (Intersect(ray, c->CollisionBox(), glm::dmat4(cam.Model(c->GetSituation().GetPlanet())) * c->CollisionTransform(), normal, dist)
+ && dist < closest_dist) {
+ closest = c;
+ closest_dist = dist;
+ }
+ }
+ if (closest) {
+ cp.Show(*closest);
+ } else {
+ cp.Hide();
+ }
+ } else if (e.button == SDL_BUTTON_RIGHT) {
SDL_SetRelativeMouseMode(SDL_FALSE);
cam_dragging = false;
}
constexpr double pitch_scale = PI * 0.001;
constexpr double yaw_scale = PI * 0.002;
if (cam_dragging) {
- cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.5);
+ cam_orient.x = glm::clamp(cam_orient.x + double(e.yrel) * pitch_scale, 0.0, PI * 0.499);
cam_orient.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
}
}
constexpr double zoom_scale = -1.0;
constexpr double zoom_base = 1.125;
cam_orient.z = glm::clamp(cam_orient.z + double(e.x) * roll_scale, PI * -0.5, PI * 0.5);
- cam_tgt_dist = std::max(1.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
+ cam_tgt_dist = std::max(cp.GetCreature().Size() * 2.0, cam_tgt_dist * std::pow(zoom_base, double(e.y) * zoom_scale));
}
void MasterState::OnRender(graphics::Viewport &viewport) {
// TODO: extend to nearby bodies as well
for (auto c : cam.Reference().Creatures()) {
assets.shaders.creature_skin.SetM(cam.Model(cam.Reference()) * glm::mat4(c->LocalTransform()));
- assets.shaders.creature_skin.SetBaseColor(c->BaseColor());
- assets.shaders.creature_skin.SetHighlightColor(c->HighlightColor());
+ assets.shaders.creature_skin.SetBaseColor(glm::vec3(c->BaseColor()));
+ assets.shaders.creature_skin.SetHighlightColor(glm::vec4(c->HighlightColor()));
c->Draw(viewport);
}
viewport.ClearDepth();
- cp.Draw(assets, viewport);
+ cp.Draw(viewport);
+ rp.Draw(viewport);
+ tp.Draw(viewport);
}
}