void OnResize(int w, int h) override;
void OnKeyDown(const SDL_KeyboardEvent &) override;
+ void OnMouseDown(const SDL_MouseButtonEvent &) override;
+ void OnMouseUp(const SDL_MouseButtonEvent &) override;
+ void OnMouseMotion(const SDL_MouseMotionEvent &) override;
+ void OnMouseWheel(const SDL_MouseWheelEvent &) override;
void OnUpdate(int dt) override;
void OnRender(graphics::Viewport &) override;
world::Simulation ∼
graphics::Camera cam;
+ double cam_dist;
+ double cam_tgt_dist;
+ glm::dvec3 cam_orient;
+ bool cam_dragging;
+
ui::CreaturePanel cp;
int remain;
#include "../creature/Creature.hpp"
#include "../graphics/Viewport.hpp"
+#include "../math/const.hpp"
#include "../world/Body.hpp"
#include "../world/Planet.hpp"
#include "../world/Simulation.hpp"
, assets(assets)
, sim(sim)
, cam(sim.Root())
+, cam_dist(10.0)
+, cam_tgt_dist(10.0)
+, cam_orient(PI * 0.125, 0.0, 0.0)
+, cam_dragging(false)
, cp(assets)
, remain(0)
, thirds(0)
}
void MasterState::Tick() {
+ constexpr double dt = 0.01666666666666666666666666666666;
if (!paused) {
- sim.Tick();
+ sim.Tick(dt);
}
remain -= FrameMS();
thirds = (thirds + 1) % 3;
+
+ double cam_diff = cam_tgt_dist - cam_dist;
+ if (std::abs(cam_diff) > 0.001) {
+ cam_dist += cam_diff * 0.25;
+ } else {
+ cam_dist = cam_tgt_dist;
+ }
}
int MasterState::FrameMS() const noexcept {
}
}
+void MasterState::OnMouseDown(const SDL_MouseButtonEvent &e) {
+ if (e.button == SDL_BUTTON_RIGHT) {
+ SDL_SetRelativeMouseMode(SDL_TRUE);
+ cam_dragging = true;
+ }
+}
+
+void MasterState::OnMouseUp(const SDL_MouseButtonEvent &e) {
+ if (e.button == SDL_BUTTON_RIGHT) {
+ SDL_SetRelativeMouseMode(SDL_FALSE);
+ cam_dragging = false;
+ }
+}
+
+void MasterState::OnMouseMotion(const SDL_MouseMotionEvent &e) {
+ 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.y = std::fmod(cam_orient.y + double(e.xrel) * yaw_scale, PI * 2.0);
+ }
+}
+
+void MasterState::OnMouseWheel(const SDL_MouseWheelEvent &e) {
+ constexpr double roll_scale = PI * 0.0625;
+ 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));
+}
+
void MasterState::OnRender(graphics::Viewport &viewport) {
if (cp.Shown()) {
- cam.TopDown(cp.GetCreature(), 10.0f);
+ cam.Radial(cp.GetCreature(), cam_dist, cam_orient);
assets.shaders.planet_surface.Activate();
assets.shaders.planet_surface.SetV(cam.View());
assets.shaders.sun_surface.Activate();
/// look at center, position relative to orbital reference plane for children
Camera &Orbital(const glm::vec3 &pos) noexcept;
/// look at creature from above
- Camera &TopDown(const creature::Creature &, float distance, float roll = 0.0f);
+ Camera &TopDown(const creature::Creature &, double distance, double roll = 0.0f);
+ /// look at creature from the side, angle in euler (ZXY in surface reference plane)
+ Camera &Radial(const creature::Creature &, double distance, const glm::dvec3 &angle);
const glm::mat4 &Projection() const noexcept { return projection; }
const glm::mat4 &View() const noexcept { return view; }
#include <cmath>
#include <GL/glew.h>
+#include <glm/gtx/euler_angles.hpp>
+#include <glm/gtx/rotate_vector.hpp>
#include <glm/gtx/transform.hpp>
position[(srf + 1) % 3] = pos.y;
position[(srf + 2) % 3] = dir * (pos.z + Reference().Radius());
- glm::vec3 up(0.0f);
- up[(srf + 2) % 3] = dir;
+ glm::vec3 up(world::Planet::SurfaceNormal(srf));
glm::vec3 target;
target[(srf + 0) % 3] = at.x;
return *this;
}
-Camera &Camera::TopDown(const creature::Creature &c, float distance, float roll) {
+Camera &Camera::Orbital(const glm::vec3 &pos) noexcept {
+ track_orient = false;
+ view = glm::lookAt(pos, glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
+ return *this;
+}
+
+Camera &Camera::TopDown(const creature::Creature &c, double distance, double roll) {
const creature::Situation &s = c.GetSituation();
- if (s.OnPlanet()) {
+ if (s.OnSurface()) {
int srf = s.Surface();
- glm::vec3 pos(s.Position());
- pos[(srf + 2) % 3] += srf < 3 ? distance : -distance;
+ glm::vec3 pos(s.Position() + (world::Planet::SurfaceNormal(srf) * distance));
Reference(s.GetPlanet());
return MapView(srf, pos, roll);
} else {
glm::vec3 pos(s.Position());
- pos += glm::normalize(pos) * distance;
+ pos += glm::normalize(pos) * float(distance);
return Orbital(pos);
}
}
-Camera &Camera::Orbital(const glm::vec3 &pos) noexcept {
- track_orient = false;
- view = glm::lookAt(pos, glm::vec3(0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
+Camera &Camera::Radial(const creature::Creature &c, double distance, const glm::dvec3 &angle) {
+ const creature::Situation &s = c.GetSituation();
+ glm::dvec3 pos(s.Position());
+ glm::dvec3 up(0.0);
+ glm::dvec3 dir(0.0, 0.0, -distance);
+ if (s.OnSurface()) {
+ Reference(s.GetPlanet());
+ track_orient = true;
+ int srf = s.Surface();
+ up = world::Planet::SurfaceNormal(srf);
+ dir =
+ world::Planet::SurfaceOrientation(srf)
+ * glm::dmat3(glm::eulerAngleYX(angle.y, -angle.x))
+ * dir;
+ } else {
+ up.y = 1.0;
+ dir = glm::dmat3(glm::eulerAngleYX(angle.y, -angle.x)) * dir;
+ }
+ pos += up * (c.Size() * 0.5);
+ up = glm::rotate(up, angle.z, glm::normalize(-dir));
+ view = glm::lookAt(pos - dir, pos, up);
return *this;
}
// center point of tile on surface at elevation
glm::dvec3 TileCenter(int surface, int x, int y, double elevation = 0.0) const noexcept;
+ static glm::dvec3 SurfaceNormal(int srf) noexcept {
+ glm::dvec3 nrm(0.0);
+ nrm[(srf + 2) % 3] = srf < 3 ? 1.0 : -1.0;
+ return nrm;
+ }
+ static glm::dmat3 SurfaceOrientation(int srf) noexcept {
+ glm::dmat3 mat(0.0);
+ mat[(srf + 0) % 3][0] = 1.0;
+ mat[(srf + 2) % 3][1] = srf < 3 ? 1.0 : -1.0;
+ mat[(srf + 1) % 3][2] = srf < 3 ? 1.0 : -1.0;
+ return mat;
+ }
+
void BuildVAO(const Set<TileType> &);
void Draw(app::Assets &, graphics::Viewport &) override;
Simulation &operator =(Simulation &&) = delete;
public:
- void Tick();
+ void Tick(double dt);
void AddBody(Body &);
void AddPlanet(Planet &);
suns.insert(&s);
}
-void Simulation::Tick() {
- constexpr double dt = 0.01666666666666666666666666666666;
+void Simulation::Tick(double dt) {
time += dt;
for (auto body : bodies) {
body->Tick(dt);