Add interactive path editing
The PathMovementSwitchSystem was repurposed to a general InteractivePathSystem for this. It handles switching and adding points, as both seem like sensible possibilities for such entities to have.
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@ -13,6 +13,8 @@ struct MouseLook {
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double yaw = 0.0;
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double pitch = 0.0;
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glm::quat rotation;
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bool is_active;
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};
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@ -7,23 +7,33 @@
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struct PathMove {
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struct Path {
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Path(std::vector<glm::vec3> points) : points(points) {}
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Path(std::vector<glm::vec3> points) : points(points) {
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// Calculate distances
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for (int i = 0; i < points.size() - 1; i++) {
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distances.emplace_back(glm::distance(points[i], points[i + 1]));
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}
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}
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void add_point(glm::vec3 new_point) {
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distances.emplace_back(glm::distance(points.back(), new_point));
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points.emplace_back(new_point);
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}
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std::vector<glm::vec3> points;
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std::vector<float> distances;
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};
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struct Views {
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Views(std::vector<glm::quat> views) : views(views) {}
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void add_view(glm::quat new_quat) {
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views.emplace_back(new_quat);
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}
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std::vector<glm::quat> views;
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};
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PathMove(double speed, Path path, Views views) : speed(speed), path(path), views(views) {
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// Calculate distances
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for (int i = 0; i < path.points.size() - 1; i++) {
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distances.emplace_back(glm::distance(path.points[i], path.points[i + 1]));
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}
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}
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PathMove(double speed, Path path, Views views) : speed(speed), path(path), views(views) {}
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bool is_active;
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double speed;
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@ -34,6 +44,5 @@ struct PathMove {
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Path path;
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Views views;
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std::vector<float> distances;
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};
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#endif // __PATHMOVE_H__
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@ -14,7 +14,7 @@
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using namespace ECS;
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class PathMovementSwitchSystem : public EntitySystem, public EventSubscriber<InputEvent> {
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class InteractivePathSystem : public EntitySystem, public EventSubscriber<InputEvent> {
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void configure(World *pWorld) override {
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myWorld = pWorld;
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@ -37,6 +37,14 @@ class PathMovementSwitchSystem : public EntitySystem, public EventSubscriber<Inp
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}
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}
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});
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} else if (event.key == GLFW_KEY_R) {
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myWorld->each<PathMove, Movement, MouseLook, Transform>([&](Entity *ent, ComponentHandle<PathMove> pathmove, ComponentHandle<Movement> movement, ComponentHandle<MouseLook> mouselook, ComponentHandle<Transform> transform) {
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if (event.action == GLFW_PRESS) {
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// Add this point to the path
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pathmove->path.add_point(transform->origin);
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pathmove->views.add_view(mouselook->rotation);
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}
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});
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}
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}
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@ -48,10 +48,10 @@ public:
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if(mouse->pitch < -80.0f)
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mouse->pitch = -80.0f;
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glm::quat rotation = glm::angleAxis(glm::radians((float)mouse->yaw), glm::vec3(0.f, 1.f, 0.f));
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rotation *= glm::angleAxis(glm::radians((float)mouse->pitch), glm::vec3(1.f, 0.f, 0.f));
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mouse->rotation = glm::angleAxis(glm::radians((float)mouse->yaw), glm::vec3(0.f, 1.f, 0.f));
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mouse->rotation *= glm::angleAxis(glm::radians((float)mouse->pitch), glm::vec3(1.f, 0.f, 0.f));
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transform->set_rotation_from_quat(rotation);
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transform->set_rotation_from_quat(mouse->rotation);
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});
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}
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@ -78,7 +78,7 @@ class PathMoveSystem : public EntitySystem, public EventSubscriber<InputEvent> {
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pWorld->each<Transform, PathMove>(
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[&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<PathMove> pathmove) {
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if (!pathmove->is_active) return;
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// Handle change in speed
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pathmove->speed += pathmove->speed_addition * deltaTime;
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pathmove->speed = glm::clamp(pathmove->speed, 0.0, 10.0);
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@ -88,7 +88,7 @@ class PathMoveSystem : public EntitySystem, public EventSubscriber<InputEvent> {
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// Add the passed time
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float desired_distance = deltaTime * pathmove->speed; // TODO
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pathmove->time_passed += desired_distance / pathmove->distances[pathmove->current_point_index];
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pathmove->time_passed += desired_distance / path.distances[pathmove->current_point_index];
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// Shorthand for number of points in the path
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int num_points = path.points.size();
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4
main.cpp
4
main.cpp
@ -19,7 +19,7 @@
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#include "ECS/Systems/SineAnimationSystem.h"
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#include "ECS/Components/DirectionalLight.h"
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#include "ECS/Components/PathMove.h"
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#include "ECS/Systems/PathMovementSwitchSystem.h"
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#include "ECS/Systems/InteractivePathSystem.h"
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using namespace ECS;
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@ -83,7 +83,7 @@ int main() {
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world->registerSystem(new MouseLookSystem(1280, 720));
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world->registerSystem(new PathMoveSystem());
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world->registerSystem(new SineAnimationSystem());
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world->registerSystem(new PathMovementSwitchSystem());
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world->registerSystem(new InteractivePathSystem());
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RenderSystem* renderSystem = new RenderSystem();
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world->registerSystem(renderSystem);
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