Lots of hardcoded stuff, but interpolation between two points is working and displayed.
107 lines
3.4 KiB
C++
107 lines
3.4 KiB
C++
#ifndef __PATHMOVESYSTEM_H__
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#define __PATHMOVESYSTEM_H__
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "../ECS.h"
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#include "../Components/Transform.h"
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#include "../Events/InputEvent.h"
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#include "../Components/PathMove.h"
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using namespace ECS;
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// Spline helper functions
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// Calculate the t value for a Catmull–Rom spline
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float get_t(float alpha, float t, glm::vec3 p0, glm::vec3 p1) {
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float a = pow((p1.x - p0.x), 2.0f) + pow((p1.y - p0.y), 2.0f) + pow((p1.z - p0.z), 2.0f);
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float b = pow(a, alpha * 0.5f);
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return (b + t);
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}
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// Given four points, calculate an interpolated point between p1 and p2 using a Catmul-Rom spline.
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// t specifies the position along the path, with t=0 being p1 and t=2 being p2.
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glm::vec3 catmul(float alpha, glm::vec3 p0, glm::vec3 p1, glm::vec3 p2, glm::vec3 p3, float t) {
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float t0 = 0.0f;
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float t1 = get_t(alpha, t0, p0, p1);
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float t2 = get_t(alpha, t1, p1, p2);
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float t3 = get_t(alpha, t2, p2, p3);
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// Lerp t to be between t1 and t2
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t = t1 + t * (t2 - t1);
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glm::vec3 A1 = (t1-t)/(t1-t0)*p0 + (t-t0)/(t1-t0)*p1;
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glm::vec3 A2 = (t2-t)/(t2-t1)*p1 + (t-t1)/(t2-t1)*p2;
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glm::vec3 A3 = (t3-t)/(t3-t2)*p2 + (t-t2)/(t3-t2)*p3;
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glm::vec3 B1 = (t2-t)/(t2-t0)*A1 + (t-t0)/(t2-t0)*A2;
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glm::vec3 B2 = (t3-t)/(t3-t1)*A2 + (t-t1)/(t3-t1)*A3;
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glm::vec3 C = (t2-t)/(t2-t1)*B1 + (t-t1)/(t2-t1)*B2;
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return C;
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}
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class PathMoveSystem : public EntitySystem, public EventSubscriber<InputEvent> {
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void configure(World *pWorld) override {
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myWorld = pWorld;
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// TODO: Changing velocity
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myWorld->subscribe<InputEvent>(this);
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}
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void receive(World *pWorld, const InputEvent &event) override {
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if (event.key == GLFW_KEY_W) {
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myWorld->each<PathMove>([&](Entity *ent, ComponentHandle<PathMove> pathmove) {
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if (event.action == GLFW_PRESS) {
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// TODO: Velocity adder
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} else if (event.action == GLFW_RELEASE) {
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// TODO
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}
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});
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} else if (event.key == GLFW_KEY_S) {
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myWorld->each<PathMove>([&](Entity *ent, ComponentHandle<PathMove> pathmove) {
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if (event.action == GLFW_PRESS) {
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// TODO
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} else if (event.action == GLFW_RELEASE) {
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// TODO
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}
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});
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}
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}
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void tick(World *pWorld, float deltaTime) override {
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PathMove::Path path;
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path.points = std::vector<glm::vec3>{
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glm::vec3(0.0, 2.0, 0.0),
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glm::vec3(0.0, 2.0, 1.0),
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glm::vec3(2.0, 2.0, 2.0),
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glm::vec3(1.0, 3.0, 3.0),
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glm::vec3(-2.0, 2.0, 4.0),
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glm::vec3(2.0, 2.0, 4.0),
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};
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pWorld->each<Transform, PathMove>(
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[&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<PathMove> pathmove) {
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pathmove->time_passed += deltaTime;
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// Move from the second to the third point for now
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glm::vec3 point = catmul(0.5f, path.points[0], path.points[1], path.points[2], path.points[3], pathmove->time_passed * 0.5);
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transform->set_position(point);
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});
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}
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void unconfigure(World *pWorld) override {
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pWorld->unsubscribeAll(this);
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}
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private:
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World *myWorld;
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};
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#endif // __PATHMOVESYSTEM_H__
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