117 lines
4.0 KiB
C++
117 lines
4.0 KiB
C++
#include "components/ProjectionComponent.hpp"
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#include "Entity.hpp"
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#include "components/GravityWellComponent.hpp"
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#include "components/PhysicsComponent.hpp"
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#include "components/StatsComponent.hpp"
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#include "components/TransformComponent.hpp"
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#include <algorithm>
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#include <cmath>
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void ProjectionComponent::Setup() { points.clear(); }
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void ProjectionComponent::Update(float) {
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points.clear();
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highlightActive = false;
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if (!context || !context->probeEntity || entity != context->probeEntity) {
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return;
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}
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auto transform = entity->GetComponent<TransformComponent>();
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auto physics = entity->GetComponent<PhysicsComponent>();
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if (!transform || !physics || !context->entities) {
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return;
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}
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float placementCost = 10.0f;
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float previewMass = static_cast<float>(1 << 22);
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float previewMinDist = 28.0f;
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if (context->wellEntity) {
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auto controllerWell = context->wellEntity->GetComponent<GravityWellComponent>();
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if (controllerWell) {
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placementCost = controllerWell->get().placementCost;
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if (controllerWell->get().mass > 0.0f) {
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previewMass = controllerWell->get().mass;
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}
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previewMinDist = controllerWell->get().minDist;
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}
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}
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bool canPreviewPlacement = false;
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if (context->statsEntity) {
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auto stats = context->statsEntity->GetComponent<StatsComponent>();
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canPreviewPlacement = stats && stats->get().value >= placementCost;
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}
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const Vector2 mouse = GetMousePosition();
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const double previewX = static_cast<double>(mouse.x);
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const double previewY = static_cast<double>(mouse.y);
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for (auto &other : *context->entities) {
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if (!other || other.get() == entity) {
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continue;
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}
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auto wellGravity = other->GetComponent<GravityWellComponent>();
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if (wellGravity && wellGravity->get().active) {
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// highlight arc when another well is active so the player knows the projection is
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// influenced
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highlightActive = true;
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break;
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}
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}
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double px = static_cast<double>(transform->get().x);
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double py = static_cast<double>(transform->get().y);
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double vx = static_cast<double>(physics->get().vx);
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double vy = static_cast<double>(physics->get().vy);
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points.reserve(static_cast<size_t>(steps));
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for (int i = 0; i < steps; ++i) {
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physics->get().SimulateStep(px, py, vx, vy, static_cast<double>(stepDt), true);
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if (canPreviewPlacement && !physics->get().IsInsideNullZone(px)) {
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const double dx = previewX - px;
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const double dy = previewY - py;
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const double dist = std::sqrt(dx * dx + dy * dy);
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if (dist > 0.0001) {
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const double clampedDist = std::max(dist, static_cast<double>(previewMinDist));
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const double force = static_cast<double>(previewMass) / (clampedDist * clampedDist);
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const double dt = static_cast<double>(stepDt);
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vx += (dx / dist) * force * dt;
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vy += (dy / dist) * force * dt;
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physics->get().ClampVelocity(vx, vy);
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}
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}
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// storing each simulated position gives the hud the full trajectory so the player can line
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// up placements
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points.push_back({static_cast<float>(px), static_cast<float>(py)});
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}
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Draw();
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}
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void ProjectionComponent::Cleanup() { points.clear(); }
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void ProjectionComponent::Draw() const {
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if (points.empty()) {
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return;
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}
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const Color base = highlightActive ? activeColor : inactiveColor;
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for (size_t i = 0; i < points.size(); ++i) {
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// t goes from 0 to 1 across the points, used for fading effect
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const float t = (points.size() <= 1) ? 0.0f : (float)i / (points.size() - 1);
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Color c = base;
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float alphaScale = 1.0f - t;
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// multiply alpha to make it fade towards the end
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c.a = (unsigned char)((float)(base.a) * alphaScale);
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DrawCircleV(points[i], pointRadius, c);
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}
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}
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