75 lines
2.4 KiB
C++
75 lines
2.4 KiB
C++
#include "components/ProjectionComponent.hpp"
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#include "Entity.hpp"
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#include "components/GravityReceiverComponent.hpp"
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#include "components/GravityWellComponent.hpp"
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#include "components/PhysicsComponent.hpp"
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#include "components/TransformComponent.hpp"
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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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auto receiver = entity->GetComponent<GravityReceiverComponent>();
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if (!transform || !physics || !receiver) {
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return;
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}
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Entity *wellEntity = receiver->get().well ? receiver->get().well : context->wellEntity;
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if (!wellEntity) {
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return;
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}
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auto wellTransform = wellEntity->GetComponent<TransformComponent>();
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auto wellGravity = wellEntity->GetComponent<GravityWellComponent>();
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if (!wellTransform || !wellGravity) {
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return;
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}
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// only highlight if the well is active, inactive will be a lighter color to show the potential
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// projection if the player were to activate it
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highlightActive = wellGravity->get().active;
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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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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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