lots of changes

This commit is contained in:
2025-07-01 20:38:31 +02:00
parent c3475ec41d
commit 41eecfa2c2
29 changed files with 35194 additions and 33659 deletions
+3 -3
View File
@@ -1,3 +1,3 @@
[submodule "vcpkg"]
path = vcpkg
url = https://github.com/Microsoft/vcpkg.git
[submodule "vcpkg"]
path = vcpkg
url = https://github.com/Microsoft/vcpkg.git
+48 -48
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@@ -1,48 +1,48 @@
cmake_minimum_required(VERSION 3.7...3.23)
if(${CMAKE_VERSION} VERSION_LESS 3.12)
cmake_policy(VERSION ${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION})
endif()
set(CMAKE_CXX_STANDARD 23)
set(VCPKG_INSTALL_OPTIONS "--allow-unsupported")
set(CMAKE_TOOLCHAIN_FILE ${CMAKE_CURRENT_SOURCE_DIR}/vcpkg/scripts/buildsystems/vcpkg.cmake)
project(MeshShadingDemo)
set(CMAKE_DEBUG_POSTFIX "")
set(CMAKE_BINARY_DIR ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_MINSIZEREL ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_MINSIZEREL ${CMAKE_CURRENT_SOURCE_DIR}/bin)
find_package(Seele REQUIRED)
find_package(Vulkan REQUIRED)
find_package(assimp CONFIG REQUIRED)
find_package(Stb REQUIRED)
find_package(EnTT CONFIG REQUIRED)
find_package(FreeType CONFIG REQUIRED)
find_package(harfbuzz CONFIG REQUIRED)
find_package(glfw3 CONFIG REQUIRED)
find_package(glm CONFIG REQUIRED)
find_package(Ktx CONFIG REQUIRED)
find_package(nlohmann_json CONFIG REQUIRED)
find_package(fmt CONFIG REQUIRED)
find_package(lunasvg CONFIG REQUIRED)
find_package(metis CONFIG REQUIRED)
find_package(meshoptimizer CONFIG REQUIRED)
find_package(VulkanMemoryAllocator CONFIG REQUIRED)
add_library(MeshShadingDemo SHARED "")
target_link_libraries(MeshShadingDemo PUBLIC Seele::Engine)
target_include_directories(MeshShadingDemo PRIVATE src/)
target_compile_definitions(MeshShadingDemo PRIVATE BUILD_DLL)
add_subdirectory(src/)
cmake_minimum_required(VERSION 3.7...3.23)
if(${CMAKE_VERSION} VERSION_LESS 3.12)
cmake_policy(VERSION ${CMAKE_MAJOR_VERSION}.${CMAKE_MINOR_VERSION})
endif()
set(CMAKE_CXX_STANDARD 23)
set(VCPKG_INSTALL_OPTIONS "--allow-unsupported")
set(CMAKE_TOOLCHAIN_FILE ${CMAKE_CURRENT_SOURCE_DIR}/vcpkg/scripts/buildsystems/vcpkg.cmake)
project(MeshShadingDemo)
set(CMAKE_DEBUG_POSTFIX "")
set(CMAKE_BINARY_DIR ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_DEBUG ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_MINSIZEREL ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_DEBUG ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELEASE ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_RELWITHDEBINFO ${CMAKE_CURRENT_SOURCE_DIR}/bin)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY_MINSIZEREL ${CMAKE_CURRENT_SOURCE_DIR}/bin)
find_package(Seele REQUIRED)
find_package(Vulkan REQUIRED)
find_package(assimp CONFIG REQUIRED)
find_package(Stb REQUIRED)
find_package(EnTT CONFIG REQUIRED)
find_package(FreeType CONFIG REQUIRED)
find_package(harfbuzz CONFIG REQUIRED)
find_package(glfw3 CONFIG REQUIRED)
find_package(glm CONFIG REQUIRED)
find_package(Ktx CONFIG REQUIRED)
find_package(nlohmann_json CONFIG REQUIRED)
find_package(fmt CONFIG REQUIRED)
find_package(lunasvg CONFIG REQUIRED)
find_package(metis CONFIG REQUIRED)
find_package(meshoptimizer CONFIG REQUIRED)
find_package(VulkanMemoryAllocator CONFIG REQUIRED)
add_library(MeshShadingDemo SHARED "")
target_link_libraries(MeshShadingDemo PUBLIC Seele::Engine)
target_include_directories(MeshShadingDemo PRIVATE src/)
target_compile_definitions(MeshShadingDemo PRIVATE BUILD_DLL)
add_subdirectory(src/)
+41 -41
View File
@@ -1,42 +1,42 @@
Vec3(8.07149, 2.89742, 72.6628)
Quat(0.0111646, -0.00056989, 0.998637, -0.0509748)
Vec3(6.56899, 3.75079, 50.512)
Quat(0.000180251, -9.01277e-07, 0.999987, -0.00500006)
Vec3(5.36649, 3.97833, 33.2987)
Quat(-0.064764, -0.0011011, 0.997756, 0.0169635)
Vec3(9.95685, 3.66233, 1.15688)
Quat(-0.243346, 0.000973386, 0.969931, -0.00387974)
Vec3(19.6487, 3.52539, -13.0847)
Quat(-0.353027, -0.00176514, 0.9356, 0.004678)
Vec3(26.875, 3.30828, -19.2694)
Quat(0.758938, -0.0334149, -0.649676, 0.0286042)
Vec3(34.4412, 3.13038, -11.9002)
Quat(0.767398, 0.0061393, -0.641121, -0.00512907)
Vec3(41.6074, 3.17334, -7.07916)
Quat(-0.552013, -0.00552028, 0.833776, 0.00833798)
Vec3(52.3544, 3.22211, -6.32834)
Quat(-0.333292, 0.00299973, 0.942781, -0.00848532)
Vec3(59.6433, 2.86301, -16.1626)
Quat(0.43648, -0.0200923, 0.898538, -0.0413619)
Vec3(57.3598, 2.50521, -19.7923)
Quat(0.814371, -0.0579177, 0.575992, -0.0409643)
Vec3(52.312, 1.85907, -11.5477)
Quat(0.758282, -0.0227553, 0.651236, -0.019543)
Vec3(44.4041, 3.09733, -7.70407)
Quat(0.58282, -0.00291417, 0.812586, -0.00406303)
Vec3(31.0161, 3.27204, -16.1626)
Quat(0.437852, 0.00218926, 0.899033, 0.00449516)
Vec3(23.3012, 3.2754, -23.0331)
Quat(0.388697, -0.000777387, 0.921364, -0.00184271)
Vec3(11.1551, 3.20805, -35.1741)
Quat(0.24373, -0.00170616, 0.969818, -0.00678891)
Vec3(3.502, 2.87556, -43.9499)
Quat(-0.213132, 0.00191825, 0.976982, -0.00879313)
Vec3(10.4903, 3.0962, -52.2983)
Quat(-0.272279, -0.00381216, 0.962116, 0.0134705)
Vec3(16.7925, 2.39479, -62.9087)
Quat(-0.287239, 0.0282399, 0.952849, -0.0936794)
Vec3(23.1887, 1.41071, -88.6824)
Quat(0.78488, 0.0566091, -0.615457, -0.0443896)
Vec3(24.5556, 1.41071, -95.5271)
Vec3(8.07149, 2.89742, 72.6628)
Quat(0.0111646, -0.00056989, 0.998637, -0.0509748)
Vec3(6.56899, 3.75079, 50.512)
Quat(0.000180251, -9.01277e-07, 0.999987, -0.00500006)
Vec3(5.36649, 3.97833, 33.2987)
Quat(-0.064764, -0.0011011, 0.997756, 0.0169635)
Vec3(9.95685, 3.66233, 1.15688)
Quat(-0.243346, 0.000973386, 0.969931, -0.00387974)
Vec3(19.6487, 3.52539, -13.0847)
Quat(-0.353027, -0.00176514, 0.9356, 0.004678)
Vec3(26.875, 3.30828, -19.2694)
Quat(0.758938, -0.0334149, -0.649676, 0.0286042)
Vec3(34.4412, 3.13038, -11.9002)
Quat(0.767398, 0.0061393, -0.641121, -0.00512907)
Vec3(41.6074, 3.17334, -7.07916)
Quat(-0.552013, -0.00552028, 0.833776, 0.00833798)
Vec3(52.3544, 3.22211, -6.32834)
Quat(-0.333292, 0.00299973, 0.942781, -0.00848532)
Vec3(59.6433, 2.86301, -16.1626)
Quat(0.43648, -0.0200923, 0.898538, -0.0413619)
Vec3(57.3598, 2.50521, -19.7923)
Quat(0.814371, -0.0579177, 0.575992, -0.0409643)
Vec3(52.312, 1.85907, -11.5477)
Quat(0.758282, -0.0227553, 0.651236, -0.019543)
Vec3(44.4041, 3.09733, -7.70407)
Quat(0.58282, -0.00291417, 0.812586, -0.00406303)
Vec3(31.0161, 3.27204, -16.1626)
Quat(0.437852, 0.00218926, 0.899033, 0.00449516)
Vec3(23.3012, 3.2754, -23.0331)
Quat(0.388697, -0.000777387, 0.921364, -0.00184271)
Vec3(11.1551, 3.20805, -35.1741)
Quat(0.24373, -0.00170616, 0.969818, -0.00678891)
Vec3(3.502, 2.87556, -43.9499)
Quat(-0.213132, 0.00191825, 0.976982, -0.00879313)
Vec3(10.4903, 3.0962, -52.2983)
Quat(-0.272279, -0.00381216, 0.962116, 0.0134705)
Vec3(16.7925, 2.39479, -62.9087)
Quat(-0.287239, 0.0282399, 0.952849, -0.0936794)
Vec3(23.1887, 1.41071, -88.6824)
Quat(0.78488, 0.0566091, -0.615457, -0.0443896)
Vec3(24.5556, 1.41071, -95.5271)
Quat(0.764375, 0.026764, -0.643821, -0.0225429)
+48 -48
View File
@@ -1,49 +1,49 @@
{
"buildType": {
"default": "debug",
"description": "Configuration Type",
"choices": {
"debug": {
"short": "Debug",
"long": "Enable debugging and validation",
"settings": {
"CMAKE_BUILD_TYPE": "Debug"
}
},
"release": {
"short": "Release",
"long": "Optimize binary for speed",
"settings": {
"CMAKE_BUILD_TYPE": "Release"
}
},
"relwithdebinfo": {
"short": "RelWithDebInfo",
"long": "Release with debug symbols",
"settings": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
}
}
}
},
"architecture": {
"default": "x64",
"description": "Platform Architecture",
"choices": {
"x64": {
"short": "x64",
"long": "amd64 platform",
"settings": {
"CMAKE_PLATFORM": "x64"
}
},
"arm64": {
"short": "arm64",
"long": "arm64 platform",
"settings": {
"CMAKE_PLATFORM": "arm64"
}
}
}
}
{
"buildType": {
"default": "debug",
"description": "Configuration Type",
"choices": {
"debug": {
"short": "Debug",
"long": "Enable debugging and validation",
"settings": {
"CMAKE_BUILD_TYPE": "Debug"
}
},
"release": {
"short": "Release",
"long": "Optimize binary for speed",
"settings": {
"CMAKE_BUILD_TYPE": "Release"
}
},
"relwithdebinfo": {
"short": "RelWithDebInfo",
"long": "Release with debug symbols",
"settings": {
"CMAKE_BUILD_TYPE": "RelWithDebInfo"
}
}
}
},
"architecture": {
"default": "x64",
"description": "Platform Architecture",
"choices": {
"x64": {
"short": "x64",
"long": "amd64 platform",
"settings": {
"CMAKE_PLATFORM": "x64"
}
},
"arm64": {
"short": "arm64",
"long": "arm64 platform",
"settings": {
"CMAKE_PLATFORM": "arm64"
}
}
}
}
}
+2 -2
View File
@@ -1,3 +1,3 @@
newmtl brick
map_Kd brick.jpg
newmtl brick
map_Kd brick.jpg
map_Ns brick_normal.jpg
+353 -353
View File
@@ -1,354 +1,354 @@
Sponza 2022 Scene created by Frank Meinl.
Additional credit for reference photos
Katica Putica
Princino.photo
Dubrovnik, Croatia
www.princinophoto.com
For personal use and educational use. Limited commercial use for marketing and print in educational, science papers, etc.
Feel free to provide feedback and report any issues to [sponza _dot_ feedback AT intel _dot_ com].
Please note that if these scenes are used in a publication, please include a citation using the following BibTeX template:
@misc{sponza22,
Author = {Frank Meinl and Katica Putica and Cristiano Siqueira and Timothy Heath and Justin Prazen and Sebastian Herholz and Bruce Cherniak and Anton Kaplanyan},
Year = {2022},
Note = {https://www.intel.com/content/www/us/en/developer/topic-technology/graphics-processing-research/samples.html},
Title = {Intel Sample Library}
}
Thanks to the Sponza and Addon Package Crew:
Frank Meinl
Katica Putica
Cristiano Siqueira
Timothy Heath
Justin Prazen
Sebastian Herholz
Bruce Cherniak
=======================================================================
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processes of any jurisdiction or authority.
Sponza 2022 Scene created by Frank Meinl.
Additional credit for reference photos
Katica Putica
Princino.photo
Dubrovnik, Croatia
www.princinophoto.com
For personal use and educational use. Limited commercial use for marketing and print in educational, science papers, etc.
Feel free to provide feedback and report any issues to [sponza _dot_ feedback AT intel _dot_ com].
Please note that if these scenes are used in a publication, please include a citation using the following BibTeX template:
@misc{sponza22,
Author = {Frank Meinl and Katica Putica and Cristiano Siqueira and Timothy Heath and Justin Prazen and Sebastian Herholz and Bruce Cherniak and Anton Kaplanyan},
Year = {2022},
Note = {https://www.intel.com/content/www/us/en/developer/topic-technology/graphics-processing-research/samples.html},
Title = {Intel Sample Library}
}
Thanks to the Sponza and Addon Package Crew:
Frank Meinl
Katica Putica
Cristiano Siqueira
Timothy Heath
Justin Prazen
Sebastian Herholz
Bruce Cherniak
=======================================================================
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=======================================================================
File diff suppressed because it is too large Load Diff
+19 -19
View File
@@ -1,20 +1,20 @@
mtllib brick
usemtl brick
v -1 -1 0
v 1 -1 0
v -1 1 0
v 1 1 0
vt 0 1
vt 1 1
vt 1 0
vt 0 0
vn 0 0 1
vn 0 0 1
vn 0 0 1
vn 0 0 1
f 1/1/1 2/2/2 3/3/3
mtllib brick
usemtl brick
v -1 -1 0
v 1 -1 0
v -1 1 0
v 1 1 0
vt 0 1
vt 1 1
vt 1 0
vt 0 0
vn 0 0 1
vn 0 0 1
vn 0 0 1
vn 0 0 1
f 1/1/1 2/2/2 3/3/3
f 3/3/3 2/2/2 1/1/1
Binary file not shown.
File diff suppressed because it is too large Load Diff
+124 -124
View File
@@ -1,125 +1,125 @@
#crappy sky/atmosphere/etc format 1.0
#
#number of entries
5
#
# *** normal unfancy mode ***
#
#name
normal
#light:ambient
0.2 0.2 0.2
#light:diffuse
0.8 0.8 0.8
#light:specular
0.5 0.5 0.5
#light:position
0 0 1
#fog:enabled (0 or 1 or -1 or whatever)
0
#fog:color
0 0 0
#fog:density
0
#fog:start
0
#fog:end
0
#skyboxname
$DISABLED$
#
# *** sunset 1 ***
#
sunset1
#light:ambient
0.1064453125 0.1123046875 0.1337890625
#light:diffuse
0.9921 0.9058 0.5450
#light:specular
0 0 0
#light:position
5 -5 0.6186
#fog:enabled (0 or 1 or -1 or whatever)
1
#fog:color
0.427 0.423 0.478
#fog:density
0.65
#fog:start
1
#fog:end
2.5
#skyboxname
skyboxsun5deg\skyrender
#
# *** sunset 2 ***
#
sunset2
#light:ambient
0.271484375 0.337890625 0.390625
#light:diffuse
1 1 0.654901
#light:specular
0 0 0
#light:position
5 -5 0.6186
#fog:enabled (0 or 1 or -1 or whatever)
1
#fog:color
0.368 0.368 0.431
#fog:density
0.65
#fog:start
1
#fog:end
2.5
#skyboxname
skyboxsun5deg2\skyrender
#
# *** sun normal test ***
#
sunnormal
#light:ambient
0.2109375 0.236328125 0.29296875
#light:diffuse
1 0.98823 0.9058
#light:specular
0 0 0
#light:position
5 -5 2.66
#fog:enabled (0 or 1 or -1 or whatever)
1
#fog:color
0.8431 0.79607 0.69019
#fog:density
0.65
#fog:start
1
#fog:end
2.5
#skyboxname
skyboxsun25degtest\skyrender
#
# *** rainy day test ***
#
rainyday
#light:ambient
0.25 0.25 0.25
#light:diffuse
0.9882 0.9764705 0.8980
#light:specular
0 0 0
#light:position
5 -5 5
#fog:enabled (0 or 1 or -1 or whatever)
1
#fog:color
0.56862 0.54901 0.50588
#fog:density
2.95
#fog:start
.5
#fog:end
2.5
#skyboxname
#crappy sky/atmosphere/etc format 1.0
#
#number of entries
5
#
# *** normal unfancy mode ***
#
#name
normal
#light:ambient
0.2 0.2 0.2
#light:diffuse
0.8 0.8 0.8
#light:specular
0.5 0.5 0.5
#light:position
0 0 1
#fog:enabled (0 or 1 or -1 or whatever)
0
#fog:color
0 0 0
#fog:density
0
#fog:start
0
#fog:end
0
#skyboxname
$DISABLED$
#
# *** sunset 1 ***
#
sunset1
#light:ambient
0.1064453125 0.1123046875 0.1337890625
#light:diffuse
0.9921 0.9058 0.5450
#light:specular
0 0 0
#light:position
5 -5 0.6186
#fog:enabled (0 or 1 or -1 or whatever)
1
#fog:color
0.427 0.423 0.478
#fog:density
0.65
#fog:start
1
#fog:end
2.5
#skyboxname
skyboxsun5deg\skyrender
#
# *** sunset 2 ***
#
sunset2
#light:ambient
0.271484375 0.337890625 0.390625
#light:diffuse
1 1 0.654901
#light:specular
0 0 0
#light:position
5 -5 0.6186
#fog:enabled (0 or 1 or -1 or whatever)
1
#fog:color
0.368 0.368 0.431
#fog:density
0.65
#fog:start
1
#fog:end
2.5
#skyboxname
skyboxsun5deg2\skyrender
#
# *** sun normal test ***
#
sunnormal
#light:ambient
0.2109375 0.236328125 0.29296875
#light:diffuse
1 0.98823 0.9058
#light:specular
0 0 0
#light:position
5 -5 2.66
#fog:enabled (0 or 1 or -1 or whatever)
1
#fog:color
0.8431 0.79607 0.69019
#fog:density
0.65
#fog:start
1
#fog:end
2.5
#skyboxname
skyboxsun25degtest\skyrender
#
# *** rainy day test ***
#
rainyday
#light:ambient
0.25 0.25 0.25
#light:diffuse
0.9882 0.9764705 0.8980
#light:specular
0 0 0
#light:position
5 -5 5
#fog:enabled (0 or 1 or -1 or whatever)
1
#fog:color
0.56862 0.54901 0.50588
#fog:density
2.95
#fog:start
.5
#fog:end
2.5
#skyboxname
skyboxsun45deg\skyrender
+6 -6
View File
@@ -1,7 +1,7 @@
target_sources(MeshShadingDemo
PUBLIC
FlyCam.h
FlyCam.cpp
PathFollowCam.h
PathFollowCam.cpp
target_sources(MeshShadingDemo
PUBLIC
FlyCam.h
FlyCam.cpp
PathFollowCam.h
PathFollowCam.cpp
)
+20 -20
View File
@@ -1,21 +1,21 @@
#include "FlyCam.h"
FlyCam::FlyCam(PScene scene)
: Actor(scene)
{
attachComponent<Component::Camera>();
attachComponent<Component::KeyboardInput>();
}
FlyCam::~FlyCam()
{}
Component::Camera& FlyCam::getCamera()
{
return accessComponent<Component::Camera>();
}
Component::KeyboardInput& FlyCam::getKeyboardInput()
{
return accessComponent<Component::KeyboardInput>();
#include "FlyCam.h"
FlyCam::FlyCam(PScene scene)
: Actor(scene)
{
attachComponent<Component::Camera>();
attachComponent<Component::KeyboardInput>();
}
FlyCam::~FlyCam()
{}
Component::Camera& FlyCam::getCamera()
{
return accessComponent<Component::Camera>();
}
Component::KeyboardInput& FlyCam::getKeyboardInput()
{
return accessComponent<Component::KeyboardInput>();
}
+16 -16
View File
@@ -1,17 +1,17 @@
#pragma once
#include "Define.h"
#include <MinimalEngine.h>
#include <Actor/Actor.h>
#include <Component/KeyboardInput.h>
#include <Component/Camera.h>
class FlyCam : public Actor
{
public:
FlyCam(PScene scene);
virtual ~FlyCam();
Component::KeyboardInput& getKeyboardInput();
Component::Camera& getCamera();
private:
};
#pragma once
#include "Define.h"
#include <MinimalEngine.h>
#include <Actor/Actor.h>
#include <Component/KeyboardInput.h>
#include <Component/Camera.h>
class FlyCam : public Actor
{
public:
FlyCam(PScene scene);
virtual ~FlyCam();
Component::KeyboardInput& getKeyboardInput();
Component::Camera& getCamera();
private:
};
DEFINE_REF(FlyCam)
+22 -22
View File
@@ -1,22 +1,22 @@
#include "PathFollowCam.h"
PathFollowCam::PathFollowCam(PScene scene)
: Actor(scene)
{
attachComponent<Component::Camera>();
attachComponent<PathFollow>();
}
PathFollowCam::~PathFollowCam()
{}
PathFollow& PathFollowCam::getPathFollow()
{
return accessComponent<PathFollow>();
}
Component::Camera& PathFollowCam::getCamera()
{
return accessComponent<Component::Camera>();
}
#include "PathFollowCam.h"
PathFollowCam::PathFollowCam(PScene scene)
: Actor(scene)
{
attachComponent<Component::Camera>();
attachComponent<PathFollow>();
}
PathFollowCam::~PathFollowCam()
{}
PathFollow& PathFollowCam::getPathFollow()
{
return accessComponent<PathFollow>();
}
Component::Camera& PathFollowCam::getCamera()
{
return accessComponent<Component::Camera>();
}
+16 -16
View File
@@ -1,17 +1,17 @@
#pragma once
#include "Define.h"
#include <MinimalEngine.h>
#include <Actor/Actor.h>
#include <Component/PathFollow.h>
#include <Component/Camera.h>
class PathFollowCam : public Actor
{
public:
PathFollowCam(PScene scene);
virtual ~PathFollowCam();
PathFollow& getPathFollow();
Component::Camera& getCamera();
private:
};
#pragma once
#include "Define.h"
#include <MinimalEngine.h>
#include <Actor/Actor.h>
#include <Component/PathFollow.h>
#include <Component/Camera.h>
class PathFollowCam : public Actor
{
public:
PathFollowCam(PScene scene);
virtual ~PathFollowCam();
PathFollow& getPathFollow();
Component::Camera& getCamera();
private:
};
DEFINE_REF(PathFollowCam)
+9 -9
View File
@@ -1,9 +1,9 @@
target_sources(MeshShadingDemo
PUBLIC
Define.h
MeshShadingDemoGame.h
MeshShadingDemoGame.cpp)
add_subdirectory(Actor/)
add_subdirectory(Component/)
add_subdirectory(System/)
target_sources(MeshShadingDemo
PUBLIC
Define.h
MeshShadingDemoGame.h
MeshShadingDemoGame.cpp)
add_subdirectory(Actor/)
add_subdirectory(Component/)
add_subdirectory(System/)
+3 -3
View File
@@ -1,4 +1,4 @@
target_sources(MeshShadingDemo
PRIVATE
Path.h
target_sources(MeshShadingDemo
PRIVATE
Path.h
PathFollow.h)
+187 -187
View File
@@ -1,188 +1,188 @@
#pragma once
#include <Define.h>
#include <MinimalEngine.h>
#include <Containers/Array.h>
#include <Math/Vector.h>
#include <Graphics/DebugVertex.h>
struct Path
{
static constexpr float ARC_LENGTH_TABLE_DISTANCE = 0.05f;
static constexpr float LAST_POS_EPSILON = 0.015f;
Path(Array<Vector> points)
: points(std::move(points))
{
createDebugVertices();
updateArcLengthTable();
}
// How sharply the curve bends at the interpolated points, between 0 and 1.
float tension = 0.5f;
// The points of the Catmull-Rom curve
Array<Vector> points = Array<Vector>();
// Offset How many points should be skipped when checking arc length table to find distance (optimization)
int pointOffset = 0;
// Whether to start from the first point once the last point has been reached.
bool looping = false;
// Arc Length table, stores for each arc (between two consecutive points)
// a list of chord length distances. The chord length entries are stored with a distance
// of ARC_LENGTH_TABLE_DISTANCE and contain the arc length approximated by cummulative chord lengths.
// E.g. if ARC_LENGTH_TABLE_DISTANCE = 0.2f, then the first entry in the first vector is
// the chord length (=direct distance) between t=0 and t=0.2,
// the second one the distance between t=0 and t=0.4, and so on
Array<Array<float>> arcLengthTable = Array<Array<float>>();
bool showSplineCurve = false;
bool showControlPoints = false;
bool showArcLengthTableSamplePoints = false;
int debugSplineCurveVerticesCount = 0;
int debugArcLengthTableSampleVerticesCount = 0;
private:
Array<DebugVertex> verticesSplineCurve;
Array<DebugVertex> verticesArcLengthTableSample;
public:
// Needs to be called the first time.
// Creates vertices used for rendering the debug lines and control points
void createDebugVertices()
{
updateDebugControlPoints();
updateDebugSplineCurveVertices(Array<Vector>());
updateDebugArcLengthTableSample(Array<Vector>());
}
void updateDebugControlPoints()
{
Array<DebugVertex> verticesControlPoints = Array<DebugVertex>();
for (uint32_t i = 0; i < points.size(); i++)
{
DebugVertex v = DebugVertex{
.position = points[i],
.color = Vector(1, 0, 0),
};
verticesControlPoints.add(v);
}
}
void updateDebugSplineCurveVertices(const Array<Vector>& newSplineCurvePoints)
{
for (uint32_t i = 1; i < newSplineCurvePoints.size(); i++) // First one can be skipped, as it's always the last one from previous call
{
DebugVertex v = DebugVertex{
.position = newSplineCurvePoints[i],
.color = Vector(0, 0, 1),
};
verticesSplineCurve.add(v);
}
debugSplineCurveVerticesCount = verticesSplineCurve.size();
}
void updateDebugArcLengthTableSample(const Array<Vector>& newArcLengthTablePositions)
{
for (uint32_t i = 1; i < newArcLengthTablePositions.size(); i++) // First one can be skipped, as it's always the last one from previous call
{
DebugVertex v = DebugVertex{
.position = newArcLengthTablePositions[i],
.color = Vector(0, 1, 0),
};
verticesArcLengthTableSample.add(v);
}
debugArcLengthTableSampleVerticesCount = verticesArcLengthTableSample.size();
}
void updateArcLengthTable()
{
assert(points.size() > 3);
Array<Vector> debugPoints = Array<Vector>(); //only used for debug visualization
// don't recalculate existing entries
int startIndex = arcLengthTable.size();
float previousDistance = 0.0f;
if (arcLengthTable.size() > 0)
{
Array<float> pChoordLength = arcLengthTable[arcLengthTable.size() - 1];
previousDistance = pChoordLength[pChoordLength.size() - 1];
}
int stepsPerP = 1.0f / Path::ARC_LENGTH_TABLE_DISTANCE;
// If path is looping, we need to check all points
int p0IndexBorder = looping ? points.size() : points.size() - 3;
// First distance is p1 to p2 (since p0 is skipped), but we check loop by p0
for (int p0Index = startIndex; p0Index < p0IndexBorder; p0Index++)
{
Array<float> choordLengths = Array<float>();
Vector pA = catmullrom(0,
points[(p0Index) % points.size()],
points[(p0Index + 1) % points.size()],
points[(p0Index + 2) % points.size()],
points[(p0Index + 3) % points.size()],
tension);
debugPoints.add(pA);
// First distance is always same as last distance from previous step/point
choordLengths.add(previousDistance);
for (int step = 1; step < (stepsPerP + 1); step++)
{
Vector pB = catmullrom(step * Path::ARC_LENGTH_TABLE_DISTANCE,
points[(p0Index) % points.size()],
points[(p0Index + 1) % points.size()],
points[(p0Index + 2) % points.size()],
points[(p0Index + 3) % points.size()],
tension);
debugPoints.add(pB);
previousDistance += glm::distance(pA, pB);
choordLengths.add(previousDistance);
pA = pB;
}
Array<float>& arr = arcLengthTable.add();
arr = std::move(choordLengths);
}
updateDebugArcLengthTableSample(debugPoints);
updateDebugSplineCurveVertices(debugPoints);
}
void appendPoints(const Array<Vector>& toBeAppendedPoints, Vector pointPositionOffset)
{
size_t originalSize = points.size();
points.resize(originalSize + toBeAppendedPoints.size());
for (size_t i = 0; i < toBeAppendedPoints.size(); i++)
{
points[originalSize + i] = toBeAppendedPoints[i] + pointPositionOffset;
}
updateDebugControlPoints();
}
float getPathLength() const
{
if (arcLengthTable.size() == 0 || arcLengthTable.back().size() == 0)
return 0.f;
return arcLengthTable.back().back();
}
// Returns float P(t) between p1 and p2
static float catmullrom(float t, float p0, float p1, float p2, float p3, float tension)
{
// TODO: The tension variable doesn't fully influence this function.
// If it's something else than 0.5, This would need to be rewritten, as the matrix would be a bit different then
return tension * (
(2 * p1) +
(-p0 + p2) * t +
(2 * p0 - 5 * p1 + 4 * p2 - p3) * t * t +
(-p0 + 3 * p1 - 3 * p2 + p3) * t * t * t
);
}
// Returns point P(t) between p1 and p2
static Vector catmullrom(float t, Vector p0, Vector p1, Vector p2, Vector p3, float tension)
{
return Vector(
catmullrom(t, p0.x, p1.x, p2.x, p3.x, tension),
catmullrom(t, p0.y, p1.y, p2.y, p3.y, tension),
catmullrom(t, p0.z, p1.z, p2.z, p3.z, tension)
);
}
#pragma once
#include <Define.h>
#include <MinimalEngine.h>
#include <Containers/Array.h>
#include <Math/Vector.h>
#include <Graphics/DebugVertex.h>
struct Path
{
static constexpr float ARC_LENGTH_TABLE_DISTANCE = 0.05f;
static constexpr float LAST_POS_EPSILON = 0.015f;
Path(Array<Vector> points)
: points(std::move(points))
{
createDebugVertices();
updateArcLengthTable();
}
// How sharply the curve bends at the interpolated points, between 0 and 1.
float tension = 0.5f;
// The points of the Catmull-Rom curve
Array<Vector> points = Array<Vector>();
// Offset How many points should be skipped when checking arc length table to find distance (optimization)
int pointOffset = 0;
// Whether to start from the first point once the last point has been reached.
bool looping = false;
// Arc Length table, stores for each arc (between two consecutive points)
// a list of chord length distances. The chord length entries are stored with a distance
// of ARC_LENGTH_TABLE_DISTANCE and contain the arc length approximated by cummulative chord lengths.
// E.g. if ARC_LENGTH_TABLE_DISTANCE = 0.2f, then the first entry in the first vector is
// the chord length (=direct distance) between t=0 and t=0.2,
// the second one the distance between t=0 and t=0.4, and so on
Array<Array<float>> arcLengthTable = Array<Array<float>>();
bool showSplineCurve = false;
bool showControlPoints = false;
bool showArcLengthTableSamplePoints = false;
int debugSplineCurveVerticesCount = 0;
int debugArcLengthTableSampleVerticesCount = 0;
private:
Array<DebugVertex> verticesSplineCurve;
Array<DebugVertex> verticesArcLengthTableSample;
public:
// Needs to be called the first time.
// Creates vertices used for rendering the debug lines and control points
void createDebugVertices()
{
updateDebugControlPoints();
updateDebugSplineCurveVertices(Array<Vector>());
updateDebugArcLengthTableSample(Array<Vector>());
}
void updateDebugControlPoints()
{
Array<DebugVertex> verticesControlPoints = Array<DebugVertex>();
for (uint32_t i = 0; i < points.size(); i++)
{
DebugVertex v = DebugVertex{
.position = points[i],
.color = Vector(1, 0, 0),
};
verticesControlPoints.add(v);
}
}
void updateDebugSplineCurveVertices(const Array<Vector>& newSplineCurvePoints)
{
for (uint32_t i = 1; i < newSplineCurvePoints.size(); i++) // First one can be skipped, as it's always the last one from previous call
{
DebugVertex v = DebugVertex{
.position = newSplineCurvePoints[i],
.color = Vector(0, 0, 1),
};
verticesSplineCurve.add(v);
}
debugSplineCurveVerticesCount = verticesSplineCurve.size();
}
void updateDebugArcLengthTableSample(const Array<Vector>& newArcLengthTablePositions)
{
for (uint32_t i = 1; i < newArcLengthTablePositions.size(); i++) // First one can be skipped, as it's always the last one from previous call
{
DebugVertex v = DebugVertex{
.position = newArcLengthTablePositions[i],
.color = Vector(0, 1, 0),
};
verticesArcLengthTableSample.add(v);
}
debugArcLengthTableSampleVerticesCount = verticesArcLengthTableSample.size();
}
void updateArcLengthTable()
{
assert(points.size() > 3);
Array<Vector> debugPoints = Array<Vector>(); //only used for debug visualization
// don't recalculate existing entries
int startIndex = arcLengthTable.size();
float previousDistance = 0.0f;
if (arcLengthTable.size() > 0)
{
Array<float> pChoordLength = arcLengthTable[arcLengthTable.size() - 1];
previousDistance = pChoordLength[pChoordLength.size() - 1];
}
int stepsPerP = 1.0f / Path::ARC_LENGTH_TABLE_DISTANCE;
// If path is looping, we need to check all points
int p0IndexBorder = looping ? points.size() : points.size() - 3;
// First distance is p1 to p2 (since p0 is skipped), but we check loop by p0
for (int p0Index = startIndex; p0Index < p0IndexBorder; p0Index++)
{
Array<float> choordLengths = Array<float>();
Vector pA = catmullrom(0,
points[(p0Index) % points.size()],
points[(p0Index + 1) % points.size()],
points[(p0Index + 2) % points.size()],
points[(p0Index + 3) % points.size()],
tension);
debugPoints.add(pA);
// First distance is always same as last distance from previous step/point
choordLengths.add(previousDistance);
for (int step = 1; step < (stepsPerP + 1); step++)
{
Vector pB = catmullrom(step * Path::ARC_LENGTH_TABLE_DISTANCE,
points[(p0Index) % points.size()],
points[(p0Index + 1) % points.size()],
points[(p0Index + 2) % points.size()],
points[(p0Index + 3) % points.size()],
tension);
debugPoints.add(pB);
previousDistance += glm::distance(pA, pB);
choordLengths.add(previousDistance);
pA = pB;
}
Array<float>& arr = arcLengthTable.add();
arr = std::move(choordLengths);
}
updateDebugArcLengthTableSample(debugPoints);
updateDebugSplineCurveVertices(debugPoints);
}
void appendPoints(const Array<Vector>& toBeAppendedPoints, Vector pointPositionOffset)
{
size_t originalSize = points.size();
points.resize(originalSize + toBeAppendedPoints.size());
for (size_t i = 0; i < toBeAppendedPoints.size(); i++)
{
points[originalSize + i] = toBeAppendedPoints[i] + pointPositionOffset;
}
updateDebugControlPoints();
}
float getPathLength() const
{
if (arcLengthTable.size() == 0 || arcLengthTable.back().size() == 0)
return 0.f;
return arcLengthTable.back().back();
}
// Returns float P(t) between p1 and p2
static float catmullrom(float t, float p0, float p1, float p2, float p3, float tension)
{
// TODO: The tension variable doesn't fully influence this function.
// If it's something else than 0.5, This would need to be rewritten, as the matrix would be a bit different then
return tension * (
(2 * p1) +
(-p0 + p2) * t +
(2 * p0 - 5 * p1 + 4 * p2 - p3) * t * t +
(-p0 + 3 * p1 - 3 * p2 + p3) * t * t * t
);
}
// Returns point P(t) between p1 and p2
static Vector catmullrom(float t, Vector p0, Vector p1, Vector p2, Vector p3, float tension)
{
return Vector(
catmullrom(t, p0.x, p1.x, p2.x, p3.x, tension),
catmullrom(t, p0.y, p1.y, p2.y, p3.y, tension),
catmullrom(t, p0.z, p1.z, p2.z, p3.z, tension)
);
}
};
+26 -26
View File
@@ -1,27 +1,27 @@
#pragma once
#include "Define.h"
#include <Math/Vector.h>
#include <Actor/Actor.h>
struct PathFollow
{
enum class SpeedControl {
Linear,
EaseInEaseOut
};
PEntity path;
// How many seconds since start of path, used to calculate new position in path
float time = 0.0f;
// How much distance per passed second will be traversed along the path
float traversalSpeed = 1.0f;
// The desired speed control function (choose Linear to simply use the traversal speed)
SpeedControl speedControl = SpeedControl::Linear;
// Distance travelled through the path
float distance = 0.0f;
// The entity's Transform will always get this offset applied
Vector pathOffset = Seele::Vector(0);
Vector lastPos = Vector(0);
#pragma once
#include "Define.h"
#include <Math/Vector.h>
#include <Actor/Actor.h>
struct PathFollow
{
enum class SpeedControl {
Linear,
EaseInEaseOut
};
PEntity path;
// How many seconds since start of path, used to calculate new position in path
float time = 0.0f;
// How much distance per passed second will be traversed along the path
float traversalSpeed = 1.0f;
// The desired speed control function (choose Linear to simply use the traversal speed)
SpeedControl speedControl = SpeedControl::Linear;
// Distance travelled through the path
float distance = 0.0f;
// The entity's Transform will always get this offset applied
Vector pathOffset = Seele::Vector(0);
Vector lastPos = Vector(0);
};
+13 -13
View File
@@ -1,14 +1,14 @@
#pragma once
#include <MinimalEngine.h>
using namespace Seele;
#ifdef WIN32
#ifdef BUILD_DLL
#define MESHSHADINGDEMO_API __declspec(dllexport)
#else
#define MESHSHADINGDEMO_API __declspec(dllimport)
#endif
#else
#define MESHSHADINGDEMO_API
#pragma once
#include <MinimalEngine.h>
using namespace Seele;
#ifdef WIN32
#ifdef BUILD_DLL
#define MESHSHADINGDEMO_API __declspec(dllexport)
#else
#define MESHSHADINGDEMO_API __declspec(dllimport)
#endif
#else
#define MESHSHADINGDEMO_API
#endif
+217 -217
View File
@@ -1,218 +1,218 @@
#include "MeshShadingDemoGame.h"
#include "Actor/FlyCam.h"
#include "Asset/AssetRegistry.h"
#include "Component/Transform.h"
#include "Component/TerrainTile.h"
#include "System/FlyCamSystem.h"
#include "Component/Path.h"
#include "Component/WaterTile.h"
#include "System/SplineCamSystem.h"
#include "Graphics/StaticMeshVertexData.h"
MeshShadingDemoGame::MeshShadingDemoGame()
{
}
MeshShadingDemoGame::~MeshShadingDemoGame()
{
}
void MeshShadingDemoGame::setupScene(PScene scene, PSystemGraph graph)
{
flyCam = new FlyCam(scene);
flyCam->attachComponent<Component::PointLight>(Vector(1, 1, 1), 1.0f, 2.0f);
flyCam->getCamera().mainCamera = true;
followCam = new PathFollowCam(scene);
//followCam->getCamera().mainCamera = true;
/* {
Array<Vector> lightPoints = {
Vector(13.542, 3.12369, -12.3293),
Vector(20.6668, 3.04548, -20.9486),
Vector(11.5522, 3.09676, -45.9563),
Vector(10.392, 3.0536, -63.238),
Vector(14.8289, 3.01454, -72.0112),
Vector(16.9386, 3.06158, -80.7447),
Vector(17.6772, 3.05903, -89.3406),
Vector(17.4801, 3.03598, -97.9897),
Vector(17.1882, 3.04928, -106.596),
Vector(16.8547, 3.05735, -116.065),
Vector(16.6074, 3.05262, -123.884),
Vector(16.331, 3.03858, -132.499),
Vector(16.0015, 3.07391, -141.126),
Vector(26.1148, 3.05149, -141.591),
Vector(26.4517, 3.06293, -132.945),
Vector(26.7491, 3.06205, -124.321),
Vector(27.0371, 3.11222, -115.731),
Vector(28.7401, 3.063, -98.5291),
Vector(29.0123, 3.09289, -89.8635),
Vector(28.5112, 3.07688, -81.2221),
Vector(26.8285, 3.12346, -72.5381),
Vector(23.7577, 3.07845, -63.8065),
Vector(18.4836, 3.07243, -54.9846),
Vector(11.5667, 3.0757, -46.1511),
Vector(44.4868, 3.169, -11.858),
Vector(50.5335, 3.15588, -21.1511),
Vector(54.2709, 3.18958, -30.2516),
Vector(55.6934, 3.22225, -39.0652),
Vector(55.8267, 3.16783, -47.748),
Vector(55.0125, 3.20429, -56.3455),
Vector(54.0781, 3.20927, -64.9114),
Vector(53.1076, 3.17979, -74.2689),
Vector(52.2437, 3.21515, -82.0613),
Vector(51.3169, 3.19196, -90.6292),
Vector(50.3008, 3.20521, -99.2916),
Vector(60.4217, 3.17473, -100.424),
Vector(61.3612, 3.21026, -91.855),
Vector(62.2923, 3.1473, -83.2846),
Vector(63.2343, 3.18438, -74.7077),
Vector(66.1857, 3.23896, -57.6697),
Vector(67.1304, 3.19608, -49.0803),
Vector(67.2474, 3.17215, -40.4073),
Vector(66.2297, 3.20527, -31.6281),
Vector(63.8036, 3.21531, -22.7063),
Vector(59.241, 3.19388, -13.5084),
Vector(53.0474, 3.21296, -4.20644),
Vector(4.588, 3.085, 4.934),
Vector(7.953, 3.121, -3.686),
Vector(13.556, 3.187, -20.951),
Vector(28.248, 3.119, -12.431),
Vector(21.286, 3.132, -3.812),
Vector(16.584, 3.1152, 4.822),
Vector(14.232, 3.151, 13.474),
Vector(13.178, 3.144, 22.079),
Vector(13.074, 3.176, 30.716),
Vector(13.053, 3.136, 39.339),
Vector(13.062, 3.163, 48.746),
Vector(13.067, 3.097, 56.555),
Vector(13.051, 3.109, 65.204),
Vector(13.073, 3.107, 73.822),
Vector(2.997, 3.1082, 73.903),
Vector(2.951, 3.127, 65.324),
Vector(2.939, 3.117, 56.713),
Vector(2.939, 3.100, 48.078),
Vector(1.819, 3.048, 30.881),
Vector(1.812, 3.076, 22.211),
Vector(2.647, 3.154, 13.573),
};
Path p = Path({
Vector(-16.9676, 5.7499, -77.5539),
Vector(-3.95049, 3.51678, -60.7428),
Vector(0.954792, 3.47537, -55.1175),
Vector(16.9581, 3.26171, -34.3647),
Vector(25.8841, 3.0817, -24.1843),
Vector(42.8916, 2.71463, -7.55981),
Vector(58.1216, 2.88532, -15.9938),
Vector(67.3108, 3.40471, -48.757),
Vector(73.9232, 3.10779, -144.263),
Vector(81.7667, 3.32603, -172.821),
});
for (auto p : lightPoints)
{
lights.add(new PointLightActor(scene, p, Vector(251 / 255.f, 207 / 255.f, 107 / 255.f), 2));
}
path = new Entity(scene);
path->attachComponent<Path>(p);
chapel = new StaticMeshActor(scene, AssetRegistry::findMesh("Whitechapel", "Whitechapel"));
followCam->getPathFollow().path = path;
}*/
/*
{
Path p = Path({
Vector(-28.8013, 9.58383, -84.0442),
Vector(-27.5597, 9.09855, -57.1531),
Vector(-27.2196, 8.99756, -14.1793),
Vector(-27.5354, 8.11755, 26.1741),
Vector(-28.6125, 7.32383, 67.1864),
Vector(-5.20891, 7.62963, 87.9103),
Vector(18.1879, 8.19607, 113.661),
Vector(18.8014, 5.01105, 149.623),
Vector(18.6341, 4.84045, 183.52),
Vector(21.6458, 4.17056, 190.23),
});
path = new Entity(scene);
path->attachComponent<Path>(p);
for (uint32 y = 0; y < 2; y++)
{
for (uint32 x = 0; x < 2; x++)
{
suburbs.add(new StaticMeshActor(scene, AssetRegistry::findMesh("suburbs", "city-suburbs")));
suburbs.back()->getTransform().setPosition(Vector(x * 143, 0, y * 193));
}
}
followCam->getPathFollow().path = path;
}*/
{
Path p = Path({
Vector(33.3414, 36.8653, 28.819),
Vector(69.6004, 42.7509, 109.65),
Vector(82.0893, 43.8156, 127.942),
Vector(106.724, 42.0612, 154.561),
Vector(168.118, 39.9358, 220.453),
Vector(219.94, 42.453, 273.038),
Vector(244.23, 44.1136, 289.115),
Vector(253.318, 44.4212, 303.567),
Vector(256.505, 44.6277, 324.343),
Vector(282.637, 45.0222, 371.102),
Vector(299.247, 45.3911, 375.493),
Vector(393.234, 37.4515, 364.943),
});
//path = new Entity(scene);
//path->attachComponent<Path>(p);
//followCam->getPathFollow().path = path;
//minecraft = new StaticMeshActor(scene, AssetRegistry::findMesh("minecraft", "minecraft-medieval-city"));
//minecraft->getTransform().setScale(Vector(0.01, 0.01, 0.01));
}
{
Path p = Path({
Vector(89.3805, 153.648, 270.467),
Vector(131.966, 119.247, 116.347),
Vector(72.9846, 95.5085, 18.481),
Vector(23.1404, 96.2972, 31.0632),
Vector(-12.3954, 100.118, -10.2085),
Vector(-11.1341, 104.619, -79.1077),
Vector(-7.61656, 112.695, -102.459),
});
//path = new Entity(scene);
//path->attachComponent<Path>(p);
//followCam->getPathFollow().path = path;
//volvo = new StaticMeshActor(scene, AssetRegistry::findMesh("Volvo", "Volvo"));
}
test = new StaticMeshActor(scene, AssetRegistry::findMesh("rttest", "rttest"));
//test->getTransform().setScale(Vector(0.01, 0.01, 0.01));
/*for (int32 y = -40; y < 40; ++y)
{
for (int32 x = -40; x < 40; ++x)
{
scene->attachComponent<Component::WaterTile>(scene->createEntity(), Component::WaterTile{
.location = IVector2(x, y),
.height = 0,
});
}
}*/
center = new PointLightActor(scene, Vector(0, 0, 0), 10, Vector(1, 1, 1), 10);
xAxis = new PointLightActor(scene, Vector(10, 0, 0), 10, Vector(1, 0, 0), 10);
yAxis = new PointLightActor(scene, Vector(0, 10, 0), 10, Vector(0, 1, 0), 10);
zAxis = new PointLightActor(scene, Vector(0, 0, 10), 10, Vector(0, 0, 1), 10);
light = new DirectionalLightActor(scene, Vector(1, 1, 1), 1, Vector(0.4, -0.4, 0));
graph->addSystem(new FlyCamSystem(scene));
graph->addSystem(new SplineCamSystem(scene));
}
Game* createInstance()
{
return new MeshShadingDemoGame();
}
void destroyInstance(Game* game)
{
delete game;
#include "MeshShadingDemoGame.h"
#include "Actor/FlyCam.h"
#include "Asset/AssetRegistry.h"
#include "Component/Transform.h"
#include "Component/TerrainTile.h"
#include "System/FlyCamSystem.h"
#include "Component/Path.h"
#include "Component/WaterTile.h"
#include "System/SplineCamSystem.h"
#include "Graphics/StaticMeshVertexData.h"
MeshShadingDemoGame::MeshShadingDemoGame()
{
}
MeshShadingDemoGame::~MeshShadingDemoGame()
{
}
void MeshShadingDemoGame::setupScene(PScene scene, PSystemGraph graph)
{
flyCam = new FlyCam(scene);
flyCam->attachComponent<Component::PointLight>(Vector(1, 1, 1), 1.0f, 2.0f);
flyCam->getCamera().mainCamera = true;
followCam = new PathFollowCam(scene);
//followCam->getCamera().mainCamera = true;
/* {
Array<Vector> lightPoints = {
Vector(13.542, 3.12369, -12.3293),
Vector(20.6668, 3.04548, -20.9486),
Vector(11.5522, 3.09676, -45.9563),
Vector(10.392, 3.0536, -63.238),
Vector(14.8289, 3.01454, -72.0112),
Vector(16.9386, 3.06158, -80.7447),
Vector(17.6772, 3.05903, -89.3406),
Vector(17.4801, 3.03598, -97.9897),
Vector(17.1882, 3.04928, -106.596),
Vector(16.8547, 3.05735, -116.065),
Vector(16.6074, 3.05262, -123.884),
Vector(16.331, 3.03858, -132.499),
Vector(16.0015, 3.07391, -141.126),
Vector(26.1148, 3.05149, -141.591),
Vector(26.4517, 3.06293, -132.945),
Vector(26.7491, 3.06205, -124.321),
Vector(27.0371, 3.11222, -115.731),
Vector(28.7401, 3.063, -98.5291),
Vector(29.0123, 3.09289, -89.8635),
Vector(28.5112, 3.07688, -81.2221),
Vector(26.8285, 3.12346, -72.5381),
Vector(23.7577, 3.07845, -63.8065),
Vector(18.4836, 3.07243, -54.9846),
Vector(11.5667, 3.0757, -46.1511),
Vector(44.4868, 3.169, -11.858),
Vector(50.5335, 3.15588, -21.1511),
Vector(54.2709, 3.18958, -30.2516),
Vector(55.6934, 3.22225, -39.0652),
Vector(55.8267, 3.16783, -47.748),
Vector(55.0125, 3.20429, -56.3455),
Vector(54.0781, 3.20927, -64.9114),
Vector(53.1076, 3.17979, -74.2689),
Vector(52.2437, 3.21515, -82.0613),
Vector(51.3169, 3.19196, -90.6292),
Vector(50.3008, 3.20521, -99.2916),
Vector(60.4217, 3.17473, -100.424),
Vector(61.3612, 3.21026, -91.855),
Vector(62.2923, 3.1473, -83.2846),
Vector(63.2343, 3.18438, -74.7077),
Vector(66.1857, 3.23896, -57.6697),
Vector(67.1304, 3.19608, -49.0803),
Vector(67.2474, 3.17215, -40.4073),
Vector(66.2297, 3.20527, -31.6281),
Vector(63.8036, 3.21531, -22.7063),
Vector(59.241, 3.19388, -13.5084),
Vector(53.0474, 3.21296, -4.20644),
Vector(4.588, 3.085, 4.934),
Vector(7.953, 3.121, -3.686),
Vector(13.556, 3.187, -20.951),
Vector(28.248, 3.119, -12.431),
Vector(21.286, 3.132, -3.812),
Vector(16.584, 3.1152, 4.822),
Vector(14.232, 3.151, 13.474),
Vector(13.178, 3.144, 22.079),
Vector(13.074, 3.176, 30.716),
Vector(13.053, 3.136, 39.339),
Vector(13.062, 3.163, 48.746),
Vector(13.067, 3.097, 56.555),
Vector(13.051, 3.109, 65.204),
Vector(13.073, 3.107, 73.822),
Vector(2.997, 3.1082, 73.903),
Vector(2.951, 3.127, 65.324),
Vector(2.939, 3.117, 56.713),
Vector(2.939, 3.100, 48.078),
Vector(1.819, 3.048, 30.881),
Vector(1.812, 3.076, 22.211),
Vector(2.647, 3.154, 13.573),
};
Path p = Path({
Vector(-16.9676, 5.7499, -77.5539),
Vector(-3.95049, 3.51678, -60.7428),
Vector(0.954792, 3.47537, -55.1175),
Vector(16.9581, 3.26171, -34.3647),
Vector(25.8841, 3.0817, -24.1843),
Vector(42.8916, 2.71463, -7.55981),
Vector(58.1216, 2.88532, -15.9938),
Vector(67.3108, 3.40471, -48.757),
Vector(73.9232, 3.10779, -144.263),
Vector(81.7667, 3.32603, -172.821),
});
for (auto p : lightPoints)
{
lights.add(new PointLightActor(scene, p, Vector(251 / 255.f, 207 / 255.f, 107 / 255.f), 2));
}
path = new Entity(scene);
path->attachComponent<Path>(p);
chapel = new StaticMeshActor(scene, AssetRegistry::findMesh("Whitechapel", "Whitechapel"));
followCam->getPathFollow().path = path;
}*/
/*
{
Path p = Path({
Vector(-28.8013, 9.58383, -84.0442),
Vector(-27.5597, 9.09855, -57.1531),
Vector(-27.2196, 8.99756, -14.1793),
Vector(-27.5354, 8.11755, 26.1741),
Vector(-28.6125, 7.32383, 67.1864),
Vector(-5.20891, 7.62963, 87.9103),
Vector(18.1879, 8.19607, 113.661),
Vector(18.8014, 5.01105, 149.623),
Vector(18.6341, 4.84045, 183.52),
Vector(21.6458, 4.17056, 190.23),
});
path = new Entity(scene);
path->attachComponent<Path>(p);
for (uint32 y = 0; y < 2; y++)
{
for (uint32 x = 0; x < 2; x++)
{
suburbs.add(new StaticMeshActor(scene, AssetRegistry::findMesh("suburbs", "city-suburbs")));
suburbs.back()->getTransform().setPosition(Vector(x * 143, 0, y * 193));
}
}
followCam->getPathFollow().path = path;
}*/
{
Path p = Path({
Vector(33.3414, 36.8653, 28.819),
Vector(69.6004, 42.7509, 109.65),
Vector(82.0893, 43.8156, 127.942),
Vector(106.724, 42.0612, 154.561),
Vector(168.118, 39.9358, 220.453),
Vector(219.94, 42.453, 273.038),
Vector(244.23, 44.1136, 289.115),
Vector(253.318, 44.4212, 303.567),
Vector(256.505, 44.6277, 324.343),
Vector(282.637, 45.0222, 371.102),
Vector(299.247, 45.3911, 375.493),
Vector(393.234, 37.4515, 364.943),
});
//path = new Entity(scene);
//path->attachComponent<Path>(p);
//followCam->getPathFollow().path = path;
//minecraft = new StaticMeshActor(scene, AssetRegistry::findMesh("minecraft", "minecraft-medieval-city"));
//minecraft->getTransform().setScale(Vector(0.01, 0.01, 0.01));
}
{
Path p = Path({
Vector(89.3805, 153.648, 270.467),
Vector(131.966, 119.247, 116.347),
Vector(72.9846, 95.5085, 18.481),
Vector(23.1404, 96.2972, 31.0632),
Vector(-12.3954, 100.118, -10.2085),
Vector(-11.1341, 104.619, -79.1077),
Vector(-7.61656, 112.695, -102.459),
});
//path = new Entity(scene);
//path->attachComponent<Path>(p);
//followCam->getPathFollow().path = path;
//volvo = new StaticMeshActor(scene, AssetRegistry::findMesh("Volvo", "Volvo"));
}
test = new StaticMeshActor(scene, AssetRegistry::findMesh("rttest", "rttest"));
//test->getTransform().setScale(Vector(0.01, 0.01, 0.01));
/*for (int32 y = -40; y < 40; ++y)
{
for (int32 x = -40; x < 40; ++x)
{
scene->attachComponent<Component::WaterTile>(scene->createEntity(), Component::WaterTile{
.location = IVector2(x, y),
.height = 0,
});
}
}*/
center = new PointLightActor(scene, Vector(0, 0, 0), 10, Vector(1, 1, 1), 10);
xAxis = new PointLightActor(scene, Vector(10, 0, 0), 10, Vector(1, 0, 0), 10);
yAxis = new PointLightActor(scene, Vector(0, 10, 0), 10, Vector(0, 1, 0), 10);
zAxis = new PointLightActor(scene, Vector(0, 0, 10), 10, Vector(0, 0, 1), 10);
light = new DirectionalLightActor(scene, Vector(1, 1, 1), 1, Vector(0.4, -0.4, 0));
graph->addSystem(new FlyCamSystem(scene));
graph->addSystem(new SplineCamSystem(scene));
}
Game* createInstance()
{
return new MeshShadingDemoGame();
}
void destroyInstance(Game* game)
{
delete game;
}
+33 -33
View File
@@ -1,34 +1,34 @@
#pragma once
#include "Actor/FlyCam.h"
#include "Actor/PathFollowCam.h"
#include "Define.h"
#include <Actor/StaticMeshActor.h>
#include <Actor/DirectionalLightActor.h>
#include <Actor/PointLightActor.h>
#include <Game.h>
class MESHSHADINGDEMO_API MeshShadingDemoGame : public Game {
public:
MeshShadingDemoGame();
virtual ~MeshShadingDemoGame();
virtual void setupScene(PScene scene, PSystemGraph graph) override;
private:
Array<OPointLightActor> lights;
OStaticMeshActor chapel;
OStaticMeshActor test;
OStaticMeshActor minecraft;
OStaticMeshActor volvo;
Array<OStaticMeshActor> suburbs;
OEntity path;
OFlyCam flyCam;
OPathFollowCam followCam;
ODirectionalLightActor light;
OPointLightActor center;
OPointLightActor xAxis;
OPointLightActor yAxis;
OPointLightActor zAxis;
};
extern "C" MESHSHADINGDEMO_API Game* createInstance();
#pragma once
#include "Actor/FlyCam.h"
#include "Actor/PathFollowCam.h"
#include "Define.h"
#include <Actor/StaticMeshActor.h>
#include <Actor/DirectionalLightActor.h>
#include <Actor/PointLightActor.h>
#include <Game.h>
class MESHSHADINGDEMO_API MeshShadingDemoGame : public Game {
public:
MeshShadingDemoGame();
virtual ~MeshShadingDemoGame();
virtual void setupScene(PScene scene, PSystemGraph graph) override;
private:
Array<OPointLightActor> lights;
OStaticMeshActor chapel;
OStaticMeshActor test;
OStaticMeshActor minecraft;
OStaticMeshActor volvo;
Array<OStaticMeshActor> suburbs;
OEntity path;
OFlyCam flyCam;
OPathFollowCam followCam;
ODirectionalLightActor light;
OPointLightActor center;
OPointLightActor xAxis;
OPointLightActor yAxis;
OPointLightActor zAxis;
};
extern "C" MESHSHADINGDEMO_API Game* createInstance();
extern "C" MESHSHADINGDEMO_API void destroyInstance(Game* game);
+5 -5
View File
@@ -1,6 +1,6 @@
target_sources(MeshShadingDemo
PUBLIC
FlyCamSystem.h
FlyCamSystem.cpp
SplineCamSystem.h
target_sources(MeshShadingDemo
PUBLIC
FlyCamSystem.h
FlyCamSystem.cpp
SplineCamSystem.h
SplineCamSystem.cpp)
+53 -53
View File
@@ -1,54 +1,54 @@
#include "FlyCamSystem.h"
FlyCamSystem::FlyCamSystem(PScene scene)
: System::ComponentSystem<Component::KeyboardInput, Component::Camera, Component::Transform, Component::PointLight>(scene) {}
FlyCamSystem::~FlyCamSystem() {}
void FlyCamSystem::update(Component::KeyboardInput& input, Component::Camera& camera, Component::Transform& transform, Component::PointLight& light) {
float cameraMove = static_cast<float>(deltaTime) * 4;
if(input.keys[KeyCode::KEY_LEFT_SHIFT])
{
cameraMove *= 10;
}
Vector forward = transform.getForward();
Vector side = transform.getRight();
Vector moveVector = Vector();
if (input.keys[KeyCode::KEY_J])
{
std::cout << transform.getPosition() << std::endl;
}
if(input.keys[KeyCode::KEY_W])
{
moveVector += forward * cameraMove;
}
if(input.keys[KeyCode::KEY_S])
{
moveVector += forward * -cameraMove;
}
if(input.keys[KeyCode::KEY_A])
{
moveVector += side * -cameraMove;
}
if(input.keys[KeyCode::KEY_D])
{
moveVector += side * cameraMove;
}
if(input.keys[KeyCode::KEY_E])
{
moveVector += Vector(0, cameraMove, 0);
}
if(input.keys[KeyCode::KEY_Q])
{
moveVector += Vector(0, -cameraMove, 0);
}
transform.translate(moveVector);
if(input.mouse2)
{
transform.setRotation(glm::rotate(transform.getRotation(), input.deltaX / 500, Vector(0, 1, 0)));
transform.setRotation(glm::rotate(transform.getRotation(), input.deltaY / 500, transform.getRight()));
}
light.attenuation += input.scrollY * 0.1;
#include "FlyCamSystem.h"
FlyCamSystem::FlyCamSystem(PScene scene)
: System::ComponentSystem<Component::KeyboardInput, Component::Camera, Component::Transform, Component::PointLight>(scene) {}
FlyCamSystem::~FlyCamSystem() {}
void FlyCamSystem::update(Component::KeyboardInput& input, Component::Camera& camera, Component::Transform& transform, Component::PointLight& light) {
float cameraMove = static_cast<float>(deltaTime) * 4;
if(input.keys[KeyCode::KEY_LEFT_SHIFT])
{
cameraMove *= 10;
}
Vector forward = transform.getForward();
Vector side = transform.getRight();
Vector moveVector = Vector();
if (input.keys[KeyCode::KEY_J])
{
std::cout << transform.getPosition() << std::endl;
}
if(input.keys[KeyCode::KEY_W])
{
moveVector += forward * cameraMove;
}
if(input.keys[KeyCode::KEY_S])
{
moveVector += forward * -cameraMove;
}
if(input.keys[KeyCode::KEY_A])
{
moveVector += side * -cameraMove;
}
if(input.keys[KeyCode::KEY_D])
{
moveVector += side * cameraMove;
}
if(input.keys[KeyCode::KEY_E])
{
moveVector += Vector(0, cameraMove, 0);
}
if(input.keys[KeyCode::KEY_Q])
{
moveVector += Vector(0, -cameraMove, 0);
}
transform.translate(moveVector);
if(input.mouse2)
{
transform.setRotation(glm::rotate(transform.getRotation(), input.deltaX / 500, Vector(0, 1, 0)));
transform.setRotation(glm::rotate(transform.getRotation(), input.deltaY / 500, transform.getRight()));
}
light.attenuation += input.scrollY * 0.1;
}
+22 -22
View File
@@ -1,23 +1,23 @@
#pragma once
#include "Define.h"
#include <MinimalEngine.h>
#include <Scene/Scene.h>
#include <System/ComponentSystem.h>
#include <Component/Camera.h>
#include <Component/KeyboardInput.h>
class FlyCamSystem : public System::ComponentSystem<
Component::KeyboardInput,
Component::Camera,
Component::Transform,
Component::PointLight>
{
public:
FlyCamSystem(PScene scene);
virtual ~FlyCamSystem();
virtual void update(Seele::Component::KeyboardInput& input, Seele::Component::Camera& camera, Seele::Component::Transform& transform, Seele::Component::PointLight& pointLight) override;
private:
float lastMouseX;
float lastMouseY;
};
#pragma once
#include "Define.h"
#include <MinimalEngine.h>
#include <Scene/Scene.h>
#include <System/ComponentSystem.h>
#include <Component/Camera.h>
#include <Component/KeyboardInput.h>
class FlyCamSystem : public System::ComponentSystem<
Component::KeyboardInput,
Component::Camera,
Component::Transform,
Component::PointLight>
{
public:
FlyCamSystem(PScene scene);
virtual ~FlyCamSystem();
virtual void update(Seele::Component::KeyboardInput& input, Seele::Component::Camera& camera, Seele::Component::Transform& transform, Seele::Component::PointLight& pointLight) override;
private:
float lastMouseX;
float lastMouseY;
};
DEFINE_REF(FlyCamSystem)
+141 -141
View File
@@ -1,141 +1,141 @@
#include "SplineCamSystem.h"
SplineCamSystem::SplineCamSystem(PScene scene)
: System::ComponentSystem<Component::Camera, Component::Transform, PathFollow>(scene)
{}
SplineCamSystem::~SplineCamSystem()
{}
void SplineCamSystem::update(Component::Camera& cam, Component::Transform& transform, PathFollow& follow)
{
if (follow.path == nullptr)
return;
Path& path = follow.path->accessComponent<Path>();
//for (size_t i = 0; i < path.points.size() - 1; ++i)
//{
// addDebugVertex(DebugVertex{
// .position = path.points[i],
// .color = Vector(0, 1, 0)
// });
// addDebugVertex(DebugVertex{
// .position = path.points[i + 1],
// .color = Vector(0, 1, 0)
// });
//}
updateFollowDistance(follow, path.getPathLength());
std::tuple<int, float> pt = findP0AndTForDistance(path, follow.distance);
auto [p0Index, t] = pt;
if (p0Index < 0 || (path.points.size() <= p0Index + 3 && !path.looping))
// Not enough points to interpolate...
return;
Vector p0 = path.points[p0Index];
Vector p1 = path.points[(p0Index + 1) % path.points.size()];
Vector p2 = path.points[(p0Index + 2) % path.points.size()];
Vector p3 = path.points[(p0Index + 3) % path.points.size()];
Vector oldPos = transform.getPosition() - follow.pathOffset;
Vector newPos = path.catmullrom(t, p0, p1, p2, p3, path.tension);
transform.setPosition(newPos + follow.pathOffset);
if ((oldPos - follow.lastPos).length() > Path::LAST_POS_EPSILON)
{
follow.lastPos = oldPos;
}
Vector tangentVector = glm::normalize(follow.lastPos - newPos);
Quaternion newRot = glm::quatLookAt(tangentVector, Vector(0.0f, 1.0f, 0.0f));
transform.setRotation(newRot);
}
std::tuple<int, float> SplineCamSystem::findP0AndTForDistance(const Path& path, float distance)
{
if (path.arcLengthTable.size() == 0)
return std::tuple<int, float>(-1, 0.0f);
int p0 = -1;
float t = 0.0f;
int pIndexToCheck = 1;//path.pointOffset + 1;
//if (path.looping)
//{
// // If looping, subtract loop distance until we are in the final "lap"
// float lapDistance = path.arcLengthTable[path.arcLengthTable.size() - 1][path.arcLengthTable[path.arcLengthTable.size() - 1].size() - 1];
// while (distance >= lapDistance)
// {
// distance -= lapDistance;
// }
//
// // If we are in a new loop, the path.pointOffset might not be valid anymore
// if (path.arcLengthTable[path.pointOffset][0] > distance)
// {
// pIndexToCheck = 1;
// }
//}
float lapDistance = path.arcLengthTable[path.arcLengthTable.size() - 1][path.arcLengthTable[path.arcLengthTable.size() - 1].size() - 1];
if (distance >= lapDistance)
{
getGlobals().running = false;
}
while (pIndexToCheck < path.arcLengthTable.size()
&& path.arcLengthTable[pIndexToCheck][0] < distance)
{
pIndexToCheck++;
}
p0 = pIndexToCheck - 1;
int arcTableIndex = 1;
float additionalT = 0.0f;
// TODO this could be improved e.g. by using binary search
while (arcTableIndex < path.arcLengthTable[p0].size()
&& path.arcLengthTable[p0][arcTableIndex] < distance)
{
arcTableIndex++;
}
arcTableIndex--;
// Interpolate between arc length table entries to find additionalT
if (arcTableIndex + 1 < path.arcLengthTable[p0].size())
{
float distanceA = path.arcLengthTable[p0][arcTableIndex];
float distanceB = path.arcLengthTable[p0][arcTableIndex + 1];
float abDistance = distanceB - distanceA;
float requiredDistanceAfterA = distance - distanceA;
additionalT = Path::ARC_LENGTH_TABLE_DISTANCE * (requiredDistanceAfterA / abDistance);
}
t = (arcTableIndex * Path::ARC_LENGTH_TABLE_DISTANCE) + additionalT;
assert(p0 < path.points.size());
assert(t >= 0.0f && t <= 1.0f);
return std::tuple<int, float>(p0, t);
}
void SplineCamSystem::updateFollowDistance(PathFollow& follow, float pathLength)
{
follow.time = follow.time + deltaTime;
switch (follow.speedControl)
{
case PathFollow::SpeedControl::Linear:
// We increase distance instead of setting it based on overall time, because Linear SpeedControl allows for traversalSpeed change
follow.distance += (deltaTime * follow.traversalSpeed);
break;
case PathFollow::SpeedControl::EaseInEaseOut:
{
float timeNeededForPath = pathLength / follow.traversalSpeed;
float t = follow.time / timeNeededForPath;
int laps = (int)t;
t = t - laps;
float s = (glm::sin(t * glm::pi<float>() - glm::pi<float>() / 2.f) + 1) / 2.f;
follow.distance = ((laps + s) * pathLength);
break;
}
default:
assert(false && "Unknown SpeedControl");
}
}
#include "SplineCamSystem.h"
SplineCamSystem::SplineCamSystem(PScene scene)
: System::ComponentSystem<Component::Camera, Component::Transform, PathFollow>(scene)
{}
SplineCamSystem::~SplineCamSystem()
{}
void SplineCamSystem::update(Component::Camera& cam, Component::Transform& transform, PathFollow& follow)
{
if (follow.path == nullptr)
return;
Path& path = follow.path->accessComponent<Path>();
//for (size_t i = 0; i < path.points.size() - 1; ++i)
//{
// addDebugVertex(DebugVertex{
// .position = path.points[i],
// .color = Vector(0, 1, 0)
// });
// addDebugVertex(DebugVertex{
// .position = path.points[i + 1],
// .color = Vector(0, 1, 0)
// });
//}
updateFollowDistance(follow, path.getPathLength());
std::tuple<int, float> pt = findP0AndTForDistance(path, follow.distance);
auto [p0Index, t] = pt;
if (p0Index < 0 || (path.points.size() <= p0Index + 3 && !path.looping))
// Not enough points to interpolate...
return;
Vector p0 = path.points[p0Index];
Vector p1 = path.points[(p0Index + 1) % path.points.size()];
Vector p2 = path.points[(p0Index + 2) % path.points.size()];
Vector p3 = path.points[(p0Index + 3) % path.points.size()];
Vector oldPos = transform.getPosition() - follow.pathOffset;
Vector newPos = path.catmullrom(t, p0, p1, p2, p3, path.tension);
transform.setPosition(newPos + follow.pathOffset);
if ((oldPos - follow.lastPos).length() > Path::LAST_POS_EPSILON)
{
follow.lastPos = oldPos;
}
Vector tangentVector = glm::normalize(follow.lastPos - newPos);
Quaternion newRot = glm::quatLookAt(tangentVector, Vector(0.0f, 1.0f, 0.0f));
transform.setRotation(newRot);
}
std::tuple<int, float> SplineCamSystem::findP0AndTForDistance(const Path& path, float distance)
{
if (path.arcLengthTable.size() == 0)
return std::tuple<int, float>(-1, 0.0f);
int p0 = -1;
float t = 0.0f;
int pIndexToCheck = 1;//path.pointOffset + 1;
//if (path.looping)
//{
// // If looping, subtract loop distance until we are in the final "lap"
// float lapDistance = path.arcLengthTable[path.arcLengthTable.size() - 1][path.arcLengthTable[path.arcLengthTable.size() - 1].size() - 1];
// while (distance >= lapDistance)
// {
// distance -= lapDistance;
// }
//
// // If we are in a new loop, the path.pointOffset might not be valid anymore
// if (path.arcLengthTable[path.pointOffset][0] > distance)
// {
// pIndexToCheck = 1;
// }
//}
float lapDistance = path.arcLengthTable[path.arcLengthTable.size() - 1][path.arcLengthTable[path.arcLengthTable.size() - 1].size() - 1];
if (distance >= lapDistance)
{
getGlobals().running = false;
}
while (pIndexToCheck < path.arcLengthTable.size()
&& path.arcLengthTable[pIndexToCheck][0] < distance)
{
pIndexToCheck++;
}
p0 = pIndexToCheck - 1;
int arcTableIndex = 1;
float additionalT = 0.0f;
// TODO this could be improved e.g. by using binary search
while (arcTableIndex < path.arcLengthTable[p0].size()
&& path.arcLengthTable[p0][arcTableIndex] < distance)
{
arcTableIndex++;
}
arcTableIndex--;
// Interpolate between arc length table entries to find additionalT
if (arcTableIndex + 1 < path.arcLengthTable[p0].size())
{
float distanceA = path.arcLengthTable[p0][arcTableIndex];
float distanceB = path.arcLengthTable[p0][arcTableIndex + 1];
float abDistance = distanceB - distanceA;
float requiredDistanceAfterA = distance - distanceA;
additionalT = Path::ARC_LENGTH_TABLE_DISTANCE * (requiredDistanceAfterA / abDistance);
}
t = (arcTableIndex * Path::ARC_LENGTH_TABLE_DISTANCE) + additionalT;
assert(p0 < path.points.size());
assert(t >= 0.0f && t <= 1.0f);
return std::tuple<int, float>(p0, t);
}
void SplineCamSystem::updateFollowDistance(PathFollow& follow, float pathLength)
{
follow.time = follow.time + deltaTime;
switch (follow.speedControl)
{
case PathFollow::SpeedControl::Linear:
// We increase distance instead of setting it based on overall time, because Linear SpeedControl allows for traversalSpeed change
follow.distance += (deltaTime * follow.traversalSpeed);
break;
case PathFollow::SpeedControl::EaseInEaseOut:
{
float timeNeededForPath = pathLength / follow.traversalSpeed;
float t = follow.time / timeNeededForPath;
int laps = (int)t;
t = t - laps;
float s = (glm::sin(t * glm::pi<float>() - glm::pi<float>() / 2.f) + 1) / 2.f;
follow.distance = ((laps + s) * pathLength);
break;
}
default:
assert(false && "Unknown SpeedControl");
}
}
+22 -22
View File
@@ -1,23 +1,23 @@
#pragma once
#include "Define.h"
#include <MinimalEngine.h>
#include <Scene/Scene.h>
#include <System/ComponentSystem.h>
#include <Component/Camera.h>
#include <Component/Path.h>
#include <Component/PathFollow.h>
class SplineCamSystem : public System::ComponentSystem<
Component::Camera,
Component::Transform,
PathFollow>
{
public:
SplineCamSystem(PScene scene);
virtual ~SplineCamSystem();
virtual void update(Component::Camera& camera, Component::Transform& transform, PathFollow& follow);
private:
std::tuple<int, float> findP0AndTForDistance(const Path& path, float distance);
void updateFollowDistance(PathFollow& follow, float pathLength);
};
#pragma once
#include "Define.h"
#include <MinimalEngine.h>
#include <Scene/Scene.h>
#include <System/ComponentSystem.h>
#include <Component/Camera.h>
#include <Component/Path.h>
#include <Component/PathFollow.h>
class SplineCamSystem : public System::ComponentSystem<
Component::Camera,
Component::Transform,
PathFollow>
{
public:
SplineCamSystem(PScene scene);
virtual ~SplineCamSystem();
virtual void update(Component::Camera& camera, Component::Transform& transform, PathFollow& follow);
private:
std::tuple<int, float> findP0AndTForDistance(const Path& path, float distance);
void updateFollowDistance(PathFollow& follow, float pathLength);
};
DEFINE_REF(SplineCamSystem)
+20 -20
View File
@@ -1,21 +1,21 @@
{
"dependencies": [
"assimp",
"entt",
"stb",
"entt",
"freetype",
"glfw3",
"glm",
"ktx",
"nlohmann-json",
"fmt",
"gtest",
"vulkan-memory-allocator",
"lunasvg",
"harfbuzz",
"shader-slang",
"metis",
"meshoptimizer"
]
{
"dependencies": [
"assimp",
"entt",
"stb",
"entt",
"freetype",
"glfw3",
"glm",
"ktx",
"nlohmann-json",
"fmt",
"gtest",
"vulkan-memory-allocator",
"lunasvg",
"harfbuzz",
"shader-slang",
"metis",
"meshoptimizer"
]
}