#include "HydraPlanetQuadActor.h" #include "../../engine/HydraEngine.h" #include "../../actor/HydraActorManager.h" #include "../../task/HydraTask.h" #include "../../ecs/HydraECS.h" #include "../../ecs/components/HydraPositionComponent.h" #include "../../ecs/components/HydraMeshComponent.h" #include "../../ecs/components/HydraRenderableComponent.h" #include "../../ecs/components/HydraMaterialComponent.h" #include "../../ecs/components/HydraShadowCasterComponent.h" #include "../../buffer/HydraMaterialBufferManager.h" #include "../../buffer/HydraTextureBufferManager.h" #include "../../buffer/HydraMaterialBuffer.h" #include "../../mesh/HydraMeshManager.h" #include "../../mesh/HydraMesh.h" #include void HydraPlanetQuadActor::InitialiseComponents() { // HydraECS* ecs = GetEngine()->ECS(); // HydraID entity_id = ecs->CreateEntity(); _CreatePosition(); // _CreatePhysics(); _CreateMaterial(); _CreateRenderableComponent(); } void HydraPlanetQuadActor::DeferredInitialiseComponents() { } void HydraPlanetQuadActor::InitialiseQuad(float planet_diameter, float quad_dimension, uint32_t divisions, glm::dvec3 origin, glm::vec3 orientation) { m_divisions = divisions; m_planet_diameter = planet_diameter; m_origin = origin; m_quad_dimension = quad_dimension; m_orientation = orientation; GetEngine()->ActorManager()->SetPositionAndOrientation(GetID(), origin, orientation, true); _CreateMesh(); } void HydraPlanetQuadActor::CheckResolution(glm::dvec3 player_position) { bool should_split = false; double distance_to_quad = glm::length(player_position - m_centre); //might need to bias this so it splits sooner and merges later if(distance_to_quad < m_quad_dimension) { should_split = true; } //Not split but should be if((should_split) && (!m_divided)) { //Split this quad _Split(); //Check its children to see if they should be split //std::vector children = GetEngine()->ActorManager()->GetChildren(GetID()); for(HydraID child_id : m_child_quads) { HydraPlanetQuadActor* child = static_cast(GetEngine()->ActorManager()->GetActor(child_id)); child->CheckResolution(player_position); } HydraRenderableComponent& renderable = GetEngine()->ECS()->GetComponent(GetID()); renderable.active = false; } else if((should_split) && (m_divided)) { for(HydraID child_id : m_child_quads) { HydraPlanetQuadActor* child = static_cast(GetEngine()->ActorManager()->GetActor(child_id)); child->CheckResolution(player_position); } } else if ((!should_split) && (m_divided)) //Is split but should not be { //Merge this quad and all its children } } glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::dmat4 trans, glm::dmat4 inv_trans, double diameter, glm::vec3 origin) { glm::dvec4 vert = trans * vert_in; vert = glm::normalize(vert); vert = vert * (m_planet_diameter / 2.0); FastNoiseLite fnl; fnl.SetNoiseType(FastNoiseLite::NoiseType::NoiseType_OpenSimplex2); fnl.SetFractalType(FastNoiseLite::FractalType::FractalType_Ridged); fnl.SetSeed(341411); fnl.SetFrequency(0.00009); fnl.SetFractalOctaves(8); float noise = fnl.GetNoise(vert.x, vert.y, vert.z); vert = glm::normalize(vert) * ((m_planet_diameter / 2.0) + (noise * 500.0f)); vert = inv_trans * glm::dvec4(vert.x, vert.y, vert.z, 1.0); return glm::vec3(vert); } glm::dvec3 HydraPlanetQuadActor::_ProjectCentre(glm::dvec4 vert_in, glm::dmat4 trans, double diameter, glm::vec3 origin) { glm::dvec4 vert = trans * vert_in; vert = glm::normalize(vert); vert = vert * (m_planet_diameter / 2.0); return glm::dvec3(vert); } void HydraPlanetQuadActor::_Split() { m_divided = true; float quad_size = m_quad_dimension / 2.0f; float radius = m_planet_diameter / 2.0f; //2 | 3 //----- //0 | 1 std::vector origins; origins.push_back(m_origin); origins.push_back(m_origin + glm::vec3(quad_size, 0, 0)); origins.push_back(m_origin + glm::vec3(0, quad_size, 0)); origins.push_back(m_origin + glm::vec3(quad_size, quad_size, 0)); // glm::vec3 origin0 = m_origin; // glm::vec3 origin1 = m_origin + glm::vec3(quad_size, 0, 0); // glm::vec3 origin2 = m_origin + glm::vec3(0, quad_size, 0); // glm::vec3 origin3 = m_origin; for(uint32_t i = 0; i < 4; i ++) { HydraID quad_id = GetEngine()->ActorManager()->CreateActor(); HydraPlanetQuadActor* quad = static_cast(GetEngine()->ActorManager()->GetActor(quad_id)); quad->InitialiseQuad(m_planet_diameter, quad_size, m_divisions, origins[i], m_orientation); GetEngine()->ActorManager()->InitialiseActor(quad_id); //GetEngine()->ActorManager()->SetRelationship(GetID(), quad_id); m_child_quads.push_back(quad_id); } } void HydraPlanetQuadActor::_CreatePosition() { HydraECS *ecs = GetEngine()->ECS(); HydraPositionComponent position_component; ecs->AddComponent(GetID(), position_component); } void HydraPlanetQuadActor::_CreateMesh() { HydraMeshManager *mesh_manager = GetEngine()->MeshManager(); HydraID mesh_id = mesh_manager->CreateMesh(); HydraMesh *mesh = mesh_manager->GetMesh(mesh_id); HydraMaterialComponent mat_comp = GetEngine()->ECS()->GetComponent(GetID()); HydraPositionComponent pos_comp = GetEngine()->ECS()->GetComponent(GetID()); uint32_t vert_counts = m_divisions * m_divisions; uint32_t index_counts = ((m_divisions - 1) * (m_divisions - 1)) * 6; mesh->vertexes.resize(vert_counts); mesh->indexes.resize(index_counts); float min_x = 0;//-m_quad_dimension / 2.0f; float min_y = 0;//-m_quad_dimension / 2.0f; float min_z = 0.0f; float max_x = m_quad_dimension; float max_y = m_quad_dimension; float max_z = 0.0f; float min_u = 0; float min_v = 1 * (m_divisions-1); float max_u = 1 * (m_divisions-1); float max_v = 0; float xy_inc = m_quad_dimension / (m_divisions - 1); float u_inc = max_u / (m_divisions - 1); float v_inc = -min_v / (m_divisions - 1); // 1---2 // | / | // 0---3 HydraID actor_id = GetID(); float y = min_y; float x = min_x; float u = min_u; float v = min_v; uint32_t vert_idx = 0; uint32_t index_idx = 0; //glm::mat4 trans = GetEngine()->ActorManager()->GetActorPose(actor_id); glm::dmat4 trans_matrix = glm::translate(pos_comp.position); glm::dmat4 rot_matrix = glm::toMat4(glm::quat(pos_comp.orientation)); glm::dmat4 trans = trans_matrix * rot_matrix; glm::dmat4 inv_trans = glm::inverse(trans); glm::dvec4 centre = glm::dvec4(max_x - min_x, max_y - min_y, max_z - min_z, 1.0); m_centre = _ProjectCentre(centre, trans, m_planet_diameter, glm::vec3(max_x, max_y, max_z) - glm::vec3(min_x, min_y, min_z)); for (uint32_t y_count = 0; y_count < m_divisions - 1; y_count++) { for (uint32_t x_count = 0; x_count < m_divisions - 1; x_count++) { // Create Vertex glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0); glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin); mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0}; uint32_t ind0 = vert_idx; uint32_t ind1 = vert_idx + m_divisions; uint32_t ind2 = vert_idx + m_divisions + 1; uint32_t ind3 = vert_idx + 1; mesh->indexes[index_idx + 0] = ind0; mesh->indexes[index_idx + 1] = ind2; mesh->indexes[index_idx + 2] = ind1; mesh->indexes[index_idx + 3] = ind0; mesh->indexes[index_idx + 4] = ind3; mesh->indexes[index_idx + 5] = ind2; x += xy_inc; u += u_inc; vert_idx++; index_idx += 6; } glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0); glm::vec3 final_vert = _ProjectSphere(vert, trans,inv_trans, m_planet_diameter, m_origin); mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0}; // Add the end vert but no indexes // mesh->vertexes[vert_idx] = {x, y, min_z, u, v, actor_id, mat_comp.material_id, 0}; vert_idx++; y += xy_inc; v += v_inc; x = min_x; u = min_u; } // the last row for (uint32_t x_count = 0; x_count < m_divisions; x_count++) { glm::dvec4 vert = glm::dvec4(x, y, min_z, 1.0); glm::vec3 final_vert = _ProjectSphere(vert, trans, inv_trans, m_planet_diameter, m_origin); mesh->vertexes[vert_idx] = {final_vert.x, final_vert.y, final_vert.z, u, v, actor_id, mat_comp.material_id, 0}; x += xy_inc; u += u_inc; vert_idx++; } mesh_manager->CalculateNormals(mesh->mesh_id); HydraECS *ecs = GetEngine()->ECS(); HydraMeshComponent mesh_comp; mesh_comp.mesh_id = mesh_id; mesh_comp.mesh_state = HYDRA_STATE::Waiting; ecs->AddComponent(GetID(), mesh_comp); } void HydraPlanetQuadActor::_CreateMaterial() { HydraEngine *engine = GetEngine(); std::string filename = std::string(texture_base) + std::string("/DesignArea/DesignArea_Albedo_white.png"); HydraID tex_id = engine->TextureBufferManager()->LoadTexture(filename); HydraMaterialBuffer material = {}; material.diffuse_texture_id = tex_id; material.diffuse_colour = glm::vec4(1, 1, 1, 1); material.emmissive_metalic_rough = glm::vec4(0, 0.5, 0.3, 1); HydraID mat_id = engine->MaterialBufferManager()->CreateMaterial(material); HydraMaterialComponent mat_comp = {}; mat_comp.material_id = mat_id; engine->ECS()->AddComponent(GetID(), mat_comp); } void HydraPlanetQuadActor::_CreatePhysics() { // HydraECSPhysicsComponent physics_component; // physics_component.physics_state = Hydra_State::Waiting; // physics_component.physics_definition.actor_id = GetID(); // physics_component.physics_definition.physics_type = HydraPhyicsType::Static; // physics_component.physics_definition.physics_shape = HydraPhysicsShape::HydraBoxShape; // physics_component.physics_definition.mass = 100000.0f; // physics_component.physics_definition.extent_x = 1000.0f; // physics_component.physics_definition.extent_y = 0.5f; // physics_component.physics_definition.extent_z = 1000.0f; // physics_component.physics_definition.dynamic_friction = 0.5f; // physics_component.physics_definition.restitution = 0.5f; // HydraECS* ecs = GetEngine()->ECS(); // ecs->AddComponent(GetID(), physics_component); } void HydraPlanetQuadActor::_CreateRenderableComponent() { HydraRenderableComponent render_comp; HydraShadowCasterComponent shad_caster; HydraECS *ecs = GetEngine()->ECS(); render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_COLOUR, true); render_comp.renderable_types.set((uint32_t)HYDRA_RENDERABLE_TYPE::HYDRA_SHADOW_CASTER, true); ecs->AddComponent(GetID(), render_comp); ecs->AddComponent(GetID(), shad_caster); }