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HydraV3/HydraEngine/source/actor/PlanetActor/HydraPlanetQuadActor.cpp
T
2026-09-07 19:39:32 +01:00

239 lines
7.7 KiB
C++

#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 <FastNoiseLite.h>
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;
GetEngine()->ActorManager()->SetPositionAndOrientation(GetID(), origin, orientation, true);
_CreateMesh();
}
glm::vec3 HydraPlanetQuadActor::_ProjectSphere(glm::dvec4 vert_in, glm::mat4 trans, glm::mat4 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);
}
void HydraPlanetQuadActor::_CreatePosition()
{
HydraECS *ecs = GetEngine()->ECS();
HydraPositionComponent position_component;
ecs->AddComponent<HydraPositionComponent>(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<HydraMaterialComponent>(GetID());
HydraPositionComponent pos_comp = GetEngine()->ECS()->GetComponent<HydraPositionComponent>(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 = -m_quad_dimension / 2.0f;
float min_y = -m_quad_dimension / 2.0f;
float min_z = 0.0f;
float max_x = m_quad_dimension / 2.0f;
float max_y = m_quad_dimension / 2.0f;
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::mat4 trans_matrix = glm::translate(pos_comp.position);
glm::mat4 rot_matrix = glm::toMat4(glm::quat(pos_comp.orientation));
glm::mat4 trans = trans_matrix * rot_matrix;
glm::mat4 inv_trans = glm::inverse(trans);
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<HydraMeshComponent>(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<HydraMaterialComponent>(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<HydraECSPhysicsComponent>(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<HydraRenderableComponent>(GetID(), render_comp);
ecs->AddComponent<HydraShadowCasterComponent>(GetID(), shad_caster);
}