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#include "BulletCollision/CollisionShapes/btSphereShape.h"
#include "BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h"
#include "bucketed-array.hpp"
#include "camera.hpp"
#include "ecs.hpp"
#include "math-helpers.hpp"
#include "memory.hpp"
#include "physics.hpp"
PkeCamera NullCamera {
.camHandle = CameraHandle_MAX,
.pos = glm::vec3(3.f, 3.f, 3.f),
.rot = glm::quat(1.f, 0.f, 0.f, 0.f),
.target = glm::vec3(0.f),
.type = PKE_CAMERA_TYPE_ORTHOGONAL,
.orientation = PKE_CAMERA_ORIENTATION_TARGET,
.stale = PKE_CAMERA_STALE_ALL,
.phys = {
.inst = nullptr,
.constraint = nullptr,
},
};
PkeCamera *ActiveCamera = &NullCamera;
const PkeHandleItemIndex_T MAX_CAMERAS_PER_BUCKET = 32;
BucketContainer<PkeCamera, CameraHandle> Camera_BucketContainer{};
btSphereShape CameraShape{1.f};
PkeCamera &PkeCamera_Register(const InstPos &instPos) {
CameraHandle cameraHandle{Buckets_NewHandle(Camera_BucketContainer)};
auto &cam = Camera_BucketContainer.buckets[cameraHandle.bucketIndex][cameraHandle.itemIndex];
new (&cam) PkeCamera{};
ECS_CreateEntity(&cam, nullptr);
cam.camHandle = cameraHandle;
cam.phys.inst = ECS_CreateInstance(&cam, nullptr);
btVector3 gravity(0.f, 0.f, 0.f);
cam.phys.inst->physicsLayer = PhysicsCollision{0};
cam.phys.inst->physicsMask = PhysicsCollision{0};
btVector3 localInertia(0, 0, 0);
CameraShape.calculateLocalInertia(instPos.mass, localInertia);
cam.phys.inst->bt.motionState = Pke_New<btDefaultMotionState>(MemBkt_Bullet);
new (cam.phys.inst->bt.motionState) btDefaultMotionState(instPos.posRot);
cam.phys.inst->bt.rigidBody = Pke_New<btRigidBody>(MemBkt_Bullet);
new (cam.phys.inst->bt.rigidBody) btRigidBody(instPos.mass, cam.phys.inst->bt.motionState, &CameraShape, localInertia);
cam.phys.inst->bt.rigidBody->setLinearVelocity(btVector3(0,0,0));
cam.phys.inst->bt.rigidBody->setAngularVelocity(btVector3(0,0,0));
cam.phys.inst->bt.rigidBody->getCollisionShape()->setLocalScaling(instPos.scale);
BtDynamicsWorld->addRigidBody(cam.phys.inst->bt.rigidBody);
cam.phys.inst->bt.rigidBody->setGravity(gravity);
cam.phys.inst->bt.rigidBody->getBroadphaseProxy()->m_collisionFilterGroup = static_cast<PhysicsCollision_T>(cam.phys.inst->physicsLayer);
cam.phys.inst->bt.rigidBody->getBroadphaseProxy()->m_collisionFilterMask = static_cast<PhysicsCollision_T>(cam.phys.inst->physicsMask);
cam.phys.inst->bt.rigidBody->setUserPointer(reinterpret_cast<void *>(cam.phys.inst));
return cam;
}
PkeCamera *PkeCamera_Get(CameraHandle cameraHandle) {
assert(cameraHandle != CameraHandle_MAX);
return &Camera_BucketContainer.buckets[cameraHandle.bucketIndex][cameraHandle.itemIndex];
}
void PkeCamera_AttachToInstance(CameraHandle cameraHandle, CompInstance *inst) {
assert(cameraHandle != CameraHandle_MAX);
auto &cam = Camera_BucketContainer.buckets[cameraHandle.bucketIndex][cameraHandle.itemIndex];
if (cam.phys.constraint != nullptr && cam.phys.constraint != CAFE_BABE(btTypedConstraint)) {
CompInstance *activeInst = reinterpret_cast<CompInstance *>(cam.phys.constraint->getRigidBodyB().getUserIndex());
PkeCamera_DetachFromInstance(cameraHandle, activeInst);
}
btVector3 cameraOffset(0.f, -10.f, -10.f);
btTransform trfm;
inst->bt.motionState->getWorldTransform(trfm);
BulletToGlm(trfm.getOrigin(), cam.target);
trfm.setOrigin(trfm.getOrigin() + cameraOffset);
BulletToGlm(trfm.getOrigin(), cam.pos);
cam.phys.inst->bt.motionState->setWorldTransform(trfm);
cam.phys.inst->bt.rigidBody->setWorldTransform(trfm);
cam.phys.inst->bt.rigidBody->setLinearVelocity(btVector3(0,0,0));
cam.phys.inst->bt.rigidBody->setAngularVelocity(btVector3(0,0,0));
cam.phys.inst->bt.rigidBody->activate();
assert(cam.phys.constraint == nullptr || cam.phys.constraint == CAFE_BABE(btTypedConstraint));
cam.phys.constraint = Pke_New<btTypedConstraint>(MemBkt_Bullet);
new (cam.phys.constraint) btPoint2PointConstraint(*cam.phys.inst->bt.rigidBody, *inst->bt.rigidBody, btVector3(0.f, 0.f, 0.f), cameraOffset);
BtDynamicsWorld->addConstraint(cam.phys.constraint);
cam.orientation = PKE_CAMERA_ORIENTATION_TARGET;
cam.stale = PKE_CAMERA_STALE_POSROT;
}
void PkeCamera_DetachFromInstance(CameraHandle cameraHandle, CompInstance *inst) {
assert(cameraHandle != CameraHandle_MAX);
auto &cam = Camera_BucketContainer.buckets[cameraHandle.bucketIndex][cameraHandle.itemIndex];
BtDynamicsWorld->removeConstraint(cam.phys.constraint);
Pke_Delete<btTypedConstraint>(cam.phys.constraint, MemBkt_Bullet);
cam.phys.constraint = CAFE_BABE(btTypedConstraint);
cam.stale = PKE_CAMERA_STALE_POSROT;
}
void PkeCamera_Destroy(CameraHandle cameraHandle) {
assert(cameraHandle != CameraHandle_MAX);
auto *camPtr = &Camera_BucketContainer.buckets[cameraHandle.bucketIndex][cameraHandle.itemIndex];
auto &cam = *camPtr;
if (cam.phys.constraint != nullptr && cam.phys.constraint != CAFE_BABE(btTypedConstraint)) {
// reminder: this is not currently handled by ECS
BtDynamicsWorld->removeConstraint(cam.phys.constraint);
Pke_Delete<btTypedConstraint>(cam.phys.constraint, MemBkt_Bullet);
}
ECS_MarkForRemoval(camPtr);
cam.camHandle = CameraHandle_MAX;
cam.pos = glm::vec3(0);
cam.rot = glm::quat{};
cam.target = glm::vec3(0);
cam.type = PkeCameraType_MAX;
cam.orientation = PkeCameraOrientation_MAX;
cam.stale = PkeCameraStaleFlags_MAX;
cam.phys.inst = CAFE_BABE(CompInstance);
cam.phys.constraint = CAFE_BABE(btTypedConstraint);
}
int64_t PkeCamera_GetBucketCount() {
return Camera_BucketContainer.pkeHandle.bucketIndex + 1;
}
PkeCamera *PkeCamera_GetCameras(int64_t bucketIndex, int64_t &count) {
if (Camera_BucketContainer.pkeHandle.bucketIndex == bucketIndex) {
count = Camera_BucketContainer.pkeHandle.itemIndex;
} else {
count = MAX_CAMERAS_PER_BUCKET;
}
return Camera_BucketContainer.buckets[bucketIndex];
}
void PkeCamera_Init() {
Buckets_Init(Camera_BucketContainer, MAX_CAMERAS_PER_BUCKET);
}
void PkeCamera_Teardown() {
Buckets_Destroy(Camera_BucketContainer);
}
void PkeCamera_Tick(double delta) {
/* 2024-01-16 - JCB - This seems excessive to loop through every camera and do this.
* I think this could be simplified, but it might be premature optimization.
* Why we're looping all:
* - To avoid any weird scenarios where the active camera is changed and
* 1 frame the camera is in the wrong position.
* - To prevent various 'saves' that save camera positions from saving bad positional data
* It might be possible to handle these two scenarios explicitly, or it
* could be that removing pos and rot from the camera would make this unnecessary?
* See the camera serializer for more.
*/
for (PkeHandleBucketIndex_T b = 0; b <= Camera_BucketContainer.pkeHandle.bucketIndex; ++b) {
auto &bkt = Camera_BucketContainer.buckets[b];
long itemCount = Camera_BucketContainer.pkeHandle.bucketIndex == b ? Camera_BucketContainer.pkeHandle.itemIndex : Camera_BucketContainer.limits.itemIndex;
for (PkeHandleItemIndex_T i = 0; i < itemCount; ++i) {
auto &cam = bkt[i];
if (cam.handle == EntityHandle_MAX) {
continue;
}
btTransform trfm;
if (cam.phys.constraint != nullptr && cam.phys.constraint != CAFE_BABE(btTypedConstraint)) {
cam.phys.constraint->getRigidBodyB().getMotionState()->getWorldTransform(trfm);
BulletToGlm(trfm.getOrigin(), cam.target);
}
if (cam.phys.inst != nullptr && cam.phys.inst != CAFE_BABE(CompInstance)) {
cam.phys.inst->bt.motionState->getWorldTransform(trfm);
BulletToGlm(trfm.getOrigin(), cam.pos);
BulletToGlm(trfm.getRotation(), cam.rot);
cam.stale = cam.stale | PKE_CAMERA_STALE_POSROT;
cam.phys.inst->isNeedingUpdated = false;
}
}
}
}
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