Add Camera System

This commit is contained in:
Askou
2021-06-17 10:58:13 +02:00
parent 88add0b8f1
commit 8c56f7f4a1
7 changed files with 121 additions and 63 deletions
+2
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@@ -127,6 +127,8 @@ set(SOURCES
sources/Component/IntroAnimation/IntroAnimationComponent.cpp
sources/System/IntroAnimation/IntroAnimationSystem.hpp
sources/System/IntroAnimation/IntroAnimationSystem.cpp
sources/System/Renderer/CameraSystem.cpp
sources/System/Renderer/CameraSystem.cpp
sources/Runner/SplashScreenScene.cpp
sources/Runner/TitleScreenScene.cpp
sources/Runner/MainMenuScene.cpp
-1
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@@ -47,7 +47,6 @@ namespace BBM
return scene.addEntity("player")
.addComponent<PositionComponent>()
.addComponent<Drawable3DComponent, RAY3D::Model>("assets/player/player.iqm", true)
.addComponent<ControllableComponent>()
.addComponent<AnimatorComponent>()
.addComponent<GravityComponent>()
.addComponent<BumperTimerComponent>()
+3 -1
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@@ -33,6 +33,7 @@
#include "System/Gravity/GravitySystem.hpp"
#include "System/BumperTimer/BumperTimerSystem.hpp"
#include "System/Music/MusicSystem.hpp"
#include "System/Renderer/CameraSystem.hpp"
#include "System/Lobby/LobbySystem.hpp"
#include "Component/Lobby/LobbyComponent.hpp"
@@ -85,7 +86,8 @@ namespace BBM
.addSystem<IntroAnimationSystem>()
.addSystem<GravitySystem>()
.addSystem<BumperTimerSystem>()
.addSystem<MusicSystem>();
.addSystem<MusicSystem>()
.addSystem<CameraSystem>();
}
void Runner::enableRaylib(WAL::Wal &wal)
+79
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@@ -0,0 +1,79 @@
//
// Created by Tom Augier on 05/06/2021
//
#include "CameraSystem.hpp"
#include "Entity/Entity.hpp"
#include "Component/Tag/TagComponent.hpp"
namespace BBM
{
CameraSystem::CameraSystem(WAL::Wal &wal)
: System(wal)
{}
bool CameraSystem::introAnimation(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, bool restart)
{
auto &pos = entity.get<PositionComponent>();
static Vector3f posTarget(8, 25, 7);
static bool hasEnded = false;
if (restart) {
hasEnded = false;
return (false);
}
if (pos.position.distance(posTarget) < 2 || hasEnded) {
hasEnded = true;
return (true);
}
auto &cam = entity.get<CameraComponent>();
pos.position += (posTarget - pos.position) / 100;
return (false);
}
void CameraSystem::onUpdate(WAL::ViewEntity<CameraComponent, PositionComponent> &entity,
std::chrono::nanoseconds dtime)
{
if (!introAnimation(entity))
return;
auto &pos = entity.get<PositionComponent>();
auto &cam = entity.get<CameraComponent>();
Vector3f newCameraPos = Vector3f(-1, -1, -1);
std::vector<Vector3f> playerPos;
float maxDist = 0;
float lowerXDist = 0;
float lowerZDist = 0;
for (auto &[entity, pos, _] : this->_wal.getScene()->view<PositionComponent, TagComponent<Player>>()) {
if (!entity.hasComponent<ControllableComponent>())
entity.addComponent<ControllableComponent>();
playerPos.emplace_back(pos.position);
}
if (playerPos.size() == 0)
introAnimation(entity, true);
if (playerPos.size() == 1)
newCameraPos = playerPos[0];
for (int i = 0; i < playerPos.size(); i++)
for (int j = 0; j < playerPos.size(); j++) {
if (maxDist < playerPos[i].distance(playerPos[j])) {
maxDist = playerPos[i].distance(playerPos[j]);
newCameraPos = (playerPos[i] + playerPos[j]) / 2;
}
if (lowerXDist < std::abs((playerPos[i].x - playerPos[j].x)))
lowerXDist = std::abs((playerPos[i].x - playerPos[j].x));
if (lowerZDist < std::abs((playerPos[i].z - playerPos[j].z)))
lowerZDist = std::abs((playerPos[i].z - playerPos[j].z));
}
maxDist += (lowerXDist + lowerZDist) / 2;
if (maxDist < 14)
maxDist = 14;
if (maxDist > 25)
maxDist = 25;
cam.target += (newCameraPos.abs() - pos.position.abs()) / 10;
newCameraPos.y = maxDist;
newCameraPos.z -= 1;
pos.position += (newCameraPos.abs() - pos.position.abs()) / 10;
}
}
+36
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@@ -0,0 +1,36 @@
//
// Created by Tom Augier on 05/06/2021
//
#pragma once
#include "System/System.hpp"
#include "Window.hpp"
#include "Component/Renderer/CameraComponent.hpp"
#include "Component/Position/PositionComponent.hpp"
#include <Component/Controllable/ControllableComponent.hpp>
#include "Wal.hpp"
namespace BBM
{
class CameraSystem : public WAL::System<CameraComponent, PositionComponent>
{
public:
//! @inherit
void onUpdate(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, std::chrono::nanoseconds) override;
//! @brief introduciton animation when entering gameScene
bool introAnimation(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, bool restart = false);
//! @brief ctor
CameraSystem(WAL::Wal &wal);
//! @brief Default copy ctor
CameraSystem(const CameraSystem &) = default;
//! @brief Default dtor
~CameraSystem() override = default;
//! @brief A CameraManager screen system can't be assigned.
CameraSystem &operator=(const CameraSystem &) = delete;
};
}
+1 -58
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@@ -80,69 +80,12 @@ namespace BBM
this->_window.endDrawing();
}
bool RenderSystem::introAnimation(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, bool restart)
{
auto &pos = entity.get<PositionComponent>();
static Vector3f posTarget(8, 25, 7);
static bool hasEnded = false;
if (restart) {
hasEnded = false;
return (false);
}
if (pos.position.distance(posTarget) < 1 || hasEnded) {
hasEnded = true;
return (true);
}
auto &cam = entity.get<CameraComponent>();
pos.position += (posTarget - pos.position) / 100;
this->_camera.setPosition(pos.position);
this->_camera.setTarget(cam.target);
return (false);
}
void RenderSystem::onUpdate(WAL::ViewEntity<CameraComponent, PositionComponent> &entity,
std::chrono::nanoseconds dtime)
{
if (!introAnimation(entity))
return;
auto &pos = entity.get<PositionComponent>();
auto &cam = entity.get<CameraComponent>();
Vector3f newCameraPos = Vector3f(-1, -1, -1);
std::vector<Vector3f> playerPos;
float maxDist = 0;
float lowerXDist = 0;
float lowerZDist = 0;
for (auto &[entity, pos, _] : this->_wal.getScene()->view<PositionComponent, TagComponent<Player>>())
playerPos.emplace_back(pos.position);
if (playerPos.size() == 0)
introAnimation(entity, true);
if (playerPos.size() == 1)
newCameraPos = playerPos[0];
for (int i = 0; i < playerPos.size(); i++)
for (int j = 0; j < playerPos.size(); j++) {
if (maxDist < playerPos[i].distance(playerPos[j])) {
maxDist = playerPos[i].distance(playerPos[j]);
newCameraPos = (playerPos[i] + playerPos[j]) / 2;
}
if (lowerXDist < std::abs((playerPos[i].x - playerPos[j].x)))
lowerXDist = std::abs((playerPos[i].x - playerPos[j].x));
if (lowerZDist < std::abs((playerPos[i].z - playerPos[j].z)))
lowerZDist = std::abs((playerPos[i].z - playerPos[j].z));
}
maxDist += (lowerXDist + lowerZDist) / 2;
if (maxDist < 14)
maxDist = 14;
if (maxDist > 25)
maxDist = 25;
cam.target += (newCameraPos.abs() - pos.position.abs()) / 10;
newCameraPos.y = maxDist;
newCameraPos.z -= 1;
pos.position += (newCameraPos.abs() - pos.position.abs()) / 10;
_camera.setTarget(cam.target);
_camera.setPosition(pos.position);
}
-3
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@@ -43,9 +43,6 @@ namespace BBM
//! @param entity entity to draw bounding box of
void drawBoundingBox(const WAL::Entity &entity, const PositionComponent &posComponent, const Drawable3DComponent &drawable) const;
//! @brief introduciton animation when entering gameScene
bool introAnimation(WAL::ViewEntity<CameraComponent, PositionComponent> &entity, bool restart = false);
//! @brief ctor
RenderSystem(WAL::Wal &wal, RAY::Window &window, bool debugMode = false);