/*
* Copyright (C) 2016 Google, Inc.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
#ifndef SIMULATION_H
#define SIMULATION_H
#include <memory>
#include <random>
#include <vector>
#include <glm/glm.hpp>
#include "Meshes.h"
class Animation {
public:
Animation(unsigned rng_seed, float scale);
glm::mat4 transformation(float t);
private:
struct Data {
glm::vec3 axis;
float speed;
float scale;
glm::mat4 matrix;
};
std::mt19937 rng_;
std::uniform_real_distribution<float> dir_;
std::uniform_real_distribution<float> speed_;
Data current_;
};
class Curve;
class Path {
public:
Path(unsigned rng_seed);
glm::vec3 position(float t);
private:
struct Subpath {
glm::vec3 origin;
float start;
float end;
float now;
std::shared_ptr<Curve> curve;
};
void generate_subpath();
std::mt19937 rng_;
std::uniform_int_distribution<> type_;
std::uniform_real_distribution<float> duration_;
Subpath current_;
};
class Simulation {
public:
Simulation(int object_count);
struct Object {
Meshes::Type mesh;
glm::vec3 light_pos;
glm::vec3 light_color;
Animation animation;
Path path;
uint32_t frame_data_offset;
glm::mat4 model;
};
const std::vector<Object> &objects() const { return objects_; }
unsigned int rng_seed() { return random_dev_(); }
void set_frame_data_size(uint32_t size);
void update(float time, int begin, int end);
private:
std::random_device random_dev_;
std::vector<Object> objects_;
};
#endif // SIMULATION_H