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use super::event_manager::*;
use glium::glutin::{ElementState, Event, VirtualKeyCode};
use std::f32::consts;
use base::math::*;
#[derive(Debug)]
pub struct DayTime {
time_year: u32,
time_day: u32,
time_on_day: f32,
speed: f32,
}
const DEFAULT_TIME_SPEED: f32 = 1.0;
const PLUS_TIME_SPEED: f32 = 100.0;
impl Default for DayTime {
fn default() -> DayTime {
DayTime {
time_year: 0,
time_day: 0,
time_on_day: DAY_LENGTH / 3.0,
speed: DEFAULT_TIME_SPEED,
}
}
}
const DAY_LENGTH: f32 = 720.0;
const YEAR_LENGTH: u32 = 12;
const DAY_LENGTHER: f32 = 0.0;
const SUN_DISTANCE: f32 = 300.0;
impl DayTime {
pub fn set_time(&mut self, time_year: u32, time_day: u32, time_on_day: f32) {
self.time_year = time_year;
self.time_day = time_day;
self.time_on_day = time_on_day;
self.speed = DEFAULT_TIME_SPEED;
}
pub fn get_sun_color(&self) -> Vector3f {
let mut vec = Vector3f::new(0.0, 0.0, 0.0);
let offset_factor = 1.1;
let max = 30.0 / offset_factor;
let factor = if self.time_on_day <= (DAY_LENGTH / 2.0) {
max * (self.time_on_day / (DAY_LENGTH / 2.0))
} else {
max - (max * ((self.time_on_day - DAY_LENGTH / 2.0) / (DAY_LENGTH / 2.0)))
};
vec.x = offset_factor * factor;
vec.y = factor;
vec.z = factor;
vec
}
pub fn get_sky_light(&self) -> Vector3f {
let mut vec = Vector3f::new(0.0, 0.0, 0.0);
let offset_factor = 1.1;
let max = 1.0 / offset_factor;
let mut factor = if self.time_on_day <= (DAY_LENGTH / 2.0) {
max * (self.time_on_day / (DAY_LENGTH / 2.0))
} else {
max - (max * 0.5 * ((self.time_on_day - DAY_LENGTH / 2.0) / (DAY_LENGTH / 2.0)))
};
if factor < 0.4 {
factor = 0.4;
}
vec.x = factor;
vec.y = factor;
vec.z = offset_factor * factor;
vec
}
pub fn get_time_year(&self) -> u32 {
self.time_year
}
pub fn get_time_day(&self) -> u32 {
self.time_day
}
pub fn get_time_on_day(&self) -> f32 {
self.time_on_day
}
pub fn update(&mut self, delta: f32) {
debug!("Year: {} Day: {} Time: {}",
self.time_year,
self.time_day,
self.time_on_day);
self.time_on_day += delta * self.speed;
if (self.time_on_day) >= DAY_LENGTH {
self.time_on_day -= DAY_LENGTH;
self.time_day += 1;
if (self.time_day) >= YEAR_LENGTH {
self.time_day = 0;
self.time_year += 1;
}
}
}
pub fn get_sun_position(&self) -> Point3f {
let half_year = YEAR_LENGTH as f32 / 2.0;
let half_day = DAY_LENGTH as f32 / 2.0;
let theta;
let phi;
let mut month_diff = self.time_day as f32 - half_year;
if month_diff < 0.0 {
month_diff *= -1.0
}
if self.time_on_day < half_day {
theta = consts::PI - consts::PI * (self.time_on_day / half_day);
phi = 0.0;
} else {
theta = consts::PI * ((self.time_on_day - half_day) / half_day);
phi = consts::PI;
}
let pos =
Vector3f::new(theta.sin() * phi.cos(),
theta.sin() * phi.sin() + month_diff / (0.75 * YEAR_LENGTH as f32),
theta.cos() - month_diff / (0.75 * YEAR_LENGTH as f32) + DAY_LENGTHER)
.normalize() * SUN_DISTANCE;
Point3f::new(pos.x, pos.y, pos.z)
}
pub fn get_sun_light_vector(&self) -> Vector3f {
Vector3f::new(0.0, 0.0, 0.0) - self.get_sun_position().to_vec().normalize()
}
}
impl EventHandler for DayTime {
fn handle_event(&mut self, e: &Event) -> EventResponse {
match *e {
Event::KeyboardInput(ElementState::Pressed, _, Some(VirtualKeyCode::Add)) => {
self.speed = PLUS_TIME_SPEED;
EventResponse::Continue
}
Event::KeyboardInput(ElementState::Released, _, Some(VirtualKeyCode::Add)) => {
self.speed = DEFAULT_TIME_SPEED;
EventResponse::Continue
}
_ => EventResponse::NotHandled,
}
}
}