shooter/engine/animation/ADecompose.h

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2022-07-19 13:10:18 +03:00
//
// Created by Иван Ильин on 23.02.2022.
//
#ifndef INC_3DZAVR_ADECOMPOSE_H
#define INC_3DZAVR_ADECOMPOSE_H
#include "Animation.h"
#include "../Mesh.h"
#include "../Consts.h"
class ADecompose final : public Animation {
private:
const std::weak_ptr<Mesh> _mesh;
std::vector<Triangle> _triangles;
double _value;
bool _started = false;
void update() override {
auto mesh = _mesh.lock();
if (mesh == nullptr) {
stop();
return;
}
if (!_started) {
_started = true;
_triangles = _mesh.lock()->triangles();
}
std::vector<Triangle> newTriangles;
newTriangles.reserve(_triangles.size());
for(auto &t : _triangles) {
newTriangles.emplace_back((t * Matrix4x4::Translation(t.position().normalized()*progress()*_value)));
}
mesh->setTriangles(std::move(newTriangles));
mesh->glFreeFloatArray();
}
public:
ADecompose(std::weak_ptr<Mesh> mesh, double value, double duration = 1, LoopOut looped = LoopOut::None,
InterpolationType interpolationType = InterpolationType::Bezier) : Animation(duration, looped,
interpolationType),
_value(value), _mesh(mesh) {}
};
#endif //INC_3DZAVR_ADECOMPOSE_H