code refactoring
parent
fd1573a77d
commit
5e069cef68
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@ -102,7 +102,7 @@ add_executable(shooter
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engine/animation/AAttractToPoint.h
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engine/animation/ARotateRelativePoint.h
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engine/animation/ARotateLeft.h
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)
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engine/animation/Interpolation.cpp engine/animation/Animations.h)
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if(APPLE OR UNIX)
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include_directories(/usr/local/include)
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20
Player.cpp
20
Player.cpp
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@ -7,18 +7,14 @@
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#include <utility>
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#include "engine/Screen.h"
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#include "engine/utils/Log.h"
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#include "engine/animation/Animations.h"
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#include "engine/animation/Timeline.h"
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#include "engine/animation/ARotateLeft.h"
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Player::Player(ObjectNameTag name, const std::string &filename, const Vec3D &scale) : RigidBody(std::move(name), filename,scale) {
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Player::Player(ObjectNameTag name, const std::string &filename, const Vec3D &scale) : RigidBody(std::move(name), filename, scale) {
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setAcceleration(Vec3D{0, -ShooterConsts::GRAVITY, 0});
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setCollision(true);
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setVisible(false);
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setSimpleHitBox(true);
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setCollisionCallBack(
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[this](const ObjectNameTag &tag, std::shared_ptr<RigidBody> obj) { collisionWithObject(tag, obj); });
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setCollisionCallBack([this](const ObjectNameTag &tag, std::shared_ptr<RigidBody> obj) { collisionWithObject(tag, obj); });
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}
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void Player::rotateWeaponsRelativePoint(const Vec3D &point4D, const Vec3D &v, double val) {
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@ -68,7 +64,7 @@ void Player::addWeapon(std::shared_ptr<Weapon> weapon) {
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for (auto &w : _weapons) {
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if (w->name() == weapon->name()) {
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w->addAmmo(w->initialPack());
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w->addAPack();
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return;
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}
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}
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@ -82,12 +78,12 @@ void Player::addWeapon(std::shared_ptr<Weapon> weapon) {
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// add animation of reloading
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_weapons.back()->setReloadCallBack([this]() {
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Timeline::animate(AnimationListTag("reload_weapon"),
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std::make_shared<ARotateLeft>(_weapons[_selectedWeapon],
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Timeline::addAnimation<ARotateLeft>(AnimationListTag("reload_weapon"),
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_weapons[_selectedWeapon],
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-4 * Consts::PI,
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_weapons[_selectedWeapon]->reloadTime()/2,
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_weapons[_selectedWeapon]->reloadTime() / 2,
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Animation::LoopOut::None,
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Animation::InterpolationType::Cos));
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Animation::InterpolationType::Cos);
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});
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// add call back function to create fire traces
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@ -4,11 +4,8 @@
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#include "PlayerController.h"
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#include "engine/utils/Log.h"
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#include "engine/animation/AWait.h"
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#include "engine/animation/ATranslate.h"
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#include "engine/animation/ATranslateToPoint.h"
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#include "engine/animation/Timeline.h"
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#include "ShooterConsts.h"
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#include "engine/animation/Animations.h"
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PlayerController::PlayerController(std::shared_ptr<Player> player,
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std::shared_ptr<Keyboard> keyboard,
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@ -46,43 +43,50 @@ void PlayerController::update() {
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std::shared_ptr<Object> camera = _player->attached(ObjectNameTag("Camera"));
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if (camera != nullptr && _inRunning && _player->inCollision()) {
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if (!Timeline::isInAnimList(AnimationListTag("camera_hor_oscil"))) {
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Timeline::animate(AnimationListTag("camera_hor_oscil"),
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std::make_shared<ATranslate>(camera, -camera->left() / 6, 0.3, Animation::LoopOut::None,
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Animation::InterpolationType::Cos));
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Timeline::animate(AnimationListTag("camera_hor_oscil"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag("camera_hor_oscil"),
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std::make_shared<ATranslate>(camera, camera->left() / 6, 0.3, Animation::LoopOut::None,
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Animation::InterpolationType::Cos));
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Timeline::animate(AnimationListTag("camera_vert_oscil"),
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std::make_shared<ATranslate>(camera, -Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None,
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Animation::InterpolationType::Cos));
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Timeline::animate(AnimationListTag("camera_vert_oscil"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag("camera_vert_oscil"),
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std::make_shared<ATranslate>(camera, Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None,
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Animation::InterpolationType::Cos));
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Timeline::animate(AnimationListTag("camera_vert_oscil"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag("camera_vert_oscil"),
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std::make_shared<ATranslate>(camera, -Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None,
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Animation::InterpolationType::Cos));
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Timeline::animate(AnimationListTag("camera_vert_oscil"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag("camera_vert_oscil"),
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std::make_shared<ATranslate>(camera, Vec3D{0, 1, 0} / 12, 0.15, Animation::LoopOut::None,
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Animation::InterpolationType::Cos));
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Timeline::animate(AnimationListTag("camera_init"),
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std::make_shared<ATranslateToPoint>(camera, _player->position() + Vec3D{0, 1.8, 0}, 0.3,
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Timeline::addAnimation<ATranslate>(AnimationListTag("camera_hor_oscil"),
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camera, -camera->left() / 6, 0.3,
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Animation::LoopOut::None,
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Animation::InterpolationType::Cos));
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Animation::InterpolationType::Cos);
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Timeline::addAnimation<AWait>(AnimationListTag("camera_hor_oscil"), 0);
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Timeline::addAnimation<ATranslate>(AnimationListTag("camera_hor_oscil"),
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camera, camera->left() / 6, 0.3,
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Animation::LoopOut::None,
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Animation::InterpolationType::Cos);
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Timeline::addAnimation<ATranslate>(AnimationListTag("camera_vert_oscil"),
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camera, -Vec3D{0, 1, 0} / 12, 0.15,
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Animation::LoopOut::None,
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Animation::InterpolationType::Cos);
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Timeline::addAnimation<AWait>(AnimationListTag("camera_vert_oscil"), 0);
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Timeline::addAnimation<ATranslate>(AnimationListTag("camera_vert_oscil"),
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camera, Vec3D{0, 1, 0} / 12, 0.15,
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Animation::LoopOut::None,
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Animation::InterpolationType::Cos);
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Timeline::addAnimation<AWait>(AnimationListTag("camera_vert_oscil"), 0);
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Timeline::addAnimation<ATranslate>(AnimationListTag("camera_vert_oscil"),
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camera, -Vec3D{0, 1, 0} / 12, 0.15,
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Animation::LoopOut::None,
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Animation::InterpolationType::Cos);
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Timeline::addAnimation<AWait>(AnimationListTag("camera_vert_oscil"), 0);
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Timeline::addAnimation<ATranslate>(AnimationListTag("camera_vert_oscil"),
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camera, Vec3D{0, 1, 0} / 12, 0.15,
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Animation::LoopOut::None,
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Animation::InterpolationType::Cos);
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Timeline::addAnimation<ATranslateToPoint>(AnimationListTag("camera_init"),
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camera, _player->position() + Vec3D{0, 1.8, 0},
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0.3,
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Animation::LoopOut::None,
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Animation::InterpolationType::Cos);
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}
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} else if (camera != nullptr && inRunning_old && !_inRunning) {
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Timeline::deleteAnimationList(AnimationListTag("camera_hor_oscil"));
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Timeline::deleteAnimationList(AnimationListTag("camera_vert_oscil"));
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Timeline::deleteAnimationList(AnimationListTag("camera_init"));
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Timeline::animate(AnimationListTag("camera_init"),
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std::make_shared<ATranslateToPoint>(camera, _player->position() + Vec3D{0, 1.8, 0}, 0.15,
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Timeline::addAnimation<ATranslateToPoint>(AnimationListTag("camera_init"),
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camera, _player->position() + Vec3D{0, 1.8, 0}, 0.15,
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Animation::LoopOut::None,
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Animation::InterpolationType::Cos));
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Animation::InterpolationType::Cos);
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}
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// Left and right
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36
Shooter.cpp
36
Shooter.cpp
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@ -5,17 +5,9 @@
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#include "Shooter.h"
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#include <fstream>
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#include <utility>
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#include "engine/animation/AColor.h"
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#include "engine/animation/AFunction.h"
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#include "engine/animation/ARotate.h"
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#include "engine/animation/Timeline.h"
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#include "engine/animation/Animations.h"
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#include "ShooterConsts.h"
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#include "engine/SoundController.h"
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#include "engine/animation/AAttractToPoint.h"
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#include "engine/animation/ARotateRelativePoint.h"
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#include "engine/animation/ATranslateToPoint.h"
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#include "engine/animation/AWait.h"
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#include "engine/animation/ATranslate.h"
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using namespace std;
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@ -199,7 +191,8 @@ void Shooter::drawStatsTable() {
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screen->drawText(client->lastEvent(), Vec2D{10, 10}, 25, sf::Color(0, 0, 0, 100));
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vector<shared_ptr<Player>> allPlayers;
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vector<shared_ptr < Player>>
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allPlayers;
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allPlayers.push_back(player);
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for (auto&[playerId, player] : client->players())
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allPlayers.push_back(player);
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@ -276,8 +269,8 @@ void Shooter::spawnPlayer(sf::Uint16 id) {
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world->body(ObjectNameTag(name + "_foot_2"))->translate(Vec3D{0.25, 0, 0});
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newPlayer->attach(world->body(ObjectNameTag(name + "_foot_2")));
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int colorBodyNum = static_cast<int> (static_cast<double>((rand()-1)) / RAND_MAX * 5.0);
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int colorFootNum = static_cast<int> (static_cast<double>((rand()-1)) / RAND_MAX * 5.0);
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int colorBodyNum = static_cast<int> (static_cast<double>((rand() - 1)) / RAND_MAX * 5.0);
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int colorFootNum = static_cast<int> (static_cast<double>((rand() - 1)) / RAND_MAX * 5.0);
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newPlayer->setColor(ShooterConsts::WHITE_COLORS[colorBodyNum]);
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world->body(ObjectNameTag(name + "_foot_1"))->setColor(ShooterConsts::DARK_COLORS[colorFootNum]);
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@ -301,11 +294,11 @@ void Shooter::addFireTrace(const Vec3D &from, const Vec3D &to) {
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world->addBody(std::make_shared<RigidBody>(Mesh::LineTo(ObjectNameTag(traceName), from, to, 0.05)));
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world->body(ObjectNameTag(traceName))->setCollider(false);
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Timeline::animate(AnimationListTag(traceName + "_fadeOut"),
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std::make_shared<AColor>(world->body(ObjectNameTag(traceName)), sf::Color{150, 150, 150, 0}));
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Timeline::animate(AnimationListTag(traceName + "_delete"),
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std::make_shared<AFunction>([this, traceName]() { removeFireTrace(ObjectNameTag(traceName)); }, 1,
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1));
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Timeline::addAnimation<AColor>(AnimationListTag(traceName + "_fadeOut"), world->body(ObjectNameTag(traceName)),
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sf::Color{150, 150, 150, 0});
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Timeline::addAnimation<AFunction>(AnimationListTag(traceName + "_delete"),
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[this, traceName]() { removeFireTrace(ObjectNameTag(traceName)); }, 1,
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1);
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}
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void Shooter::removeFireTrace(const ObjectNameTag &traceName) {
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@ -320,11 +313,12 @@ void Shooter::addBonus(const string &bonusName, const Vec3D &position) {
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world->addBody(std::make_shared<RigidBody>(ObjectNameTag(bonusName), "obj/" + name + ".obj", Vec3D{3, 3, 3}));
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world->body(ObjectNameTag(bonusName))->translateToPoint(position);
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world->body(ObjectNameTag(bonusName))->setCollider(false);
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world->body(ObjectNameTag(bonusName))->setSimpleHitBox(true);
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world->body(ObjectNameTag(bonusName))->setTrigger(true);
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Timeline::animate(AnimationListTag(bonusName + "_rotation"),
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std::make_shared<ARotate>(world->body(ObjectNameTag(bonusName)), Vec3D{0, 2 * Consts::PI, 0}, 4,
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Animation::LoopOut::Continue, Animation::InterpolationType::Linear));
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Timeline::addAnimation<ARotate>(AnimationListTag(bonusName + "_rotation"),
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world->body(ObjectNameTag(bonusName)),
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Vec3D{0, 2 * Consts::PI, 0}, 4,
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Animation::LoopOut::Continue,
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Animation::InterpolationType::Linear);
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}
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void Shooter::removeBonus(const ObjectNameTag &bonusName) {
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@ -8,13 +8,7 @@
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#include "engine/utils/Log.h"
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#include "engine/animation/Timeline.h"
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#include "ShooterMsgType.h"
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#include "engine/animation/AAttractToPoint.h"
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#include "engine/animation/ARotateRelativePoint.h"
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#include "engine/animation/ATranslateToPoint.h"
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#include "engine/animation/AWait.h"
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#include "engine/animation/AFunction.h"
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#include "engine/animation/ARotateLeft.h"
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#include "engine/animation/Animations.h"
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void ShooterClient::updatePacket() {
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sf::Packet packet;
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@ -74,19 +68,32 @@ void ShooterClient::processUpdate(sf::Packet &packet) {
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weapon->rotateLeft(buf[5] - _players[targetId]->headAngle());
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}
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if(isAnimate) {
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if(foot1 != nullptr && foot2 != nullptr && !Timeline::isInAnimList(AnimationListTag(name + "_foot1_rotation"))) {
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Timeline::animate(AnimationListTag(name + "_foot1_rotation"), std::make_shared<ARotateLeft>(foot1, 0.6, 0.2, Animation::LoopOut::None, Animation::InterpolationType::Linear));
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Timeline::animate(AnimationListTag(name + "_foot1_rotation"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag(name + "_foot1_rotation"), std::make_shared<ARotateLeft>(foot1, -1.2, 0.2, Animation::LoopOut::None, Animation::InterpolationType::Linear));
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Timeline::animate(AnimationListTag(name + "_foot1_rotation"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag(name + "_foot1_rotation"), std::make_shared<ARotateLeft>(foot1, 0.6, 0.2, Animation::LoopOut::None, Animation::InterpolationType::Linear));
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if (isAnimate) {
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if (foot1 != nullptr && foot2 != nullptr &&
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!Timeline::isInAnimList(AnimationListTag(name + "_foot1_rotation"))) {
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Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot1_rotation"),
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foot1, 0.6, 0.2, Animation::LoopOut::None,
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Animation::InterpolationType::Linear);
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Timeline::addAnimation<AWait>(AnimationListTag(name + "_foot1_rotation"), 0);
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Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot1_rotation"),
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foot1, -1.2, 0.2, Animation::LoopOut::None,
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Animation::InterpolationType::Linear);
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Timeline::addAnimation<AWait>(AnimationListTag(name + "_foot1_rotation"), 0);
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Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot1_rotation"),
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foot1, 0.6, 0.2, Animation::LoopOut::None,
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Animation::InterpolationType::Linear);
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Timeline::animate(AnimationListTag(name + "_foot2_rotation"), std::make_shared<ARotateLeft>(foot2, -0.6, 0.2, Animation::LoopOut::None, Animation::InterpolationType::Linear));
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Timeline::animate(AnimationListTag(name + "_foot2_rotation"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag(name + "_foot2_rotation"), std::make_shared<ARotateLeft>(foot2, 1.2, 0.2, Animation::LoopOut::None, Animation::InterpolationType::Linear));
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Timeline::animate(AnimationListTag(name + "_foot2_rotation"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag(name + "_foot2_rotation"), std::make_shared<ARotateLeft>(foot2, -0.6, 0.2, Animation::LoopOut::None, Animation::InterpolationType::Linear));
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Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot2_rotation"),
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foot2, -0.6, 0.2, Animation::LoopOut::None,
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Animation::InterpolationType::Linear);
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Timeline::addAnimation<AWait>(AnimationListTag(name + "_foot2_rotation"), 0);
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Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot2_rotation"),
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foot2, 1.2, 0.2, Animation::LoopOut::None,
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Animation::InterpolationType::Linear);
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Timeline::addAnimation<AWait>(AnimationListTag(name + "_foot2_rotation"), 0);
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Timeline::addAnimation<ARotateLeft>(AnimationListTag(name + "_foot2_rotation"),
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foot2, -0.6, 0.2, Animation::LoopOut::None,
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Animation::InterpolationType::Linear);
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}
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}
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@ -141,7 +148,7 @@ void ShooterClient::processCustomPacket(sf::Packet &packet) {
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_player->addDeath();
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auto camera = _player->attached(ObjectNameTag("Camera"));
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if(camera == nullptr) {
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if (camera == nullptr) {
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break;
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}
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@ -150,13 +157,18 @@ void ShooterClient::processCustomPacket(sf::Packet &packet) {
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camera->rotateLeft(-camera->angleLeftUpLookAt().x());
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camera->transform(Matrix4x4::Rotation(-_player->angle()));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<ATranslateToPoint>(camera, Vec3D(0, 30, -100)));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<ARotateRelativePoint>(camera, Vec3D(0), Vec3D{0, Consts::PI, 0}, 5, Animation::LoopOut::None, Animation::InterpolationType::Linear));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<AWait>(0));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<AFunction>([this, camera](){
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Timeline::addAnimation<ATranslateToPoint>(AnimationListTag("camera_anim"),
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camera, Vec3D(0, 30, -100));
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Timeline::addAnimation<AWait>(AnimationListTag("camera_anim"), 0);
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Timeline::addAnimation<ARotateRelativePoint>(AnimationListTag("camera_anim"),
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camera, Vec3D(0), Vec3D{0, Consts::PI, 0},
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5, Animation::LoopOut::None,
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Animation::InterpolationType::Linear);
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Timeline::addAnimation<AWait>(AnimationListTag("camera_anim"), 0);
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Timeline::addAnimation<AFunction>(AnimationListTag("camera_anim"), [this, camera]() {
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// respawn
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_player->translateToPoint(Vec3D{50.0 * (-1 + 2.0 * (double) rand() / RAND_MAX), 30.0 * (double) rand() / RAND_MAX,
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_player->translateToPoint(
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Vec3D{50.0 * (-1 + 2.0 * (double) rand() / RAND_MAX), 30.0 * (double) rand() / RAND_MAX,
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50.0 * (-1 + 2.0 * (double) rand() / RAND_MAX)});
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_player->reInitWeapons();
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_player->setFullAbility();
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@ -167,7 +179,7 @@ void ShooterClient::processCustomPacket(sf::Packet &packet) {
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camera->translateToPoint(_player->position() + Vec3D{0, 1.8, 0});
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_player->attach(camera);
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}, 1, 0.1));
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}, 1, 0.1);
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SoundController::playSound(SoundTag("death"), ShooterConsts::DEATH_SOUND);
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@ -11,7 +11,7 @@
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namespace Consts {
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const int STANDARD_SCREEN_WIDTH = 1920;
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const int STANDARD_SCREEN_HEIGHT = 1920;
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const int STANDARD_SCREEN_HEIGHT = 1080;
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const sf::Color BACKGROUND_COLOR = sf::Color(255, 255, 255);
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const std::string PROJECT_NAME = "engine";
|
||||
const bool USE_LOG_FILE = true;
|
||||
|
|
|
@ -39,10 +39,6 @@ Mesh::Mesh(ObjectNameTag nameTag, const std::string &filename, const Vec3D &scal
|
|||
Mesh::Mesh(ObjectNameTag nameTag, const vector<Triangle> &tries) : Object(std::move(nameTag)), _tris(tries) {
|
||||
}
|
||||
|
||||
Mesh Mesh::Obj(ObjectNameTag nameTag, const std::string &filename) {
|
||||
return Mesh(std::move(nameTag), filename);
|
||||
}
|
||||
|
||||
void Mesh::setColor(const sf::Color &c) {
|
||||
_color = c;
|
||||
|
||||
|
@ -107,7 +103,6 @@ void Mesh::setTriangles(vector<Triangle>&& t) {
|
|||
}
|
||||
|
||||
Mesh::~Mesh() {
|
||||
_tris.clear();
|
||||
delete[] _geometry;
|
||||
}
|
||||
|
||||
|
|
|
@ -54,8 +54,6 @@ public:
|
|||
|
||||
~Mesh() override;
|
||||
|
||||
Mesh static Obj(ObjectNameTag nameTag, const std::string &filename);
|
||||
|
||||
Mesh static LineTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double line_width = 0.1,
|
||||
const sf::Color &color = {150, 150, 150, 100});
|
||||
|
||||
|
|
|
@ -7,6 +7,13 @@
|
|||
#include "Object.h"
|
||||
#include "Matrix4x4.h"
|
||||
|
||||
bool ObjectNameTag::contains(const ObjectNameTag &nameTag) const {
|
||||
if(_name.find(nameTag.str()) != std::string::npos) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void Object::transform(const Matrix4x4 &t) {
|
||||
_transformMatrix = t * _transformMatrix;
|
||||
|
||||
|
|
|
@ -23,10 +23,10 @@ public:
|
|||
[[nodiscard]] std::string str() const { return _name; }
|
||||
|
||||
bool operator==(const ObjectNameTag &tag) const { return _name == tag._name; }
|
||||
|
||||
bool operator!=(const ObjectNameTag &tag) const { return _name != tag._name; }
|
||||
|
||||
bool operator<(const ObjectNameTag &tag) const { return _name < tag._name; }
|
||||
|
||||
[[nodiscard]] bool contains(const ObjectNameTag& nameTag) const;
|
||||
};
|
||||
|
||||
class Object {
|
||||
|
@ -52,7 +52,7 @@ private:
|
|||
public:
|
||||
explicit Object(ObjectNameTag nameTag) : _nameTag(std::move(nameTag)) {};
|
||||
|
||||
Object(const Object &object) : _nameTag(object.name()), _transformMatrix(object.model()) {};
|
||||
Object(const Object &object) = default;
|
||||
|
||||
// TODO: implement rotations using quaternions (?)
|
||||
void transform(const Matrix4x4 &t);
|
||||
|
|
|
@ -11,78 +11,16 @@
|
|||
#include "utils/Log.h"
|
||||
|
||||
ResourceManager *ResourceManager::_instance = nullptr;
|
||||
bool ResourceManager::_validInstance = false;
|
||||
|
||||
|
||||
void ResourceManager::init() {
|
||||
delete _instance;
|
||||
_instance = new ResourceManager();
|
||||
_validInstance = true;
|
||||
|
||||
Log::log("ResourceManager::init(): resource manager was initialized");
|
||||
}
|
||||
|
||||
void ResourceManager::unloadTextures() {
|
||||
int texturesCounter = _instance->_textures.size();
|
||||
for (auto &_texture : _instance->_textures) {
|
||||
_texture.second.reset();
|
||||
}
|
||||
_instance->_textures.clear();
|
||||
|
||||
Log::log("ResourceManager::unloadTextures(): all " + std::to_string(texturesCounter) + " textures was unloaded");
|
||||
|
||||
}
|
||||
|
||||
void ResourceManager::unloadSoundBuffers() {
|
||||
int soundBuffersCounter = _instance->_soundBuffers.size();
|
||||
for (auto &_soundBuffer : _instance->_soundBuffers) {
|
||||
_soundBuffer.second.reset();
|
||||
}
|
||||
_instance->_soundBuffers.clear();
|
||||
|
||||
Log::log("ResourceManager::unloadSoundBuffers(): all " + std::to_string(soundBuffersCounter) +
|
||||
" soundBuffers was unloaded");
|
||||
}
|
||||
|
||||
void ResourceManager::unloadFonts() {
|
||||
int fontsCounter = _instance->_fonts.size();
|
||||
for (auto &_font : _instance->_fonts) {
|
||||
_font.second.reset();
|
||||
}
|
||||
_instance->_fonts.clear();
|
||||
|
||||
Log::log("ResourceManager::unloadFonts(): all " + std::to_string(fontsCounter) + " fonts was unloaded");
|
||||
}
|
||||
|
||||
void ResourceManager::unloadObjects() {
|
||||
int objCounter = _instance->_objects.size();
|
||||
_instance->_objects.clear();
|
||||
|
||||
Log::log("ResourceManager::unloadObjects(): all " + std::to_string(objCounter) + " objects was unloaded");
|
||||
}
|
||||
|
||||
void ResourceManager::unloadAllResources() {
|
||||
if (!_validInstance) {
|
||||
return;
|
||||
}
|
||||
|
||||
unloadTextures();
|
||||
unloadSoundBuffers();
|
||||
unloadFonts();
|
||||
unloadObjects();
|
||||
|
||||
Log::log("ResourceManager::unloadAllResources(): all resources was unloaded");
|
||||
}
|
||||
|
||||
void ResourceManager::free() {
|
||||
unloadAllResources();
|
||||
_validInstance = false;
|
||||
delete _instance;
|
||||
|
||||
Log::log("ResourceManager::free(): pointer to 'ResourceManager' was freed");
|
||||
}
|
||||
|
||||
std::shared_ptr<sf::Texture> ResourceManager::loadTexture(const std::string &filename) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
@ -109,7 +47,7 @@ std::shared_ptr<sf::Texture> ResourceManager::loadTexture(const std::string &fil
|
|||
}
|
||||
|
||||
std::shared_ptr<sf::SoundBuffer> ResourceManager::loadSoundBuffer(const std::string &filename) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
@ -135,7 +73,7 @@ std::shared_ptr<sf::SoundBuffer> ResourceManager::loadSoundBuffer(const std::str
|
|||
}
|
||||
|
||||
std::shared_ptr<sf::Font> ResourceManager::loadFont(const std::string &filename) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
@ -165,7 +103,7 @@ std::vector<std::shared_ptr<Mesh>> ResourceManager::loadObjects(const std::strin
|
|||
std::vector<std::shared_ptr<Mesh>> objects{};
|
||||
std::map<std::string, sf::Color> maters{};
|
||||
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return objects;
|
||||
}
|
||||
|
||||
|
@ -241,3 +179,75 @@ std::vector<std::shared_ptr<Mesh>> ResourceManager::loadObjects(const std::strin
|
|||
|
||||
return objects;
|
||||
}
|
||||
|
||||
void ResourceManager::unloadTextures() {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
int texturesCounter = _instance->_textures.size();
|
||||
for (auto &_texture : _instance->_textures) {
|
||||
_texture.second.reset();
|
||||
}
|
||||
_instance->_textures.clear();
|
||||
|
||||
Log::log("ResourceManager::unloadTextures(): all " + std::to_string(texturesCounter) + " textures was unloaded");
|
||||
}
|
||||
|
||||
void ResourceManager::unloadSoundBuffers() {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
int soundBuffersCounter = _instance->_soundBuffers.size();
|
||||
for (auto &_soundBuffer : _instance->_soundBuffers) {
|
||||
_soundBuffer.second.reset();
|
||||
}
|
||||
_instance->_soundBuffers.clear();
|
||||
|
||||
Log::log("ResourceManager::unloadSoundBuffers(): all " + std::to_string(soundBuffersCounter) +
|
||||
" soundBuffers was unloaded");
|
||||
}
|
||||
|
||||
void ResourceManager::unloadFonts() {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
int fontsCounter = _instance->_fonts.size();
|
||||
for (auto &_font : _instance->_fonts) {
|
||||
_font.second.reset();
|
||||
}
|
||||
_instance->_fonts.clear();
|
||||
|
||||
Log::log("ResourceManager::unloadFonts(): all " + std::to_string(fontsCounter) + " fonts was unloaded");
|
||||
}
|
||||
|
||||
void ResourceManager::unloadObjects() {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
int objCounter = _instance->_objects.size();
|
||||
_instance->_objects.clear();
|
||||
|
||||
Log::log("ResourceManager::unloadObjects(): all " + std::to_string(objCounter) + " objects was unloaded");
|
||||
}
|
||||
|
||||
void ResourceManager::unloadAllResources() {
|
||||
unloadTextures();
|
||||
unloadSoundBuffers();
|
||||
unloadFonts();
|
||||
unloadObjects();
|
||||
|
||||
Log::log("ResourceManager::unloadAllResources(): all resources was unloaded");
|
||||
}
|
||||
|
||||
void ResourceManager::free() {
|
||||
unloadAllResources();
|
||||
|
||||
delete _instance;
|
||||
_instance = nullptr;
|
||||
|
||||
Log::log("ResourceManager::free(): pointer to 'ResourceManager' was freed");
|
||||
}
|
||||
|
|
|
@ -20,7 +20,6 @@ private:
|
|||
std::map<std::string, std::vector<std::shared_ptr<Mesh>>> _objects;
|
||||
|
||||
static ResourceManager *_instance;
|
||||
static bool _validInstance;
|
||||
|
||||
ResourceManager() = default;
|
||||
|
||||
|
|
|
@ -7,18 +7,17 @@
|
|||
#include "utils/Log.h"
|
||||
|
||||
SoundController *SoundController::_instance = nullptr;
|
||||
bool SoundController::_validInstance = false;
|
||||
|
||||
|
||||
void SoundController::init() {
|
||||
delete _instance;
|
||||
_instance = new SoundController();
|
||||
_validInstance = true;
|
||||
|
||||
Log::log("SoundController::init(): sound controller was initialized");
|
||||
}
|
||||
|
||||
void SoundController::playSound(const SoundTag &soundTag, const std::string &filename) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -26,36 +25,30 @@ void SoundController::playSound(const SoundTag &soundTag, const std::string &fil
|
|||
_instance->_sounds.emplace(soundTag, sf::Sound(*ResourceManager::loadSoundBuffer(filename)));
|
||||
}
|
||||
_instance->_sounds[soundTag].play();
|
||||
|
||||
Log::log("SoundController::playSound(): play sound '" + soundTag.str() + "'");
|
||||
}
|
||||
|
||||
void SoundController::pauseSound(const SoundTag &soundTag) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (_instance->_sounds.count(soundTag) > 0) {
|
||||
_instance->_sounds[soundTag].pause();
|
||||
}
|
||||
|
||||
Log::log("SoundController::pauseSound(): sound '" + soundTag.str() + "' was paused");
|
||||
}
|
||||
|
||||
void SoundController::stopSound(const SoundTag &soundTag) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (_instance->_sounds.count(soundTag) > 0) {
|
||||
_instance->_sounds[soundTag].stop();
|
||||
}
|
||||
|
||||
Log::log("SoundController::stopSound(): sound '" + soundTag.str() + "' was stopped");
|
||||
}
|
||||
|
||||
sf::Sound::Status SoundController::getStatus(const SoundTag &soundTag) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return sf::Sound::Status::Stopped;
|
||||
}
|
||||
|
||||
|
@ -67,15 +60,15 @@ sf::Sound::Status SoundController::getStatus(const SoundTag &soundTag) {
|
|||
}
|
||||
|
||||
void SoundController::free() {
|
||||
if (_validInstance) {
|
||||
if (_instance != nullptr) {
|
||||
for (auto&[soundTag, sound] : _instance->_sounds) {
|
||||
stopSound(soundTag);
|
||||
}
|
||||
_instance->_sounds.clear();
|
||||
}
|
||||
|
||||
_validInstance = false;
|
||||
delete _instance;
|
||||
_instance = nullptr;
|
||||
|
||||
Log::log("SoundController::free(): pointer to 'SoundController' was freed");
|
||||
}
|
||||
|
|
|
@ -30,7 +30,6 @@ private:
|
|||
std::map<SoundTag, sf::Sound> _sounds;
|
||||
|
||||
static SoundController *_instance;
|
||||
static bool _validInstance;
|
||||
|
||||
SoundController() = default;
|
||||
|
||||
|
|
|
@ -19,7 +19,7 @@ void World::addBody(std::shared_ptr<RigidBody> body) {
|
|||
}
|
||||
|
||||
void World::loadBody(const ObjectNameTag &tag, const string &filename, const Vec3D &scale) {
|
||||
_objects.emplace(tag, std::make_shared<RigidBody>(Mesh(tag, filename, scale)));
|
||||
_objects.emplace(tag, std::make_shared<RigidBody>(tag, filename, scale));
|
||||
Log::log("World::loadBody(): inserted body from " + filename + " with title '" + tag.str() + "' with " +
|
||||
std::to_string(_objects[tag]->triangles().size()) + " tris.");
|
||||
}
|
||||
|
@ -45,7 +45,7 @@ IntersectionInformation World::rayCast(const Vec3D &from, const Vec3D &to, const
|
|||
|
||||
bool escapeThisBody = false;
|
||||
for (auto &escapeTag : tagsToSkip) {
|
||||
if (name.str().find(escapeTag) != std::string::npos) {
|
||||
if (name.contains(ObjectNameTag(escapeTag))) {
|
||||
escapeThisBody = true;
|
||||
break;
|
||||
}
|
||||
|
@ -78,7 +78,7 @@ IntersectionInformation World::rayCast(const Vec3D &from, const Vec3D &to, const
|
|||
void World::loadMap(const std::string &filename, const Vec3D &scale) {
|
||||
auto objs = ResourceManager::loadObjects(filename);
|
||||
for (auto &i : objs) {
|
||||
std::shared_ptr<RigidBody> obj = std::make_shared<RigidBody>(*i);
|
||||
std::shared_ptr<RigidBody> obj = std::make_shared<RigidBody>(*i, false);
|
||||
addBody(obj);
|
||||
obj->scale(scale);
|
||||
}
|
||||
|
@ -122,9 +122,9 @@ void World::checkCollision(const ObjectNameTag &tag) {
|
|||
}
|
||||
|
||||
void World::update() {
|
||||
for (auto &m : _objects) {
|
||||
m.second->updatePhysicsState();
|
||||
checkCollision(m.first);
|
||||
for (auto &[nameTag, obj] : _objects) {
|
||||
obj->updatePhysicsState();
|
||||
checkCollision(nameTag);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -23,28 +23,23 @@ struct IntersectionInformation final {
|
|||
class World final {
|
||||
private:
|
||||
std::map<ObjectNameTag, std::shared_ptr<RigidBody>> _objects;
|
||||
public:
|
||||
World() = default;
|
||||
|
||||
void checkCollision(const ObjectNameTag &tag);
|
||||
public:
|
||||
World() = default;
|
||||
|
||||
void update();
|
||||
|
||||
void addBody(std::shared_ptr<RigidBody> mesh);
|
||||
|
||||
std::shared_ptr<RigidBody> body(const ObjectNameTag &tag);
|
||||
|
||||
void removeBody(const ObjectNameTag &tag);
|
||||
|
||||
void loadBody(const ObjectNameTag &tag, const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
|
||||
void loadMap(const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
|
||||
|
||||
// std::string skipTags is a string that consist of all objects we want to skip in ray casting
|
||||
IntersectionInformation rayCast(const Vec3D &from, const Vec3D &to, const std::string &skipTags = "");
|
||||
|
||||
void loadMap(const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
|
||||
|
||||
std::map<ObjectNameTag, std::shared_ptr<RigidBody>>::iterator begin() { return _objects.begin(); }
|
||||
|
||||
std::map<ObjectNameTag, std::shared_ptr<RigidBody>>::iterator end() { return _objects.end(); }
|
||||
};
|
||||
|
||||
|
|
|
@ -15,12 +15,14 @@ private:
|
|||
const double _valueToAttract;
|
||||
|
||||
void update() override {
|
||||
if (_object.expired()) {
|
||||
auto obj = _object.lock();
|
||||
|
||||
if (obj == nullptr) {
|
||||
stop();
|
||||
return;
|
||||
}
|
||||
|
||||
_object.lock()->attractToPoint(_targetPoint, _valueToAttract * dprogress());
|
||||
obj->attractToPoint(_targetPoint, _valueToAttract * dprogress());
|
||||
}
|
||||
|
||||
public:
|
||||
|
|
|
@ -5,8 +5,6 @@
|
|||
#ifndef ENGINE_ACOLOR_H
|
||||
#define ENGINE_ACOLOR_H
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "Animation.h"
|
||||
#include "../Mesh.h"
|
||||
|
||||
|
@ -19,21 +17,23 @@ private:
|
|||
bool _started = false;
|
||||
|
||||
void update() override {
|
||||
if (_mesh.expired()) {
|
||||
auto mesh = _mesh.lock();
|
||||
|
||||
if (mesh == nullptr) {
|
||||
stop();
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_started) {
|
||||
_started = true;
|
||||
_startColor = _mesh.lock()->color();
|
||||
_startColor = mesh->color();
|
||||
}
|
||||
|
||||
Vec4D start(_startColor.r, _startColor.g, _startColor.b, _startColor.a);
|
||||
Vec4D end(_newColor.r, _newColor.g, _newColor.b, _newColor.a);
|
||||
Vec4D mid = start + (end - start) * progress();
|
||||
|
||||
_mesh.lock()->setColor(sf::Color(static_cast<sf::Uint8>(mid.x()), static_cast<sf::Uint8>(mid.y()),
|
||||
mesh->setColor(sf::Color(static_cast<sf::Uint8>(mid.x()), static_cast<sf::Uint8>(mid.y()),
|
||||
static_cast<sf::Uint8>(mid.z()), static_cast<sf::Uint8>(mid.w())));
|
||||
}
|
||||
|
||||
|
@ -41,7 +41,7 @@ public:
|
|||
AColor(std::weak_ptr<Mesh> mesh, const sf::Color &color, double duration = 1, LoopOut looped = LoopOut::None,
|
||||
InterpolationType interpolationType = InterpolationType::Linear) : Animation(duration, looped,
|
||||
interpolationType),
|
||||
_mesh(std::move(mesh)), _newColor(color) {
|
||||
_mesh(mesh), _newColor(color) {
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -5,8 +5,6 @@
|
|||
#ifndef ENGINE_AFUNCTION_H
|
||||
#define ENGINE_AFUNCTION_H
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "Animation.h"
|
||||
|
||||
class AFunction final : public Animation {
|
||||
|
|
|
@ -5,8 +5,6 @@
|
|||
#ifndef ENGINE_AROTATE_H
|
||||
#define ENGINE_AROTATE_H
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "Animation.h"
|
||||
#include "../Object.h"
|
||||
|
||||
|
@ -16,12 +14,14 @@ private:
|
|||
const Vec3D _rotationValue;
|
||||
|
||||
void update() override {
|
||||
if (_object.expired()) {
|
||||
auto obj = _object.lock();
|
||||
|
||||
if (obj == nullptr) {
|
||||
stop();
|
||||
return;
|
||||
}
|
||||
|
||||
_object.lock()->rotate(_rotationValue * dprogress());
|
||||
obj->rotate(_rotationValue * dprogress());
|
||||
}
|
||||
|
||||
public:
|
||||
|
|
|
@ -5,8 +5,6 @@
|
|||
#ifndef SHOOTER_AROTATELEFT_H
|
||||
#define SHOOTER_AROTATELEFT_H
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "Animation.h"
|
||||
#include "../Object.h"
|
||||
|
||||
|
@ -16,12 +14,14 @@ private:
|
|||
const double _rotationValue;
|
||||
|
||||
void update() override {
|
||||
if (_object.expired()) {
|
||||
auto obj = _object.lock();
|
||||
|
||||
if (obj == nullptr) {
|
||||
stop();
|
||||
return;
|
||||
}
|
||||
|
||||
_object.lock()->rotateLeft(_rotationValue*dprogress());
|
||||
obj->rotateLeft(_rotationValue*dprogress());
|
||||
}
|
||||
|
||||
public:
|
||||
|
|
|
@ -5,8 +5,6 @@
|
|||
#ifndef SHOOTER_AROTATERELATIVEPOINT_H
|
||||
#define SHOOTER_AROTATERELATIVEPOINT_H
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "Animation.h"
|
||||
#include "../Object.h"
|
||||
|
||||
|
@ -17,13 +15,14 @@ private:
|
|||
const Vec3D _rotationValue;
|
||||
|
||||
void update() override {
|
||||
auto obj = _object.lock();
|
||||
|
||||
if (_object.expired()) {
|
||||
if (obj == nullptr) {
|
||||
stop();
|
||||
return;
|
||||
}
|
||||
|
||||
_object.lock()->rotateRelativePoint(_targetPoint, _rotationValue * dprogress());
|
||||
obj->rotateRelativePoint(_targetPoint, _rotationValue * dprogress());
|
||||
}
|
||||
|
||||
public:
|
||||
|
|
|
@ -5,8 +5,6 @@
|
|||
#ifndef ENGINE_ASCALE_H
|
||||
#define ENGINE_ASCALE_H
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "Animation.h"
|
||||
#include "../physics/RigidBody.h"
|
||||
|
||||
|
@ -16,19 +14,21 @@ private:
|
|||
const Vec3D _scalingValue;
|
||||
|
||||
void update() override {
|
||||
if (_object.expired()) {
|
||||
auto obj = _object.lock();
|
||||
|
||||
if (obj == nullptr) {
|
||||
stop();
|
||||
return;
|
||||
}
|
||||
|
||||
auto object = _object.lock();
|
||||
std::vector<Triangle> newTriangles;
|
||||
newTriangles.reserve(object->triangles().size());
|
||||
for (auto &t : object->triangles()) {
|
||||
newTriangles.emplace_back(
|
||||
t * Matrix4x4::Scale(Vec3D{1, 1, 1} + (_scalingValue - Vec3D{1, 1, 1}) * progress()));
|
||||
newTriangles.reserve(obj->triangles().size());
|
||||
for (auto &t : obj->triangles()) {
|
||||
newTriangles.emplace_back(t * Matrix4x4::Scale(Vec3D{1, 1, 1} +
|
||||
(_scalingValue - Vec3D{1, 1, 1}) * progress())
|
||||
);
|
||||
}
|
||||
object.lock()->setTriangles(std::move(newTriangles));
|
||||
obj->setTriangles(std::move(newTriangles));
|
||||
}
|
||||
|
||||
public:
|
||||
|
|
|
@ -5,8 +5,6 @@
|
|||
#ifndef ENGINE_ATRANSLATE_H
|
||||
#define ENGINE_ATRANSLATE_H
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "Animation.h"
|
||||
#include "../Object.h"
|
||||
|
||||
|
@ -16,19 +14,21 @@ private:
|
|||
const Vec3D _translationValue;
|
||||
|
||||
void update() override {
|
||||
if (_object.expired()) {
|
||||
auto obj = _object.lock();
|
||||
|
||||
if (obj == nullptr) {
|
||||
stop();
|
||||
return;
|
||||
}
|
||||
|
||||
_object.lock()->translate(_translationValue * dprogress());
|
||||
obj->translate(_translationValue * dprogress());
|
||||
}
|
||||
|
||||
public:
|
||||
ATranslate(std::weak_ptr<Object> object, const Vec3D &t, double duration = 1, LoopOut looped = LoopOut::None,
|
||||
InterpolationType interpolationType = InterpolationType::Bezier) : Animation(duration, looped,
|
||||
interpolationType),
|
||||
_object(std::move(object)),
|
||||
_object(object),
|
||||
_translationValue(t) {
|
||||
}
|
||||
};
|
||||
|
|
|
@ -5,8 +5,6 @@
|
|||
#ifndef ENGINE_ATRANSLATETOPOINT_H
|
||||
#define ENGINE_ATRANSLATETOPOINT_H
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "Animation.h"
|
||||
#include "../Object.h"
|
||||
|
||||
|
@ -19,7 +17,9 @@ private:
|
|||
bool _started = false;
|
||||
|
||||
void update() override {
|
||||
if (_object.expired()) {
|
||||
auto obj = _object.lock();
|
||||
|
||||
if (obj == nullptr) {
|
||||
stop();
|
||||
return;
|
||||
}
|
||||
|
@ -28,7 +28,7 @@ private:
|
|||
_started = true;
|
||||
_translationValue = _targetPoint - _object.lock()->position();
|
||||
}
|
||||
_object.lock()->translate(_translationValue * dprogress());
|
||||
obj->translate(_translationValue * dprogress());
|
||||
}
|
||||
|
||||
public:
|
||||
|
|
|
@ -3,9 +3,11 @@
|
|||
//
|
||||
|
||||
#include "Animation.h"
|
||||
#include "../Consts.h"
|
||||
#include "../utils/Time.h"
|
||||
|
||||
Animation::Animation(double duration, Animation::LoopOut looped, Animation::InterpolationType intType, bool waitFor)
|
||||
: _duration(duration), _looped(looped), _intType(intType), _waitFor(waitFor) {
|
||||
Animation::Animation(double duration, Animation::LoopOut looped, Animation::InterpolationType intType, bool waitForFinish)
|
||||
: _duration(duration), _looped(looped), _intType(intType), _waitForFinish(waitForFinish) {
|
||||
}
|
||||
|
||||
bool Animation::updateState() {
|
||||
|
|
|
@ -5,10 +5,7 @@
|
|||
#ifndef ENGINE_ANIMATION_H
|
||||
#define ENGINE_ANIMATION_H
|
||||
|
||||
#include "../utils/Time.h"
|
||||
#include "../Triangle.h"
|
||||
#include "Interpolation.h"
|
||||
#include "../Vec2D.h"
|
||||
|
||||
class Animation {
|
||||
public:
|
||||
|
@ -32,8 +29,9 @@ private:
|
|||
double _progress = 0;
|
||||
double _dprogress = 0;
|
||||
|
||||
// If '_waitFor' == true then we need to finish all animation before starting this one. (for example for a_wait() or a_scale())
|
||||
const bool _waitFor = false;
|
||||
// If '_waitForFinish' == true then we need to finish all animation before starting this one. (for example AWait)
|
||||
// In addition new animations in particular animation list will be started only after finishing this animation.
|
||||
const bool _waitForFinish = false;
|
||||
const double _duration = 0;
|
||||
const LoopOut _looped = LoopOut::None;
|
||||
const InterpolationType _intType = InterpolationType::Bezier;
|
||||
|
@ -41,22 +39,20 @@ private:
|
|||
// You should override this method for your particular animation
|
||||
virtual void update() = 0;
|
||||
|
||||
protected:
|
||||
[[nodiscard]] double progress() const { return _progress; }
|
||||
[[nodiscard]] double dprogress() const { return _dprogress; }
|
||||
|
||||
void stop() { _finished = true; }
|
||||
|
||||
public:
|
||||
Animation(double duration, LoopOut looped, InterpolationType intType, bool _waitFor = false);
|
||||
|
||||
virtual ~Animation() = default;
|
||||
|
||||
[[nodiscard]] bool waitFor() const { return _waitFor; }
|
||||
|
||||
bool updateState();
|
||||
|
||||
[[nodiscard]] double progress() const { return _progress; }
|
||||
|
||||
[[nodiscard]] double dprogress() const { return _dprogress; }
|
||||
|
||||
void stop() { _finished = true; }
|
||||
|
||||
[[nodiscard]] bool isFinished() const { return _finished; }
|
||||
[[nodiscard]] bool isWaitingForFinish() const { return _waitForFinish; }
|
||||
};
|
||||
|
||||
#endif //INC_3DZAVR_ANIMATION_H
|
||||
|
|
|
@ -0,0 +1,21 @@
|
|||
//
|
||||
// Created by Иван Ильин on 09.11.2021.
|
||||
//
|
||||
|
||||
#ifndef SHOOTER_ANIMATIONS_H
|
||||
#define SHOOTER_ANIMATIONS_H
|
||||
|
||||
#include "Timeline.h"
|
||||
|
||||
#include "AAttractToPoint.h"
|
||||
#include "AColor.h"
|
||||
#include "AFunction.h"
|
||||
#include "ARotate.h"
|
||||
#include "ARotateLeft.h"
|
||||
#include "ARotateRelativePoint.h"
|
||||
#include "AScale.h"
|
||||
#include "ATranslate.h"
|
||||
#include "ATranslateToPoint.h"
|
||||
#include "AWait.h"
|
||||
|
||||
#endif //SHOOTER_ANIMATIONS_H
|
|
@ -0,0 +1,71 @@
|
|||
//
|
||||
// Created by Иван Ильин on 09.11.2021.
|
||||
//
|
||||
#include <cmath>
|
||||
|
||||
#include "Interpolation.h"
|
||||
#include "../Consts.h"
|
||||
|
||||
double Interpolation::Linear(double t) {
|
||||
if (t < 0) {
|
||||
t = -t;
|
||||
}
|
||||
int integer = static_cast<int>(t);
|
||||
|
||||
return (integer % 2) ? 1.0 - (t - integer) : (t - integer);
|
||||
}
|
||||
|
||||
double Interpolation::Bezier(const Vec2D &p1, const Vec2D &p2, double t) {
|
||||
// TODO: implement bezier curve without finding the root of equation
|
||||
t = Interpolation::Linear(t);
|
||||
|
||||
double h = Consts::EPS;
|
||||
double eps = Consts::EPS;
|
||||
|
||||
// We are trying to find 's' when px = t
|
||||
auto f = [=](double s) {
|
||||
return 3.0 * (1.0 - s) * (1.0 - s) * s * p1.x() + 3.0 * (1.0 - s) * s * s * p2.x() + s * s * s - t;
|
||||
};
|
||||
// Using found 's' we will calculate resulting py
|
||||
auto py = [=](double s) {
|
||||
return 3.0 * (1.0 - s) * (1.0 - s) * s * p1.y() + 3.0 * (1.0 - s) * s * s * p2.y() + s * s * s;
|
||||
};
|
||||
|
||||
auto df = [=](double s) {
|
||||
return (f(s + h) - f(s - h)) / (2.0 * h);
|
||||
};
|
||||
|
||||
// Newton method
|
||||
double s1 = 0.0, s2 = 0.5;
|
||||
int i = 0;
|
||||
|
||||
while (std::abs(s1 - s2) > eps) {
|
||||
s1 = s2;
|
||||
s2 = s1 - f(s1) / df(s1);
|
||||
i++;
|
||||
}
|
||||
|
||||
return py(s1);
|
||||
}
|
||||
|
||||
double Interpolation::Bouncing(double t) {
|
||||
t = Interpolation::Linear(t);
|
||||
return 0.5 * (1.0 / (1.0 + exp(10.0 * (-4.0 * t + 0.8))) +
|
||||
(1.0 + 2.5 * sin(50.0 * (t - 1.0 / 3.0)) * exp(-7.0 * t)) / (1.0 + exp(10.0 * (-15.0 * t + 3.1))));
|
||||
}
|
||||
|
||||
double Interpolation::dLinear(double t, double dt) {
|
||||
return ((int) trunc(t) % 2) ? -dt : dt;
|
||||
}
|
||||
|
||||
double Interpolation::dCos(double t, double dt) {
|
||||
return 0.5 * Consts::PI * sin(Consts::PI * t) * dt;
|
||||
}
|
||||
|
||||
double Interpolation::dBezier(const Vec2D &p1, const Vec2D &p2, double t, double dt) {
|
||||
return Interpolation::Bezier(p1, p2, t + dt) - Interpolation::Bezier(p1, p2, t);
|
||||
}
|
||||
|
||||
double Interpolation::dBouncing(double t, double dt) {
|
||||
return Bouncing(t + dt) - Bouncing(t);
|
||||
}
|
|
@ -5,95 +5,22 @@
|
|||
#ifndef ENGINE_INTERPOLATION_H
|
||||
#define ENGINE_INTERPOLATION_H
|
||||
|
||||
#include <cmath>
|
||||
|
||||
#include "../Vec2D.h"
|
||||
#include "../Consts.h"
|
||||
|
||||
namespace Interpolation {
|
||||
static double Linear(double t);
|
||||
double Linear(double t);
|
||||
|
||||
static double Cos(double t);
|
||||
double Bezier(const Vec2D &p1, const Vec2D &p2, double t);
|
||||
|
||||
static double Bezier(const Vec2D &p1, const Vec2D &p2, double t);
|
||||
double Bouncing(double t);
|
||||
|
||||
static double Bouncing(double t);
|
||||
double dLinear(double t, double dt);
|
||||
|
||||
static double dLinear(double t, double dt);
|
||||
double dCos(double t, double dt);
|
||||
|
||||
static double dCos(double t, double dt);
|
||||
double dBezier(const Vec2D &p1, const Vec2D &p2, double t, double dt);
|
||||
|
||||
static double dBezier(const Vec2D &p1, const Vec2D &p2, double t, double dt);
|
||||
|
||||
static double dBouncing(double t, double dt);
|
||||
double dBouncing(double t, double dt);
|
||||
};
|
||||
|
||||
double Interpolation::Linear(double t) {
|
||||
if (t < 0) {
|
||||
t = -t;
|
||||
}
|
||||
int integer = static_cast<int>(t);
|
||||
|
||||
return (integer % 2) ? 1.0 - (t - integer) : (t - integer);
|
||||
}
|
||||
|
||||
double Interpolation::Cos(double t) {
|
||||
return 0.5 * (1 - cos(Consts::PI * Interpolation::Linear(t)));
|
||||
}
|
||||
|
||||
double Interpolation::Bezier(const Vec2D &p1, const Vec2D &p2, double t) {
|
||||
// TODO: implement bezier curve without finding the root of equation
|
||||
t = Interpolation::Linear(t);
|
||||
|
||||
double h = Consts::EPS;
|
||||
double eps = Consts::EPS;
|
||||
|
||||
// We are trying to find 's' when px = t
|
||||
auto f = [=](double s) {
|
||||
return 3.0 * (1.0 - s) * (1.0 - s) * s * p1.x() + 3.0 * (1.0 - s) * s * s * p2.x() + s * s * s - t;
|
||||
};
|
||||
// Using found 's' we will calculate resulting py
|
||||
auto py = [=](double s) {
|
||||
return 3.0 * (1.0 - s) * (1.0 - s) * s * p1.y() + 3.0 * (1.0 - s) * s * s * p2.y() + s * s * s;
|
||||
};
|
||||
|
||||
auto df = [=](double s) {
|
||||
return (f(s + h) - f(s - h)) / (2.0 * h);
|
||||
};
|
||||
|
||||
// Newton method
|
||||
double s1 = 0.0, s2 = 0.5;
|
||||
int i = 0;
|
||||
|
||||
while (std::abs(s1 - s2) > eps) {
|
||||
s1 = s2;
|
||||
s2 = s1 - f(s1) / df(s1);
|
||||
i++;
|
||||
}
|
||||
|
||||
return py(s1);
|
||||
}
|
||||
|
||||
double Interpolation::Bouncing(double t) {
|
||||
t = Interpolation::Linear(t);
|
||||
return 0.5 * (1.0 / (1.0 + exp(10.0 * (-4.0 * t + 0.8))) +
|
||||
(1.0 + 2.5 * sin(50.0 * (t - 1.0 / 3.0)) * exp(-7.0 * t)) / (1.0 + exp(10.0 * (-15.0 * t + 3.1))));
|
||||
}
|
||||
|
||||
double Interpolation::dLinear(double t, double dt) {
|
||||
return ((int) trunc(t) % 2) ? -dt : dt;
|
||||
}
|
||||
|
||||
double Interpolation::dCos(double t, double dt) {
|
||||
return 0.5 * Consts::PI * sin(Consts::PI * t) * dt;
|
||||
}
|
||||
|
||||
double Interpolation::dBezier(const Vec2D &p1, const Vec2D &p2, double t, double dt) {
|
||||
return Interpolation::Bezier(p1, p2, t + dt) - Interpolation::Bezier(p1, p2, t);
|
||||
}
|
||||
|
||||
double Interpolation::dBouncing(double t, double dt) {
|
||||
return Bouncing(t + dt) - Bouncing(t);
|
||||
}
|
||||
|
||||
#endif //INC_3DZAVR_INTERPOLATION_H
|
||||
|
|
|
@ -9,64 +9,52 @@
|
|||
#include "../utils/Log.h"
|
||||
|
||||
Timeline *Timeline::_instance = nullptr;
|
||||
bool Timeline::_validInstance = false;
|
||||
|
||||
void Timeline::init() {
|
||||
delete _instance;
|
||||
_instance = new Timeline();
|
||||
_validInstance = true;
|
||||
|
||||
Log::log("Timeline::init(): animation timeline was initialized");
|
||||
}
|
||||
|
||||
void Timeline::animate(const AnimationListTag &listName, std::shared_ptr<Animation> anim) {
|
||||
if (!_validInstance) {
|
||||
return;
|
||||
}
|
||||
|
||||
_instance->_animations[listName].emplace_back(anim);
|
||||
|
||||
Log::log("Timeline::animate(): add animation in '" + listName.str() + "' list");
|
||||
}
|
||||
|
||||
void Timeline::deleteAllAnimations() {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
int animCounter = 0;
|
||||
|
||||
for (auto&[listName, animationList] : _instance->_animations) {
|
||||
animCounter += animationList.size();
|
||||
animationList.clear();
|
||||
}
|
||||
Log::log("Timeline::deleteAllAnimations(): all " + std::to_string(_instance->_animations.size()) + " list was deleted");
|
||||
_instance->_animations.clear();
|
||||
|
||||
Log::log("Timeline::deleteAllAnimations(): all " + std::to_string(animCounter) + " animations was deleted");
|
||||
}
|
||||
|
||||
void Timeline::deleteAnimationList(const AnimationListTag &listName) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
int animCounter = _instance->_animations[listName].size();
|
||||
_instance->_animations[listName].clear();
|
||||
_instance->_animations.erase(listName);
|
||||
auto it = _instance->_animations.find(listName);
|
||||
|
||||
Log::log("Timeline::deleteAnimationList(): list '" + listName.str() + "' with " + std::to_string(animCounter) +
|
||||
" animations was deleted");
|
||||
if(it != _instance->_animations.end()) {
|
||||
_instance->_animations.erase(it);
|
||||
} else {
|
||||
Log::log("Timeline::deleteAnimationList(): list '" + listName.str() + "' does not exist");
|
||||
}
|
||||
}
|
||||
|
||||
[[nodiscard]] bool Timeline::isInAnimList(const AnimationListTag &listName) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return !_instance->_animations[listName].empty();
|
||||
auto it = _instance->_animations.find(listName);
|
||||
if(it != _instance->_animations.end()) {
|
||||
return !it->second.empty();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void Timeline::update() {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -77,32 +65,33 @@ void Timeline::update() {
|
|||
}
|
||||
auto& animationList = iter->second;
|
||||
auto it = animationList.begin();
|
||||
|
||||
// If it the front animation is 'a_wait()' we should wait until waiting time is over
|
||||
|
||||
if (it.operator*()->waitFor()) {
|
||||
if (!it.operator*()->updateState()) {
|
||||
if ((*it)->isWaitingForFinish()) {
|
||||
if (!(*it)->updateState()) {
|
||||
animationList.erase(it);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
// Otherwise we iterate over all animation until we meet animations.end() or wait animation
|
||||
while (!animationList.empty() && (it != animationList.end()) && (!it.operator*()->waitFor())) {
|
||||
if (!it.operator*()->updateState()) {
|
||||
while (!animationList.empty() && (it != animationList.end()) && (!(*it)->isWaitingForFinish())) {
|
||||
if (!(*it)->updateState()) {
|
||||
animationList.erase(it++);
|
||||
} else {
|
||||
it++;
|
||||
++it;
|
||||
}
|
||||
}
|
||||
iter++;
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
|
||||
void Timeline::free() {
|
||||
Timeline::deleteAllAnimations();
|
||||
_validInstance = false;
|
||||
|
||||
delete _instance;
|
||||
_instance = nullptr;
|
||||
|
||||
Log::log("Timeline::free(): pointer to 'Timeline' was freed");
|
||||
}
|
||||
|
|
|
@ -4,7 +4,10 @@
|
|||
|
||||
#ifndef SHOOTER_TIMELINE_H
|
||||
#define SHOOTER_TIMELINE_H
|
||||
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <map>
|
||||
|
||||
#include "Animation.h"
|
||||
|
||||
|
@ -28,7 +31,6 @@ private:
|
|||
std::map<AnimationListTag, std::list<std::shared_ptr<Animation>>> _animations;
|
||||
|
||||
static Timeline *_instance;
|
||||
static bool _validInstance;
|
||||
|
||||
Timeline() = default;
|
||||
|
||||
|
@ -39,8 +41,6 @@ public:
|
|||
|
||||
static void update();
|
||||
|
||||
static void animate(const AnimationListTag &listName, std::shared_ptr<Animation> anim);
|
||||
|
||||
static void deleteAllAnimations();
|
||||
|
||||
static void deleteAnimationList(const AnimationListTag &listName);
|
||||
|
@ -50,6 +50,15 @@ public:
|
|||
static void init();
|
||||
|
||||
static void free();
|
||||
|
||||
template <typename T, typename... Arguments>
|
||||
static void addAnimation(const AnimationListTag &listName, Arguments... args) {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
_instance->_animations[listName].emplace_back(std::make_shared<T>(args...));
|
||||
}
|
||||
};
|
||||
|
||||
#endif //SHOOTER_TIMELINE_H
|
||||
|
|
|
@ -5,10 +5,7 @@
|
|||
#ifndef ENGINE_BUTTON_H
|
||||
#define ENGINE_BUTTON_H
|
||||
|
||||
#include <functional>
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <SFML/Audio.hpp>
|
||||
|
||||
struct tPos final {
|
||||
const int tx;
|
||||
|
|
|
@ -19,23 +19,15 @@ bool HitBox::Vec3DLess::operator()(const Vec3D& lhs, const Vec3D& rhs) const noe
|
|||
return false;
|
||||
}
|
||||
|
||||
HitBox::HitBox(const Mesh& mesh) {
|
||||
// we dont need to add the same points in hit box
|
||||
std::set<Vec3D, HitBox::Vec3DLess> points;
|
||||
|
||||
for (const auto& t : mesh.triangles())
|
||||
for (int i = 0; i < 3; i++)
|
||||
points.insert(Vec3D(t[i]));
|
||||
|
||||
_hitBox.reserve(points.size());
|
||||
for (const auto& it : points)
|
||||
_hitBox.push_back(it);
|
||||
_hitBox.shrink_to_fit();
|
||||
HitBox::HitBox(const Mesh& mesh, bool useSimpleBox) {
|
||||
if (useSimpleBox) {
|
||||
generateSimple(mesh);
|
||||
} else {
|
||||
generateDetailed(mesh);
|
||||
}
|
||||
}
|
||||
|
||||
HitBox HitBox::Box(const Mesh &mesh) {
|
||||
HitBox result;
|
||||
|
||||
void HitBox::generateSimple(const Mesh &mesh) {
|
||||
double maxX = -std::numeric_limits<double>::max();
|
||||
double maxY = -std::numeric_limits<double>::max();
|
||||
double maxZ = -std::numeric_limits<double>::max();
|
||||
|
@ -69,15 +61,27 @@ HitBox HitBox::Box(const Mesh &mesh) {
|
|||
}
|
||||
}
|
||||
|
||||
result._hitBox.emplace_back(minX, minY, minZ);
|
||||
result._hitBox.emplace_back(minX, maxY, minZ);
|
||||
result._hitBox.emplace_back(maxX, minY, minZ);
|
||||
result._hitBox.emplace_back(maxX, maxY, minZ);
|
||||
_hitBox.emplace_back(minX, minY, minZ);
|
||||
_hitBox.emplace_back(minX, maxY, minZ);
|
||||
_hitBox.emplace_back(maxX, minY, minZ);
|
||||
_hitBox.emplace_back(maxX, maxY, minZ);
|
||||
|
||||
result._hitBox.emplace_back(minX, minY, maxZ);
|
||||
result._hitBox.emplace_back(minX, maxY, maxZ);
|
||||
result._hitBox.emplace_back(maxX, minY, maxZ);
|
||||
result._hitBox.emplace_back(maxX, maxY, maxZ);
|
||||
|
||||
return result;
|
||||
_hitBox.emplace_back(minX, minY, maxZ);
|
||||
_hitBox.emplace_back(minX, maxY, maxZ);
|
||||
_hitBox.emplace_back(maxX, minY, maxZ);
|
||||
_hitBox.emplace_back(maxX, maxY, maxZ);
|
||||
}
|
||||
|
||||
void HitBox::generateDetailed(const Mesh &mesh) {
|
||||
// we dont need to add the same points in hit box
|
||||
std::set<Vec3D, HitBox::Vec3DLess> points;
|
||||
|
||||
for (const auto& t : mesh.triangles())
|
||||
for (int i = 0; i < 3; i++)
|
||||
points.insert(Vec3D(t[i]));
|
||||
|
||||
_hitBox.reserve(points.size());
|
||||
for (const auto& it : points)
|
||||
_hitBox.push_back(it);
|
||||
_hitBox.shrink_to_fit();
|
||||
}
|
||||
|
|
|
@ -15,17 +15,17 @@ private:
|
|||
|
||||
std::vector<Vec3D> _hitBox;
|
||||
|
||||
void generateSimple(const Mesh &mesh);
|
||||
void generateDetailed(const Mesh &mesh);
|
||||
public:
|
||||
HitBox() = default;
|
||||
HitBox(const HitBox &hitBox) = default;
|
||||
|
||||
explicit HitBox(const Mesh &mesh);
|
||||
explicit HitBox(const Mesh &mesh, bool useSimpleBox = true);
|
||||
|
||||
[[nodiscard]] std::vector<Vec3D>::iterator begin() { return _hitBox.begin(); }
|
||||
|
||||
[[nodiscard]] std::vector<Vec3D>::iterator end() { return _hitBox.end(); }
|
||||
|
||||
HitBox static Box(const Mesh &mesh);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -10,15 +10,14 @@
|
|||
#include "../utils/Time.h"
|
||||
#include "../Consts.h"
|
||||
|
||||
RigidBody::RigidBody(ObjectNameTag nameTag, const std::string &filename, const Vec3D &scale) : Mesh(std::move(nameTag),
|
||||
RigidBody::RigidBody(ObjectNameTag nameTag, const std::string &filename, const Vec3D &scale, bool useSimpleBox) : Mesh(std::move(nameTag),
|
||||
filename, scale),
|
||||
_hitBox(*this) {
|
||||
_hitBox(*this, useSimpleBox) {
|
||||
}
|
||||
|
||||
RigidBody::RigidBody(const Mesh &mesh) : Mesh(mesh), _hitBox(mesh) {
|
||||
RigidBody::RigidBody(const Mesh &mesh, bool useSimpleBox) : Mesh(mesh), _hitBox(mesh, useSimpleBox) {
|
||||
}
|
||||
|
||||
|
||||
Vec3D RigidBody::_findFurthestPoint(const Vec3D &direction) {
|
||||
Vec3D maxPoint{0, 0, 0};
|
||||
|
||||
|
@ -41,7 +40,6 @@ Vec3D RigidBody::_findFurthestPoint(const Vec3D &direction) {
|
|||
Vec3D RigidBody::_support(std::shared_ptr<RigidBody> obj, const Vec3D &direction) {
|
||||
Vec3D p1 = _findFurthestPoint(direction);
|
||||
Vec3D p2 = obj->_findFurthestPoint(-direction);
|
||||
Vec3D res = p1 - p2;
|
||||
|
||||
return p1 - p2;
|
||||
}
|
||||
|
@ -349,12 +347,3 @@ void RigidBody::addVelocity(const Vec3D &velocity) {
|
|||
void RigidBody::setAcceleration(const Vec3D &acceleration) {
|
||||
_acceleration = acceleration;
|
||||
}
|
||||
|
||||
void RigidBody::setSimpleHitBox(bool b) {
|
||||
_simpleHitBox = b;
|
||||
if (_simpleHitBox) {
|
||||
_hitBox = HitBox::Box(*this);
|
||||
} else {
|
||||
_hitBox = HitBox(*this);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -41,23 +41,17 @@ private:
|
|||
bool _isTrigger = false;
|
||||
|
||||
HitBox _hitBox{};
|
||||
bool _simpleHitBox = false;
|
||||
|
||||
bool _inCollision = false;
|
||||
Vec3D _collisionNormal{0, 0, 0};
|
||||
|
||||
Vec3D _findFurthestPoint(const Vec3D &direction);
|
||||
|
||||
Vec3D _support(std::shared_ptr<RigidBody> obj, const Vec3D &direction);
|
||||
|
||||
std::function<void(const ObjectNameTag &, std::shared_ptr<RigidBody>)> _collisionCallBack;
|
||||
|
||||
static NextSimplex _nextSimplex(const Simplex &points);
|
||||
|
||||
static NextSimplex _lineCase(const Simplex &points);
|
||||
|
||||
static NextSimplex _triangleCase(const Simplex &points);
|
||||
|
||||
static NextSimplex _tetrahedronCase(const Simplex &points);
|
||||
|
||||
static std::pair<std::vector<FaceNormal>, size_t>
|
||||
|
@ -68,49 +62,32 @@ private:
|
|||
size_t b);
|
||||
public:
|
||||
explicit RigidBody(ObjectNameTag nameTag) : Mesh(std::move(nameTag)) {};
|
||||
|
||||
RigidBody(const RigidBody &rigidBody) = default;
|
||||
|
||||
explicit RigidBody(const Mesh &mesh);
|
||||
|
||||
RigidBody(ObjectNameTag nameTag, const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1});
|
||||
explicit RigidBody(const Mesh &mesh, bool useSimpleBox = true);
|
||||
RigidBody(ObjectNameTag nameTag, const std::string &filename, const Vec3D &scale = Vec3D{1, 1, 1}, bool useSimpleBox = true);
|
||||
|
||||
[[nodiscard]] std::pair<bool, Simplex> checkGJKCollision(std::shared_ptr<RigidBody> obj);
|
||||
|
||||
[[nodiscard]] CollisionPoint EPA(const Simplex &simplex, std::shared_ptr<RigidBody> obj);
|
||||
|
||||
void solveCollision(const CollisionPoint &collision);
|
||||
|
||||
[[nodiscard]] Vec3D collisionNormal() const { return _collisionNormal; }
|
||||
|
||||
[[nodiscard]] bool hasCollision() const { return _hasCollision; }
|
||||
|
||||
[[nodiscard]] bool inCollision() const { return _inCollision; }
|
||||
|
||||
[[nodiscard]] bool isCollider() const { return _isCollider; }
|
||||
|
||||
[[nodiscard]] bool isTrigger() const { return _isTrigger; }
|
||||
|
||||
void setInCollision(bool c) { _inCollision = c; }
|
||||
|
||||
void setCollision(bool c) { _hasCollision = c; }
|
||||
|
||||
void setCollider(bool c) { _isCollider = c; }
|
||||
|
||||
void setSimpleHitBox(bool b);
|
||||
|
||||
void setTrigger(bool t) { _isTrigger = t; }
|
||||
|
||||
void updatePhysicsState();
|
||||
|
||||
void setVelocity(const Vec3D &velocity);
|
||||
|
||||
void addVelocity(const Vec3D &velocity);
|
||||
|
||||
void setAcceleration(const Vec3D &acceleration);
|
||||
|
||||
[[nodiscard]] Vec3D velocity() const { return _velocity; }
|
||||
|
||||
[[nodiscard]] Vec3D acceleration() const { return _acceleration; }
|
||||
|
||||
[[nodiscard]] const std::function<void(const ObjectNameTag &, std::shared_ptr<RigidBody>)> &
|
||||
|
|
|
@ -9,17 +9,16 @@
|
|||
using namespace std::chrono;
|
||||
|
||||
Time *Time::_instance = nullptr;
|
||||
bool Time::_validInstance = false;
|
||||
|
||||
void Time::init() {
|
||||
delete _instance;
|
||||
_instance = new Time();
|
||||
_validInstance = true;
|
||||
|
||||
Log::log("Time::init(): time was initialized");
|
||||
}
|
||||
|
||||
double Time::time() {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -27,7 +26,7 @@ double Time::time() {
|
|||
}
|
||||
|
||||
double Time::deltaTime() {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
@ -35,7 +34,7 @@ double Time::deltaTime() {
|
|||
}
|
||||
|
||||
void Time::update() {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -63,7 +62,7 @@ void Time::update() {
|
|||
}
|
||||
|
||||
int Time::fps() {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return 0;
|
||||
}
|
||||
// Cast is faster than floor and has the same behavior for positive numbers
|
||||
|
@ -71,7 +70,7 @@ int Time::fps() {
|
|||
}
|
||||
|
||||
void Time::startTimer(const std::string &timerName) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
_instance->_timers.insert({timerName, Timer()});
|
||||
|
@ -79,7 +78,7 @@ void Time::startTimer(const std::string &timerName) {
|
|||
}
|
||||
|
||||
void Time::stopTimer(const std::string &timerName) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return;
|
||||
}
|
||||
if(_instance->_timers.count(timerName) > 0) {
|
||||
|
@ -88,7 +87,7 @@ void Time::stopTimer(const std::string &timerName) {
|
|||
}
|
||||
|
||||
double Time::elapsedTimerMilliseconds(const std::string &timerName) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return 0;
|
||||
}
|
||||
if(_instance->_timers.count(timerName) > 0) {
|
||||
|
@ -98,7 +97,7 @@ double Time::elapsedTimerMilliseconds(const std::string &timerName) {
|
|||
}
|
||||
|
||||
double Time::elapsedTimerSeconds(const std::string &timerName) {
|
||||
if (!_validInstance) {
|
||||
if (_instance == nullptr) {
|
||||
return 0;
|
||||
}
|
||||
if(_instance->_timers.count(timerName) > 0) {
|
||||
|
@ -109,8 +108,8 @@ double Time::elapsedTimerSeconds(const std::string &timerName) {
|
|||
|
||||
|
||||
void Time::free() {
|
||||
_validInstance = false;
|
||||
delete _instance;
|
||||
_instance = nullptr;
|
||||
|
||||
Log::log("Time::free(): pointer to 'Time' was freed");
|
||||
}
|
||||
|
|
|
@ -29,7 +29,6 @@ private:
|
|||
double _deltaTime = 0;
|
||||
|
||||
static Time *_instance;
|
||||
static bool _validInstance;
|
||||
|
||||
Time() = default;
|
||||
|
||||
|
|
|
@ -161,6 +161,7 @@
|
|||
<ItemGroup>
|
||||
<ClCompile Include="engine\animation\Animation.cpp" />
|
||||
<ClCompile Include="engine\animation\Timeline.cpp" />
|
||||
<ClInclude Include="engine\animation\Interpolation.cpp" />
|
||||
<ClCompile Include="engine\Camera.cpp" />
|
||||
<ClCompile Include="engine\Engine.cpp" />
|
||||
<ClCompile Include="engine\gui\Button.cpp" />
|
||||
|
@ -213,6 +214,7 @@
|
|||
<ClInclude Include="engine\animation\ARotateLeft.h" />
|
||||
<ClInclude Include="engine\animation\Interpolation.h" />
|
||||
<ClInclude Include="engine\animation\Timeline.h" />
|
||||
<ClInclude Include="engine\animation\Animations.h" />
|
||||
<ClInclude Include="engine\Camera.h" />
|
||||
<ClInclude Include="engine\Consts.h" />
|
||||
<ClInclude Include="engine\Engine.h" />
|
||||
|
|
|
@ -87,6 +87,9 @@
|
|||
<ClCompile Include="engine\animation\Timeline.cpp">
|
||||
<Filter>Исходные файлы\engine\animation</Filter>
|
||||
</ClCompile>
|
||||
<ClInclude Include="engine\animation\Interpolation.cpp">
|
||||
<Filter>Файлы заголовков\engine\animation</Filter>
|
||||
</ClInclude>
|
||||
<ClCompile Include="engine\gui\Button.cpp">
|
||||
<Filter>Исходные файлы\engine\gui</Filter>
|
||||
</ClCompile>
|
||||
|
@ -254,6 +257,9 @@
|
|||
<ClInclude Include="engine\animation\Interpolation.h">
|
||||
<Filter>Файлы заголовков\engine\animation</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="engine\animation\Animations.h">
|
||||
<Filter>Файлы заголовков\engine\animation</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="engine\network\ClientUDP.h">
|
||||
<Filter>Файлы заголовков\engine\network</Filter>
|
||||
</ClInclude>
|
||||
|
|
|
@ -6,7 +6,6 @@
|
|||
#define SHOOTER_AK47_H
|
||||
|
||||
#include "Weapon.h"
|
||||
#include "../engine/ResourceManager.h"
|
||||
#include "../ShooterConsts.h"
|
||||
|
||||
class Ak47 final : public Weapon {
|
||||
|
@ -17,5 +16,4 @@ public:
|
|||
Vec3D{3, 3, 3}, Vec3D{-2.3, 0.8, 1.8},Vec3D{0, 0, 0}) {}
|
||||
};
|
||||
|
||||
|
||||
#endif //SHOOTER_3DZAVR_AK47_H
|
||||
|
|
|
@ -18,14 +18,14 @@ public:
|
|||
|
||||
std::map<ObjectNameTag, double>
|
||||
processFire(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
|
||||
const Vec3D &position, const Vec3D &direction) override {
|
||||
const Vec3D &position, const Vec3D &direction) const override {
|
||||
|
||||
std::map<ObjectNameTag, double> damagedPlayers;
|
||||
|
||||
for (int i = 0; i < 15; i++) {
|
||||
std::map<ObjectNameTag, double> damaged = addTrace(rayCastFunction, position, direction);
|
||||
for (auto &player : damaged) {
|
||||
damagedPlayers[player.first] += player.second;
|
||||
std::map<ObjectNameTag, double> damaged = fireABullet(rayCastFunction, position, direction);
|
||||
for (auto &[playerName, damage] : damaged) {
|
||||
damagedPlayers[playerName] += damage;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -2,12 +2,9 @@
|
|||
// Created by Иван Ильин on 01.06.2021.
|
||||
//
|
||||
|
||||
#include <utility>
|
||||
|
||||
#include "Weapon.h"
|
||||
#include "../engine/ResourceManager.h"
|
||||
#include "../engine/utils/Log.h"
|
||||
#include "../engine/animation/AColor.h"
|
||||
#include "../ShooterConsts.h"
|
||||
|
||||
using namespace std;
|
||||
|
@ -79,33 +76,37 @@ void Weapon::reload() {
|
|||
|
||||
std::map<ObjectNameTag, double>
|
||||
Weapon::processFire(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
|
||||
const Vec3D &position, const Vec3D &direction) {
|
||||
return addTrace(std::move(rayCastFunction), position, direction);
|
||||
const Vec3D &position, const Vec3D &direction) const {
|
||||
// Standard weapon usually fire one bullet at a time
|
||||
// But some types of weapon can fire several bullet at the same time (for ex. shotgun)
|
||||
// That's why processFire() is s virtual function
|
||||
return fireABullet(std::move(rayCastFunction), position, direction);
|
||||
}
|
||||
|
||||
std::map<ObjectNameTag, double>
|
||||
Weapon::addTrace(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
|
||||
const Vec3D &from, const Vec3D &directionTo) {
|
||||
Weapon::fireABullet(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
|
||||
const Vec3D &cameraPosition, const Vec3D &direction) const {
|
||||
std::map<ObjectNameTag, double> damagedPlayers;
|
||||
|
||||
double spreading = _spreading * ShooterConsts::FIRE_DISTANCE / 100;
|
||||
double spreading = _spreading * ShooterConsts::FIRE_DISTANCE / 100.0;
|
||||
|
||||
//generate random vector
|
||||
Vec3D randV(spreading * (1.0 - 2.0 * (double) rand() / RAND_MAX),
|
||||
spreading * (1.0 - 2.0 * (double) rand() / RAND_MAX),
|
||||
spreading * (1.0 - 2.0 * (double) rand() / RAND_MAX));
|
||||
Vec3D randV(spreading * (1.0 - 2.0 * static_cast<double>(rand()) / RAND_MAX),
|
||||
spreading * (1.0 - 2.0 * static_cast<double>(rand()) / RAND_MAX),
|
||||
spreading * (1.0 - 2.0 * static_cast<double>(rand()) / RAND_MAX));
|
||||
|
||||
// damage player
|
||||
auto rayCast = rayCastFunction(from, from + directionTo * ShooterConsts::FIRE_DISTANCE + randV);
|
||||
if (rayCast.objectName.str().find("Enemy") != std::string::npos) {
|
||||
auto rayCast = rayCastFunction(cameraPosition, cameraPosition + direction * ShooterConsts::FIRE_DISTANCE + randV);
|
||||
if (rayCast.objectName.contains(ObjectNameTag("Enemy"))) {
|
||||
|
||||
damagedPlayers[rayCast.objectName] += _damage / (1.0 + rayCast.distanceToObject);
|
||||
|
||||
// If you hit the head the damage will be doubled
|
||||
if (rayCast.objectName.str().find("_head") != std::string::npos) {
|
||||
if (rayCast.objectName.contains(ObjectNameTag("_head"))) {
|
||||
damagedPlayers[rayCast.objectName] += _damage / (1.0 + rayCast.distanceToObject);
|
||||
}
|
||||
// If you hit the foot the damage will be divided by 2
|
||||
if (rayCast.objectName.str().find("_foot_") != std::string::npos) {
|
||||
if (rayCast.objectName.contains(ObjectNameTag("_foot_"))) {
|
||||
damagedPlayers[rayCast.objectName] -= 0.5 * _damage / (1.0 + rayCast.distanceToObject);
|
||||
}
|
||||
}
|
||||
|
@ -113,7 +114,7 @@ Weapon::addTrace(std::function<IntersectionInformation(const Vec3D &, const Vec3
|
|||
// add trace line
|
||||
Vec3D lineFrom = position() + model() * Vec3D(triangles().back()[0]);
|
||||
Vec3D lineTo = rayCast.intersected ? rayCast.pointOfIntersection : position() +
|
||||
directionTo * ShooterConsts::FIRE_DISTANCE +
|
||||
direction * ShooterConsts::FIRE_DISTANCE +
|
||||
randV;
|
||||
_addTraceCallBack(lineFrom, lineTo);
|
||||
|
||||
|
|
|
@ -42,12 +42,12 @@ private:
|
|||
|
||||
protected:
|
||||
std::map<ObjectNameTag, double>
|
||||
addTrace(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
|
||||
const Vec3D &position, const Vec3D &direction);
|
||||
fireABullet(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
|
||||
const Vec3D &position, const Vec3D &direction) const;
|
||||
|
||||
virtual std::map<ObjectNameTag, double>
|
||||
processFire(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
|
||||
const Vec3D &position, const Vec3D &direction);
|
||||
const Vec3D &position, const Vec3D &direction) const;
|
||||
|
||||
public:
|
||||
Weapon(int initialPack, int clipCapacity, double reloadTime, double fireDelay, double damage, double spreading,
|
||||
|
@ -55,7 +55,7 @@ public:
|
|||
const Vec3D &s, const Vec3D &t, const Vec3D &r);
|
||||
|
||||
FireInformation
|
||||
fire(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction, const Vec3D &position,
|
||||
fire(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction, const Vec3D &cameraPosition,
|
||||
const Vec3D &direction);
|
||||
|
||||
void reload();
|
||||
|
@ -67,7 +67,7 @@ public:
|
|||
void setReloadCallBack(std::function<void()> reload) { _reloadCallBack = std::move(reload); }
|
||||
|
||||
|
||||
void addAmmo(int ammoAdd) { _stockAmmo += ammoAdd; }
|
||||
void addAPack() { _stockAmmo += initialPack(); }
|
||||
|
||||
[[nodiscard]] int initialPack() const { return _initialPack; }
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue