Visual Studio refactoring
parent
4900635bec
commit
7dd4a185e3
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@ -91,7 +91,7 @@ add_executable(shooter
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engine/network/UDPConnection.h
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engine/network/UDPConnection.h
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engine/network/UDPSocket.cpp
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engine/network/UDPSocket.cpp
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engine/network/UDPSocket.h
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engine/network/UDPSocket.h
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engine/SoundController.cpp engine/SoundController.h ShooterMsgType.h ShooterMsgType.cpp)
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engine/SoundController.cpp engine/SoundController.h ShooterMsgType.h ShooterMsgType.cpp engine/animation/AAttractToPoint.h engine/animation/ARotateRelativePoint.h)
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if(APPLE OR UNIX)
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if(APPLE OR UNIX)
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include_directories(/usr/local/include)
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include_directories(/usr/local/include)
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@ -11,6 +11,10 @@
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#include "engine/animation/Timeline.h"
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#include "engine/animation/Timeline.h"
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#include "ShooterConsts.h"
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#include "ShooterConsts.h"
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#include "engine/SoundController.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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using namespace std;
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using namespace std;
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@ -9,6 +9,12 @@
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#include "engine/animation/Timeline.h"
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#include "engine/animation/Timeline.h"
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#include "ShooterMsgType.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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void ShooterClient::updatePacket() {
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void ShooterClient::updatePacket() {
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sf::Packet packet;
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sf::Packet packet;
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packet << MsgType::ClientUpdate << _player->position().x() << _player->position().y() << _player->position().z()
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packet << MsgType::ClientUpdate << _player->position().x() << _player->position().y() << _player->position().z()
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@ -109,12 +115,33 @@ void ShooterClient::processCustomPacket(sf::Packet &packet) {
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if (buffId[0] == _socket.ownId()) {
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if (buffId[0] == _socket.ownId()) {
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_player->addDeath();
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_player->addDeath();
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auto camera = _player->attached(ObjectNameTag("Camera"));
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_player->unattach(ObjectNameTag("Camera"));
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_player->translateToPoint(Vec3D{10000});
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Vec2D cameraOrientation(camera->angleLeftUpLookAt().x(), _player->angle().y());
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camera->rotateLeft(-cameraOrientation.x());
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camera->transform(Matrix4x4::Rotation(Vec3D(-_player->angle())));
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Timeline::animate(AnimationListTag("camera_anim"), std::make_shared<ATranslateToPoint>(camera, Vec3D(-20, 30, -100)));
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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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// respawn
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// respawn
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_player->translateToPoint(
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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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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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50.0 * (-1 + 2.0 * (double) rand() / RAND_MAX)});
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_player->reInitWeapons();
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_player->reInitWeapons();
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_player->setFullAbility();
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_player->setFullAbility();
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camera->rotateToAngle(Vec3D(0));
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camera->transform(Matrix4x4::Rotation(Vec3D(_player->angle())));
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camera->rotateLeft(_player->headAngle());
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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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SoundController::playSound(SoundTag("death"), ShooterConsts::DEATH_SOUND);
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SoundController::playSound(SoundTag("death"), ShooterConsts::DEATH_SOUND);
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_lastEvent += _player->playerNickName();
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_lastEvent += _player->playerNickName();
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} else {
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} else {
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@ -16,7 +16,7 @@ namespace Consts {
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const std::string PROJECT_NAME = "engine";
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const std::string PROJECT_NAME = "engine";
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const bool USE_LOG_FILE = true;
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const bool USE_LOG_FILE = true;
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const bool USE_OPEN_GL = true;
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const bool USE_OPEN_GL = true;
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const bool SHOW_DEBUG_INFO = false;
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const bool SHOW_DEBUG_INFO = true;
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const bool SHOW_FPS_COUNTER = true;
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const bool SHOW_FPS_COUNTER = true;
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const double PI = 3.14159265358979323846264338327950288;
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const double PI = 3.14159265358979323846264338327950288;
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@ -97,6 +97,11 @@ void Object::translateToPoint(const Vec3D &point) {
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translate(point - position());
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translate(point - position());
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}
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}
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void Object::attractToPoint(const Vec3D &point, double value) {
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Vec3D v = (point - position()).normalized();
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translate(v*value);
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}
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void Object::rotateToAngle(const Vec3D &v) {
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void Object::rotateToAngle(const Vec3D &v) {
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rotate(v - _angle);
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rotate(v - _angle);
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}
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}
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@ -63,6 +63,8 @@ public:
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void translateToPoint(const Vec3D &point);
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void translateToPoint(const Vec3D &point);
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void attractToPoint(const Vec3D &point, double value);
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void scale(const Vec3D &s);
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void scale(const Vec3D &s);
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void rotate(const Vec3D &r);
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void rotate(const Vec3D &r);
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@ -0,0 +1,34 @@
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//
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// Created by Иван Ильин on 01.11.2021.
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//
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#ifndef SHOOTER_AATTRACTTOPOINT_H
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#define SHOOTER_AATTRACTTOPOINT_H
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#include "Animation.h"
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#include "../Object.h"
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class AAttractToPoint : public Animation {
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private:
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const std::weak_ptr<Object> _object;
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const Vec3D _targetPoint;
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const double _valueToAttract;
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void update() override {
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if (_object.expired()) {
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stop();
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return;
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}
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_object.lock()->attractToPoint(_targetPoint, _valueToAttract * dprogress());
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}
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public:
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AAttractToPoint(std::weak_ptr<Object> object, const Vec3D &targetPoint, double valueToAttract, double duration = 1,
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Animation::LoopOut looped = LoopOut::None,
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Animation::InterpolationType interpolationType = InterpolationType::Bezier)
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: Animation(duration, looped, interpolationType), _object(object), _targetPoint(targetPoint),
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_valueToAttract(valueToAttract) {}
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};
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#endif //SHOOTER_AATTRACTTOPOINT_H
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@ -27,7 +27,7 @@ private:
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public:
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public:
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ARotate(std::weak_ptr<Object> object, const Vec3D &r, double duration = 1, LoopOut looped = LoopOut::None,
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ARotate(std::weak_ptr<Object> object, const Vec3D &r, double duration = 1, LoopOut looped = LoopOut::None,
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InterpolationType interpolationType = InterpolationType::Bezier)
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InterpolationType interpolationType = InterpolationType::Bezier)
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: Animation(duration, looped, interpolationType), _object(std::move(object)), _rotationValue(r) {
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: Animation(duration, looped, interpolationType), _object(object), _rotationValue(r) {
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}
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}
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};
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};
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@ -0,0 +1,37 @@
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//
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// Created by Иван Ильин on 01.11.2021.
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//
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#ifndef SHOOTER_AROTATERELATIVEPOINT_H
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#define SHOOTER_AROTATERELATIVEPOINT_H
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#include <utility>
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#include "Animation.h"
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#include "../Object.h"
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class ARotateRelativePoint : public Animation {
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private:
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const std::weak_ptr<Object> _object;
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const Vec3D _targetPoint;
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const Vec3D _rotationValue;
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void update() override {
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if (_object.expired()) {
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stop();
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return;
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}
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_object.lock()->rotateRelativePoint(_targetPoint, _rotationValue * dprogress());
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}
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public:
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ARotateRelativePoint(std::weak_ptr<Object> object, const Vec3D &targetPoint, const Vec3D &rotationValue,
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double duration = 1, Animation::LoopOut looped = LoopOut::None,
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Animation::InterpolationType interpolationType = InterpolationType::Bezier)
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: Animation(duration, looped, interpolationType), _object(object), _targetPoint(targetPoint),
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_rotationValue(rotationValue) {}
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};
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#endif //SHOOTER_AROTATERELATIVEPOINT_H
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@ -206,6 +206,8 @@
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<ClInclude Include="engine\animation\ATranslate.h" />
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<ClInclude Include="engine\animation\ATranslate.h" />
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<ClInclude Include="engine\animation\ATranslateToPoint.h" />
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<ClInclude Include="engine\animation\ATranslateToPoint.h" />
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<ClInclude Include="engine\animation\AWait.h" />
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<ClInclude Include="engine\animation\AWait.h" />
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<ClInclude Include="engine\animation\AAttractToPoint.h" />
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<ClInclude Include="engine\animation\ARotateRelativePoint.h" />
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<ClInclude Include="engine\animation\Interpolation.h" />
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<ClInclude Include="engine\animation\Interpolation.h" />
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<ClInclude Include="engine\animation\Timeline.h" />
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<ClInclude Include="engine\animation\Timeline.h" />
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<ClInclude Include="engine\Camera.h" />
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<ClInclude Include="engine\Camera.h" />
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@ -215,6 +215,12 @@
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<ClInclude Include="engine\animation\AWait.h">
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<ClInclude Include="engine\animation\AWait.h">
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<Filter>Файлы заголовков\engine\animation</Filter>
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<Filter>Файлы заголовков\engine\animation</Filter>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="engine\animation\AAttractToPoint.h">
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<Filter>Файлы заголовков\engine\animation</Filter>
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</ClInclude>
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<ClInclude Include="engine\animation\ARotateRelativePoint.h">
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<Filter>Файлы заголовков\engine\animation</Filter>
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</ClInclude>
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<ClInclude Include="weapon\Ak47.h">
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<ClInclude Include="weapon\Ak47.h">
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<Filter>Файлы заголовков\weapon</Filter>
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<Filter>Файлы заголовков\weapon</Filter>
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</ClInclude>
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</ClInclude>
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