vectozavr-shooter/engine/animation/AScale.h

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//
// Created by Иван Ильин on 29.01.2021.
//
#ifndef ENGINE_ASCALE_H
#define ENGINE_ASCALE_H
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#include <utility>
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#include "Animation.h"
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#include "../physics/RigidBody.h"
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class AScale final : public Animation {
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private:
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const std::weak_ptr<RigidBody> _object;
const Vec3D _scalingValue;
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void update() override {
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if (_object.expired()) {
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stop();
return;
}
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auto object = _object.lock();
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std::vector<Triangle> newTriangles;
newTriangles.reserve(object->triangles().size());
for (auto &t : object->triangles()) {
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newTriangles.emplace_back(
t * Matrix4x4::Scale(Vec3D{1, 1, 1} + (_scalingValue - Vec3D{1, 1, 1}) * progress()));
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}
object.lock()->setTriangles(std::move(newTriangles));
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}
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public:
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AScale(std::weak_ptr<RigidBody> object, const Vec3D &s, double duration = 1, LoopOut looped = LoopOut::None,
InterpolationType interpolationType = InterpolationType::Bezier) : Animation(duration, looped,
interpolationType),
_object(object), _scalingValue(s) {
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}
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};
#endif //INC_3DZAVR_ASCALE_H