add ADecompose.h animation
parent
ae4784e057
commit
07ddceaa37
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@ -86,6 +86,7 @@ add_executable(${CMAKE_PROJECT_NAME}
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engine/animation/AShowCreation.h
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engine/animation/AShowCreation.h
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engine/animation/AShowUncreation.h
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engine/animation/AShowUncreation.h
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engine/animation/ARotateLeftUpLookAt.h
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engine/animation/ARotateLeftUpLookAt.h
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engine/animation/ADecompose.h
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engine/physics/RigidBody.cpp
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engine/physics/RigidBody.cpp
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engine/physics/RigidBody.h
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engine/physics/RigidBody.h
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engine/physics/Simplex.h
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engine/physics/Simplex.h
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@ -0,0 +1,50 @@
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//
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// Created by Иван Ильин on 23.02.2022.
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//
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#ifndef INC_3DZAVR_ADECOMPOSE_H
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#define INC_3DZAVR_ADECOMPOSE_H
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#include "Animation.h"
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#include "../Mesh.h"
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#include "../Consts.h"
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class ADecompose final : public Animation {
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private:
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const std::weak_ptr<Mesh> _mesh;
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std::vector<Triangle> _triangles;
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double _value;
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bool _started = false;
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void update() override {
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auto mesh = _mesh.lock();
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if (mesh == nullptr) {
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stop();
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return;
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}
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if (!_started) {
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_started = true;
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_triangles = _mesh.lock()->triangles();
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}
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std::vector<Triangle> newTriangles;
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newTriangles.reserve(_triangles.size());
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for(auto &t : _triangles) {
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newTriangles.emplace_back((t * Matrix4x4::Translation(t.position().normalized()*progress()*_value)));
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}
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mesh->setTriangles(std::move(newTriangles));
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mesh->glFreeFloatArray();
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}
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public:
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ADecompose(std::weak_ptr<Mesh> mesh, double value, double duration = 1, LoopOut looped = LoopOut::None,
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InterpolationType interpolationType = InterpolationType::Bezier) : Animation(duration, looped,
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interpolationType),
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_value(value), _mesh(mesh) {}
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};
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#endif //INC_3DZAVR_ADECOMPOSE_H
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@ -20,6 +20,7 @@
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#include "AShowCreation.h"
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#include "AShowCreation.h"
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#include "AShowUncreation.h"
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#include "AShowUncreation.h"
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#include "ARotateLeftUpLookAt.h"
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#include "ARotateLeftUpLookAt.h"
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#include "ADecompose.h"
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#endif //SHOOTER_ANIMATIONS_H
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#endif //SHOOTER_ANIMATIONS_H
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