From 17a307c45e86178c74ea481f3cfc0649c9c8f396 Mon Sep 17 00:00:00 2001 From: Vectozavr <60608292+vectozavr@users.noreply.github.com> Date: Tue, 14 Sep 2021 17:47:53 +0700 Subject: [PATCH] Point4D & Matrix4x4 is not mutable. Delete a lot of not used methods. Shared ptr corrected mistakes. --- CMakeLists.txt | 24 +- Client.cpp | 79 +++--- Client.h | 4 +- Player.cpp | 8 +- Player.h | 30 +-- engine/Camera.cpp | 77 ++---- engine/Camera.h | 12 +- engine/CameraController.cpp | 38 --- engine/CameraController.h | 21 -- engine/Engine.cpp | 2 - engine/Engine.h | 1 - engine/Mesh.cpp | 69 +---- engine/Mesh.h | 22 +- engine/Object.h | 4 +- engine/Plane.cpp | 16 +- engine/Screen.cpp | 36 --- engine/Screen.h | 8 - engine/Triangle.cpp | 2 +- engine/Triangle.h | 3 +- engine/World.cpp | 2 +- engine/World.h | 2 +- engine/gui/Window.cpp | 2 +- engine/gui/Window.h | 2 +- engine/physics/RigidBody.cpp | 43 ++-- engine/physics/RigidBody.h | 19 +- engine/physics/Solver.cpp | 2 +- engine/physics/Solver.h | 2 +- engine/utils/Matrix4x4.cpp | 407 +++++++----------------------- engine/utils/Matrix4x4.h | 54 +--- engine/utils/Point4D.cpp | 129 ++-------- engine/utils/Point4D.h | 31 +-- main.cpp | 2 +- Ak47.cpp => weapon/Ak47.cpp | 0 Ak47.h => weapon/Ak47.h | 0 Gold_Ak47.h => weapon/Gold_Ak47.h | 0 Gun.cpp => weapon/Gun.cpp | 0 Gun.h => weapon/Gun.h | 0 Rifle.cpp => weapon/Rifle.cpp | 0 Rifle.h => weapon/Rifle.h | 0 Shotgun.cpp => weapon/Shotgun.cpp | 2 +- Shotgun.h => weapon/Shotgun.h | 2 +- Weapon.cpp => weapon/Weapon.cpp | 10 +- Weapon.h => weapon/Weapon.h | 10 +- 43 files changed, 270 insertions(+), 907 deletions(-) delete mode 100755 engine/CameraController.cpp delete mode 100755 engine/CameraController.h rename Ak47.cpp => weapon/Ak47.cpp (100%) rename Ak47.h => weapon/Ak47.h (100%) rename Gold_Ak47.h => weapon/Gold_Ak47.h (100%) rename Gun.cpp => weapon/Gun.cpp (100%) rename Gun.h => weapon/Gun.h (100%) rename Rifle.cpp => weapon/Rifle.cpp (100%) rename Rifle.h => weapon/Rifle.h (100%) rename Shotgun.cpp => weapon/Shotgun.cpp (96%) rename Shotgun.h => weapon/Shotgun.h (68%) rename Weapon.cpp => weapon/Weapon.cpp (89%) rename Weapon.h => weapon/Weapon.h (81%) diff --git a/CMakeLists.txt b/CMakeLists.txt index fc4f233..391c569 100755 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -14,19 +14,19 @@ add_executable(shooter Client.h Server.cpp Server.h - Weapon.cpp - Weapon.h - Ak47.cpp - Ak47.h - Shotgun.cpp - Shotgun.h - Gun.cpp - Gun.h + weapon/Weapon.cpp + weapon/Weapon.h + weapon/Ak47.cpp + weapon/Ak47.h + weapon/Shotgun.cpp + weapon/Shotgun.h + weapon/Gun.cpp + weapon/Gun.h Bonus.cpp Bonus.h - Gold_Ak47.h - Rifle.cpp - Rifle.h + weapon/Gold_Ak47.h + weapon/Rifle.cpp + weapon/Rifle.h # 3d engine: engine/utils/Time.h engine/utils/Time.cpp @@ -52,8 +52,6 @@ add_executable(shooter engine/Engine.cpp engine/Plane.h engine/Plane.cpp - engine/CameraController.h - engine/CameraController.cpp engine/animation/Animatable.h engine/animation/Animation.h engine/animation/Interpolation.h diff --git a/Client.cpp b/Client.cpp index 132822c..e15e47e 100755 --- a/Client.cpp +++ b/Client.cpp @@ -12,6 +12,32 @@ void Client::updatePacket() { _socket.send(packet, _socket.serverId()); } +void Client::spawnPlayer(sf::Uint16 id) { + std::string name = "Player_" + std::to_string(id); + _players.insert({ id, std::make_shared() }); + (*_world).addMesh(_players[id], name); + _players[id]->setVisible(true); + _players[id]->setAcceleration(Point4D{0, 0, 0}); + + // add head and other stuff: + _world->loadObj(name + "_head", "../obj/cube.obj", "",Point4D{0.7, 0.7, 0.7}); + (*_world)[name + "_head"]->translate(Point4D{0, 2, 0}); + (*_world)[name + "_head"]->setCollider(false); + _players[id]->attach((*_world)[name + "_head"]); + + _world->loadObj(name + "_eye1", "../obj/cube.obj", "",Point4D{0.2, 0.2, 0.05}); + (*_world)[name + "_eye1"]->translate(Point4D{0.3, 2.1, 0.7}); + (*_world)[name + "_eye1"]->setCollider(false); + (*_world)[name + "_eye1"]->setColor({147, 159, 255}); + (*_world)[name + "_head"]->attach((*_world)[name + "_eye1"]); + + _world->loadObj(name + "_eye2", "../obj/cube.obj", "",Point4D{0.2, 0.2, 0.05}); + (*_world)[name + "_eye2"]->translate(Point4D{-0.3, 2.1, 0.7}); + (*_world)[name + "_eye2"]->setCollider(false); + (*_world)[name + "_eye2"]->setColor({147, 159, 255}); + (*_world)[name + "_head"]->attach((*_world)[name + "_eye2"]); +} + void Client::processInit(sf::Packet& packet) { sf::Uint16 targetId; double buf[4]; @@ -19,29 +45,7 @@ void Client::processInit(sf::Packet& packet) { while (packet >> targetId >> buf[0] >> buf[1] >> buf[2] >> buf[3]) { if(targetId != _socket.ownId()) { - std::string name = "Player_" + std::to_string(targetId); - _players.insert({ targetId, std::make_shared() }); - (*_world).addMesh(_players[targetId], name); - _players[targetId]->setVisible(true); - _players[targetId]->setAcceleration(Point4D{0, 0, 0}); - - // add head and other stuff: - _world->loadObj(name + "_head", "../obj/cube.obj", "",Point4D{0.7, 0.7, 0.7}); - (*_world)[name + "_head"]->translate(Point4D{0, 2, 0}); - (*_world)[name + "_head"]->setCollider(false); - _players[targetId]->attach((*_world)[name + "_head"]); - - _world->loadObj(name + "_eye1", "../obj/cube.obj", "",Point4D{0.2, 0.2, 0.05}); - (*_world)[name + "_eye1"]->translate(Point4D{0.3, 2.1, 0.7}); - (*_world)[name + "_eye1"]->setCollider(false); - (*_world)[name + "_eye1"]->setColor({147, 159, 255}); - (*_world)[name + "_head"]->attach((*_world)[name + "_eye1"]); - - _world->loadObj(name + "_eye2", "../obj/cube.obj", "",Point4D{0.2, 0.2, 0.05}); - (*_world)[name + "_eye2"]->translate(Point4D{-0.3, 2.1, 0.7}); - (*_world)[name + "_eye2"]->setCollider(false); - (*_world)[name + "_eye2"]->setColor({147, 159, 255}); - (*_world)[name + "_head"]->attach((*_world)[name + "_eye2"]); + spawnPlayer(targetId); _players[targetId]->translateToPoint(Point4D{ buf[0], buf[1], buf[2]}); _players[targetId]->setHealth(buf[3]); @@ -59,7 +63,7 @@ void Client::processUpdate(sf::Packet& packet) { _players[targetId]->translateToPoint(Point4D{buf[0], buf[1], buf[2]}); _players[targetId]->setHealth(buf[3]); _players[targetId]->rotateToAngle(Point4D{0, buf[4], 0}); - //(*_world)[name + "_head"]->rotateToAngle({buf[5], 2*buf[4], 0}); + (*_world)[name + "_head"]->rotate(Matrix4x4::RotationY(buf[4]) * Point4D{1, 0, 0}, buf[5] - _players[targetId]->headAngle()); _players[targetId]->setHeadAngle(buf[5]); @@ -74,29 +78,7 @@ void Client::processNewClient(sf::Packet& packet) { packet >> targetId; - std::string name = "Player_" + std::to_string(targetId); - _players.insert({ targetId, std::make_shared() }); - _world->addMesh(_players[targetId], name); - _players[targetId]->setVisible(true); - _players[targetId]->setAcceleration(Point4D{0, 0, 0}); - - // add head and other stuff: - _world->loadObj(name + "_head", "../obj/cube.obj","",Point4D{0.7, 0.7, 0.7}); - (*_world)[name + "_head"]->translate(Point4D{0, 2, 0}); - (*_world)[name + "_head"]->setCollider(false); - _players[targetId]->attach((*_world)[name + "_head"]); - - _world->loadObj(name + "_eye1", "../obj/cube.obj","",Point4D{0.2, 0.2, 0.05}); - (*_world)[name + "_eye1"]->translate(Point4D{0.3, 2.1, 0.7}); - (*_world)[name + "_eye1"]->setCollider(false); - (*_world)[name + "_eye1"]->setColor({147, 159, 255}); - (*_world)[name + "_head"]->attach((*_world)[name + "_eye1"]); - - _world->loadObj(name + "_eye2", "../obj/cube.obj", "",Point4D{0.2, 0.2, 0.05}); - (*_world)[name + "_eye2"]->translate(Point4D{-0.3, 2.1, 0.7}); - (*_world)[name + "_eye2"]->setCollider(false); - (*_world)[name + "_eye2"]->setColor({147, 159, 255}); - (*_world)[name + "_head"]->attach((*_world)[name + "_eye2"]); + spawnPlayer(targetId); } void Client::processDisconnect(sf::Uint16 targetId) { @@ -204,7 +186,7 @@ void Client::addTrace(const Point4D& from, const Point4D& to) { _socket.send(packet, _socket.serverId()); } -void Client::deleteTrace(const std::shared_ptr &world, const std::string &traceName) { +void Client::deleteTrace(std::shared_ptr world, const std::string &traceName) { world->removeMesh(traceName); } @@ -214,4 +196,3 @@ void Client::takeBonus(const std::string& bonusName) { packet << MsgType::RemoveBonus << bonusName; _socket.send(packet, _socket.serverId()); } - diff --git a/Client.h b/Client.h index 79ebb77..9350cb6 100755 --- a/Client.h +++ b/Client.h @@ -18,6 +18,8 @@ private: std::map> _players{}; int fireTraces = 0; + + void spawnPlayer(sf::Uint16 id); public: Client(std::shared_ptr player, std::shared_ptr world) : _player(std::move(player)), _world(std::move(world)) {}; @@ -38,7 +40,7 @@ public: void addTrace(const Point4D& from, const Point4D& to); - void deleteTrace(const std::shared_ptr &world, const std::string& traceName); + void deleteTrace(std::shared_ptr world, const std::string& traceName); }; diff --git a/Player.cpp b/Player.cpp index d33e655..2254028 100755 --- a/Player.cpp +++ b/Player.cpp @@ -9,8 +9,9 @@ void Player::update() { + // friction if(inCollision()) - p_velocity -= p_velocity*Time::deltaTime()*2; + p_velocity = p_velocity - p_velocity*Time::deltaTime()*2; if(isInSlowMo) { if(_ability > 0) @@ -159,7 +160,6 @@ void Player::update() { if ((position() - rayToFloor.first).abs() < 2) { int soundNum = round((double) rand() / RAND_MAX * 5) + 1; walkSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/stonestep" + std::to_string(soundNum) + ".ogg")); - //walkSound.setVolume(30); walkSound.play(); } } @@ -276,7 +276,7 @@ void Player::playKill() { killSound.play(); } -void Player::collisionWithObject(const std::string &objName, const std::shared_ptr &obj) { +void Player::collisionWithObject(const std::string &objName, std::shared_ptr obj) { if(objName.find("Bonus_gun") != std::string::npos) addWeapon(std::make_shared()); @@ -304,7 +304,7 @@ void Player::collisionWithObject(const std::string &objName, const std::shared_p } } -void Player::addWeapon(const std::shared_ptr &weapon) { +void Player::addWeapon(std::shared_ptr weapon) { changeWeaponSound.play(); if(!_weapons.empty()) { diff --git a/Player.h b/Player.h index e0ffd29..03c2c88 100755 --- a/Player.h +++ b/Player.h @@ -11,11 +11,11 @@ #include "Mesh.h" #include "Camera.h" #include "World.h" -#include "Ak47.h" -#include "Shotgun.h" -#include "Gun.h" -#include "Gold_Ak47.h" -#include "Rifle.h" +#include "weapon/Ak47.h" +#include "weapon/Shotgun.h" +#include "weapon/Gun.h" +#include "weapon/Gold_Ak47.h" +#include "weapon/Rifle.h" class Player : public Mesh{ private: @@ -53,7 +53,7 @@ private: sf::Sound unSlowMoSound; sf::Sound fullHealthSound; sf::Sound fullAbilitySound; - + std::string _name = "im"; std::vector> _weapons; @@ -75,16 +75,16 @@ public: void update(); - void attachCamera(std::shared_ptr& camera, std::shared_ptr screen) { - _camera = camera; + void attachCamera(std::shared_ptr camera, std::shared_ptr screen) { + _camera = std::move(camera); _screen = std::move(screen); - camera->translateToPoint(position() + Point4D{0, 1.8, 0}); - this->attach(camera); + _camera->translateToPoint(position() + Point4D{0, 1.8, 0}); + this->attach(_camera); } - void attachWorld(const std::shared_ptr& world, const Point4D& pos = Point4D{0, 30, 0}) { - _world = world; + void attachWorld(std::shared_ptr world, const Point4D& pos = Point4D{0, 30, 0}) { + _world = std::move(world); translate(pos); @@ -98,7 +98,7 @@ public: fullHealthSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/fullHealth.ogg")); fullAbilitySound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/fullAbility.ogg")); - setCollisionCallBack([this](const std::string& objName, const std::shared_ptr& obj) {collisionWithObject(objName, obj);}); + setCollisionCallBack([this](const std::string& objName, std::shared_ptr obj) {collisionWithObject(objName, std::move(obj));}); } void setHealth(double h) { @@ -151,9 +151,9 @@ public: void playDeath(); void playKill(); - void collisionWithObject(const std::string& objName, const std::shared_ptr& obj); + void collisionWithObject(const std::string& objName, std::shared_ptr obj); - void addWeapon(const std::shared_ptr& weapon); + void addWeapon(std::shared_ptr weapon); void initWeapons(); }; diff --git a/engine/Camera.cpp b/engine/Camera.cpp index 61c14cc..5aa0978 100755 --- a/engine/Camera.cpp +++ b/engine/Camera.cpp @@ -23,7 +23,7 @@ std::vector &Camera::project(Mesh& mesh, Screen::ViewMode mode) { std::vector clippedTriangles, tempBuffer; for(auto& t : mesh.triangles()) { - double dot = t.norm().dot((mesh.position() + t[0] - p_position).normalize()); + double dot = t.norm().dot((mesh.position() + t[0] - p_position).normalized()); if(dot > 0) continue; @@ -63,9 +63,9 @@ std::vector &Camera::project(Mesh& mesh, Screen::ViewMode mode) { // and transform it's coordinate to screen space (in pixels): clippedTriangle *= SP; - clippedTriangle[0] /= clippedTriangle[0].w(); - clippedTriangle[1] /= clippedTriangle[1].w(); - clippedTriangle[2] /= clippedTriangle[2].w(); + clippedTriangle[0] = clippedTriangle[0] / clippedTriangle[0].w(); + clippedTriangle[1] = clippedTriangle[1] / clippedTriangle[1].w(); + clippedTriangle[2] = clippedTriangle[2] / clippedTriangle[2].w(); triangles.emplace_back(clippedTriangle); } @@ -112,12 +112,8 @@ std::vector &Camera::sorted() { std::sort(v_z1.begin(), v_z1.end()); std::sort(v_z2.begin(), v_z2.end()); - double a = 1; - double b = 1; - double c = 1; - - double z1 = (a*v_z1[0] + b*v_z1[1] + c*v_z1[2]); - double z2 = (a*v_z2[0] + b*v_z2[1] + c*v_z2[2]); + double z1 = v_z1[0] + v_z1[1] + v_z1[2]; + double z2 = v_z2[0] + v_z2[1] + v_z2[2]; return z1 > z2; }); @@ -138,6 +134,9 @@ void Camera::rotateX(double rx) { p_left = Matrix4x4::RotationX(rx) * p_left; p_up = Matrix4x4::RotationX(rx) * p_up; p_lookAt = Matrix4x4::RotationX(rx) * p_lookAt; + + for(auto attached : v_attached) + attached->rotateRelativePoint(position(), Point4D{rx, 0, 0}); } void Camera::rotateY(double ry) { @@ -145,6 +144,9 @@ void Camera::rotateY(double ry) { p_left = Matrix4x4::RotationY(ry) * p_left; p_up = Matrix4x4::RotationY(ry) * p_up; p_lookAt = Matrix4x4::RotationY(ry) * p_lookAt; + + for(auto attached : v_attached) + attached->rotateRelativePoint(position(), Point4D{0, ry, 0}); } void Camera::rotateZ(double rz) { @@ -152,22 +154,15 @@ void Camera::rotateZ(double rz) { p_left = Matrix4x4::RotationZ(rz) * p_left; p_up = Matrix4x4::RotationZ(rz) * p_up; p_lookAt = Matrix4x4::RotationZ(rz) * p_lookAt; -} - -void Camera::rotate(double rx, double ry, double rz) { - rotateX(rx); - rotateY(ry); - rotateZ(rz); - - if(v_attached.empty()) - return; - for(auto& attached : v_attached) - attached->rotateRelativePoint(position(), Point4D{rx, ry, rz}); + for(auto attached : v_attached) + attached->rotateRelativePoint(position(), Point4D{0, 0, rz}); } void Camera::rotate(const Point4D& r) { - rotate(r.x(), r.y(), r.z()); + rotateX(r.x()); + rotateY(r.y()); + rotateZ(r.z()); } @@ -176,9 +171,7 @@ void Camera::rotate(const Point4D& v, double rv) { p_up = Matrix4x4::Rotation(v, rv) * p_up; p_lookAt = Matrix4x4::Rotation(v, rv) * p_lookAt; - if(v_attached.empty()) - return; - for(auto& attached : v_attached) + for(auto attached : v_attached) attached->rotateRelativePoint(position(), v, rv); } @@ -187,9 +180,7 @@ void Camera::rotateLeft(double rl) { rotate(p_left, rl); - if(v_attached.empty()) - return; - for(auto& attached : v_attached) + for(auto attached : v_attached) attached->rotateRelativePoint(position(), p_left, rl); } @@ -197,9 +188,7 @@ void Camera::rotateUp(double ru) { p_angleLeftUpLookAt = Point4D{p_angleLeftUpLookAt.x(), p_angleLeftUpLookAt.y() + ru, p_angleLeftUpLookAt.z()}; rotate(p_up, ru); - if(v_attached.empty()) - return; - for(auto& attached : v_attached) + for(auto attached : v_attached) attached->rotateRelativePoint(position(), p_up, ru); } @@ -207,32 +196,24 @@ void Camera::rotateLookAt(double rlAt) { p_angleLeftUpLookAt = Point4D{p_angleLeftUpLookAt.x(), p_angleLeftUpLookAt.y(), p_angleLeftUpLookAt.z() + rlAt}; rotate(p_lookAt, rlAt); - if(v_attached.empty()) - return; - for(auto& attached : v_attached) + for(auto attached : v_attached) attached->rotateRelativePoint(position(), p_lookAt, rlAt); } -void Camera::rotateRelativePoint(const Point4D &s, double rx, double ry, double rz) { - p_angle += Point4D{rx, ry, rz}; +void Camera::rotateRelativePoint(const Point4D &s, const Point4D &r) { + p_angle = p_angle + r; // Translate XYZ by vector r1 Point4D r1 = p_position - s; // In translated coordinate system we rotate camera and position - Point4D r2 = Matrix4x4::Rotation(rx, ry, rz)*r1; - rotate(rx, ry, rz); + Point4D r2 = Matrix4x4::Rotation(r)*r1; + rotate(r); // After rotation we translate XYZ by vector -r2 and recalculate position p_position = s + r2; - if(v_attached.empty()) - return; - for(auto& attached : v_attached) - attached->rotateRelativePoint(s, Point4D{rx, ry, rz}); -} - -void Camera::rotateRelativePoint(const Point4D &s, const Point4D &r) { - rotateRelativePoint(s, r.x(), r.y(), r.z()); + for(auto attached : v_attached) + attached->rotateRelativePoint(s, r); } void Camera::rotateRelativePoint(const Point4D &s, const Point4D &v, double r) { @@ -245,9 +226,7 @@ void Camera::rotateRelativePoint(const Point4D &s, const Point4D &v, double r) { // After rotation we translate XYZ by vector -r2 and recalculate position p_position = s + r2; - if(v_attached.empty()) - return; - for(auto& attached : v_attached) + for(auto attached : v_attached) attached->rotateRelativePoint(s, v, r); } diff --git a/engine/Camera.h b/engine/Camera.h index 9894829..5162557 100755 --- a/engine/Camera.h +++ b/engine/Camera.h @@ -61,23 +61,17 @@ public: [[nodiscard]] Point4D lookAt() const { return p_lookAt; } void translate(const Point4D& dv) override { - p_position += dv; + p_position = p_position + dv; - if(v_attached.empty()) - return; - for(const auto& attached : v_attached) + for(auto attached : v_attached) attached->translate(dv); } - void translate(double dx, double dy, double dz) { - translate(Point4D{dx, dy, dz}); - } void translateToPoint(const Point4D& point); void rotateX(double rx); void rotateY(double ry); void rotateZ(double rz); - void rotate(double rx, double ry, double rz); void rotate(const Point4D& r) override; void rotate(const Point4D& v, double rv) override; @@ -86,8 +80,6 @@ public: void rotateUp(double ru); void rotateLookAt(double rlAt); - // Rotate mesh around XYZ by (rx, ry, rz) radians relative val 'point4D' - void rotateRelativePoint(const Point4D& s, double rl, double ru, double rlAt); // Rotate mesh around XYZ by (r.x, r.y, r.z) radians relative val 'point4D' void rotateRelativePoint(const Point4D& s, const Point4D& r) override; // Rotate mesh around normalised vector 'v' by 'r' radians relative val 'point4D' diff --git a/engine/CameraController.cpp b/engine/CameraController.cpp deleted file mode 100755 index f1a87ec..0000000 --- a/engine/CameraController.cpp +++ /dev/null @@ -1,38 +0,0 @@ -// -// Created by Иван Ильин on 23.01.2021. -// - -#include "CameraController.h" - -#include - -CameraController::CameraController(std::shared_ptr camera, std::shared_ptr screen) : camera(std::move(camera)), screen(std::move(screen)) { -} - -void CameraController::update() { - // Left and right - if (Screen::isKeyPressed(sf::Keyboard::A)) - camera->translate(camera->left()*Time::deltaTime()*5.0); - - if (Screen::isKeyPressed(sf::Keyboard::D)) - camera->translate(-camera->left()*Time::deltaTime()*5.0); - - // Forward and backward - if (Screen::isKeyPressed(sf::Keyboard::W)) - camera->translate(camera->lookAt()*Time::deltaTime()*5.0); - - if (Screen::isKeyPressed(sf::Keyboard::S)) - camera->translate(-camera->lookAt()*Time::deltaTime()*5.0); - - if (Screen::isKeyPressed(sf::Keyboard::LShift)) - camera->translate(0.0, -Time::deltaTime()*5.0, 0); - - if (Screen::isKeyPressed(sf::Keyboard::Space)) - camera->translate(0.0, Time::deltaTime()*5.0, 0); - - // Mouse movement - Point4D disp = screen->getMouseDisplacement(); - - camera->rotateY(-disp.x()/1000.0); - camera->rotateLeft(disp.y()/1000.0); -} diff --git a/engine/CameraController.h b/engine/CameraController.h deleted file mode 100755 index 9fa9ce2..0000000 --- a/engine/CameraController.h +++ /dev/null @@ -1,21 +0,0 @@ -// -// Created by Иван Ильин on 23.01.2021. -// - -#ifndef ENGINE_CAMERACONTROLLER_H -#define ENGINE_CAMERACONTROLLER_H - -#include "Camera.h" -#include "Screen.h" - -class CameraController { -private: - std::shared_ptr camera; - std::shared_ptr screen; -public: - CameraController(std::shared_ptr camera, std::shared_ptr screen); - void update(); -}; - - -#endif //INC_3DZAVR_CAMERACONTROLLER_H diff --git a/engine/Engine.cpp b/engine/Engine.cpp index 3c30a3a..196b772 100755 --- a/engine/Engine.cpp +++ b/engine/Engine.cpp @@ -97,8 +97,6 @@ void Engine::create(int screenWidth, int screenHeight, const std::string &name, void Engine::exit() { if(screen->isOpen()) { screen->close(); - if(screen->isRender()) - screen->setRender(false); } ResourceManager::unloadAllResources(); Log::log("Engine::exit(): exit engine (" + std::to_string(screen->width()) + " x " + std::to_string(screen->height()) + ") with name '" + screen->title() + "'."); diff --git a/engine/Engine.h b/engine/Engine.h index f7dc2d2..a8814cc 100755 --- a/engine/Engine.h +++ b/engine/Engine.h @@ -9,7 +9,6 @@ #include "World.h" #include "Camera.h" #include "utils/Log.h" -#include "CameraController.h" class Engine { protected: diff --git a/engine/Mesh.cpp b/engine/Mesh.cpp index e5f333c..cdb58a3 100755 --- a/engine/Mesh.cpp +++ b/engine/Mesh.cpp @@ -49,47 +49,10 @@ Mesh Mesh::Obj(const std::string& filename) { return Mesh(filename); } -Mesh Mesh::Cube(double size) { - Mesh cube{}; - cube.tris = { - { Point4D{0.0, 0.0, 0.0, 1.0}, Point4D{0.0, 1.0, 0.0, 1.0}, Point4D{1.0, 1.0, 0.0, 1.0} }, - { Point4D{0.0, 0.0, 0.0, 1.0}, Point4D{1.0, 1.0, 0.0, 1.0}, Point4D{1.0, 0.0, 0.0, 1.0} }, - { Point4D{1.0, 0.0, 0.0, 1.0}, Point4D{1.0, 1.0, 0.0, 1.0}, Point4D{1.0, 1.0, 1.0, 1.0} }, - { Point4D{1.0, 0.0, 0.0, 1.0}, Point4D{1.0, 1.0, 1.0, 1.0}, Point4D{1.0, 0.0, 1.0, 1.0} }, - { Point4D{1.0, 0.0, 1.0, 1.0}, Point4D{1.0, 1.0, 1.0, 1.0}, Point4D{0.0, 1.0, 1.0, 1.0} }, - { Point4D{1.0, 0.0, 1.0, 1.0}, Point4D{0.0, 1.0, 1.0, 1.0}, Point4D{0.0, 0.0, 1.0, 1.0} }, - { Point4D{0.0, 0.0, 1.0, 1.0}, Point4D{0.0, 1.0, 1.0, 1.0}, Point4D{0.0, 1.0, 0.0, 1.0} }, - { Point4D{0.0, 0.0, 1.0, 1.0}, Point4D{0.0, 1.0, 0.0, 1.0}, Point4D{0.0, 0.0, 0.0, 1.0} }, - { Point4D{0.0, 1.0, 0.0, 1.0}, Point4D{0.0, 1.0, 1.0, 1.0}, Point4D{1.0, 1.0, 1.0, 1.0} }, - { Point4D{0.0, 1.0, 0.0, 1.0}, Point4D{1.0, 1.0, 1.0, 1.0}, Point4D{1.0, 1.0, 0.0, 1.0} }, - { Point4D{1.0, 0.0, 1.0, 1.0}, Point4D{0.0, 0.0, 1.0, 1.0}, Point4D{0.0, 0.0, 0.0, 1.0} }, - { Point4D{1.0, 0.0, 1.0, 1.0}, Point4D{0.0, 0.0, 0.0, 1.0}, Point4D{1.0, 0.0, 0.0, 1.0} }, - - }; - - return cube *= Matrix4x4::Scale(size, size, size); -} - -void Mesh::translate(double dx, double dy, double dz) { - p_position += Point4D(dx, dy, dz); - - if(v_attached.empty()) - return; - for(auto attached : v_attached) - attached->translate(Point4D{dx, dy, dz}); -} - -void Mesh::rotate(double rx, double ry, double rz) { - p_angle += Point4D{rx, ry, rz}; - *this *= Matrix4x4::Rotation(rx, ry, rz); -} - void Mesh::rotate(const Point4D &r) { - p_angle += r; + p_angle = p_angle + r; *this *= Matrix4x4::Rotation(r); - if(v_attached.empty()) - return; for(auto attached : v_attached) attached->rotateRelativePoint(position(), r); } @@ -97,22 +60,21 @@ void Mesh::rotate(const Point4D &r) { void Mesh::rotate(const Point4D &v, double r) { *this *= Matrix4x4::Rotation(v, r); - if(v_attached.empty()) - return; for(auto attached : v_attached) attached->rotateRelativePoint(position(), v, r); } -void Mesh::scale(double sx, double sy, double sz) { - *this *= Matrix4x4::Scale(sx, sy, sz); -} - void Mesh::scale(const Point4D &s) { - *this *= Matrix4x4::Scale(s.x(), s.y(), s.z()); + *this *= Matrix4x4::Scale(s); + + // TODO: scale attached objects } void Mesh::translate(const Point4D &t) { - translate(t.x(), t.y(), t.z()); + p_position = p_position + t; + + for(auto attached : v_attached) + attached->translate(t); } Mesh &Mesh::operator=(const Mesh &mesh) { @@ -122,15 +84,15 @@ Mesh &Mesh::operator=(const Mesh &mesh) { return *this; } -void Mesh::rotateRelativePoint(const Point4D &s, double rx, double ry, double rz) { - p_angle += Point4D{rx, ry, rz}; +void Mesh::rotateRelativePoint(const Point4D &s, const Point4D &r) { + p_angle = p_angle + r; // Translate XYZ by vector r1 Point4D r1 = p_position - s; *this *= Matrix4x4::Translation(r1); // In translated coordinate system we rotate mesh and position - Matrix4x4 rotationMatrix = Matrix4x4::Rotation(rx, ry, rz); + Matrix4x4 rotationMatrix = Matrix4x4::Rotation(r); Point4D r2 = rotationMatrix*r1; *this *= rotationMatrix; @@ -141,12 +103,7 @@ void Mesh::rotateRelativePoint(const Point4D &s, double rx, double ry, double rz if(v_attached.empty()) return; for(auto attached : v_attached) - attached->rotateRelativePoint(s, Point4D{rx, ry, rz}); -} - -void Mesh::rotateRelativePoint(const Point4D &s, const Point4D &r) { - p_angle += r; - rotateRelativePoint(s, r.x(), r.y(), r.z()); + attached->rotateRelativePoint(s, r); } void Mesh::rotateRelativePoint(const Point4D &s, const Point4D &v, double r) { @@ -163,8 +120,6 @@ void Mesh::rotateRelativePoint(const Point4D &s, const Point4D &v, double r) { *this *= Matrix4x4::Translation(-r2); p_position = s + r2; - if(v_attached.empty()) - return; for(auto attached : v_attached) attached->rotateRelativePoint(s, v, r); } diff --git a/engine/Mesh.h b/engine/Mesh.h index 9225f32..9b76ee7 100755 --- a/engine/Mesh.h +++ b/engine/Mesh.h @@ -13,6 +13,11 @@ #include "Object.h" class Mesh : public Object, public Animatable, public RigidBody { +private: + // Operations with Matrix4x4 + [[nodiscard]] Mesh operator*(const Matrix4x4& matrix4X4) const; + Mesh& operator*=(const Matrix4x4& matrix4X4); + protected: std::vector tris; @@ -20,11 +25,7 @@ protected: sf::Color c_color = sf::Color(255, 245, 194); - // Operations with Matrix4x4 - [[nodiscard]] Mesh operator*(const Matrix4x4& matrix4X4) const; - Mesh& operator*=(const Matrix4x4& matrix4X4); - - std::function&)> _collisionCallBack; + std::function)> _collisionCallBack; public: Mesh() = default; @@ -41,21 +42,16 @@ public: void setTriangles(const std::vector& t) override { tris = t; } // Translate mesh - void translate(double dx, double dy, double dz); void translate(const Point4D& t) override; void translateToPoint(const Point4D& point); // Rotate mesh around XYZ axes - void rotate(double rx, double ry, double rz); void rotate(const Point4D& r) override; // Rotate mesh around normalised vector 'v' by 'r' radians void rotate(const Point4D& v, double r) override; - // Rotate mesh around XYZ by (rx, ry, rz) radians relative val 'point4D' - void rotateRelativePoint(const Point4D& point4D, double rx, double ry, double rz); // Rotate mesh around XYZ by (r.x, r.y, r.z) radians relative val 'point4D' void rotateRelativePoint(const Point4D& point4D, const Point4D& r) override; // Rotate mesh around normalised vector 'v' by 'r' radians relative val 'point4D' void rotateRelativePoint(const Point4D& point4D, const Point4D& v, double r) override; - void scale(double sx, double sy, double sz); void scale(const Point4D& s); void rotateToAngle(const Point4D& v) { rotate(v - p_angle); } @@ -66,18 +62,16 @@ public: [[nodiscard]] sf::Color color() const override { return c_color; } void setColor(sf::Color c) override; - Mesh static Cube(double size = 1.0); Mesh static Obj(const std::string& filename); Mesh static LineTo(const Point4D& from, const Point4D& to, double line_width = 0.1, sf::Color color = {150, 150, 150, 255}); - void setVisible(bool visibility) { _visible = visibility; } [[nodiscard]] bool isVisible() const { return _visible; } std::vector> static LoadObjects(const std::string& filename, const std::string &materials = "", const Point4D& scale = Point4D{1, 1, 1}); - [[nodiscard]] const std::function&)>& collisionCallBack() const { return _collisionCallBack; } - void setCollisionCallBack(const std::function&)>& f) { _collisionCallBack = f; } + [[nodiscard]] const std::function)>& collisionCallBack() const { return _collisionCallBack; } + void setCollisionCallBack(const std::function)>& f) { _collisionCallBack = f; } }; diff --git a/engine/Object.h b/engine/Object.h index 1efbe0c..0bdc98f 100755 --- a/engine/Object.h +++ b/engine/Object.h @@ -27,8 +27,8 @@ public: [[nodiscard]] Point4D position() const { return p_position; } [[nodiscard]] Point4D angle() const { return p_angle; } - void attach(const std::shared_ptr& object) { - v_attached.push_back(object); + void attach(std::shared_ptr object) { + v_attached.push_back(std::move(object)); } }; diff --git a/engine/Plane.cpp b/engine/Plane.cpp index d262be7..1cb9ce3 100755 --- a/engine/Plane.cpp +++ b/engine/Plane.cpp @@ -33,23 +33,18 @@ std::pair Plane::intersection(const Point4D &start, const Point } int Plane::clip(Triangle &tri, Triangle &additional_tri) { - n.normalize(); + n = n.normalized(); Point4D insidePoints[3]; int inside = 0; Point4D outsidePoints[3]; int outside = 0; - Point4D insideTextures[3]; int insideT = 0; - Point4D outsideTextures[3]; int outsideT = 0; - double distances[3] = {distance(tri[0]), distance(tri[1]), distance(tri[2])}; for(int i = 0; i < 3; i++) { if (distances[i] >= 0) { insidePoints[inside++] = tri[i]; - insideTextures[insideT++] = tri.t[i]; } else { outsidePoints[outside++] = tri[i]; - outsideTextures[outsideT++] = tri.t[i]; } } @@ -62,13 +57,10 @@ int Plane::clip(Triangle &tri, Triangle &additional_tri) { std::pair intersect1 = intersection(insidePoints[0], outsidePoints[0]); std::pair intersect2 = intersection(insidePoints[0], outsidePoints[1]); tri[0] = insidePoints[0]; - tri.t[0] = insideTextures[0]; tri[1] = intersect1.first; - tri.t[1] = insideTextures[0] + (outsideTextures[0] - insideTextures[0]) * intersect1.second; tri[2] = intersect2.first; - tri.t[2] = insideTextures[0] + (outsideTextures[1] - insideTextures[0]) * intersect2.second; tri.clip = Triangle::Cropped; @@ -80,22 +72,16 @@ int Plane::clip(Triangle &tri, Triangle &additional_tri) { std::pair intersect2 = intersection(insidePoints[1], outsidePoints[0]); tri[0] = insidePoints[0]; - tri.t[0] = insideTextures[0]; tri[1] = intersect1.first; - tri.t[1] = insideTextures[0] + (outsideTextures[0] - insideTextures[0])*intersect1.second; tri[2] = insidePoints[1]; - tri.t[2] = insideTextures[1]; additional_tri[0] = intersect1.first; - additional_tri.t[0] = insideTextures[0] + (outsideTextures[0] - insideTextures[0])*intersect1.second; additional_tri[1] = intersect2.first; - additional_tri.t[1] = insideTextures[1] + (outsideTextures[0] - insideTextures[1])*intersect2.second; additional_tri[2] = insidePoints[1]; - additional_tri.t[2] = insideTextures[1]; tri.clip = Triangle::Doubled; additional_tri.clip = Triangle::Doubled; diff --git a/engine/Screen.cpp b/engine/Screen.cpp index b8716af..fe03007 100755 --- a/engine/Screen.cpp +++ b/engine/Screen.cpp @@ -34,19 +34,6 @@ void Screen::display() { std::string title = name + " (" + std::to_string(Time::fps()) + " fps)"; window.setTitle(title); - if(renderVideo || makeScreenShoot) - { - sf::Texture copyTexture; - copyTexture.create(window.getSize().x, window.getSize().y); - copyTexture.update(window); - if(makeScreenShoot) - copyTexture.copyToImage().saveToFile("../img/screen.png"); - else - copyTexture.copyToImage().saveToFile("../film/png/" + std::to_string(frame++) + ".png"); - makeScreenShoot = false; - } - - window.display(); } @@ -54,19 +41,6 @@ void Screen::clear() { window.clear(background); } -void Screen::line(const Point4D& p1, const Point4D& p2, sf::Color color) -{ - if (!window.isOpen()) - return; - - sf::Vertex line[] = - { - sf::Vertex(sf::Vector2f(p1.x(), p1.y()), color), - sf::Vertex(sf::Vector2f(p2.x(), p2.y()), color) - }; - window.draw(line, 2, sf::Lines); -} - void Screen::triangle(const Triangle& triangle) { if(vm == Frame || vm == Borders || vm == Xray || vm == Clipped || vm == Transparency || vm == Normals) { @@ -193,13 +167,3 @@ void Screen::debugText(const std::string& text) { window.draw(t); } - -void Screen::setRender(bool r) { - if(renderVideo && !r) { - std::string c = "ffmpeg -stats -r 60 -i ../film/png/%d.png -vcodec libx264 -crf 1 -pix_fmt yuv420p -frames " + std::to_string(frame) + " ../film/mp4/" + std::to_string(scene) + "_" + name + ".mp4"; - popen(c.c_str(), "w"); - frame = 0; - scene++; - } - renderVideo = r; -} diff --git a/engine/Screen.h b/engine/Screen.h index 8c396cc..d728ebc 100755 --- a/engine/Screen.h +++ b/engine/Screen.h @@ -38,11 +38,9 @@ private: std::string font = "../engine/fonts/Roboto-Thin.ttf"; - bool renderVideo = false; // performance heavy. I use this to make sequence of .jpg files of screen and then convert this to .mp4 file int frame = 0; int scene = 0; // the number of scene - bool makeScreenShoot = false; public: sf::RenderWindow window; @@ -51,7 +49,6 @@ public: void display(); void clear(); - void line(const Point4D& p1, const Point4D& p2, sf::Color color = {0, 0, 0}); void triangle(const Triangle& triangle ); void title(const std::string& title); @@ -81,11 +78,6 @@ public: void keyboardControl(); void debugText(const std::string& text); - - void setRender(bool r); - bool isRender() const { return renderVideo; } - - void makeScreen() { makeScreenShoot = true; } }; diff --git a/engine/Triangle.cpp b/engine/Triangle.cpp index 52f335e..bb589ef 100755 --- a/engine/Triangle.cpp +++ b/engine/Triangle.cpp @@ -33,7 +33,7 @@ Point4D Triangle::norm() const { Point4D v1 = p[1] - p[0]; Point4D v2 = p[2] - p[0]; - return v1.cross3D(v2).normalize(); + return v1.cross3D(v2).normalized(); } Point4D Triangle::operator[](int i) const { diff --git a/engine/Triangle.h b/engine/Triangle.h index 89351a0..3efc35c 100755 --- a/engine/Triangle.h +++ b/engine/Triangle.h @@ -20,8 +20,7 @@ public: }; ClipMode clip = None; sf::Color color; - Point4D p[3]; // points in space - Point4D t[3]; // texture coordinates + Point4D p[3]; Triangle (); Triangle (const Triangle& triangle); diff --git a/engine/World.cpp b/engine/World.cpp index 6a31605..f52df29 100755 --- a/engine/World.cpp +++ b/engine/World.cpp @@ -10,7 +10,7 @@ using namespace std; -void World::addMesh(const std::shared_ptr& mesh, const string &name) { +void World::addMesh(std::shared_ptr mesh, const string &name) { _objects.emplace(name, mesh); Log::log("World::addMesh(): inserted mesh '" + name + "' with " + std::to_string(_objects[name]->triangles().size()) + " tris."); diff --git a/engine/World.h b/engine/World.h index dab4572..392fe82 100755 --- a/engine/World.h +++ b/engine/World.h @@ -20,7 +20,7 @@ public: [[nodiscard]] std::map>& objects() { return _objects; } - void addMesh(const std::shared_ptr& mesh, const std::string& name = ""); + void addMesh(std::shared_ptr mesh, const std::string& name = ""); void removeMesh(const std::string& name); void removeMeshInstantly(const std::string& name); void garbageCollector(); diff --git a/engine/gui/Window.cpp b/engine/gui/Window.cpp index 6d1925b..63b611a 100755 --- a/engine/gui/Window.cpp +++ b/engine/gui/Window.cpp @@ -14,7 +14,7 @@ void Window::addButton(int x, int y, int w, int h, std::function click, buttons.back().init(); } -void Window::update(const std::shared_ptr& screen) { +void Window::update(std::shared_ptr screen) { screen->title(s_name); screen->window.draw(back); diff --git a/engine/gui/Window.h b/engine/gui/Window.h index 8630d11..d0957c9 100755 --- a/engine/gui/Window.h +++ b/engine/gui/Window.h @@ -34,7 +34,7 @@ public: void setBackgroundTexture(const std::string& texture, double sx = 1, double sy = 1, int w = 1920, int h = 1080); - void update(const std::shared_ptr& screen); + void update(std::shared_ptr screen); }; diff --git a/engine/physics/RigidBody.cpp b/engine/physics/RigidBody.cpp index 98387e2..5290e64 100755 --- a/engine/physics/RigidBody.cpp +++ b/engine/physics/RigidBody.cpp @@ -15,7 +15,7 @@ Point4D RigidBody::_findFurthestPoint(const Point4D& direction) { for(auto& tri : triangles()){ for(auto point : tri.p){ - point += position(); + point = point + position(); double distance = point.dot(direction); if(distance > maxDistance) { @@ -27,7 +27,7 @@ Point4D RigidBody::_findFurthestPoint(const Point4D& direction) { return maxPoint; } -Point4D RigidBody::_support(const std::shared_ptr& obj, const Point4D& direction) { +Point4D RigidBody::_support(std::shared_ptr obj, const Point4D& direction) { Point4D p1 = _findFurthestPoint(direction); Point4D p2 = obj->_findFurthestPoint(-direction); @@ -132,10 +132,10 @@ bool RigidBody::_tetrahedron(Simplex &points, Point4D &direction) { return true; } -std::pair RigidBody::checkGJKCollision(const std::shared_ptr& obj) { +std::pair RigidBody::checkGJKCollision(std::shared_ptr obj) { // Get initial support point in any direction - Point4D support = _support(obj, Point4D::unit_x()); + Point4D support = _support(obj, Point4D{1, 0, 0}); // Simplex is an array of points, max count is 4 Simplex points; @@ -146,7 +146,7 @@ std::pair RigidBody::checkGJKCollision(const std::shared_ptr RigidBody::checkGJKCollision(const std::shared_ptr& obj) { +CollisionPoint RigidBody::EPA(const Simplex& simplex, std::shared_ptr obj) { std::vector polytope(simplex.begin(), simplex.end()); std::vector faces = { @@ -185,7 +185,7 @@ CollisionPoint RigidBody::EPA(const Simplex& simplex, const std::shared_ptr, size_t> RigidBody::GetFaceNormals(const std::vector& polytope, const std::vector& faces) { @@ -264,11 +264,11 @@ std::pair, size_t> RigidBody::GetFaceNormals(const std::vec Point4D b = polytope[faces[i + 1]]; Point4D c = polytope[faces[i + 2]]; - Point4D normal = (b - a).cross3D(c - a).normalize(); + Point4D normal = (b - a).cross3D(c - a).normalized(); double distance = normal.dot(a); if (distance < 0) { - normal *= -1; + normal = -normal; distance *= -1; } @@ -303,10 +303,7 @@ void RigidBody::AddIfUniqueEdge(std::vector>& edges, c void RigidBody::updatePhysicsState() { translate(p_velocity * Time::deltaTime()); - p_velocity += p_acceleration * Time::deltaTime(); - - rotate(p_angularVelocity * Time::deltaTime()); - p_angularVelocity += p_angularAcceleration * Time::deltaTime(); + p_velocity = p_velocity + p_acceleration * Time::deltaTime(); } void RigidBody::setVelocity(const Point4D& velocity) { @@ -314,17 +311,9 @@ void RigidBody::setVelocity(const Point4D& velocity) { } void RigidBody::addVelocity(const Point4D &velocity) { - p_velocity += velocity; -} - -void RigidBody::setAngularVelocity(const Point4D& angularVelocity) { - p_angularVelocity = angularVelocity; + p_velocity = p_velocity + velocity; } void RigidBody::setAcceleration(const Point4D& acceleration) { p_acceleration = acceleration; } - -void RigidBody::setAngularAcceleration(const Point4D& angularAcceleration) { - p_angularAcceleration = angularAcceleration; -} diff --git a/engine/physics/RigidBody.h b/engine/physics/RigidBody.h index 1528dc9..96ca227 100755 --- a/engine/physics/RigidBody.h +++ b/engine/physics/RigidBody.h @@ -24,11 +24,6 @@ protected: Point4D p_velocity; Point4D p_acceleration; - Point4D p_angularVelocity; - Point4D p_angularAcceleration; - - double _mass = 1.0; - bool _collision = false; bool _isCollider = true; @@ -36,7 +31,7 @@ protected: Point4D _collisionNormal; Point4D _findFurthestPoint(const Point4D& direction); - Point4D _support(const std::shared_ptr& obj, const Point4D& direction); + Point4D _support(std::shared_ptr obj, const Point4D& direction); static bool _nextSimplex(Simplex& points, Point4D& direction); static bool _line(Simplex& points, Point4D& direction); @@ -50,13 +45,12 @@ public: RigidBody() = default; virtual ~RigidBody() = default; - std::pair checkGJKCollision(const std::shared_ptr& obj); - CollisionPoint EPA(const Simplex& simplex, const std::shared_ptr& obj); + std::pair checkGJKCollision(std::shared_ptr obj); + CollisionPoint EPA(const Simplex& simplex, std::shared_ptr obj); [[nodiscard]] bool isCollision() const { return _collision; } [[nodiscard]] bool inCollision() const {return _inCollision; } [[nodiscard]] bool isCollider() const {return _isCollider; } - [[nodiscard]] Point4D collisionNormal() const {return _collisionNormal; } void setInCollision(bool c) { _inCollision = c; } void setCollisionNormal(const Point4D& c) { _collisionNormal = c; } void setCollision(bool c) { _collision= c; } @@ -71,17 +65,10 @@ public: void updatePhysicsState(); void setVelocity(const Point4D& velocity); - void setAngularVelocity(const Point4D& angularVelocity); - void addVelocity(const Point4D& velocity); - void setAcceleration(const Point4D& acceleration); - void setAngularAcceleration(const Point4D& angularAcceleration); [[nodiscard]] Point4D velocity() const { return p_velocity; } - - [[nodiscard]] double mass() const { return _mass; } - void setMass(double val) { _mass = val; } }; diff --git a/engine/physics/Solver.cpp b/engine/physics/Solver.cpp index 4c29c51..2944c3f 100755 --- a/engine/physics/Solver.cpp +++ b/engine/physics/Solver.cpp @@ -5,7 +5,7 @@ #include "Solver.h" #include "utils/Log.h" -void Solver::solveCollision(const std::shared_ptr& obj1, const std::shared_ptr& obj2, const CollisionPoint& collision) { +void Solver::solveCollision(std::shared_ptr obj1, std::shared_ptr obj2, const CollisionPoint& collision) { if(!collision.hasCollision) return; diff --git a/engine/physics/Solver.h b/engine/physics/Solver.h index 4196463..6392009 100755 --- a/engine/physics/Solver.h +++ b/engine/physics/Solver.h @@ -9,7 +9,7 @@ class Solver { public: - static void solveCollision(const std::shared_ptr& obj1, const std::shared_ptr& obj2, const CollisionPoint& collision); + static void solveCollision(std::shared_ptr obj1, std::shared_ptr obj2, const CollisionPoint& collision); }; diff --git a/engine/utils/Matrix4x4.cpp b/engine/utils/Matrix4x4.cpp index c19fb37..9d966be 100755 --- a/engine/utils/Matrix4x4.cpp +++ b/engine/utils/Matrix4x4.cpp @@ -6,252 +6,62 @@ #include #include -[[nodiscard]] const std::array& Matrix4x4::operator[] (int i) const { - return _arr_matrix[i]; -} - -std::array &Matrix4x4::operator[](int i) { - return _arr_matrix[i]; -} - -[[nodiscard]] Matrix4x4 Matrix4x4::operator-() const { - Matrix4x4 result(*this); - for(int i = 0; i < 4; i++) - for(int j = 0; j < 4; j++) - result[i][j] = -_arr_matrix[i][j]; - - return result; -} - -[[nodiscard]] Matrix4x4 Matrix4x4::operator+() const { - return Matrix4x4(*this); -} - -bool Matrix4x4::operator==(const Matrix4x4 &matrix4X4) const { - for(int i = 0; i < 4; i++) - for(int j = 0; j < 4; j++) - if(_arr_matrix[i][j] != matrix4X4[i][j]) - return false; - return true; -} - -bool Matrix4x4::operator!=(const Matrix4x4 &matrix4X4) const { - return !(*this==matrix4X4); -} - -Matrix4x4 Matrix4x4::operator+(const Matrix4x4 &matrix4X4) const { - return Matrix4x4(*this) += matrix4X4; -} - -Matrix4x4 Matrix4x4::operator-(const Matrix4x4 &matrix4X4) const { - return Matrix4x4(*this) -= matrix4X4; -} - Matrix4x4 Matrix4x4::operator*(const Matrix4x4 &matrix4X4) const { - return Matrix4x4(*this) *= matrix4X4; -} - -Matrix4x4 Matrix4x4::operator/(const Matrix4x4 &matrix4X4) const { - return Matrix4x4(*this) /= matrix4X4; -} - -Matrix4x4 &Matrix4x4::operator+=(const Matrix4x4 &matrix4X4) { - for(int i = 0; i < 4; i++) - for(int j = 0; j < 4; j++) - _arr_matrix[i][j] += matrix4X4[i][j]; - - return *this; -} - -Matrix4x4 &Matrix4x4::operator-=(const Matrix4x4 &matrix4X4) { - (*this) += -matrix4X4; - return *this; -} - -Matrix4x4 &Matrix4x4::operator*=(const Matrix4x4 &matrix4X4) { - Matrix4x4 copy(*this); - this->setZero(); + Matrix4x4 result = Matrix4x4::Zero(); for(int i = 0; i < 4; i++) for(int j = 0; j < 4; j++) for(int k = 0; k < 4; k++) - _arr_matrix[i][j] += copy[i][k] * matrix4X4[k][j]; - return *this; -} - -Matrix4x4 &Matrix4x4::operator/=(const Matrix4x4 &matrix4X4) { - for(int i = 0; i < 4; i++) - for(int j = 0; j < 4; j++) { - assert(matrix4X4[i][j] != 0); - _arr_matrix[i][j] /= matrix4X4[i][j]; - } - return *this; -} - -Matrix4x4 Matrix4x4::operator+(double number) const { - return Matrix4x4(*this) += number; -} - -Matrix4x4 Matrix4x4::operator-(double number) const { - return *this+(-number); -} - -Matrix4x4 Matrix4x4::operator*(double number) const { - return Matrix4x4(*this) *= number; -} - -Matrix4x4 Matrix4x4::operator/(double number) const { - assert(number != 0); - return *this*(1.0/number); -} - -Matrix4x4 &Matrix4x4::operator+=(double number) { - for(int i = 0; i < 4; i++) - for(int j = 0; j < 4; j++) - _arr_matrix[i][j] += number; - - return *this; -} - -Matrix4x4 &Matrix4x4::operator-=(double number) { - return (*this) += -number; -} - -Matrix4x4 &Matrix4x4::operator*=(double number) { - for(int i = 0; i < 4; i++) - for(int j = 0; j < 4; j++) - _arr_matrix[i][j] *= number; - - return *this; -} - -Matrix4x4 &Matrix4x4::operator/=(double number) { - return (*this) *= 1.0/number; + result._arr[i][j] += _arr[i][k] * matrix4X4._arr[k][j]; + return result; } Point4D Matrix4x4::operator*(const Point4D &point4D) const { return Point4D( - _arr_matrix[0][0] * point4D.x() + _arr_matrix[0][1] * point4D.y() + _arr_matrix[0][2] * point4D.z() + _arr_matrix[0][3] * point4D.w(), - _arr_matrix[1][0] * point4D.x() + _arr_matrix[1][1] * point4D.y() + _arr_matrix[1][2] * point4D.z() + _arr_matrix[1][3] * point4D.w(), - _arr_matrix[2][0] * point4D.x() + _arr_matrix[2][1] * point4D.y() + _arr_matrix[2][2] * point4D.z() + _arr_matrix[2][3] * point4D.w(), - _arr_matrix[3][0] * point4D.x() + _arr_matrix[3][1] * point4D.y() + _arr_matrix[3][2] * point4D.z() + _arr_matrix[3][3] * point4D.w() + _arr[0][0] * point4D.x() + _arr[0][1] * point4D.y() + _arr[0][2] * point4D.z() + _arr[0][3] * point4D.w(), + _arr[1][0] * point4D.x() + _arr[1][1] * point4D.y() + _arr[1][2] * point4D.z() + _arr[1][3] * point4D.w(), + _arr[2][0] * point4D.x() + _arr[2][1] * point4D.y() + _arr[2][2] * point4D.z() + _arr[2][3] * point4D.w(), + _arr[3][0] * point4D.x() + _arr[3][1] * point4D.y() + _arr[3][2] * point4D.z() + _arr[3][3] * point4D.w() ); } -double Matrix4x4::det3D() { - return _arr_matrix[0][0] * (_arr_matrix[1][1] * _arr_matrix[2][2] - _arr_matrix[1][2] * _arr_matrix[2][1]) - - _arr_matrix[0][1] * (_arr_matrix[1][0] * _arr_matrix[2][2] - _arr_matrix[1][2] * _arr_matrix[2][0]) + - _arr_matrix[0][2] * (_arr_matrix[1][0] * _arr_matrix[2][1] - _arr_matrix[2][0] * _arr_matrix[1][1]); -} +Matrix4x4 Matrix4x4::Identity() { + Matrix4x4 result; -Matrix4x4 Matrix4x4::inv3D() { - double det = det3D(); - assert(det != 0); - Matrix4x4 result{}; - result[3][3] = 1.0; - result[0][0] = _arr_matrix[1][1] * _arr_matrix[2][2] - _arr_matrix[2][1] * _arr_matrix[1][2]; - result[1][0] = _arr_matrix[0][1] * _arr_matrix[2][2] - _arr_matrix[2][1] * _arr_matrix[0][2]; - result[2][0] = _arr_matrix[0][1] * _arr_matrix[1][2] - _arr_matrix[1][1] * _arr_matrix[0][2]; - - result[0][1] = _arr_matrix[1][0] * _arr_matrix[2][2] - _arr_matrix[2][0] * _arr_matrix[1][2]; - result[1][1] = _arr_matrix[0][0] * _arr_matrix[2][2] - _arr_matrix[2][0] * _arr_matrix[0][2]; - result[2][1] = _arr_matrix[0][0] * _arr_matrix[1][2] - _arr_matrix[1][0] * _arr_matrix[0][2]; - - result[0][2] = _arr_matrix[1][0] * _arr_matrix[2][1] - _arr_matrix[2][0] * _arr_matrix[1][1]; - result[1][2] = _arr_matrix[0][0] * _arr_matrix[2][1] - _arr_matrix[2][0] * _arr_matrix[0][1]; - result[2][2] = _arr_matrix[0][0] * _arr_matrix[1][1] - _arr_matrix[1][0] * _arr_matrix[0][1]; - - return result /= det; -} - -Matrix4x4 &Matrix4x4::transpose() { - Matrix4x4 result{}; - for(int i = 0; i < 4; i++) - for(int j = 0; j < 4; j++) - result[i][j] = _arr_matrix[j][i]; - - *this = result; - return *this; -} - -Matrix4x4 &Matrix4x4::setIdentity() { for(int i = 0; i < 4; i++) for(int j = 0; j < 4; j++) if(i == j) - _arr_matrix[j][i] = 1.0; + result._arr[j][i] = 1.0; else - _arr_matrix[j][i] = 0.0; - return *this; -} + result._arr[j][i] = 0.0; -Matrix4x4 &Matrix4x4::setOnes() { - setConstants(1.0); - return *this; -} - -Matrix4x4 &Matrix4x4::setZero() { - setConstants(0.0); - return *this; -} - -Matrix4x4 &Matrix4x4::setConstants(double value) { - for(int i = 0; i < 4; i++) - for(int j = 0; j < 4; j++) - _arr_matrix[j][i] = value; - return *this; -} - -const std::array, 4> &Matrix4x4::data() const { - return _arr_matrix; -} - -std::array, 4> &Matrix4x4::data() { - return _arr_matrix; -} - -Matrix4x4 Matrix4x4::Identity() { - return Matrix4x4().setIdentity(); -} - -Matrix4x4 Matrix4x4::Zero() { - return Matrix4x4(); + return result; } Matrix4x4 Matrix4x4::Constant(double value) { - return Matrix4x4().setConstants(value); + Matrix4x4 result; + + for(int i = 0; i < 4; i++) + for(int j = 0; j < 4; j++) + result._arr[j][i] = value; + + return result; } -Matrix4x4 Matrix4x4::Scale(double sx, double sy, double sz) { +Matrix4x4 Matrix4x4::Zero() { + return Matrix4x4::Constant(0); +} + +Matrix4x4 Matrix4x4::Scale(const Point4D& factor) { Matrix4x4 s{}; - s[0][0] = sx; - s[1][1] = sy; - s[2][2] = sz; - s[3][3] = 1; + s._arr[0][0] = factor.x(); + s._arr[1][1] = factor.y(); + s._arr[2][2] = factor.z(); + s._arr[3][3] = 1; return s; } -Matrix4x4 Matrix4x4::Translation(double dx, double dy, double dz) { - Matrix4x4 t{}; -/* - * ( 1 0 0 dx )(x) (x + dx) - * ( 0 1 0 dy )(y) = (y + dy) - * ( 0 0 1 dz )(z) (z + dz) - * ( 0 0 0 1 )(1) ( 1 ) - */ - - t[0][0] = 1.0; - t[1][1] = 1.0; - t[2][2] = 1.0; - t[3][3] = 1.0; - - t[0][3] = dx; - t[1][3] = dy; - t[2][3] = dz; - - return t; -} - Matrix4x4 Matrix4x4::Translation(const Point4D& v) { Matrix4x4 t{}; /* @@ -261,28 +71,28 @@ Matrix4x4 Matrix4x4::Translation(const Point4D& v) { * ( 0 0 0 1 )(1) ( 1 ) */ - t[0][0] = 1.0; - t[1][1] = 1.0; - t[2][2] = 1.0; - t[3][3] = 1.0; + t._arr[0][0] = 1.0; + t._arr[1][1] = 1.0; + t._arr[2][2] = 1.0; + t._arr[3][3] = 1.0; - t[0][3] = v.x(); - t[1][3] = v.y(); - t[2][3] = v.z(); + t._arr[0][3] = v.x(); + t._arr[1][3] = v.y(); + t._arr[2][3] = v.z(); return t; } Matrix4x4 Matrix4x4::RotationX(double rx) { Matrix4x4 Rx{}; - Rx[0][0] = 1.0; + Rx._arr[0][0] = 1.0; - Rx[1][1] = cos(rx); - Rx[1][2] = -sin(rx); - Rx[2][1] = sin(rx); - Rx[2][2] = cos(rx); + Rx._arr[1][1] = cos(rx); + Rx._arr[1][2] = -sin(rx); + Rx._arr[2][1] = sin(rx); + Rx._arr[2][2] = cos(rx); - Rx[3][3] = 1.0; + Rx._arr[3][3] = 1.0; return Rx; } @@ -290,14 +100,14 @@ Matrix4x4 Matrix4x4::RotationX(double rx) { Matrix4x4 Matrix4x4::RotationY(double ry) { Matrix4x4 Ry{}; - Ry[1][1] = 1.0; + Ry._arr[1][1] = 1.0; - Ry[0][0] = cos(ry); - Ry[0][2] = sin(ry); - Ry[2][0] = -sin(ry); - Ry[2][2] = cos(ry); + Ry._arr[0][0] = cos(ry); + Ry._arr[0][2] = sin(ry); + Ry._arr[2][0] = -sin(ry); + Ry._arr[2][2] = cos(ry); - Ry[3][3] = 1.0; + Ry._arr[3][3] = 1.0; return Ry; } @@ -305,39 +115,39 @@ Matrix4x4 Matrix4x4::RotationY(double ry) { Matrix4x4 Matrix4x4::RotationZ(double rz) { Matrix4x4 Rz{}; - Rz[2][2] = 1.0; + Rz._arr[2][2] = 1.0; - Rz[0][0] = cos(rz); - Rz[0][1] = -sin(rz); - Rz[1][0] = sin(rz); - Rz[1][1] = cos(rz); + Rz._arr[0][0] = cos(rz); + Rz._arr[0][1] = -sin(rz); + Rz._arr[1][0] = sin(rz); + Rz._arr[1][1] = cos(rz); - Rz[3][3] = 1.0; + Rz._arr[3][3] = 1.0; return Rz; } -Matrix4x4 Matrix4x4::Rotation(double rx, double ry, double rz) { - return RotationX(rx) * RotationY(ry) * RotationZ(rz); +Matrix4x4 Matrix4x4::Rotation(const Point4D& r) { + return RotationX(r.x()) * RotationY(r.y()) * RotationZ(r.z()); } Matrix4x4 Matrix4x4::Rotation(Point4D v, double rv) { Matrix4x4 Rv{}; - v.normalize(); + v = v.normalized(); - Rv[0][0] = cos(rv) + (1.0 - cos(rv))*v.x()*v.x(); - Rv[0][1] = (1.0 - cos(rv))*v.x()*v.y() - sin(rv)*v.z(); - Rv[0][2] = (1.0 - cos(rv))*v.x()*v.z() + sin(rv)*v.y(); + Rv._arr[0][0] = cos(rv) + (1.0 - cos(rv))*v.x()*v.x(); + Rv._arr[0][1] = (1.0 - cos(rv))*v.x()*v.y() - sin(rv)*v.z(); + Rv._arr[0][2] = (1.0 - cos(rv))*v.x()*v.z() + sin(rv)*v.y(); - Rv[1][0] = (1.0 - cos(rv))*v.x()*v.y() + sin(rv)*v.z(); - Rv[1][1] = cos(rv) + (1.0 - cos(rv))*v.y()*v.y(); - Rv[1][2] = (1.0 - cos(rv))*v.y()*v.z() - sin(rv)*v.x(); + Rv._arr[1][0] = (1.0 - cos(rv))*v.x()*v.y() + sin(rv)*v.z(); + Rv._arr[1][1] = cos(rv) + (1.0 - cos(rv))*v.y()*v.y(); + Rv._arr[1][2] = (1.0 - cos(rv))*v.y()*v.z() - sin(rv)*v.x(); - Rv[2][0] = (1.0 - cos(rv))*v.z()*v.x() - sin(rv)*v.y(); - Rv[2][1] = (1.0 - cos(rv))*v.z()*v.y() + sin(rv)*v.x(); - Rv[2][2] = cos(rv) + (1.0 - cos(rv))*v.z()*v.z(); + Rv._arr[2][0] = (1.0 - cos(rv))*v.z()*v.x() - sin(rv)*v.y(); + Rv._arr[2][1] = (1.0 - cos(rv))*v.z()*v.y() + sin(rv)*v.x(); + Rv._arr[2][2] = cos(rv) + (1.0 - cos(rv))*v.z()*v.z(); - Rv[3][3] = 1.0; + Rv._arr[3][3] = 1.0; return Rv; } @@ -347,11 +157,11 @@ Matrix4x4 Matrix4x4::Rotation(Point4D v, double rv) { Matrix4x4 Matrix4x4::Projection(double fov, double aspect, double ZNear, double ZFar) { Matrix4x4 p{}; - p[0][0] = 1.0/(tan(M_PI*fov*0.5/180.0)*aspect); - p[1][1] = 1.0/tan(M_PI*fov*0.5/180.0); - p[2][2] = ZFar/(ZFar - ZNear); - p[2][3] = -ZFar*ZNear/(ZFar - ZNear); - p[3][2] = 1.0; + p._arr[0][0] = 1.0/(tan(M_PI*fov*0.5/180.0)*aspect); + p._arr[1][1] = 1.0/tan(M_PI*fov*0.5/180.0); + p._arr[2][2] = ZFar/(ZFar - ZNear); + p._arr[2][3] = -ZFar*ZNear/(ZFar - ZNear); + p._arr[3][2] = 1.0; return p; } @@ -359,72 +169,37 @@ Matrix4x4 Matrix4x4::Projection(double fov, double aspect, double ZNear, double Matrix4x4 Matrix4x4::ScreenSpace(int width, int height) { Matrix4x4 s{}; - s[0][0] = -0.5*width; - s[1][1] = -0.5*height; - s[2][2] = 1.0; + s._arr[0][0] = -0.5*width; + s._arr[1][1] = -0.5*height; + s._arr[2][2] = 1.0; - s[0][3] = 0.5*width; - s[1][3] = 0.5*height; + s._arr[0][3] = 0.5*width; + s._arr[1][3] = 0.5*height; - s[3][3] = 1.0; + s._arr[3][3] = 1.0; return s; } Matrix4x4 Matrix4x4::View(const Point4D &left, const Point4D &up, const Point4D &lookAt, const Point4D &eye) { - Matrix4x4 V{}; + Matrix4x4 V = Zero(); - V.setZero(); + V._arr[0][0] = left[0]; + V._arr[0][1] = left[1]; + V._arr[0][2] = left[2]; + V._arr[0][3] = -eye.dot(left); - V[0][0] = left[0]; - V[0][1] = left[1]; - V[0][2] = left[2]; - V[0][3] = -eye.dot(left); + V._arr[1][0] = up[0]; + V._arr[1][1] = up[1]; + V._arr[1][2] = up[2]; + V._arr[1][3] = -eye.dot(up); - V[1][0] = up[0]; - V[1][1] = up[1]; - V[1][2] = up[2]; - V[1][3] = -eye.dot(up); + V._arr[2][0] = lookAt[0]; + V._arr[2][1] = lookAt[1]; + V._arr[2][2] = lookAt[2]; + V._arr[2][3] = -eye.dot(lookAt); - V[2][0] = lookAt[0]; - V[2][1] = lookAt[1]; - V[2][2] = lookAt[2]; - V[2][3] = -eye.dot(lookAt); - - V[3][3] = 1.0; + V._arr[3][3] = 1.0; return V; } - -Matrix4x4 Matrix4x4::ViewInverse(const Point4D &left, const Point4D &up, const Point4D &lookAt, const Point4D &eye) { - Matrix4x4 inv{}; - - inv.setZero(); - - inv[0][0] = left[0]; - inv[1][0] = left[1]; - inv[2][0] = left[2]; - inv[0][3] = eye[0]; - - inv[0][1] = up[0]; - inv[1][1] = up[1]; - inv[2][1] = up[2]; - inv[1][3] = eye[1]; - - inv[0][2] = lookAt[0]; - inv[1][2] = lookAt[1]; - inv[2][2] = lookAt[2]; - inv[2][3] = eye[2]; - - inv[3][3] = 1.0; - - return inv; -} - -Matrix4x4 Matrix4x4::Rotation(const Point4D &v) { - return RotationX(v.x())*RotationY(v.y())*RotationZ(v.z()); -} - -Matrix4x4 Matrix4x4::Scale(const Point4D &s) { - return Matrix4x4::Scale(s.x(), s.y(), s.z()); -} diff --git a/engine/utils/Matrix4x4.h b/engine/utils/Matrix4x4.h index 4b198d2..b66832c 100755 --- a/engine/utils/Matrix4x4.h +++ b/engine/utils/Matrix4x4.h @@ -10,76 +10,28 @@ class Matrix4x4 { private: - std::array, 4> _arr_matrix{}; + std::array, 4> _arr{}; public: Matrix4x4 () = default; Matrix4x4& operator=(const Matrix4x4& matrix4X4) = default; - [[nodiscard]] const std::array& operator[] (int i) const; - [[nodiscard]] std::array& operator[] (int i); - - [[nodiscard]] Matrix4x4 operator-() const; - [[nodiscard]] Matrix4x4 operator+() const; - - // Boolean operations - bool operator==(const Matrix4x4& matrix4X4) const; - bool operator!=(const Matrix4x4& matrix4X4) const; - - // Operations with Matrix4x4 - [[nodiscard]] Matrix4x4 operator+(const Matrix4x4& matrix4X4) const; - [[nodiscard]] Matrix4x4 operator-(const Matrix4x4& matrix4X4) const; [[nodiscard]] Matrix4x4 operator*(const Matrix4x4& matrix4X4) const; - [[nodiscard]] Matrix4x4 operator/(const Matrix4x4& matrix4X4) const; - - Matrix4x4& operator+=(const Matrix4x4& matrix4X4); - Matrix4x4& operator-=(const Matrix4x4& matrix4X4); - Matrix4x4& operator*=(const Matrix4x4& matrix4X4); - Matrix4x4& operator/=(const Matrix4x4& matrix4X4); - - // Operations with numbers - [[nodiscard]] Matrix4x4 operator+(double number) const; - [[nodiscard]] Matrix4x4 operator-(double number) const; - [[nodiscard]] Matrix4x4 operator*(double number) const; - [[nodiscard]] Matrix4x4 operator/(double number) const; - - Matrix4x4& operator+=(double number); - Matrix4x4& operator-=(double number); - Matrix4x4& operator*=(double number); - Matrix4x4& operator/=(double number); - - // Operations with Point4D [[nodiscard]] Point4D operator*(const Point4D& point4D) const; - // Other useful methods - [[nodiscard]] double det3D(); - [[nodiscard]] Matrix4x4 inv3D(); - Matrix4x4& transpose(); - Matrix4x4& setIdentity(); - Matrix4x4& setOnes(); - Matrix4x4& setZero(); - Matrix4x4& setConstants(double value); - - [[nodiscard]] const std::array, 4> & data() const; - [[nodiscard]] std::array, 4> & data(); - - // Any useful matrix + // Any useful matrix (static methods) Matrix4x4 static Identity(); Matrix4x4 static Zero(); Matrix4x4 static Constant (double value); - Matrix4x4 static Scale(double sx, double sy, double sz); - Matrix4x4 static Scale(const Point4D& s); - Matrix4x4 static Translation(double dx, double dy, double dz); + Matrix4x4 static Scale(const Point4D& factor); Matrix4x4 static Translation(const Point4D& v); Matrix4x4 static Rotation(const Point4D& r); Matrix4x4 static RotationX (double rx); Matrix4x4 static RotationY (double ry); Matrix4x4 static RotationZ (double rz); - Matrix4x4 static Rotation (double rx, double ry, double rz); Matrix4x4 static Rotation (Point4D v, double rv); Matrix4x4 static View(const Point4D& left, const Point4D& up, const Point4D& lookAt, const Point4D& eye); - Matrix4x4 static ViewInverse(const Point4D& left, const Point4D& up, const Point4D& lookAt, const Point4D& eye); Matrix4x4 static Projection (double fov = 90.0, double aspect = 1.0, double ZNear = 1.0, double ZFar = 10.0); Matrix4x4 static ScreenSpace (int width, int height); }; diff --git a/engine/utils/Point4D.cpp b/engine/utils/Point4D.cpp index 0ee5e55..69980d5 100755 --- a/engine/utils/Point4D.cpp +++ b/engine/utils/Point4D.cpp @@ -19,32 +19,14 @@ Point4D::Point4D(const Point4D &point4D) { _arr_point[3] = point4D.w(); } -Point4D &Point4D::operator=(const Point4D &point4D) { - if (&point4D != this) - { - _arr_point[0] = point4D.x(); - _arr_point[1] = point4D.y(); - _arr_point[2] = point4D.z(); - _arr_point[3] = point4D.w(); - } - return *this; -} - [[nodiscard]] double Point4D::operator[] (int i) const { return _arr_point[i]; } -[[nodiscard]] double& Point4D::operator[] (int i) { - return _arr_point[i]; -} [[nodiscard]] Point4D Point4D::operator-() const { return Point4D(-x(), -y(), -z(), -w()); } -[[nodiscard]] Point4D Point4D::operator+() const { - return Point4D(*this); -} -// Boolean operations bool Point4D::operator==(const Point4D& point4D) const { return this == &point4D || (*this - point4D).sqrAbs() < 0.0000000001; @@ -55,98 +37,31 @@ bool Point4D::operator!=(const Point4D& point4D) const } // Operations with Point4D -Point4D Point4D::operator+(const Point4D& point4D) const -{ - return Point4D(*this) += point4D; +Point4D Point4D::operator+(const Point4D& point4D) const { + return Point4D(x()+point4D.x(), y()+point4D.y(), z()+point4D.z(), w()+point4D.w()); } -Point4D Point4D::operator-(const Point4D& point4D) const -{ - return Point4D(*this) -= point4D; -} -Point4D Point4D::operator*(const Point4D& point4D) const -{ - return Point4D(*this) *= point4D; -} -Point4D Point4D::operator/(const Point4D& point4D) const -{ - return Point4D(*this) /= point4D; +Point4D Point4D::operator-(const Point4D& point4D) const { + return Point4D(*this) + -point4D; } -Point4D& Point4D::operator+=(const Point4D& point4D) -{ - _arr_point[0] += point4D.x(); - _arr_point[1] += point4D.y(); - _arr_point[2] += point4D.z(); - _arr_point[3] += point4D.w(); - return *this; -} -Point4D& Point4D::operator-=(const Point4D& point4D) -{ - (*this) += -point4D; - return *this; -} -Point4D& Point4D::operator*=(const Point4D& point4D) { - _arr_point[0] *= point4D.x(); - _arr_point[1] *= point4D.y(); - _arr_point[2] *= point4D.z(); - _arr_point[3] *= point4D.w(); - return *this; -} - -Point4D& Point4D::operator/=(const Point4D& point4D) { - _arr_point[0] /= point4D.x(); - _arr_point[1] /= point4D.y(); - _arr_point[2] /= point4D.z(); - _arr_point[3] /= point4D.w(); - return *this; -} double Point4D::dot(const Point4D& point4D) const { return point4D.x() * x() + point4D.y() * y() + point4D.z() * z() + point4D.w() * w(); } [[nodiscard]] Point4D Point4D::cross3D(const Point4D& point4D) const { - Point4D cross{y() * point4D.z() - point4D.y() * z(), - z() * point4D.x() - point4D.z() * x(), - x() * point4D.y() - point4D.x() * y()}; - return cross; + return Point4D {y() * point4D.z() - point4D.y() * z(), + z() * point4D.x() - point4D.z() * x(), + x() * point4D.y() - point4D.x() * y()}; } -// Operations with numbers -Point4D Point4D::operator+(double number) const { - return Point4D(*this) += number; +Point4D Point4D::operator*(double number) const { + return Point4D(x()*number, y()*number, z()*number, w()*number); } -Point4D Point4D::operator-(double number) const { - return Point4D(*this) -= number; -} -Point4D Point4D::operator*(double number) const -{ - return Point4D(*this) *= number; -} -Point4D Point4D::operator/(double number) const -{ - return Point4D(*this) /= number; -} -Point4D& Point4D::operator+=(double number) { - _arr_point[0] += number; - _arr_point[1] += number; - _arr_point[2] += number; - _arr_point[3] += number; - return *this; -} -Point4D& Point4D::operator-=(double number) { - return *this += -number; -} -Point4D& Point4D::operator*=(double number) -{ - _arr_point[0] *= number; - _arr_point[1] *= number; - _arr_point[2] *= number; - _arr_point[3] *= number; - return *this; -} -Point4D& Point4D::operator/=(double number) -{ - return *this *= 1.0/number; +Point4D Point4D::operator/(double number) const { + if(number != 0) + return Point4D(*this)*(1.0/number); + else + return Point4D(); } // Other useful methods @@ -154,22 +69,10 @@ double Point4D::sqrAbs() const { return x()*x() + y()*y() + z()*z() + w()*w(); } -double Point4D::abs() const -{ +double Point4D::abs() const { return sqrt(sqrAbs()); } -Point4D& Point4D::normalize() -{ - double length = this->abs(); - _arr_point[0] /= length; - _arr_point[1] /= length; - _arr_point[2] /= length; - _arr_point[3] /= length; - return *this; -} Point4D Point4D::normalized() const { - Point4D res(*this); - - return res.normalize(); + return Point4D(*this)/abs(); } diff --git a/engine/utils/Point4D.h b/engine/utils/Point4D.h index 337ae7f..1d22ae3 100755 --- a/engine/utils/Point4D.h +++ b/engine/utils/Point4D.h @@ -15,18 +15,15 @@ public: Point4D () = default; Point4D (const Point4D& point4D); explicit Point4D (double x, double y = 0.0, double z = 0.0, double w = 0.0); - Point4D& operator=(const Point4D& point4D); - [[nodiscard]] double x() const{ return _arr_point[0]; } - [[nodiscard]] double y() const{ return _arr_point[1]; } - [[nodiscard]] double z() const{ return _arr_point[2]; } - [[nodiscard]] double w() const{ return _arr_point[3]; } + [[nodiscard]] double x() const { return _arr_point[0]; } + [[nodiscard]] double y() const { return _arr_point[1]; } + [[nodiscard]] double z() const { return _arr_point[2]; } + [[nodiscard]] double w() const { return _arr_point[3]; } [[nodiscard]] double operator[] (int i) const; - [[nodiscard]] double& operator[] (int i); [[nodiscard]] Point4D operator-() const; - [[nodiscard]] Point4D operator+() const; // Boolean operations bool operator==(const Point4D& point4D) const; @@ -35,38 +32,18 @@ public: // Operations with Point4D [[nodiscard]] Point4D operator+(const Point4D& point4D) const; [[nodiscard]] Point4D operator-(const Point4D& point4D) const; - [[nodiscard]] Point4D operator*(const Point4D& point4D) const; - [[nodiscard]] Point4D operator/(const Point4D& point4D) const; - - Point4D& operator+=(const Point4D& point4D); - Point4D& operator-=(const Point4D& point4D); - Point4D& operator*=(const Point4D& point4D); - Point4D& operator/=(const Point4D& point4D); [[nodiscard]] double dot(const Point4D& point4D) const; // Returns dot product [[nodiscard]] Point4D cross3D(const Point4D& point4D) const; // Returns cross product // Operations with numbers - [[nodiscard]] Point4D operator+(double number) const; - [[nodiscard]] Point4D operator-(double number) const; [[nodiscard]] Point4D operator*(double number) const; [[nodiscard]] Point4D operator/(double number) const; - Point4D& operator+=(double number); - Point4D& operator-=(double number); - Point4D& operator*=(double number); - Point4D& operator/=(double number); - // Other useful methods [[nodiscard]] double sqrAbs() const; // Returns squared vector length [[nodiscard]] double abs() const; // Returns vector length - Point4D& normalize(); // Normalize vector and returns [[nodiscard]] Point4D normalized() const; // Returns normalized vector without changing - - - static Point4D unit_x() {return Point4D{1, 0, 0, 0}; } - static Point4D unit_y() {return Point4D{0, 1, 0, 0}; } - static Point4D unit_z() {return Point4D{0, 0, 1, 0}; } }; #endif //INC_3DZAVR_POINT4D_H diff --git a/main.cpp b/main.cpp index 2de746c..0865751 100755 --- a/main.cpp +++ b/main.cpp @@ -16,7 +16,7 @@ using namespace std; // Read server/client settings and start both. // If client doesn't connect to the localhost - server doesn't start. -void InitNetwork(const shared_ptr& server, const shared_ptr& client) +void InitNetwork(shared_ptr server, shared_ptr client) { std::string clientIp; sf::Uint16 clientPort; diff --git a/Ak47.cpp b/weapon/Ak47.cpp similarity index 100% rename from Ak47.cpp rename to weapon/Ak47.cpp diff --git a/Ak47.h b/weapon/Ak47.h similarity index 100% rename from Ak47.h rename to weapon/Ak47.h diff --git a/Gold_Ak47.h b/weapon/Gold_Ak47.h similarity index 100% rename from Gold_Ak47.h rename to weapon/Gold_Ak47.h diff --git a/Gun.cpp b/weapon/Gun.cpp similarity index 100% rename from Gun.cpp rename to weapon/Gun.cpp diff --git a/Gun.h b/weapon/Gun.h similarity index 100% rename from Gun.h rename to weapon/Gun.h diff --git a/Rifle.cpp b/weapon/Rifle.cpp similarity index 100% rename from Rifle.cpp rename to weapon/Rifle.cpp diff --git a/Rifle.h b/weapon/Rifle.h similarity index 100% rename from Rifle.h rename to weapon/Rifle.h diff --git a/Shotgun.cpp b/weapon/Shotgun.cpp similarity index 96% rename from Shotgun.cpp rename to weapon/Shotgun.cpp index bcf4eca..5be64ae 100755 --- a/Shotgun.cpp +++ b/weapon/Shotgun.cpp @@ -23,7 +23,7 @@ Shotgun::Shotgun(int ammo, const std::string& weaponName) : Weapon(weaponName, " } std::map -Shotgun::processFire(const std::shared_ptr &world, const std::shared_ptr &camera) { +Shotgun::processFire(std::shared_ptr world, std::shared_ptr camera) { std::map damagedPlayers; for(int i = 0; i < 15; i++) { diff --git a/Shotgun.h b/weapon/Shotgun.h similarity index 68% rename from Shotgun.h rename to weapon/Shotgun.h index bef1fa8..f3aaba9 100755 --- a/Shotgun.h +++ b/weapon/Shotgun.h @@ -10,7 +10,7 @@ class Shotgun : public Weapon { public: explicit Shotgun(int ammo = 15, const std::string& weaponName = "shotgun"); - std::map processFire(const std::shared_ptr& world, const std::shared_ptr& camera) override; + std::map processFire(std::shared_ptr world, std::shared_ptr camera) override; }; diff --git a/Weapon.cpp b/weapon/Weapon.cpp similarity index 89% rename from Weapon.cpp rename to weapon/Weapon.cpp index c5559e3..13dca7c 100755 --- a/Weapon.cpp +++ b/weapon/Weapon.cpp @@ -25,7 +25,7 @@ Weapon::Weapon(const std::string& weaponName, const std::string& objFileName, co noAmmoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/no_ammo.ogg")); } -std::map Weapon::fire(const std::shared_ptr& world, const std::shared_ptr& camera) { +std::map Weapon::fire(std::shared_ptr world, std::shared_ptr camera) { if(_clipAmmo == 0) { reload(); if(_clipAmmo == 0) @@ -60,13 +60,13 @@ void Weapon::reload() { _lastReloadTime = Time::time(); } -void Weapon::addToWorld(const shared_ptr &world) { +void Weapon::addToWorld(shared_ptr world) { for(auto& obj : _objects) { world->addMesh(obj.second, obj.first); } } -void Weapon::removeFromWorld(const shared_ptr &world) { +void Weapon::removeFromWorld(shared_ptr world) { for(auto& obj : _objects) { world->removeMeshInstantly(obj.first); } @@ -89,7 +89,7 @@ void Weapon::translate(const Point4D &point4D) { mesh.second->translate(point4D); } -void Weapon::deleteTrace(const shared_ptr &world, const std::string& traceName) { +void Weapon::deleteTrace(shared_ptr world, const std::string& traceName) { world->removeMesh(traceName); } @@ -98,7 +98,7 @@ void Weapon::rotateRelativePoint(const Point4D &point4D, const Point4D &v, doubl mesh.second->rotateRelativePoint(point4D, v, val); } -std::map Weapon::processFire(const shared_ptr &world, const shared_ptr &camera) { +std::map Weapon::processFire(shared_ptr world, shared_ptr camera) { std::map damagedPlayers; //generate random vector diff --git a/Weapon.h b/weapon/Weapon.h similarity index 81% rename from Weapon.h rename to weapon/Weapon.h index cdb6c72..cdfb345 100755 --- a/Weapon.h +++ b/weapon/Weapon.h @@ -37,7 +37,7 @@ protected: sf::Sound reloadSound; sf::Sound noAmmoSound; - static void deleteTrace(const std::shared_ptr &world, const std::string& traceName); + static void deleteTrace(std::shared_ptr world, const std::string& traceName); int fireTraces = 0; @@ -46,11 +46,11 @@ protected: public: Weapon(const std::string& weaponName, const std::string& objFileName, const std::string& matFileName, const Point4D& scale, const Point4D& translate, const Point4D& rotate); - std::map fire(const std::shared_ptr& world, const std::shared_ptr& camera); + std::map fire(std::shared_ptr world, std::shared_ptr camera); void reload(); - void addToWorld(const std::shared_ptr& world); - void removeFromWorld(const std::shared_ptr& world); + void addToWorld(std::shared_ptr world); + void removeFromWorld(std::shared_ptr world); void attachToPlayer(Mesh& player); @@ -69,7 +69,7 @@ public: void addAmmo(int ammoAdd) { _stockAmmo += ammoAdd; } - virtual std::map processFire(const std::shared_ptr& world, const std::shared_ptr& camera); + virtual std::map processFire(std::shared_ptr world, std::shared_ptr camera); [[nodiscard]] int initialPack() const {return _initialPack; } };