small refactoring
parent
8f271b1a67
commit
532990ec94
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@ -5,7 +5,7 @@ set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}")
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set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}")
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add_executable(shooter
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add_executable(${CMAKE_PROJECT_NAME}
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# game:
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# game:
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Source.cpp
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Source.cpp
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Player.cpp
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Player.cpp
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@ -64,6 +64,10 @@ add_executable(shooter
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engine/Keyboard.h
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engine/Keyboard.h
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engine/Mouse.cpp
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engine/Mouse.cpp
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engine/Mouse.h
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engine/Mouse.h
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engine/SoundController.cpp
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engine/SoundController.h
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engine/CameraController.cpp
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engine/CameraController.h
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engine/animation/Animation.h
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engine/animation/Animation.h
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engine/animation/Timeline.cpp
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engine/animation/Timeline.cpp
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engine/animation/Timeline.h
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engine/animation/Timeline.h
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@ -74,6 +78,13 @@ add_executable(shooter
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engine/animation/ARotate.h
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engine/animation/ARotate.h
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engine/animation/AWait.h
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engine/animation/AWait.h
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engine/animation/AFunction.h
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engine/animation/AFunction.h
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engine/animation/AAttractToPoint.h
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engine/animation/ARotateRelativePoint.h
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engine/animation/ARotateLeft.h
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engine/animation/Interpolation.cpp
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engine/animation/Animations.h
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engine/animation/AShowCreation.h
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engine/animation/AShowUncreation.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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@ -97,12 +108,7 @@ 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
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)
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engine/SoundController.h
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engine/animation/AAttractToPoint.h
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engine/animation/ARotateRelativePoint.h
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engine/animation/ARotateLeft.h
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engine/animation/Interpolation.cpp engine/animation/Animations.h engine/animation/AShowCreation.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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@ -117,7 +123,7 @@ if (SFML_FOUND)
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include_directories(${SFML_INCLUDE_DIR})
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include_directories(${SFML_INCLUDE_DIR})
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endif()
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endif()
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target_link_libraries(shooter sfml-audio sfml-network sfml-graphics sfml-window sfml-system)
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target_link_libraries(${CMAKE_PROJECT_NAME} sfml-audio sfml-network sfml-graphics sfml-window sfml-system)
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# OpenGL part
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# OpenGL part
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if (APPLE)
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if (APPLE)
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@ -129,12 +135,12 @@ if (APPLE)
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set(GLFW_LINK /usr/local/Cellar/glfw/3.2.1/lib/libglfw.3.dylib)
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set(GLFW_LINK /usr/local/Cellar/glfw/3.2.1/lib/libglfw.3.dylib)
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link_libraries(${OPENGL} ${GLEW_LINK} ${GLFW_LINK})
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link_libraries(${OPENGL} ${GLEW_LINK} ${GLFW_LINK})
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target_link_libraries(shooter "-framework OpenGL")
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target_link_libraries(${CMAKE_PROJECT_NAME} "-framework OpenGL")
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target_link_libraries(shooter "-framework GLUT")
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target_link_libraries(${CMAKE_PROJECT_NAME} "-framework GLUT")
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elseif(UNIX)
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elseif(UNIX)
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find_package(OpenGL REQUIRED)
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find_package(OpenGL REQUIRED)
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find_package(GLUT REQUIRED)
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find_package(GLUT REQUIRED)
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target_link_libraries(shooter ${OPENGL_LIBRARIES})
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target_link_libraries(${CMAKE_PROJECT_NAME} ${OPENGL_LIBRARIES})
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target_link_libraries(shooter ${GLUT_LIBRARY})
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target_link_libraries(${CMAKE_PROJECT_NAME} ${GLUT_LIBRARY})
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endif()
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endif()
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10
Shooter.cpp
10
Shooter.cpp
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@ -89,8 +89,6 @@ void Shooter::start() {
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player->reInitWeapons();
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player->reInitWeapons();
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player->translate(Vec3D{0, 0, 0});
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camera->translateToPoint(player->position() + Vec3D{0, 1.8, 0});
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camera->translateToPoint(player->position() + Vec3D{0, 1.8, 0});
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player->attach(camera);
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player->attach(camera);
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world->addBody(player);
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world->addBody(player);
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@ -159,6 +157,7 @@ void Shooter::update() {
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if (keyboard->isKeyTapped(sf::Keyboard::P)) {
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if (keyboard->isKeyTapped(sf::Keyboard::P)) {
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screen->startRender();
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screen->startRender();
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}
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}
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if (keyboard->isKeyTapped(sf::Keyboard::L)) {
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if (keyboard->isKeyTapped(sf::Keyboard::L)) {
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screen->stopRender();
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screen->stopRender();
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}
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}
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@ -179,7 +178,6 @@ void Shooter::update() {
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}
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}
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void Shooter::gui() {
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void Shooter::gui() {
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sf::Sprite sprite;
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sf::Sprite sprite;
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sprite.setTexture(*ResourceManager::loadTexture(ShooterConsts::MAIN_MENU_GUI));
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sprite.setTexture(*ResourceManager::loadTexture(ShooterConsts::MAIN_MENU_GUI));
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sprite.setTextureRect(sf::IntRect(243, 3, 9, 9));
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sprite.setTextureRect(sf::IntRect(243, 3, 9, 9));
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@ -192,7 +190,6 @@ void Shooter::gui() {
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// health player stats
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// health player stats
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drawPlayerStats();
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drawPlayerStats();
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drawStatsTable();
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drawStatsTable();
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}
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}
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void Shooter::drawStatsTable() {
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void Shooter::drawStatsTable() {
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@ -288,9 +285,6 @@ void Shooter::spawnPlayer(sf::Uint16 id) {
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world->body(ObjectNameTag(name + "_foot_2"))->setColor(ShooterConsts::DARK_COLORS[colorFootNum]);
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world->body(ObjectNameTag(name + "_foot_2"))->setColor(ShooterConsts::DARK_COLORS[colorFootNum]);
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changeEnemyWeapon("gun", id);
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changeEnemyWeapon("gun", id);
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newPlayer->scale(Vec3D(0.01, 0.01, 0.01));
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Timeline::addAnimation<AScale>(AnimationListTag(name + "_creation"), newPlayer, Vec3D(100, 100, 100));
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}
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}
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void Shooter::removePlayer(sf::Uint16 id) {
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void Shooter::removePlayer(sf::Uint16 id) {
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@ -325,6 +319,7 @@ void Shooter::removeFireTrace(const ObjectNameTag &traceName) {
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}
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}
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void Shooter::addBonus(const string &bonusName, const Vec3D &position) {
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void Shooter::addBonus(const string &bonusName, const Vec3D &position) {
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std::string name = bonusName.substr(6, bonusName.size() - 3 - 5);
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std::string name = bonusName.substr(6, bonusName.size() - 3 - 5);
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ObjectNameTag nameTag(bonusName);
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ObjectNameTag nameTag(bonusName);
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@ -342,6 +337,7 @@ void Shooter::addBonus(const string &bonusName, const Vec3D &position) {
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bonus, Vec3D{0, 2 * Consts::PI, 0}, 4,
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bonus, Vec3D{0, 2 * Consts::PI, 0}, 4,
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Animation::LoopOut::Continue,
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Animation::LoopOut::Continue,
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Animation::InterpolationType::Linear);
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Animation::InterpolationType::Linear);
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}
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}
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void Shooter::removeBonus(const ObjectNameTag &bonusName) {
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void Shooter::removeBonus(const ObjectNameTag &bonusName) {
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@ -10,10 +10,12 @@ using namespace std;
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int main() {
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int main() {
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Shooter game;
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Shooter game;
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game.create(1280, 720, ShooterConsts::PROJECT_NAME, true);
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// Optimal for standard monitors:
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//game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR);
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//game.create(720, 480, ShooterConsts::PROJECT_NAME, true);
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//game.create(1920, 1080, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR, sf::Style::Fullscreen);
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//game.create(2048, 1152, ShooterConsts::PROJECT_NAME, false);
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// Optimal for MacBook Pro 16 display:
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game.create(2048, 1152, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR);
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//game.create(3072, 1920, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR);
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//game.create(3072, 1920, ShooterConsts::PROJECT_NAME, true, Consts::BACKGROUND_COLOR);
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return 0;
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return 0;
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@ -0,0 +1,43 @@
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//
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// Created by Иван Ильин on 22.01.2022.
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//
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#include "CameraController.h"
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#include "utils/Time.h"
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#include "Vec2D.h"
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CameraController::CameraController(std::shared_ptr<Camera> camera,
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std::shared_ptr<Keyboard> keyboard,
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std::shared_ptr<Mouse> mouse) :
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_camera(std::move(camera)),
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_keyboard(std::move(keyboard)),
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_mouse(std::move(mouse)){
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}
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void CameraController::update() {
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// Left and right
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if (Keyboard::isKeyPressed(sf::Keyboard::A))
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_camera->translate(_camera->left()*Time::deltaTime()*5.0);
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if (Keyboard::isKeyPressed(sf::Keyboard::D))
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_camera->translate(-_camera->left()*Time::deltaTime()*5.0);
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// Forward and backward
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if (Keyboard::isKeyPressed(sf::Keyboard::W))
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_camera->translate(_camera->lookAt()*Time::deltaTime()*5.0);
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if (Keyboard::isKeyPressed(sf::Keyboard::S))
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_camera->translate(-_camera->lookAt()*Time::deltaTime()*5.0);
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if (Keyboard::isKeyPressed(sf::Keyboard::LShift))
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_camera->translate(Vec3D{0.0, -Time::deltaTime()*5.0, 0});
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if (Keyboard::isKeyPressed(sf::Keyboard::Space))
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_camera->translate(Vec3D{0.0, Time::deltaTime()*5.0, 0});
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// Mouse movement
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Vec2D disp = _mouse->getMouseDisplacement();
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_camera->rotate(Vec3D{0, -disp.x()/1000.0, 0});
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_camera->rotateLeft(disp.y()/1000.0);
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}
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@ -0,0 +1,26 @@
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//
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// Created by Иван Ильин on 22.01.2022.
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//
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#ifndef SHOOTER_CAMERACONTROLLER_H
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#define SHOOTER_CAMERACONTROLLER_H
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#include "Camera.h"
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#include "Keyboard.h"
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#include "Mouse.h"
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class CameraController {
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private:
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std::shared_ptr<Camera> _camera;
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std::shared_ptr<Keyboard> _keyboard;
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std::shared_ptr<Mouse> _mouse;
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public:
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CameraController(std::shared_ptr<Camera> camera,
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std::shared_ptr<Keyboard> keyboard,
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std::shared_ptr<Mouse> mouse);
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void update();
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};
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#endif //SHOOTER_CAMERACONTROLLER_H
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@ -118,13 +118,17 @@ void Engine::printDebugInfo() const {
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if (_showDebugInfo) {
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if (_showDebugInfo) {
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// coordinates & fps:
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// coordinates & fps:
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std::string text = _name + "\n\n X: " +
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std::string text = _name + "\n\n X: " +
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std::to_string((camera->position().x())) + "\n Y: " +
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std::to_string((camera->position().x())) + "\n Y: " +
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std::to_string((camera->position().y())) + "\n Z: " +
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std::to_string((camera->position().y())) + "\n Z: " +
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std::to_string((camera->position().z())) + "\n\n" +
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std::to_string((camera->position().z())) + "\n RY:" +
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std::to_string(camera->angle().y()/M_PI) + "PI\n RL: " +
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std::to_string(camera->angleLeftUpLookAt().x()/M_PI) + "PI\n\n" +
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std::to_string(screen->width()) + "x" +
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std::to_string(screen->width()) + "x" +
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std::to_string(screen->height()) + "\t" +
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std::to_string(screen->height()) + "\t" +
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std::to_string(Time::fps()) + " fps";
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std::to_string(Time::fps()) + " fps";
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if (_useOpenGL) {
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if (_useOpenGL) {
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text += "\n Using OpenGL acceleration";
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text += "\n Using OpenGL acceleration";
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} else {
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} else {
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@ -42,13 +42,12 @@ Mesh::Mesh(ObjectNameTag nameTag, const vector<Triangle> &tries) : Object(std::m
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void Mesh::setColor(const sf::Color &c) {
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void Mesh::setColor(const sf::Color &c) {
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_color = c;
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_color = c;
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// change color of all mesh triangles:
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std::vector<Triangle> newTriangles;
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newTriangles.reserve(_tris.size());
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for (auto &t : _tris) {
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for (auto &t : _tris) {
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newTriangles.emplace_back(Triangle(t[0], t[1], t[2], c));
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t.setColor(c);
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}
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}
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setTriangles(std::move(newTriangles));
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// because we change the color of mesh we should update geometry with a new color
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glFreeFloatArray();
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}
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}
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Mesh
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Mesh
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@ -61,15 +60,15 @@ Mesh::LineTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double l
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Vec3D v3 = v1.cross(v2).normalized();
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Vec3D v3 = v1.cross(v2).normalized();
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// from plane
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// from plane
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Vec4D p1 = (from - v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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Vec4D p1 = (- v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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Vec4D p2 = (from - v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
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Vec4D p2 = (- v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
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Vec4D p3 = (from + v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
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Vec4D p3 = ( v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
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Vec4D p4 = (from + v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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Vec4D p4 = ( v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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// to plane
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// to plane
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Vec4D p5 = (to - v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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Vec4D p5 = (to - from - v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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Vec4D p6 = (to - v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
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Vec4D p6 = (to - from - v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
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Vec4D p7 = (to + v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
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Vec4D p7 = (to - from + v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
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Vec4D p8 = (to + v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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Vec4D p8 = (to - from + v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
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line._tris = std::move(std::vector<Triangle>{
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line._tris = std::move(std::vector<Triangle>{
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@ -87,10 +86,70 @@ Mesh::LineTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double l
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{p1, p4, p8}
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{p1, p4, p8}
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});
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});
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line.setColor(color);
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line.setColor(color);
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line.translateToPoint(from);
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return line;
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return line;
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}
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}
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Mesh Mesh::ArrowTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double line_width, sf::Color color) {
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Mesh arrow(std::move(nameTag));
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Vec3D v1 = (to - from).normalized();
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Vec3D v2 = from.cross(from + Vec3D{1, 0, 0}).normalized();
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Vec3D v3 = v1.cross(v2).normalized();
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Vec3D to_line = to - v1*0.4;
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// from plane
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||||||
|
Vec4D p1 = (- v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
|
||||||
|
Vec4D p2 = (- v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
|
||||||
|
Vec4D p3 = ( v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
|
||||||
|
Vec4D p4 = ( v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
|
||||||
|
// to plane
|
||||||
|
Vec4D p5 = (to_line - from - v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
|
||||||
|
Vec4D p6 = (to_line - from - v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
|
||||||
|
Vec4D p7 = (to_line - from + v2 * line_width / 2.0 + v3 * line_width / 2.0).makePoint4D();
|
||||||
|
Vec4D p8 = (to_line - from + v2 * line_width / 2.0 - v3 * line_width / 2.0).makePoint4D();
|
||||||
|
|
||||||
|
// arrow
|
||||||
|
Vec4D p9 = (to_line - from - v2 * line_width*2 - v3 * line_width*2).makePoint4D();
|
||||||
|
Vec4D p10 = (to_line - from - v2 * line_width*2 + v3 * line_width*2).makePoint4D();
|
||||||
|
Vec4D p11 = (to_line - from + v2 * line_width*2 + v3 * line_width*2).makePoint4D();
|
||||||
|
Vec4D p12 = (to_line - from + v2 * line_width*2 - v3 * line_width*2).makePoint4D();
|
||||||
|
|
||||||
|
Vec4D p13 = (to - from).makePoint4D();
|
||||||
|
|
||||||
|
arrow._tris = std::move(std::vector<Triangle>{
|
||||||
|
{p2, p4, p1},
|
||||||
|
{p2, p3, p4},
|
||||||
|
{p1, p6, p2},
|
||||||
|
{p1, p5, p6},
|
||||||
|
{p2, p6, p7},
|
||||||
|
{p2, p7, p3},
|
||||||
|
{p6, p5, p8},
|
||||||
|
{p6, p8, p7},
|
||||||
|
{p4, p3, p7},
|
||||||
|
{p4, p7, p8},
|
||||||
|
{p1, p8, p5},
|
||||||
|
{p1, p4, p8},
|
||||||
|
|
||||||
|
{ p9, p10, p13 },
|
||||||
|
{ p10, p11, p13 },
|
||||||
|
{ p11, p12, p13 },
|
||||||
|
{ p12, p9, p13 },
|
||||||
|
});
|
||||||
|
arrow.setColor(color);
|
||||||
|
arrow.translateToPoint(from);
|
||||||
|
|
||||||
|
return arrow;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Mesh::setOpacity(double t) {
|
||||||
|
setColor(sf::Color(_color.r, _color.g, _color.b, t*255));
|
||||||
|
}
|
||||||
|
|
||||||
void Mesh::setTriangles(vector<Triangle>&& t) {
|
void Mesh::setTriangles(vector<Triangle>&& t) {
|
||||||
_tris = std::move(t);
|
_tris = std::move(t);
|
||||||
}
|
}
|
||||||
|
|
|
@ -46,6 +46,8 @@ public:
|
||||||
|
|
||||||
void setColor(const sf::Color &c);
|
void setColor(const sf::Color &c);
|
||||||
|
|
||||||
|
void setOpacity(double t);
|
||||||
|
|
||||||
void setVisible(bool visibility) { _visible = visibility; }
|
void setVisible(bool visibility) { _visible = visibility; }
|
||||||
|
|
||||||
[[nodiscard]] bool isVisible() const { return _visible; }
|
[[nodiscard]] bool isVisible() const { return _visible; }
|
||||||
|
@ -55,6 +57,8 @@ public:
|
||||||
Mesh static LineTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double line_width = 0.1,
|
Mesh static LineTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double line_width = 0.1,
|
||||||
const sf::Color &color = {150, 150, 150, 100});
|
const sf::Color &color = {150, 150, 150, 100});
|
||||||
|
|
||||||
|
Mesh static ArrowTo(ObjectNameTag nameTag, const Vec3D& from, const Vec3D& to, double line_width = 0.1, sf::Color color = {150, 150, 150, 255});
|
||||||
|
|
||||||
// OpenGL functions
|
// OpenGL functions
|
||||||
GLfloat *glFloatArray() const;
|
GLfloat *glFloatArray() const;
|
||||||
void glFreeFloatArray();
|
void glFreeFloatArray();
|
||||||
|
|
|
@ -21,8 +21,8 @@ Vec2D Mouse::getMouseDisplacement() const {
|
||||||
}
|
}
|
||||||
|
|
||||||
void Mouse::setMouseInCenter() const {
|
void Mouse::setMouseInCenter() const {
|
||||||
sf::Mouse::setPosition({static_cast<int>(_screen->width() / 2), static_cast<int>(_screen->height() / 2)},
|
sf::Vector2<int> center = sf::Vector2<int>(_screen->width() / 2, _screen->height() / 2);
|
||||||
*_screen->renderWindow());
|
sf::Mouse::setPosition(center,*_screen->renderWindow());
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Mouse::isButtonPressed(sf::Mouse::Button button) {
|
bool Mouse::isButtonPressed(sf::Mouse::Button button) {
|
||||||
|
|
|
@ -16,7 +16,6 @@ private:
|
||||||
const std::shared_ptr<Screen> _screen;
|
const std::shared_ptr<Screen> _screen;
|
||||||
|
|
||||||
std::map<sf::Mouse::Button, double> _tappedButtons;
|
std::map<sf::Mouse::Button, double> _tappedButtons;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
explicit Mouse(std::shared_ptr<Screen> screen) : _screen(std::move(screen)) {};
|
explicit Mouse(std::shared_ptr<Screen> screen) : _screen(std::move(screen)) {};
|
||||||
|
|
||||||
|
|
|
@ -59,7 +59,7 @@ void Object::scale(const Vec3D &s) {
|
||||||
void Object::rotate(const Vec3D &r) {
|
void Object::rotate(const Vec3D &r) {
|
||||||
_angle = _angle + r;
|
_angle = _angle + r;
|
||||||
|
|
||||||
Matrix4x4 rotationMatrix = Matrix4x4::RotationZ(r.z()) * Matrix4x4::RotationY(r.y()) * Matrix4x4::RotationX(r.z());
|
Matrix4x4 rotationMatrix = Matrix4x4::RotationX(r.x()) * Matrix4x4::RotationY(r.y()) * Matrix4x4::RotationZ(r.z());
|
||||||
transform(rotationMatrix);
|
transform(rotationMatrix);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -153,13 +153,6 @@ void Screen::drawText(const sf::Text &text) {
|
||||||
|
|
||||||
// OpenGL functions
|
// OpenGL functions
|
||||||
void Screen::prepareToGlDrawMesh() {
|
void Screen::prepareToGlDrawMesh() {
|
||||||
if (!sf::Shader::isAvailable())
|
|
||||||
{
|
|
||||||
Log::log("Shaders are not available!");
|
|
||||||
}
|
|
||||||
|
|
||||||
sf::Shader::bind(NULL);
|
|
||||||
|
|
||||||
glEnable(GL_CULL_FACE); // enable culling face
|
glEnable(GL_CULL_FACE); // enable culling face
|
||||||
glCullFace(GL_BACK); // cull faces from back
|
glCullFace(GL_BACK); // cull faces from back
|
||||||
glFrontFace(GL_CCW); // vertex order (counter clock wise)
|
glFrontFace(GL_CCW); // vertex order (counter clock wise)
|
||||||
|
@ -173,6 +166,9 @@ void Screen::prepareToGlDrawMesh() {
|
||||||
glDisable(GL_LIGHTING);
|
glDisable(GL_LIGHTING);
|
||||||
|
|
||||||
// enable alpha channel:
|
// enable alpha channel:
|
||||||
|
glEnable( GL_ALPHA_TEST );
|
||||||
|
glAlphaFunc(GL_NOTEQUAL, 0.0);
|
||||||
|
|
||||||
glEnable(GL_BLEND);
|
glEnable(GL_BLEND);
|
||||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||||
|
|
||||||
|
|
|
@ -38,6 +38,8 @@ public:
|
||||||
|
|
||||||
[[nodiscard]] sf::Color color() const { return _color; }
|
[[nodiscard]] sf::Color color() const { return _color; }
|
||||||
|
|
||||||
|
void setColor(sf::Color newColor) { _color = newColor; }
|
||||||
|
|
||||||
[[nodiscard]] double distance(const Vec3D &vec) const { return norm().dot(Vec3D(_points[0]) - vec); }
|
[[nodiscard]] double distance(const Vec3D &vec) const { return norm().dot(Vec3D(_points[0]) - vec); }
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -56,7 +56,7 @@ IntersectionInformation World::rayCast(const Vec3D &from, const Vec3D &to, const
|
||||||
|
|
||||||
for (auto &tri : body->triangles()) {
|
for (auto &tri : body->triangles()) {
|
||||||
Matrix4x4 model = body->model();
|
Matrix4x4 model = body->model();
|
||||||
Triangle tri_translated(model * tri[0], model * tri[1], model * tri[2]);
|
Triangle tri_translated(model * tri[0], model * tri[1], model * tri[2], tri.color());
|
||||||
|
|
||||||
Plane plane(tri_translated);
|
Plane plane(tri_translated);
|
||||||
auto intersection = plane.intersection(from, to);
|
auto intersection = plane.intersection(from, to);
|
||||||
|
|
|
@ -23,8 +23,27 @@ private:
|
||||||
|
|
||||||
std::vector<Triangle> newTriangles;
|
std::vector<Triangle> newTriangles;
|
||||||
newTriangles.reserve(_triangles.size());
|
newTriangles.reserve(_triangles.size());
|
||||||
|
|
||||||
|
double shift = 0.95/_triangles.size();
|
||||||
|
double oneTriangleTime = 1.0 - shift*_triangles.size();
|
||||||
|
|
||||||
|
double k = 0.0;
|
||||||
for(auto &t : _triangles) {
|
for(auto &t : _triangles) {
|
||||||
newTriangles.emplace_back(t[0], t[1], t[1] + (t[2] - t[1]) * progress(), t.color());
|
if(progress() >= shift*k) {
|
||||||
|
|
||||||
|
if(progress() <= shift*k + oneTriangleTime) {
|
||||||
|
double triProgressLinear = (progress() - shift*k) / oneTriangleTime;
|
||||||
|
double triProgressBezier = Interpolation::Bezier(Consts::BEZIER[0], Consts::BEZIER[1], triProgressLinear);
|
||||||
|
newTriangles.emplace_back(t[0], t[1], t[1] + (t[2] - t[1]) * triProgressBezier, sf::Color(t.color().r, t.color().g, t.color().b, t.color().a*triProgressBezier));
|
||||||
|
} else {
|
||||||
|
newTriangles.emplace_back(t[0], t[1], t[2], t.color());
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
newTriangles.emplace_back(t[0], t[0], t[0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
k = k + 1.0;
|
||||||
}
|
}
|
||||||
mesh->setTriangles(std::move(newTriangles));
|
mesh->setTriangles(std::move(newTriangles));
|
||||||
mesh->glFreeFloatArray();
|
mesh->glFreeFloatArray();
|
||||||
|
|
|
@ -0,0 +1,61 @@
|
||||||
|
//
|
||||||
|
// Created by Иван Ильин on 10.11.2021.
|
||||||
|
//
|
||||||
|
|
||||||
|
#ifndef SHOOTER_ASHOWUNCREATION_H
|
||||||
|
#define SHOOTER_ASHOWUNCREATION_H
|
||||||
|
|
||||||
|
#include "Animation.h"
|
||||||
|
#include "../Mesh.h"
|
||||||
|
|
||||||
|
class AShowUncreation final : public Animation {
|
||||||
|
private:
|
||||||
|
const std::weak_ptr<Mesh> _mesh;
|
||||||
|
const std::vector<Triangle> _triangles;
|
||||||
|
|
||||||
|
void update() override {
|
||||||
|
auto mesh = _mesh.lock();
|
||||||
|
|
||||||
|
if (mesh == nullptr) {
|
||||||
|
stop();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::vector<Triangle> newTriangles;
|
||||||
|
newTriangles.reserve(_triangles.size());
|
||||||
|
|
||||||
|
double shift = 0.95/_triangles.size();
|
||||||
|
double oneTriangleTime = 1.0 - shift*_triangles.size();
|
||||||
|
|
||||||
|
double k = 0.0;
|
||||||
|
|
||||||
|
double progress_inv = 1 - progress();
|
||||||
|
|
||||||
|
for(auto &t : _triangles) {
|
||||||
|
if(progress_inv >= shift*k) {
|
||||||
|
if(progress_inv <= shift*k + oneTriangleTime) {
|
||||||
|
double triProgressLinear = (progress_inv - shift*k) / oneTriangleTime;
|
||||||
|
double triProgressBezier = Interpolation::Bezier(Consts::BEZIER[0], Consts::BEZIER[1], triProgressLinear);
|
||||||
|
newTriangles.emplace_back(t[0], t[1], t[1] + (t[2] - t[1]) * triProgressBezier, sf::Color(t.color().r, t.color().g, t.color().b, t.color().a*triProgressBezier));
|
||||||
|
} else {
|
||||||
|
newTriangles.emplace_back(t[0], t[1], t[2], t.color());
|
||||||
|
}
|
||||||
|
|
||||||
|
} else {
|
||||||
|
newTriangles.emplace_back(t[0], t[0], t[0]);
|
||||||
|
}
|
||||||
|
|
||||||
|
k = k + 1.0;
|
||||||
|
}
|
||||||
|
mesh->setTriangles(std::move(newTriangles));
|
||||||
|
mesh->glFreeFloatArray();
|
||||||
|
}
|
||||||
|
|
||||||
|
public:
|
||||||
|
AShowUncreation(std::weak_ptr<Mesh> mesh, double duration = 1, LoopOut looped = LoopOut::None,
|
||||||
|
InterpolationType interpolationType = InterpolationType::Bezier) : Animation(duration, looped,
|
||||||
|
interpolationType),
|
||||||
|
_mesh(mesh), _triangles(mesh.lock()->triangles()) {}
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif //SHOOTER_ASHOWUNCREATION_H
|
|
@ -34,7 +34,8 @@ bool Animation::updateState() {
|
||||||
break;
|
break;
|
||||||
default:
|
default:
|
||||||
throw std::logic_error{
|
throw std::logic_error{
|
||||||
"Animation::updateState: unknown interpolation type " + std::to_string(static_cast<int>(_intType))};
|
"Animation::updateState: unknown interpolation type " + std::to_string(static_cast<int>(_intType))
|
||||||
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
if (_time + _dtime > 1.0) {
|
if (_time + _dtime > 1.0) {
|
||||||
|
@ -43,6 +44,7 @@ bool Animation::updateState() {
|
||||||
_dprogress = 1.0 - _progress;
|
_dprogress = 1.0 - _progress;
|
||||||
_progress = 1.0;
|
_progress = 1.0;
|
||||||
_finished = true;
|
_finished = true;
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
_time += _dtime;
|
_time += _dtime;
|
||||||
_progress += _dprogress;
|
_progress += _dprogress;
|
||||||
|
|
|
@ -31,7 +31,7 @@ private:
|
||||||
|
|
||||||
// If '_waitForFinish' == true then we need to finish all animation before starting this one. (for example AWait)
|
// If '_waitForFinish' == true then we need to finish all animation before starting this one. (for example AWait)
|
||||||
// In addition new animations in particular animation list will be started only after finishing this animation.
|
// In addition new animations in particular animation list will be started only after finishing this animation.
|
||||||
const bool _waitForFinish = false;
|
const bool _waitForFinish;
|
||||||
const double _duration = 0;
|
const double _duration = 0;
|
||||||
const LoopOut _looped = LoopOut::None;
|
const LoopOut _looped = LoopOut::None;
|
||||||
const InterpolationType _intType = InterpolationType::Bezier;
|
const InterpolationType _intType = InterpolationType::Bezier;
|
||||||
|
@ -46,7 +46,7 @@ protected:
|
||||||
void stop() { _finished = true; }
|
void stop() { _finished = true; }
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Animation(double duration, LoopOut looped, InterpolationType intType, bool _waitFor = false);
|
Animation(double duration, LoopOut looped, InterpolationType intType, bool waitForFinish = false);
|
||||||
|
|
||||||
virtual ~Animation() = default;
|
virtual ~Animation() = default;
|
||||||
|
|
||||||
|
|
|
@ -18,5 +18,7 @@
|
||||||
#include "ATranslateToPoint.h"
|
#include "ATranslateToPoint.h"
|
||||||
#include "AWait.h"
|
#include "AWait.h"
|
||||||
#include "AShowCreation.h"
|
#include "AShowCreation.h"
|
||||||
|
#include "AShowUncreation.h"
|
||||||
|
|
||||||
|
|
||||||
#endif //SHOOTER_ANIMATIONS_H
|
#endif //SHOOTER_ANIMATIONS_H
|
||||||
|
|
|
@ -4,7 +4,6 @@
|
||||||
|
|
||||||
#include <list>
|
#include <list>
|
||||||
|
|
||||||
#include "Animation.h"
|
|
||||||
#include "Timeline.h"
|
#include "Timeline.h"
|
||||||
#include "../utils/Log.h"
|
#include "../utils/Log.h"
|
||||||
|
|
||||||
|
@ -66,12 +65,12 @@ void Timeline::update() {
|
||||||
auto& animationList = iter->second;
|
auto& animationList = iter->second;
|
||||||
auto it = animationList.begin();
|
auto it = animationList.begin();
|
||||||
|
|
||||||
// If it the front animation is 'a_wait()' we should wait until waiting time is over
|
// If it the front animation is 'AWait' we should wait until waiting time is over
|
||||||
|
if ((it != animationList.end()) && (*it)->isWaitingForFinish()) {
|
||||||
if ((*it)->isWaitingForFinish()) {
|
|
||||||
if (!(*it)->updateState()) {
|
if (!(*it)->updateState()) {
|
||||||
animationList.erase(it);
|
animationList.erase(it);
|
||||||
}
|
}
|
||||||
|
++iter;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -59,6 +59,15 @@ public:
|
||||||
|
|
||||||
_instance->_animations[listName].emplace_back(std::make_shared<T>(args...));
|
_instance->_animations[listName].emplace_back(std::make_shared<T>(args...));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
template <typename T, typename... Arguments>
|
||||||
|
static void addAnimation(Arguments... args) {
|
||||||
|
if (_instance == nullptr) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_instance->_animations[AnimationListTag("timeline_0")].emplace_back(std::make_shared<T>(args...));
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif //SHOOTER_TIMELINE_H
|
#endif //SHOOTER_TIMELINE_H
|
||||||
|
|
|
@ -49,7 +49,7 @@ void Time::update() {
|
||||||
|
|
||||||
_instance->_last = t;
|
_instance->_last = t;
|
||||||
|
|
||||||
if (_instance->_deltaTime > 10000) {
|
if (_instance->_deltaTime > 10) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue