code refactoring
parent
5e069cef68
commit
8907bf828d
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@ -102,7 +102,7 @@ add_executable(shooter
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engine/animation/AAttractToPoint.h
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engine/animation/AAttractToPoint.h
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engine/animation/ARotateRelativePoint.h
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engine/animation/ARotateRelativePoint.h
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engine/animation/ARotateLeft.h
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engine/animation/ARotateLeft.h
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engine/animation/Interpolation.cpp engine/animation/Animations.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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33
Shooter.cpp
33
Shooter.cpp
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@ -277,16 +277,24 @@ 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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std::string name = "Enemy_" + std::to_string(id);
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std::string name = "Enemy_" + std::to_string(id);
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world->removeBody(ObjectNameTag(name));
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world->removeBody(ObjectNameTag(name + "_head"));
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world->removeBody(ObjectNameTag(name + "_weapon"));
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world->removeBody(ObjectNameTag(name + "_foot_1"));
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world->removeBody(ObjectNameTag(name + "_foot_2"));
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auto playerToRemove = world->body(ObjectNameTag(name));
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Timeline::addAnimation<AScale>(AnimationListTag(name + "_remove"), playerToRemove, Vec3D(0.01, 0.01, 0.01));
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Timeline::addAnimation<AFunction>(AnimationListTag(name + "_remove"), [this, name](){
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world->removeBody(ObjectNameTag(name));
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world->removeBody(ObjectNameTag(name + "_head"));
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world->removeBody(ObjectNameTag(name + "_weapon"));
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world->removeBody(ObjectNameTag(name + "_foot_1"));
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world->removeBody(ObjectNameTag(name + "_foot_2"));
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});
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}
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}
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void Shooter::addFireTrace(const Vec3D &from, const Vec3D &to) {
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void Shooter::addFireTrace(const Vec3D &from, const Vec3D &to) {
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@ -311,12 +319,16 @@ void Shooter::addBonus(const string &bonusName, const Vec3D &position) {
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ObjectNameTag nameTag(bonusName);
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ObjectNameTag nameTag(bonusName);
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world->addBody(std::make_shared<RigidBody>(ObjectNameTag(bonusName), "obj/" + name + ".obj", Vec3D{3, 3, 3}));
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world->addBody(std::make_shared<RigidBody>(ObjectNameTag(bonusName), "obj/" + name + ".obj", Vec3D{3, 3, 3}));
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world->body(ObjectNameTag(bonusName))->translateToPoint(position);
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world->body(ObjectNameTag(bonusName))->setCollider(false);
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auto bonus = world->body(ObjectNameTag(bonusName));
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world->body(ObjectNameTag(bonusName))->setTrigger(true);
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bonus->translateToPoint(position);
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bonus->setCollider(false);
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bonus->setTrigger(true);
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bonus->scale(Vec3D(0.01, 0.01, 0.01));
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Timeline::addAnimation<AScale>(AnimationListTag(bonusName + "_creation"), bonus, Vec3D(100, 100, 100));
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Timeline::addAnimation<ARotate>(AnimationListTag(bonusName + "_rotation"),
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Timeline::addAnimation<ARotate>(AnimationListTag(bonusName + "_rotation"),
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world->body(ObjectNameTag(bonusName)),
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bonus, Vec3D{0, 2 * Consts::PI, 0}, 4,
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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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@ -338,6 +350,7 @@ void Shooter::changeEnemyWeapon(const std::string &weaponName, sf::Uint16 enemyI
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ObjectNameTag weaponTag("Enemy_" + std::to_string(enemyId) + "_weapon");
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ObjectNameTag weaponTag("Enemy_" + std::to_string(enemyId) + "_weapon");
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auto head = world->body(ObjectNameTag("Enemy_" + std::to_string(enemyId) + "_head"));
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auto head = world->body(ObjectNameTag("Enemy_" + std::to_string(enemyId) + "_head"));
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auto enemy = world->body(ObjectNameTag("Enemy_" + std::to_string(enemyId)));
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auto enemy = world->body(ObjectNameTag("Enemy_" + std::to_string(enemyId)));
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auto weapon = world->body(weaponTag);
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// remove old weapon:
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// remove old weapon:
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world->removeBody(weaponTag);
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world->removeBody(weaponTag);
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@ -91,19 +91,18 @@ Mesh::LineTo(ObjectNameTag nameTag, const Vec3D &from, const Vec3D &to, double l
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return line;
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return line;
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}
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}
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void Mesh::setTriangles(const vector<Triangle> &t) {
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_tris.clear();
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for (auto &tri : t) {
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_tris.push_back(tri);
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}
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}
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void Mesh::setTriangles(vector<Triangle>&& t) {
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void Mesh::setTriangles(vector<Triangle>&& t) {
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_tris = std::move(t);
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_tris = std::move(t);
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}
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}
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Mesh::~Mesh() {
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Mesh::~Mesh() {
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delete[] _geometry;
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delete[] _geometry;
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_geometry = nullptr;
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}
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void Mesh::glFreeFloatArray() {
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delete[] _geometry;
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_geometry = nullptr;
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}
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}
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GLfloat *Mesh::glFloatArray() const {
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GLfloat *Mesh::glFloatArray() const {
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@ -38,8 +38,6 @@ public:
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[[nodiscard]] std::vector<Triangle> const &triangles() const { return _tris; }
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[[nodiscard]] std::vector<Triangle> const &triangles() const { return _tris; }
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void setTriangles(const std::vector<Triangle> &t);
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void setTriangles(std::vector<Triangle>&& t);
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void setTriangles(std::vector<Triangle>&& t);
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[[nodiscard]] size_t size() const { return _tris.size() * 3; }
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[[nodiscard]] size_t size() const { return _tris.size() * 3; }
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@ -59,6 +57,7 @@ public:
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// OpenGL functions
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// OpenGL functions
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GLfloat *glFloatArray() const;
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GLfloat *glFloatArray() const;
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void glFreeFloatArray();
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};
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};
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#endif //INC_3DZAVR_MESH_H
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#endif //INC_3DZAVR_MESH_H
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@ -36,11 +36,7 @@ private:
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const ObjectNameTag _nameTag;
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const ObjectNameTag _nameTag;
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Matrix4x4 _transformMatrix = Matrix4x4::Identity();
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Matrix4x4 _transformMatrix = Matrix4x4::Identity();
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std::map<ObjectNameTag, std::weak_ptr<Object>> _attachedObjects;
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Vec3D _position{0, 0, 0};
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Vec3D _position{0, 0, 0};
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/*
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/*
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* Take into account when you rotate body,
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* Take into account when you rotate body,
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* you change '_angle' & '_angleLeftUpLookAt' only for this particular body,
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* you change '_angle' & '_angleLeftUpLookAt' only for this particular body,
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@ -49,67 +45,52 @@ private:
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*/
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*/
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Vec3D _angle{0, 0, 0};
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Vec3D _angle{0, 0, 0};
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Vec3D _angleLeftUpLookAt{0, 0, 0};
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Vec3D _angleLeftUpLookAt{0, 0, 0};
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std::map<ObjectNameTag, std::weak_ptr<Object>> _attachedObjects;
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public:
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public:
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explicit Object(ObjectNameTag nameTag) : _nameTag(std::move(nameTag)) {};
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explicit Object(ObjectNameTag nameTag) : _nameTag(std::move(nameTag)) {};
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Object(const Object &object) = default;
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Object(const Object &object) : _nameTag(object._nameTag),
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_transformMatrix(object._transformMatrix),
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_position(object._position),
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_angle(object._angle),
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_angleLeftUpLookAt(object._angleLeftUpLookAt) {};
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// TODO: implement rotations using quaternions (?)
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// TODO: implement rotations using quaternions (?)
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void transform(const Matrix4x4 &t);
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void transform(const Matrix4x4 &t);
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void transformRelativePoint(const Vec3D &point, const Matrix4x4 &transform);
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void transformRelativePoint(const Vec3D &point, const Matrix4x4 &transform);
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void translate(const Vec3D &dv);
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void translate(const Vec3D &dv);
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void translateToPoint(const Vec3D &point);
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void translateToPoint(const Vec3D &point);
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void attractToPoint(const Vec3D &point, double value);
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void attractToPoint(const Vec3D &point, double value);
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void scale(const Vec3D &s);
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void scale(const Vec3D &s);
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void rotate(const Vec3D &r);
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void rotate(const Vec3D &r);
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void rotate(const Vec3D &v, double rv);
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void rotate(const Vec3D &v, double rv);
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void rotateToAngle(const Vec3D &v);
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void rotateToAngle(const Vec3D &v);
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void rotateRelativePoint(const Vec3D &s, const Vec3D &r);
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void rotateRelativePoint(const Vec3D &s, const Vec3D &r);
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void rotateRelativePoint(const Vec3D &s, const Vec3D &v, double r);
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void rotateRelativePoint(const Vec3D &s, const Vec3D &v, double r);
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void rotateLeft(double rl);
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void rotateLeft(double rl);
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void rotateUp(double ru);
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void rotateUp(double ru);
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void rotateLookAt(double rlAt);
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void rotateLookAt(double rlAt);
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[[nodiscard]] Vec3D left() const { return _transformMatrix.x(); }
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[[nodiscard]] Vec3D left() const { return _transformMatrix.x(); }
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[[nodiscard]] Vec3D up() const { return _transformMatrix.y(); }
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[[nodiscard]] Vec3D up() const { return _transformMatrix.y(); }
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[[nodiscard]] Vec3D lookAt() const { return _transformMatrix.z(); }
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[[nodiscard]] Vec3D lookAt() const { return _transformMatrix.z(); }
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[[nodiscard]] Vec3D position() const { return _position; }
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[[nodiscard]] Vec3D position() const { return _position; }
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[[nodiscard]] Vec3D angle() const { return _angle; }
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[[nodiscard]] Vec3D angle() const { return _angle; }
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[[nodiscard]] Vec3D angleLeftUpLookAt() const { return _angleLeftUpLookAt; }
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[[nodiscard]] Vec3D angleLeftUpLookAt() const { return _angleLeftUpLookAt; }
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void attach(std::shared_ptr<Object> object);
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void attach(std::shared_ptr<Object> object);
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void unattach(const ObjectNameTag &tag);
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void unattach(const ObjectNameTag &tag);
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std::shared_ptr<Object> attached(const ObjectNameTag &tag);
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std::shared_ptr<Object> attached(const ObjectNameTag &tag);
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[[nodiscard]] ObjectNameTag name() const { return _nameTag; }
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[[nodiscard]] ObjectNameTag name() const { return _nameTag; }
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[[nodiscard]] Matrix4x4 model() const { return Matrix4x4::Translation(_position) * _transformMatrix; }
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[[nodiscard]] Matrix4x4 model() const { return Matrix4x4::Translation(_position) * _transformMatrix; }
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[[nodiscard]] Matrix4x4 invModel() const { return Matrix4x4::View(left(), up(), lookAt(), position()); }
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[[nodiscard]] Matrix4x4 invModel() const { return Matrix4x4::View(left(), up(), lookAt(), position()); }
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// OpenGL function
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// OpenGL function
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[[nodiscard]] GLfloat *glModel() const;
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[[nodiscard]] GLfloat *glModel() const;
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[[nodiscard]] GLfloat *glInvModel() const;
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[[nodiscard]] GLfloat *glInvModel() const;
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virtual ~Object();
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virtual ~Object();
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@ -6,12 +6,13 @@
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#define ENGINE_ASCALE_H
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#define ENGINE_ASCALE_H
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#include "Animation.h"
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#include "Animation.h"
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#include "../physics/RigidBody.h"
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#include "../Object.h"
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class AScale final : public Animation {
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class AScale final : public Animation {
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private:
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private:
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const std::weak_ptr<RigidBody> _object;
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const std::weak_ptr<Object> _object;
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const Vec3D _scalingValue;
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const Vec3D _scalingValue;
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Vec3D _prevScaleFactor{1, 1, 1};
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void update() override {
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void update() override {
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auto obj = _object.lock();
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auto obj = _object.lock();
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stop();
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stop();
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return;
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return;
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}
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}
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// invert scale
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std::vector<Triangle> newTriangles;
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obj->scale(Vec3D(1.0/_prevScaleFactor.x(), 1.0/_prevScaleFactor.y(), 1.0/_prevScaleFactor.z()));
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newTriangles.reserve(obj->triangles().size());
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Vec3D scaleFactor = Vec3D{1, 1, 1} + (_scalingValue - Vec3D{1, 1, 1}) * progress();
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for (auto &t : obj->triangles()) {
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obj->scale(scaleFactor);
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newTriangles.emplace_back(t * Matrix4x4::Scale(Vec3D{1, 1, 1} +
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_prevScaleFactor = scaleFactor;
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(_scalingValue - Vec3D{1, 1, 1}) * progress())
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);
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}
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obj->setTriangles(std::move(newTriangles));
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}
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}
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public:
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public:
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AScale(std::weak_ptr<RigidBody> object, const Vec3D &s, double duration = 1, LoopOut looped = LoopOut::None,
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AScale(std::weak_ptr<Object> object, const Vec3D &s, double duration = 1, LoopOut looped = LoopOut::None,
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InterpolationType interpolationType = InterpolationType::Bezier) : Animation(duration, looped,
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InterpolationType interpolationType = InterpolationType::Bezier) : Animation(duration, looped,
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interpolationType),
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interpolationType),
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_object(object), _scalingValue(s) {
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_object(object), _scalingValue(s) {
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@ -0,0 +1,40 @@
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//
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// Created by Иван Ильин on 10.11.2021.
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//
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#ifndef SHOOTER_ASHOWCREATION_H
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#define SHOOTER_ASHOWCREATION_H
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#include "Animation.h"
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#include "../Mesh.h"
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class AShowCreation final : public Animation {
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private:
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const std::weak_ptr<Mesh> _mesh;
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const std::vector<Triangle> _triangles;
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void update() override {
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auto mesh = _mesh.lock();
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if (mesh == nullptr) {
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stop();
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return;
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}
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std::vector<Triangle> newTriangles;
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newTriangles.reserve(_triangles.size());
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for(auto &t : _triangles) {
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newTriangles.emplace_back(t[0], t[1], t[1] + (t[2] - t[1]) * progress(), t.color());
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}
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mesh->setTriangles(std::move(newTriangles));
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mesh->glFreeFloatArray();
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}
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public:
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AShowCreation(std::weak_ptr<Mesh> mesh, double duration = 1, LoopOut looped = LoopOut::None,
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InterpolationType interpolationType = InterpolationType::Bezier) : Animation(duration, looped,
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interpolationType),
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_mesh(mesh), _triangles(mesh.lock()->triangles()) {}
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};
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#endif //SHOOTER_ASHOWCREATION_H
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#include "ATranslate.h"
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#include "ATranslate.h"
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#include "ATranslateToPoint.h"
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#include "ATranslateToPoint.h"
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#include "AWait.h"
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#include "AWait.h"
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#include "AShowCreation.h"
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#endif //SHOOTER_ANIMATIONS_H
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#endif //SHOOTER_ANIMATIONS_H
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#ifndef ENGINE_BUTTON_H
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#ifndef ENGINE_BUTTON_H
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#define ENGINE_BUTTON_H
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#define ENGINE_BUTTON_H
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#include <functional>
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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struct tPos final {
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struct tPos final {
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@ -212,6 +212,7 @@
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<ClInclude Include="engine\animation\AAttractToPoint.h" />
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<ClInclude Include="engine\animation\AAttractToPoint.h" />
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<ClInclude Include="engine\animation\ARotateRelativePoint.h" />
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<ClInclude Include="engine\animation\ARotateRelativePoint.h" />
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<ClInclude Include="engine\animation\ARotateLeft.h" />
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<ClInclude Include="engine\animation\ARotateLeft.h" />
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<ClInclude Include="engine\animation\AShowCreation.h" />
|
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<ClInclude Include="engine\animation\Interpolation.h" />
|
<ClInclude Include="engine\animation\Interpolation.h" />
|
||||||
<ClInclude Include="engine\animation\Timeline.h" />
|
<ClInclude Include="engine\animation\Timeline.h" />
|
||||||
<ClInclude Include="engine\animation\Animations.h" />
|
<ClInclude Include="engine\animation\Animations.h" />
|
||||||
|
|
|
@ -260,6 +260,9 @@
|
||||||
<ClInclude Include="engine\animation\Animations.h">
|
<ClInclude Include="engine\animation\Animations.h">
|
||||||
<Filter>Файлы заголовков\engine\animation</Filter>
|
<Filter>Файлы заголовков\engine\animation</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
<ClInclude Include="engine\animation\AShowCreation.h">
|
||||||
|
<Filter>Файлы заголовков\engine\animation</Filter>
|
||||||
|
</ClInclude>
|
||||||
<ClInclude Include="engine\network\ClientUDP.h">
|
<ClInclude Include="engine\network\ClientUDP.h">
|
||||||
<Filter>Файлы заголовков\engine\network</Filter>
|
<Filter>Файлы заголовков\engine\network</Filter>
|
||||||
</ClInclude>
|
</ClInclude>
|
||||||
|
|
Loading…
Reference in New Issue