82 lines
2.3 KiB
C++
82 lines
2.3 KiB
C++
// ship_animator3d.hpp - Sistema d'animació de naus 3D per a l'escena de títol
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// © 2026 JailDesigner
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//
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// Equivalent 3D del `Title::ShipAnimator`. Manté la mateixa màquina d'estats
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// (ENTERING → FLOATING → EXITING) però treballa amb posicions Vec3 i emet
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// wireframes a través d'una `Camera3D`. La geometria s'extrau de `ship.shp`
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// (P1) i `ship2.shp` (P2) per extrusió en Z.
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#pragma once
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#include <array>
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#include <cstdint>
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#include "core/graphics/camera3d.hpp"
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#include "core/graphics/wireframe3d.hpp"
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#include "core/rendering/render_context.hpp"
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#include "core/types.hpp"
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namespace Title {
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enum class ShipState3D : std::uint8_t {
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ENTERING,
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FLOATING,
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EXITING,
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};
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struct TitleShip3D {
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int player_id{0};
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ShipState3D state{ShipState3D::ENTERING};
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float state_time{0.0F};
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Vec3 initial_position{};
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Vec3 target_position{};
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Vec3 current_position{};
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float initial_scale{1.0F};
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float target_scale{1.0F};
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float current_scale{1.0F};
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float oscillation_phase{0.0F};
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float entry_delay{0.0F};
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float amplitude_x{0.0F};
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float amplitude_y{0.0F};
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float frequency_x{0.0F};
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float frequency_y{0.0F};
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Graphics::Mesh3D mesh;
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bool visible{false};
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};
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class ShipAnimator3D {
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public:
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ShipAnimator3D(Rendering::Renderer* renderer, const Graphics::Camera3D* camera);
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void init();
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void update(float delta_time);
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void draw() const;
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void startEntryAnimation();
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void triggerExitAnimation();
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void triggerExitAnimationForPlayer(int player_id);
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void skipToFloatingState();
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void setVisible(bool visible);
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[[nodiscard]] auto isAnimationComplete() const -> bool;
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[[nodiscard]] auto isVisible() const -> bool;
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private:
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Rendering::Renderer* renderer_;
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const Graphics::Camera3D* camera_;
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std::array<TitleShip3D, 2> ships_;
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static void updateEntering(TitleShip3D& ship, float delta_time);
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static void updateFloating(TitleShip3D& ship, float delta_time);
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static void updateExiting(TitleShip3D& ship, float delta_time);
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static void configureShipP1(TitleShip3D& ship);
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static void configureShipP2(TitleShip3D& ship);
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};
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} // namespace Title
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