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orni-attack/source/game/title/ship_animator3d.cpp
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// ship_animator3d.cpp - Implementació de l'animador de naus 3D
// © 2026 JailDesigner
#include "ship_animator3d.hpp"
#include <algorithm>
#include <cmath>
#include "core/defaults.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/math/easing.hpp"
namespace Title {
namespace {
// Profunditat d'extrusió de la silueta 2D de la nau (en unitats mundials).
// Mantenir-la xicoteta: l'usuari vol naus "casi 2D" amb alçada mínima.
constexpr float SHIP_EXTRUSION_DEPTH = 1.5F;
// Rotació pitch que aplica el draw() per orientar la silueta cap al punt
// de fuga: el Y2D negatiu del shape (la punta) passa a +Z mundial.
// Inclinem ~10° més enllà de -π/2 perquè el "cul" baixe i la punta puje;
// així la càmera (a Y=0, una mica per damunt de les naus) veu el dors.
constexpr float SHIP_PITCH_RAD = -1.7453F; // -100°
// Posicions en l'espai 3D (càmera a (0,0,0) mirant cap a +Z, Y cap amunt).
constexpr float SHIP_FLOAT_X = 20.0F; // Separació horitzontal
constexpr float SHIP_FLOAT_Y = -8.0F; // Lleugerament per davall del centre
constexpr float SHIP_FLOAT_Z = 60.0F; // Distància de flotació
// Posició d'entrada (a prop de càmera, fora del frustrum lateral).
constexpr float SHIP_ENTRY_X = 50.0F;
constexpr float SHIP_ENTRY_Y = -15.0F;
constexpr float SHIP_ENTRY_Z = 28.0F;
// Posició de fuga (al fons, centre projectat).
constexpr float SHIP_EXIT_Z = 800.0F;
// Mida visual i animació.
constexpr float SHIP_FLOAT_SCALE = 1.0F;
constexpr float SHIP_ENTRY_SCALE = 1.0F; // Mida mundial idèntica; la perspectiva fa la resta
constexpr float ENTRY_DURATION = 2.0F;
constexpr float EXIT_DURATION = 1.0F;
// Oscil·lació en unitats mundials (al voltant del target_position).
constexpr float FLOAT_AMPLITUDE_X = 1.5F;
constexpr float FLOAT_AMPLITUDE_Y = 1.0F;
constexpr float FLOAT_FREQUENCY_X_BASE = 0.5F;
constexpr float FLOAT_FREQUENCY_Y_BASE = 0.7F;
constexpr float FLOAT_PHASE_OFFSET = 1.57F;
constexpr float P1_FREQUENCY_MULTIPLIER = 0.88F;
constexpr float P2_FREQUENCY_MULTIPLIER = 1.12F;
constexpr float P1_ENTRY_DELAY = 0.0F;
constexpr float P2_ENTRY_DELAY = 0.5F;
} // namespace
ShipAnimator3D::ShipAnimator3D(Rendering::Renderer* renderer,
const Graphics::Camera3D* camera)
: renderer_(renderer),
camera_(camera) {
}
void ShipAnimator3D::init() {
auto shape_p1 = Graphics::ShapeLoader::load("ship.shp");
auto shape_p2 = Graphics::ShapeLoader::load("ship2.shp");
ships_[0].player_id = 1;
if (shape_p1 && shape_p1->isValid()) {
ships_[0].mesh = Graphics::extrudeShape2D(*shape_p1, SHIP_EXTRUSION_DEPTH);
}
configureShipP1(ships_[0]);
ships_[1].player_id = 2;
if (shape_p2 && shape_p2->isValid()) {
ships_[1].mesh = Graphics::extrudeShape2D(*shape_p2, SHIP_EXTRUSION_DEPTH);
}
configureShipP2(ships_[1]);
}
void ShipAnimator3D::update(float delta_time) {
for (auto& ship : ships_) {
if (!ship.visible) {
continue;
}
switch (ship.state) {
case ShipState3D::ENTERING:
updateEntering(ship, delta_time);
break;
case ShipState3D::FLOATING:
updateFloating(ship, delta_time);
break;
case ShipState3D::EXITING:
updateExiting(ship, delta_time);
break;
}
}
}
void ShipAnimator3D::draw() const {
if (camera_ == nullptr || renderer_ == nullptr) {
return;
}
for (const auto& ship : ships_) {
if (!ship.visible) {
continue;
}
const Graphics::Transform3D TRANSFORM{
.position = ship.current_position,
.rotation_euler = Vec3{.x = SHIP_PITCH_RAD, .y = 0.0F, .z = 0.0F},
.scale = ship.current_scale,
};
Graphics::drawWireframe(renderer_, *camera_, ship.mesh, TRANSFORM, 1.0F);
}
}
void ShipAnimator3D::startEntryAnimation() {
for (auto& ship : ships_) {
ship.state = ShipState3D::ENTERING;
ship.state_time = 0.0F;
ship.current_position = ship.initial_position;
ship.current_scale = ship.initial_scale;
}
}
void ShipAnimator3D::triggerExitAnimation() {
for (auto& ship : ships_) {
ship.state = ShipState3D::EXITING;
ship.state_time = 0.0F;
ship.initial_position = ship.current_position;
}
}
void ShipAnimator3D::triggerExitAnimationForPlayer(int player_id) {
for (auto& ship : ships_) {
if (ship.player_id == player_id) {
ship.state = ShipState3D::EXITING;
ship.state_time = 0.0F;
ship.initial_position = ship.current_position;
break;
}
}
}
void ShipAnimator3D::skipToFloatingState() {
for (auto& ship : ships_) {
ship.state = ShipState3D::FLOATING;
ship.state_time = 0.0F;
ship.oscillation_phase = 0.0F;
ship.current_position = ship.target_position;
ship.current_scale = ship.target_scale;
}
}
void ShipAnimator3D::setVisible(bool visible) {
for (auto& ship : ships_) {
ship.visible = visible;
}
}
auto ShipAnimator3D::isVisible() const -> bool {
return std::ranges::any_of(ships_,
[](const TitleShip3D& s) { return s.visible; });
}
auto ShipAnimator3D::isAnimationComplete() const -> bool {
return std::ranges::all_of(ships_,
[](const TitleShip3D& s) { return !s.visible; });
}
void ShipAnimator3D::updateEntering(TitleShip3D& ship, float delta_time) {
ship.state_time += delta_time;
if (ship.state_time < ship.entry_delay) {
ship.current_position = ship.initial_position;
ship.current_scale = ship.initial_scale;
return;
}
const float ELAPSED = ship.state_time - ship.entry_delay;
const float PROGRESS = std::min(1.0F, ELAPSED / ENTRY_DURATION);
const float EASED = Easing::easeOutQuad(PROGRESS);
ship.current_position.x = Easing::lerp(ship.initial_position.x, ship.target_position.x, EASED);
ship.current_position.y = Easing::lerp(ship.initial_position.y, ship.target_position.y, EASED);
ship.current_position.z = Easing::lerp(ship.initial_position.z, ship.target_position.z, EASED);
ship.current_scale = Easing::lerp(ship.initial_scale, ship.target_scale, EASED);
if (ELAPSED >= ENTRY_DURATION) {
ship.state = ShipState3D::FLOATING;
ship.state_time = 0.0F;
ship.oscillation_phase = 0.0F;
}
}
void ShipAnimator3D::updateFloating(TitleShip3D& ship, float delta_time) {
ship.state_time += delta_time;
ship.oscillation_phase += delta_time;
const float TWO_PI = 2.0F * Defaults::Math::PI;
const float OFFSET_X = ship.amplitude_x *
std::sin(TWO_PI * ship.frequency_x * ship.oscillation_phase);
const float OFFSET_Y = ship.amplitude_y *
std::sin((TWO_PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);
ship.current_position.x = ship.target_position.x + OFFSET_X;
ship.current_position.y = ship.target_position.y + OFFSET_Y;
ship.current_position.z = ship.target_position.z;
ship.current_scale = ship.target_scale;
}
void ShipAnimator3D::updateExiting(TitleShip3D& ship, float delta_time) {
ship.state_time += delta_time;
const float PROGRESS = std::min(1.0F, ship.state_time / EXIT_DURATION);
const float EASED = Easing::easeInQuad(PROGRESS);
// Vola cap al centre projectat (x=0, y=0) i a Z gran (lluny).
ship.current_position.x = Easing::lerp(ship.initial_position.x, 0.0F, EASED);
ship.current_position.y = Easing::lerp(ship.initial_position.y, 0.0F, EASED);
ship.current_position.z = Easing::lerp(ship.initial_position.z, SHIP_EXIT_Z, EASED);
ship.current_scale = ship.target_scale; // L'escala visual baixa via la perspectiva
if (PROGRESS >= 1.0F) {
ship.visible = false;
}
}
void ShipAnimator3D::configureShipP1(TitleShip3D& ship) {
ship.state = ShipState3D::FLOATING;
ship.state_time = 0.0F;
// Esquerra: x negatiu.
ship.target_position = Vec3{
.x = -SHIP_FLOAT_X,
.y = SHIP_FLOAT_Y,
.z = SHIP_FLOAT_Z};
ship.initial_position = Vec3{
.x = -SHIP_ENTRY_X,
.y = SHIP_ENTRY_Y,
.z = SHIP_ENTRY_Z};
ship.current_position = ship.initial_position;
ship.target_scale = SHIP_FLOAT_SCALE;
ship.current_scale = SHIP_FLOAT_SCALE;
ship.initial_scale = SHIP_ENTRY_SCALE;
ship.oscillation_phase = 0.0F;
ship.entry_delay = P1_ENTRY_DELAY;
ship.amplitude_x = FLOAT_AMPLITUDE_X;
ship.amplitude_y = FLOAT_AMPLITUDE_Y;
ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P1_FREQUENCY_MULTIPLIER;
ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P1_FREQUENCY_MULTIPLIER;
ship.visible = true;
}
void ShipAnimator3D::configureShipP2(TitleShip3D& ship) {
ship.state = ShipState3D::FLOATING;
ship.state_time = 0.0F;
// Dreta: x positiu.
ship.target_position = Vec3{
.x = SHIP_FLOAT_X,
.y = SHIP_FLOAT_Y,
.z = SHIP_FLOAT_Z};
ship.initial_position = Vec3{
.x = SHIP_ENTRY_X,
.y = SHIP_ENTRY_Y,
.z = SHIP_ENTRY_Z};
ship.current_position = ship.initial_position;
ship.target_scale = SHIP_FLOAT_SCALE;
ship.current_scale = SHIP_FLOAT_SCALE;
ship.initial_scale = SHIP_ENTRY_SCALE;
ship.oscillation_phase = 0.0F;
ship.entry_delay = P2_ENTRY_DELAY;
ship.amplitude_x = FLOAT_AMPLITUDE_X;
ship.amplitude_y = FLOAT_AMPLITUDE_Y;
ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P2_FREQUENCY_MULTIPLIER;
ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P2_FREQUENCY_MULTIPLIER;
ship.visible = true;
}
} // namespace Title