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orni-attack/source/game/title/ship_animator.hpp
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// ship_animator.hpp - Sistema d'animació de naus 3D per a l'escena de títol
// © 2026 JailDesigner
//
// Manté la mateixa màquina d'estats
// (ENTERING → FLOATING → EXITING) però treballa amb posicions Vec3 i emet
// wireframes a través d'una `Camera3D`. La geometria s'extrau de `ship.shp`
// (P1) i `ship2.shp` (P2) per extrusió en Z.
#pragma once
#include <array>
#include <cstdint>
#include <functional>
#include "core/graphics/camera3d.hpp"
#include "core/graphics/wireframe3d.hpp"
#include "core/rendering/render_context.hpp"
#include "core/types.hpp"
namespace Title {
enum class ShipState : std::uint8_t {
ENTERING,
FLOATING,
EXITING,
};
struct TitleShip {
int player_id{0};
ShipState state{ShipState::ENTERING};
float state_time{0.0F};
Vec3 initial_position{};
Vec3 target_position{};
Vec3 current_position{};
float initial_scale{1.0F};
float target_scale{1.0F};
float current_scale{1.0F};
float oscillation_phase{0.0F};
float entry_delay{0.0F};
float amplitude_x{0.0F};
float amplitude_y{0.0F};
float frequency_x{0.0F};
float frequency_y{0.0F};
Graphics::Mesh3D mesh;
// Vector mundial cap a on apunta el front del shape. Recalculat a cada
// transició d'estat perquè draw() oriente la nau (look-at) en la
// direcció del seu path actual.
Vec3 forward_dir{.x = 0.0F, .y = 0.0F, .z = 1.0F};
bool visible{false};
};
class ShipAnimator {
public:
ShipAnimator(Rendering::Renderer* renderer, const Graphics::Camera3D* camera);
void init();
void update(float delta_time);
void draw() const;
void startEntryAnimation();
void triggerExitAnimation();
void triggerExitAnimationForPlayer(int player_id);
void skipToFloatingState();
void setVisible(bool visible);
[[nodiscard]] auto isAnimationComplete() const -> bool;
[[nodiscard]] auto isVisible() const -> bool;
// Callback disparat quan una nau acaba l'EXITING (es torna invisible
// al VP). Útil per a un destell que tapi el pop final.
using ShipDisappearCallback = std::function<void(int player_id)>;
void setOnShipDisappear(ShipDisappearCallback cb) { on_ship_disappear_ = std::move(cb); }
private:
Rendering::Renderer* renderer_;
const Graphics::Camera3D* camera_;
std::array<TitleShip, 2> ships_;
ShipDisappearCallback on_ship_disappear_;
static void updateEntering(TitleShip& ship, float delta_time);
static void updateFloating(TitleShip& ship, float delta_time);
static void updateExiting(TitleShip& ship, float delta_time);
static void configureShipP1(TitleShip& ship);
static void configureShipP2(TitleShip& ship);
};
} // namespace Title