345 lines
14 KiB
C++
345 lines
14 KiB
C++
// ship_animator3d.cpp - Implementació de l'animador de naus 3D
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// © 2026 JailDesigner
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#include "ship_animator3d.hpp"
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#include <algorithm>
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#include <cmath>
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#include "core/defaults.hpp"
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#include "core/graphics/shape_loader.hpp"
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#include "core/math/easing.hpp"
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namespace Title {
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namespace {
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// Profunditat d'extrusió de la silueta 2D de la nau (en unitats mundials).
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// 0.0F → emet només la silueta plana. >0 emet volum extrudit.
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constexpr float SHIP_EXTRUSION_DEPTH = 1.0F;
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// VP lògic per definir forward_dir / direcció del path. Tots els paths
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// s'allunyen cap a aquest punt; les naus exiting continuen MÉS ENLLÀ
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// (vegeu SHIP_EXIT_TRAVEL) per no desaparèixer en arribar al VP.
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constexpr float SHIP_EXIT_Z = 800.0F;
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constexpr Vec3 VANISHING_POINT{.x = 0.0F, .y = 0.0F, .z = SHIP_EXIT_Z};
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// Profunditat addicional darrere del VP cap a la qual les naus exiting
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// convergeixen. Així P1 (X<0) i P2 (X>0) mantenen sempre els seus
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// hemisferis i no es creuen al passar pel VP — totes dues acaben al
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// centre projectat (640, 360) sense travessar-lo.
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constexpr float SHIP_EXIT_OVERFLOW = 700.0F;
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// Directors VP → origen de cada nau, normalitzats. P1 ve des de "les 7"
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// del rellotge (baix-esquerra), P2 des de "les 5" (baix-dreta). Els
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// components estan calibrats perquè a TARGET_DIST el pixel projectat
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// caigui aprox sota la "P de PRESS" / "Y de PLAY" del text del títol.
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constexpr Vec3 PATH_DIR_P1{.x = -0.0887F, .y = -0.0683F, .z = -0.9938F};
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constexpr Vec3 PATH_DIR_P2{.x = +0.0887F, .y = -0.0683F, .z = -0.9938F};
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// Distàncies des del VP al llarg del path (unitats mundials).
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// Reduïm TARGET_DIST per acostar el descans al VP (puja en pantalla,
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// s'allunya de PRESS START); compensem amb SHIP_FLOAT_SCALE més gran.
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constexpr float TARGET_DIST = 480.0F; // Descans a Z≈323 → pixel ≈ (558, 423)
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constexpr float ENTRY_DIST = 770.0F; // Inicial a Z≈35 → fora pantalla baix-esq.
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// Pitch addicional sobre el look-at pur per fer que el dors de la nau
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// s'incline cap a la càmera (~-14° afegits). Amb forward quasi paral·lel
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// a +Z, el pitch look-at és ~-94°; afegint això queda al voltant de -108°,
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// que és l'angle visualment validat com a "bo" per l'usuari.
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constexpr float PITCH_LIFT_RAD = -0.25F;
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// Look-at: calcula pitch+yaw que duen (0,-1,0) local a forward_dir mundial.
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// Requereix l'ordre de rotació X→Y→Z al applyTransform de wireframe3d.
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// Si forward és quasi vertical (sin(pitch) ≈ 0), retorna yaw=0 (qualsevol).
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auto computePitchYawForLookAt(const Vec3& forward_dir) -> Vec2 {
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const float DY = std::clamp(forward_dir.y, -1.0F, 1.0F);
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const float PITCH_LOOKAT = -std::acos(-DY); // ∈ [-π, 0]
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const float SIN_PITCH = std::sin(PITCH_LOOKAT);
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float yaw = 0.0F;
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if (std::abs(SIN_PITCH) >= 1.0E-5F) {
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const float SY = -forward_dir.x / SIN_PITCH;
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const float CY = -forward_dir.z / SIN_PITCH;
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yaw = std::atan2(SY, CY);
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}
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return Vec2{.x = PITCH_LOOKAT + PITCH_LIFT_RAD, .y = yaw};
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}
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auto safeNormalize(const Vec3& v, const Vec3& fallback) -> Vec3 {
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return v.lengthSquared() > 0.0F ? v.normalized() : fallback;
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}
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auto entryForward(const TitleShip3D& ship) -> Vec3 {
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return safeNormalize(ship.target_position - ship.initial_position,
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Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F});
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}
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auto floatingForward(const Vec3& target) -> Vec3 {
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return safeNormalize(VANISHING_POINT - target,
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Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F});
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}
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auto exitForward(const Vec3& current) -> Vec3 {
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return safeNormalize(VANISHING_POINT - current,
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Vec3{.x = 0.0F, .y = 0.0F, .z = 1.0F});
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}
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// Mida visual i animació.
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constexpr float SHIP_FLOAT_SCALE = 2.0F;
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constexpr float SHIP_ENTRY_SCALE = 2.0F; // Mida mundial idèntica; la perspectiva fa la resta
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constexpr float ENTRY_DURATION = 2.0F;
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constexpr float EXIT_DURATION = 1.5F;
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// Oscil·lació en unitats mundials (al voltant del target_position).
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constexpr float FLOAT_AMPLITUDE_X = 1.5F;
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constexpr float FLOAT_AMPLITUDE_Y = 1.0F;
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constexpr float FLOAT_FREQUENCY_X_BASE = 0.5F;
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constexpr float FLOAT_FREQUENCY_Y_BASE = 0.7F;
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constexpr float FLOAT_PHASE_OFFSET = 1.57F;
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constexpr float P1_FREQUENCY_MULTIPLIER = 0.88F;
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constexpr float P2_FREQUENCY_MULTIPLIER = 1.12F;
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constexpr float P1_ENTRY_DELAY = 0.0F;
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constexpr float P2_ENTRY_DELAY = 0.5F;
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} // namespace
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ShipAnimator3D::ShipAnimator3D(Rendering::Renderer* renderer,
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const Graphics::Camera3D* camera)
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: renderer_(renderer),
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camera_(camera) {
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}
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void ShipAnimator3D::init() {
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auto shape_p1 = Graphics::ShapeLoader::load("ship.shp");
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auto shape_p2 = Graphics::ShapeLoader::load("ship2.shp");
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ships_[0].player_id = 1;
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if (shape_p1 && shape_p1->isValid()) {
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ships_[0].mesh = Graphics::extrudeShape2D(*shape_p1, SHIP_EXTRUSION_DEPTH);
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}
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configureShipP1(ships_[0]);
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ships_[1].player_id = 2;
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if (shape_p2 && shape_p2->isValid()) {
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ships_[1].mesh = Graphics::extrudeShape2D(*shape_p2, SHIP_EXTRUSION_DEPTH);
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}
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configureShipP2(ships_[1]);
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}
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void ShipAnimator3D::update(float delta_time) {
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for (auto& ship : ships_) {
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if (!ship.visible) {
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continue;
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}
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switch (ship.state) {
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case ShipState3D::ENTERING:
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updateEntering(ship, delta_time);
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break;
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case ShipState3D::FLOATING:
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updateFloating(ship, delta_time);
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break;
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case ShipState3D::EXITING:
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updateExiting(ship, delta_time);
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break;
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}
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}
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}
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void ShipAnimator3D::draw() const {
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if (camera_ == nullptr || renderer_ == nullptr) {
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return;
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}
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for (const auto& ship : ships_) {
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if (!ship.visible) {
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continue;
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}
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const Vec2 EULER = computePitchYawForLookAt(ship.forward_dir);
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const Graphics::Transform3D TRANSFORM{
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.position = ship.current_position,
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.rotation_euler = Vec3{.x = EULER.x, .y = EULER.y, .z = 0.0F},
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.scale = ship.current_scale,
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};
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Graphics::drawWireframe(renderer_, *camera_, ship.mesh, TRANSFORM, 1.0F);
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}
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}
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void ShipAnimator3D::startEntryAnimation() {
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for (auto& ship : ships_) {
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ship.state = ShipState3D::ENTERING;
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ship.state_time = 0.0F;
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ship.current_position = ship.initial_position;
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ship.current_scale = ship.initial_scale;
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ship.forward_dir = entryForward(ship);
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}
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}
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void ShipAnimator3D::triggerExitAnimation() {
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for (auto& ship : ships_) {
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ship.state = ShipState3D::EXITING;
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ship.state_time = 0.0F;
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ship.initial_position = ship.current_position;
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ship.forward_dir = exitForward(ship.current_position);
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}
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}
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void ShipAnimator3D::triggerExitAnimationForPlayer(int player_id) {
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for (auto& ship : ships_) {
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if (ship.player_id == player_id) {
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ship.state = ShipState3D::EXITING;
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ship.state_time = 0.0F;
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ship.initial_position = ship.current_position;
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ship.forward_dir = exitForward(ship.current_position);
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break;
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}
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}
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}
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void ShipAnimator3D::skipToFloatingState() {
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for (auto& ship : ships_) {
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ship.state = ShipState3D::FLOATING;
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ship.state_time = 0.0F;
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ship.oscillation_phase = 0.0F;
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ship.current_position = ship.target_position;
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ship.current_scale = ship.target_scale;
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ship.forward_dir = floatingForward(ship.target_position);
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}
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}
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void ShipAnimator3D::setVisible(bool visible) {
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for (auto& ship : ships_) {
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ship.visible = visible;
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}
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}
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auto ShipAnimator3D::isVisible() const -> bool {
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return std::ranges::any_of(ships_,
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[](const TitleShip3D& s) { return s.visible; });
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}
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auto ShipAnimator3D::isAnimationComplete() const -> bool {
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return std::ranges::all_of(ships_,
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[](const TitleShip3D& s) { return !s.visible; });
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}
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void ShipAnimator3D::updateEntering(TitleShip3D& ship, float delta_time) {
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ship.state_time += delta_time;
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if (ship.state_time < ship.entry_delay) {
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ship.current_position = ship.initial_position;
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ship.current_scale = ship.initial_scale;
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return;
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}
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const float ELAPSED = ship.state_time - ship.entry_delay;
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const float PROGRESS = std::min(1.0F, ELAPSED / ENTRY_DURATION);
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const float EASED = Easing::easeOutQuad(PROGRESS);
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// Acumula la fase d'oscil·lació també durant ENTERING; sense això,
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// al passar a FLOATING la posició salta d'amplitud_y de cop perquè
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// l'offset Y comença a sin(π/2) = 1. Acumulant-la abans, la nau
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// ja oscil·la mentre s'aproxima i la transició és contínua.
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ship.oscillation_phase += delta_time;
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const float INTERP_X = Easing::lerp(ship.initial_position.x, ship.target_position.x, EASED);
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const float INTERP_Y = Easing::lerp(ship.initial_position.y, ship.target_position.y, EASED);
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const float INTERP_Z = Easing::lerp(ship.initial_position.z, ship.target_position.z, EASED);
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const float TWO_PI = 2.0F * Defaults::Math::PI;
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const float OFFSET_X = ship.amplitude_x *
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std::sin(TWO_PI * ship.frequency_x * ship.oscillation_phase);
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const float OFFSET_Y = ship.amplitude_y *
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std::sin((TWO_PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);
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ship.current_position.x = INTERP_X + OFFSET_X;
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ship.current_position.y = INTERP_Y + OFFSET_Y;
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ship.current_position.z = INTERP_Z;
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ship.current_scale = Easing::lerp(ship.initial_scale, ship.target_scale, EASED);
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if (ELAPSED >= ENTRY_DURATION) {
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ship.state = ShipState3D::FLOATING;
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ship.state_time = 0.0F;
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// No resetegem oscillation_phase: així updateFloating continua
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// l'oscil·lació iniciada durant ENTERING sense salt.
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ship.forward_dir = floatingForward(ship.target_position);
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}
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}
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void ShipAnimator3D::updateFloating(TitleShip3D& ship, float delta_time) {
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ship.state_time += delta_time;
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ship.oscillation_phase += delta_time;
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const float TWO_PI = 2.0F * Defaults::Math::PI;
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const float OFFSET_X = ship.amplitude_x *
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std::sin(TWO_PI * ship.frequency_x * ship.oscillation_phase);
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const float OFFSET_Y = ship.amplitude_y *
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std::sin((TWO_PI * ship.frequency_y * ship.oscillation_phase) + FLOAT_PHASE_OFFSET);
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ship.current_position.x = ship.target_position.x + OFFSET_X;
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ship.current_position.y = ship.target_position.y + OFFSET_Y;
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ship.current_position.z = ship.target_position.z;
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ship.current_scale = ship.target_scale;
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}
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void ShipAnimator3D::updateExiting(TitleShip3D& ship, float delta_time) {
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ship.state_time += delta_time;
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const float PROGRESS = std::min(1.0F, ship.state_time / EXIT_DURATION);
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const float EASED = Easing::easeInQuad(PROGRESS);
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// Destí: punt fix a (VP.x, VP.y, VP.z + OVERFLOW). Cada nau s'apropa
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// al centre projectat des del seu costat sense creuar el VP.
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const Vec3 EXIT_DEST{
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.x = VANISHING_POINT.x,
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.y = VANISHING_POINT.y,
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.z = VANISHING_POINT.z + SHIP_EXIT_OVERFLOW,
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};
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ship.current_position.x = Easing::lerp(ship.initial_position.x, EXIT_DEST.x, EASED);
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ship.current_position.y = Easing::lerp(ship.initial_position.y, EXIT_DEST.y, EASED);
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ship.current_position.z = Easing::lerp(ship.initial_position.z, EXIT_DEST.z, EASED);
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ship.current_scale = ship.target_scale; // L'escala visual baixa via la perspectiva
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if (PROGRESS >= 1.0F) {
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ship.visible = false;
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}
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}
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void ShipAnimator3D::configureShipP1(TitleShip3D& ship) {
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ship.state = ShipState3D::FLOATING;
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ship.state_time = 0.0F;
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// Target i initial sobre el path VP → "les 7" del rellotge (P1).
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ship.target_position = VANISHING_POINT + (PATH_DIR_P1 * TARGET_DIST);
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ship.initial_position = VANISHING_POINT + (PATH_DIR_P1 * ENTRY_DIST);
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ship.current_position = ship.initial_position;
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ship.target_scale = SHIP_FLOAT_SCALE;
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ship.current_scale = SHIP_FLOAT_SCALE;
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ship.initial_scale = SHIP_ENTRY_SCALE;
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ship.oscillation_phase = 0.0F;
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ship.entry_delay = P1_ENTRY_DELAY;
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ship.amplitude_x = FLOAT_AMPLITUDE_X;
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ship.amplitude_y = FLOAT_AMPLITUDE_Y;
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ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P1_FREQUENCY_MULTIPLIER;
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ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P1_FREQUENCY_MULTIPLIER;
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ship.forward_dir = entryForward(ship);
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ship.visible = true;
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}
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void ShipAnimator3D::configureShipP2(TitleShip3D& ship) {
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ship.state = ShipState3D::FLOATING;
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ship.state_time = 0.0F;
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// Target i initial sobre el path VP → "les 5" del rellotge (P2).
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ship.target_position = VANISHING_POINT + (PATH_DIR_P2 * TARGET_DIST);
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ship.initial_position = VANISHING_POINT + (PATH_DIR_P2 * ENTRY_DIST);
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ship.current_position = ship.initial_position;
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ship.target_scale = SHIP_FLOAT_SCALE;
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ship.current_scale = SHIP_FLOAT_SCALE;
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ship.initial_scale = SHIP_ENTRY_SCALE;
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ship.oscillation_phase = 0.0F;
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ship.entry_delay = P2_ENTRY_DELAY;
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ship.amplitude_x = FLOAT_AMPLITUDE_X;
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ship.amplitude_y = FLOAT_AMPLITUDE_Y;
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ship.frequency_x = FLOAT_FREQUENCY_X_BASE * P2_FREQUENCY_MULTIPLIER;
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ship.frequency_y = FLOAT_FREQUENCY_Y_BASE * P2_FREQUENCY_MULTIPLIER;
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ship.forward_dir = entryForward(ship);
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ship.visible = true;
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}
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} // namespace Title
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