93 lines
2.9 KiB
C++
93 lines
2.9 KiB
C++
// ship_animator.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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// 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
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// `ship/arrow.shp` (P1) i `ship/wedge.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 <functional>
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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 ShipState : 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 TitleShip {
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int player_id{0};
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ShipState state{ShipState::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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// Vector mundial cap a on apunta el front del shape. Recalculat a cada
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// transició d'estat perquè draw() oriente la nau (look-at) en la
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// direcció del seu path actual.
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Vec3 forward_dir{.x = 0.0F, .y = 0.0F, .z = 1.0F};
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bool visible{false};
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};
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class ShipAnimator {
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public:
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ShipAnimator(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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// Callback disparat quan una nau acaba l'EXITING (es torna invisible
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// al VP). Útil per a un destell que tapi el pop final.
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using ShipDisappearCallback = std::function<void(int player_id)>;
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void setOnShipDisappear(ShipDisappearCallback cb) { on_ship_disappear_ = std::move(cb); }
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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<TitleShip, 2> ships_;
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ShipDisappearCallback on_ship_disappear_;
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static void updateEntering(TitleShip& ship, float delta_time);
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static void updateFloating(TitleShip& ship, float delta_time);
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static void updateExiting(TitleShip& ship, float delta_time);
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static void configureShipP1(TitleShip& ship);
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static void configureShipP2(TitleShip& ship);
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};
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} // namespace Title
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