Working on doors and scripting

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Vladislav Khorev committed 2026-05-14 21:28:41 +03:00
1 parent 774397f690
commit 0f2b2e55af
11 files changed
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@@ -3,6 +3,8 @@
#include "render/TextureManager.h"
#include <iostream>
#include <string>
#include <algorithm>
#include <Eigen/Geometry>
namespace ZL {
extern const std::string textureUniformName;
@@ -10,10 +12,102 @@ namespace ZL {
namespace ZL {
void InteractiveObject::moveTo(const Eigen::Vector3f& target, float durationSec, std::function<void()> onComplete) {
if (isAnimating) return;
AnimTask task;
task.type = AnimTask::Type::Move;
task.startPos = position;
task.startRotY = rotationY;
task.startScale = scale;
task.targetPos = target;
task.targetRotY = rotationY;
task.targetScale = scale;
task.durationMs = durationSec * 1000.f;
task.elapsedMs = 0.f;
task.onComplete = std::move(onComplete);
animTask = std::move(task);
isAnimating = true;
}
void InteractiveObject::rotateTo(float targetRotY, float durationSec, std::function<void()> onComplete) {
if (isAnimating) return;
AnimTask task;
task.type = AnimTask::Type::Rotate;
task.startPos = position;
task.startRotY = rotationY;
task.startScale = scale;
task.targetPos = position;
task.targetRotY = targetRotY;
task.targetScale = scale;
task.durationMs = durationSec * 1000.f;
task.elapsedMs = 0.f;
task.onComplete = std::move(onComplete);
animTask = std::move(task);
isAnimating = true;
}
void InteractiveObject::scaleTo(float targetScale, float durationSec, std::function<void()> onComplete) {
if (isAnimating) return;
AnimTask task;
task.type = AnimTask::Type::Scale;
task.startPos = position;
task.startRotY = rotationY;
task.startScale = scale;
task.targetPos = position;
task.targetRotY = rotationY;
task.targetScale = targetScale;
task.durationMs = durationSec * 1000.f;
task.elapsedMs = 0.f;
task.onComplete = std::move(onComplete);
animTask = std::move(task);
isAnimating = true;
}
void InteractiveObject::update(int64_t deltaMs) {
if (!isAnimating || !animTask) return;
AnimTask& task = *animTask;
task.elapsedMs += static_cast<float>(deltaMs);
const float t = min(task.elapsedMs / task.durationMs, 1.0f);
switch (task.type) {
case AnimTask::Type::Move:
position = task.startPos + (task.targetPos - task.startPos) * t;
break;
case AnimTask::Type::Rotate:
rotationY = task.startRotY + (task.targetRotY - task.startRotY) * t;
break;
case AnimTask::Type::Scale:
scale = task.startScale + (task.targetScale - task.startScale) * t;
break;
}
if (t >= 1.0f) {
// Snap to exact target
position = task.targetPos;
rotationY = task.targetRotY;
scale = task.targetScale;
std::function<void()> cb = std::move(task.onComplete);
animTask.reset();
isAnimating = false;
if (cb) cb();
}
}
void InteractiveObject::draw(Renderer& renderer) const {
if (!isActive || !loadedObject.texture) return;
renderer.PushMatrix();
renderer.TranslateMatrix(position);
if (rotationY != 0.f) {
renderer.TranslateMatrix(pivot);
renderer.RotateMatrix(Eigen::AngleAxisf(rotationY, Eigen::Vector3f::UnitY()).toRotationMatrix());
renderer.TranslateMatrix(-pivot);
}
if (scale != 1.f)
renderer.ScaleMatrix(scale);
renderer.RenderUniform1i(textureUniformName, 0);
glBindTexture(GL_TEXTURE_2D, loadedObject.texture->getTexID());
renderer.DrawVertexRenderStruct(loadedObject.mesh);