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