Merge pull request 'spaceship animations' (#13) from movement into master

Reviewed-on: #13
This commit is contained in:
Paweł Felcyn 2024-02-04 20:32:07 +01:00
commit 06edddcbdc
3 changed files with 159 additions and 21 deletions

View File

@ -104,7 +104,7 @@ public:
glBindVertexArray(0);
}
void drawParticles(GLuint program, glm::mat4 view, glm::mat4 projection, float time) {
void drawParticles(GLuint program, glm::mat4 view, glm::mat4 projection, glm::mat4 modelSrc, float time) {
if (shouldGenerateNewParticle(time)) {
generateNewParticle(time);
}
@ -124,7 +124,8 @@ public:
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
glm::mat4 model = glm::translate(glm::mat4(1.0f), sourcePosition + particle.randomPointOnCircle);
glm::mat4 model = glm::translate(glm::mat4(1), sourcePosition + particle.randomPointOnCircle);
model = model * modelSrc;
model = glm::scale(model, glm::vec3(0.005f, 0.005f, 0.005f));
model = glm::translate(model, particle.direction * speed * (time - particle.birthTime));
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));

View File

@ -41,6 +41,6 @@ public:
float rotationAngle = glm::radians(time * rotationSpeed);
positionMatrix = center->getPositionMatrix() * glm::eulerAngleY(time * rotationSpeed) * glm::translate(glm::vec3(distanceFromCenter, 0, 0));
glm::mat4 modelMatrix = positionMatrix * glm::scale(glm::vec3(scale));
Core::drawObjectPBRTexture(sphereContext, modelMatrix, textureID, 0.7, 0.0, program);
Core::drawObjectPBRTexture(sphereContext, modelMatrix, textureID, normalMapID, 0.7, 0.0, program);
}
};

View File

@ -11,6 +11,7 @@
class Spaceship : public GameEntity
{
private:
std::list<Bullet*> bullets;
float lastShootTime = 0.f;
float shootInterval = 0.3f;
@ -48,18 +49,29 @@ public:
glm::vec3 cameraPos = glm::vec3(0.479490f, 1.250000f, -2.124680f);
glm::vec3 cameraDir = glm::vec3(-0.354510f, 0.000000f, 0.935054f);
glm::mat4 additionalHorRotationMatrix;
glm::mat4 additionalVerRotationMatrix;
glm::mat4 calculateModelMatrix() {
glm::vec3 spaceshipSide = glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.f, 1.f, 0.f)));
glm::vec3 spaceshipUp = glm::normalize(glm::cross(spaceshipSide, spaceshipDir));
glm::mat4 specshipCameraRotrationMatrix = glm::mat4({
spaceshipSide.x,spaceshipSide.y,spaceshipSide.z,0,
spaceshipUp.x,spaceshipUp.y,spaceshipUp.z ,0,
-spaceshipDir.x,-spaceshipDir.y,-spaceshipDir.z,0,
0.,0.,0.,1.,
glm::mat4 spaceshipCameraRotationMatrix = glm::mat4({
spaceshipSide.x, spaceshipSide.y, spaceshipSide.z, 0,
spaceshipUp.x, spaceshipUp.y, spaceshipUp.z, 0,
-spaceshipDir.x, -spaceshipDir.y, -spaceshipDir.z, 0,
0., 0., 0., 1.
});
return glm::translate(spaceshipPos) * specshipCameraRotrationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
float additionalVerRotationAngle = glm::radians(currentShipVerAngle);
additionalVerRotationMatrix = glm::rotate(glm::mat4(1.0f), additionalVerRotationAngle, glm::vec3(1.f, 0.f, 0.f));
float additionalHorRotationAngle = glm::radians(currentShipHorAngle);
additionalHorRotationMatrix = glm::rotate(glm::mat4(1.0f), additionalHorRotationAngle, glm::vec3(0.f, 0.2f, 1.f));
glm::mat4 modelMatrix = glm::translate(spaceshipPos) * spaceshipCameraRotationMatrix * additionalVerRotationMatrix * additionalHorRotationMatrix * glm::eulerAngleY(glm::pi<float>()) * glm::scale(glm::vec3(0.02f));
return modelMatrix;
}
void setPerticlesParameters(float speed, float generationInterval) {
@ -69,6 +81,122 @@ public:
rightParticle->generationInterval = generationInterval;
}
const float fromCameraDirHorizontalStateToStateTime = 0.2f;
const float CAMERA_DISTANCE_STATIC_HOR = 0.7f;
const float CAMERA_DISTANCE_SLOW_HOR = 0.85f;
const float CAMERA_DISTANCE_FAST_HOR = 1.f;
float currentCameraDistanceHor = CAMERA_DISTANCE_STATIC_HOR;
float targetCameraDistanceHor = CAMERA_DISTANCE_STATIC_HOR;
int currentWState = 0;
int currentShiftState = 0;
float calculateCameraDistanceHor(int wState, int shiftState, float time) {
currentWState = wState;
currentShiftState = shiftState;
if (currentWState == 1 && currentShiftState == 0) {
targetCameraDistanceHor = CAMERA_DISTANCE_SLOW_HOR;
}
else if (currentWState == 1 && currentShiftState == 1) {
targetCameraDistanceHor = CAMERA_DISTANCE_FAST_HOR;
}
else {
targetCameraDistanceHor = CAMERA_DISTANCE_STATIC_HOR;
}
float diff = targetCameraDistanceHor - currentCameraDistanceHor;
float step = diff / fromCameraDirHorizontalStateToStateTime * time;
currentCameraDistanceHor += step;
return currentCameraDistanceHor;
}
const float fromCameraDirVerticalStateToStateTime = 0.2f;
const float CAMERA_DISTANCE_STATIC_VER = 0.2f;
const float CAMERA_DISTANCE_SLOW_VER = 0.25f;
const float CAMERA_DISTANCE_FAST_VER = 0.3f;
float currentCameraDistanceVer = CAMERA_DISTANCE_STATIC_VER;
float targetCameraDistanceVer = CAMERA_DISTANCE_STATIC_VER;
float calculateCameraDistanceVer(float time) {
if (currentWState == 1 && currentShiftState == 0) {
targetCameraDistanceVer = CAMERA_DISTANCE_SLOW_VER;
}
else if (currentWState == 1 && currentShiftState == 1) {
targetCameraDistanceVer = CAMERA_DISTANCE_FAST_VER;
}
else {
targetCameraDistanceVer = CAMERA_DISTANCE_STATIC_VER;
}
float diff = targetCameraDistanceVer - currentCameraDistanceVer;
float step = diff / fromCameraDirVerticalStateToStateTime * time;
currentCameraDistanceVer += step;
return currentCameraDistanceVer;
}
const float MAX_VERTICAL_ANGLE = 15.f;
float currentShipVerAngle = 0.f;
float targetShipVerAngle = 0.f;
int currentQState = 0;
int currentEState = 0;
float calculateShipAngleVer(int qState, int eState, float time) {
currentQState = qState;
currentEState = eState;
if (currentQState == 1) {
targetShipVerAngle = MAX_VERTICAL_ANGLE;
}
else if (currentEState == 1) {
targetShipVerAngle = -MAX_VERTICAL_ANGLE;
}
else {
targetShipVerAngle = 0.f;
}
float diff = targetShipVerAngle - currentShipVerAngle;
float step = diff / 0.2f * time;
currentShipVerAngle += step;
return currentShipVerAngle;
}
const float MAX_HORIZONTALL_ANGLE = 15.f;
float currentShipHorAngle = 0.f;
float targetShipHorAngle = 0.f;
int currentAState = 0;
int currentDState = 0;
float calculateShipAngleHor(int aState, int dState, float time) {
currentAState = aState;
currentDState = dState;
if (currentAState == 1) {
targetShipHorAngle = MAX_HORIZONTALL_ANGLE;
}
else if (currentDState == 1) {
targetShipHorAngle = -MAX_HORIZONTALL_ANGLE;
}
else {
targetShipHorAngle = 0.f;
}
float diff = targetShipHorAngle - currentShipHorAngle;
float step = diff / 0.2f * time;
currentShipHorAngle += step;
return currentShipHorAngle;
}
void processInput(GLFWwindow* window, float deltaTime, float time) {
static bool mouseButtonCallbackSet = false;
if (!mouseButtonCallbackSet) {
@ -81,9 +209,18 @@ public:
int w = glfwGetKey(window, GLFW_KEY_W);
int s = glfwGetKey(window, GLFW_KEY_S);
int shiftState = glfwGetKey(window, GLFW_KEY_LEFT_SHIFT);
int qState = glfwGetKey(window, GLFW_KEY_Q);
int eState = glfwGetKey(window, GLFW_KEY_E);
int aState = glfwGetKey(window, GLFW_KEY_A);
int dState = glfwGetKey(window, GLFW_KEY_D);
calculateShipAngleVer(qState, eState, deltaTime);
calculateShipAngleHor(aState, dState, deltaTime);
//spaceshipDir = glm::vec3(glm::eulerAngleX(verticalAngle) * glm::vec4(spaceshipDir, 0));
if (w == GLFW_PRESS) {
if (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) {
if (shiftState == GLFW_PRESS) {
moveSpeed *= 2;
setPerticlesParameters(200.f, 0.00005f);
}
@ -95,8 +232,6 @@ public:
setPerticlesParameters(50.f, 0.0002f);
}
if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS) {
glfwSetWindowShouldClose(window, true);
}
@ -108,18 +243,18 @@ public:
spaceshipPos += spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Z) == GLFW_PRESS)
spaceshipPos -= spaceshipSide * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
if (qState == GLFW_PRESS)
spaceshipPos += spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_E) == GLFW_PRESS)
if (eState == GLFW_PRESS)
spaceshipPos -= spaceshipUp * moveSpeed;
if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
if (aState == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(angleSpeed) * glm::vec4(spaceshipDir, 0));
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
if (dState == GLFW_PRESS)
spaceshipDir = glm::vec3(glm::eulerAngleY(-angleSpeed) * glm::vec4(spaceshipDir, 0));
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_LEFT) == GLFW_PRESS)
requestShoot(time);
cameraPos = spaceshipPos - 1.f * spaceshipDir + glm::vec3(0, 1, 0) * 0.2f;
cameraPos = spaceshipPos - calculateCameraDistanceHor(w, shiftState, deltaTime) * spaceshipDir + glm::vec3(0, calculateCameraDistanceVer(deltaTime), 0);
cameraDir = spaceshipDir;
glm::vec3 perpendicularVector = 0.04f * glm::normalize(glm::cross(spaceshipDir, glm::vec3(0.0f, 1.0f, 0.0f)));
if (leftParticle != nullptr && rightParticle != nullptr) {
@ -135,8 +270,9 @@ public:
void renderParticles(GLuint program, glm::mat4 view, glm::mat4 projection, float time) {
if (leftParticle != nullptr && rightParticle != nullptr) {
leftParticle->drawParticles(program, view, projection, time);
rightParticle->drawParticles(program, view, projection, time);
glm::mat4 modelSrc = additionalVerRotationMatrix * additionalHorRotationMatrix;
leftParticle->drawParticles(program, view, projection, modelSrc, time);
rightParticle->drawParticles(program, view, projection, modelSrc, time);
}
}
@ -192,8 +328,9 @@ public:
void shoot(float time) {
glm::vec3 perpendicularVector = 0.25f * glm::normalize(glm::cross(cameraDir, glm::vec3(0.0f, 1.0f, 0.0f)));
bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos - perpendicularVector, time));
bullets.push_back(Bullet::createSimpleBullet(cameraDir, spaceshipPos + perpendicularVector, time));
glm::vec3 dir = glm::vec4(spaceshipDir.x, spaceshipDir.y, spaceshipDir.z, 1.f) * additionalVerRotationMatrix * additionalHorRotationMatrix;
bullets.push_back(Bullet::createSimpleBullet(dir, spaceshipPos - perpendicularVector, time));
bullets.push_back(Bullet::createSimpleBullet(dir, spaceshipPos + perpendicularVector, time));
lastShootTime = time;
}