mirror of
https://github.com/QuasarApp/Snake.git
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196 lines
5.1 KiB
C++
196 lines
5.1 KiB
C++
//#
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//# Copyright (C) 2021-2021 QuasarApp.
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//# Distributed under the GPLv3 software license, see the accompanying
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//# Everyone is permitted to copy and distribute verbatim copies
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//# of this license document, but changing it is not allowed.
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//#
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#ifndef DAY_H
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#define DAY_H
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#include "Extensions/claster.h"
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#include "dayitem.h"
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#include "iworlditem.h"
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#include "math.h"
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namespace CRAWL {
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template <class Sun, class Moon>
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/**
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* @brief The Day class is template wrapper for the moon and sun objects.
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* The moon and sun objects moving around world center for imitation of the day.
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*
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* ### Integration on the world.
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* You need to add one object of this class in the IWorld::initWorldRules method.
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* **Example:**
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*
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* ```cpp
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* CRAWL::WorldRule *World::initWorldRules() {
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using Day = CRAWL::Day<CRAWL::Sun, CRAWL::Moon>;
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return new CRAWL::WorldRule {
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{0, {
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{registerObject<Day>(), 1},
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}
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},
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{1000, {
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{registerObject<Day>(), 1},
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}
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},
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};
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}
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* ```
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* @note All objects will be moving around this objects with radius. The Radius by default is 2000.
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* @note This class automaticly sets ligth force for the light objects.
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*
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*
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*/
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class Day: public IWorldItem, public Claster
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{
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public:
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Day(): IWorldItem(AUTO_CLASS_NAME) {
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static_assert(std::is_base_of_v<DayItem, Sun>,
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"The Day class can be works only with DayItem child classes");
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DayItem* sun = new Sun(&position());
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DayItem* moon1 = new Moon(&position());
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DayItem* moon2 = new Moon(&position());
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sun->setAnglePosition(0);
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moon1->setAnglePosition(225);
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moon2->setAnglePosition(135);
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add(sun);
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add(moon1);
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add(moon2);
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}
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void render(unsigned int ) override {
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setposition(getPlayer()->position() + QVector3D{0, 0, 0});
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}
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void add(ClasterItem *object) override {
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if (auto item = dynamic_cast<DayItem*>(object)) {
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item->setRadius(radius());
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item->setAxis(_axis);
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item->setAngularVelocity(lengthToSpeed(_dayLengthSec));
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item->setLightForce(lengthForce());
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Claster::add(item);
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} else {
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QuasarAppUtils::Params::log("The Day class can works only with "
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" Child classes of the DayItem",
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QuasarAppUtils::Error);
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}
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};
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void remove(ClasterItem *object) override {
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Claster::remove(object);
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};
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/**
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* @brief radius This method return radius of the motion day objects.
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* @return radius of the motions
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*/
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int radius() const {
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return _radius;
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}
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/**
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* @brief setRadius This method sets new value of the motions radius.
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* @param newRadius This is new value o fthe motion.
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*/
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void setRadius(int newRadius) {
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if (newRadius == _radius)
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return;
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_radius = newRadius;
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for (auto object: objects()) {
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reinterpret_cast<DayItem*>(object)->setLightForce(lengthForce());
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reinterpret_cast<DayItem*>(object)->setRadius(_radius);
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}
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}
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/**
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* @brief axis This is sxis of rotation. all objects will be moving around this axis. The axis is general 3d vector object.
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* @return rotation axis.
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* @note By default it is y axis
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*/
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const QVector3D &axis() const {
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return _axis;
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}
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/**
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* @brief setAxis This method sets new value of the rotation axis. For get more information see the axis method.
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* @param newAxis This is new value of the rotation axis.
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*/
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void setAxis(const QVector3D &newAxis) {
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if (newAxis == _axis)
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return;
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_axis = newAxis;
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for (auto object: objects()) {
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reinterpret_cast<DayItem*>(object)->setAxis(_axis);
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}
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}
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/**
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* @brief dayLengthSec This method return length of the game day in real secs.
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* @note by default this value is 60 sec
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* @return length of the game day in real secs.
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*/
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float dayLengthSec() const {
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return _dayLengthSec;
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}
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/**
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* @brief setDayLengthSec This method sets new value of the day length.
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* @param newDayLongSec This is new value of the day length.
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* @note For get more information see the dayLengthSec method.
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*/
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void setDayLengthSec(float newDayLengthSec) {
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if (newDayLengthSec == _dayLengthSec)
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return;
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_dayLengthSec = newDayLengthSec;
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for (auto object: objects()) {
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reinterpret_cast<DayItem*>(object)->setAngularVelocity(lengthToSpeed(_dayLengthSec));
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}
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}
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protected:
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void onIntersects(const IWorldItem *) override {};
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private:
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float lengthToSpeed(float length) const {
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return (2 * M_PI * radius()) / length;
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}
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float lengthForce() const {
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#if QT_VERSION > QT_VERSION_CHECK(6, 0, 0)
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return _radius * 0.1;
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#else
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return _radius * 15;
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#endif
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}
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int _radius = 1000;
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float _dayLengthSec = 20;
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QVector3D _axis = {1,0,0};
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};
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}
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#endif // DAY_H
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