196 lines
5.1 KiB
C++

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