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BlockTransition.cpp
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68 lines (56 loc) · 2.4 KB
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#include "BlockTransition.h"
CBlockTransition::CBlockTransition()
: boardData{nullptr}, inTransition{false}, animationSpeed{8.f},
transition{0.f}, blockPositions{{0, 0}, {0, 0}} {}
CBlockTransition::~CBlockTransition(){ }
void CBlockTransition::setBoardData(CGameBoardData *data) { boardData = data; }
bool CBlockTransition::isInTransition() { return inTransition; }
void CBlockTransition::start(const glm::ivec2 &blockL,
const glm::ivec2 &blockR) {
inTransition = true;
transition = 0.f;
blockPositions[0] = blockL;
blockPositions[1] = blockR;
}
void CBlockTransition::Control(float deltaTime) {
if (!inTransition)
return;
transition += deltaTime * animationSpeed;
if (transition > 1.f) {
if (boardData)
boardData->swap(blockPositions[0], blockPositions[1]);
inTransition = false;
}
}
bool CBlockTransition::InTransition(const glm::ivec2 &block) {
if (!inTransition)
return false;
return (block == blockPositions[0] || block == blockPositions[1]);
}
glm::vec3 CBlockTransition::rotateAroundOrigin(const glm::vec3 &startPos,
const glm::vec3 ¢erOffset,
float transition) {
glm::vec4 rotationPoint{startPos,1.f};
glm::vec4 centerPoint{startPos, 1.f};
centerPoint+=glm::vec4(centerOffset,0.f);
glm::mat4x4 rotationMatrix{ glm::rotate(glm::pi<float>()*transition, glm::vec3{0.0f, 1.0f, 0.0f}) };
glm::mat4x4 translationMatrix{ glm::translate(glm::mat4(), glm::vec3{centerPoint}) };
glm::mat4x4 finalTransformationMatrix{ translationMatrix * rotationMatrix * glm::inverse(translationMatrix) };
return glm::vec3(finalTransformationMatrix * rotationPoint);
}
void CBlockTransition::moveUp() {
if (!inTransition)
return;
blockPositions[0].y--;
blockPositions[1].y--;
}
glm::vec3 CBlockTransition::getBlockPos(const glm::ivec2 &block) {
if(blockPositions[0]==block){
auto startPos = glm::vec3(blockPositions[0].x*2.f, 25.f-2.f*blockPositions[0].y, -10.f);
return rotateAroundOrigin(startPos, {1.f, 0.f, 0.f}, transition);
}else if(blockPositions[1]==block){
auto startPos = glm::vec3(blockPositions[0].x*2.f, 25.f-2.f*blockPositions[0].y, -10.f);
return rotateAroundOrigin(startPos, {1.f, 0.f, 0.f}, transition+1.f);
}
return {0, 0, 0};
}