16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-21 22:59:19 +02:00

use glm instead of Math3D in AnimModel

This commit is contained in:
docentYT
2026-04-26 23:14:07 +02:00
parent 1553f82c49
commit 9fef303ec0
2 changed files with 18 additions and 19 deletions

View File

@@ -15,7 +15,6 @@ http://mozilla.org/MPL/2.0/.
#pragma once
#include "utilities/Classes.h"
#include "utilities/dumb3d.h"
#include "utilities/Float3d.h"
#include "model/Model3d.h"
#include "vehicle/DynObj.h"
@@ -52,11 +51,11 @@ class TAnimContainer : std::enable_shared_from_this<TAnimContainer>
friend TAnimModel;
private:
Math3D::vector3 vRotateAngles; // dla obrotów Eulera
Math3D::vector3 vDesiredAngles;
glm::dvec3 vRotateAngles; // dla obrotów Eulera
glm::dvec3 vDesiredAngles;
double fRotateSpeed;
Math3D::vector3 vTranslation;
Math3D::vector3 vTranslateTo;
glm::dvec3 vTranslation;
glm::dvec3 vTranslateTo;
double fTranslateSpeed; // może tu dać wektor?
float4 qCurrent; // aktualny interpolowany
float4 qStart; // pozycja początkowa (0 dla interpolacji)
@@ -82,8 +81,8 @@ class TAnimContainer : std::enable_shared_from_this<TAnimContainer>
inline
std::string NameGet() {
return (pSubModel ? pSubModel->pName : ""); };
void SetRotateAnim( Math3D::vector3 vNewRotateAngles, double fNewRotateSpeed);
void SetTranslateAnim( Math3D::vector3 vNewTranslate, double fNewSpeed);
void SetRotateAnim( glm::dvec3 vNewRotateAngles, double fNewRotateSpeed);
void SetTranslateAnim( glm::dvec3 vNewTranslate, double fNewSpeed);
void AnimSetVMD(double fNewSpeed);
void PrepareModel();
void UpdateModel();
@@ -93,8 +92,8 @@ class TAnimContainer : std::enable_shared_from_this<TAnimContainer>
double AngleGet() {
return vRotateAngles.z; }; // jednak ostatnia, T3D ma inny układ
inline
Math3D::vector3 TransGet() {
return Math3D::vector3(-vTranslation.x, vTranslation.z, vTranslation.y); }; // zmiana, bo T3D ma inny układ
glm::dvec3 TransGet() {
return glm::dvec3(-vTranslation.x, vTranslation.z, vTranslation.y); }; // zmiana, bo T3D ma inny układ
inline
void WillBeAnimated() {
if (pSubModel)