ecsgame/ECS/Components/PathMove.h
karl 0254b81882 Implement basic shadows
Still shadow acne, but working in principle
2020-10-27 21:13:07 +01:00

48 lines
1.3 KiB
C++

#ifndef __PATHMOVE_H__
#define __PATHMOVE_H__
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
#include <vector>
struct PathMove {
struct Path {
Path(std::vector<glm::vec3> points) : points(points) {
// Calculate distances
for (int i = 0; i < points.size() - 1; i++) {
distances.emplace_back(glm::distance(points[i], points[i + 1]));
}
}
void add_point(glm::vec3 new_point) {
distances.emplace_back(glm::distance(points.back(), new_point));
points.emplace_back(new_point);
}
std::vector<glm::vec3> points;
std::vector<float> distances;
};
struct Views {
Views(std::vector<glm::quat> views) : views(views) {}
void add_view(glm::quat new_quat) {
views.emplace_back(new_quat);
}
std::vector<glm::quat> views;
};
PathMove(double speed, Path path, Views views) : speed(speed), path(path), views(views) {}
bool is_active = false;
double speed;
float time_passed = 0.0;
int current_point_index = 0;
int speed_addition = 0; // 0, -1 or 1 depending on whether the speed should stay, decrease or increase
Path path;
Views views;
};
#endif // __PATHMOVE_H__