134 lines
3.3 KiB
C++
134 lines
3.3 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CSceneNodeAnimatorFollowSpline.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CSceneNodeAnimatorFollowSpline::CSceneNodeAnimatorFollowSpline(u32 time,
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const core::array< core::vector3df >& points, f32 speed,
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f32 tightness)
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: Points(points), Speed(speed), Tightness(tightness), StartTime(time)
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{
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#ifdef _DEBUG
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setDebugName("CSceneNodeAnimatorFollowSpline");
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#endif
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}
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//! destructor
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CSceneNodeAnimatorFollowSpline::~CSceneNodeAnimatorFollowSpline()
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{
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}
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inline s32 CSceneNodeAnimatorFollowSpline::clamp(s32 idx, s32 size)
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{
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return ( idx<0 ? size+idx : ( idx>=size ? idx-size : idx ) );
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}
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//! animates a scene node
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void CSceneNodeAnimatorFollowSpline::animateNode(ISceneNode* node, u32 timeMs)
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{
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core::vector3df p, p0, p1, p2, p3;
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core::vector3df t1, t2;
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const u32 pSize = Points.size();
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const f32 dt = ( (timeMs-StartTime) * Speed * 0.001f );
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const f32 u = core::fract ( dt );
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s32 idx = core::floor32( dt ) % pSize;
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//f32 u = 0.001f * fmodf( dt, 1000.0f );
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p0 = Points[ clamp( idx - 1, pSize ) ];
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p1 = Points[ clamp( idx + 0, pSize ) ];
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p2 = Points[ clamp( idx + 1, pSize ) ];
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p3 = Points[ clamp( idx + 2, pSize ) ];
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// hermite polynomials
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f32 h1 = 2.0f * u * u * u - 3.0f * u * u + 1.0f;
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f32 h2 = -2.0f * u * u * u + 3.0f * u * u;
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f32 h3 = u * u * u - 2.0f * u * u + u;
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f32 h4 = u * u * u - u * u;
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// tangents
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t1 = ( p2 - p0 ) * Tightness;
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t2 = ( p3 - p1 ) * Tightness;
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// interpolated point
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p = p1 * h1 + p2 * h2 + t1 * h3 + t2 * h4;
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node->setPosition(p);
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}
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//! Writes attributes of the scene node animator.
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void CSceneNodeAnimatorFollowSpline::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options)
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{
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out->addFloat("Speed", Speed);
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out->addFloat("Tightness", Tightness);
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u32 count = Points.size();
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if ( options && (options->Flags & io::EARWF_FOR_EDITOR))
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{
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// add one point in addition when serializing for editors
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// to make it easier to add points quickly
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count += 1;
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}
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for (u32 i=0; i<count; ++i)
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{
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core::stringc tname = "Point";
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tname += (int)(i+1);
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out->addVector3d(tname.c_str(), i<Points.size() ? Points[i] : core::vector3df(0,0,0) );
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}
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}
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//! Reads attributes of the scene node animator.
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void CSceneNodeAnimatorFollowSpline::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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Speed = in->getAttributeAsFloat("Speed");
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Tightness = in->getAttributeAsFloat("Tightness");
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Points.clear();
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for(u32 i=1; true; ++i)
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{
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core::stringc pname = "Point";
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pname += (int)i;
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if (in->existsAttribute(pname.c_str()))
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{
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core::vector3df pos = in->getAttributeAsVector3d(pname.c_str());
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Points.push_back(pos);
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}
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else
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break;
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}
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// remove last point if double entry from editor
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if ( options && (options->Flags & io::EARWF_FOR_EDITOR) &&
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Points.size() > 2 && Points.getLast() == core::vector3df(0,0,0))
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{
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Points.erase(Points.size()-1);
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if (Points.size() > 2 && Points.getLast() == core::vector3df(0,0,0))
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Points.erase(Points.size()-1);
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}
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}
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} // end namespace scene
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} // end namespace irr
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