// Copyright (C) 2002-2007 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "CSceneNodeAnimatorFollowSpline.h" namespace irr { namespace scene { //! constructor CSceneNodeAnimatorFollowSpline::CSceneNodeAnimatorFollowSpline(u32 time, const core::array< core::vector3df >& points, f32 speed, f32 tightness) : Points(points), Speed(speed), Tightness(tightness), StartTime(time) { #ifdef _DEBUG setDebugName("CSceneNodeAnimatorFollowSpline"); #endif } //! destructor CSceneNodeAnimatorFollowSpline::~CSceneNodeAnimatorFollowSpline() { } inline s32 CSceneNodeAnimatorFollowSpline::clamp(s32 idx, s32 size) { return ( idx<0 ? size+idx : ( idx>=size ? idx-size : idx ) ); } //! animates a scene node void CSceneNodeAnimatorFollowSpline::animateNode(ISceneNode* node, u32 timeMs) { core::vector3df p, p0, p1, p2, p3; core::vector3df t1, t2; const u32 pSize = Points.size(); const f32 dt = ( (timeMs-StartTime) * Speed * 0.001f ); const f32 u = core::fract ( dt ); s32 idx = core::floor32( dt ) % pSize; //f32 u = 0.001f * fmodf( dt, 1000.0f ); p0 = Points[ clamp( idx - 1, pSize ) ]; p1 = Points[ clamp( idx + 0, pSize ) ]; p2 = Points[ clamp( idx + 1, pSize ) ]; p3 = Points[ clamp( idx + 2, pSize ) ]; // hermite polynomials f32 h1 = 2.0f * u * u * u - 3.0f * u * u + 1.0f; f32 h2 = -2.0f * u * u * u + 3.0f * u * u; f32 h3 = u * u * u - 2.0f * u * u + u; f32 h4 = u * u * u - u * u; // tangents t1 = ( p2 - p0 ) * Tightness; t2 = ( p3 - p1 ) * Tightness; // interpolated point p = p1 * h1 + p2 * h2 + t1 * h3 + t2 * h4; node->setPosition(p); } //! Writes attributes of the scene node animator. void CSceneNodeAnimatorFollowSpline::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) { out->addFloat("Speed", Speed); out->addFloat("Tightness", Tightness); u32 count = Points.size(); if ( options && (options->Flags & io::EARWF_FOR_EDITOR)) { // add one point in addition when serializing for editors // to make it easier to add points quickly count += 1; } for (u32 i=0; iaddVector3d(tname.c_str(), igetAttributeAsFloat("Speed"); Tightness = in->getAttributeAsFloat("Tightness"); Points.clear(); for(u32 i=1; true; ++i) { core::stringc pname = "Point"; pname += (int)i; if (in->existsAttribute(pname.c_str())) { core::vector3df pos = in->getAttributeAsVector3d(pname.c_str()); Points.push_back(pos); } else break; } // remove last point if double entry from editor if ( options && (options->Flags & io::EARWF_FOR_EDITOR) && Points.size() > 2 && Points.getLast() == core::vector3df(0,0,0)) { Points.erase(Points.size()-1); if (Points.size() > 2 && Points.getLast() == core::vector3df(0,0,0)) Points.erase(Points.size()-1); } } } // end namespace scene } // end namespace irr