// Copyright (C) 2002-2009 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "CSceneNodeAnimatorRotation.h" namespace irr { namespace scene { //! constructor CSceneNodeAnimatorRotation::CSceneNodeAnimatorRotation(u32 time, const core::vector3df& rotation) : Rotation(rotation), StartTime(time) { #ifdef _DEBUG setDebugName("CSceneNodeAnimatorRotation"); #endif } //! animates a scene node void CSceneNodeAnimatorRotation::animateNode(ISceneNode* node, u32 timeMs) { if (node) // thanks to warui for this fix { const u32 diffTime = timeMs - StartTime; if (diffTime != 0) { // clip the rotation to small values, to avoid // precision problems with huge floats. core::vector3df rot = node->getRotation() + Rotation*(diffTime*0.1f); if (rot.X>360.f) rot.X=fmodf(rot.X, 360.f); if (rot.Y>360.f) rot.Y=fmodf(rot.Y, 360.f); if (rot.Z>360.f) rot.Z=fmodf(rot.Z, 360.f); node->setRotation(rot); StartTime=timeMs; } } } //! Writes attributes of the scene node animator. void CSceneNodeAnimatorRotation::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const { out->addVector3d("Rotation", Rotation); } //! Reads attributes of the scene node animator. void CSceneNodeAnimatorRotation::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) { Rotation = in->getAttributeAsVector3d("Rotation"); } ISceneNodeAnimator* CSceneNodeAnimatorRotation::createClone(ISceneNode* node, ISceneManager* newManager) { CSceneNodeAnimatorRotation * newAnimator = new CSceneNodeAnimatorRotation(StartTime, Rotation); return newAnimator; } } // end namespace scene } // end namespace irr