irrlicht/source/Irrlicht/CSceneNodeAnimatorFlyStraig...

103 lines
2.4 KiB
C++

// 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 "CSceneNodeAnimatorFlyStraight.h"
namespace irr
{
namespace scene
{
//! constructor
CSceneNodeAnimatorFlyStraight::CSceneNodeAnimatorFlyStraight(const core::vector3df& startPoint,
const core::vector3df& endPoint, u32 timeForWay,
bool loop, u32 now)
: ISceneNodeAnimatorFinishing(now + timeForWay),
Start(startPoint), End(endPoint), WayLength(0.0f),
TimeFactor(0.0f), StartTime(now), TimeForWay(timeForWay), Loop(loop)
{
#ifdef _DEBUG
setDebugName("CSceneNodeAnimatorFlyStraight");
#endif
recalculateIntermediateValues();
}
void CSceneNodeAnimatorFlyStraight::recalculateIntermediateValues()
{
Vector = End - Start;
WayLength = (f32)Vector.getLength();
Vector.normalize();
TimeFactor = WayLength / TimeForWay;
}
//! destructor
CSceneNodeAnimatorFlyStraight::~CSceneNodeAnimatorFlyStraight()
{
}
//! animates a scene node
void CSceneNodeAnimatorFlyStraight::animateNode(ISceneNode* node, u32 timeMs)
{
if (!node)
return;
u32 t = (timeMs-StartTime);
core::vector3df pos = Start;
if (!Loop && t >= TimeForWay)
{
pos = End;
HasFinished = true;
}
else
{
pos += Vector * (f32)fmod((f32)t, (f32)TimeForWay) * TimeFactor;
}
node->setPosition(pos);
}
//! Writes attributes of the scene node animator.
void CSceneNodeAnimatorFlyStraight::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
{
out->addVector3d("Start", Start);
out->addVector3d("End", End);
out->addInt("TimeForWay", TimeForWay);
out->addBool("Loop", Loop);
}
//! Reads attributes of the scene node animator.
void CSceneNodeAnimatorFlyStraight::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
Start = in->getAttributeAsVector3d("Start");
End = in->getAttributeAsVector3d("End");
TimeForWay = in->getAttributeAsInt("TimeForWay");
Loop = in->getAttributeAsBool("Loop");
recalculateIntermediateValues();
}
ISceneNodeAnimator* CSceneNodeAnimatorFlyStraight::createClone(ISceneNode* node, ISceneManager* newManager)
{
CSceneNodeAnimatorFlyStraight * newAnimator =
new CSceneNodeAnimatorFlyStraight(Start, End, TimeForWay, Loop, StartTime);
return newAnimator;
}
} // end namespace scene
} // end namespace irr