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- // Copyright (C) 2002-2012 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, bool loop, bool pingpong)
- : ISceneNodeAnimatorFinishing(0), Points(points), Speed(speed), Tightness(tightness), StartTime(time)
- , Loop(loop), PingPong(pingpong)
- {
- #ifdef _DEBUG
- setDebugName("CSceneNodeAnimatorFollowSpline");
- #endif
- }
- 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)
- {
- if(!node)
- return;
- const u32 pSize = Points.size();
- if (pSize==0)
- {
- if ( !Loop )
- HasFinished = true;
- return;
- }
- if (pSize==1)
- {
- if ( timeMs > StartTime )
- {
- node->setPosition(Points[0]);
- if ( !Loop )
- HasFinished = true;
- }
- return;
- }
- const f32 dt = ( (timeMs-StartTime) * Speed * 0.001f );
- const s32 unwrappedIdx = core::floor32( dt );
- if ( !Loop && unwrappedIdx >= (s32)pSize-1 )
- {
- node->setPosition(Points[pSize-1]);
- HasFinished = true;
- return;
- }
- const bool pong = PingPong && (unwrappedIdx/(pSize-1))%2;
- const f32 u = pong ? 1.f-core::fract ( dt ) : core::fract ( dt );
- const s32 idx = pong ? (pSize-2) - (unwrappedIdx % (pSize-1))
- : (PingPong ? unwrappedIdx % (pSize-1)
- : unwrappedIdx % pSize);
- //const f32 u = 0.001f * fmodf( dt, 1000.0f );
- const core::vector3df& p0 = Points[ clamp( idx - 1, pSize ) ];
- const core::vector3df& p1 = Points[ clamp( idx + 0, pSize ) ]; // starting point
- const core::vector3df& p2 = Points[ clamp( idx + 1, pSize ) ]; // end point
- const core::vector3df& p3 = Points[ clamp( idx + 2, pSize ) ];
- // hermite polynomials
- const f32 h1 = 2.0f * u * u * u - 3.0f * u * u + 1.0f;
- const f32 h2 = -2.0f * u * u * u + 3.0f * u * u;
- const f32 h3 = u * u * u - 2.0f * u * u + u;
- const f32 h4 = u * u * u - u * u;
- // tangents
- const core::vector3df t1 = ( p2 - p0 ) * Tightness;
- const core::vector3df t2 = ( p3 - p1 ) * Tightness;
- // interpolated point
- node->setPosition(p1 * h1 + p2 * h2 + t1 * h3 + t2 * h4);
- }
- //! Writes attributes of the scene node animator.
- void CSceneNodeAnimatorFollowSpline::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
- {
- out->addFloat("Speed", Speed);
- out->addFloat("Tightness", Tightness);
- out->addBool("Loop", Loop);
- out->addBool("PingPong", PingPong);
- 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; i<count; ++i)
- {
- core::stringc tname = "Point";
- tname += (int)(i+1);
- out->addVector3d(tname.c_str(), i<Points.size() ? Points[i] : core::vector3df(0,0,0) );
- }
- }
- //! Reads attributes of the scene node animator.
- void CSceneNodeAnimatorFollowSpline::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
- {
- Speed = in->getAttributeAsFloat("Speed");
- Tightness = in->getAttributeAsFloat("Tightness");
- Loop = in->getAttributeAsBool("Loop");
- PingPong = in->getAttributeAsBool("PingPong");
- Points.clear();
- for(u32 i=1; true; ++i)
- {
- core::stringc pname = "Point";
- pname += i;
- if (in->existsAttribute(pname.c_str()))
- Points.push_back(in->getAttributeAsVector3d(pname.c_str()));
- 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);
- }
- }
- ISceneNodeAnimator* CSceneNodeAnimatorFollowSpline::createClone(ISceneNode* node, ISceneManager* newManager)
- {
- CSceneNodeAnimatorFollowSpline * newAnimator =
- new CSceneNodeAnimatorFollowSpline(StartTime, Points, Speed, Tightness);
- return newAnimator;
- }
- } // end namespace scene
- } // end namespace irr
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