#include "CSceneNodeAnimatorFlyStraight.h"
namespace irr
{
namespace scene
{
CSceneNodeAnimatorFlyStraight::CSceneNodeAnimatorFlyStraight(const core::vector3df& startPoint,
const core::vector3df& endPoint, u32 timeForWay,
bool loop, u32 now, bool pingpong)
: ISceneNodeAnimatorFinishing(now + timeForWay),
Start(startPoint), End(endPoint), TimeFactor(0.0f), StartTime(now),
TimeForWay(timeForWay), Loop(loop), PingPong(pingpong)
{
#ifdef _DEBUG
setDebugName("CSceneNodeAnimatorFlyStraight");
#endif
recalculateIntermediateValues();
}
void CSceneNodeAnimatorFlyStraight::recalculateIntermediateValues()
{
Vector = End - Start;
TimeFactor = (f32)Vector.getLength() / TimeForWay;
Vector.normalize();
}
void CSceneNodeAnimatorFlyStraight::animateNode(ISceneNode* node, u32 timeMs)
{
if (!node)
return;
u32 t = (timeMs-StartTime);
core::vector3df pos;
if (!Loop && !PingPong && t >= TimeForWay)
{
pos = End;
HasFinished = true;
}
else if (!Loop && PingPong && t >= TimeForWay * 2.f )
{
pos = Start;
HasFinished = true;
}
else
{
f32 phase = fmodf( (f32) t, (f32) TimeForWay );
core::vector3df rel = Vector * phase * TimeFactor;
const bool pong = PingPong && fmodf( (f32) t, (f32) TimeForWay*2.f ) >= TimeForWay;
if ( !pong )
{
pos += Start + rel;
}
else
{
pos = End - rel;
}
}
node->setPosition(pos);
}
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);
out->addBool("PingPong", PingPong);
}
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");
PingPong = in->getAttributeAsBool("PingPong");
recalculateIntermediateValues();
}
ISceneNodeAnimator* CSceneNodeAnimatorFlyStraight::createClone(ISceneNode* node, ISceneManager* newManager)
{
CSceneNodeAnimatorFlyStraight * newAnimator =
new CSceneNodeAnimatorFlyStraight(Start, End, TimeForWay, Loop, StartTime, PingPong);
return newAnimator;
}
}
}