#include "CSceneNodeAnimatorFollowSpline.h"
namespace irr
{
namespace scene
{
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 ) );
}
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 core::vector3df& p0 = Points[ clamp( idx - 1, pSize ) ];
const core::vector3df& p1 = Points[ clamp( idx + 0, pSize ) ];
const core::vector3df& p2 = Points[ clamp( idx + 1, pSize ) ];
const core::vector3df& p3 = Points[ clamp( idx + 2, pSize ) ];
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;
const core::vector3df t1 = ( p2 - p0 ) * Tightness;
const core::vector3df t2 = ( p3 - p1 ) * Tightness;
node->setPosition(p1 * h1 + p2 * h2 + t1 * h3 + t2 * h4);
}
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))
{
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) );
}
}
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;
}
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;
}
}
}