forked from Mirrorlandia_minetest/irrlicht
169 lines
4.6 KiB
C++
169 lines
4.6 KiB
C++
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CSceneNodeAnimatorFollowSpline.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CSceneNodeAnimatorFollowSpline::CSceneNodeAnimatorFollowSpline(u32 time,
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const core::array<core::vector3df>& points, f32 speed,
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f32 tightness, bool loop, bool pingpong)
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: ISceneNodeAnimatorFinishing(0), Points(points), Speed(speed), Tightness(tightness)
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, Loop(loop), PingPong(pingpong)
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{
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#ifdef _DEBUG
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setDebugName("CSceneNodeAnimatorFollowSpline");
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#endif
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StartTime = time;
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}
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inline s32 CSceneNodeAnimatorFollowSpline::clamp(s32 idx, s32 size)
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{
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return ( idx<0 ? size+idx : ( idx>=size ? idx-size : idx ) );
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}
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//! animates a scene node
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void CSceneNodeAnimatorFollowSpline::animateNode(ISceneNode* node, u32 timeMs)
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{
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if(!node)
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return;
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const u32 pSize = Points.size();
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if (pSize==0)
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{
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if ( !Loop )
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HasFinished = true;
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return;
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}
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if (pSize==1)
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{
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if ( timeMs > (StartTime+PauseTimeSum) )
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{
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node->setPosition(Points[0]);
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if ( !Loop )
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HasFinished = true;
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}
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return;
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}
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const f32 dt = ( (timeMs-(StartTime+PauseTimeSum)) * Speed * 0.001f );
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const s32 unwrappedIdx = core::floor32( dt );
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if ( !Loop && unwrappedIdx >= (s32)pSize-1 )
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{
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node->setPosition(Points[pSize-1]);
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HasFinished = true;
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return;
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}
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const bool pong = PingPong && (unwrappedIdx/(pSize-1))%2;
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const f32 u = pong ? 1.f-core::fract ( dt ) : core::fract ( dt );
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const s32 idx = pong ? (pSize-2) - (unwrappedIdx % (pSize-1))
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: (PingPong ? unwrappedIdx % (pSize-1)
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: unwrappedIdx % pSize);
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//const f32 u = 0.001f * fmodf( dt, 1000.0f );
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const core::vector3df& p0 = Points[ clamp( idx - 1, pSize ) ];
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const core::vector3df& p1 = Points[ clamp( idx + 0, pSize ) ]; // starting point
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const core::vector3df& p2 = Points[ clamp( idx + 1, pSize ) ]; // end point
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const core::vector3df& p3 = Points[ clamp( idx + 2, pSize ) ];
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// hermite polynomials
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const f32 h1 = 2.0f * u * u * u - 3.0f * u * u + 1.0f;
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const f32 h2 = -2.0f * u * u * u + 3.0f * u * u;
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const f32 h3 = u * u * u - 2.0f * u * u + u;
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const f32 h4 = u * u * u - u * u;
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// tangents
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const core::vector3df t1 = ( p2 - p0 ) * Tightness;
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const core::vector3df t2 = ( p3 - p1 ) * Tightness;
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// interpolated point
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node->setPosition(p1 * h1 + p2 * h2 + t1 * h3 + t2 * h4);
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}
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//! Writes attributes of the scene node animator.
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void CSceneNodeAnimatorFollowSpline::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ISceneNodeAnimatorFinishing::serializeAttributes(out, options);
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out->addFloat("Speed", Speed);
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out->addFloat("Tightness", Tightness);
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out->addBool("Loop", Loop);
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out->addBool("PingPong", PingPong);
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u32 count = Points.size();
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if ( options && (options->Flags & io::EARWF_FOR_EDITOR))
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{
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// add one point in addition when serializing for editors
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// to make it easier to add points quickly
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count += 1;
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}
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for (u32 i=0; i<count; ++i)
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{
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core::stringc tname = "Point";
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tname += (int)(i+1);
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out->addVector3d(tname.c_str(), i<Points.size() ? Points[i] : core::vector3df(0,0,0) );
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}
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}
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//! Reads attributes of the scene node animator.
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void CSceneNodeAnimatorFollowSpline::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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ISceneNodeAnimatorFinishing::deserializeAttributes(in, options);
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Speed = in->getAttributeAsFloat("Speed");
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Tightness = in->getAttributeAsFloat("Tightness");
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Loop = in->getAttributeAsBool("Loop");
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PingPong = in->getAttributeAsBool("PingPong");
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Points.clear();
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for(u32 i=1; true; ++i)
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{
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core::stringc pname = "Point";
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pname += i;
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if (in->existsAttribute(pname.c_str()))
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Points.push_back(in->getAttributeAsVector3d(pname.c_str()));
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else
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break;
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}
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// remove last point if double entry from editor
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if ( options && (options->Flags & io::EARWF_FOR_EDITOR) &&
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Points.size() > 2 && Points.getLast() == core::vector3df(0,0,0))
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{
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Points.erase(Points.size()-1);
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if (Points.size() > 2 && Points.getLast() == core::vector3df(0,0,0))
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Points.erase(Points.size()-1);
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}
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}
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ISceneNodeAnimator* CSceneNodeAnimatorFollowSpline::createClone(ISceneNode* node, ISceneManager* newManager)
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{
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CSceneNodeAnimatorFollowSpline * newAnimator =
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new CSceneNodeAnimatorFollowSpline(StartTime, Points, Speed, Tightness);
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newAnimator->cloneMembers(this);
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return newAnimator;
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}
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} // end namespace scene
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} // end namespace irr
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