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Add steer parameter to CSceneNodeAnimatorFollowSpline which allows rotating node toward direction of movement.
Thanks @ Bate for the patch (patch #175 with minor changes). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6234 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -1,5 +1,7 @@
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--------------------------
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Changes in 1.9 (not yet released)
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- Add steer parameter to CSceneNodeAnimatorFollowSpline which allows rotating node toward direction of movement.
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Thanks @ Bate for the patch (patch #175)
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- Add a workaround for XWarpPointer bug that causes mouse to jump when users have set a Coordinate Transformation Matrix for their mouse on X11.
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This was mentioned in bug #450 by vikaig.
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The fix needs compiling with _IRR_LINUX_X11_XINPUT2_ enabled (so far disabled by default)
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@ -1261,7 +1261,7 @@ namespace scene
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See IReferenceCounted::drop() for more information. */
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virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
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const core::array< core::vector3df >& points,
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f32 speed = 1.0f, f32 tightness = 0.5f, bool loop=true, bool pingpong=false) = 0;
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f32 speed = 1.0f, f32 tightness = 0.5f, bool loop=true, bool pingpong=false, bool steer=false) = 0;
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//! Creates a simple ITriangleSelector, based on a mesh.
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/** Triangle selectors
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@ -1872,10 +1872,10 @@ ISceneNodeAnimatorCollisionResponse* CSceneManager::createCollisionResponseAnima
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//! Creates a follow spline animator.
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ISceneNodeAnimator* CSceneManager::createFollowSplineAnimator(s32 startTime,
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const core::array< core::vector3df >& points,
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f32 speed, f32 tightness, bool loop, bool pingpong)
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f32 speed, f32 tightness, bool loop, bool pingpong, bool steer)
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{
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ISceneNodeAnimator* a = new CSceneNodeAnimatorFollowSpline(startTime, points,
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speed, tightness, loop, pingpong);
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speed, tightness, loop, pingpong, steer);
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return a;
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}
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@ -341,7 +341,7 @@ namespace scene
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//! Creates a follow spline animator.
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virtual ISceneNodeAnimator* createFollowSplineAnimator(s32 startTime,
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const core::array< core::vector3df >& points,
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f32 speed, f32 tightness, bool loop, bool pingpong) _IRR_OVERRIDE_;
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f32 speed, f32 tightness, bool loop, bool pingpong, bool steer) _IRR_OVERRIDE_;
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//! Creates a simple ITriangleSelector, based on a mesh.
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@ -13,15 +13,17 @@ namespace scene
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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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f32 tightness, bool loop, bool pingpong, bool steer)
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: ISceneNodeAnimatorFinishing(0), Points(points), Speed(speed), Tightness(tightness)
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, Loop(loop), PingPong(pingpong)
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, Loop(loop), PingPong(pingpong), Steer(steer)
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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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//if (points.size() != 0)
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// LastPos = points[0];
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}
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@ -86,7 +88,17 @@ void CSceneNodeAnimatorFollowSpline::animateNode(ISceneNode* node, u32 timeMs)
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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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const core::vector3df lastPos(node->getPosition());
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const core::vector3df pos(p1 * h1 + p2 * h2 + t1 * h3 + t2 * h4);
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node->setPosition(pos);
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// steering (rotate in direction of movement)
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if (Steer && !pos.equals(lastPos)) // equality check fixes glitches due to very high frame rates
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{
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const core::vector3df toTarget(pos - lastPos);
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const core::vector3df requiredRotation = toTarget.getHorizontalAngle();
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node->setRotation(requiredRotation);
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}
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}
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@ -99,6 +111,7 @@ void CSceneNodeAnimatorFollowSpline::serializeAttributes(io::IAttributes* out, i
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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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out->addBool("Steer", Steer);
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u32 count = Points.size();
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@ -124,10 +137,11 @@ void CSceneNodeAnimatorFollowSpline::deserializeAttributes(io::IAttributes* in,
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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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Speed = in->getAttributeAsFloat("Speed", Speed);
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Tightness = in->getAttributeAsFloat("Tightness", Tightness);
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Loop = in->getAttributeAsBool("Loop", Loop);
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PingPong = in->getAttributeAsBool("PingPong", PingPong);
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Steer = in->getAttributeAsBool("Steer", Steer);
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Points.clear();
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for(u32 i=1; true; ++i)
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@ -22,7 +22,7 @@ namespace scene
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//! constructor
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CSceneNodeAnimatorFollowSpline(u32 startTime,
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const core::array< core::vector3df >& points,
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f32 speed = 1.0f, f32 tightness = 0.5f, bool loop=true, bool pingpong=false);
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f32 speed = 1.0f, f32 tightness = 0.5f, bool loop=true, bool pingpong=false, bool steer=false);
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//! animates a scene node
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virtual void animateNode(ISceneNode* node, u32 timeMs) _IRR_OVERRIDE_;
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@ -52,6 +52,7 @@ namespace scene
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f32 Tightness;
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bool Loop;
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bool PingPong;
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bool Steer; // rotate depending on current movement
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};
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