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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to deal
- // in the Software without restriction, including without limitation the rights
- // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- // copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- // THE SOFTWARE.
- //
- #pragma once
- #include "../Scene/Component.h"
- namespace Atomic
- {
- /// No ongoing smoothing.
- static const unsigned SMOOTH_NONE = 0;
- /// Ongoing position smoothing.
- static const unsigned SMOOTH_POSITION = 1;
- /// Ongoing rotation smoothing.
- static const unsigned SMOOTH_ROTATION = 2;
- /// Transform smoothing component for network updates.
- class ATOMIC_API SmoothedTransform : public Component
- {
- ATOMIC_OBJECT(SmoothedTransform, Component);
- public:
- /// Construct.
- SmoothedTransform(Context* context);
- /// Destruct.
- ~SmoothedTransform();
- /// Register object factory.
- static void RegisterObject(Context* context);
- /// Update smoothing.
- void Update(float constant, float squaredSnapThreshold);
- /// Set target position in parent space.
- void SetTargetPosition(const Vector3& position);
- /// Set target rotation in parent space.
- void SetTargetRotation(const Quaternion& rotation);
- /// Set target position in world space.
- void SetTargetWorldPosition(const Vector3& position);
- /// Set target rotation in world space.
- void SetTargetWorldRotation(const Quaternion& rotation);
- /// Return target position in parent space.
- const Vector3& GetTargetPosition() const { return targetPosition_; }
- /// Return target rotation in parent space.
- const Quaternion& GetTargetRotation() const { return targetRotation_; }
- /// Return target position in world space.
- Vector3 GetTargetWorldPosition() const;
- /// Return target rotation in world space.
- Quaternion GetTargetWorldRotation() const;
- /// Return whether smoothing is in progress.
- bool IsInProgress() const { return smoothingMask_ != 0; }
- protected:
- /// Handle scene node being assigned at creation.
- virtual void OnNodeSet(Node* node);
- private:
- /// Handle smoothing update event.
- void HandleUpdateSmoothing(StringHash eventType, VariantMap& eventData);
- /// Target position.
- Vector3 targetPosition_;
- /// Target rotation.
- Quaternion targetRotation_;
- /// Active smoothing operations bitmask.
- unsigned char smoothingMask_;
- /// Subscribed to smoothing update event flag.
- bool subscribed_;
- };
- }
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