// Copyright (c) 2008-2023 the Urho3D project // License: MIT /// \file #pragma once #include "../Scene/Component.h" namespace Urho3D { enum SmoothingType : unsigned { /// No ongoing smoothing. SMOOTH_NONE = 0, /// Ongoing position smoothing. SMOOTH_POSITION = 1, /// Ongoing rotation smoothing. SMOOTH_ROTATION = 2, }; URHO3D_FLAGSET(SmoothingType, SmoothingTypeFlags); /// Transform smoothing component for network updates. class URHO3D_API SmoothedTransform : public Component { URHO3D_OBJECT(SmoothedTransform, Component); public: /// Construct. explicit SmoothedTransform(Context* context); /// Destruct. ~SmoothedTransform() override; /// Register object factory. /// @nobind static void RegisterObject(Context* context); /// Update smoothing. void Update(float constant, float squaredSnapThreshold); /// Set target position in parent space. /// @property void SetTargetPosition(const Vector3& position); /// Set target rotation in parent space. /// @property void SetTargetRotation(const Quaternion& rotation); /// Set target position in world space. /// @property void SetTargetWorldPosition(const Vector3& position); /// Set target rotation in world space. /// @property void SetTargetWorldRotation(const Quaternion& rotation); /// Return target position in parent space. /// @property const Vector3& GetTargetPosition() const { return targetPosition_; } /// Return target rotation in parent space. /// @property const Quaternion& GetTargetRotation() const { return targetRotation_; } /// Return target position in world space. /// @property Vector3 GetTargetWorldPosition() const; /// Return target rotation in world space. /// @property Quaternion GetTargetWorldRotation() const; /// Return whether smoothing is in progress. /// @property bool IsInProgress() const { return smoothingMask_ != SMOOTH_NONE; } protected: /// Handle scene node being assigned at creation. void OnNodeSet(Node* node) override; private: /// Handle smoothing update event. void HandleUpdateSmoothing(StringHash eventType, VariantMap& eventData); /// Target position. Vector3 targetPosition_; /// Target rotation. Quaternion targetRotation_; /// Active smoothing operations bitmask. SmoothingTypeFlags smoothingMask_; /// Subscribed to smoothing update event flag. bool subscribed_; }; }