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- //
- // Copyright (c) 2008-2014 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.
- //
- #include "Precompiled.h"
- #include "AttributeAnimation.h"
- #include "DebugNew.h"
- namespace Urho3D
- {
- AttributeAnimation::AttributeAnimation(Context* context) :
- Serializable(context),
- animationMode_(AM_LOOP)
- {
- }
- AttributeAnimation::~AttributeAnimation()
- {
- }
- void AttributeAnimation::SetAnimationMode(AnimationMode animationMode)
- {
- animationMode_ = animationMode;
- }
- void AttributeAnimation::AddKeyFrame(float time, const Variant& value)
- {
- KeyFrame keyFrame;
- keyFrame.time_ = time;
- keyFrame.value_ = value;
- keyframes_.Push(keyFrame);
- }
- VariantType AttributeAnimation::GetValueType() const
- {
- return keyframes_.Empty() ? VAR_NONE : keyframes_[0].value_.GetType();
- }
- void AttributeAnimation::GetValue(float animationTime, Variant& animationValue) const
- {
- if (keyframes_.Empty())
- return;
- float keyTime = CalculateTime(animationTime, keyframes_.Back().time_);
- for (unsigned i = 1; i < keyframes_.Size(); ++i)
- {
- if (keyframes_[i].time_ > keyTime)
- {
- // Hack here
- if (GetValueType() == VAR_COLOR)
- {
- float t = (keyTime - keyframes_[i - 1].time_) / (keyframes_[i].time_ - keyframes_[i - 1].time_);
- animationValue = keyframes_[i - 1].value_.GetColor().Lerp(keyframes_[i].value_.GetColor(), t);
- }
- else
- animationValue = keyframes_[i - 1].value_;
- break;
- }
- }
- }
- float AttributeAnimation::CalculateTime(float animationTime, float totalTime) const
- {
- switch (animationMode_)
- {
- case AM_LOOP:
- return fmodf(animationTime, totalTime);
- case AM_CLAMP:
- return Clamp(animationTime, 0.0f, totalTime);
- case AM_PINGPONG:
- {
- float doubleTotalTime = totalTime * 2.0f;
- float fract = fmodf(animationTime, doubleTotalTime);
- return (fract < totalTime) ? fract : doubleTotalTime - fract;
- }
- break;
- }
- return animationTime;
- }
- }
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