mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-03 00:40:41 +01:00
81 lines
2.0 KiB
C++
81 lines
2.0 KiB
C++
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
#include "CSceneNodeAnimatorRotation.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
|
||
|
|
||
|
//! constructor
|
||
|
CSceneNodeAnimatorRotation::CSceneNodeAnimatorRotation(u32 time, const core::vector3df& rotation)
|
||
|
: Rotation(rotation)
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
setDebugName("CSceneNodeAnimatorRotation");
|
||
|
#endif
|
||
|
|
||
|
StartTime = time;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! animates a scene node
|
||
|
void CSceneNodeAnimatorRotation::animateNode(ISceneNode* node, u32 timeMs)
|
||
|
{
|
||
|
if (node) // thanks to warui for this fix
|
||
|
{
|
||
|
const u32 diffTime = timeMs - StartTime;
|
||
|
|
||
|
if (diffTime != 0)
|
||
|
{
|
||
|
// clip the rotation to small values, to avoid
|
||
|
// precision problems with huge floats.
|
||
|
core::vector3df rot = node->getRotation() + Rotation*(diffTime*0.1f);
|
||
|
if (rot.X>360.f)
|
||
|
rot.X=fmodf(rot.X, 360.f);
|
||
|
if (rot.Y>360.f)
|
||
|
rot.Y=fmodf(rot.Y, 360.f);
|
||
|
if (rot.Z>360.f)
|
||
|
rot.Z=fmodf(rot.Z, 360.f);
|
||
|
node->setRotation(rot);
|
||
|
StartTime=timeMs;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Writes attributes of the scene node animator.
|
||
|
void CSceneNodeAnimatorRotation::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
||
|
{
|
||
|
ISceneNodeAnimator::serializeAttributes(out, options);
|
||
|
|
||
|
out->addVector3d("Rotation", Rotation);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Reads attributes of the scene node animator.
|
||
|
void CSceneNodeAnimatorRotation::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
|
||
|
{
|
||
|
ISceneNodeAnimator::deserializeAttributes(in, options);
|
||
|
|
||
|
Rotation = in->getAttributeAsVector3d("Rotation");
|
||
|
}
|
||
|
|
||
|
|
||
|
ISceneNodeAnimator* CSceneNodeAnimatorRotation::createClone(ISceneNode* node, ISceneManager* newManager)
|
||
|
{
|
||
|
CSceneNodeAnimatorRotation * newAnimator =
|
||
|
new CSceneNodeAnimatorRotation(StartTime, Rotation);
|
||
|
newAnimator->cloneMembers(this);
|
||
|
|
||
|
return newAnimator;
|
||
|
}
|
||
|
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|