// 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 "CSceneNodeAnimatorTexture.h" #include "ITexture.h" namespace irr { namespace scene { //! constructor CSceneNodeAnimatorTexture::CSceneNodeAnimatorTexture(const core::array& textures, s32 timePerFrame, bool loop, u32 now) : ISceneNodeAnimatorFinishing(0), TimePerFrame(timePerFrame), Loop(loop) { #ifdef _DEBUG setDebugName("CSceneNodeAnimatorTexture"); #endif for (u32 i=0; igrab(); Textures.push_back(textures[i]); } StartTime = now; FinishTime = now + (timePerFrame * Textures.size()); } //! destructor CSceneNodeAnimatorTexture::~CSceneNodeAnimatorTexture() { clearTextures(); } void CSceneNodeAnimatorTexture::clearTextures() { for (u32 i=0; idrop(); } //! animates a scene node void CSceneNodeAnimatorTexture::animateNode(ISceneNode* node, u32 timeMs) { if(!node) return; if (Textures.size()) { const u32 t = (timeMs-(StartTime+PauseTimeSum)); u32 idx = 0; if (!Loop && timeMs >= FinishTime+PauseTimeSum) { idx = Textures.size() - 1; HasFinished = true; } else { idx = (t/TimePerFrame) % Textures.size(); } if (idx < Textures.size()) node->setMaterialTexture(0, Textures[idx]); } } //! Writes attributes of the scene node animator. void CSceneNodeAnimatorTexture::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const { ISceneNodeAnimatorFinishing::serializeAttributes(out, options); out->addInt("TimePerFrame", TimePerFrame); out->addBool("Loop", Loop); // add one texture in addition when serializing for editors // to make it easier to add textures quickly u32 count = Textures.size(); if ( options && (options->Flags & io::EARWF_FOR_EDITOR)) count += 1; for (u32 i=0; iaddTexture(tname.c_str(), igetAttributeAsInt("TimePerFrame"); Loop = in->getAttributeAsBool("Loop"); clearTextures(); for(u32 i=1; true; ++i) { core::stringc tname = "Texture"; tname += (int)i; if (in->existsAttribute(tname.c_str())) { video::ITexture* tex = in->getAttributeAsTexture(tname.c_str()); if (tex) { tex->grab(); Textures.push_back(tex); } } else break; } } ISceneNodeAnimator* CSceneNodeAnimatorTexture::createClone(ISceneNode* node, ISceneManager* newManager) { CSceneNodeAnimatorTexture * newAnimator = new CSceneNodeAnimatorTexture(Textures, TimePerFrame, Loop, StartTime); newAnimator->cloneMembers(this); return newAnimator; } } // end namespace scene } // end namespace irr