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// 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<video::ITexture*>& textures,
s32 timePerFrame, bool loop, u32 now)
: ISceneNodeAnimatorFinishing(0),
TimePerFrame(timePerFrame), StartTime(now), Loop(loop)
{
#ifdef _DEBUG
setDebugName("CSceneNodeAnimatorTexture");
#endif
for (u32 i=0; i<textures.size(); ++i)
{
if (textures[i])
textures[i]->grab();
Textures.push_back(textures[i]);
}
FinishTime = now + (timePerFrame * Textures.size());
}
//! destructor
CSceneNodeAnimatorTexture::~CSceneNodeAnimatorTexture()
{
clearTextures();
}
void CSceneNodeAnimatorTexture::clearTextures()
{
for (u32 i=0; i<Textures.size(); ++i)
if (Textures[i])
Textures[i]->drop();
}
//! animates a scene node
void CSceneNodeAnimatorTexture::animateNode(ISceneNode* node, u32 timeMs)
{
if(!node)
return;
if (Textures.size())
{
const u32 t = (timeMs-StartTime);
u32 idx = 0;
if (!Loop && timeMs >= FinishTime)
{
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
{
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; i<count; ++i)
{
core::stringc tname = "Texture";
tname += (int)(i+1);
out->addTexture(tname.c_str(), i<Textures.size() ? Textures[i] : 0);
}
}
//! Reads attributes of the scene node animator.
void CSceneNodeAnimatorTexture::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
{
TimePerFrame = in->getAttributeAsInt("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);
return newAnimator;
}
} // end namespace scene
} // end namespace irr
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