shooter/engine/animation/Animation.cpp

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//
// Created by Иван Ильин on 27.01.2021.
//
#include "Animation.h"
bool Animation::updateState() {
if(!_started) {
_started = true;
return _duration != 0;
}
// linear normalized time:
_dtime = Time::deltaTime()/_duration;
_time += _dtime;
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if(_looped == LoopOut::Continue && _time > 0.5)
_time = 0.5;
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switch (_intType) {
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case InterpolationType::bezier:
_p = Interpolation::Bezier(*_bezier[0], *_bezier[1], _time);
_dp = Interpolation::dBezier(*_bezier[0], *_bezier[1], _time, _dtime);
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break;
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case InterpolationType::bouncing:
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_p = Interpolation::Bouncing(_time);
_dp = Interpolation::dBouncing(_time, _dtime);
break;
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case InterpolationType::linear:
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_p = Interpolation::Linear(_time);
_dp = Interpolation::dLinear(_time, _dtime);
break;
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case InterpolationType::cos:
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_p = Interpolation::Cos(_time);
_dp = Interpolation::dCos(_time, _dtime);
break;
}
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return (_time < 1) || _looped == LoopOut::Cycle;
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}