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//
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// Created by Иван Ильин on 26.01.2021.
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//
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#ifndef ENGINE_ANIMATION_H
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#define ENGINE_ANIMATION_H
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#include "../utils/Time.h"
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#include "../Triangle.h"
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#include "Interpolation.h"
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#include "../Vec2D.h"
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class Animation {
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public:
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enum class InterpolationType {
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linear,
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cos,
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bezier,
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bouncing
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};
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enum class LoopOut {
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None,
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Cycle,
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Continue
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};
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protected:
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double _time = 0; // normalized time (from 0 to 1)
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double _dtime = 0;
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double _duration = 0;
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bool _started = false;
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LoopOut _looped = LoopOut::None;
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// _p - animation progress
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double _p = 0;
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double _dp = 0;
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InterpolationType _intType = InterpolationType::bezier;
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std::unique_ptr<Vec2D> _bezier[2] = {std::make_unique<Vec2D>(Vec2D{0.8, 0}),
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std::make_unique<Vec2D>(Vec2D{0.2, 1})};
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// If '_waitFor' == true then we need to finish all animation before starting this one. (for example for a_wait() or a_scale())
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bool _waitFor = false;
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bool updateState();
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public:
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Animation() = default;
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virtual ~Animation() = default;
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void setBezierPoints(const Vec2D& p1, const Vec2D& p2) {
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_bezier[0] = std::make_unique<Vec2D>(p1);
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_bezier[1] = std::make_unique<Vec2D>(p2);
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}
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[[nodiscard]] bool waitFor() const { return _waitFor; }
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// You should override this method for your particular animation
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virtual bool update() = 0;
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};
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#endif //INC_3DZAVR_ANIMATION_H
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