shooter/engine/animation/Animation.cpp

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//
// Created by Иван Ильин on 27.01.2021.
//
#include "Animation.h"
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#include "../Consts.h"
#include "../utils/Time.h"
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Animation::Animation(double duration, Animation::LoopOut looped, Animation::InterpolationType intType, bool waitForFinish)
: _duration(duration), _looped(looped), _intType(intType), _waitForFinish(waitForFinish) {
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}
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bool Animation::updateState() {
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if (_finished || std::abs(_duration) < Consts::EPS) {
_finished = true;
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return false;
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}
// linear normalized time:
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_dtime = Time::deltaTime() / _duration;
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switch (_intType) {
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case InterpolationType::Bezier:
_dprogress = Interpolation::dBezier(Consts::BEZIER[0], Consts::BEZIER[1], _time, _dtime);
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break;
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case InterpolationType::Bouncing:
_dprogress = Interpolation::dBouncing(_time, _dtime);
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break;
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case InterpolationType::Linear:
_dprogress = Interpolation::dLinear(_time, _dtime);
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break;
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case InterpolationType::Cos:
_dprogress = Interpolation::dCos(_time, _dtime);
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break;
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default:
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throw std::logic_error{
"Animation::updateState: unknown interpolation type " + std::to_string(static_cast<int>(_intType))};
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}
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if (_time + _dtime > 1.0) {
_dtime = 1.0 - _time;
_time = 1.0;
_dprogress = 1.0 - _progress;
_progress = 1.0;
_finished = true;
} else {
_time += _dtime;
_progress += _dprogress;
}
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if (_looped == LoopOut::Continue && _time > 0.5) {
_time = 0.5;
}
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update();
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return !_finished;
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}