// // Created by Иван Ильин on 02.06.2021. // #ifndef ENGINE_ACOLOR_H #define ENGINE_ACOLOR_H #include "Animation.h" #include "Mesh.h" class AColor : public Animation { private: std::shared_ptr _mesh; sf::Color newColor; sf::Color startColor; public: AColor(std::shared_ptr mesh, const sf::Color &color, double duration = 1, LoopOut looped = LoopOut::None, InterpolationType interpolationType = InterpolationType::linear) { _mesh = mesh; _duration = duration; _looped = looped; _intType = interpolationType; _waitFor = true; newColor = color; } bool update() override { if(!_started) startColor = _mesh->color(); Point4D start(startColor.r, startColor.g, startColor.b, startColor.a); Point4D end(newColor.r, newColor.g, newColor.b, newColor.a); Point4D mid = start + (end - start)*_p; _mesh->setColor(sf::Color(static_cast(mid.x()), static_cast(mid.y()), static_cast(mid.z()), static_cast(mid.w()))); return updateState(); } }; #endif //SHOOTER_3DZAVR_ACOLOR_H