// // Created by Иван Ильин on 29.01.2021. // #ifndef ENGINE_ASCALE_H #define ENGINE_ASCALE_H #include "Animation.h" #include "../physics/RigidBody.h" class AScale final : public Animation { private: const std::weak_ptr _object; const Vec3D _scalingValue; void update() override { auto obj = _object.lock(); if (obj == nullptr) { stop(); return; } std::vector newTriangles; newTriangles.reserve(obj->triangles().size()); for (auto &t : obj->triangles()) { newTriangles.emplace_back(t * Matrix4x4::Scale(Vec3D{1, 1, 1} + (_scalingValue - Vec3D{1, 1, 1}) * progress()) ); } obj->setTriangles(std::move(newTriangles)); } public: AScale(std::weak_ptr object, const Vec3D &s, double duration = 1, LoopOut looped = LoopOut::None, InterpolationType interpolationType = InterpolationType::Bezier) : Animation(duration, looped, interpolationType), _object(object), _scalingValue(s) { } }; #endif //INC_3DZAVR_ASCALE_H