// // Created by Иван Ильин on 29.01.2021. // #ifndef ENGINE_ASCALE_H #define ENGINE_ASCALE_H #include "Animation.h" #include "../Object.h" class AScale final : public Animation { private: const std::weak_ptr _object; const Vec3D _scalingValue; Vec3D _prevScaleFactor{1, 1, 1}; void update() override { auto obj = _object.lock(); if (obj == nullptr) { stop(); return; } // invert scale obj->scale(Vec3D(1.0/_prevScaleFactor.x(), 1.0/_prevScaleFactor.y(), 1.0/_prevScaleFactor.z())); Vec3D scaleFactor = Vec3D{1, 1, 1} + (_scalingValue - Vec3D{1, 1, 1}) * progress(); obj->scale(scaleFactor); _prevScaleFactor = scaleFactor; } 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