#include "UpdateCallback.h" #include "defines.h" #include "Scene.h" #include "Log.h" #include UpdateCallback::UpdateCallback() : enabled_(true), finished_(false) { } CopyCallback::CopyCallback(Node *target) : UpdateCallback(), target_(target) { } void CopyCallback::update(Node *n, float dt) { n->copyTransform(target_); finished_ = true; } MoveToCallback::MoveToCallback(glm::vec3 target, float duration) : UpdateCallback(), duration_(duration), progress_(0.f), initialized_(false), target_(target) { } void MoveToCallback::update(Node *n, float dt) { // set start position on first run or upon call of reset() if (!initialized_){ startingpoint_ = n->translation_; target_.z = startingpoint_.z; // ignore depth initialized_ = true; } // calculate amplitude of movement progress_ += dt / duration_; // perform movement n->translation_ = startingpoint_ + progress_ * (target_ - startingpoint_); // end of movement if ( progress_ > 1.f ) { n->translation_ = target_; finished_ = true; } } RotateToCallback::RotateToCallback(float target, float duration) : UpdateCallback(), duration_(duration), progress_(0.f), initialized_(false), startingangle_(0.f), target_(target) { } void RotateToCallback::update(Node *n, float dt) { // set start position on first run or upon call of reset() if (!initialized_){ startingangle_ = n->rotation_.z; initialized_ = true; // TODO select direction for shorter animation (CW or CCW) Log::Info("starting angle %.2f", startingangle_); Log::Info("target_ %.2f", target_); } // calculate amplitude of movement progress_ += dt / duration_; // perform movement n->rotation_.z = startingangle_ + progress_ * (target_ - startingangle_); // end of movement if ( progress_ > 1.f ) { n->rotation_.z = target_; finished_ = true; } } BounceScaleCallback::BounceScaleCallback(float scale) : UpdateCallback(), duration_(100.f), progress_(0.f), initialized_(false), scale_(scale) { } void BounceScaleCallback::update(Node *n, float dt) { // set start scale on first run or upon call of reset() if (!initialized_){ initial_scale_ = n->scale_; initialized_ = true; } // calculate amplitude of movement progress_ += dt / duration_; n->scale_.x = initial_scale_.x + (initial_scale_.x * scale_) * sin(M_PI * progress_); n->scale_.y = initial_scale_.y + (initial_scale_.y * scale_) * sin(M_PI * progress_); // end of movement if ( progress_ > 1.f) { n->scale_ = initial_scale_; finished_ = true; } } InfiniteGlowCallback::InfiniteGlowCallback(float amplitude) : UpdateCallback(), amplitude_(amplitude), time_(0.f), initialized_(false) { } void InfiniteGlowCallback::update(Node *n, float dt) { // set start scale on first run if (!initialized_){ initial_scale_ = n->scale_; initialized_ = true; } time_ += dt / 600.f; n->scale_.x = initial_scale_.x + amplitude_ * sin(M_PI * time_); n->scale_.y = initial_scale_.y + amplitude_ * sin(M_PI * time_); }