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VkeAnimationKey.cpp
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#include "VkeAnimationKey.h"
double& VkeAnimationKey::getTime()
{
return m_time;
}
nvmath::vec4f& VkeAnimationKey::getValue()
{
return m_value;
}
VkeAnimationKey* VkeAnimationKey::List::newKey(double& inTime, nvmath::vec4f& inData)
{
VkeAnimationKey* outKey = new VkeAnimationKey(inTime, inData);
m_data.push_back(outKey);
return outKey;
}
VkeAnimationKey* VkeAnimationKey::List::getKey(const ID& inID)
{
return m_data[inID];
}
void VkeAnimationKey::List::getKeys(double& inTime, VkeAnimationKeyPair* outPair)
{
//search the slow way first, then we'll do a binary search.
size_t sz = m_data.size();
for(size_t i = 0; i < sz; ++i)
{
VkeAnimationKey* key = m_data[i];
double keyTime = key->getTime();
if(keyTime <= inTime)
outPair->low = key;
if(keyTime > inTime)
{
outPair->high = key;
return;
}
}
}