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VkeSceneAnimation.cpp
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/*
* Copyright (c) 2014-2023, 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 "VkeSceneAnimation.h"
#include <float.h>
VkeSceneAnimation::VkeSceneAnimation()
: m_duration(0.0)
, m_start_time(DBL_MAX)
, m_end_time(DBL_MIN)
, m_current_time(0.0)
{
}
VkeSceneAnimation::~VkeSceneAnimation() {}
double& VkeSceneAnimation::getDuration()
{
return m_duration;
}
double& VkeSceneAnimation::getStartTime()
{
return m_start_time;
}
double& VkeSceneAnimation::getEndTime()
{
return m_end_time;
}
VkeAnimationNode::List& VkeSceneAnimation::Nodes()
{
return m_nodes;
}
void VkeSceneAnimation::setCurrentTime(double& inTime)
{
m_current_time = inTime;
}
double& VkeSceneAnimation::getCurrentTime()
{
return m_current_time;
}
void VkeSceneAnimation::update()
{
m_nodes.update();
}
VkeAnimationNode* VkeSceneAnimation::newNode(VkeAnimationNode::Name& inName)
{
return m_nodes.newNode(inName, this);
}
void VkeSceneAnimation::updateDuration(double& inTime)
{
m_start_time = std::min(m_start_time, inTime);
m_end_time = std::max(m_end_time, inTime);
m_duration = m_end_time - m_start_time;
}