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AnimatedVec3.m
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AnimatedVec3.m
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#import "AnimatedVec3.h"
@implementation AnimatedVec3
@synthesize startValue = _startValue;
@synthesize startTime = _startTime;
@synthesize endValue = _endValue;
@synthesize endTime = _endTime;
@synthesize curve = _curve;
@dynamic value;
@dynamic hasEnded;
+(id)vec3WithValue:(vec3)value
{
NSTimeInterval now = CACurrentMediaTime();
AnimatedVec3* animatedVector = [[[AnimatedVec3 alloc] init] autorelease];
animatedVector.startValue = value;
animatedVector.endValue = value;
animatedVector.startTime = now;
animatedVector.endTime = now;
return animatedVector;
}
-(void)setValue:(vec3)value
{
NSTimeInterval now = CACurrentMediaTime();
self.startValue = value;
self.endValue = value;
self.startTime = now;
self.endTime = now;
}
-(void)setValue:(vec3)value forTime:(NSTimeInterval)time
{
NSTimeInterval now = CACurrentMediaTime();
self.startValue = self.value;
self.endValue = value;
self.startTime = now;
self.endTime = now + time * TIMESCALE;
}
-(void)setValue:(vec3)value forTime:(NSTimeInterval)time andThen:(SimpleBlock)work
{
NSTimeInterval now = CACurrentMediaTime();
self.startValue = self.value;
self.endValue = value;
self.startTime = now;
self.endTime = now + time * TIMESCALE;
[self finishAndThen:work];
}
-(void)setValue:(vec3)value forTime:(NSTimeInterval)time afterDelay:(NSTimeInterval)delay andThen:(SimpleBlock)work
{
NSTimeInterval now = CACurrentMediaTime();
self.startValue = self.value;
self.endValue = value;
self.startTime = now + delay;
self.endTime = now + (delay + time) * TIMESCALE;
[self finishAndThen:work];
}
-(void)setValue:(vec3)value withSpeed:(GLfloat)speed
{
NSTimeInterval time = speed == 0 ? 0 : vec3Magnitude(vec3Subtract(value, self.value)) / speed;
NSTimeInterval now = CACurrentMediaTime();
self.startValue = self.value;
self.endValue = value;
self.startTime = now;
self.endTime = now + time * TIMESCALE;
}
-(void)setValue:(vec3)value withSpeed:(GLfloat)speed andThen:(SimpleBlock)work
{
NSTimeInterval time = speed == 0 ? 0 : vec3Magnitude(vec3Subtract(value, self.value)) / speed;
NSTimeInterval now = CACurrentMediaTime();
self.startValue = self.value;
self.endValue = value;
self.startTime = now;
self.endTime = now + time * TIMESCALE;
[self finishAndThen:work];
}
-(void)setValue:(vec3)value withSpeed:(GLfloat)speed afterDelay:(NSTimeInterval)delay andThen:(SimpleBlock)work
{
NSTimeInterval time = speed == 0 ? 0 : vec3Magnitude(vec3Subtract(value, self.value)) / speed;
NSTimeInterval now = CACurrentMediaTime();
self.startValue = self.value;
self.endValue = value;
self.startTime = now + delay;
self.endTime = now + (delay + time) * TIMESCALE;
[self finishAndThen:work];
}
-(void)finishAndThen:(SimpleBlock)work
{
NSTimeInterval now = CACurrentMediaTime();
if(now > self.endTime)
{
RunLater(work);
}
else
{
RunAfterDelay(self.endTime - now, work);
}
}
-(NSString*)description
{
return [NSString stringWithFormat:@"[%f5] -> [%f5] (Duration:%f5)", _startValue, _endValue, _endTime - _startTime];
}
-(void)dealloc
{
[super dealloc];
}
-(GLfloat)delta
{
NSTimeInterval now = CACurrentMediaTime();
return clipFloat((now - self.startTime) / (self.endTime - self.startTime), 0, 1);
}
-(vec3)value
{
NSTimeInterval now = CACurrentMediaTime();
if(now < self.startTime) { return self.startValue; }
if(now > self.endTime) { return self.endValue; }
GLfloat delta = [self delta];
GLfloat delta2 = delta * delta;
GLfloat delta3 = delta * delta2;
if(self.curve == AnimationEaseIn) { delta = (3 * delta - delta3) / 2; }
if(self.curve == AnimationEaseOut) { delta = (3 * delta2 - delta3) / 2; }
if(self.curve == AnimationEaseInOut) { delta = (3 * delta2 - 2 * delta3); }
return vec3Make((1.0 - delta) * self.startValue.x + (delta) * self.endValue.x,
(1.0 - delta) * self.startValue.y + (delta) * self.endValue.y,
(1.0 - delta) * self.startValue.z + (delta) * self.endValue.z);
}
-(BOOL)hasEnded
{
return self.endTime + 0.1 < CACurrentMediaTime();
}
@end