text: //
  // Copyright (c) 2008-2019 the Urho3D project.
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  
  #pragma once
  
  #include "../Scene/Component.h"
  
  namespace Craft
  {
  
  enum SmoothingType : unsigned
  {
      /// No ongoing smoothing.
      SMOOTH_NONE = 0,
      /// Ongoing position smoothing.
      SMOOTH_POSITION = 1,
      /// Ongoing rotation smoothing.
      SMOOTH_ROTATION = 2,
  };
  CRAFT_FLAGSET(SmoothingType, SmoothingTypeFlags);
  
  /// Transform smoothing component for network updates.
  class CRAFT_API SmoothedTransform : public Component
  {
      CRAFT_OBJECT(SmoothedTransform, Component);
  
  public:
      /// Construct.
      explicit SmoothedTransform(Context* context);
      /// Destruct.
      ~SmoothedTransform() override;
      /// Register object factory.
      static void RegisterObject(Context* context);
  
      /// Update smoothing.
      void Update(float constant, float squaredSnapThreshold);
      /// Set target position in parent space.
      void SetTargetPosition(const Vector3& position);
      /// Set target rotation in parent space.
      void SetTargetRotation(const Quaternion& rotation);
      /// Set target position in world space.
      void SetTargetWorldPosition(const Vector3& position);
      /// Set target rotation in world space.
      void SetTargetWorldRotation(const Quaternion& rotation);
  
      /// Return target position in parent space.
      const Vector3& GetTargetPosition() const { return targetPosition_; }
  
      /// Return target rotation in parent space.
      const Quaternion& GetTargetRotation() const { return targetRotation_; }
  
      /// Return target position in world space.
      Vector3 GetTargetWorldPosition() const;
      /// Return target rotation in world space.
      Quaternion GetTargetWorldRotation() const;
  
      /// Return whether smoothing is in progress.
      bool IsInProgress() const { return smoothingMask_ != SMOOTH_NONE; }
  
  protected:
      /// Handle scene node being assigned at creation.
      void OnNodeSet(Node* node) override;
  
  private:
      /// Handle smoothing update event.
      void HandleUpdateSmoothing(StringHash eventType, VariantMap& eventData);
  
      /// Target position.
      Vector3 targetPosition_;
      /// Target rotation.
      Quaternion targetRotation_;
      /// Active smoothing operations bitmask.
      SmoothingTypeFlags smoothingMask_;
      /// Subscribed to smoothing update event flag.
      bool subscribed_;
  };
  
  }
  