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source: orxonox.OLD/branches/collision_detection/src/util/animation/animation.cc @ 5923

Last change on this file since 5923 was 4836, checked in by bensch, 19 years ago

orxonox/trunk: renamed all the \param → @param and so on in Doxygen tags.
Thanks a lot to the kDevelop team. this took since the last commit :)

File size: 3.0 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ANIM
17
18#include "animation.h"
19#include "debug.h"
20#include "animation_player.h"
21
22/**
23 *  creates a new Animation
24
25   This also adds the Animation automatically to the AnimationPlayer's list
26*/
27Animation::Animation()
28{
29  this->setClassID(CL_ANIMATION, "Animation");
30
31  // initialize a beginning KeyFrame, that will be deleted afterwards
32  this->keyFrameCount = 0;
33  this->bHandled = true;
34  this->bDelete = false;
35  this->baseObject = NULL;
36
37  // setting default values
38  this->keyFramesToPlay = -1;
39  this->localTime = 0.0;
40  this->bRunning = false;
41
42  AnimationPlayer::getInstance()->addAnimation(this);
43}
44
45/**
46 *  destructs the Animation
47
48   this also takes the animation out of the AnimationPlayer's list (if it is there)
49*/
50Animation::~Animation()
51{
52  this->doNotHandle();
53}
54
55/**
56 *  tells the AnimationPlayer, that we do not wish to  handle this animation
57   automatically.
58
59   This means that it will not be ticked, and not be deleted with the AnimationPlayer
60*/
61void Animation::doNotHandle()
62{
63  if (this->bHandled)
64    AnimationPlayer::getInstance()->removeAnimation(this);
65}
66
67/**
68 *  Sets the infinitymode
69 * @param postInfinity How the Animation should advance after the last Keyframe
70*/
71void Animation::setInfinity(ANIM_INFINITY postInfinity)
72{
73  this->postInfinity = postInfinity;
74}
75
76/**
77 *  handles the Animation if it gets out of boundraries eg. if animation is finished.
78*/
79void Animation::handleInfinity()
80{
81  switch (this->postInfinity)
82    {
83    case ANIM_INF_CONSTANT:
84      this->localTime = 0.0;
85      this->bRunning = false;
86      break;
87    case ANIM_INF_REPLAY:
88      this->rewind();
89      this->bRunning = true;
90      break;
91    case ANIM_INF_REWIND:
92      this->stop();
93      break;
94    case ANIM_INF_DELETE: // this will possibly never be made
95      this->bDelete = true;
96      break;
97    }
98}
99
100/**
101 *  plays the animation back from the current Time forward
102*/
103void Animation::play()
104{
105  this->keyFramesToPlay = -1;
106  this->bRunning = true;
107}
108
109/**
110 *  plays the Next n keyframes
111 * @param n the Count of keyFrames to play.
112*/
113void Animation::playNextKeyframes(int n)
114{
115  this->keyFramesToPlay = n-1;
116  this->bRunning = true;
117}
118
119/**
120 *  Stops the animation. eg. pause(); rewind();
121*/
122void Animation::stop()
123{
124  this->keyFramesToPlay = -1;
125  this->rewind();
126  this->bRunning = true;
127  this->tick(0.0);
128  this->bRunning = false;
129}
130
131/**
132 *  Pauses the animation. Stays at the current Time
133*/
134void Animation::pause()
135{
136  this->bRunning = false;
137}
138
139/**
140 *  replays the animation, eg. rewind();play();
141*/
142void Animation::replay()
143{
144  this->rewind();
145  this->play();
146}
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