1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Patrick Boenzli |
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13 | co-programmer: Benjamin Grauer |
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14 | |
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15 | 2005-04-17: Benjamin Grauer |
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16 | Rewritte all functions, so it will fit into the Animation-class |
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17 | 2005-04-25: Patrick Boenzli |
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18 | Extended the framework to support quatSlerp rotations. Each frame now supports diff mov/rot types. Implemented mov/rot functions |
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19 | */ |
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20 | |
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21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ANIM |
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22 | |
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23 | #include "animation3d.h" |
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24 | |
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25 | #include "p_node.h" |
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26 | |
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27 | using namespace std; |
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28 | |
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29 | /** |
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30 | * standard constructor |
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31 | */ |
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32 | Animation3D::Animation3D(PNode* object) |
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33 | { |
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34 | this->object = object; |
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35 | |
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36 | // create a new List |
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37 | this->keyFrameList = new tList<KeyFrame3D>(); |
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38 | KeyFrame3D* tmpKeyFrame = new KeyFrame3D; |
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39 | tmpKeyFrame->position = Vector(); |
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40 | tmpKeyFrame->direction = Quaternion(); |
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41 | keyFrameList->add(tmpKeyFrame); |
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42 | |
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43 | this->currentKeyFrame = tmpKeyFrame; |
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44 | this->nextKeyFrame = tmpKeyFrame; |
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45 | |
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46 | this->animFuncMov = NULL;//&Animation3D::mLinear; |
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47 | this->animFuncRot = NULL;//&Animation3D::rLinear; |
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48 | |
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49 | } |
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50 | |
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51 | /** |
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52 | * standard deconstructor |
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53 | |
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54 | deletes all the Keyframes |
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55 | */ |
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56 | Animation3D::~Animation3D() |
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57 | { |
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58 | // delete all the KeyFrames |
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59 | tIterator<KeyFrame3D>* itKF = keyFrameList->getIterator(); |
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60 | KeyFrame3D* enumKF = itKF->firstElement(); |
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61 | while (enumKF) |
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62 | { |
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63 | delete enumKF; |
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64 | enumKF = itKF->nextElement(); |
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65 | } |
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66 | delete itKF; |
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67 | delete this->keyFrameList; |
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68 | } |
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69 | |
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70 | /** |
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71 | * rewinds the Animation to the beginning (first KeyFrame and time == 0) |
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72 | */ |
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73 | void Animation3D::rewind() |
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74 | { |
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75 | this->currentKeyFrame = keyFrameList->firstElement(); |
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76 | this->nextKeyFrame = keyFrameList->nextElement(keyFrameList->firstElement()); |
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77 | this->localTime = 0.0; |
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78 | this->setAnimFuncMov(this->currentKeyFrame->animFuncMov); |
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79 | this->setAnimFuncRot(this->currentKeyFrame->animFuncRot); |
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80 | } |
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81 | |
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82 | /** |
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83 | * Appends a new Keyframe |
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84 | * @param position The position of the new Keyframe |
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85 | * @param direction The direction of the new Keyframe. |
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86 | * @param duration The duration from the new KeyFrame to the next one |
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87 | * @param animFuncMov The function to animate position between this keyFrame and the next one |
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88 | * @param animFuncRot The function to animate rotation between this keyFrame and the next one |
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89 | */ |
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90 | void Animation3D::addKeyFrame(Vector position, Quaternion direction, float duration, |
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91 | ANIM_FUNCTION animFuncMov, ANIM_FUNCTION animFuncRot) |
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92 | { |
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93 | // some small check |
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94 | if (duration <= 0.0) |
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95 | duration = 1.0; |
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96 | // if the Rotation-Animation-function is set ANIM_NULL, animFuncRot will match animFuncRot |
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97 | // if (animFuncMov == ANIM_NULL) |
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98 | // animFuncMov = ANIM_DEFAULT_FUNCTION; |
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99 | // if (animFuncRot == ANIM_NULL) |
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100 | // animFuncRot = animFuncMov; |
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101 | |
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102 | KeyFrame3D* tmpKeyFrame; |
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103 | |
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104 | // when adding the first frame |
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105 | if (this->keyFrameCount == 0) |
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106 | { |
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107 | tmpKeyFrame = this->keyFrameList->firstElement(); |
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108 | //this->setAnimFuncMov(animFuncMov); |
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109 | //this->setAnimFuncRot(animFuncRot); |
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110 | } |
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111 | else |
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112 | { |
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113 | tmpKeyFrame = new KeyFrame3D; |
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114 | // when adding the second frame |
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115 | if (this->currentKeyFrame == this->nextKeyFrame) |
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116 | this->nextKeyFrame = tmpKeyFrame; |
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117 | this->keyFrameList->add(tmpKeyFrame); |
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118 | } |
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119 | |
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120 | tmpKeyFrame->position = position; |
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121 | //tmpKeyFrame->lastPosition = position; |
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122 | tmpKeyFrame->direction = direction; |
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123 | tmpKeyFrame->duration = duration; |
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124 | tmpKeyFrame->animFuncMov = animFuncMov; |
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125 | tmpKeyFrame->animFuncRot = animFuncRot; |
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126 | this->keyFrameCount++; |
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127 | } |
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128 | |
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129 | /** |
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130 | * ticks the Animation |
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131 | * @param dt how much time to tick |
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132 | */ |
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133 | void Animation3D::tick(float dt) |
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134 | { |
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135 | if (this->bRunning) |
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136 | { |
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137 | this->localTime += dt; |
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138 | if (localTime >= this->currentKeyFrame->duration) |
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139 | { |
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140 | if (likely(this->keyFramesToPlay != 0)) |
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141 | { |
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142 | if (unlikely(this->keyFramesToPlay > 0)) |
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143 | --this->keyFramesToPlay; |
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144 | // switching to the next Key-Frame |
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145 | this->localTime -= this->currentKeyFrame->duration; |
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146 | this->currentKeyFrame = this->nextKeyFrame; |
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147 | // checking, if we should still Play the animation |
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148 | if (this->currentKeyFrame == this->keyFrameList->lastElement()) |
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149 | this->handleInfinity(); |
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150 | this->nextKeyFrame = this->keyFrameList->nextElement(this->currentKeyFrame); |
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151 | this->setAnimFuncMov(this->currentKeyFrame->animFuncMov); |
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152 | this->setAnimFuncRot(this->currentKeyFrame->animFuncRot); |
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153 | } |
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154 | else |
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155 | this->pause(); |
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156 | } |
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157 | /* now animate it */ |
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158 | if (likely(this->animFuncMov != NULL)) |
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159 | (this->*animFuncMov)(this->localTime); |
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160 | if (likely(this->animFuncRot != NULL)) |
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161 | (this->*animFuncRot)(this->localTime); |
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162 | } |
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163 | } |
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164 | |
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165 | |
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166 | /*==Movement Section==========================================================*/ |
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167 | |
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168 | /** |
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169 | * Sets The kind of movment Animation between this keyframe and the next one |
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170 | * @param animFuncMov: The Type of Animation to set |
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171 | */ |
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172 | void Animation3D::setAnimFuncMov(ANIM_FUNCTION animFuncMov) |
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173 | { |
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174 | switch (animFuncMov) |
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175 | { |
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176 | case ANIM_CONSTANT: |
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177 | this->animFuncMov = &Animation3D::mConstant; |
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178 | break; |
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179 | case ANIM_LINEAR: |
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180 | this->animFuncMov = &Animation3D::mLinear; |
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181 | this->object->setRelCoor(this->currentKeyFrame->position); |
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182 | this->currentKeyFrame->lastPosition = Vector(); |
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183 | break; |
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184 | case ANIM_SINE: |
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185 | this->animFuncMov = &Animation3D::mSine; |
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186 | this->object->setRelCoor(this->currentKeyFrame->position); |
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187 | this->currentKeyFrame->lastPosition = Vector(); |
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188 | break; |
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189 | case ANIM_COSINE: |
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190 | this->animFuncMov = &Animation3D::mCosine; |
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191 | this->object->setRelCoor(this->currentKeyFrame->position); |
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192 | this->currentKeyFrame->lastPosition = Vector(); |
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193 | break; |
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194 | case ANIM_EXP: |
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195 | this->object->setRelCoor(this->currentKeyFrame->position); |
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196 | this->animFuncMov = &Animation3D::mExp; |
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197 | break; |
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198 | case ANIM_NEG_EXP: |
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199 | this->animFuncMov = &Animation3D::mNegExp; |
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200 | this->object->setRelCoor(this->currentKeyFrame->position); |
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201 | this->expFactorMov = -1.0 / this->currentKeyFrame->duration * logf(DELTA_X_3D); |
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202 | this->currentKeyFrame->lastPosition = Vector(); |
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203 | break; |
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204 | case ANIM_QUADRATIC: |
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205 | this->object->setRelCoor(this->currentKeyFrame->position); |
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206 | this->animFuncMov = &Animation3D::mQuadratic; |
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207 | break; |
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208 | case ANIM_RANDOM: |
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209 | this->object->setRelCoor(this->currentKeyFrame->position); |
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210 | this->animFuncMov = &Animation3D::mRandom; |
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211 | break; |
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212 | default: |
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213 | this->animFuncMov = NULL; |
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214 | break; |
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215 | } |
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216 | } |
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217 | |
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218 | /** |
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219 | * stays at the value of the currentKeyFrame |
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220 | * @param timePassed The time passed since this Keyframe began |
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221 | */ |
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222 | void Animation3D::mConstant(float timePassed) const |
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223 | { |
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224 | //this->object->setRelCoor(this->currentKeyFrame->position); |
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225 | |
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226 | /* |
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227 | this->tmpVect = this->nextKeyFrame->position - this->currentKeyFrame->position; |
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228 | this->tmpVect = this->tmpVect * this->localTime / this->currentKeyFrame->duration; |
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229 | this->currentFrame->object->setRelCoor(*this->lastFrame->position + *this->tmpVect); |
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230 | this->lastPosition = this->tmpVect; |
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231 | */ |
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232 | } |
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233 | |
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234 | /** |
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235 | * linear interpolation between this keyframe and the next one |
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236 | * @param timePassed The time passed since this Keyframe began |
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237 | |
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238 | @todo implement also do this for direction |
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239 | */ |
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240 | void Animation3D::mLinear(float timePassed) const |
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241 | { |
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242 | Vector v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (timePassed/this->currentKeyFrame->duration); |
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243 | this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); |
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244 | this->currentKeyFrame->lastPosition = v; |
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245 | } |
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246 | |
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247 | /** |
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248 | * a Sinusodial Interpolation between this keyframe and the next one |
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249 | * @param timePassed The time passed since this Keyframe began |
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250 | |
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251 | @todo implement |
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252 | */ |
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253 | void Animation3D::mSine(float timePassed) const |
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254 | { |
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255 | Vector v; |
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256 | if( timePassed < this->currentKeyFrame->duration/2.0) |
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257 | v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * sin( M_PI * timePassed /this->currentKeyFrame->duration) / 2.0; |
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258 | else |
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259 | v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (2.0 + sin( M_PI * (- timePassed /this->currentKeyFrame->duration)) )/ 2.0; |
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260 | |
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261 | this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); |
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262 | this->currentKeyFrame->lastPosition = v; |
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263 | } |
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264 | |
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265 | |
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266 | /** |
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267 | * a cosine interpolation between this keyframe and the next one |
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268 | * @param timePassed The time passed since this Keyframe began |
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269 | |
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270 | @todo implement |
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271 | */ |
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272 | void Animation3D::mCosine(float timePassed) const |
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273 | { |
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274 | Vector v; |
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275 | v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (1.0 + cos( M_PI * timePassed / this->currentKeyFrame->duration))/2.0; |
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276 | this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); |
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277 | this->currentKeyFrame->lastPosition = v; |
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278 | |
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279 | |
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280 | /* |
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281 | this->object->setRelCoor( this->nextKeyFrame->position - |
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282 | (this->nextKeyFrame->position - this->currentKeyFrame->position) * |
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283 | (1.0 + cos( M_PI * timePassed / this->currentKeyFrame->duration))/2.0); |
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284 | */ |
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285 | } |
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286 | |
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287 | |
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288 | |
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289 | /** |
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290 | * an exponential interpolation between this keyframe and the next one |
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291 | * @param timePassed The time passed since this Keyframe began |
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292 | */ |
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293 | void Animation3D::mExp(float timePassed) const |
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294 | { |
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295 | PRINTF(0)("no exp animation3d defined\n"); |
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296 | this->mLinear(timePassed); |
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297 | } |
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298 | |
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299 | /** |
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300 | * a negative exponential interpolation between this keyframe and the next one |
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301 | * @param timePassed The time passed since this Keyframe began |
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302 | */ |
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303 | void Animation3D::mNegExp(float timePassed) const |
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304 | { |
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305 | Vector v; |
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306 | v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (1.0 - expf(- timePassed * expFactorMov)); |
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307 | this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); |
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308 | this->currentKeyFrame->lastPosition = v; |
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309 | |
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310 | /* |
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311 | this->object->setRelCoor( this->currentKeyFrame->position + |
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312 | (this->nextKeyFrame->position - this->currentKeyFrame->position) * |
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313 | (1.0 - expf(- timePassed * expFactorMov)) ); |
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314 | */ |
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315 | } |
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316 | |
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317 | |
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318 | /** |
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319 | * a quadratic interpolation between this keyframe and the next one |
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320 | * @param timePassed The time passed since this Keyframe began |
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321 | |
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322 | @todo implement |
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323 | */ |
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324 | void Animation3D::mQuadratic(float timePassed) const |
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325 | { |
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326 | PRINTF(0)("no quadratic animation3d defined\n"); |
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327 | this->mLinear(timePassed); |
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328 | } |
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329 | |
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330 | /** |
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331 | * some random animation (fluctuating) |
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332 | * @param timePassed The time passed since this Keyframe began |
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333 | */ |
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334 | void Animation3D::mRandom(float timePassed) const |
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335 | { |
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336 | /* |
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337 | this->object->setRelCoor(this->currentKeyFrame->position + |
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338 | (this->nextKeyFrame->position - this->currentKeyFrame->position) * (float)rand()/(float)RAND_MAX); |
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339 | this->object->setRelDir(this->currentKeyFrame->direction + |
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340 | (this->nextKeyFrame->direction - this->currentKeyFrame->direction)* (float)rand()/(float)RAND_MAX); |
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341 | */ |
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342 | } |
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343 | |
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344 | |
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345 | /*==Rotation Section==========================================================*/ |
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346 | |
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347 | |
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348 | /** |
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349 | * Sets The kind of rotation Animation between this keyframe and the next one |
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350 | * @param animFuncRot: The Type of Animation to set |
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351 | */ |
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352 | void Animation3D::setAnimFuncRot(ANIM_FUNCTION animFuncRot) |
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353 | { |
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354 | switch (animFuncRot) |
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355 | { |
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356 | case ANIM_CONSTANT: |
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357 | this->animFuncRot = &Animation3D::rConstant; |
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358 | break; |
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359 | case ANIM_LINEAR: |
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360 | this->animFuncRot = &Animation3D::rLinear; |
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361 | break; |
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362 | case ANIM_SINE: |
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363 | this->animFuncRot = &Animation3D::rSine; |
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364 | break; |
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365 | case ANIM_COSINE: |
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366 | this->animFuncRot = &Animation3D::rCosine; |
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367 | break; |
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368 | case ANIM_EXP: |
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369 | this->animFuncRot = &Animation3D::rExp; |
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370 | break; |
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371 | case ANIM_NEG_EXP: |
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372 | this->animFuncRot = &Animation3D::rNegExp; |
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373 | this->expFactorRot = -1.0 / this->currentKeyFrame->duration * logf(DELTA_X_3D); |
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374 | break; |
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375 | case ANIM_QUADRATIC: |
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376 | this->animFuncRot = &Animation3D::rQuadratic; |
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377 | break; |
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378 | case ANIM_RANDOM: |
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379 | this->animFuncRot = &Animation3D::rRandom; |
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380 | break; |
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381 | |
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382 | default: |
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383 | this->animFuncRot = NULL; |
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384 | } |
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385 | } |
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386 | |
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387 | |
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388 | /** |
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389 | * stays at the value of the currentKeyFrame |
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390 | * @param timePassed The time passed since this Keyframe began |
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391 | */ |
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392 | void Animation3D::rConstant(float timePassed) const |
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393 | { |
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394 | this->object->setRelDir(this->currentKeyFrame->direction); |
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395 | } |
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396 | |
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397 | /** |
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398 | * linear interpolation between this keyframe and the next one |
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399 | * @param timePassed The time passed since this Keyframe began |
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400 | |
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401 | @todo implement also do this for direction |
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402 | */ |
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403 | void Animation3D::rLinear(float timePassed) const |
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404 | { |
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405 | this->object->setRelDir(Quaternion::quatSlerp( this->nextKeyFrame->direction, |
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406 | this->currentKeyFrame->direction, |
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407 | timePassed/this->currentKeyFrame->duration) ); |
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408 | } |
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409 | |
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410 | /** |
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411 | * a Sinusodial Interpolation between this keyframe and the next one |
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412 | * @param timePassed The time passed since this Keyframe began |
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413 | |
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414 | @todo implement |
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415 | */ |
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416 | void Animation3D::rSine(float timePassed) const |
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417 | { |
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418 | float scale; |
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419 | if( timePassed < this->currentKeyFrame->duration / 2.0) |
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420 | scale = sin( M_PI * timePassed / this->currentKeyFrame->duration); |
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421 | else |
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422 | scale = 1.0 - sin( M_PI * timePassed / this->currentKeyFrame->duration); |
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423 | |
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424 | this->object->setRelDir(Quaternion::quatSlerp( this->nextKeyFrame->direction, |
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425 | this->currentKeyFrame->direction, |
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426 | scale) ); |
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427 | } |
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428 | |
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429 | |
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430 | /** |
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431 | * a cosine interpolation between this keyframe and the next one |
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432 | * @param timePassed The time passed since this Keyframe began |
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433 | |
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434 | @todo implement |
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435 | */ |
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436 | void Animation3D::rCosine(float timePassed) const |
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437 | { |
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438 | float scale = cos(M_PI * timePassed / this->currentKeyFrame->duration); |
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439 | this->object->setRelDir(Quaternion::quatSlerp( this->nextKeyFrame->direction, |
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440 | this->currentKeyFrame->direction, |
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441 | scale) ); |
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442 | } |
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443 | |
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444 | |
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445 | |
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446 | /** |
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447 | * an exponential interpolation between this keyframe and the next one |
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448 | * @param timePassed The time passed since this Keyframe began |
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449 | */ |
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450 | void Animation3D::rExp(float timePassed) const |
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451 | { |
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452 | PRINTF(2)("exp rotation function not implemented\n"); |
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453 | } |
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454 | |
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455 | /** |
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456 | * a negative exponential interpolation between this keyframe and the next one |
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457 | * @param timePassed The time passed since this Keyframe began |
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458 | */ |
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459 | void Animation3D::rNegExp(float timePassed) const |
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460 | { |
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461 | float scale = (1.0 - expf(- timePassed * expFactorRot)); |
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462 | this->object->setRelDir(Quaternion::quatSlerp( this->nextKeyFrame->direction, |
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463 | this->currentKeyFrame->direction, |
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464 | scale) ); |
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465 | } |
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466 | |
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467 | |
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468 | /** |
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469 | * a quadratic interpolation between this keyframe and the next one |
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470 | * @param timePassed The time passed since this Keyframe began |
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471 | |
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472 | @todo implement |
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473 | */ |
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474 | void Animation3D::rQuadratic(float timePassed) const |
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475 | { |
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476 | PRINTF(0)("quadratic rotation alg not implemented\n"); |
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477 | } |
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478 | |
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479 | /** |
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480 | * some random animation (fluctuating) |
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481 | * @param timePassed The time passed since this Keyframe began |
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482 | */ |
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483 | void Animation3D::rRandom(float timePassed) const |
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484 | { |
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485 | PRINTF(0)("random rotation alg not implemented\n"); |
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486 | } |
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