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source: orxonox.OLD/orxonox/branches/levelloader/src/simple_animation.cc @ 3920

Last change on this file since 3920 was 3746, checked in by chris, 20 years ago

orxonox/branches/levelloader: Merged trunk into branch… still not working though…

File size: 8.7 KB
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[3573]4/*
5   orxonox - the future of 3D-vertical-scrollers
6
7   Copyright (C) 2004 orx
8
9   This program is free software; you can redistribute it and/or modify
10   it under the terms of the GNU General Public License as published by
11   the Free Software Foundation; either version 2, or (at your option)
12   any later version.
13
14   ### File Specific:
15   main-programmer: Patrick Boenzli
16   co-programmer: ...
17*/
18
19
20#include "simple_animation.h"
21#include "stdincl.h"
[3746]22#include "vector.h"
23#include "world_entity.h"
[3573]24
25using namespace std;
26
[3746]27
28
29SimpleAnimation* SimpleAnimation::singletonRef = 0;
[3573]30/**
[3746]31   \brief gets the singleton instance
32   \returns singleton instance
[3573]33*/
[3746]34SimpleAnimation* SimpleAnimation::getInstance()
[3573]35{
[3746]36  if( singletonRef == NULL)
37    singletonRef = new SimpleAnimation();
38  return singletonRef;
[3573]39}
40
41/**
42   \brief standard constructor
43*/
[3746]44SimpleAnimation::SimpleAnimation () 
[3573]45{
[3746]46   this->setClassName ("SimpleAnimation");
47   this->frames = new tList<KeyFrame>();
48   this->animators = new tList<Animation>();
49   this->localTime = 0;
50   this->bRunning = false;
51   this->currentFrame = NULL;
52   this->lastFrame = NULL;
53
54   this->tmpVect = new Vector();
55   this->lastPosition = new Vector();
56   this->deltaT = 0.2;
[3573]57}
58
59
60/**
61   \brief standard deconstructor
[3746]62
[3573]63*/
[3746]64SimpleAnimation::~SimpleAnimation () 
[3573]65{
[3746]66  tIterator<KeyFrame>* iterator = this->frames->getIterator();
67  KeyFrame* frame = iterator->nextElement(); 
68  while( frame != NULL) 
69    { 
70      delete frame;
71      frame = iterator->nextElement();
72    }
73  delete iterator;
74  delete this->frames;
[3573]75}
76
77
78/**
[3746]79   \brief this determines the start of an Animator Describtion
80
81   this can then be followed by different commands like addKeyFrame(..) etc. and
82   will be closed with AnimatiorEnd()
[3573]83*/
[3746]84void SimpleAnimation::animatorBegin()
[3573]85{
[3746]86  this->bDescriptive = true;
[3573]87}
88
89
90/**
[3746]91   \brief this determines the end of an Animator Describtion
92
93   this can then be followed by different commands like addKeyFrame(..) etc. and
94   will be closed with AnimatiorEnd()
[3573]95*/
[3746]96void SimpleAnimation::animatorEnd()
[3573]97{
[3746]98  this->workingObject = NULL;
99  this->bDescriptive = false;
[3573]100}
101
102
[3746]103/*
104  Vector* lastPosition;
105  Vector* tmpVect;
106  tList<KeyFrame>* frames;
107  animationMode animMode;
108  movementMode movMode;
109  bool bRunning;
110  float deltaT;
[3573]111*/
112
113/**
[3746]114   \brief select an object to work on by using this function
115   \param object wo work on
[3573]116*/
[3746]117void SimpleAnimation::selectObject(WorldEntity* entity)
[3573]118{
[3746]119  Animation* anim = getAnimationFromWorldEntity(entity);
120  if( anim == NULL)
121    {
122      printf("SimpleAnimation::selectObject() - object not found, creating one\n");
123      anim = new Animation;
124      anim->object = entity;
125      anim->lastPosition = new Vector();
126      anim->tmpVect = new Vector();
127      frames = new tList<KeyFrame>();
128      bRunning = false;
129      deltaT = 0.0;
130      this->animators->add(anim);
[3573]131    }
[3746]132  this->workingAnimator = anim;
[3573]133}
134
135
136
137/**
138   \brief adds a keyframe with properties
139   \param the point of the object
[3746]140   \param and the direction of it
[3573]141   \param at this time
142*/
[3746]143void SimpleAnimation::addKeyFrame(Vector* point, Quaternion* direction, float time)
[3573]144{
[3746]145  if( !this->bDescriptive)
146    {
147      PRINTF(1)("SimpleAnimation: executing animation code outside a AnimationBegin()/AnimationEnd() - ignoring\n");
148      return;
149    }
150  KeyFrame* frame = new KeyFrame;
151  frame->position = point;
152  frame->direction = direction;
153  frame->time = time;
154  frame->mode = DEFAULT_ANIMATION_MODE;
155  frame->object = this->workingObject;
[3573]156  this->frames->add(frame);
157}
158
159
160/**
161   \brief adds a keyframe with properties
162   \param the point of the object
[3746]163   \param and the direction of it
[3573]164   \param at this time
165   \param function of the velocity of the movement
166*/
[3746]167void SimpleAnimation::addKeyFrame(Vector* point, Quaternion* direction, float time, movementMode mode)
[3573]168{
[3746]169  if( !this->bDescriptive)
170    {
171      PRINTF(1)("SimpleAnimation: executing animation code outside a AnimationBegin()/AnimationEnd() - ignoring\n");
172      return;
173    }
174  KeyFrame* frame = new KeyFrame;
175  frame->position = point;
176  frame->direction = direction;
177  frame->time = time;
178  frame->mode = mode;
179  frame->object = this->workingObject;
[3573]180  this->frames->add(frame);
181}
182
183/**
184   \brief adds a already defined keyframe
185   \param the keyframe to add
186*/
187void SimpleAnimation::addKeyFrame(KeyFrame* frame)
188{
[3746]189  if( !this->bDescriptive)
190    {
191      PRINTF(1)("SimpleAnimation: executing animation code outside a AnimationBegin()/AnimationEnd() - ignoring\n");
192      return;
193    }
194  frame->object = this->workingObject;
[3573]195  this->frames->add(frame);
196}
197
198
199/**
200   \brief clear the list of keyframes, deleting all keyframes included
201*/
202void SimpleAnimation::reset()
203{
[3746]204  tIterator<KeyFrame>* iterator = this->frames->getIterator();
205  KeyFrame* frame = iterator->nextElement(); 
[3573]206  while( frame != NULL) 
207    { 
208      delete frame;
[3746]209      frame = iterator->nextElement();
[3573]210    }
[3746]211  delete iterator;
[3573]212  delete this->frames;
213
214  this->frames = new tList<KeyFrame>();
215  this->localTime = 0;
[3746]216  this->bRunning = false;
[3573]217
[3746]218  this->currentFrame = NULL;
219  this->lastFrame = NULL;
[3573]220}
221
222/**
223   \brief starts the animation, therefore listens to tick signals
224*/
225void SimpleAnimation::start()
[3746]226{
227  if( this->bRunning)
228    {
229      PRINTF(2)("SimpleAnimatin is already running. You are trying to start it again.\n");
230    return;
231    }
232 
233  this->localTime = 0;
234  this->lastFrame = this->frames->firstElement();
235  this->currentFrame = this->frames->nextElement(this->currentFrame);
236  this->bRunning = true;
237}
[3573]238
239
240/**
241   \brief stops the animation, immune to tick signals
242*/
243void SimpleAnimation::stop()
[3746]244{
245  this->bRunning = false;
246}
[3573]247
248/**
249   \brief stops and then starts the animation from begining
250*/
251void SimpleAnimation::restart()
252{
253  this->localTime = 0;
[3746]254  this->lastFrame = this->frames->firstElement();
255  this->currentFrame = this->frames->nextElement(this->currentFrame);
256  this->bRunning = true;
[3573]257}
258
259/**
260   \brief pauses the animation until resumed
261*/
262void SimpleAnimation::pause()
263{
[3746]264  this->bRunning = false;
[3573]265}
266
267/**
268   \brief resumes a pause, if not paused, no effect
269*/
270void SimpleAnimation::resume()
271{
[3746]272  this->bRunning = true;
[3573]273}
274
275
276/**
277   \brief heart beat, next animation step
278*/
279void SimpleAnimation::tick(float time)
280{
[3746]281  this->localTime += time;
282  tIterator<Animation>* iterator = this->animators->getIterator();
283  Animation* anim = iterator->nextElement();
284  while( anim != NULL)
[3573]285    {
[3746]286      if( anim->bRunning)
287        {
288         
289         
290          /* first get the current frame via time-stamps */ 
291          while( this->localTime > anim->currentFrame->time)
292            {
293              printf("SimpleAnimation::tick(...) - changing Frame\n");
294             
295              //this->currentFrame->object->setRelCoor(*this->currentFrame->position);
296              *anim->lastPosition = *anim->currentFrame->position;
297             
298              anim->lastFrame = anim->currentFrame;
299              anim->currentFrame = anim->frames->nextElement(anim->currentFrame);
300              anim->movMode = anim->currentFrame->mode;
301              if( anim->movMode == NEG_EXP)
302                {
303                  *anim->tmpVect = *anim->currentFrame->position - *anim->lastFrame->position;
304                  anim->deltaT = 1/anim->currentFrame->time * logf(1.0 + 600.0/anim->tmpVect->len());
305                }
306            }
307         
308          /* now animate it */
309          switch( anim->movMode)
310            {
311            case LINEAR:
312             
313              *anim->tmpVect = *anim->currentFrame->position - *anim->lastFrame->position;
314              *anim->tmpVect = *anim->tmpVect * this->localTime / anim->currentFrame->time;
315              anim->currentFrame->object->setRelCoor(*anim->lastFrame->position + *anim->tmpVect);
316              *anim->lastPosition = *anim->tmpVect;
317              break;
318            case EXP:
319             
320              break;
321            case NEG_EXP:
322              *anim->tmpVect = *anim->currentFrame->position - *anim->lastFrame->position;
323              *anim->tmpVect = *anim->tmpVect * (1 - exp(- this->localTime * anim->deltaT));     
324              anim->currentFrame->object->setRelCoor(*anim->lastFrame->position + *anim->tmpVect);
325              *anim->lastPosition = *anim->tmpVect;
326              break;
327            case SIN:
328              *anim->tmpVect = *anim->currentFrame->position - *anim->lastFrame->position;
329              *anim->tmpVect = *anim->tmpVect * 0.5*(1 - cos(M_PI * this->localTime / anim->currentFrame->time));     
330              anim->currentFrame->object->setRelCoor(*anim->lastFrame->position + *anim->tmpVect);
331              *anim->lastPosition = *anim->tmpVect;
332              break;
333            case COS:
334             
335              break;
336            case QUADRATIC:
337              *anim->tmpVect = *anim->currentFrame->position - *anim->lastFrame->position;
338              *anim->tmpVect = *anim->tmpVect * 1/3 * ldexpf(this->localTime, 3);
339              break;
340            default:
341              break;
342            }
343        }
344      anim = iterator->nextElement();
345    }
346  delete anim;
347}
[3573]348
349
350
[3746]351Animation* SimpleAnimation::getAnimationFromWorldEntity(WorldEntity* entity)
352{
353  tIterator<Animation>* iterator = this->animators->getIterator();
354  Animation* anim = iterator->nextElement();
355  while( anim != NULL)
356    {
357      if( anim->object == entity)
358        return anim;
359      anim = iterator->nextElement();
[3573]360    }
[3746]361  delete iterator;
362  return NULL;
[3573]363}
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