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source: orxonox.OLD/orxonox/branches/particleEngine/src/util/animation/animation.cc @ 4054

Last change on this file since 4054 was 3876, checked in by bensch, 20 years ago

orxonox/trunk: rearanged keyFrame-addition

File size: 2.7 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   \brief creates a new Animation
24   
25   This also adds the Animation automatically to the AnimationPlayer's list
26*/
27Animation::Animation(void)
28{ 
29  // initialize a beginning KeyFrame, that will be deleted afterwards
30  this->keyFrameCount = 0;
31  this->bHandled = true;
32  this->bDelete = false;
33  this->baseObject = NULL;
34
35  // setting default values
36  this->localTime = 0.0;
37  this->bRunning = true;
38
39  AnimationPlayer::getInstance()->addAnimation(this);
40}
41
42/**
43   \brief destructs the Animation
44   
45   this also takes the animation out of the AnimationPlayer's list (if it is there)
46*/
47Animation::~Animation(void)
48{
49  this->doNotHandle();
50}
51
52/**
53   \brief tells the AnimationPlayer, that we do not wish to  handle this animation
54   automatically.
55   
56   This means that it will not be ticked, and not be deleted with the AnimationPlayer
57*/
58void Animation::doNotHandle(void)
59{
60  if (this->bHandled)
61    AnimationPlayer::getInstance()->removeAnimation(this);
62}
63
64/**
65   \brief Sets the infinitymode
66   \param postInfinity How the Animation should advance after the last Keyframe
67*/
68void Animation::setInfinity(ANIM_INFINITY postInfinity)
69{
70  this->postInfinity = postInfinity;
71}
72
73/**
74   \brief handles the Animation if it gets out of boundraries eg. if animation is finished.
75*/
76void Animation::handleInfinity(void)
77{
78  switch (this->postInfinity)
79    {
80    case ANIM_INF_CONSTANT:
81      this->localTime = 0.0;
82      this->bRunning = false;
83      break;
84    case ANIM_INF_REPLAY:
85      this->replay();
86      break;
87    case ANIM_INF_REWIND:
88      this->stop();
89      break;
90    case ANIM_INF_DELETE: // this will possibly never be made
91      this->bDelete = true;
92      break;
93    }
94}
95
96/**
97   \brief plays the animation back from the current Time forward
98*/
99void Animation::play()
100{
101  this->bRunning = true;
102}
103
104/**
105   \brief Stops the animation. eg. pause(); rewind();
106*/
107void Animation::stop()
108{
109  this->rewind();
110  this->bRunning = true;
111  this->tick(0.0);
112  this->bRunning = false;
113}
114
115/**
116   \brief Pauses the animation. Stays at the current Time
117*/
118void Animation::pause()
119{
120  this->bRunning = false;
121}
122
123/**
124   \brief replays the animation, eg. rewind();play();
125*/
126void Animation::replay()
127{
128  this->rewind();
129  this->bRunning = true;
130}
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