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source: orxonox.OLD/orxonox/trunk/src/animation.h @ 3830

Last change on this file since 3830 was 3830, checked in by bensch, 20 years ago

orxonox/trunk: now the keyframe should also change the animation-function2

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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
17/*!
18    \file animation.h
19    A Set of functions to animate some floats inside of an Object
20
21    We apologize, that most part of the Function-Definitions are located
22    inside this h-file, but this must be like this because it is a template
23    function.
24*/
25
26#ifndef _ANIMATION_H
27#define _ANIMATION_H
28
29#include "list.h"
30// FORWARD DEFINITION
31
32typedef enum ANIM_FUNCTION {ANIM_CONSTANT,
33                            ANIM_LINEAR,
34                            ANIM_SINE,
35                            ANIM_COSINE,
36                            ANIM_EXP,
37                            ANIM_NEG_EXP,
38                            ANIM_QUADRATIC,
39                            ANIM_RANDOM};
40
41typedef enum ANIM_INFINITY {ANIM_INF_CONSTANT,
42                            ANIM_INF_LINEAR,
43                            ANIM_INF_PINGPONG,
44                            ANIM_INF_REWIND};//, ANIM_DELETE}
45
46typedef struct AnimKeyFrame
47{
48  float duration;
49  float value;
50  ANIM_FUNCTION animFunc;
51};
52
53
54/**********************TEST*******************************/
55class aTest
56{
57 public:
58  aTest() { last = 0.0;}
59  ~aTest() {}
60  void littleDebug(float f) {  diff = f - last; printf("f=%f, diff=%f\n", f,diff); last = f;}
61 private:
62  float diff;
63  float last;
64};
65
66//aTest::aTest() {}
67//aTest::~aTest() {}
68
69//void aTest::littleDebug(float f)
70
71/**********************TEST*******************************/
72
73
74class Anim
75{
76 public:
77  virtual ~Anim(void);
78  void doNotHandle(void);
79
80  void setInfinity(ANIM_INFINITY postInfinity = ANIM_INF_CONSTANT);
81
82  void play(); // equals resume();
83  void stop();
84  void pause();
85  void replay();
86  virtual void rewind() = 0;
87
88  virtual void tick(float time) = 0;
89
90  /* implement in subclasses:
91   *
92   * De-/Constructor
93   * Animation Functions
94   * virtual tick
95   * List of keyFrames
96   * currentKeyFrame/nextKeyFrame
97   * virtual rewind, to go to the first Keyframe. (other functions will call this one)
98   */
99 protected:
100  Anim(void);
101
102  // variables
103
104  float localTime;
105  ANIM_INFINITY postInfinity;
106
107  bool bHasKeys;
108  bool bHandled;                  //!< If this Animation is handled by the AnimationPlayer.
109  bool bRunning;
110};
111
112
113//! A Class to handle some animation for single floated values.
114template<class T> class tAnim : public Anim
115{
116 public:
117  tAnim(T* object = NULL, void (T::*funcToAnim)(float) = NULL);
118  virtual ~tAnim();
119
120  virtual void rewind();
121
122  void setFuncToAnim(T* object, void (T::*funcToAnim)(float));
123  void addKeyFrame(float value, float duration, ANIM_FUNCTION animFunc = ANIM_LINEAR);
124
125  virtual void tick(float time);
126
127  // animation functions
128  void setAnimFunc(ANIM_FUNCTION animFunc);
129
130  float constant(float timePassed) const;
131  float linear(float timePassed) const;
132  float sine(float timePassed) const;
133  float cosine(float timePassed) const;
134  float exp(float timePassed) const;
135  float negExp(float timePassed) const;
136  float quadratic(float timePassed) const;
137  float random(float timePassed) const;
138  //  ANIM_FUNCTION animFunc;
139  float (tAnim<T>::*animFunc)(float) const;
140  AnimKeyFrame* currentKeyFrame;
141  AnimKeyFrame* nextKeyFrame;
142  tList<AnimKeyFrame>* keyFrameList;
143
144
145
146
147 private:
148  T* object;
149  void (T::*funcToAnim)(float);
150};
151
152
153
154/**
155   \brief standard constructor
156
157*/
158template<class T>
159tAnim<T>::tAnim (T* object, void (T::*funcToAnim)(float)) 
160{
161  // create a new List
162  this->keyFrameList = new tList<AnimKeyFrame>();
163  AnimKeyFrame* tmpKeyFrame = new AnimKeyFrame;
164  tmpKeyFrame->value = 0.0;
165  tmpKeyFrame->duration = 1.0;
166  keyFrameList->add(tmpKeyFrame);
167
168  this->currentKeyFrame = tmpKeyFrame;
169  this->nextKeyFrame = tmpKeyFrame;
170
171  this->animFunc = &tAnim<T>::linear;
172
173  this->setFuncToAnim(object, funcToAnim);
174}
175
176
177/**
178   \brief standard deconstructor
179
180*/
181template<class T>
182tAnim<T>::~tAnim () 
183{
184  // delete all the KeyFrames
185  tIterator<AnimKeyFrame>* itKF = keyFrameList->getIterator();
186  AnimKeyFrame*  enumKF = itKF->nextElement();
187  while (enumKF)
188    {
189      delete enumKF;
190      enumKF = itKF->nextElement();
191    }
192  delete itKF;
193  delete this->keyFrameList;
194
195}
196
197template<class T>
198void tAnim<T>::rewind(void)
199{
200  this->currentKeyFrame = keyFrameList->firstElement();
201  this->nextKeyFrame = keyFrameList->nextElement(keyFrameList->firstElement());
202  this->localTime = 0.0;
203}
204
205template<class T>
206void tAnim<T>::setFuncToAnim(T* object, void (T::*funcToAnim)(float))
207{
208  this->object = object;
209  this->funcToAnim = funcToAnim;
210}
211
212template<class T>
213void tAnim<T>::addKeyFrame(float value, float duration, ANIM_FUNCTION animFunc)
214{
215  // some small check
216  if (duration <= 0.0)
217    duration = 1.0;
218 
219
220  AnimKeyFrame* tmpKeyFrame;
221   
222  if (bHasKeys)
223    {
224      tmpKeyFrame = new AnimKeyFrame;
225      if (this->currentKeyFrame == this->nextKeyFrame)
226        this->nextKeyFrame = tmpKeyFrame;
227      this->keyFrameList->add(tmpKeyFrame);
228
229    }
230  else
231    {
232      tmpKeyFrame = this->keyFrameList->firstElement();
233      bHasKeys = true;
234      this->setAnimFunc(animFunc);
235    }
236  tmpKeyFrame->value = value;
237  tmpKeyFrame->duration = duration;
238  tmpKeyFrame->animFunc = animFunc;
239}
240
241
242template<class T>
243void tAnim<T>::tick(float time)
244{
245  if (this->bRunning)
246    {
247      this->localTime += time;
248      if (localTime >= this->currentKeyFrame->duration)
249        {
250          this->localTime = 0;
251          if (this->currentKeyFrame == this->keyFrameList->lastElement())
252            switch (this->postInfinity)
253              {
254              case ANIM_INF_CONSTANT:
255                this->bRunning = false;
256                break;
257              case ANIM_INF_REWIND:
258                break;
259              }
260          this->currentKeyFrame = this->keyFrameList->nextElement(this->currentKeyFrame);
261          this->nextKeyFrame = this->keyFrameList->nextElement(this->nextKeyFrame);
262          printf("%p from:%f to:%f\n", this->currentKeyFrame,this->currentKeyFrame->value, this->nextKeyFrame->value);
263          this->setAnimFunc(this->currentKeyFrame->animFunc);     
264        }
265     
266      (this->object->*(funcToAnim))((this->*animFunc)(this->localTime));
267    }
268}
269
270
271template<class T>
272void tAnim<T>::setAnimFunc(ANIM_FUNCTION animFunc)
273{
274  switch (animFunc)
275    {
276    default:
277    case ANIM_CONSTANT:
278      this->animFunc = &tAnim<T>::constant;
279      break;
280    case ANIM_LINEAR:
281      this->animFunc = &tAnim<T>::linear;
282      break;
283    case ANIM_SINE:
284      this->animFunc = &tAnim<T>::sine;
285      break;
286    case ANIM_COSINE:
287      this->animFunc = &tAnim<T>::cosine;
288      break;
289    case ANIM_EXP:
290      this->animFunc = &tAnim<T>::exp;
291      break;
292    case ANIM_NEG_EXP:
293      this->animFunc = &tAnim<T>::negExp;
294      break;
295    case ANIM_QUADRATIC:
296      this->animFunc = &tAnim<T>::quadratic;
297      break;
298    case ANIM_RANDOM:
299      this->animFunc = &tAnim<T>::random;
300      break;
301    }
302}
303
304
305// animation functions
306template<class T>
307float tAnim<T>::random(float timePassed) const
308{
309  return (float)rand()/(float)RAND_MAX;
310}
311
312template<class T>
313float tAnim<T>::constant(float timePassed) const
314{
315  return this->currentKeyFrame->value;
316}
317
318template<class T>
319float tAnim<T>::linear(float timePassed) const 
320{
321  return this->nextKeyFrame->value - (this->nextKeyFrame->value - this->currentKeyFrame->value) 
322    * (timePassed / this->currentKeyFrame->duration);
323  //  PRINTF(0)("value is %f, %p %p\n", val, this->currentKeyFrame, this->nextKeyFrame);
324  //  return val;
325}
326
327template<class T>
328float tAnim<T>::sine(float timePassed) const
329{
330  return this->currentKeyFrame->value - (this->nextKeyFrame->value - this->currentKeyFrame->value)
331    * sin(timePassed / this->currentKeyFrame->duration * M_PI);
332}
333
334template<class T>
335float tAnim<T>::cosine(float timePassed) const
336{
337  return this->currentKeyFrame->value - (this->nextKeyFrame->value - this->currentKeyFrame->value)
338    * cos(timePassed / this->currentKeyFrame->duration * M_PI);
339}
340
341template<class T>
342float tAnim<T>::exp(float timePassed) const
343{
344
345}
346
347template<class T>
348float tAnim<T>::negExp(float timePassed) const
349{
350
351}
352
353template<class T>
354float tAnim<T>::quadratic(float timePassed) const
355{
356
357}
358
359
360
361
362#endif /* _ANIMATION_H */
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