1 | /*! |
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2 | \file simple_animation.h |
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3 | \brief A class to interpolate the movement of an object following descrete points in room and time |
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4 | \todo implement it |
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5 | |
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6 | This class has been done to animate some movement, works best for short |
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7 | distances. |
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8 | */ |
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9 | |
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10 | #ifndef _SIMPLE_ANIMATION_H |
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11 | #define _SIMPLE_ANIMATION_H |
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12 | |
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13 | #include "base_object.h" |
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14 | #include "list.h" |
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15 | |
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16 | |
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17 | class Vector; |
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18 | class Quaternion; |
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19 | class WorldEntity; |
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20 | class PNode; |
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21 | |
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22 | typedef enum movementMode{LINEAR=0, EXP, NEG_EXP, SIN, COS, QUADRATIC}; |
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23 | typedef enum animationMode{SINGLE=0, LOOP}; |
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24 | #define DEFAULT_ANIMATION_MODE LINEAR |
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25 | |
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26 | |
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27 | //! KeyFrame Struct |
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28 | /** |
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29 | This represents one point with direction of the animation |
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30 | */ |
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31 | typedef struct KeyFrame { |
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32 | Vector* position; |
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33 | Quaternion* direction; |
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34 | WorldEntity* object; |
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35 | float time; |
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36 | movementMode mode; |
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37 | }; |
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38 | |
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39 | //! Animation Struct |
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40 | /** |
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41 | This represents an animation for a object |
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42 | */ |
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43 | typedef struct Animation { |
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44 | |
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45 | WorldEntity* object; |
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46 | Vector* lastPosition; |
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47 | Vector* tmpVect; |
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48 | float deltaT; |
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49 | float localTime; |
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50 | |
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51 | tList<KeyFrame>* frames; |
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52 | KeyFrame* currentFrame; |
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53 | KeyFrame* lastFrame; |
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54 | |
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55 | bool bRunning; |
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56 | |
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57 | animationMode animMode; |
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58 | movementMode movMode; |
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59 | }; |
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60 | |
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61 | //! Animation Class |
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62 | /** |
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63 | Helps you making some small animation |
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64 | */ |
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65 | class SimpleAnimation : public BaseObject { |
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66 | |
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67 | public: |
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68 | static SimpleAnimation* getInstance(); |
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69 | virtual ~SimpleAnimation(); |
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70 | |
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71 | void animatorBegin(); |
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72 | void animatorEnd(); |
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73 | void selectObject(WorldEntity* entity); |
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74 | void addKeyFrame(Vector* point, Quaternion* direction, float time); |
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75 | void addKeyFrame(Vector* point, Quaternion* direction, float time, movementMode mode); |
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76 | void addKeyFrame(KeyFrame* frame); |
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77 | void setAnimationMode(animationMode mode); |
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78 | void reset(); |
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79 | |
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80 | |
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81 | void start(); |
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82 | void stop(); |
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83 | void restart(); |
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84 | void pause(); |
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85 | void resume(); |
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86 | |
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87 | void tick(float time); |
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88 | |
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89 | private: |
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90 | SimpleAnimation(); |
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91 | |
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92 | static SimpleAnimation* singletonRef; |
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93 | bool bDescriptive; //<! is true, when AnimatorBegin() was executed but no AnimatorEnd() yet: in describtive mode: pass commands |
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94 | bool bRunning; //<! is set, when the animation is running |
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95 | tList<KeyFrame>* frames; //<! where keyframes are stored in |
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96 | tList<Animation>* animators; //<! a list of animation's |
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97 | KeyFrame* currentFrame; //<! the frame that is been played now |
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98 | KeyFrame* lastFrame; |
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99 | Vector* lastPosition; |
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100 | movementMode mode; //<! this is an enum of the mode, how the speed is distributed |
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101 | float localTime; |
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102 | PNode* parent; |
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103 | |
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104 | Vector* tmpVect; //<! this is the temporary vector save place - |
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105 | WorldEntity* workingObject; //<! this is a pointer to the current working object that has been selected via selectObject() |
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106 | Animation* workingAnimator; //<! the animator with which you are currently working |
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107 | float deltaT; //<! this is a time constant for the movement |
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108 | |
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109 | Animation* getAnimationFromWorldEntity(WorldEntity* entity); |
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110 | |
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111 | }; |
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112 | |
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113 | #endif /* _SIMPLE_ANIMATION_H */ |
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