Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/orxonox/trunk/src/simple_animation.h @ 3849

Last change on this file since 3849 was 3848, checked in by bensch, 20 years ago

orxonox/trunk: names of keyframes:
KeyFrame → KeyFrame3D
AnimKeyFrame → KeyFrameF (F for float)

also changed some stuff in the Animation3D-class.

File size: 3.8 KB
Line 
1/*!
2    \file simple_animation.h
3    \brief A class to interpolate the movement of an object following descrete points in room and time
4    \todo implement it
5
6    This class has been done to animate some movement, works best for short
7    distances.
8*/
9
10#ifndef _SIMPLE_ANIMATION_H
11#define _SIMPLE_ANIMATION_H
12
13#include "base_object.h"
14#include "list.h"
15#include "animation.h"
16
17
18class Vector;
19class Quaternion;
20class WorldEntity;
21class PNode;
22
23typedef enum movementMode{LINEAR=0, EXP, NEG_EXP, SIN, COS, QUADRATIC};
24typedef enum animationMode{SINGLE=0, LOOP};
25#define DEFAULT_ANIMATION_MODE LINEAR
26
27
28//! KeyFrame Struct
29/**
30   This represents one point with direction of the animation
31*/
32typedef struct KeyFrame3D {
33  Vector* position;
34  Quaternion* direction;
35  WorldEntity* object;
36  float time;
37  movementMode mode;
38};
39
40//! Animation Struct
41/**
42   This represents an animation for a object
43*/
44class Animation3D : public Animation
45{
46 public:
47  Animation3D(void);
48  virtual ~Animation3D(void);
49   
50  virtual void rewind(void);
51
52  void addKeyFrame(Vector* point, Quaternion* direction, float time, ANIM_FUNCTION animFunc = ANIM_LINEAR);
53  void addKeyFrame(KeyFrame3D* frame);
54
55  virtual void tick(float timePassed);
56
57  // animation functions
58  void setAnimFunc(ANIM_FUNCTION animFunc);
59
60  float constant(float timePassed) const;
61  float linear(float timePassed) const;
62  float sine(float timePassed) const;
63  float cosine(float timePassed) const;
64  float exp(float timePassed) const;
65  float negExp(float timePassed) const;
66  float quadratic(float timePassed) const;
67  float random(float timePassed) const;
68  //  ANIM_FUNCTION animFunc;
69  KeyFrame3D* currentKeyFrame;
70  KeyFrame3D* nextKeyFrame;
71  tList<KeyFrame3D>* keyFrameList;
72
73  // private
74  WorldEntity* object;
75  Vector* lastPosition;
76  Vector* tmpVect;
77  float deltaT;
78  float localTime;
79
80  tList<KeyFrame3D>* frames;
81  KeyFrame3D* currentFrame;
82  KeyFrame3D* lastFrame;
83
84  bool bRunning;
85
86  animationMode animMode;
87  movementMode movMode;
88};
89
90//! Animation Class
91/**
92   Helps you making some small animation
93*/
94class SimpleAnimation : public BaseObject {
95 public:
96  static SimpleAnimation* getInstance();
97  virtual ~SimpleAnimation();
98
99  void animatorBegin();
100  void animatorEnd();
101  void selectObject(WorldEntity* entity);
102  void addKeyFrame(Vector* point, Quaternion* direction, float time);
103  void addKeyFrame(Vector* point, Quaternion* direction, float time, movementMode mode);
104  void addKeyFrame(KeyFrame3D* frame);
105  void setAnimationMode(animationMode mode);
106  void reset();
107
108
109  void start();
110  void stop();
111  void restart();
112  void pause();
113  void resume();
114
115  void tick(float time);
116
117 private:
118  SimpleAnimation();
119
120  static SimpleAnimation* singletonRef;
121  bool bDescriptive;               //<! is true, when AnimatorBegin() was executed but no AnimatorEnd() yet: in describtive mode: pass commands
122  bool bRunning;                   //<! is set, when the animation is running
123  tList<KeyFrame3D>* frames;         //<! where keyframes are stored in
124  tList<Animation3D>* animators;      //<! a list of animation's
125  KeyFrame3D* currentFrame;          //<! the frame that is been played now
126  KeyFrame3D* lastFrame;
127  Vector* lastPosition;
128  movementMode mode;               //<! this is an enum of the mode, how the speed is distributed
129  float localTime;
130  PNode* parent;
131 
132  Vector* tmpVect;                 //<! this is the temporary vector save place -
133  WorldEntity* workingObject;      //<! this is a pointer to the current working object that has been selected via selectObject()
134  Animation3D* workingAnimator;       //<! the animator with which you are currently working
135  float deltaT;                    //<! this is a time constant for the movement
136
137  Animation3D* getAnimationFromWorldEntity(WorldEntity* entity);
138
139};
140
141#endif /* _SIMPLE_ANIMATION_H */
Note: See TracBrowser for help on using the repository browser.