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 | #include "animation.h" |
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16 | |
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17 | |
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18 | class Vector; |
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19 | class Quaternion; |
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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 KeyFrame3D { |
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32 | Vector* position; |
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33 | Quaternion* direction; |
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34 | PNode* 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 | class Animation3D : public Animation |
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44 | { |
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45 | public: |
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46 | Animation3D(void); |
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47 | virtual ~Animation3D(void); |
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48 | |
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49 | virtual void rewind(void); |
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50 | |
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51 | void addKeyFrame(Vector* point, Quaternion* direction, float time, ANIM_FUNCTION animFunc = ANIM_LINEAR); |
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52 | void addKeyFrame(KeyFrame3D* frame); |
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53 | |
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54 | virtual void tick(float timePassed); |
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55 | |
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56 | // animation functions |
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57 | void setAnimFunc(ANIM_FUNCTION animFunc); |
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58 | |
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59 | private: |
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60 | float constant(float timePassed) const; |
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61 | float linear(float timePassed) const; |
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62 | float sine(float timePassed) const; |
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63 | float cosine(float timePassed) const; |
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64 | float exp(float timePassed) const; |
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65 | float negExp(float timePassed) const; |
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66 | float quadratic(float timePassed) const; |
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67 | float random(float timePassed) const; |
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68 | // ANIM_FUNCTION animFunc; |
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69 | KeyFrame3D* currentKeyFrame; |
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70 | KeyFrame3D* nextKeyFrame; |
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71 | tList<KeyFrame3D>* keyFrameList; |
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72 | float (Animation3D::*animFunc)(float) const; |
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73 | |
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74 | // private |
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75 | PNode* object; |
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76 | Vector* lastPosition; |
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77 | Vector* tmpVect; |
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78 | float deltaT; |
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79 | float localTime; |
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80 | |
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81 | tList<KeyFrame3D>* frames; |
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82 | KeyFrame3D* currentFrame; |
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83 | KeyFrame3D* lastFrame; |
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84 | |
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85 | bool bRunning; |
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86 | |
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87 | animationMode animMode; |
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88 | movementMode movMode; |
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89 | }; |
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90 | |
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91 | //! Animation Class |
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92 | /** |
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93 | Helps you making some small animation |
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94 | */ |
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95 | class SimpleAnimation : public BaseObject { |
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96 | public: |
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97 | static SimpleAnimation* getInstance(); |
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98 | virtual ~SimpleAnimation(); |
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99 | |
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100 | void animatorBegin(); |
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101 | void animatorEnd(); |
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102 | void selectObject(PNode* entity); |
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103 | void addKeyFrame(Vector* point, Quaternion* direction, float time); |
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104 | void addKeyFrame(Vector* point, Quaternion* direction, float time, movementMode mode); |
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105 | void addKeyFrame(KeyFrame3D* frame); |
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106 | void setAnimationMode(animationMode mode); |
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107 | void reset(); |
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108 | |
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109 | |
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110 | void start(); |
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111 | void stop(); |
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112 | void restart(); |
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113 | void pause(); |
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114 | void resume(); |
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115 | |
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116 | void tick(float time); |
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117 | |
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118 | private: |
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119 | SimpleAnimation(); |
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120 | |
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121 | static SimpleAnimation* singletonRef; |
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122 | bool bDescriptive; //<! is true, when AnimatorBegin() was executed but no AnimatorEnd() yet: in describtive mode: pass commands |
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123 | bool bRunning; //<! is set, when the animation is running |
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124 | tList<KeyFrame3D>* frames; //<! where keyframes are stored in |
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125 | tList<Animation3D>* animators; //<! a list of animation's |
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126 | KeyFrame3D* currentFrame; //<! the frame that is been played now |
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127 | KeyFrame3D* lastFrame; |
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128 | Vector* lastPosition; |
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129 | movementMode mode; //<! this is an enum of the mode, how the speed is distributed |
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130 | float localTime; |
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131 | PNode* parent; |
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132 | |
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133 | Vector* tmpVect; //<! this is the temporary vector save place - |
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134 | PNode* workingObject; //<! this is a pointer to the current working object that has been selected via selectObject() |
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135 | Animation3D* workingAnimator; //<! the animator with which you are currently working |
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136 | float deltaT; //<! this is a time constant for the movement |
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137 | |
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138 | Animation3D* getAnimationFromPNode(PNode* entity); |
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139 | |
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140 | }; |
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141 | |
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142 | #endif /* _SIMPLE_ANIMATION_H */ |
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