1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: ... |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | //#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ |
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17 | |
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18 | #include "quick_animation.h" |
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19 | |
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20 | #include "compiler.h" |
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21 | #include "debug.h" |
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22 | #ifndef NULL |
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23 | #define NULL 0 |
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24 | #endif |
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25 | |
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26 | |
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27 | using namespace std; |
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28 | |
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29 | /** |
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30 | * standard constructor |
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31 | */ |
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32 | QuickAnimation::QuickAnimation () |
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33 | { |
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34 | this->setClassID(CL_QUICK_ANIMATION, "QuickAnimation"); |
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35 | |
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36 | // initialize the First KeyFrame (will be deleted if a new one gets created) |
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37 | this->count = 0; |
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38 | this->first = this->current = new QuickKeyFrame; |
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39 | this->first->next = this->first->prev = this->first; |
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40 | this->first->position = 0.0; |
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41 | this->first->value = 0.0; |
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42 | } |
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43 | |
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44 | /** |
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45 | * deletes all the deconstructor stuff |
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46 | */ |
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47 | QuickAnimation::~QuickAnimation () |
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48 | { |
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49 | this->current = this->first; |
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50 | QuickKeyFrame* delKF = this->first; |
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51 | |
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52 | do |
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53 | { |
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54 | delKF = this->current; |
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55 | this->current = this->current->next; |
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56 | delete delKF; |
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57 | } while (this->current != this->first); |
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58 | |
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59 | } |
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60 | |
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61 | /** |
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62 | * adds a new entry to the list of keyframes |
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63 | * @param position the position to add the key to |
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64 | * @param value the Value to set for the position |
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65 | * @returns false if the key existed already for a given position |
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66 | */ |
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67 | void QuickAnimation::addEntry(float position, float value) |
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68 | { |
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69 | // create the new KeyFrame |
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70 | QuickKeyFrame* newKey = new QuickKeyFrame; |
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71 | newKey->position = position; |
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72 | newKey->value = value; |
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73 | |
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74 | // if we add a KeyFrame for the first Time: |
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75 | if (unlikely (this->count == 0)) |
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76 | { |
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77 | delete this->first; |
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78 | |
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79 | newKey->next = newKey; |
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80 | newKey->prev = newKey; |
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81 | this->first = newKey; |
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82 | this->current = newKey; |
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83 | } |
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84 | // if the KeyFrame is in front of the FIRST keyFrame |
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85 | else if (this->first->position > position) |
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86 | { |
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87 | newKey->next = this->first; |
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88 | newKey->prev = this->first->prev; |
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89 | newKey->prev->next = newKey; |
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90 | newKey->next->prev = newKey; |
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91 | |
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92 | this->first = newKey; // the new Key becomes the FIRST. |
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93 | } |
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94 | // if the KeyFrame is at the End of the Animation |
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95 | else if (this->first->prev->position < position) |
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96 | { |
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97 | newKey->next = this->first; |
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98 | newKey->prev = this->first->prev; |
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99 | newKey->prev->next = newKey; |
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100 | newKey->next->prev = newKey; |
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101 | } |
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102 | // if the Key is between two frames. |
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103 | else |
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104 | { |
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105 | this->current = this->first; |
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106 | do |
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107 | { |
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108 | if (this->current->position < position && this->current->next->position > position) |
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109 | break; |
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110 | // if it is the same as an already existing keyframe |
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111 | else if (this->current->position == position) |
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112 | { |
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113 | this->current->value = value; |
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114 | delete newKey; |
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115 | return; |
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116 | } |
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117 | this->current = this->current->next; |
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118 | } while (this->current != this->first); |
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119 | |
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120 | newKey->next = this->current->next; |
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121 | newKey->prev = this->current; |
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122 | newKey->next->prev = newKey; |
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123 | newKey->prev->next = newKey; |
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124 | } |
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125 | this->current = this->first; |
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126 | ++this->count; |
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127 | } |
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128 | |
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129 | /** |
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130 | * changes an entry in the region of position |
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131 | * @param position the Position of an existing keyframe |
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132 | * @param region a deviation of the existing keyframe (like a delta in witch to search for |
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133 | * @param value the new Value |
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134 | |
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135 | if the Entry at the in the region of the specified position is found, it will be changed. |
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136 | Otherwise a new KeyFrame will be created with value at position. |
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137 | @todo rimplement |
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138 | */ |
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139 | void QuickAnimation::changeEntry(float position, float value, float region) |
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140 | { |
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141 | |
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142 | if ((this->first->position > position + region) || this->first->prev->position < position - region || this->count == 0) |
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143 | this->addEntry(position, value); |
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144 | else |
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145 | { |
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146 | this->current = this->first; |
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147 | do |
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148 | { |
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149 | if (this->current->position > position + region) |
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150 | { |
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151 | this->addEntry(position, value); |
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152 | return; |
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153 | } |
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154 | if (this->current->position < position+region && this->current->position > position-region) |
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155 | { |
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156 | this->current->value = value; |
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157 | return; |
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158 | } |
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159 | this->current = this->current->next; |
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160 | } while (this->current != this->first); |
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161 | } |
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162 | } |
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163 | |
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164 | |
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165 | /** |
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166 | * removes a KeyFrame from the List. |
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167 | * @param position |
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168 | * @return |
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169 | */ |
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170 | void QuickAnimation::removeEntry(float position) |
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171 | { |
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172 | this->current = this->first; |
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173 | |
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174 | if (this->count <= 0) |
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175 | { |
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176 | this->current->value = 0.0; |
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177 | this->current->position = 0.0; |
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178 | count = 0; |
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179 | return; |
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180 | } |
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181 | else |
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182 | { |
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183 | do |
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184 | { |
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185 | if (this->current->position == position) |
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186 | { |
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187 | if (this->current == this->first) |
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188 | this->first = this->first->next; |
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189 | this->current->next->prev = this->current->prev; |
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190 | this->current->prev->next = this->current->next; |
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191 | delete this->current; |
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192 | break; |
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193 | } |
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194 | this->current = this->current->next; |
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195 | } while (this->current != this->first); |
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196 | |
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197 | count --; |
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198 | this->current = this->first; |
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199 | } |
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200 | } |
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201 | |
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202 | |
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203 | /** |
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204 | * returns the value of the animation at a certain position |
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205 | * @param position the position to get the value from :) |
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206 | */ |
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207 | float QuickAnimation::getValue(float position) |
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208 | { |
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209 | while (true) |
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210 | { |
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211 | // if we have a match |
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212 | if (likely(this->current->position <= position && this->current->next->position >= position)) |
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213 | return this->current->value + (this->current->next->value - this->current->value) |
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214 | * ((position-this->current->position) / (this->current->next->position -this->current->position)); |
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215 | |
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216 | else if (unlikely(this->first->prev->position < position)) |
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217 | return this->first->prev->value; |
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218 | else if (unlikely(this->first->position > position)) |
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219 | return this->first->value; |
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220 | else if(likely(this->current->next->position < position)) |
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221 | this->current = this->current->next; |
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222 | else if (likely(this->current->position > position)) |
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223 | this->current = this->current->prev; |
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224 | } |
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225 | } |
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226 | |
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227 | /** |
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228 | * outputs some nice information about this class |
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229 | */ |
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230 | void QuickAnimation::debug() |
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231 | { |
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232 | this->current = this->first; |
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233 | |
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234 | PRINT(0)("QuickAnim(entries:%d)::(position, value)", this->count); |
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235 | do |
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236 | { |
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237 | PRINT(0)("->(%f, %f)", this->current->position, this->current->value); |
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238 | this->current = this->current->next; |
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239 | } while(this->current != this->first); |
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240 | |
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241 | PRINT(0)("\n"); |
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242 | this->current = this->first; |
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243 | } |
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