Changes between Version 1 and Version 2 of ~archive/AnimationPlayer
- Timestamp:
- Nov 27, 2007, 11:12:33 PM (17 years ago)
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~archive/AnimationPlayer
v1 v2 1 = AnimationPlayer =2 The AnimationPlayer is a Class that handles Animations of many different Kinds.3 The AnimationPlayer sets all animations into movement.4 The AnimationPlayer holds a List of all Animation's1 = !AnimationPlayer = 2 The !AnimationPlayer is a Class that handles Animations of many different Kinds. 3 The !AnimationPlayer sets all animations into movement. 4 The !AnimationPlayer holds a List of all Animation's 5 5 6 6 == Animation == … … 11 11 * tAnimation: handles animation of float-variables. 12 12 13 They both extend the Animation Class, and are handled with the AnimationPlayer.13 They both extend the Animation Class, and are handled with the !AnimationPlayer. 14 14 15 15 Animation knows the following important Functions: … … 19 19 * ANIM_INF_REPLAY: Replays the Animation 20 20 * ANIM_INF_REWIND: goes to the beginning of the Animation and stops there 21 * ANIM_INF_DELETE: deletes the Animation: this only goes for TOTALY-handled object. eg. no references may be existent (but in AnimationPlayer (where you do not have to care)) or SEGFAULT!!21 * ANIM_INF_DELETE: deletes the Animation: this only goes for TOTALY-handled object. eg. no references may be existent (but in !AnimationPlayer (where you do not have to care)) or SEGFAULT!! 22 22 23 23 * __Playing functions__: … … 30 30 * __tick(float)__: this advances the animation about the time given in the argument 31 31 32 * __doNotHandle()__: this tells the AnimationPlayer, that this Animation will not be handled by it. Meaning it will not be ticked automatically, and will not be deleted with theAnimationPlayer at the end of the level.32 * __doNotHandle()__: this tells the !AnimationPlayer, that this Animation will not be handled by it. Meaning it will not be ticked automatically, and will not be deleted with the !AnimationPlayer at the end of the level. 33 33 34 * __ANIM_FUNCTION__: the last input of addKeyframe(). The following Description shows how they flow from the now added KeyFrame to the next one. Just imagine the upper point to be the initial state and the other to be the destination: horizontal axis is time, vertical axis is location. The movement form is the projection of these functions onto a plane. eg. ANIM_SINE: first, the movement is very fast, in the middle part slow and then fast again.34 * __ANIM_FUNCTION__: the last input of addKeyframe(). The following Description shows how they flow from the now added !KeyFrame to the next one. Just imagine the upper point to be the initial state and the other to be the destination: horizontal axis is time, vertical axis is location. The movement form is the projection of these functions onto a plane. eg. ANIM_SINE: first, the movement is very fast, in the middle part slow and then fast again. 35 35 || https://www.orxonox.ethz.ch/pictures/wiki/ANIM_CONSTANT.jpg || https://www.orxonox.ethz.ch/pictures/wiki/ANIM_LINEAR.jpg || https://www.orxonox.ethz.ch/pictures/wiki/ANIM_SINE.jpg || 36 36 || https://www.orxonox.ethz.ch/pictures/wiki/ANIM_COSINE.jpg || https://www.orxonox.ethz.ch/pictures/wiki/ANIM_EXP.jpg || https://www.orxonox.ethz.ch/pictures/wiki/ANIM_NEG_EXP.jpg || … … 88 88 as you can see, it is practically the same as Animation3D, but the Constructor is different (a little bit more complex, but done once, do it in your sleep) and the addKeyFrame-function takes only a float instead of position and rotation as input. 89 89 90 Below is a little diagram, of how the AnimationPlayer is bound into orxonox:90 Below is a little diagram, of how the !AnimationPlayer is bound into orxonox: 91 91 92 92 http://www.orxonox.ethz.ch/additionals/AnimationPlayer.png