/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Patrick Boenzli co-programmer: Benjamin Grauer 2005-04-17: Benjamin Grauer Rewritte all functions, so it will fit into the Animation-class 2005-04-25: Patrick Boenzli Extended the framework to support quatSlerp rotations. Each frame now supports diff mov/rot types. Implemented mov/rot functions */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ANIM #include "animation3d.h" #include "p_node.h" /** * standard constructor */ Animation3D::Animation3D(PNode* object) { this->object = object; // create a new List this->keyFrameList = new tList(); KeyFrame3D* tmpKeyFrame = new KeyFrame3D; tmpKeyFrame->position = Vector(); tmpKeyFrame->direction = Quaternion(); keyFrameList->add(tmpKeyFrame); this->currentKeyFrame = tmpKeyFrame; this->nextKeyFrame = tmpKeyFrame; this->animFuncMov = NULL;//&Animation3D::mLinear; this->animFuncRot = NULL;//&Animation3D::rLinear; } /** * standard deconstructor deletes all the Keyframes */ Animation3D::~Animation3D() { // delete all the KeyFrames tIterator* itKF = keyFrameList->getIterator(); KeyFrame3D* enumKF = itKF->firstElement(); while (enumKF) { delete enumKF; enumKF = itKF->nextElement(); } delete itKF; delete this->keyFrameList; } /** * rewinds the Animation to the beginning (first KeyFrame and time == 0) */ void Animation3D::rewind() { this->currentKeyFrame = keyFrameList->firstElement(); this->nextKeyFrame = keyFrameList->nextElement(keyFrameList->firstElement()); this->localTime = 0.0; this->setAnimFuncMov(this->currentKeyFrame->animFuncMov); this->setAnimFuncRot(this->currentKeyFrame->animFuncRot); } /** * Appends a new Keyframe * @param position The position of the new Keyframe * @param direction The direction of the new Keyframe. * @param duration The duration from the new KeyFrame to the next one * @param animFuncMov The function to animate position between this keyFrame and the next one * @param animFuncRot The function to animate rotation between this keyFrame and the next one */ void Animation3D::addKeyFrame(Vector position, Quaternion direction, float duration, ANIM_FUNCTION animFuncMov, ANIM_FUNCTION animFuncRot) { // some small check if (duration <= 0.0) duration = 1.0; // if the Rotation-Animation-function is set ANIM_NULL, animFuncRot will match animFuncRot // if (animFuncMov == ANIM_NULL) // animFuncMov = ANIM_DEFAULT_FUNCTION; // if (animFuncRot == ANIM_NULL) // animFuncRot = animFuncMov; KeyFrame3D* tmpKeyFrame; // when adding the first frame if (this->keyFrameCount == 0) { tmpKeyFrame = this->keyFrameList->firstElement(); //this->setAnimFuncMov(animFuncMov); //this->setAnimFuncRot(animFuncRot); } else { tmpKeyFrame = new KeyFrame3D; // when adding the second frame if (this->currentKeyFrame == this->nextKeyFrame) this->nextKeyFrame = tmpKeyFrame; this->keyFrameList->add(tmpKeyFrame); } tmpKeyFrame->position = position; //tmpKeyFrame->lastPosition = position; tmpKeyFrame->direction = direction; tmpKeyFrame->duration = duration; tmpKeyFrame->animFuncMov = animFuncMov; tmpKeyFrame->animFuncRot = animFuncRot; this->keyFrameCount++; } /** * ticks the Animation * @param dt how much time to tick */ void Animation3D::tick(float dt) { if (this->bRunning) { this->localTime += dt; if (localTime >= this->currentKeyFrame->duration) { if (likely(this->keyFramesToPlay != 0)) { if (unlikely(this->keyFramesToPlay > 0)) --this->keyFramesToPlay; // switching to the next Key-Frame this->localTime -= this->currentKeyFrame->duration; this->currentKeyFrame = this->nextKeyFrame; // checking, if we should still Play the animation if (this->currentKeyFrame == this->keyFrameList->lastElement()) this->handleInfinity(); this->nextKeyFrame = this->keyFrameList->nextElement(this->currentKeyFrame); this->setAnimFuncMov(this->currentKeyFrame->animFuncMov); this->setAnimFuncRot(this->currentKeyFrame->animFuncRot); } else this->pause(); } /* now animate it */ if (likely(this->animFuncMov != NULL)) (this->*animFuncMov)(this->localTime); if (likely(this->animFuncRot != NULL)) (this->*animFuncRot)(this->localTime); } } /*==Movement Section==========================================================*/ /** * Sets The kind of movment Animation between this keyframe and the next one * @param animFuncMov: The Type of Animation to set */ void Animation3D::setAnimFuncMov(ANIM_FUNCTION animFuncMov) { switch (animFuncMov) { case ANIM_CONSTANT: this->animFuncMov = &Animation3D::mConstant; break; case ANIM_LINEAR: this->animFuncMov = &Animation3D::mLinear; this->object->setRelCoor(this->currentKeyFrame->position); this->currentKeyFrame->lastPosition = Vector(); break; case ANIM_SINE: this->animFuncMov = &Animation3D::mSine; this->object->setRelCoor(this->currentKeyFrame->position); this->currentKeyFrame->lastPosition = Vector(); break; case ANIM_COSINE: this->animFuncMov = &Animation3D::mCosine; this->object->setRelCoor(this->currentKeyFrame->position); this->currentKeyFrame->lastPosition = Vector(); break; case ANIM_EXP: this->object->setRelCoor(this->currentKeyFrame->position); this->animFuncMov = &Animation3D::mExp; break; case ANIM_NEG_EXP: this->animFuncMov = &Animation3D::mNegExp; this->object->setRelCoor(this->currentKeyFrame->position); this->expFactorMov = -1.0 / this->currentKeyFrame->duration * logf(DELTA_X_3D); this->currentKeyFrame->lastPosition = Vector(); break; case ANIM_QUADRATIC: this->object->setRelCoor(this->currentKeyFrame->position); this->animFuncMov = &Animation3D::mQuadratic; break; case ANIM_RANDOM: this->object->setRelCoor(this->currentKeyFrame->position); this->animFuncMov = &Animation3D::mRandom; break; default: this->animFuncMov = NULL; break; } } /** * stays at the value of the currentKeyFrame * @param timePassed The time passed since this Keyframe began */ void Animation3D::mConstant(float timePassed) const { //this->object->setRelCoor(this->currentKeyFrame->position); /* this->tmpVect = this->nextKeyFrame->position - this->currentKeyFrame->position; this->tmpVect = this->tmpVect * this->localTime / this->currentKeyFrame->duration; this->currentFrame->object->setRelCoor(*this->lastFrame->position + *this->tmpVect); this->lastPosition = this->tmpVect; */ } /** * linear interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began @todo implement also do this for direction */ void Animation3D::mLinear(float timePassed) const { Vector v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (timePassed/this->currentKeyFrame->duration); this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); this->currentKeyFrame->lastPosition = v; } /** * a Sinusodial Interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began @todo implement */ void Animation3D::mSine(float timePassed) const { Vector v; if( timePassed < this->currentKeyFrame->duration/2.0) v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * sin( M_PI * timePassed /this->currentKeyFrame->duration) / 2.0; else v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (2.0 + sin( M_PI * (- timePassed /this->currentKeyFrame->duration)) )/ 2.0; this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); this->currentKeyFrame->lastPosition = v; } /** * a cosine interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began @todo implement */ void Animation3D::mCosine(float timePassed) const { Vector v; v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (1.0 + cos( M_PI * timePassed / this->currentKeyFrame->duration))/2.0; this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); this->currentKeyFrame->lastPosition = v; /* this->object->setRelCoor( this->nextKeyFrame->position - (this->nextKeyFrame->position - this->currentKeyFrame->position) * (1.0 + cos( M_PI * timePassed / this->currentKeyFrame->duration))/2.0); */ } /** * an exponential interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began */ void Animation3D::mExp(float timePassed) const { PRINTF(0)("no exp animation3d defined\n"); this->mLinear(timePassed); } /** * a negative exponential interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began */ void Animation3D::mNegExp(float timePassed) const { Vector v; v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (1.0 - expf(- timePassed * expFactorMov)); this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); this->currentKeyFrame->lastPosition = v; /* this->object->setRelCoor( this->currentKeyFrame->position + (this->nextKeyFrame->position - this->currentKeyFrame->position) * (1.0 - expf(- timePassed * expFactorMov)) ); */ } /** * a quadratic interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began @todo implement */ void Animation3D::mQuadratic(float timePassed) const { PRINTF(0)("no quadratic animation3d defined\n"); this->mLinear(timePassed); } /** * some random animation (fluctuating) * @param timePassed The time passed since this Keyframe began */ void Animation3D::mRandom(float timePassed) const { /* this->object->setRelCoor(this->currentKeyFrame->position + (this->nextKeyFrame->position - this->currentKeyFrame->position) * (float)rand()/(float)RAND_MAX); this->object->setRelDir(this->currentKeyFrame->direction + (this->nextKeyFrame->direction - this->currentKeyFrame->direction)* (float)rand()/(float)RAND_MAX); */ } /*==Rotation Section==========================================================*/ /** * Sets The kind of rotation Animation between this keyframe and the next one * @param animFuncRot: The Type of Animation to set */ void Animation3D::setAnimFuncRot(ANIM_FUNCTION animFuncRot) { switch (animFuncRot) { case ANIM_CONSTANT: this->animFuncRot = &Animation3D::rConstant; break; case ANIM_LINEAR: this->animFuncRot = &Animation3D::rLinear; break; case ANIM_SINE: this->animFuncRot = &Animation3D::rSine; break; case ANIM_COSINE: this->animFuncRot = &Animation3D::rCosine; break; case ANIM_EXP: this->animFuncRot = &Animation3D::rExp; break; case ANIM_NEG_EXP: this->animFuncRot = &Animation3D::rNegExp; this->expFactorRot = -1.0 / this->currentKeyFrame->duration * logf(DELTA_X_3D); break; case ANIM_QUADRATIC: this->animFuncRot = &Animation3D::rQuadratic; break; case ANIM_RANDOM: this->animFuncRot = &Animation3D::rRandom; break; default: this->animFuncRot = NULL; } } /** * stays at the value of the currentKeyFrame * @param timePassed The time passed since this Keyframe began */ void Animation3D::rConstant(float timePassed) const { this->object->setRelDir(this->currentKeyFrame->direction); } /** * linear interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began @todo implement also do this for direction */ void Animation3D::rLinear(float timePassed) const { this->object->setRelDir(Quaternion::quatSlerp( this->nextKeyFrame->direction, this->currentKeyFrame->direction, timePassed/this->currentKeyFrame->duration) ); } /** * a Sinusodial Interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began @todo implement */ void Animation3D::rSine(float timePassed) const { float scale; if( timePassed < this->currentKeyFrame->duration / 2.0) scale = sin( M_PI * timePassed / this->currentKeyFrame->duration); else scale = 1.0 - sin( M_PI * timePassed / this->currentKeyFrame->duration); this->object->setRelDir(Quaternion::quatSlerp( this->nextKeyFrame->direction, this->currentKeyFrame->direction, scale) ); } /** * a cosine interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began @todo implement */ void Animation3D::rCosine(float timePassed) const { float scale = cos(M_PI * timePassed / this->currentKeyFrame->duration); this->object->setRelDir(Quaternion::quatSlerp( this->nextKeyFrame->direction, this->currentKeyFrame->direction, scale) ); } /** * an exponential interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began */ void Animation3D::rExp(float timePassed) const { PRINTF(2)("exp rotation function not implemented\n"); } /** * a negative exponential interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began */ void Animation3D::rNegExp(float timePassed) const { float scale = (1.0 - expf(- timePassed * expFactorRot)); this->object->setRelDir(Quaternion::quatSlerp( this->nextKeyFrame->direction, this->currentKeyFrame->direction, scale) ); } /** * a quadratic interpolation between this keyframe and the next one * @param timePassed The time passed since this Keyframe began @todo implement */ void Animation3D::rQuadratic(float timePassed) const { PRINTF(0)("quadratic rotation alg not implemented\n"); } /** * some random animation (fluctuating) * @param timePassed The time passed since this Keyframe began */ void Animation3D::rRandom(float timePassed) const { PRINTF(0)("random rotation alg not implemented\n"); }