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source: orxonox.OLD/orxonox/trunk/src/animation.h @ 3820

Last change on this file since 3820 was 3820, checked in by bensch, 19 years ago

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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16
17/*!
18    \file animation.h
19    A Set of functions to animate some floats inside of an Object
20
21    We apologize, that most part of the Function-Definitions are located
22    inside this h-file, but this must be like this because it is a template
23    function.
24*/
25
26#ifndef _ANIMATION_H
27#define _ANIMATION_H
28
29#include "list.h"
30// FORWARD DEFINITION
31
32typedef enum ANIM_FUNCTION {ANIM_CONSTANT,
33                            ANIM_LINEAR,
34                            ANIM_SINE,
35                            ANIM_RANDOM};
36
37typedef enum ANIM_INFINITY {ANIM_INF_CONSTANT,
38                            ANIM_INF_LINEAR,
39                            ANIM_INF_PINGPONG,
40                            ANIM_INF_REWIND};//, ANIM_DELETE}
41
42struct AnimKeyFrame
43{
44  float duration;
45  float value;
46  ANIM_FUNCTION animFunc;
47};
48
49class Anim
50{
51 public:
52  virtual ~Anim(void);
53  void doNotHandle(void);
54
55  void setInfinity(ANIM_INFINITY postInfinity = ANIM_INF_CONSTANT);
56
57  void play(); // equals resume();
58  void stop();
59  void pause();
60  void replay();
61  virtual void rewind() = 0;
62
63  virtual void tick(float time) = 0;
64
65  /* implement in subclasses:
66   *
67   * De-/Constructor
68   * Animation Functions
69   * virtual tick
70   * List of keyFrames
71   * currentKeyFrame/nextKeyFrame
72   * virtual rewind, to go to the first Keyframe. (other functions will call this one)
73   */
74 protected:
75  Anim(void);
76
77  // variables
78
79  float localTime;
80  ANIM_INFINITY postInfinity;
81
82  bool bHasKeys;
83  bool bHandled;                  //!< If this Animation is handled by the AnimationPlayer.
84  bool bRunning;
85};
86
87
88//! A Class to handle some animation for single floated values.
89template<class T> class tAnim : public Anim
90{
91 public:
92  tAnim(T* object = NULL, void (T::*funcToAnim)(float) = NULL);
93  virtual ~tAnim();
94
95  virtual void rewind();
96
97  void setFuncToAnim(T* object, void (T::*funcToAnim)(float));
98  void addKeyFrame(float value, float duration, ANIM_FUNCTION animFunc = ANIM_LINEAR);
99
100  virtual void tick(float time);
101
102  // animation functions
103  void setAnimFunc(ANIM_FUNCTION animFunc);
104
105  float random(float timePassed) const;
106  float constant(float timePassed) const;
107  float linear(float timePassed) const;
108  float sine(float timePassed) const;
109  //  ANIM_FUNCTION animFunc;
110  float (tAnim<T>::*animFunc)(float) const;
111  AnimKeyFrame* currentKeyFrame;
112  AnimKeyFrame* nextKeyFrame;
113  tList<AnimKeyFrame>* keyFrameList;
114
115
116
117
118
119 private:
120  T* object;
121  void (T::*funcToAnim)(float);
122};
123
124
125
126/**
127   \brief standard constructor
128
129*/
130template<class T>
131tAnim<T>::tAnim (T* object, void (T::*funcToAnim)(float)) 
132{
133  // create a new List
134  this->keyFrameList = new tList<AnimKeyFrame>();
135  AnimKeyFrame* tmpKeyFrame = new AnimKeyFrame;
136  tmpKeyFrame->value = 0.0;
137  tmpKeyFrame->duration = 1.0;
138  keyFrameList->add(tmpKeyFrame);
139
140  this->currentKeyFrame = tmpKeyFrame;
141  this->nextKeyFrame = tmpKeyFrame;
142
143  this->animFunc = &tAnim<T>::linear;
144
145  this->setFuncToAnim(object, funcToAnim);
146}
147
148
149/**
150   \brief standard deconstructor
151
152*/
153template<class T>
154tAnim<T>::~tAnim () 
155{
156  // delete all the KeyFrames
157  tIterator<AnimKeyFrame>* itKF = keyFrameList->getIterator();
158  AnimKeyFrame*  enumKF = itKF->nextElement();
159  while (enumKF)
160    {
161      delete enumKF;
162      enumKF = itKF->nextElement();
163    }
164  delete itKF;
165  delete this->keyFrameList;
166
167}
168
169template<class T>
170void tAnim<T>::rewind(void)
171{
172  this->currentKeyFrame = keyFrameList->firstElement();
173  this->nextKeyFrame = keyFrameList->nextElement(keyFrameList->firstElement());
174  this->localTime = 0.0;
175}
176
177template<class T>
178void tAnim<T>::setFuncToAnim(T* object, void (T::*funcToAnim)(float))
179{
180  this->object = object;
181  this->funcToAnim = funcToAnim;
182}
183
184template<class T>
185void tAnim<T>::addKeyFrame(float value, float duration, ANIM_FUNCTION animFunc)
186{
187  // some small check
188  if (duration <= 0.0)
189    duration = 1.0;
190 
191
192  AnimKeyFrame* tmpKeyFrame;
193   
194  if (bHasKeys)
195    {
196      tmpKeyFrame = new AnimKeyFrame;
197      if (this->currentKeyFrame == this->nextKeyFrame)
198        this->nextKeyFrame = tmpKeyFrame;
199      this->keyFrameList->add(tmpKeyFrame);
200
201    }
202  else
203    {
204      tmpKeyFrame = this->keyFrameList->firstElement();
205      bHasKeys = true;
206    }
207  tmpKeyFrame->value = value;
208  tmpKeyFrame->duration = duration;
209  tmpKeyFrame->animFunc = animFunc;
210 
211}
212
213
214template<class T>
215void tAnim<T>::tick(float time)
216{
217  if (this->bRunning)
218    {
219      this->localTime += time;
220      if (localTime >= this->currentKeyFrame->duration)
221        {
222          this->localTime = 0;
223          if (this->currentKeyFrame == this->keyFrameList->lastElement())
224            switch (this->postInfinity)
225              {
226              case ANIM_INF_CONSTANT:
227                this->bRunning = false;
228                break;
229              case ANIM_INF_REWIND:
230                break;
231              }
232          this->currentKeyFrame = this->keyFrameList->nextElement(this->currentKeyFrame);
233          this->nextKeyFrame = this->keyFrameList->nextElement(this->nextKeyFrame);
234          printf("%p from:%f to:%f\n", this->currentKeyFrame,this->currentKeyFrame->value, this->nextKeyFrame->value);
235         
236         
237        }
238     
239      (this->object->*(funcToAnim))((this->*animFunc)(this->localTime));
240    }
241}
242
243
244template<class T>
245void tAnim<T>::setAnimFunc(ANIM_FUNCTION animFunc)
246{
247  switch (animFunc)
248    {
249    default:
250    case ANIM_CONSTANT:
251      this->animFunc = &tAnim<T>::constant;
252      break;
253    case ANIM_LINEAR:
254      this->animFunc = &tAnim<T>::linear;
255      break;
256    case ANIM_RANDOM:
257      this->animFunc = &tAnim<T>::random;
258      break;
259    case ANIM_SINE:
260      this->animFunc = &tAnim<T>::sine;
261      break;
262    }
263}
264
265
266// animation functions
267template<class T>
268float tAnim<T>::random(float timePassed) const
269{
270  return (float)rand()/(float)RAND_MAX;
271}
272
273template<class T>
274float tAnim<T>::constant(float timePassed) const
275{
276  return this->currentKeyFrame->value;
277}
278
279template<class T>
280float tAnim<T>::linear(float timePassed) const 
281{
282  return this->nextKeyFrame->value - (this->nextKeyFrame->value - this->currentKeyFrame->value) 
283    * (timePassed / this->currentKeyFrame->duration);
284  //  PRINTF(0)("value is %f, %p %p\n", val, this->currentKeyFrame, this->nextKeyFrame);
285  //  return val;
286}
287
288template<class T>
289float tAnim<T>::sine(float timePassed) const
290{
291 
292}
293
294#endif /* _ANIMATION_H */
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