[3851] | 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: Patrick Boenzli |
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| 13 | co-programmer: Benjamin Grauer |
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| 14 | |
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| 15 | 2005-04-17: Benjamin Grauer |
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| 16 | Rewritte all functions, so it will fit into the Animation-class |
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| 17 | */ |
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| 18 | |
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| 19 | |
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| 20 | #include "animation3d.h" |
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| 21 | |
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| 22 | #include "stdincl.h" |
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| 23 | #include "vector.h" |
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| 24 | #include "p_node.h" |
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| 25 | |
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| 26 | using namespace std; |
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| 27 | |
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| 28 | |
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[3852] | 29 | Animation3D::Animation3D(PNode* object) |
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[3851] | 30 | { |
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[3852] | 31 | this->object = object; |
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| 32 | |
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[3851] | 33 | // create a new List |
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| 34 | this->keyFrameList = new tList<KeyFrame3D>(); |
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| 35 | KeyFrame3D* tmpKeyFrame = new KeyFrame3D; |
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| 36 | tmpKeyFrame->position = Vector(); |
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| 37 | tmpKeyFrame->direction = Quaternion(); |
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| 38 | keyFrameList->add(tmpKeyFrame); |
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| 39 | |
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| 40 | this->currentKeyFrame = tmpKeyFrame; |
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| 41 | this->nextKeyFrame = tmpKeyFrame; |
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| 42 | |
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| 43 | this->animFunc = &Animation3D::linear; |
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| 44 | } |
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| 45 | |
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| 46 | Animation3D::~Animation3D(void) |
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| 47 | { |
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| 48 | // delete all the KeyFrames |
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| 49 | tIterator<KeyFrame3D>* itKF = keyFrameList->getIterator(); |
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| 50 | KeyFrame3D* enumKF = itKF->nextElement(); |
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| 51 | while (enumKF) |
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| 52 | { |
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| 53 | delete enumKF; |
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| 54 | enumKF = itKF->nextElement(); |
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| 55 | } |
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| 56 | delete itKF; |
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| 57 | delete this->keyFrameList; |
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| 58 | } |
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| 59 | |
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| 60 | |
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| 61 | void Animation3D::rewind(void) |
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| 62 | { |
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| 63 | this->currentKeyFrame = keyFrameList->firstElement(); |
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| 64 | this->nextKeyFrame = keyFrameList->nextElement(keyFrameList->firstElement()); |
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| 65 | this->localTime = 0.0; |
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| 66 | } |
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| 67 | |
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| 68 | |
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| 69 | void Animation3D::addKeyFrame(Vector position, Quaternion direction, float duration = 1.0, ANIM_FUNCTION animFunc) |
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| 70 | { |
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| 71 | // some small check |
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| 72 | if (duration <= 0.0) |
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| 73 | duration = 1.0; |
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| 74 | |
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| 75 | KeyFrame3D* tmpKeyFrame; |
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| 76 | |
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| 77 | if (bHasKeys) |
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| 78 | { |
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| 79 | tmpKeyFrame = new KeyFrame3D; |
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| 80 | if (this->currentKeyFrame == this->nextKeyFrame) |
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| 81 | this->nextKeyFrame = tmpKeyFrame; |
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| 82 | this->keyFrameList->add(tmpKeyFrame); |
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| 83 | |
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| 84 | } |
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| 85 | else |
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| 86 | { |
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| 87 | tmpKeyFrame = this->keyFrameList->firstElement(); |
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| 88 | bHasKeys = true; |
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| 89 | this->setAnimFunc(animFunc); |
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| 90 | } |
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| 91 | |
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| 92 | tmpKeyFrame->position = position; |
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| 93 | tmpKeyFrame->direction = direction; |
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| 94 | tmpKeyFrame->duration = duration; |
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| 95 | tmpKeyFrame->animFunc = animFunc; |
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| 96 | |
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| 97 | } |
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| 98 | |
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[3852] | 99 | void Animation3D::tick(float dt) |
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[3851] | 100 | { |
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| 101 | if (this->bRunning) |
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| 102 | { |
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[3852] | 103 | this->localTime += dt; |
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[3851] | 104 | if (localTime >= this->currentKeyFrame->duration) |
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| 105 | { |
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| 106 | // switching to the next Key-Frame |
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| 107 | this->localTime -= this->currentKeyFrame->duration; |
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| 108 | this->currentKeyFrame = this->nextKeyFrame; |
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| 109 | // checking, if we should still Play the animation |
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| 110 | if (this->currentKeyFrame == this->keyFrameList->lastElement()) |
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| 111 | { |
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| 112 | switch (this->postInfinity) |
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| 113 | { |
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| 114 | case ANIM_INF_CONSTANT: |
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[3853] | 115 | this->localTime = 0.0; |
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[3851] | 116 | this->bRunning = false; |
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| 117 | break; |
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| 118 | case ANIM_INF_REWIND: |
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| 119 | break; |
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| 120 | } |
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| 121 | } |
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| 122 | this->nextKeyFrame = this->keyFrameList->nextElement(this->nextKeyFrame); |
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| 123 | this->setAnimFunc(this->currentKeyFrame->animFunc); |
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| 124 | |
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| 125 | if( this->currentKeyFrame->animFunc == ANIM_NEG_EXP) |
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| 126 | { |
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| 127 | this->tmpVect = this->nextKeyFrame->position - this->currentKeyFrame->position; |
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| 128 | this->deltaT = 1/this->currentKeyFrame->duration * logf(1.0 + 600.0/this->tmpVect.len()); |
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| 129 | } |
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| 130 | } |
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| 131 | |
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| 132 | /* now animate it */ |
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| 133 | (this->*animFunc)(this->localTime); |
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| 134 | /* |
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| 135 | switch( this->movMode) |
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| 136 | { |
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| 137 | case LINEAR: |
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| 138 | *this->tmpVect = *this->currentFrame->position - *this->lastFrame->position; |
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| 139 | *this->tmpVect = *this->tmpVect * this->localTime / this->currentFrame->time; |
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| 140 | this->currentFrame->object->setRelCoor(*this->lastFrame->position + *this->tmpVect); |
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| 141 | *this->lastPosition = *this->tmpVect; |
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| 142 | break; |
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| 143 | case EXP: |
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| 144 | |
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| 145 | break; |
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| 146 | case NEG_EXP: |
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| 147 | *this->tmpVect = *this->currentFrame->position - *this->lastFrame->position; |
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| 148 | *this->tmpVect = *this->tmpVect * (1 - expf(- this->localTime * this->deltaT)); |
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| 149 | this->currentFrame->object->setRelCoor(*this->lastFrame->position + *this->tmpVect); |
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| 150 | *this->lastPosition = *this->tmpVect; |
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| 151 | break; |
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| 152 | case SIN: |
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| 153 | *this->tmpVect = *this->currentFrame->position - *this->lastFrame->position; |
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| 154 | *this->tmpVect = *this->tmpVect * 0.5*(1 - cos(M_PI * this->localTime / this->currentFrame->time)); |
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| 155 | this->currentFrame->object->setRelCoor(*this->lastFrame->position + *this->tmpVect); |
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| 156 | *this->lastPosition = *this->tmpVect; |
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| 157 | break; |
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| 158 | case COS: |
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| 159 | |
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| 160 | break; |
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| 161 | case QUADRATIC: |
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| 162 | *this->tmpVect = *this->currentFrame->position - *this->lastFrame->position; |
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| 163 | *this->tmpVect = *this->tmpVect * 1/3 * ldexpf(this->localTime, 3); |
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| 164 | break; |
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| 165 | default: |
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| 166 | break; |
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| 167 | } |
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| 168 | */ |
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| 169 | } |
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| 170 | } |
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| 171 | |
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| 172 | |
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| 173 | |
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| 174 | void Animation3D::setAnimFunc(ANIM_FUNCTION animFunc) |
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| 175 | { |
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| 176 | switch (animFunc) |
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| 177 | { |
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| 178 | default: |
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| 179 | case ANIM_CONSTANT: |
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| 180 | this->animFunc = &Animation3D::constant; |
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| 181 | break; |
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| 182 | case ANIM_LINEAR: |
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| 183 | this->animFunc = &Animation3D::linear; |
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| 184 | break; |
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| 185 | case ANIM_SINE: |
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| 186 | this->animFunc = &Animation3D::sine; |
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| 187 | break; |
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| 188 | case ANIM_COSINE: |
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| 189 | this->animFunc = &Animation3D::cosine; |
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| 190 | break; |
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| 191 | case ANIM_EXP: |
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| 192 | this->animFunc = &Animation3D::exp; |
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| 193 | break; |
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| 194 | case ANIM_NEG_EXP: |
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| 195 | this->animFunc = &Animation3D::negExp; |
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| 196 | break; |
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| 197 | case ANIM_QUADRATIC: |
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| 198 | this->animFunc = &Animation3D::quadratic; |
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| 199 | break; |
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| 200 | case ANIM_RANDOM: |
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| 201 | this->animFunc = &Animation3D::random; |
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| 202 | break; |
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| 203 | } |
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| 204 | } |
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| 205 | |
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[3852] | 206 | void Animation3D::constant(float timePassed) const |
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[3851] | 207 | { |
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[3852] | 208 | this->object->setRelCoor(this->currentKeyFrame->position); |
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[3851] | 209 | |
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[3852] | 210 | /* |
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| 211 | this->tmpVect = this->nextKeyFrame->position - this->currentKeyFrame->position; |
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| 212 | this->tmpVect = this->tmpVect * this->localTime / this->currentKeyFrame->duration; |
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| 213 | this->currentFrame->object->setRelCoor(*this->lastFrame->position + *this->tmpVect); |
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| 214 | this->lastPosition = this->tmpVect; |
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| 215 | */ |
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[3851] | 216 | } |
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| 217 | |
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[3852] | 218 | void Animation3D::linear(float timePassed) const |
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[3851] | 219 | { |
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[3852] | 220 | this->object->setRelCoor(this->currentKeyFrame->position + |
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| 221 | (this->nextKeyFrame->position - this->currentKeyFrame->position) * |
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| 222 | (timePassed/this->currentKeyFrame->duration)); |
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[3851] | 223 | } |
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| 224 | |
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[3852] | 225 | void Animation3D::sine(float timePassed) const |
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[3851] | 226 | { |
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| 227 | |
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| 228 | } |
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| 229 | |
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[3852] | 230 | void Animation3D::cosine(float timePassed) const |
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[3851] | 231 | { |
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| 232 | |
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| 233 | } |
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| 234 | |
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[3852] | 235 | void Animation3D::exp(float timePassed) const |
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[3851] | 236 | { |
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| 237 | |
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| 238 | } |
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| 239 | |
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[3852] | 240 | void Animation3D::negExp(float timePassed) const |
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[3851] | 241 | { |
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| 242 | |
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| 243 | } |
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| 244 | |
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[3852] | 245 | void Animation3D::quadratic(float timePassed) const |
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[3851] | 246 | { |
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| 247 | |
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| 248 | } |
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| 249 | |
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[3852] | 250 | void Animation3D::random(float timePassed) const |
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[3851] | 251 | { |
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| 252 | |
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| 253 | } |
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