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