| 1 | /*! |
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| 2 | \file simple_animation.h |
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| 3 | \brief A class to interpolate the movement of an object following descrete points in room and time |
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| 4 | \todo implement it |
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| 5 | |
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| 6 | This class has been done to animate some movement, works best for short |
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| 7 | distances. |
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| 8 | */ |
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| 9 | |
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| 10 | #ifndef _SIMPLE_ANIMATION_H |
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| 11 | #define _SIMPLE_ANIMATION_H |
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| 12 | |
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| 13 | #include "base_object.h" |
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| 14 | #include "list.h" |
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| 15 | #include "animation.h" |
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| 16 | |
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| 17 | |
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| 18 | class Vector; |
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| 19 | class Quaternion; |
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| 20 | class WorldEntity; |
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| 21 | class PNode; |
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| 22 | |
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| 23 | typedef enum movementMode{LINEAR=0, EXP, NEG_EXP, SIN, COS, QUADRATIC}; |
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| 24 | typedef enum animationMode{SINGLE=0, LOOP}; |
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| 25 | #define DEFAULT_ANIMATION_MODE LINEAR |
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| 26 | |
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| 27 | |
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| 28 | //! KeyFrame Struct |
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| 29 | /** |
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| 30 | This represents one point with direction of the animation |
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| 31 | */ |
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| 32 | typedef struct KeyFrame3D { |
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| 33 | Vector* position; |
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| 34 | Quaternion* direction; |
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| 35 | WorldEntity* object; |
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| 36 | float time; |
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| 37 | movementMode mode; |
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| 38 | }; |
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| 39 | |
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| 40 | //! Animation Struct |
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| 41 | /** |
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| 42 | This represents an animation for a object |
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| 43 | */ |
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| 44 | class Animation3D : public Animation |
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| 45 | { |
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| 46 | public: |
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| 47 | Animation3D(void); |
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| 48 | virtual ~Animation3D(void); |
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| 49 | |
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| 50 | virtual void rewind(void); |
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| 51 | |
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| 52 | void addKeyFrame(Vector* point, Quaternion* direction, float time, ANIM_FUNCTION animFunc = ANIM_LINEAR); |
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| 53 | void addKeyFrame(KeyFrame3D* frame); |
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| 54 | |
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| 55 | virtual void tick(float timePassed); |
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| 56 | |
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| 57 | // animation functions |
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| 58 | void setAnimFunc(ANIM_FUNCTION animFunc); |
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| 59 | |
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| 60 | float constant(float timePassed) const; |
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| 61 | float linear(float timePassed) const; |
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| 62 | float sine(float timePassed) const; |
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| 63 | float cosine(float timePassed) const; |
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| 64 | float exp(float timePassed) const; |
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| 65 | float negExp(float timePassed) const; |
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| 66 | float quadratic(float timePassed) const; |
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| 67 | float random(float timePassed) const; |
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| 68 | // ANIM_FUNCTION animFunc; |
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| 69 | KeyFrame3D* currentKeyFrame; |
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| 70 | KeyFrame3D* nextKeyFrame; |
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| 71 | tList<KeyFrame3D>* keyFrameList; |
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| 72 | |
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| 73 | // private |
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| 74 | WorldEntity* object; |
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| 75 | Vector* lastPosition; |
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| 76 | Vector* tmpVect; |
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| 77 | float deltaT; |
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| 78 | float localTime; |
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| 79 | |
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| 80 | tList<KeyFrame3D>* frames; |
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| 81 | KeyFrame3D* currentFrame; |
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| 82 | KeyFrame3D* lastFrame; |
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| 83 | |
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| 84 | bool bRunning; |
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| 85 | |
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| 86 | animationMode animMode; |
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| 87 | movementMode movMode; |
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| 88 | }; |
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| 89 | |
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| 90 | //! Animation Class |
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| 91 | /** |
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| 92 | Helps you making some small animation |
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| 93 | */ |
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| 94 | class SimpleAnimation : public BaseObject { |
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| 95 | public: |
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| 96 | static SimpleAnimation* getInstance(); |
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| 97 | virtual ~SimpleAnimation(); |
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| 98 | |
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| 99 | void animatorBegin(); |
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| 100 | void animatorEnd(); |
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| 101 | void selectObject(WorldEntity* entity); |
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| 102 | void addKeyFrame(Vector* point, Quaternion* direction, float time); |
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| 103 | void addKeyFrame(Vector* point, Quaternion* direction, float time, movementMode mode); |
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| 104 | void addKeyFrame(KeyFrame3D* frame); |
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| 105 | void setAnimationMode(animationMode mode); |
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| 106 | void reset(); |
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| 107 | |
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| 108 | |
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| 109 | void start(); |
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| 110 | void stop(); |
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| 111 | void restart(); |
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| 112 | void pause(); |
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| 113 | void resume(); |
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| 114 | |
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| 115 | void tick(float time); |
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| 116 | |
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| 117 | private: |
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| 118 | SimpleAnimation(); |
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| 119 | |
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| 120 | static SimpleAnimation* singletonRef; |
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| 121 | bool bDescriptive; //<! is true, when AnimatorBegin() was executed but no AnimatorEnd() yet: in describtive mode: pass commands |
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| 122 | bool bRunning; //<! is set, when the animation is running |
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| 123 | tList<KeyFrame3D>* frames; //<! where keyframes are stored in |
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| 124 | tList<Animation3D>* animators; //<! a list of animation's |
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| 125 | KeyFrame3D* currentFrame; //<! the frame that is been played now |
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| 126 | KeyFrame3D* lastFrame; |
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| 127 | Vector* lastPosition; |
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| 128 | movementMode mode; //<! this is an enum of the mode, how the speed is distributed |
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| 129 | float localTime; |
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| 130 | PNode* parent; |
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| 131 | |
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| 132 | Vector* tmpVect; //<! this is the temporary vector save place - |
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| 133 | WorldEntity* workingObject; //<! this is a pointer to the current working object that has been selected via selectObject() |
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| 134 | Animation3D* workingAnimator; //<! the animator with which you are currently working |
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| 135 | float deltaT; //<! this is a time constant for the movement |
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| 136 | |
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| 137 | Animation3D* getAnimationFromWorldEntity(WorldEntity* entity); |
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| 138 | |
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| 139 | }; |
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| 140 | |
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| 141 | #endif /* _SIMPLE_ANIMATION_H */ |
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