| 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 | |
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| 16 | |
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| 17 | class Vector; |
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| 18 | class Quaternion; |
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| 19 | class WorldEntity; |
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| 20 | class PNode; |
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| 21 | |
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| 22 | typedef enum movementMode{LINEAR=0, EXP, NEG_EXP, SIN, COS, QUADRATIC}; |
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| 23 | typedef enum animationMode{SINGLE=0, LOOP}; |
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| 24 | #define DEFAULT_ANIMATION_MODE LINEAR |
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| 25 | |
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| 26 | |
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| 27 | //! KeyFrame Struct |
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| 28 | /** |
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| 29 | This represents one point with direction of the animation |
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| 30 | */ |
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| 31 | typedef struct KeyFrame { |
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| 32 | Vector* position; |
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| 33 | Quaternion* direction; |
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| 34 | WorldEntity* object; |
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| 35 | float time; |
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| 36 | movementMode mode; |
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| 37 | }; |
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| 38 | |
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| 39 | //! Animation Struct |
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| 40 | /** |
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| 41 | This represents an animation for a object |
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| 42 | */ |
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| 43 | typedef struct Animation { |
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| 44 | |
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| 45 | WorldEntity* object; |
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| 46 | Vector* lastPosition; |
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| 47 | Vector* tmpVect; |
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| 48 | float deltaT; |
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| 49 | float localTime; |
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| 50 | |
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| 51 | tList<KeyFrame>* frames; |
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| 52 | KeyFrame* currentFrame; |
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| 53 | KeyFrame* lastFrame; |
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| 54 | |
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| 55 | bool bRunning; |
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| 56 | |
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| 57 | animationMode animMode; |
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| 58 | movementMode movMode; |
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| 59 | }; |
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| 60 | |
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| 61 | //! Animation Class |
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| 62 | /** |
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| 63 | Helps you making some small animation |
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| 64 | */ |
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| 65 | class SimpleAnimation : public BaseObject { |
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| 66 | |
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| 67 | public: |
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| 68 | static SimpleAnimation* getInstance(); |
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| 69 | virtual ~SimpleAnimation(); |
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| 70 | |
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| 71 | void animatorBegin(); |
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| 72 | void animatorEnd(); |
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| 73 | void selectObject(WorldEntity* entity); |
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| 74 | void addKeyFrame(Vector* point, Quaternion* direction, float time); |
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| 75 | void addKeyFrame(Vector* point, Quaternion* direction, float time, movementMode mode); |
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| 76 | void addKeyFrame(KeyFrame* frame); |
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| 77 | void setAnimationMode(animationMode mode); |
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| 78 | void reset(); |
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| 79 | |
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| 80 | |
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| 81 | void start(); |
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| 82 | void stop(); |
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| 83 | void restart(); |
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| 84 | void pause(); |
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| 85 | void resume(); |
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| 86 | |
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| 87 | void tick(float time); |
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| 88 | |
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| 89 | private: |
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| 90 | SimpleAnimation(); |
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| 91 | |
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| 92 | static SimpleAnimation* singletonRef; |
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| 93 | bool bDescriptive; //<! is true, when AnimatorBegin() was executed but no AnimatorEnd() yet: in describtive mode: pass commands |
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| 94 | bool bRunning; //<! is set, when the animation is running |
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| 95 | tList<KeyFrame>* frames; //<! where keyframes are stored in |
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| 96 | tList<Animation>* animators; //<! a list of animation's |
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| 97 | KeyFrame* currentFrame; //<! the frame that is been played now |
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| 98 | KeyFrame* lastFrame; |
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| 99 | Vector* lastPosition; |
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| 100 | movementMode mode; //<! this is an enum of the mode, how the speed is distributed |
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| 101 | float localTime; |
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| 102 | PNode* parent; |
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| 103 | |
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| 104 | Vector* tmpVect; //<! this is the temporary vector save place - |
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| 105 | WorldEntity* workingObject; //<! this is a pointer to the current working object that has been selected via selectObject() |
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| 106 | Animation* workingAnimator; //<! the animator with which you are currently working |
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| 107 | float deltaT; //<! this is a time constant for the movement |
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| 108 | |
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| 109 | Animation* getAnimationFromWorldEntity(WorldEntity* entity); |
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| 110 | |
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| 111 | }; |
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| 112 | |
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| 113 | #endif /* _SIMPLE_ANIMATION_H */ |
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