| 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 |    2005-04-25: Patrick Boenzli | 
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| 18 |           Extended the framework to support quatSlerp rotations. Each frame now supports diff mov/rot types. Implemented mov/rot functions | 
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| 19 | */ | 
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| 20 |  | 
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| 21 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ANIM | 
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| 22 |  | 
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| 23 | #include "animation3d.h" | 
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| 24 |  | 
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| 25 | #include "p_node.h" | 
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| 26 |  | 
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| 27 | using namespace std; | 
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| 28 |  | 
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| 29 | /** | 
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| 30 |  *  standard constructor | 
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| 31 | */ | 
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| 32 | Animation3D::Animation3D(PNode* object) | 
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| 33 | { | 
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| 34 |   this->object = object; | 
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| 35 |  | 
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| 36 |   // create a new List | 
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| 37 |   this->keyFrameList = new tList<KeyFrame3D>(); | 
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| 38 |   KeyFrame3D* tmpKeyFrame = new KeyFrame3D; | 
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| 39 |   tmpKeyFrame->position = Vector(); | 
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| 40 |   tmpKeyFrame->direction = Quaternion(); | 
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| 41 |   keyFrameList->add(tmpKeyFrame); | 
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| 42 |  | 
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| 43 |   this->currentKeyFrame = tmpKeyFrame; | 
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| 44 |   this->nextKeyFrame = tmpKeyFrame; | 
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| 45 |  | 
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| 46 |   this->animFuncMov = &Animation3D::mLinear; | 
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| 47 |   this->animFuncRot = &Animation3D::rLinear; | 
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| 48 |  | 
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| 49 | } | 
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| 50 |  | 
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| 51 | /** | 
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| 52 |  *  standard deconstructor | 
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| 53 |  | 
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| 54 |    deletes all the Keyframes | 
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| 55 | */ | 
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| 56 | Animation3D::~Animation3D() | 
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| 57 | { | 
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| 58 |   // delete all the KeyFrames | 
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| 59 |   tIterator<KeyFrame3D>* itKF = keyFrameList->getIterator(); | 
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| 60 |   KeyFrame3D*  enumKF = itKF->nextElement(); | 
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| 61 |   while (enumKF) | 
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| 62 |     { | 
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| 63 |       delete enumKF; | 
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| 64 |       enumKF = itKF->nextElement(); | 
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| 65 |     } | 
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| 66 |   delete itKF; | 
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| 67 |   delete this->keyFrameList; | 
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| 68 | } | 
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| 69 |  | 
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| 70 | /** | 
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| 71 |  *  rewinds the Animation to the beginning (first KeyFrame and time == 0) | 
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| 72 | */ | 
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| 73 | void Animation3D::rewind() | 
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| 74 | { | 
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| 75 |   this->currentKeyFrame = keyFrameList->firstElement(); | 
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| 76 |   this->nextKeyFrame = keyFrameList->nextElement(keyFrameList->firstElement()); | 
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| 77 |   this->localTime = 0.0; | 
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| 78 |   this->setAnimFuncMov(this->currentKeyFrame->animFuncMov); | 
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| 79 |   this->setAnimFuncRot(this->currentKeyFrame->animFuncRot); | 
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| 80 | } | 
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| 81 |  | 
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| 82 | /** | 
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| 83 |  *  Appends a new Keyframe | 
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| 84 |  * @param position The position of the new Keyframe | 
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| 85 |  * @param direction The direction of the new Keyframe. | 
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| 86 |  * @param duration The duration from the new KeyFrame to the next one | 
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| 87 |  * @param animFuncMov The function to animate position between this keyFrame and the next one | 
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| 88 |  * @param animFuncRot The function to animate rotation between this keyFrame and the next one | 
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| 89 | */ | 
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| 90 | void Animation3D::addKeyFrame(Vector position, Quaternion direction, float duration, | 
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| 91 |                               ANIM_FUNCTION animFuncMov, ANIM_FUNCTION animFuncRot) | 
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| 92 | { | 
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| 93 |   // some small check | 
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| 94 |   if (duration <= 0.0) | 
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| 95 |     duration = 1.0; | 
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| 96 |   // if the Rotation-Animation-function is set ANIM_NULL, animFuncRot will match animFuncRot | 
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| 97 |   if (animFuncMov == ANIM_NULL) | 
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| 98 |     animFuncMov = ANIM_DEFAULT_FUNCTION; | 
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| 99 |   if (animFuncRot == ANIM_NULL) | 
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| 100 |     animFuncRot = animFuncMov; | 
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| 101 |  | 
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| 102 |   KeyFrame3D* tmpKeyFrame; | 
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| 103 |  | 
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| 104 |   // when adding the first frame | 
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| 105 |   if (this->keyFrameCount == 0) | 
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| 106 |     { | 
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| 107 |       tmpKeyFrame = this->keyFrameList->firstElement(); | 
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| 108 |       //this->setAnimFuncMov(animFuncMov); | 
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| 109 |       //this->setAnimFuncRot(animFuncRot); | 
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| 110 |     } | 
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| 111 |   else | 
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| 112 |     { | 
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| 113 |       tmpKeyFrame = new KeyFrame3D; | 
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| 114 |       // when adding the second frame | 
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| 115 |       if (this->currentKeyFrame == this->nextKeyFrame) | 
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| 116 |         this->nextKeyFrame = tmpKeyFrame; | 
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| 117 |       this->keyFrameList->add(tmpKeyFrame); | 
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| 118 |     } | 
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| 119 |  | 
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| 120 |   tmpKeyFrame->position = position; | 
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| 121 |   //tmpKeyFrame->lastPosition = position; | 
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| 122 |   tmpKeyFrame->direction = direction; | 
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| 123 |   tmpKeyFrame->duration = duration; | 
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| 124 |   tmpKeyFrame->animFuncMov = animFuncMov; | 
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| 125 |   tmpKeyFrame->animFuncRot = animFuncRot; | 
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| 126 |   this->keyFrameCount++; | 
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| 127 | } | 
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| 128 |  | 
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| 129 |  | 
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| 130 |  | 
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| 131 | /** | 
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| 132 |  *  ticks the Animation | 
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| 133 |  * @param dt how much time to tick | 
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| 134 | */ | 
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| 135 | void Animation3D::tick(float dt) | 
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| 136 | { | 
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| 137 |   if (this->bRunning) | 
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| 138 |     { | 
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| 139 |       this->localTime += dt; | 
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| 140 |       if (localTime >= this->currentKeyFrame->duration) | 
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| 141 |         { | 
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| 142 |           if (likely(this->keyFramesToPlay != 0)) | 
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| 143 |             { | 
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| 144 |               if (unlikely(this->keyFramesToPlay > 0)) | 
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| 145 |                 --this->keyFramesToPlay; | 
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| 146 |               // switching to the next Key-Frame | 
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| 147 |               this->localTime -= this->currentKeyFrame->duration; | 
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| 148 |               this->currentKeyFrame = this->nextKeyFrame; | 
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| 149 |               // checking, if we should still Play the animation | 
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| 150 |               if (this->currentKeyFrame == this->keyFrameList->lastElement()) | 
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| 151 |                 this->handleInfinity(); | 
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| 152 |               this->nextKeyFrame = this->keyFrameList->nextElement(this->currentKeyFrame); | 
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| 153 |               this->setAnimFuncMov(this->currentKeyFrame->animFuncMov); | 
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| 154 |               this->setAnimFuncRot(this->currentKeyFrame->animFuncRot); | 
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| 155 |             } | 
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| 156 |           else | 
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| 157 |             this->pause(); | 
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| 158 |         } | 
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| 159 |       /* now animate it */ | 
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| 160 |       (this->*animFuncMov)(this->localTime); | 
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| 161 |       (this->*animFuncRot)(this->localTime); | 
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| 162 |     } | 
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| 163 | } | 
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| 164 |  | 
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| 165 |  | 
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| 166 | /*==Movement Section==========================================================*/ | 
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| 167 |  | 
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| 168 | /** | 
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| 169 |  *  Sets The kind of movment Animation between this keyframe and the next one | 
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| 170 |  * @param animFuncMov: The Type of Animation to set | 
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| 171 | */ | 
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| 172 | void Animation3D::setAnimFuncMov(ANIM_FUNCTION animFuncMov) | 
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| 173 | { | 
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| 174 |   switch (animFuncMov) | 
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| 175 |     { | 
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| 176 |     case ANIM_CONSTANT: | 
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| 177 |       this->animFuncMov = &Animation3D::mConstant; | 
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| 178 |       break; | 
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| 179 |     case ANIM_LINEAR: | 
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| 180 |       this->animFuncMov = &Animation3D::mLinear; | 
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| 181 |       this->object->setRelCoor(this->currentKeyFrame->position); | 
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| 182 |       this->currentKeyFrame->lastPosition = Vector(); | 
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| 183 |       break; | 
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| 184 |     case ANIM_SINE: | 
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| 185 |       this->animFuncMov = &Animation3D::mSine; | 
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| 186 |       this->object->setRelCoor(this->currentKeyFrame->position); | 
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| 187 |       this->currentKeyFrame->lastPosition = Vector(); | 
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| 188 |       break; | 
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| 189 |     case ANIM_COSINE: | 
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| 190 |       this->animFuncMov = &Animation3D::mCosine; | 
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| 191 |       this->object->setRelCoor(this->currentKeyFrame->position); | 
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| 192 |       this->currentKeyFrame->lastPosition = Vector(); | 
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| 193 |       break; | 
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| 194 |     case ANIM_EXP: | 
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| 195 |       this->object->setRelCoor(this->currentKeyFrame->position); | 
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| 196 |       this->animFuncMov = &Animation3D::mExp; | 
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| 197 |       break; | 
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| 198 |     case ANIM_NEG_EXP: | 
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| 199 |       this->animFuncMov = &Animation3D::mNegExp; | 
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| 200 |       this->object->setRelCoor(this->currentKeyFrame->position); | 
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| 201 |       this->expFactorMov = -1.0 / this->currentKeyFrame->duration * logf(DELTA_X_3D); | 
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| 202 |       this->currentKeyFrame->lastPosition = Vector(); | 
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| 203 |       break; | 
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| 204 |     case ANIM_QUADRATIC: | 
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| 205 |       this->object->setRelCoor(this->currentKeyFrame->position); | 
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| 206 |       this->animFuncMov = &Animation3D::mQuadratic; | 
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| 207 |       break; | 
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| 208 |     case ANIM_RANDOM: | 
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| 209 |       this->object->setRelCoor(this->currentKeyFrame->position); | 
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| 210 |       this->animFuncMov = &Animation3D::mRandom; | 
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| 211 |       break; | 
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| 212 |     default: | 
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| 213 |       break; | 
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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 |  *  stays at the value of the currentKeyFrame | 
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| 219 |  * @param timePassed The time passed since this Keyframe began | 
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| 220 | */ | 
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| 221 | void Animation3D::mConstant(float timePassed) const | 
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| 222 | { | 
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| 223 |   //this->object->setRelCoor(this->currentKeyFrame->position); | 
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| 224 |  | 
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| 225 |   /* | 
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| 226 |     this->tmpVect = this->nextKeyFrame->position - this->currentKeyFrame->position; | 
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| 227 |     this->tmpVect = this->tmpVect * this->localTime / this->currentKeyFrame->duration; | 
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| 228 |     this->currentFrame->object->setRelCoor(*this->lastFrame->position + *this->tmpVect); | 
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| 229 |     this->lastPosition = this->tmpVect; | 
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| 230 |   */ | 
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| 231 | } | 
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| 232 |  | 
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| 233 | /** | 
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| 234 |  *  linear interpolation between this keyframe and the next one | 
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| 235 |  * @param timePassed The time passed since this Keyframe began | 
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| 236 |  | 
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| 237 |    @todo implement also do this for direction | 
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| 238 | */ | 
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| 239 | void Animation3D::mLinear(float timePassed) const | 
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| 240 | { | 
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| 241 |   Vector v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (timePassed/this->currentKeyFrame->duration); | 
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| 242 |   this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); | 
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| 243 |   this->currentKeyFrame->lastPosition = v; | 
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| 244 | } | 
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| 245 |  | 
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| 246 | /** | 
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| 247 |  *  a Sinusodial Interpolation between this keyframe and the next one | 
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| 248 |  * @param timePassed The time passed since this Keyframe began | 
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| 249 |  | 
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| 250 |    @todo implement | 
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| 251 | */ | 
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| 252 | void Animation3D::mSine(float timePassed) const | 
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| 253 | { | 
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| 254 |   Vector v; | 
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| 255 |   if( timePassed  < this->currentKeyFrame->duration/2.0) | 
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| 256 |     v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * sin( M_PI * timePassed /this->currentKeyFrame->duration) / 2.0; | 
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| 257 |   else | 
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| 258 |     v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (2.0 + sin( M_PI * (- timePassed /this->currentKeyFrame->duration)) )/ 2.0; | 
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| 259 |  | 
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| 260 |   this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); | 
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| 261 |   this->currentKeyFrame->lastPosition = v; | 
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| 262 | } | 
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| 263 |  | 
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| 264 |  | 
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| 265 | /** | 
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| 266 |  *  a cosine interpolation between this keyframe and the next one | 
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| 267 |  * @param timePassed The time passed since this Keyframe began | 
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| 268 |  | 
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| 269 |    @todo implement | 
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| 270 | */ | 
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| 271 | void Animation3D::mCosine(float timePassed) const | 
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| 272 | { | 
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| 273 |   Vector v; | 
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| 274 |   v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (1.0 + cos( M_PI * timePassed / this->currentKeyFrame->duration))/2.0; | 
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| 275 |   this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); | 
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| 276 |   this->currentKeyFrame->lastPosition = v; | 
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| 277 |  | 
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| 278 |  | 
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| 279 |   /* | 
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| 280 |   this->object->setRelCoor( this->nextKeyFrame->position - | 
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| 281 |                             (this->nextKeyFrame->position - this->currentKeyFrame->position) * | 
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| 282 |                             (1.0 + cos( M_PI * timePassed / this->currentKeyFrame->duration))/2.0); | 
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| 283 |   */ | 
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| 284 | } | 
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| 285 |  | 
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| 286 |  | 
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| 287 |  | 
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| 288 | /** | 
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| 289 |  *  an exponential interpolation between this keyframe and the next one | 
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| 290 |  * @param timePassed The time passed since this Keyframe began | 
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| 291 | */ | 
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| 292 | void Animation3D::mExp(float timePassed) const | 
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| 293 | { | 
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| 294 |   PRINTF(0)("no exp animation3d defined\n"); | 
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| 295 |   this->mLinear(timePassed); | 
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| 296 | } | 
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| 297 |  | 
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| 298 | /** | 
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| 299 |  *  a negative exponential interpolation between this keyframe and the next one | 
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| 300 |  * @param timePassed The time passed since this Keyframe began | 
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| 301 | */ | 
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| 302 | void Animation3D::mNegExp(float timePassed) const | 
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| 303 | { | 
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| 304 |   Vector v; | 
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| 305 |   v = (this->nextKeyFrame->position - this->currentKeyFrame->position) * (1.0 - expf(- timePassed * expFactorMov)); | 
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| 306 |   this->object->shiftCoor(v - this->currentKeyFrame->lastPosition); | 
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| 307 |   this->currentKeyFrame->lastPosition = v; | 
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| 308 |  | 
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| 309 |   /* | 
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| 310 |   this->object->setRelCoor( this->currentKeyFrame->position + | 
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| 311 |                             (this->nextKeyFrame->position - this->currentKeyFrame->position) * | 
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| 312 |                             (1.0 - expf(- timePassed * expFactorMov)) ); | 
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| 313 |   */ | 
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| 314 | } | 
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| 315 |  | 
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| 316 |  | 
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| 317 | /** | 
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| 318 |  *  a quadratic interpolation between this keyframe and the next one | 
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| 319 |  * @param timePassed The time passed since this Keyframe began | 
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| 320 |  | 
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| 321 |    @todo implement | 
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| 322 | */ | 
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| 323 | void Animation3D::mQuadratic(float timePassed) const | 
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| 324 | { | 
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| 325 |   PRINTF(0)("no quadratic animation3d defined\n"); | 
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| 326 |   this->mLinear(timePassed); | 
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| 327 | } | 
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| 328 |  | 
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| 329 | /** | 
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| 330 |  *  some random animation (fluctuating) | 
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| 331 |  * @param timePassed The time passed since this Keyframe began | 
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| 332 | */ | 
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| 333 | void Animation3D::mRandom(float timePassed) const | 
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| 334 | { | 
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| 335 |   /* | 
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| 336 |   this->object->setRelCoor(this->currentKeyFrame->position + | 
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| 337 |                            (this->nextKeyFrame->position - this->currentKeyFrame->position) * (float)rand()/(float)RAND_MAX); | 
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| 338 |   this->object->setRelDir(this->currentKeyFrame->direction + | 
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| 339 |                           (this->nextKeyFrame->direction - this->currentKeyFrame->direction)* (float)rand()/(float)RAND_MAX); | 
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| 340 |   */ | 
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| 341 | } | 
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| 342 |  | 
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| 343 |  | 
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| 344 | /*==Rotation Section==========================================================*/ | 
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| 345 |  | 
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| 346 |  | 
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| 347 | /** | 
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| 348 |  *  Sets The kind of rotation Animation between this keyframe and the next one | 
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| 349 |  * @param animFuncRot: The Type of Animation to set | 
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| 350 | */ | 
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| 351 | void Animation3D::setAnimFuncRot(ANIM_FUNCTION animFuncRot) | 
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| 352 | { | 
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| 353 |   switch (animFuncRot) | 
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| 354 |     { | 
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| 355 |     default: | 
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| 356 |     case ANIM_CONSTANT: | 
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| 357 |       this->animFuncRot = &Animation3D::rConstant; | 
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| 358 |       break; | 
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| 359 |     case ANIM_LINEAR: | 
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| 360 |       this->animFuncRot = &Animation3D::rLinear; | 
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| 361 |       break; | 
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| 362 |     case ANIM_SINE: | 
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| 363 |       this->animFuncRot = &Animation3D::rSine; | 
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| 364 |       break; | 
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| 365 |     case ANIM_COSINE: | 
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| 366 |       this->animFuncRot = &Animation3D::rCosine; | 
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| 367 |       break; | 
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| 368 |     case ANIM_EXP: | 
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| 369 |       this->animFuncRot = &Animation3D::rExp; | 
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| 370 |       break; | 
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| 371 |     case ANIM_NEG_EXP: | 
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| 372 |       this->animFuncRot = &Animation3D::rNegExp; | 
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| 373 |       this->expFactorRot = -1.0 / this->currentKeyFrame->duration * logf(DELTA_X_3D); | 
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| 374 |       break; | 
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| 375 |     case ANIM_QUADRATIC: | 
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| 376 |       this->animFuncRot = &Animation3D::rQuadratic; | 
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| 377 |       break; | 
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| 378 |     case ANIM_RANDOM: | 
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| 379 |       this->animFuncRot = &Animation3D::rRandom; | 
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| 380 |       break; | 
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| 381 |  | 
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| 382 |     } | 
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| 383 | } | 
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| 384 |  | 
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| 385 |  | 
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| 386 | /** | 
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| 387 |  *  stays at the value of the currentKeyFrame | 
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| 388 |  * @param timePassed The time passed since this Keyframe began | 
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| 389 | */ | 
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| 390 | void Animation3D::rConstant(float timePassed) const | 
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| 391 | { | 
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| 392 |   this->object->setRelDir(this->currentKeyFrame->direction); | 
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| 393 | } | 
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| 394 |  | 
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| 395 | /** | 
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| 396 |  *  linear interpolation between this keyframe and the next one | 
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| 397 |  * @param timePassed The time passed since this Keyframe began | 
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| 398 |  | 
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| 399 |    @todo implement also do this for direction | 
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| 400 | */ | 
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| 401 | void Animation3D::rLinear(float timePassed) const | 
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| 402 | { | 
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| 403 |   this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction, | 
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| 404 |                                      this->currentKeyFrame->direction, | 
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| 405 |                                      timePassed/this->currentKeyFrame->duration) ); | 
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| 406 | } | 
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| 407 |  | 
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| 408 | /** | 
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| 409 |  *  a Sinusodial Interpolation between this keyframe and the next one | 
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| 410 |  * @param timePassed The time passed since this Keyframe began | 
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| 411 |  | 
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| 412 |    @todo implement | 
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| 413 | */ | 
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| 414 | void Animation3D::rSine(float timePassed) const | 
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| 415 | { | 
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| 416 |   float scale; | 
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| 417 |   if( timePassed < this->currentKeyFrame->duration / 2.0) | 
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| 418 |     scale = sin( M_PI * timePassed / this->currentKeyFrame->duration); | 
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| 419 |   else | 
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| 420 |     scale = 1.0 - sin( M_PI * timePassed / this->currentKeyFrame->duration); | 
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| 421 |  | 
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| 422 |   this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction, | 
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| 423 |                                      this->currentKeyFrame->direction, | 
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| 424 |                                      scale) ); | 
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| 425 | } | 
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| 426 |  | 
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| 427 |  | 
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| 428 | /** | 
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| 429 |  *  a cosine interpolation between this keyframe and the next one | 
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| 430 |  * @param timePassed The time passed since this Keyframe began | 
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| 431 |  | 
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| 432 |    @todo implement | 
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| 433 | */ | 
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| 434 | void Animation3D::rCosine(float timePassed) const | 
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| 435 | { | 
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| 436 |   float scale = cos(M_PI * timePassed / this->currentKeyFrame->duration); | 
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| 437 |   this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction, | 
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| 438 |                                      this->currentKeyFrame->direction, | 
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| 439 |                                      scale) ); | 
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| 440 | } | 
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| 441 |  | 
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| 442 |  | 
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| 443 |  | 
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| 444 | /** | 
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| 445 |  *  an exponential interpolation between this keyframe and the next one | 
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| 446 |  * @param timePassed The time passed since this Keyframe began | 
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| 447 | */ | 
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| 448 | void Animation3D::rExp(float timePassed) const | 
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| 449 | { | 
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| 450 |   PRINTF(0)("exp rotation function not implemented\n"); | 
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| 451 | } | 
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| 452 |  | 
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| 453 | /** | 
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| 454 |  *  a negative exponential interpolation between this keyframe and the next one | 
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| 455 |  * @param timePassed The time passed since this Keyframe began | 
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| 456 | */ | 
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| 457 | void Animation3D::rNegExp(float timePassed) const | 
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| 458 | { | 
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| 459 |   float scale = (1.0 - expf(- timePassed * expFactorRot)); | 
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| 460 |   this->object->setRelDir(quatSlerp( this->nextKeyFrame->direction, | 
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| 461 |                                      this->currentKeyFrame->direction, | 
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| 462 |                                      scale) ); | 
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| 463 | } | 
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| 464 |  | 
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| 465 |  | 
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| 466 | /** | 
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| 467 |  *  a quadratic interpolation between this keyframe and the next one | 
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| 468 |  * @param timePassed The time passed since this Keyframe began | 
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| 469 |  | 
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| 470 |    @todo implement | 
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| 471 | */ | 
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| 472 | void Animation3D::rQuadratic(float timePassed) const | 
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| 473 | { | 
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| 474 |   PRINTF(0)("quadratic rotation alg not implemented\n"); | 
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| 475 | } | 
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| 476 |  | 
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| 477 | /** | 
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| 478 |  *  some random animation (fluctuating) | 
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| 479 |  * @param timePassed The time passed since this Keyframe began | 
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| 480 | */ | 
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| 481 | void Animation3D::rRandom(float timePassed) const | 
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| 482 | { | 
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| 483 |   PRINTF(0)("random rotation alg not implemented\n"); | 
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| 484 | } | 
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