| 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 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_ANIM | 
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| 20 |  | 
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| 21 | #include "animation3d.h" | 
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| 22 |  | 
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| 23 | #include "p_node.h" | 
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| 24 |  | 
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| 25 | using namespace std; | 
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| 26 |  | 
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| 27 | /** | 
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| 28 |    \brief standard constructor | 
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| 29 | */ | 
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| 30 | Animation3D::Animation3D(PNode* object) | 
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| 31 | { | 
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| 32 |   this->object = object; | 
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| 33 |  | 
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| 34 |   // create a new List | 
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| 35 |   this->keyFrameList = new tList<KeyFrame3D>(); | 
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| 36 |   KeyFrame3D* tmpKeyFrame = new KeyFrame3D; | 
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| 37 |   tmpKeyFrame->position = Vector(); | 
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| 38 |   tmpKeyFrame->direction = Quaternion(); | 
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| 39 |   keyFrameList->add(tmpKeyFrame); | 
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| 40 |  | 
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| 41 |   this->currentKeyFrame = tmpKeyFrame; | 
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| 42 |   this->nextKeyFrame = tmpKeyFrame; | 
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| 43 |  | 
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| 44 |   this->animFunc = &Animation3D::linear; | 
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| 45 | } | 
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| 46 |  | 
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| 47 | /** | 
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| 48 |    \brief standard deconstructor | 
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| 49 |     | 
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| 50 |    deletes all the Keyframes | 
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| 51 | */ | 
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| 52 | Animation3D::~Animation3D(void) | 
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| 53 | { | 
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| 54 |   // delete all the KeyFrames | 
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| 55 |   tIterator<KeyFrame3D>* itKF = keyFrameList->getIterator(); | 
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| 56 |   KeyFrame3D*  enumKF = itKF->nextElement(); | 
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| 57 |   while (enumKF) | 
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| 58 |     { | 
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| 59 |       delete enumKF; | 
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| 60 |       enumKF = itKF->nextElement(); | 
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| 61 |     } | 
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| 62 |   delete itKF; | 
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| 63 |   delete this->keyFrameList; | 
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| 64 | } | 
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| 65 |  | 
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| 66 | /** | 
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| 67 |    \brief rewinds the Animation to the beginning (first KeyFrame and time == 0) | 
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| 68 | */ | 
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| 69 | void Animation3D::rewind(void) | 
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| 70 | { | 
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| 71 |   this->currentKeyFrame = keyFrameList->firstElement(); | 
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| 72 |   this->nextKeyFrame = keyFrameList->nextElement(keyFrameList->firstElement()); | 
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| 73 |   this->localTime = 0.0; | 
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| 74 |   this->setAnimFunc(this->currentKeyFrame->animFunc); | 
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| 75 | } | 
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| 76 |  | 
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| 77 | /** | 
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| 78 |    \brief Appends a new Keyframe | 
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| 79 |    \param position The position of the new Keyframe | 
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| 80 |    \param direction The direction of the new Keyframe. | 
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| 81 |    \param duration The duration from the new KeyFrame to the next one | 
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| 82 |    \param animFunc The function to animate between this keyFrame and the next one | 
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| 83 | */ | 
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| 84 | void Animation3D::addKeyFrame(Vector position, Quaternion direction, float duration, ANIM_FUNCTION animFunc) | 
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| 85 | { | 
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| 86 |   // some small check | 
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| 87 |   if (duration <= 0.0) | 
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| 88 |     duration = 1.0; | 
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| 89 |  | 
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| 90 |   KeyFrame3D* tmpKeyFrame; | 
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| 91 |      | 
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| 92 |   // when adding the first frame | 
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| 93 |   if (this->keyFrameCount == 0) | 
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| 94 |     { | 
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| 95 |       tmpKeyFrame = this->keyFrameList->firstElement(); | 
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| 96 |       this->setAnimFunc(animFunc); | 
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| 97 |     } | 
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| 98 |   else | 
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| 99 |     { | 
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| 100 |       tmpKeyFrame = new KeyFrame3D; | 
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| 101 |       // when adding the second frame | 
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| 102 |       if (this->currentKeyFrame == this->nextKeyFrame) | 
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| 103 |         this->nextKeyFrame = tmpKeyFrame; | 
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| 104 |       this->keyFrameList->add(tmpKeyFrame); | 
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| 105 |     } | 
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| 106 |  | 
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| 107 |   tmpKeyFrame->position = position; | 
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| 108 |   tmpKeyFrame->direction = direction; | 
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| 109 |   tmpKeyFrame->duration = duration; | 
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| 110 |   tmpKeyFrame->animFunc = animFunc; | 
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| 111 |   this->keyFrameCount++; | 
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| 112 | } | 
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| 113 |  | 
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| 114 | /** | 
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| 115 |    \brief ticks the Animation | 
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| 116 |    \param dt how much time to tick | 
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| 117 | */ | 
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| 118 | void Animation3D::tick(float dt) | 
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| 119 | { | 
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| 120 |   if (this->bRunning) | 
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| 121 |     {  | 
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| 122 |       this->localTime += dt; | 
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| 123 |       if (localTime >= this->currentKeyFrame->duration) | 
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| 124 |         { | 
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| 125 |           // switching to the next Key-Frame | 
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| 126 |           this->localTime -= this->currentKeyFrame->duration; | 
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| 127 |           this->currentKeyFrame = this->nextKeyFrame; | 
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| 128 |           // checking, if we should still Play the animation | 
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| 129 |           if (this->currentKeyFrame == this->keyFrameList->lastElement()) | 
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| 130 |             this->handleInfinity(); | 
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| 131 |           this->nextKeyFrame = this->keyFrameList->nextElement(this->currentKeyFrame); | 
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| 132 |           this->setAnimFunc(this->currentKeyFrame->animFunc);      | 
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| 133 |            | 
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| 134 |           if( this->currentKeyFrame->animFunc == ANIM_NEG_EXP) | 
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| 135 |             { | 
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| 136 |               this->tmpVect = this->nextKeyFrame->position - this->currentKeyFrame->position; | 
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| 137 |               this->deltaT = 1/this->currentKeyFrame->duration * logf(1.0 + 600.0/this->tmpVect.len()); | 
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| 138 |             } | 
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| 139 |         } | 
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| 140 |  | 
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| 141 |       /* now animate it */ | 
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| 142 |       (this->*animFunc)(this->localTime); | 
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| 143 |       /* | 
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| 144 |       switch( this->movMode) | 
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| 145 |         { | 
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| 146 |         case LINEAR: | 
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| 147 |           *this->tmpVect = *this->currentFrame->position - *this->lastFrame->position; | 
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| 148 |           *this->tmpVect = *this->tmpVect * this->localTime / this->currentFrame->time; | 
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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 EXP: | 
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| 153 |                | 
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| 154 |           break; | 
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| 155 |         case NEG_EXP: | 
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| 156 |           *this->tmpVect = *this->currentFrame->position - *this->lastFrame->position; | 
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| 157 |           *this->tmpVect = *this->tmpVect * (1 - expf(- this->localTime * this->deltaT));      | 
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| 158 |           this->currentFrame->object->setRelCoor(*this->lastFrame->position + *this->tmpVect); | 
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| 159 |           *this->lastPosition = *this->tmpVect; | 
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| 160 |           break; | 
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| 161 |         case SIN: | 
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| 162 |           *this->tmpVect = *this->currentFrame->position - *this->lastFrame->position; | 
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| 163 |           *this->tmpVect = *this->tmpVect * 0.5*(1 - cos(M_PI * this->localTime / this->currentFrame->time));      | 
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| 164 |           this->currentFrame->object->setRelCoor(*this->lastFrame->position + *this->tmpVect); | 
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| 165 |           *this->lastPosition = *this->tmpVect; | 
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| 166 |           break; | 
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| 167 |         case COS: | 
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| 168 |                | 
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| 169 |           break; | 
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| 170 |         case QUADRATIC: | 
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| 171 |           *this->tmpVect = *this->currentFrame->position - *this->lastFrame->position; | 
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| 172 |           *this->tmpVect = *this->tmpVect * 1/3 * ldexpf(this->localTime, 3); | 
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| 173 |           break; | 
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| 174 |         default: | 
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| 175 |           break; | 
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| 176 |         } | 
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| 177 |       */ | 
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| 178 |     } | 
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| 179 | } | 
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| 180 |  | 
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| 181 |  | 
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| 182 | /** | 
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| 183 |    \brief Sets The kind of Animation between this keyframe and the next one | 
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| 184 |    \param animFunc The Type of Animation to set | 
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| 185 | */ | 
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| 186 | void Animation3D::setAnimFunc(ANIM_FUNCTION animFunc) | 
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| 187 | { | 
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| 188 |   switch (animFunc) | 
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| 189 |     { | 
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| 190 |     default: | 
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| 191 |     case ANIM_CONSTANT: | 
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| 192 |       this->animFunc = &Animation3D::constant; | 
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| 193 |       break; | 
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| 194 |     case ANIM_LINEAR: | 
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| 195 |       this->animFunc = &Animation3D::linear; | 
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| 196 |       break; | 
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| 197 |     case ANIM_SINE: | 
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| 198 |       this->animFunc = &Animation3D::sine; | 
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| 199 |       break; | 
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| 200 |     case ANIM_COSINE: | 
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| 201 |       this->animFunc = &Animation3D::cosine; | 
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| 202 |       break; | 
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| 203 |     case ANIM_EXP: | 
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| 204 |       this->animFunc = &Animation3D::exp; | 
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| 205 |       break; | 
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| 206 |     case ANIM_NEG_EXP: | 
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| 207 |       this->animFunc = &Animation3D::negExp; | 
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| 208 |       break; | 
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| 209 |     case ANIM_QUADRATIC: | 
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| 210 |       this->animFunc = &Animation3D::quadratic; | 
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| 211 |       break; | 
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| 212 |     case ANIM_RANDOM: | 
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| 213 |       this->animFunc = &Animation3D::random; | 
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| 214 |       break; | 
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| 215 |     } | 
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| 216 | } | 
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| 217 |  | 
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| 218 | /** | 
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| 219 |    \brief stays at the value of the currentKeyFrame | 
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| 220 |    \param timePassed The time passed since this Keyframe began | 
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| 221 | */ | 
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| 222 | void Animation3D::constant(float timePassed) const | 
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| 223 | { | 
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| 224 |   this->object->setRelCoor(this->currentKeyFrame->position); | 
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| 225 |  | 
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| 226 |   /* | 
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| 227 |     this->tmpVect = this->nextKeyFrame->position - this->currentKeyFrame->position; | 
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| 228 |     this->tmpVect = this->tmpVect * this->localTime / this->currentKeyFrame->duration; | 
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| 229 |     this->currentFrame->object->setRelCoor(*this->lastFrame->position + *this->tmpVect); | 
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| 230 |     this->lastPosition = this->tmpVect; | 
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| 231 |   */ | 
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| 232 | } | 
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| 233 |  | 
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| 234 | /** | 
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| 235 |    \brief linear interpolation between this keyframe and the next one | 
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| 236 |    \param timePassed The time passed since this Keyframe began | 
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| 237 |  | 
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| 238 |    \todo implement also do this for direction | 
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| 239 | */ | 
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| 240 | void Animation3D::linear(float timePassed) const | 
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| 241 | { | 
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| 242 |   this->object->setRelCoor(this->currentKeyFrame->position + | 
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| 243 |                           (this->nextKeyFrame->position - this->currentKeyFrame->position) *  | 
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| 244 |                           (timePassed/this->currentKeyFrame->duration)); | 
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| 245 | } | 
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| 246 |  | 
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| 247 | /** | 
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| 248 |    \brief a Sinusodial Interpolation between this keyframe and the next one | 
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| 249 |    \param timePassed The time passed since this Keyframe began | 
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| 250 |  | 
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| 251 |    \todo implement | 
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| 252 | */ | 
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| 253 | void Animation3D::sine(float timePassed) const | 
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| 254 | { | 
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| 255 |   this->linear(timePassed); | 
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| 256 | } | 
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| 257 |  | 
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| 258 | /** | 
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| 259 |    \brief a cosine interpolation between this keyframe and the next one | 
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| 260 |    \param timePassed The time passed since this Keyframe began | 
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| 261 |  | 
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| 262 |    \todo implement | 
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| 263 | */ | 
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| 264 | void Animation3D::cosine(float timePassed) const | 
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| 265 | { | 
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| 266 |   this->linear(timePassed); | 
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| 267 | } | 
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| 268 |  | 
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| 269 | /** | 
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| 270 |    \brief an exponential interpolation between this keyframe and the next one | 
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| 271 |    \param timePassed The time passed since this Keyframe began | 
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| 272 | */ | 
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| 273 | void Animation3D::exp(float timePassed) const | 
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| 274 | { | 
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| 275 |   this->linear(timePassed); | 
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| 276 | } | 
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| 277 |  | 
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| 278 | /** | 
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| 279 |    \brief a negative exponential interpolation between this keyframe and the next one | 
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| 280 |    \param timePassed The time passed since this Keyframe began | 
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| 281 |  | 
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| 282 |    \todo implement | 
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| 283 | */ | 
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| 284 | void Animation3D::negExp(float timePassed) const | 
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| 285 | { | 
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| 286 |   this->linear(timePassed); | 
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| 287 | } | 
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| 288 |  | 
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| 289 | /** | 
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| 290 |    \brief a quadratic interpolation between this keyframe and the next one | 
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| 291 |    \param timePassed The time passed since this Keyframe began | 
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| 292 |  | 
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| 293 |    \todo implement | 
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| 294 | */ | 
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| 295 | void Animation3D::quadratic(float timePassed) const | 
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| 296 | { | 
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| 297 |   this->linear(timePassed); | 
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| 298 | } | 
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| 299 |  | 
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| 300 | /** | 
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| 301 |    \brief some random animation (fluctuating) | 
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| 302 |    \param timePassed The time passed since this Keyframe began | 
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| 303 | */ | 
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| 304 | void Animation3D::random(float timePassed) const | 
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| 305 | { | 
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| 306 |   this->object->setRelCoor(this->currentKeyFrame->position +  | 
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| 307 |                            (this->nextKeyFrame->position - this->currentKeyFrame->position) * (float)rand()/(float)RAND_MAX); | 
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| 308 |   this->object->setRelDir(this->currentKeyFrame->direction + | 
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| 309 |                           (this->nextKeyFrame->direction - this->currentKeyFrame->direction)* (float)rand()/(float)RAND_MAX); | 
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| 310 | } | 
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