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#ifndef Magnum_SceneGraph_Animable_hpp
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#define Magnum_SceneGraph_Animable_hpp
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021, 2022, 2023 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief @ref compilation-speedup-hpp "Template implementation" for @ref Animable.h and @ref AnimableGroup.h
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*/
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#include "Magnum/Timeline.h"
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#include "Magnum/Math/Constants.h"
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#include "Magnum/SceneGraph/AnimableGroup.h"
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#include "Magnum/SceneGraph/Animable.h"
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namespace Magnum { namespace SceneGraph {
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template<UnsignedInt dimensions, class T> Animable<dimensions, T>::Animable(AbstractObject<dimensions, T>& object, AnimableGroup<dimensions, T>* group): AbstractGroupedFeature<dimensions, Animable<dimensions, T>, T>{object, group}, _duration{0.0f}, _startTime{Constants::inf()}, _pauseTime{-Constants::inf()}, _previousState{AnimationState::Stopped}, _currentState{AnimationState::Stopped}, _repeated{false}, _repeatCount{0}, _repeats{0} {}
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template<UnsignedInt dimensions, class T> Animable<dimensions, T>::~Animable() {
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/* Update count of running animations when deleting an animable that's
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currently running */
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if(animables() && _currentState == AnimationState::Running)
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--animables()->_runningCount;
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}
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template<UnsignedInt dimensions, class T> Animable<dimensions, T>& Animable<dimensions, T>::setState(AnimationState state) {
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if(_currentState == state) return *this;
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/* Not allowed (for sanity) */
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if(_previousState == AnimationState::Stopped && state == AnimationState::Paused)
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return *this;
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/* Wake up the group in case no animations are running */
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animables()->wakeUp = true;
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_currentState = state;
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return *this;
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}
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template<UnsignedInt dimensions, class T> AnimableGroup<dimensions, T>* Animable<dimensions, T>::animables() {
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return static_cast<AnimableGroup<dimensions, T>*>(AbstractGroupedFeature<dimensions, Animable<dimensions, T>, T>::group());
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}
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template<UnsignedInt dimensions, class T> const AnimableGroup<dimensions, T>* Animable<dimensions, T>::animables() const {
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return static_cast<const AnimableGroup<dimensions, T>*>(AbstractGroupedFeature<dimensions, Animable<dimensions, T>, T>::group());
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}
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template<UnsignedInt dimensions, class T> void AnimableGroup<dimensions, T>::step(const Float time, const Float delta) {
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if(!_runningCount && !wakeUp) return;
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wakeUp = false;
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for(std::size_t i = 0; i != AnimableGroup<dimensions, T>::size(); ++i) {
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Animable<dimensions, T>& animable = (*this)[i];
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/* The animation was stopped recently, just decrease count of running
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animations if the animation was running before */
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if(animable._previousState != AnimationState::Stopped && animable._currentState == AnimationState::Stopped) {
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if(animable._previousState == AnimationState::Running)
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--_runningCount;
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animable._previousState = AnimationState::Stopped;
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animable.animationStopped();
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continue;
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/* The animation was paused recently, set pause time to previous frame time */
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} else if(animable._previousState == AnimationState::Running && animable._currentState == AnimationState::Paused) {
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animable._previousState = AnimationState::Paused;
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animable._pauseTime = time;
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--_runningCount;
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animable.animationPaused();
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continue;
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/* Skip the rest for not running animations */
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} else if(animable._currentState != AnimationState::Running) {
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CORRADE_INTERNAL_ASSERT(animable._previousState == animable._currentState);
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continue;
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/* The animation was started recently, set start time to previous frame
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time, reset repeat count */
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} else if(animable._previousState == AnimationState::Stopped) {
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animable._previousState = AnimationState::Running;
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animable._startTime = time;
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animable._repeats = 0;
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++_runningCount;
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animable.animationStarted();
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/* The animation was resumed recently, add pause duration to start time */
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} else if(animable._previousState == AnimationState::Paused) {
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animable._previousState = AnimationState::Running;
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animable._startTime += time - animable._pauseTime;
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++_runningCount;
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animable.animationResumed();
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}
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CORRADE_INTERNAL_ASSERT(animable._previousState == AnimationState::Running);
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/* Animation time exceeded duration */
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if(animable._duration != 0.0f && time-animable._startTime > animable._duration) {
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/* Not repeated or repeat count exceeded, stop */
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if(!animable._repeated || animable._repeats + 1 == animable._repeatCount) {
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animable._previousState = AnimationState::Stopped;
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animable._currentState = AnimationState::Stopped;
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--_runningCount;
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animable.animationStopped();
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continue;
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}
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/* Increase repeat count and add duration to startTime */
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++animable._repeats;
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animable._startTime += animable._duration;
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}
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/* Animation is still running, perform animation step */
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CORRADE_ASSERT(time - animable._startTime >= 0.0f,
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"SceneGraph::AnimableGroup::step(): animation was started in future - probably wrong time passed", );
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CORRADE_ASSERT(delta >= 0.0f,
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"SceneGraph::AnimableGroup::step(): negative delta passed", );
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animable.animationStep(time - animable._startTime, delta);
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}
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CORRADE_INTERNAL_ASSERT((_runningCount <= AnimableGroup<dimensions, T>::size()));
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}
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}}
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#endif
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