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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 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 Animable.h and AnimableGroup.h
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*/
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#include "AnimableGroup.h"
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#include "Animable.h"
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#include "Timeline.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): AbstractBasicGroupedFeature<dimensions, Animable<dimensions, T>, T>(object, group), _duration(0.0f), startTime(std::numeric_limits<Float>::infinity()), pauseTime(-std::numeric_limits<Float>::infinity()), 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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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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group()->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>::group() {
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return static_cast<AnimableGroup<dimensions, T>*>(AbstractBasicGroupedFeature<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>::group() const {
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return static_cast<const AnimableGroup<dimensions, T>*>(AbstractBasicGroupedFeature<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 != this->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 <= this->size());
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}
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}}
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#endif
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