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#ifndef Magnum_SceneGraph_Animable_h
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#define Magnum_SceneGraph_Animable_h
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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
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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 Class @ref Magnum::SceneGraph::Animable, alias @ref Magnum::SceneGraph::BasicAnimable2D, @ref Magnum::SceneGraph::BasicAnimable3D, typedef @ref Magnum::SceneGraph::Animable2D, @ref Magnum::SceneGraph::Animable3D, enum @ref Magnum::SceneGraph::AnimationState
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*/
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#include "Magnum/SceneGraph/AbstractGroupedFeature.h"
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#include "Magnum/SceneGraph/visibility.h"
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namespace Magnum { namespace SceneGraph {
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/**
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@brief Animation state
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@see @ref Animable::setState()
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*/
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enum class AnimationState: UnsignedByte {
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/**
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* The animation is stopped. The animation will be started from the
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* beginning when state is changed to @ref AnimationState::Running.
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*/
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Stopped,
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/**
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* The animation is stopped. The animation will continue from paused
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* position when state is changed to @ref AnimationState::Running.
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*/
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Paused,
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/** The animation is running. */
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Running
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};
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/** @debugoperatorenum{Magnum::SceneGraph::AnimationState} */
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MAGNUM_SCENEGRAPH_EXPORT Debug& operator<<(Debug& debug, AnimationState value);
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/**
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@brief Animable
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Adds animation feature to object. Each Animable is part of some
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@ref AnimableGroup, which takes care of running the animations.
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@section SceneGraph-Animable Usage
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First thing is to add @ref Animable feature to some object and implement
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@ref animationStep(). You can do it conveniently using multiple inheritance
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(see @ref scenegraph-features for introduction). Override @ref animationStep()
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to implement your animation, the function provides both absolute animation
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time and time delta. Example:
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@code{.cpp}
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typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D> Object3D;
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typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D> Scene3D;
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class AnimableObject: public Object3D, SceneGraph::Animable3D {
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public:
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AnimableObject(Object3D* parent = nullptr, SceneGraph::AnimableGroup3D* group = nullptr): Object3D{parent}, SceneGraph::Animable3D{*this, group} {
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setDuration(10.0f);
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// ...
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}
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private:
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void animationStep(Float time, Float delta) override {
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rotateX(15.0_degf*delta); // rotate at 15 degrees per second
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}
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}
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@endcode
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Similarly to @ref Drawable feature, there is no way to just animate all the
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objects in the scene. You need to create animable group and use it to control
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given set of animations. You can also use @ref AnimableGroup::add() and
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@ref AnimableGroup::remove() instead of passing the group in the constructor.
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The animation is initially in stopped state and without repeat, see
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@ref setState(), @ref setRepeated() and @ref setRepeatCount() for more
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information.
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@code{.cpp}
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Scene3D scene;
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SceneGraph::AnimableGroup3D animables;
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(new AnimableObject(&scene, &animables))
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->setState(SceneGraph::AnimationState::Running);
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// ...
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@endcode
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Animation step is performed by calling @ref AnimableGroup::step() in your draw
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event implementation. The function expects absolute time from relative to some
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fixed point in the past and time delta (i.e. duration of the frame). You can
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use @ref Timeline for that, see its documentation for more information.
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@code{.cpp}
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Timeline timeline;
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timeline.start();
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void MyApplication::drawEvent() {
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animables.step(timeline.lastFrameTime(), timeline.lastFrameDuration());
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// ...
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timeline.nextFrame();
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}
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@endcode
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@section SceneGraph-Animable-multiple-groups Using multiple animable groups to improve performance
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@ref AnimableGroup is optimized for case when no animation is running --- it
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just puts itself to rest and waits until some animation changes its state to
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@ref AnimationState::Running again. If you put animations which are not
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pernamently running into separate group, they will not be traversed every time
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the @ref AnimableGroup::step() gets called, saving precious frame time.
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@section SceneGraph-Animable-explicit-specializations Explicit template specializations
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The following specializations are explicitly compiled into @ref SceneGraph
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library. For other specializations (e.g. using @ref Magnum::Double "Double"
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type) you have to use @ref Animable.hpp implementation file to avoid linker
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errors. See also @ref compilation-speedup-hpp for more information.
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- @ref Animable2D, @ref AnimableGroup2D
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- @ref Animable3D, @ref AnimableGroup3D
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@see @ref scenegraph, @ref BasicAnimable2D, @ref BasicAnimable3D,
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@ref Animable2D, @ref Animable3D, @ref AnimableGroup
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*/
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template<UnsignedInt dimensions, class T> class Animable: public AbstractGroupedFeature<dimensions, Animable<dimensions, T>, T> {
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friend AnimableGroup<dimensions, T>;
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public:
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/**
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* @brief Constructor
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* @param object Object this animable belongs to
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* @param group Group this animable belongs to
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*
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* Creates stopped non-repeating animation with infinite duration,
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* adds the feature to the object and also to group, if specified.
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* @see @ref setDuration(), @ref setState(), @ref setRepeated(),
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* @ref AnimableGroup::add()
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*/
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explicit Animable(AbstractObject<dimensions, T>& object, AnimableGroup<dimensions, T>* group = nullptr);
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~Animable();
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/** @brief Animation duration */
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Float duration() const { return _duration; }
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/** @brief Animation state */
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AnimationState state() const { return _currentState; }
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/**
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* @brief Set animation state
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* @return Reference to self (for method chaining)
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*
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* Note that changing state from @ref AnimationState::Stopped to
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* @ref AnimationState::Paused is ignored and animation remains in
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* @ref AnimationState::Stopped state. See also @ref animationStep()
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* for more information.
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* @see @ref animationStarted(), @ref animationPaused(),
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* @ref animationResumed(), @ref animationStopped()
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*/
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Animable<dimensions, T>& setState(AnimationState state);
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/**
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* @brief Whether the animation is repeated
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*
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* @see @ref repeatCount()
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*/
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bool isRepeated() const { return _repeated; }
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/**
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* @brief Enable/disable repeated animation
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* @return Reference to self (for method chaining)
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*
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* Default is @cpp false @ce.
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* @see @ref setRepeatCount()
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*/
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Animable<dimensions, T>& setRepeated(bool repeated) {
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_repeated = repeated;
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return *this;
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}
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/**
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* @brief Repeat count
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*
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* @see @ref isRepeated()
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*/
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UnsignedShort repeatCount() const { return _repeatCount; }
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/**
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* @brief Set repeat count
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* @return Reference to self (for method chaining)
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*
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* Has effect only if repeated animation is enabled. @cpp 0 @ce means
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* infinitely repeated animation. Default is @cpp 0 @ce.
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* @see @ref setRepeated()
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*/
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Animable<dimensions, T>& setRepeatCount(UnsignedShort count) {
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_repeatCount = count;
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return *this;
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}
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/**
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* @brief Group containing this animable
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*
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* If the animable doesn't belong to any group, returns @cpp nullptr @ce.
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*/
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AnimableGroup<dimensions, T>* animables();
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const AnimableGroup<dimensions, T>* animables() const; /**< @overload */
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protected:
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/**
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* @brief Set animation duration
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* @return Reference to self (for method chaining)
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*
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* Sets duration of the animation cycle in seconds. Set to @cpp 0.0f @ce
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* for infinite non-repeating animation. Default is @cpp 0.0f @ce.
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*/
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/* Protected so only animation implementer can change it */
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Animable<dimensions, T>& setDuration(Float duration) {
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_duration = duration;
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return *this;
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}
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/**
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* @brief Perform animation step
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* @param time Time from start of the animation
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* @param delta Time delta for current frame
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*
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* This function is periodically called from @ref AnimableGroup::step()
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* if the animation state is set to @ref AnimationState::Running. After
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* animation duration is exceeded and repeat is not enabled or repeat
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* count is exceeded, the animation state is set to @ref AnimationState::Stopped.
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*
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* If the animation is resumed from @ref AnimationState::Paused, this
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* function is called with @p time continuing from the point when it
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* was paused. If the animation is resumed from @ref AnimationState::Stopped,
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* @p time starts with zero.
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*
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* @see @ref state(), @ref duration(), @ref isRepeated(),
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* @ref repeatCount()
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*/
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virtual void animationStep(Float time, Float delta) = 0;
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/**
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* @brief Action on animation start
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*
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* Called from @ref AnimableGroup::step() when state is changed from
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* @ref AnimationState::Stopped to @ref AnimationState::Running and
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* before first @ref animationStep() is called.
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*
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* Default implementation does nothing.
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* @see @ref setState()
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*/
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virtual void animationStarted() {}
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/**
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* @brief Action on animation pause
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*
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* Called from @ref AnimableGroup::step() when state changes from
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* @ref AnimationState::Running to @ref AnimationState::Paused and
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* after last @ref animationStep() is called.
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*
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* Default implementation does nothing.
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* @see @ref setState()
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*/
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virtual void animationPaused() {}
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/**
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* @brief Action on animation resume
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*
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* Called from @ref AnimableGroup::step() when state changes from
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* @ref AnimationState::Paused to @ref AnimationState::Running and
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* before first @ref animationStep() is called.
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*
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* Default implementation does nothing.
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* @see @ref setState()
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*/
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virtual void animationResumed() {}
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/**
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* @brief Action on animation stop
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*
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* Called from @ref AnimableGroup::step() when state changes from
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* either @ref AnimationState::Running or @ref AnimationState::Paused
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* to @ref AnimationState::Stopped and after last @ref animationStep()
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* is called.
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*
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* You may want to use this function to properly finish the animation
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* in case the framerate is not high enough to have @ref animationStep()
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* called enough times. Default implementation does nothing.
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* @see @ref setState()
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*/
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virtual void animationStopped() {}
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private:
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Float _duration;
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Float _startTime, _pauseTime;
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AnimationState _previousState, _currentState;
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bool _repeated;
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UnsignedShort _repeatCount;
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UnsignedShort _repeats;
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};
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/**
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@brief Animable for two-dimensional scenes
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Convenience alternative to @cpp Animable<2, T> @ce. See @ref Animable for more
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information.
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@see @ref Animable2D, @ref BasicAnimable3D
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*/
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#ifndef CORRADE_MSVC2015_COMPATIBILITY /* Multiple definitions still broken */
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template<class T> using BasicAnimable2D = Animable<2, T>;
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#endif
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/**
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@brief Animable for two-dimensional float scenes
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@see @ref Animable3D
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*/
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typedef BasicAnimable2D<Float> Animable2D;
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/**
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@brief Animable for three-dimensional scenes
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Convenience alternative to @cpp Animable<3, T> @ce. See @ref Animable for more
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information.
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@see @ref Animable3D, @ref BasicAnimable2D
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*/
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#ifndef CORRADE_MSVC2015_COMPATIBILITY /* Multiple definitions still broken */
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template<class T> using BasicAnimable3D = Animable<3, T>;
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#endif
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/**
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@brief Animable for three-dimensional float scenes
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@see @ref Animable2D
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*/
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typedef BasicAnimable3D<Float> Animable3D;
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#if defined(CORRADE_TARGET_WINDOWS) && !defined(__MINGW32__)
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extern template class MAGNUM_SCENEGRAPH_EXPORT Animable<2, Float>;
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extern template class MAGNUM_SCENEGRAPH_EXPORT Animable<3, Float>;
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#endif
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}}
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#endif
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