|
|
|
|
#ifndef Magnum_SceneGraph_Animable_h
|
|
|
|
|
#define Magnum_SceneGraph_Animable_h
|
|
|
|
|
/*
|
|
|
|
|
This file is part of Magnum.
|
|
|
|
|
|
|
|
|
|
Copyright © 2010, 2011, 2012, 2013, 2014
|
|
|
|
|
Vladimír Vondruš <mosra@centrum.cz>
|
|
|
|
|
|
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a
|
|
|
|
|
copy of this software and associated documentation files (the "Software"),
|
|
|
|
|
to deal in the Software without restriction, including without limitation
|
|
|
|
|
the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
|
|
|
and/or sell copies of the Software, and to permit persons to whom the
|
|
|
|
|
Software is furnished to do so, subject to the following conditions:
|
|
|
|
|
|
|
|
|
|
The above copyright notice and this permission notice shall be included
|
|
|
|
|
in all copies or substantial portions of the Software.
|
|
|
|
|
|
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
|
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
|
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
|
|
|
|
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
|
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
|
|
|
|
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
|
|
|
|
DEALINGS IN THE SOFTWARE.
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
/** @file
|
|
|
|
|
* @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
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
#include "Magnum/SceneGraph/AbstractGroupedFeature.h"
|
|
|
|
|
#include "Magnum/SceneGraph/visibility.h"
|
|
|
|
|
|
|
|
|
|
namespace Magnum { namespace SceneGraph {
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Animation state
|
|
|
|
|
|
|
|
|
|
@see @ref Animable::setState()
|
|
|
|
|
*/
|
|
|
|
|
enum class AnimationState: UnsignedByte {
|
|
|
|
|
/**
|
|
|
|
|
* The animation is stopped. The animation will be started from the
|
|
|
|
|
* beginning when state is changed to @ref AnimationState::Running.
|
|
|
|
|
*/
|
|
|
|
|
Stopped,
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* The animation is stopped. The animation will continue from paused
|
|
|
|
|
* position when state is changed to @ref AnimationState::Running.
|
|
|
|
|
*/
|
|
|
|
|
Paused,
|
|
|
|
|
|
|
|
|
|
/** The animation is running. */
|
|
|
|
|
Running
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/** @debugoperatorenum{Magnum::SceneGraph::AnimationState} */
|
|
|
|
|
Debug MAGNUM_SCENEGRAPH_EXPORT operator<<(Debug debug, AnimationState value);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Animable
|
|
|
|
|
|
|
|
|
|
Adds animation feature to object. Each Animable is part of some
|
|
|
|
|
@ref AnimableGroup, which takes care of running the animations.
|
|
|
|
|
|
|
|
|
|
## Usage
|
|
|
|
|
|
|
|
|
|
First thing is to add @ref Animable feature to some object and implement
|
|
|
|
|
@ref animationStep(). You can do it conveniently using multiple inheritance
|
|
|
|
|
(see @ref scenegraph-features for introduction). Override @ref animationStep()
|
|
|
|
|
to implement your animation, the function provides both absolute animation
|
|
|
|
|
time and time delta. Example:
|
|
|
|
|
@code
|
|
|
|
|
typedef SceneGraph::Object<SceneGraph::MatrixTransformation3D> Object3D;
|
|
|
|
|
typedef SceneGraph::Scene<SceneGraph::MatrixTransformation3D> Scene3D;
|
|
|
|
|
|
|
|
|
|
class AnimableObject: public Object3D, SceneGraph::Animable3D {
|
|
|
|
|
public:
|
|
|
|
|
AnimableObject(Object* parent = nullptr, SceneGraph::DrawableGroup3D* group = nullptr): Object3D(parent), SceneGraph::Animable3D(*this, group) {
|
|
|
|
|
setDuration(10.0f);
|
|
|
|
|
// ...
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void animationStep(Float time, Float delta) override {
|
|
|
|
|
rotateX(15.0_degf*delta); // rotate at 15 degrees per second
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
Then add the object to your scene and some animation group. You can also use
|
|
|
|
|
@ref AnimableGroup::add() and @ref AnimableGroup::remove() instead of passing
|
|
|
|
|
the group in the constructor. The animation is initially in stopped state and
|
|
|
|
|
without repeat, see @ref setState(), @ref setRepeated() and
|
|
|
|
|
@ref setRepeatCount() for more information.
|
|
|
|
|
@code
|
|
|
|
|
Scene3D scene;
|
|
|
|
|
SceneGraph::AnimableGroup3D animables;
|
|
|
|
|
|
|
|
|
|
(new AnimableObject(&scene, &animables))
|
|
|
|
|
->setState(SceneGraph::AnimationState::Running);
|
|
|
|
|
// ...
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
Animation step is performed by calling @ref AnimableGroup::step() in your draw
|
|
|
|
|
event implementation. The function expects absolute time from relative to some
|
|
|
|
|
fixed point in the past and time delta (i.e. duration of the frame). You can
|
|
|
|
|
use @ref Timeline for that, see its documentation for more information.
|
|
|
|
|
@code
|
|
|
|
|
Timeline timeline;
|
|
|
|
|
timeline.start();
|
|
|
|
|
|
|
|
|
|
void MyApplication::drawEvent() {
|
|
|
|
|
animables.step(timeline.lastFrameTime(), timeline.lastFrameDuration());
|
|
|
|
|
|
|
|
|
|
// ...
|
|
|
|
|
|
|
|
|
|
timeline.nextFrame();
|
|
|
|
|
}
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
## Using animable groups to improve performance
|
|
|
|
|
|
|
|
|
|
@ref AnimableGroup is optimized for case when no animation is running -- it
|
|
|
|
|
just puts itself to rest and waits until some animation changes its state to
|
|
|
|
|
@ref AnimationState::Running again. If you put animations which are not
|
|
|
|
|
pernamently running to separate group, they will not be always traversed when
|
|
|
|
|
calling @ref AnimableGroup::step(), saving precious frame time.
|
|
|
|
|
|
|
|
|
|
## Explicit template specializations
|
|
|
|
|
|
|
|
|
|
The following specializations are explicitly compiled into @ref SceneGraph
|
|
|
|
|
library. For other specializations (e.g. using @ref Magnum::Double "Double"
|
|
|
|
|
type) you have to use @ref Animable.hpp implementation file to avoid linker
|
|
|
|
|
errors. See also @ref compilation-speedup-hpp for more information.
|
|
|
|
|
|
|
|
|
|
- @ref Animable2D, @ref AnimableGroup2D
|
|
|
|
|
- @ref Animable3D, @ref AnimableGroup3D
|
|
|
|
|
|
|
|
|
|
@see @ref scenegraph, @ref BasicAnimable2D, @ref BasicAnimable3D,
|
|
|
|
|
@ref Animable2D, @ref Animable3D, @ref AnimableGroup
|
|
|
|
|
*/
|
|
|
|
|
template<UnsignedInt dimensions, class T> class Animable: public AbstractGroupedFeature<dimensions, Animable<dimensions, T>, T> {
|
|
|
|
|
friend AnimableGroup<dimensions, T>;
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
/**
|
|
|
|
|
* @brief Constructor
|
|
|
|
|
* @param object Object this animable belongs to
|
|
|
|
|
* @param group Group this animable belongs to
|
|
|
|
|
*
|
|
|
|
|
* Creates stopped non-repeating animation with infinite duration,
|
|
|
|
|
* adds the feature to the object and also to group, if specified.
|
|
|
|
|
* @see @ref setDuration(), @ref setState(), @ref setRepeated(),
|
|
|
|
|
* @ref AnimableGroup::add()
|
|
|
|
|
*/
|
|
|
|
|
explicit Animable(AbstractObject<dimensions, T>& object, AnimableGroup<dimensions, T>* group = nullptr);
|
|
|
|
|
|
|
|
|
|
~Animable();
|
|
|
|
|
|
|
|
|
|
/** @brief Animation duration */
|
|
|
|
|
Float duration() const { return _duration; }
|
|
|
|
|
|
|
|
|
|
/** @brief Animation state */
|
|
|
|
|
AnimationState state() const { return currentState; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set animation state
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Note that changing state from @ref AnimationState::Stopped to
|
|
|
|
|
* @ref AnimationState::Paused is ignored and animation remains in
|
|
|
|
|
* @ref AnimationState::Stopped state. See also @ref animationStep()
|
|
|
|
|
* for more information.
|
|
|
|
|
* @see @ref animationStarted(), @ref animationPaused(),
|
|
|
|
|
* @ref animationResumed(), @ref animationStopped()
|
|
|
|
|
*/
|
|
|
|
|
Animable<dimensions, T>& setState(AnimationState state);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Whether the animation is repeated
|
|
|
|
|
*
|
|
|
|
|
* @see @ref repeatCount()
|
|
|
|
|
*/
|
|
|
|
|
bool isRepeated() const { return _repeated; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Enable/disable repeated animation
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Default is `false`.
|
|
|
|
|
* @see @ref setRepeatCount()
|
|
|
|
|
*/
|
|
|
|
|
Animable<dimensions, T>& setRepeated(bool repeated) {
|
|
|
|
|
_repeated = repeated;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Repeat count
|
|
|
|
|
*
|
|
|
|
|
* @see @ref isRepeated()
|
|
|
|
|
*/
|
|
|
|
|
UnsignedShort repeatCount() const { return _repeatCount; }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set repeat count
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Has effect only if repeated animation is enabled. `0` means
|
|
|
|
|
* infinitely repeated animation. Default is `0`.
|
|
|
|
|
* @see @ref setRepeated()
|
|
|
|
|
*/
|
|
|
|
|
Animable<dimensions, T>& setRepeatCount(UnsignedShort count) {
|
|
|
|
|
_repeatCount = count;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Group containing this animable
|
|
|
|
|
*
|
|
|
|
|
* If the animable doesn't belong to any group, returns `nullptr`.
|
|
|
|
|
*/
|
|
|
|
|
AnimableGroup<dimensions, T>* animables();
|
|
|
|
|
const AnimableGroup<dimensions, T>* animables() const; /**< @overload */
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/**
|
|
|
|
|
* @copydoc animables()
|
|
|
|
|
* @deprecated Use @ref Magnum::SceneGraph::Animable::animables() "animables()"
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use animables() instead") AnimableGroup<dimensions, T>* group() { return animables(); }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @copydoc animables()
|
|
|
|
|
* @deprecated Use @ref Magnum::SceneGraph::Animable::animables() "animables()"
|
|
|
|
|
* instead.
|
|
|
|
|
*/
|
|
|
|
|
CORRADE_DEPRECATED("use animables() instead") const AnimableGroup<dimensions, T>* group() const { return animables(); }
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set animation duration
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Sets duration of the animation cycle in seconds. Set to `0.0f` for
|
|
|
|
|
* infinite non-repeating animation. Default is `0.0f`.
|
|
|
|
|
*/
|
|
|
|
|
/* Protected so only animation implementer can change it */
|
|
|
|
|
Animable<dimensions, T>& setDuration(Float duration) {
|
|
|
|
|
_duration = duration;
|
|
|
|
|
return *this;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Perform animation step
|
|
|
|
|
* @param time Time from start of the animation
|
|
|
|
|
* @param delta Time delta for current frame
|
|
|
|
|
*
|
|
|
|
|
* This function is periodically called from @ref AnimableGroup::step()
|
|
|
|
|
* if the animation state is set to @ref AnimationState::Running. After
|
|
|
|
|
* animation duration is exceeded and repeat is not enabled or repeat
|
|
|
|
|
* count is exceeded, the animation state is set to @ref AnimationState::Stopped.
|
|
|
|
|
*
|
|
|
|
|
* If the animation is resumed from @ref AnimationState::Paused, this
|
|
|
|
|
* function is called with @p time continuing from the point when it
|
|
|
|
|
* was paused. If the animation is resumed from @ref AnimationState::Stopped,
|
|
|
|
|
* @p time starts with zero.
|
|
|
|
|
*
|
|
|
|
|
* @see @ref state(), @ref duration(), @ref isRepeated(),
|
|
|
|
|
* @ref repeatCount()
|
|
|
|
|
*/
|
|
|
|
|
virtual void animationStep(Float time, Float delta) = 0;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Action on animation start
|
|
|
|
|
*
|
|
|
|
|
* Called from @ref AnimableGroup::step() when state is changed from
|
|
|
|
|
* @ref AnimationState::Stopped to @ref AnimationState::Running and
|
|
|
|
|
* before first @ref animationStep() is called.
|
|
|
|
|
*
|
|
|
|
|
* Default implementation does nothing.
|
|
|
|
|
* @see @ref setState()
|
|
|
|
|
*/
|
|
|
|
|
virtual void animationStarted() {}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Action on animation pause
|
|
|
|
|
*
|
|
|
|
|
* Called from @ref AnimableGroup::step() when state changes from
|
|
|
|
|
* @ref AnimationState::Running to @ref AnimationState::Paused and
|
|
|
|
|
* after last @ref animationStep() is called.
|
|
|
|
|
*
|
|
|
|
|
* Default implementation does nothing.
|
|
|
|
|
* @see @ref setState()
|
|
|
|
|
*/
|
|
|
|
|
virtual void animationPaused() {}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Action on animation resume
|
|
|
|
|
*
|
|
|
|
|
* Called from @ref AnimableGroup::step() when state changes from
|
|
|
|
|
* @ref AnimationState::Paused to @ref AnimationState::Running and
|
|
|
|
|
* before first @ref animationStep() is called.
|
|
|
|
|
*
|
|
|
|
|
* Default implementation does nothing.
|
|
|
|
|
* @see @ref setState()
|
|
|
|
|
*/
|
|
|
|
|
virtual void animationResumed() {}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Action on animation stop
|
|
|
|
|
*
|
|
|
|
|
* Called from @ref AnimableGroup::step() when state changes from
|
|
|
|
|
* either @ref AnimationState::Running or @ref AnimationState::Paused
|
|
|
|
|
* to @ref AnimationState::Stopped and after last @ref animationStep()
|
|
|
|
|
* is called.
|
|
|
|
|
*
|
|
|
|
|
* You may want to use this function to properly finish the animation
|
|
|
|
|
* in case the framerate is not high enough to have @ref animationStep()
|
|
|
|
|
* called enough times. Default implementation does nothing.
|
|
|
|
|
* @see @ref setState()
|
|
|
|
|
*/
|
|
|
|
|
virtual void animationStopped() {}
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
Float _duration;
|
|
|
|
|
Float startTime, pauseTime;
|
|
|
|
|
AnimationState previousState;
|
|
|
|
|
AnimationState currentState;
|
|
|
|
|
bool _repeated;
|
|
|
|
|
UnsignedShort _repeatCount;
|
|
|
|
|
UnsignedShort repeats;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Animable for two-dimensional scenes
|
|
|
|
|
|
|
|
|
|
Convenience alternative to `Animable<2, T>`. See @ref Animable for more
|
|
|
|
|
information.
|
|
|
|
|
@see @ref Animable2D, @ref BasicAnimable3D
|
|
|
|
|
*/
|
|
|
|
|
template<class T> using BasicAnimable2D = Animable<2, T>;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Animable for two-dimensional float scenes
|
|
|
|
|
|
|
|
|
|
@see @ref Animable3D
|
|
|
|
|
*/
|
|
|
|
|
typedef BasicAnimable2D<Float> Animable2D;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Animable for three-dimensional scenes
|
|
|
|
|
|
|
|
|
|
Convenience alternative to `Animable<3, T>`. See @ref Animable for more
|
|
|
|
|
information.
|
|
|
|
|
@see @ref Animable3D, @ref BasicAnimable2D
|
|
|
|
|
*/
|
|
|
|
|
template<class T> using BasicAnimable3D = Animable<3, T>;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
@brief Animable for three-dimensional float scenes
|
|
|
|
|
|
|
|
|
|
@see @ref Animable2D
|
|
|
|
|
*/
|
|
|
|
|
typedef BasicAnimable3D<Float> Animable3D;
|
|
|
|
|
|
|
|
|
|
#if defined(CORRADE_TARGET_WINDOWS) && !defined(__MINGW32__)
|
|
|
|
|
extern template class MAGNUM_SCENEGRAPH_EXPORT Animable<2, Float>;
|
|
|
|
|
extern template class MAGNUM_SCENEGRAPH_EXPORT Animable<3, Float>;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
}}
|
|
|
|
|
|
|
|
|
|
#endif
|