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#ifndef Magnum_SceneGraph_Animable_hpp
#define Magnum_SceneGraph_Animable_hpp
/*
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief @ref compilation-speedup-hpp "Template implementation" for Animable.h and AnimableGroup.h
*/
#include "AnimableGroup.h"
#include "Animable.h"
#include "Timeline.h"
namespace Magnum { namespace SceneGraph {
template<std::uint8_t 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(std::numeric_limits<GLfloat>::infinity()), pauseTime(-std::numeric_limits<GLfloat>::infinity()), previousState(AnimationState::Stopped), currentState(AnimationState::Stopped), _repeated(false), _repeatCount(0), repeats(0) {}
template<std::uint8_t dimensions, class T> Animable<dimensions, T>* Animable<dimensions, T>::setState(AnimationState state) {
if(currentState == state) return this;
/* Not allowed (for sanity) */
if(previousState == AnimationState::Stopped && state == AnimationState::Paused)
return this;
/* Wake up the group in case no animations are running */
group()->wakeUp = true;
currentState = state;
return this;
}
template<std::uint8_t dimensions, class T> AnimableGroup<dimensions, T>* Animable<dimensions, T>::group() {
return static_cast<AnimableGroup<dimensions, T>*>(AbstractGroupedFeature<dimensions, Animable<dimensions, T>, T>::group());
}
template<std::uint8_t dimensions, class T> const AnimableGroup<dimensions, T>* Animable<dimensions, T>::group() const {
return static_cast<const AnimableGroup<dimensions, T>*>(AbstractGroupedFeature<dimensions, Animable<dimensions, T>, T>::group());
}
template<std::uint8_t dimensions, class T> void AnimableGroup<dimensions, T>::step(const GLfloat time, const GLfloat delta) {
if(!_runningCount && !wakeUp) return;
wakeUp = false;
for(std::size_t i = 0; i != this->size(); ++i) {
Animable<dimensions, T>* animable = (*this)[i];
/* The animation was stopped recently, just decrease count of running
animations if the animation was running before */
if(animable->previousState != AnimationState::Stopped && animable->currentState == AnimationState::Stopped) {
if(animable->previousState == AnimationState::Running)
--_runningCount;
animable->previousState = AnimationState::Stopped;
animable->animationStopped();
continue;
/* The animation was paused recently, set pause time to previous frame time */
} else if(animable->previousState == AnimationState::Running && animable->currentState == AnimationState::Paused) {
animable->previousState = AnimationState::Paused;
animable->pauseTime = time;
--_runningCount;
animable->animationPaused();
continue;
/* Skip the rest for not running animations */
} else if(animable->currentState != AnimationState::Running) {
CORRADE_INTERNAL_ASSERT(animable->previousState == animable->currentState);
continue;
/* The animation was started recently, set start time to previous frame time */
} else if(animable->previousState == AnimationState::Stopped) {
animable->previousState = AnimationState::Running;
animable->startTime = time;
++_runningCount;
animable->animationStarted();
/* The animation was resumed recently, add pause duration to start time */
} else if(animable->previousState == AnimationState::Paused) {
animable->previousState = AnimationState::Running;
animable->startTime += time - animable->pauseTime;
++_runningCount;
animable->animationResumed();
}
CORRADE_INTERNAL_ASSERT(animable->previousState == AnimationState::Running);
/* Animation time exceeded duration */
if(animable->_duration != 0.0f && time-animable->startTime > animable->_duration) {
/* Not repeated or repeat count exceeded, stop */
if(!animable->_repeated || animable->repeats+1 == animable->_repeatCount) {
animable->previousState = AnimationState::Stopped;
animable->currentState = AnimationState::Stopped;
--_runningCount;
animable->animationStopped();
continue;
}
/* Increase repeat count and add duration to startTime */
++animable->repeats;
animable->startTime += animable->_duration;
}
/* Animation is still running, perform animation step */
CORRADE_ASSERT(time-animable->startTime >= 0.0f,
"SceneGraph::AnimableGroup::step(): animation was started in future - probably wrong time passed", );
CORRADE_ASSERT(delta >= 0.0f,
"SceneGraph::AnimableGroup::step(): negative delta passed", );
animable->animationStep(time - animable->startTime, delta);
}
CORRADE_INTERNAL_ASSERT(_runningCount <= this->size());
}
}}
#endif