1 #include <msp/core/algorithm.h>
2 #include "animatedobject.h"
3 #include "animationplayer.h"
5 #include "programdata.h"
12 AnimationPlayer::Target &AnimationPlayer::get_slot(Placeable &obj)
14 ObjectMap::iterator i = objects.find(&obj);
18 return objects.insert(ObjectMap::value_type(&obj, Target(obj))).first->second;
21 AnimationPlayer::Target &AnimationPlayer::play_(Placeable &obj, const Animation &anim, bool stacked, float speed)
23 Target &target = get_slot(obj);
26 target.animations.clear();
27 target.base_matrix = Matrix();
29 else if(target.animations.empty())
30 target.base_matrix = *obj.get_matrix();
31 target.stacked = stacked;
32 // TODO check for incompatible armature
33 target.armature = anim.get_armature();
34 target.animations.push_back(PlayingAnimation(anim, speed));
38 void AnimationPlayer::play(AnimatedObject &obj, const Animation &anim, float speed)
40 Target &target = play_(obj, anim, false, speed);
44 void AnimationPlayer::play(Placeable &obj, const Animation &anim, float speed)
46 play_(obj, anim, false, speed);
49 void AnimationPlayer::play_stacked(AnimatedObject &obj, const Animation &anim, float speed)
51 Target &target = play_(obj, anim, true, speed);
55 void AnimationPlayer::play_stacked(Placeable &obj, const Animation &anim, float speed)
57 play_(obj, anim, true, speed);
60 unsigned AnimationPlayer::get_n_active_animations(const AnimatedObject &obj) const
62 ObjectMap::const_iterator i = objects.find(&obj);
63 return (i!=objects.end() ? i->second.animations.size() : 0);
66 void AnimationPlayer::observe_events(AnimatedObject &obj, AnimationEventObserver &observer)
68 Target &target = get_slot(obj);
69 if(find(target.event_observers, &observer)==target.event_observers.end())
70 target.event_observers.push_back(&observer);
73 void AnimationPlayer::unobserve_events(AnimatedObject &obj, AnimationEventObserver &observer)
75 ObjectMap::iterator i = objects.find(&obj);
79 vector<AnimationEventObserver *>::iterator j = find(i->second.event_observers, &observer);
80 if(j!=i->second.event_observers.end())
81 i->second.event_observers.erase(j);
84 void AnimationPlayer::unobserve_events(AnimationEventObserver &observer)
86 for(ObjectMap::iterator i=objects.begin(); i!=objects.end(); ++i)
88 vector<AnimationEventObserver *>::iterator j = find(i->second.event_observers, &observer);
89 if(j!=i->second.event_observers.end())
90 i->second.event_observers.erase(j);
94 void AnimationPlayer::stop(Placeable &obj)
99 void AnimationPlayer::stop(Placeable &obj, const Animation &anim)
101 ObjectMap::iterator i = objects.find(&obj);
105 for(vector<PlayingAnimation>::iterator j=i->second.animations.begin(); j!=i->second.animations.end(); ++j)
106 if(j->animation==&anim)
108 i->second.animations.erase(j);
112 if(i->second.animations.empty())
116 void AnimationPlayer::tick(const Time::TimeDelta &dt)
118 for(ObjectMap::iterator i=objects.begin(); i!=objects.end(); )
120 if(i->second.stacked)
121 tick_stacked(i->second, dt);
122 else if(!i->second.animations.empty())
123 tick_single(i->second, dt);
125 if(i->second.animations.empty() && i->second.event_observers.empty())
132 void AnimationPlayer::tick_single(Target &target, const Time::TimeDelta &dt)
134 PlayingAnimation &anim = target.animations.front();
135 anim.iterator += dt*anim.speed;
136 target.placeable.set_matrix(anim.iterator.get_matrix());
140 unsigned n_uniforms = anim.animation->get_n_uniforms();
141 for(unsigned i=0; i<n_uniforms; ++i)
142 set_object_uniform(*target.object, anim.animation->get_uniform_name(i), anim.iterator.get_uniform(i));
146 unsigned max_index = target.armature->get_max_link_index();
147 for(unsigned i=0; i<=max_index; ++i)
148 target.object->set_pose_matrix(i, anim.iterator.get_pose_matrix(i));
152 anim.iterator.dispatch_events(target);
154 if(anim.iterator.is_end())
155 target.animations.clear();
158 void AnimationPlayer::tick_stacked(Target &target, const Time::TimeDelta &dt)
160 Matrix matrix = target.base_matrix;
161 for(vector<PlayingAnimation>::iterator i=target.animations.begin(); i!=target.animations.end(); ++i)
163 i->iterator += dt*i->speed;
164 matrix *= i->iterator.get_matrix();
168 unsigned n_uniforms = i->animation->get_n_uniforms();
169 for(unsigned j=0; j<n_uniforms; ++j)
170 set_object_uniform(*target.object, i->animation->get_uniform_name(j), i->iterator.get_uniform(j));
173 target.placeable.set_matrix(matrix);
175 if(target.object && target.armature)
177 unsigned max_index = target.armature->get_max_link_index();
178 for(unsigned i=0; i<=max_index; ++i)
181 /* XXX This is in all likelihood incorrect. The stacking should be
182 performed on local matrices. */
183 for(vector<PlayingAnimation>::iterator j=target.animations.begin(); j!=target.animations.end(); ++j)
184 if(j->animation->get_armature())
185 matrix *= j->iterator.get_pose_matrix(i);
186 target.object->set_pose_matrix(i, matrix);
190 for(vector<PlayingAnimation>::iterator i=target.animations.begin(); i!=target.animations.end(); )
192 i->iterator.dispatch_events(target);
194 if(i->iterator.is_end())
195 i = target.animations.erase(i);
200 if(target.animations.empty())
201 target.stacked = false;
204 void AnimationPlayer::set_object_uniform(AnimatedObject &obj, const string &name, const KeyFrame::AnimatedUniform &uni)
206 ProgramData &shdata = obj.get_shader_data();
209 shdata.uniform(name, uni.values[0]);
211 shdata.uniform2(name, uni.values);
213 shdata.uniform3(name, uni.values);
215 shdata.uniform4(name, uni.values);
219 AnimationPlayer::PlayingAnimation::PlayingAnimation(const Animation &a, float s):
226 AnimationPlayer::Target::Target(Placeable &p):
233 void AnimationPlayer::Target::animation_event(Placeable *, const string &name, const Variant &value)
235 for(vector<AnimationEventObserver *>::const_iterator i=event_observers.begin(); i!=event_observers.end(); ++i)
236 (*i)->animation_event(&placeable, name, value);