#include <msp/datafile/collection.h>
#include <msp/time/units.h>
#include "animation.h"
+#include "animationeventobserver.h"
#include "armature.h"
#include "error.h"
#include "pose.h"
}
void Animation::add_keyframe(const Time::TimeDelta &t, const KeyFrame &kf)
+{
+ RefPtr<const KeyFrame> kfr(&kf);
+ kfr.keep();
+ add_keyframe(t, kfr);
+}
+
+void Animation::add_keyframe(const Time::TimeDelta &t, const RefPtr<const KeyFrame> &kf)
{
if(!keyframes.empty() && t<keyframes.back().time)
throw invalid_argument("Animation::add_keyframe");
- TimedKeyFrame tkf(*this);
+ bool realloc = (keyframes.size()>=keyframes.capacity());
+
+ keyframes.push_back(TimedKeyFrame());
+ TimedKeyFrame &tkf = keyframes.back();
tkf.time = t;
- tkf.keyframe = &kf;
- tkf.keyframe.keep();
- prepare_keyframe(tkf);
- keyframes.push_back(tkf);
-}
+ tkf.keyframe = kf;
-void Animation::set_looping(bool l)
-{
- looping = l;
+ if(realloc)
+ {
+ for(unsigned i=1; i<keyframes.size(); ++i)
+ keyframes[i].prev = &keyframes[i-1];
+ }
+ else if(keyframes.size()>1)
+ tkf.prev = &tkf-1;
+
+ prepare_keyframe(tkf);
}
void Animation::prepare_keyframe(TimedKeyFrame &tkf)
{
- tkf.prev = (keyframes.empty() ? 0 : &keyframes.back());
-
const KeyFrame::UniformMap &kf_uniforms = tkf.keyframe->get_uniforms();
for(KeyFrame::UniformMap::const_iterator i=kf_uniforms.begin(); i!=kf_uniforms.end(); ++i)
{
uniforms.push_back(UniformInfo(i->first, i->second.size));
}
- tkf.prepare();
+ tkf.prepare(*this);
+}
+
+void Animation::add_event(const Time::TimeDelta &t, const string &n, const Variant &v)
+{
+ Event event;
+ event.time = t;
+ event.name = n;
+ event.value = v;
+ events.push_back(event);
+}
+
+void Animation::set_looping(bool l)
+{
+ looping = l;
}
Animation::AxisInterpolation::AxisInterpolation(const float *axis1, const float *axis2)
{
// Compute a normalized vector halfway between the two endpoints
- float half[3];
float a1_len = 0;
float h_len = 0;
+ float cos_half = 0;
for(unsigned i=0; i<3; ++i)
{
- half[i] = (axis1[i]+axis2[i])/2;
+ float half_i = (axis1[i]+axis2[i])/2;
+ cos_half += axis1[i]*half_i;
a1_len += axis1[i]*axis1[i];
- h_len += half[i]*half[i];
+ h_len += half_i*half_i;
}
// Compute correction factors for smooth interpolation
- float cos_half = (axis1[0]*half[0]+axis1[1]*half[1]+axis1[2]*half[2])/sqrt(a1_len*h_len);
+ cos_half = min(max(cos_half/sqrt(a1_len*h_len), -1.0f), 1.0f);
float angle = acos(cos_half);
slope = (angle ? angle/tan(angle) : 1);
scale = cos_half;
will be in the range [-1, 1]. */
float w = (axes[i].slope+(1-axes[i].slope)*u*u)*u*0.5f+0.5f;
- /* The interpolate vectors will also be shorter than unit length. At
+ /* The interpolated vectors will also be shorter than unit length. At
the halfway point the length will be equal to the cosine of half the
angle, which was computed earlier. Use a second degree polynomial to
approximate. */
}
-Animation::TimedKeyFrame::TimedKeyFrame(const Animation &a):
- animation(a),
+Animation::TimedKeyFrame::TimedKeyFrame():
prev(0)
{ }
-void Animation::TimedKeyFrame::prepare()
+void Animation::TimedKeyFrame::prepare(const Animation &animation)
{
const KeyFrame::UniformMap &kf_uniforms = keyframe->get_uniforms();
for(KeyFrame::UniformMap::const_iterator i=kf_uniforms.begin(); i!=kf_uniforms.end(); ++i)
Animation::Iterator::Iterator(const Animation &a):
- animation(a),
- iter(animation.keyframes.begin()),
+ animation(&a),
+ iter(animation->keyframes.begin()),
+ event_iter(animation->events.begin()),
end(false)
{ }
time_since_keyframe += t;
while(time_since_keyframe>iter->delta_t)
{
- KeyFrameList::const_iterator next = iter;
+ vector<TimedKeyFrame>::const_iterator next = iter;
++next;
- if(next==animation.keyframes.end())
+ if(next==animation->keyframes.end())
{
- if(animation.looping)
- next = animation.keyframes.begin();
+ if(animation->looping)
+ next = animation->keyframes.begin();
else
{
end = true;
return *this;
}
+void Animation::Iterator::dispatch_events(AnimationEventObserver &observer)
+{
+ vector<Event>::const_iterator events_end = animation->events.end();
+ if(end)
+ {
+ for(; event_iter!=events_end; ++event_iter)
+ observer.animation_event(0, event_iter->name, event_iter->value);
+ }
+ else if(event_iter!=events_end)
+ {
+ Time::TimeDelta t = time_since_keyframe;
+ if(iter->prev)
+ t += iter->prev->time;
+ for(; (event_iter!=events_end && event_iter->time<=t); ++event_iter)
+ observer.animation_event(0, event_iter->name, event_iter->value);
+ }
+}
+
Matrix Animation::Iterator::get_matrix() const
{
if(!iter->prev)
if(iter->uniforms.size()>i)
return iter->uniforms[i];
else
- return KeyFrame::AnimatedUniform(animation.uniforms[i].size, 0.0f);
+ return KeyFrame::AnimatedUniform(animation->uniforms[i].size, 0.0f);
}
- unsigned size = animation.uniforms[i].size;
+ unsigned size = animation->uniforms[i].size;
float t = time_since_keyframe/iter->delta_t;
KeyFrame::AnimatedUniform result(size, 0.0f);
for(unsigned j=0; j<size; ++j)
Matrix Animation::Iterator::get_pose_matrix(unsigned link) const
{
- if(!animation.armature)
+ if(!animation->armature)
throw invalid_operation("Animation::Iterator::get_pose_matrix");
- if(link>animation.armature->get_max_link_index())
+ if(link>animation->armature->get_max_link_index())
throw out_of_range("Animation::Iterator::get_pose_matrix");
if(!iter->prev)
return Matrix();
}
- // We must redo the base point correction since interpolation throws if off
+ // We must redo the base point correction since interpolation throws it off
// XXX This should probably be done on local matrices
Matrix result = iter->pose_matrices[link].get(time_since_keyframe/iter->delta_t);
- const Vector3 &base = animation.armature->get_link(link).get_base();
+ const Vector3 &base = animation->armature->get_link(link).get_base();
Vector3 new_base = result*base;
result = Matrix::translation(base-new_base)*result;
return result;
void Animation::Loader::init()
{
add("armature", &Animation::armature);
+ add("event", &Loader::event);
+ add("event", &Loader::event1i);
+ add("event", &Loader::event1f);
+ add("event", &Loader::event2f);
+ add("event", &Loader::event3f);
+ add("event", &Loader::event4f);
add("interval", &Loader::interval);
add("keyframe", &Loader::keyframe);
add("keyframe", &Loader::keyframe_inline);
add("looping", &Animation::looping);
}
+void Animation::Loader::event(const string &n)
+{
+ obj.add_event(current_time, n);
+}
+
+void Animation::Loader::event1i(const string &n, int v)
+{
+ obj.add_event(current_time, n, v);
+}
+
+void Animation::Loader::event1f(const string &n, float v)
+{
+ obj.add_event(current_time, n, v);
+}
+
+void Animation::Loader::event2f(const string &n, float v0, float v1)
+{
+ obj.add_event(current_time, n, LinAl::Vector<float, 2>(v0, v1));
+}
+
+void Animation::Loader::event3f(const string &n, float v0, float v1, float v2)
+{
+ obj.add_event(current_time, n, Vector3(v0, v1, v2));
+}
+
+void Animation::Loader::event4f(const string &n, float v0, float v1, float v2, float v3)
+{
+ obj.add_event(current_time, n, Vector4(v0, v1, v2, v3));
+}
+
+void Animation::Loader::interval(float t)
+{
+ current_time += t*Time::sec;
+}
+
void Animation::Loader::keyframe(const string &n)
{
obj.add_keyframe(current_time, get_collection().get<KeyFrame>(n));
else
load_sub(*kf);
- TimedKeyFrame tkf(obj);
- tkf.time = current_time;
- tkf.keyframe = kf;
- obj.prepare_keyframe(tkf);
- obj.keyframes.push_back(tkf);
-}
-
-void Animation::Loader::interval(float t)
-{
- current_time += t*Time::sec;
+ obj.add_keyframe(current_time, kf);
}
} // namespace GL