#include <msp/time/units.h>
#include "animation.h"
#include "armature.h"
+#include "error.h"
#include "keyframe.h"
#include "pose.h"
looping(false)
{ }
+// Avoid synthesizing ~RefPtr in files including animation.h
+Animation::~Animation()
+{ }
+
void Animation::set_armature(const Armature &a)
{
armature = &a;
return;
tkf.prepare();
-
}
{
// Compute a normalized vector halfway between the two endpoints
double half[3];
- double len = 0;
+ double a1_len = 0;
+ double h_len = 0;
for(unsigned i=0; i<3; ++i)
{
half[i] = (axis1[i]+axis2[i])/2;
- len += half[i]*half[i];
+ a1_len += axis1[i]*axis1[i];
+ h_len += half[i]*half[i];
}
- len = sqrt(len);
- for(unsigned i=0; i<3; ++i)
- half[i] /= len;
// Compute correction factors for smooth interpolation
- double cos_half = axis1[0]*half[0]+axis1[1]*half[1]+axis1[2]*half[2];
+ double cos_half = (axis1[0]*half[0]+axis1[1]*half[1]+axis1[2]*half[2])/sqrt(a1_len*h_len);
double angle = acos(cos_half);
slope = (angle ? angle/tan(angle) : 1);
scale = cos_half;
pose_matrices.resize(max_index+1);
const Pose *pose1 = prev->keyframe->get_pose();
const Pose *pose2 = keyframe->get_pose();
- Matrix identity;
+ static Matrix identity;
for(unsigned i=0; i<=max_index; ++i)
{
const Matrix &matrix1 = (pose1 ? pose1->get_link_matrix(i) : identity);
Matrix Animation::Iterator::get_pose_matrix(unsigned link) const
{
if(!animation.armature)
- throw logic_error("Animation::Iterator::get_pose_matrix");
+ throw invalid_operation("Animation::Iterator::get_pose_matrix");
if(link>animation.armature->get_max_link_index())
throw out_of_range("Animation::Iterator::get_pose_matrix");
- return iter->pose_matrices[link].get(time_since_keyframe/iter->delta_t);
+ if(!iter->prev)
+ {
+ if(const Pose *pose = iter->keyframe->get_pose())
+ return pose->get_link_matrix(link);
+ else
+ return Matrix();
+ }
+
+ // We must redo the base point correction since interpolation throws if 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();
+ Vector3 new_base = result*base;
+ result = Matrix::translation(base-new_base)*result;
+ return result;
}
void Animation::Loader::keyframe_inline()
{
RefPtr<KeyFrame> kf = new KeyFrame;
- load_sub(*kf);
+ if(coll)
+ load_sub(*kf, get_collection());
+ else
+ load_sub(*kf);
TimedKeyFrame tkf(obj);
tkf.time = current_time;