+#include <msp/core/algorithm.h>
#include "animatedobject.h"
#include "animationplayer.h"
#include "armature.h"
+#include "programdata.h"
using namespace std;
namespace Msp {
namespace GL {
-void AnimationPlayer::play(AnimatedObject &obj, const Animation &anim)
+AnimationPlayer::Target &AnimationPlayer::get_slot(Placeable &obj)
{
- slots.push_back(Slot(obj, anim));
+ ObjectMap::iterator i = objects.find(&obj);
+ if(i!=objects.end())
+ return i->second;
+
+ return objects.insert(ObjectMap::value_type(&obj, Target(obj))).first->second;
+}
+
+AnimationPlayer::Target &AnimationPlayer::play_(Placeable &obj, const Animation &anim, bool stacked, float speed)
+{
+ Target &target = get_slot(obj);
+ if(!stacked)
+ {
+ target.animations.clear();
+ target.base_matrix = Matrix();
+ }
+ else if(target.animations.empty())
+ target.base_matrix = *obj.get_matrix();
+ target.stacked = stacked;
+ // TODO check for incompatible armature
+ target.armature = anim.get_armature();
+ target.animations.push_back(PlayingAnimation(anim, speed));
+ return target;
+}
+
+void AnimationPlayer::play(AnimatedObject &obj, const Animation &anim, float speed)
+{
+ Target &target = play_(obj, anim, false, speed);
+ target.object = &obj;
+}
+
+void AnimationPlayer::play(Placeable &obj, const Animation &anim, float speed)
+{
+ play_(obj, anim, false, speed);
+}
+
+void AnimationPlayer::play_stacked(AnimatedObject &obj, const Animation &anim, float speed)
+{
+ Target &target = play_(obj, anim, true, speed);
+ target.object = &obj;
+}
+
+void AnimationPlayer::play_stacked(Placeable &obj, const Animation &anim, float speed)
+{
+ play_(obj, anim, true, speed);
+}
+
+unsigned AnimationPlayer::get_n_active_animations(const AnimatedObject &obj) const
+{
+ ObjectMap::const_iterator i = objects.find(&obj);
+ return (i!=objects.end() ? i->second.animations.size() : 0);
+}
+
+void AnimationPlayer::observe_events(AnimatedObject &obj, AnimationEventObserver &observer)
+{
+ Target &target = get_slot(obj);
+ if(find(target.event_observers, &observer)==target.event_observers.end())
+ target.event_observers.push_back(&observer);
+}
+
+void AnimationPlayer::unobserve_events(AnimatedObject &obj, AnimationEventObserver &observer)
+{
+ ObjectMap::iterator i = objects.find(&obj);
+ if(i==objects.end())
+ return;
+
+ vector<AnimationEventObserver *>::iterator j = find(i->second.event_observers, &observer);
+ if(j!=i->second.event_observers.end())
+ i->second.event_observers.erase(j);
+}
+
+void AnimationPlayer::unobserve_events(AnimationEventObserver &observer)
+{
+ for(ObjectMap::iterator i=objects.begin(); i!=objects.end(); ++i)
+ {
+ vector<AnimationEventObserver *>::iterator j = find(i->second.event_observers, &observer);
+ if(j!=i->second.event_observers.end())
+ i->second.event_observers.erase(j);
+ }
+}
+
+void AnimationPlayer::stop(Placeable &obj)
+{
+ objects.erase(&obj);
+}
+
+void AnimationPlayer::stop(Placeable &obj, const Animation &anim)
+{
+ ObjectMap::iterator i = objects.find(&obj);
+ if(i==objects.end())
+ return;
+
+ for(vector<PlayingAnimation>::iterator j=i->second.animations.begin(); j!=i->second.animations.end(); ++j)
+ if(j->animation==&anim)
+ {
+ i->second.animations.erase(j);
+ break;
+ }
+
+ if(i->second.animations.empty())
+ objects.erase(i);
}
void AnimationPlayer::tick(const Time::TimeDelta &dt)
{
- for(list<Slot>::iterator i=slots.begin(); i!=slots.end(); )
+ for(ObjectMap::iterator i=objects.begin(); i!=objects.end(); )
+ {
+ if(i->second.stacked)
+ tick_stacked(i->second, dt);
+ else if(!i->second.animations.empty())
+ tick_single(i->second, dt);
+
+ if(i->second.animations.empty() && i->second.event_observers.empty())
+ objects.erase(i++);
+ else
+ ++i;
+ }
+}
+
+void AnimationPlayer::tick_single(Target &target, const Time::TimeDelta &dt)
+{
+ PlayingAnimation &anim = target.animations.front();
+ anim.iterator += dt*anim.speed;
+ target.placeable.set_matrix(anim.iterator.get_matrix());
+
+ if(target.object)
{
- i->iterator += dt;
- i->object.set_matrix(i->iterator.get_matrix());
- if(const Armature *armature = i->animation.get_armature())
+ unsigned n_uniforms = anim.animation->get_n_uniforms();
+ for(unsigned i=0; i<n_uniforms; ++i)
+ set_object_uniform(*target.object, anim.animation->get_uniform_name(i), anim.iterator.get_uniform(i));
+
+ if(target.armature)
{
- unsigned max_index = armature->get_max_link_index();
- for(unsigned j=0; j<=max_index; ++j)
- i->object.set_pose_matrix(j, i->iterator.get_pose_matrix(j));
+ unsigned max_index = target.armature->get_max_link_index();
+ for(unsigned i=0; i<=max_index; ++i)
+ target.object->set_pose_matrix(i, anim.iterator.get_pose_matrix(i));
}
+ }
+
+ anim.iterator.dispatch_events(target);
+
+ if(anim.iterator.is_end())
+ target.animations.clear();
+}
+
+void AnimationPlayer::tick_stacked(Target &target, const Time::TimeDelta &dt)
+{
+ Matrix matrix = target.base_matrix;
+ for(vector<PlayingAnimation>::iterator i=target.animations.begin(); i!=target.animations.end(); ++i)
+ {
+ i->iterator += dt*i->speed;
+ matrix *= i->iterator.get_matrix();
+
+ if(target.object)
+ {
+ unsigned n_uniforms = i->animation->get_n_uniforms();
+ for(unsigned j=0; j<n_uniforms; ++j)
+ set_object_uniform(*target.object, i->animation->get_uniform_name(j), i->iterator.get_uniform(j));
+ }
+ }
+ target.placeable.set_matrix(matrix);
+
+ if(target.object && target.armature)
+ {
+ unsigned max_index = target.armature->get_max_link_index();
+ for(unsigned i=0; i<=max_index; ++i)
+ {
+ matrix = Matrix();
+ /* XXX This is in all likelihood incorrect. The stacking should be
+ performed on local matrices. */
+ for(vector<PlayingAnimation>::iterator j=target.animations.begin(); j!=target.animations.end(); ++j)
+ if(j->animation->get_armature())
+ matrix *= j->iterator.get_pose_matrix(i);
+ target.object->set_pose_matrix(i, matrix);
+ }
+ }
+
+ for(vector<PlayingAnimation>::iterator i=target.animations.begin(); i!=target.animations.end(); )
+ {
+ i->iterator.dispatch_events(target);
if(i->iterator.is_end())
- slots.erase(i++);
+ i = target.animations.erase(i);
else
++i;
}
+
+ if(target.animations.empty())
+ target.stacked = false;
}
+void AnimationPlayer::set_object_uniform(AnimatedObject &obj, const string &name, const KeyFrame::AnimatedUniform &uni)
+{
+ ProgramData &shdata = obj.get_shader_data();
+
+ if(uni.size==1)
+ shdata.uniform(name, uni.values[0]);
+ else if(uni.size==2)
+ shdata.uniform2(name, uni.values);
+ else if(uni.size==3)
+ shdata.uniform3(name, uni.values);
+ else if(uni.size==4)
+ shdata.uniform4(name, uni.values);
+}
+
+
+AnimationPlayer::PlayingAnimation::PlayingAnimation(const Animation &a, float s):
+ animation(&a),
+ speed(s),
+ iterator(*animation)
+{ }
+
-AnimationPlayer::Slot::Slot(AnimatedObject &o, const Animation &a):
- object(o),
- animation(a),
- iterator(animation)
+AnimationPlayer::Target::Target(Placeable &p):
+ placeable(p),
+ object(0),
+ armature(0),
+ stacked(false)
{ }
+void AnimationPlayer::Target::animation_event(Placeable *, const string &name, const Variant &value)
+{
+ for(vector<AnimationEventObserver *>::const_iterator i=event_observers.begin(); i!=event_observers.end(); ++i)
+ (*i)->animation_event(&placeable, name, value);
+}
+
} // namespace GL
} // namespace Msp