1 #include "animatedobject.h"
2 #include "animationplayer.h"
10 AnimationPlayer::ObjectSlot &AnimationPlayer::get_slot(AnimatedObject &obj)
12 ObjectMap::iterator i = objects.find(&obj);
16 return objects.insert(ObjectMap::value_type(&obj, ObjectSlot(obj))).first->second;
19 void AnimationPlayer::play(AnimatedObject &obj, const Animation &anim)
21 ObjectSlot &obj_slot = get_slot(obj);
22 obj_slot.animations.clear();
23 obj_slot.base_matrix = Matrix();
24 obj_slot.stacked = false;
25 obj_slot.armature = anim.get_armature();
26 obj_slot.animations.push_back(AnimationSlot(anim));
29 void AnimationPlayer::play_stacked(AnimatedObject &obj, const Animation &anim)
31 ObjectSlot &obj_slot = get_slot(obj);
32 if(obj_slot.animations.empty())
33 obj_slot.base_matrix = *obj.get_matrix();
34 // TODO check for incompatible armature
35 obj_slot.stacked = true;
36 obj_slot.armature = anim.get_armature();
37 obj_slot.animations.push_back(AnimationSlot(anim));
40 void AnimationPlayer::stop(AnimatedObject &obj)
45 void AnimationPlayer::tick(const Time::TimeDelta &dt)
47 for(ObjectMap::iterator i=objects.begin(); i!=objects.end(); )
51 keep = tick_stacked(i->second, dt);
53 keep = tick_single(i->second, dt);
62 bool AnimationPlayer::tick_single(ObjectSlot &slot, const Time::TimeDelta &dt)
64 AnimatedObject &obj = slot.object;
65 AnimationSlot &anim = slot.animations.front();
67 obj.set_matrix(anim.iterator.get_matrix());
70 unsigned max_index = slot.armature->get_max_link_index();
71 for(unsigned i=0; i<=max_index; ++i)
72 obj.set_pose_matrix(i, anim.iterator.get_pose_matrix(i));
75 return !anim.iterator.is_end();
78 bool AnimationPlayer::tick_stacked(ObjectSlot &slot, const Time::TimeDelta &dt)
80 Matrix matrix = slot.base_matrix;
81 for(AnimationList::iterator i=slot.animations.begin(); i!=slot.animations.end(); ++i)
84 matrix *= i->iterator.get_matrix();
86 slot.object.set_matrix(matrix);
90 unsigned max_index = slot.armature->get_max_link_index();
91 for(unsigned i=0; i<=max_index; ++i)
94 /* XXX This is in all likelihood incorrect. The stacking should be
95 performed on local matrices. */
96 for(AnimationList::iterator j=slot.animations.begin(); j!=slot.animations.end(); ++j)
97 if(j->animation.get_armature())
98 matrix *= j->iterator.get_pose_matrix(i);
99 slot.object.set_pose_matrix(i, matrix);
103 for(AnimationList::iterator i=slot.animations.begin(); i!=slot.animations.end(); )
105 if(i->iterator.is_end())
106 slot.animations.erase(i++);
111 return !slot.animations.empty();
115 AnimationPlayer::ObjectSlot::ObjectSlot(AnimatedObject &o):
122 AnimationPlayer::AnimationSlot::AnimationSlot(const Animation &a):