]> git.tdb.fi Git - libs/gl.git/blobdiff - source/animation.cpp
Refactor the Animation reference out of TimedKeyFrame
[libs/gl.git] / source / animation.cpp
index 8f7dea03bd90e8c8513c5e2ac77379699072ed16..2f78d1eafad574b4d1c060a8209d0527309cc393 100644 (file)
@@ -42,16 +42,33 @@ const string &Animation::get_uniform_name(unsigned i) const
 }
 
 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();
+       tkf.keyframe = kf;
+
+       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);
-       keyframes.push_back(tkf);
 }
 
 void Animation::set_looping(bool l)
@@ -61,8 +78,6 @@ void Animation::set_looping(bool l)
 
 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)
        {
@@ -79,7 +94,7 @@ void Animation::prepare_keyframe(TimedKeyFrame &tkf)
                        uniforms.push_back(UniformInfo(i->first, i->second.size));
        }
 
-       tkf.prepare();
+       tkf.prepare(*this);
 }
 
 
@@ -145,7 +160,7 @@ Matrix Animation::MatrixInterpolation::get(float t) const
                        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. */
@@ -170,12 +185,11 @@ Matrix Animation::MatrixInterpolation::get(float t) const
 }
 
 
-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)
@@ -218,8 +232,8 @@ Animation::UniformInfo::UniformInfo(const string &n, unsigned s):
 
 
 Animation::Iterator::Iterator(const Animation &a):
-       animation(a),
-       iter(animation.keyframes.begin()),
+       animation(&a),
+       iter(animation->keyframes.begin()),
        end(false)
 { }
 
@@ -228,12 +242,12 @@ Animation::Iterator &Animation::Iterator::operator+=(const Time::TimeDelta &t)
        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;
@@ -264,10 +278,10 @@ KeyFrame::AnimatedUniform Animation::Iterator::get_uniform(unsigned i) const
                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)
@@ -277,9 +291,9 @@ KeyFrame::AnimatedUniform Animation::Iterator::get_uniform(unsigned i) const
 
 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)
@@ -293,7 +307,7 @@ Matrix Animation::Iterator::get_pose_matrix(unsigned link) const
        // 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();
+       const Vector3 &base = animation->armature->get_link(link).get_base();
        Vector3 new_base = result*base;
        result = Matrix::translation(base-new_base)*result;
        return result;
@@ -334,11 +348,7 @@ void Animation::Loader::keyframe_inline()
        else
                load_sub(*kf);
 
-       TimedKeyFrame tkf(obj);
-       tkf.time = current_time;
-       tkf.keyframe = kf;
-       obj.prepare_keyframe(tkf);
-       obj.keyframes.push_back(tkf);
+       obj.add_keyframe(current_time, kf);
 }
 
 void Animation::Loader::interval(float t)