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Check the flat qualifier from the correct member
[libs/gl.git] / source / animation.cpp
diff --git a/source/animation.cpp b/source/animation.cpp
deleted file mode 100644 (file)
index b1d639e..0000000
+++ /dev/null
@@ -1,282 +0,0 @@
-#include <cmath>
-#include <msp/datafile/collection.h>
-#include <msp/time/units.h>
-#include "animation.h"
-#include "armature.h"
-#include "error.h"
-#include "keyframe.h"
-#include "pose.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Animation::Animation():
-       armature(0),
-       looping(false)
-{ }
-
-// Avoid synthesizing ~RefPtr in files including animation.h
-Animation::~Animation()
-{ }
-
-void Animation::set_armature(const Armature &a)
-{
-       armature = &a;
-}
-
-void Animation::add_keyframe(const Time::TimeDelta &t, const KeyFrame &kf)
-{
-       if(!keyframes.empty() && t<keyframes.back().time)
-               throw invalid_argument("Animation::add_keyframe");
-
-       TimedKeyFrame tkf(*this);
-       tkf.time = t;
-       tkf.keyframe = &kf;
-       tkf.keyframe.keep();
-       prepare_keyframe(tkf);
-       keyframes.push_back(tkf);
-}
-
-void Animation::set_looping(bool l)
-{
-       looping = l;
-}
-
-void Animation::prepare_keyframe(TimedKeyFrame &tkf)
-{
-       tkf.prev = (keyframes.empty() ? 0 : &keyframes.back());
-       if(!tkf.prev)
-               return;
-
-       tkf.prepare();
-}
-
-
-Animation::AxisInterpolation::AxisInterpolation():
-       slope(0),
-       scale(0)
-{ }
-
-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;
-       for(unsigned i=0; i<3; ++i)
-       {
-               half[i] = (axis1[i]+axis2[i])/2;
-               a1_len += axis1[i]*axis1[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);
-       float angle = acos(cos_half);
-       slope = (angle ? angle/tan(angle) : 1);
-       scale = cos_half;
-}
-
-
-Animation::MatrixInterpolation::MatrixInterpolation():
-       matrix1(0),
-       matrix2(0)
-{ }
-
-Animation::MatrixInterpolation::MatrixInterpolation(const Matrix &m1, const Matrix &m2):
-       matrix1(&m1),
-       matrix2(&m2)
-{
-       const float *m1_data = matrix1->data();
-       const float *m2_data = matrix2->data();
-       for(unsigned i=0; i<3; ++i)
-               axes[i] = AxisInterpolation(m1_data+i*4, m2_data+i*4);
-}
-
-Matrix Animation::MatrixInterpolation::get(float t) const
-{
-       float u = t*2.0f-1.0f;
-
-       float matrix[16];
-       for(unsigned i=0; i<4; ++i)
-       {
-               const float *m1_col = matrix1->data()+i*4;
-               const float *m2_col = matrix2->data()+i*4;
-               float *out_col = matrix+i*4;
-
-               if(i<3)
-               {
-                       /* Linear interpolation will produce vectors that fall on the line
-                       between the two endpoints, and has a higher angular velocity near the
-                       middle.  We compensate for the velocity by interpolating the angle
-                       around the halfway point and computing its tangent.  This is
-                       approximated by a third degree polynomial, scaled so that the result
-                       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 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. */
-                       float n = (axes[i].scale+(1-axes[i].scale)*u*u);
-
-                       for(unsigned j=0; j<3; ++j)
-                               out_col[j] = ((1-w)*m1_col[j]+w*m2_col[j])/n;
-               }
-               else
-               {
-                       for(unsigned j=0; j<3; ++j)
-                               out_col[j] = (1-t)*m1_col[j]+t*m2_col[j];
-               }
-       }
-
-       matrix[3] = 0;
-       matrix[7] = 0;
-       matrix[11] = 0;
-       matrix[15] = 1;
-
-       return matrix;
-}
-
-
-Animation::TimedKeyFrame::TimedKeyFrame(const Animation &a):
-       animation(a),
-       prev(0)
-{ }
-
-void Animation::TimedKeyFrame::prepare()
-{
-       delta_t = time-prev->time;
-       matrix = MatrixInterpolation(prev->keyframe->get_matrix(), keyframe->get_matrix());
-       if(animation.armature)
-       {
-               unsigned max_index = animation.armature->get_max_link_index();
-               pose_matrices.resize(max_index+1);
-               const Pose *pose1 = prev->keyframe->get_pose();
-               const Pose *pose2 = keyframe->get_pose();
-               static Matrix identity;
-               for(unsigned i=0; i<=max_index; ++i)
-               {
-                       const Matrix &matrix1 = (pose1 ? pose1->get_link_matrix(i) : identity);
-                       const Matrix &matrix2 = (pose2 ? pose2->get_link_matrix(i) : identity);
-                       pose_matrices[i] = MatrixInterpolation(matrix1, matrix2);
-               }
-       }
-}
-
-
-Animation::Iterator::Iterator(const Animation &a):
-       animation(a),
-       iter(animation.keyframes.begin()),
-       end(false)
-{ }
-
-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;
-               ++next;
-               if(next==animation.keyframes.end())
-               {
-                       if(animation.looping)
-                               next = animation.keyframes.begin();
-                       else
-                       {
-                               end = true;
-                               time_since_keyframe = iter->delta_t;
-                               break;
-                       }
-               }
-
-               time_since_keyframe -= iter->delta_t;
-               iter = next;
-       }
-
-       return *this;
-}
-
-Matrix Animation::Iterator::get_matrix() const
-{
-       if(!iter->prev)
-               return iter->keyframe->get_matrix();
-
-       return iter->matrix.get(time_since_keyframe/iter->delta_t);
-}
-
-Matrix Animation::Iterator::get_pose_matrix(unsigned link) const
-{
-       if(!animation.armature)
-               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");
-
-       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;
-}
-
-
-Animation::Loader::Loader(Animation &a):
-       DataFile::CollectionObjectLoader<Animation>(a, 0)
-{
-       init();
-}
-
-Animation::Loader::Loader(Animation &a, Collection &c):
-       DataFile::CollectionObjectLoader<Animation>(a, &c)
-{
-       init();
-}
-
-void Animation::Loader::init()
-{
-       add("armature", &Animation::armature);
-       add("interval", &Loader::interval);
-       add("keyframe", &Loader::keyframe);
-       add("keyframe", &Loader::keyframe_inline);
-       add("looping", &Animation::looping);
-}
-
-void Animation::Loader::keyframe(const string &n)
-{
-       obj.add_keyframe(current_time, get_collection().get<KeyFrame>(n));
-}
-
-void Animation::Loader::keyframe_inline()
-{
-       RefPtr<KeyFrame> kf = new KeyFrame;
-       if(coll)
-               load_sub(*kf, get_collection());
-       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;
-}
-
-} // namespace GL
-} // namespace Msp