X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fanimationplayer.cpp;h=95b45dfd0ef5fc5869be3f62755f46888d04d27d;hp=9bcb5e5720872d006b28ac6f8a9c1dec7421c26b;hb=573ea4e5602c4321cc1d75daf9ed0beed5cde280;hpb=164d77011ab4ebe76c9bf2b7ed8d8dd8ebc20e61 diff --git a/source/animationplayer.cpp b/source/animationplayer.cpp index 9bcb5e57..95b45dfd 100644 --- a/source/animationplayer.cpp +++ b/source/animationplayer.cpp @@ -1,42 +1,173 @@ #include "animatedobject.h" #include "animationplayer.h" #include "armature.h" +#include "programdata.h" using namespace std; namespace Msp { namespace GL { +AnimationPlayer::ObjectSlot &AnimationPlayer::get_slot(AnimatedObject &obj) +{ + ObjectMap::iterator i = objects.find(&obj); + if(i!=objects.end()) + return i->second; + + return objects.insert(ObjectMap::value_type(&obj, ObjectSlot(obj))).first->second; +} + void AnimationPlayer::play(AnimatedObject &obj, const Animation &anim) { - slots.push_back(Slot(obj, anim)); + ObjectSlot &obj_slot = get_slot(obj); + obj_slot.animations.clear(); + obj_slot.base_matrix = Matrix(); + obj_slot.stacked = false; + obj_slot.armature = anim.get_armature(); + obj_slot.animations.push_back(AnimationSlot(anim)); +} + +void AnimationPlayer::play_stacked(AnimatedObject &obj, const Animation &anim) +{ + ObjectSlot &obj_slot = get_slot(obj); + if(obj_slot.animations.empty()) + obj_slot.base_matrix = *obj.get_matrix(); + // TODO check for incompatible armature + obj_slot.stacked = true; + obj_slot.armature = anim.get_armature(); + obj_slot.animations.push_back(AnimationSlot(anim)); +} + +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::stop(AnimatedObject &obj) +{ + objects.erase(&obj); +} + +void AnimationPlayer::stop(AnimatedObject &obj, const Animation &anim) +{ + ObjectMap::iterator i = objects.find(&obj); + if(i==objects.end()) + return; + + for(vector::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::iterator i=slots.begin(); i!=slots.end(); ) + for(ObjectMap::iterator i=objects.begin(); i!=objects.end(); ) + { + bool keep = false; + if(i->second.stacked) + keep = tick_stacked(i->second, dt); + else + keep = tick_single(i->second, dt); + + if(!keep) + objects.erase(i++); + else + ++i; + } +} + +bool AnimationPlayer::tick_single(ObjectSlot &slot, const Time::TimeDelta &dt) +{ + AnimationSlot &anim = slot.animations.front(); + anim.iterator += dt; + slot.object.set_matrix(anim.iterator.get_matrix()); + + unsigned n_uniforms = anim.animation->get_n_uniforms(); + for(unsigned i=0; iget_uniform_name(i), anim.iterator.get_uniform(i)); + + if(slot.armature) + { + unsigned max_index = slot.armature->get_max_link_index(); + for(unsigned i=0; i<=max_index; ++i) + slot.object.set_pose_matrix(i, anim.iterator.get_pose_matrix(i)); + } + + return !anim.iterator.is_end(); +} + +bool AnimationPlayer::tick_stacked(ObjectSlot &slot, const Time::TimeDelta &dt) +{ + Matrix matrix = slot.base_matrix; + for(vector::iterator i=slot.animations.begin(); i!=slot.animations.end(); ++i) { i->iterator += dt; - i->object.set_matrix(i->iterator.get_matrix()); - if(const Armature *armature = i->animation.get_armature()) + matrix *= i->iterator.get_matrix(); + + unsigned n_uniforms = i->animation->get_n_uniforms(); + for(unsigned j=0; janimation->get_uniform_name(j), i->iterator.get_uniform(j)); + } + slot.object.set_matrix(matrix); + + if(slot.armature) + { + unsigned max_index = slot.armature->get_max_link_index(); + for(unsigned i=0; i<=max_index; ++i) { - 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)); + matrix = Matrix(); + /* XXX This is in all likelihood incorrect. The stacking should be + performed on local matrices. */ + for(vector::iterator j=slot.animations.begin(); j!=slot.animations.end(); ++j) + if(j->animation->get_armature()) + matrix *= j->iterator.get_pose_matrix(i); + slot.object.set_pose_matrix(i, matrix); } + } + for(vector::iterator i=slot.animations.begin(); i!=slot.animations.end(); ) + { if(i->iterator.is_end()) - slots.erase(i++); + i = slot.animations.erase(i); else ++i; } + + return !slot.animations.empty(); +} + +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==2) + shdata.uniform3(name, uni.values); + else if(uni.size==4) + shdata.uniform4(name, uni.values); } -AnimationPlayer::Slot::Slot(AnimatedObject &o, const Animation &a): +AnimationPlayer::ObjectSlot::ObjectSlot(AnimatedObject &o): object(o), - animation(a), - iterator(animation) + armature(0), + stacked(false) +{ } + + +AnimationPlayer::AnimationSlot::AnimationSlot(const Animation &a): + animation(&a), + iterator(*animation) { } } // namespace GL