X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fanimationplayer.cpp;h=95b45dfd0ef5fc5869be3f62755f46888d04d27d;hp=eb18f0f94b42e43cf49ad8dfa6bbe95232b3a200;hb=573ea4e5602c4321cc1d75daf9ed0beed5cde280;hpb=5ba1446b314ddc914693cb9cbb9a7b54a4d30a45 diff --git a/source/animationplayer.cpp b/source/animationplayer.cpp index eb18f0f9..95b45dfd 100644 --- a/source/animationplayer.cpp +++ b/source/animationplayer.cpp @@ -1,6 +1,7 @@ #include "animatedobject.h" #include "animationplayer.h" #include "armature.h" +#include "programdata.h" using namespace std; @@ -37,11 +38,34 @@ void AnimationPlayer::play_stacked(AnimatedObject &obj, const Animation &anim) 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(ObjectMap::iterator i=objects.begin(); i!=objects.end(); ) @@ -61,15 +85,19 @@ void AnimationPlayer::tick(const Time::TimeDelta &dt) bool AnimationPlayer::tick_single(ObjectSlot &slot, const Time::TimeDelta &dt) { - AnimatedObject &obj = slot.object; AnimationSlot &anim = slot.animations.front(); anim.iterator += dt; - obj.set_matrix(anim.iterator.get_matrix()); + 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) - obj.set_pose_matrix(i, anim.iterator.get_pose_matrix(i)); + slot.object.set_pose_matrix(i, anim.iterator.get_pose_matrix(i)); } return !anim.iterator.is_end(); @@ -78,10 +106,14 @@ bool AnimationPlayer::tick_single(ObjectSlot &slot, const Time::TimeDelta &dt) bool AnimationPlayer::tick_stacked(ObjectSlot &slot, const Time::TimeDelta &dt) { Matrix matrix = slot.base_matrix; - for(AnimationList::iterator i=slot.animations.begin(); i!=slot.animations.end(); ++i) + for(vector::iterator i=slot.animations.begin(); i!=slot.animations.end(); ++i) { i->iterator += dt; 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); @@ -93,17 +125,17 @@ bool AnimationPlayer::tick_stacked(ObjectSlot &slot, const Time::TimeDelta &dt) matrix = Matrix(); /* XXX This is in all likelihood incorrect. The stacking should be performed on local matrices. */ - for(AnimationList::iterator j=slot.animations.begin(); j!=slot.animations.end(); ++j) - if(j->animation.get_armature()) + 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(AnimationList::iterator i=slot.animations.begin(); i!=slot.animations.end(); ) + for(vector::iterator i=slot.animations.begin(); i!=slot.animations.end(); ) { if(i->iterator.is_end()) - slot.animations.erase(i++); + i = slot.animations.erase(i); else ++i; } @@ -111,6 +143,20 @@ bool AnimationPlayer::tick_stacked(ObjectSlot &slot, const Time::TimeDelta &dt) 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::ObjectSlot::ObjectSlot(AnimatedObject &o): object(o), @@ -120,8 +166,8 @@ AnimationPlayer::ObjectSlot::ObjectSlot(AnimatedObject &o): AnimationPlayer::AnimationSlot::AnimationSlot(const Animation &a): - animation(a), - iterator(animation) + animation(&a), + iterator(*animation) { } } // namespace GL