X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fanimationplayer.cpp;h=a3676ac90543331ddcba021b60d1c1f2c038f10b;hp=95b45dfd0ef5fc5869be3f62755f46888d04d27d;hb=3d8438922e24b787587d0c8f1883c5567a4af573;hpb=573ea4e5602c4321cc1d75daf9ed0beed5cde280 diff --git a/source/animationplayer.cpp b/source/animationplayer.cpp index 95b45dfd..a3676ac9 100644 --- a/source/animationplayer.cpp +++ b/source/animationplayer.cpp @@ -8,34 +8,34 @@ using namespace std; namespace Msp { namespace GL { -AnimationPlayer::ObjectSlot &AnimationPlayer::get_slot(AnimatedObject &obj) +AnimationPlayer::Target &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; + return objects.insert(ObjectMap::value_type(&obj, Target(obj))).first->second; } void AnimationPlayer::play(AnimatedObject &obj, const Animation &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)); + Target &target = get_slot(obj); + target.animations.clear(); + target.base_matrix = Matrix(); + target.stacked = false; + target.armature = anim.get_armature(); + target.animations.push_back(PlayingAnimation(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(); + Target &target = get_slot(obj); + if(target.animations.empty()) + target.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)); + target.stacked = true; + target.armature = anim.get_armature(); + target.animations.push_back(PlayingAnimation(anim)); } unsigned AnimationPlayer::get_n_active_animations(const AnimatedObject &obj) const @@ -55,7 +55,7 @@ void AnimationPlayer::stop(AnimatedObject &obj, const Animation &anim) if(i==objects.end()) return; - for(vector::iterator j=i->second.animations.begin(); j!=i->second.animations.end(); ++j) + for(vector::iterator j=i->second.animations.begin(); j!=i->second.animations.end(); ++j) if(j->animation==&anim) { i->second.animations.erase(j); @@ -83,64 +83,64 @@ void AnimationPlayer::tick(const Time::TimeDelta &dt) } } -bool AnimationPlayer::tick_single(ObjectSlot &slot, const Time::TimeDelta &dt) +bool AnimationPlayer::tick_single(Target &target, const Time::TimeDelta &dt) { - AnimationSlot &anim = slot.animations.front(); + PlayingAnimation &anim = target.animations.front(); anim.iterator += dt; - slot.object.set_matrix(anim.iterator.get_matrix()); + target.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)); + set_object_uniform(target.object, anim.animation->get_uniform_name(i), anim.iterator.get_uniform(i)); - if(slot.armature) + if(target.armature) { - unsigned max_index = slot.armature->get_max_link_index(); + unsigned max_index = target.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)); + target.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) +bool AnimationPlayer::tick_stacked(Target &target, const Time::TimeDelta &dt) { - Matrix matrix = slot.base_matrix; - for(vector::iterator i=slot.animations.begin(); i!=slot.animations.end(); ++i) + Matrix matrix = target.base_matrix; + for(vector::iterator i=target.animations.begin(); i!=target.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)); + set_object_uniform(target.object, i->animation->get_uniform_name(j), i->iterator.get_uniform(j)); } - slot.object.set_matrix(matrix); + target.object.set_matrix(matrix); - if(slot.armature) + if(target.armature) { - unsigned max_index = slot.armature->get_max_link_index(); + unsigned max_index = target.armature->get_max_link_index(); for(unsigned i=0; i<=max_index; ++i) { 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) + for(vector::iterator j=target.animations.begin(); j!=target.animations.end(); ++j) if(j->animation->get_armature()) matrix *= j->iterator.get_pose_matrix(i); - slot.object.set_pose_matrix(i, matrix); + target.object.set_pose_matrix(i, matrix); } } - for(vector::iterator i=slot.animations.begin(); i!=slot.animations.end(); ) + for(vector::iterator i=target.animations.begin(); i!=target.animations.end(); ) { if(i->iterator.is_end()) - i = slot.animations.erase(i); + i = target.animations.erase(i); else ++i; } - return !slot.animations.empty(); + return !target.animations.empty(); } void AnimationPlayer::set_object_uniform(AnimatedObject &obj, const string &name, const KeyFrame::AnimatedUniform &uni) @@ -158,14 +158,14 @@ void AnimationPlayer::set_object_uniform(AnimatedObject &obj, const string &name } -AnimationPlayer::ObjectSlot::ObjectSlot(AnimatedObject &o): +AnimationPlayer::Target::Target(AnimatedObject &o): object(o), armature(0), stacked(false) { } -AnimationPlayer::AnimationSlot::AnimationSlot(const Animation &a): +AnimationPlayer::PlayingAnimation::PlayingAnimation(const Animation &a): animation(&a), iterator(*animation) { }