]> git.tdb.fi Git - libs/gl.git/commitdiff
Basic animation support
authorMikko Rasa <tdb@tdb.fi>
Sun, 5 Aug 2012 12:26:23 +0000 (15:26 +0300)
committerMikko Rasa <tdb@tdb.fi>
Sun, 5 Aug 2012 12:53:23 +0000 (15:53 +0300)
source/animatedobject.cpp [new file with mode: 0644]
source/animatedobject.h [new file with mode: 0644]
source/animation.cpp [new file with mode: 0644]
source/animation.h [new file with mode: 0644]
source/animationplayer.cpp [new file with mode: 0644]
source/animationplayer.h [new file with mode: 0644]
source/keyframe.cpp [new file with mode: 0644]
source/keyframe.h [new file with mode: 0644]

diff --git a/source/animatedobject.cpp b/source/animatedobject.cpp
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+#include "animatedobject.h"
+#include "renderer.h"
+
+namespace Msp {
+namespace GL {
+
+AnimatedObject::AnimatedObject(const Object &o):
+       ObjectInstance(o)
+{ }
+
+void AnimatedObject::set_matrix(const Matrix &m)
+{
+       matrix = m;
+}
+
+void AnimatedObject::setup_render(Renderer &renderer, const Tag &) const
+{
+       renderer.matrix_stack() *= matrix;
+}
+
+} // namespace GL
+} // namespace Msp
diff --git a/source/animatedobject.h b/source/animatedobject.h
new file mode 100644 (file)
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+#ifndef MSP_GL_ANIMATEDOBJECT_H_
+#define MSP_GL_ANIMATEDOBJECT_H_
+
+#include "matrix.h"
+#include "objectinstance.h"
+
+namespace Msp {
+namespace GL {
+
+/**
+An object instance that can be animated.  Despite the name, this can also be
+useful for displaying objects at a static position.
+*/
+class AnimatedObject: public ObjectInstance
+{
+private:
+       Matrix matrix;
+
+public:
+       AnimatedObject(const Object &);
+
+       void set_matrix(const Matrix &);
+
+       virtual void setup_render(Renderer &, const Tag &) const;
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif
diff --git a/source/animation.cpp b/source/animation.cpp
new file mode 100644 (file)
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--- /dev/null
@@ -0,0 +1,208 @@
+#include <cmath>
+#include <msp/datafile/collection.h>
+#include <msp/time/units.h>
+#include "animation.h"
+#include "keyframe.h"
+
+using namespace std;
+
+#include <msp/io/print.h>
+
+namespace Msp {
+namespace GL {
+
+Animation::Animation():
+       looping(false)
+{ }
+
+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;
+       tkf.time = t;
+       tkf.keyframe = &kf;
+       tkf.keyframe.keep();
+       prepare_keyframe(tkf);
+       keyframes.push_back(tkf);
+}
+
+void Animation::prepare_keyframe(TimedKeyFrame &tkf)
+{
+       tkf.prev = (keyframes.empty() ? 0 : &keyframes.back());
+       if(!tkf.prev)
+               return;
+
+       tkf.delta_t = tkf.time-tkf.prev->time;
+
+       const double *m1_data = tkf.prev->keyframe->get_matrix().data();
+       const double *m2_data = tkf.keyframe->get_matrix().data();
+       for(unsigned i=0; i<3; ++i)
+       {
+               const double *m1_col = m1_data+i*4;
+               const double *m2_col = m2_data+i*4;
+
+               // Compute a normalized vector halfway between the two endpoints
+               double half[3];
+               double len = 0;
+               for(unsigned j=0; j<3; ++j)
+               {
+                       half[j] = (m1_col[j]+m2_col[j])/2;
+                       len += half[j]*half[j];
+               }
+               len = sqrt(len);
+               for(unsigned j=0; j<3; ++j)
+                       half[j] /= len;
+
+               // Compute correction factors for smooth interpolation
+               double cos_half = m1_col[0]*half[0]+m1_col[1]*half[1]+m1_col[2]*half[2];
+               double angle = acos(cos_half);
+               tkf.axes[i].slope = (angle ? angle/tan(angle) : 1);
+               tkf.axes[i].scale = cos_half;
+       }
+}
+
+Matrix Animation::compute_matrix(const TimedKeyFrame &tkf, const Time::TimeDelta &dt) const
+{
+       if(!dt)
+               return tkf.keyframe->get_matrix();
+       if(!tkf.prev)
+               throw invalid_argument("Animation::compute_matrix");
+       const TimedKeyFrame &prev = *tkf.prev;
+
+       float t = dt/tkf.delta_t;
+       float u = t*2.0f-1.0f;
+
+       double matrix[16];
+       const double *m1_data = prev.keyframe->get_matrix().data();
+       const double *m2_data = tkf.keyframe->get_matrix().data();
+       for(unsigned i=0; i<4; ++i)
+       {
+               const double *m1_col = m1_data+i*4;
+               const double *m2_col = m2_data+i*4;
+               double *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 = (tkf.axes[i].slope+(1-tkf.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 = (tkf.axes[i].scale+(1-tkf.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::AxisInterpolation::AxisInterpolation():
+       slope(0),
+       scale(0)
+{ }
+
+
+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
+{
+       return animation.compute_matrix(*iter, time_since_keyframe);
+}
+
+
+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("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;
+       load_sub(*kf);
+
+       TimedKeyFrame tkf;
+       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
diff --git a/source/animation.h b/source/animation.h
new file mode 100644 (file)
index 0000000..1460c94
--- /dev/null
@@ -0,0 +1,93 @@
+#ifndef MSP_GL_ANIMATION_H_
+#define MSP_GL_ANIMATION_H_
+
+#include <msp/core/refptr.h>
+#include <msp/datafile/objectloader.h>
+#include <msp/time/timedelta.h>
+
+namespace Msp {
+namespace GL {
+
+class KeyFrame;
+class Matrix;
+
+/**
+An Animation is a sequence of KeyFrames combined with timing information.  The
+state at any point in the animation can be interpolated from the keyframes.
+*/
+class Animation
+{
+public:
+       class Loader: public DataFile::CollectionObjectLoader<Animation>
+       {
+       private:
+               Time::TimeDelta current_time;
+
+       public:
+               Loader(Animation &);
+               Loader(Animation &, Collection &);
+       private:
+               void init();
+
+               void keyframe(const std::string &);
+               void keyframe_inline();
+               void interval(float);
+       };
+
+private:
+       struct AxisInterpolation
+       {
+               float slope;
+               float scale;
+
+               AxisInterpolation();
+       };
+
+       struct TimedKeyFrame
+       {
+               const TimedKeyFrame *prev;
+               Time::TimeDelta time;
+               Time::TimeDelta delta_t;
+               RefPtr<const KeyFrame> keyframe;
+               AxisInterpolation axes[3];
+       };
+
+       typedef std::list<TimedKeyFrame> KeyFrameList;
+
+public:
+       class Iterator
+       {
+       private:
+               const Animation &animation;
+               KeyFrameList::const_iterator iter;
+               Time::TimeDelta time_since_keyframe;
+               bool end;
+
+       public:
+               Iterator(const Animation &);
+
+               Iterator &operator+=(const Time::TimeDelta &);
+
+               bool is_end() const { return end; }
+               Matrix get_matrix() const;
+       };
+
+private:
+       KeyFrameList keyframes;
+       bool looping;
+
+public:
+       Animation();
+
+       void add_keyframe(const Time::TimeDelta &, const KeyFrame &);
+       void set_looping(bool);
+private:
+       void prepare_keyframe(TimedKeyFrame &);
+
+       Matrix compute_matrix(const TimedKeyFrame &, const Time::TimeDelta &) const;
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif
diff --git a/source/animationplayer.cpp b/source/animationplayer.cpp
new file mode 100644 (file)
index 0000000..9537960
--- /dev/null
@@ -0,0 +1,36 @@
+#include "animatedobject.h"
+#include "animationplayer.h"
+
+using namespace std;
+
+namespace Msp {
+namespace GL {
+
+void AnimationPlayer::play(AnimatedObject &obj, const Animation &anim)
+{
+       slots.push_back(Slot(obj, anim));
+}
+
+void AnimationPlayer::tick(const Time::TimeDelta &dt)
+{
+       for(list<Slot>::iterator i=slots.begin(); i!=slots.end(); )
+       {
+               i->iterator += dt;
+               i->object.set_matrix(i->iterator.get_matrix());
+
+               if(i->iterator.is_end())
+                       slots.erase(i++);
+               else
+                       ++i;
+       }
+}
+
+
+AnimationPlayer::Slot::Slot(AnimatedObject &o, const Animation &a):
+       object(o),
+       animation(a),
+       iterator(animation)
+{ }
+
+} // namespace GL
+} // namespace Msp
diff --git a/source/animationplayer.h b/source/animationplayer.h
new file mode 100644 (file)
index 0000000..fe53a35
--- /dev/null
@@ -0,0 +1,42 @@
+#ifndef MSP_GL_ANIMATIONPLAYER_H_
+#define MSP_GL_ANIMATIONPLAYER_H_
+
+#include <msp/time/timedelta.h>
+#include "animation.h"
+
+namespace Msp {
+namespace GL {
+
+class AnimatedObject;
+
+/**
+The bridge between Animations and AnimatedObjects.  A single AnimationPlayer
+can handle an arbitrary number of animations simultaneously.
+*/
+class AnimationPlayer
+{
+private:
+       struct Slot
+       {
+               AnimatedObject &object;
+               const Animation &animation;
+               Animation::Iterator iterator;
+
+               Slot(AnimatedObject &, const Animation &);
+       };
+
+       std::list<Slot> slots;
+
+public:
+       /** Plays an animation on an object. */
+       void play(AnimatedObject &, const Animation &);
+
+       /** Advances all playing animations.  Should be called in a regular manner,
+       preferably just before rendering. */
+       void tick(const Time::TimeDelta &);
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif
diff --git a/source/keyframe.cpp b/source/keyframe.cpp
new file mode 100644 (file)
index 0000000..7310c23
--- /dev/null
@@ -0,0 +1,36 @@
+#include "keyframe.h"
+
+namespace Msp {
+namespace GL {
+
+KeyFrame::Loader::Loader(KeyFrame &k):
+       DataFile::ObjectLoader<KeyFrame>(k)
+{
+       add("position", &Loader::position);
+       add("rotation", &Loader::rotation);
+       add("scaling", &Loader::scaling_uniform);
+       add("scaling", &Loader::scaling);
+}
+
+void KeyFrame::Loader::position(float x, float y, float z)
+{
+       obj.matrix.translate(x, y, z);
+}
+
+void KeyFrame::Loader::rotation(float a, float x, float y, float z)
+{
+       obj.matrix.rotate_deg(a, x, y, z);
+}
+
+void KeyFrame::Loader::scaling_uniform(float s)
+{
+       obj.matrix.scale(s);
+}
+
+void KeyFrame::Loader::scaling(float x, float y, float z)
+{
+       obj.matrix.scale(x, y, z);
+}
+
+} // namespace GL
+} // namespace Msp
diff --git a/source/keyframe.h b/source/keyframe.h
new file mode 100644 (file)
index 0000000..4b0fa5b
--- /dev/null
@@ -0,0 +1,37 @@
+#ifndef MSP_GL_KEYFRAME_H_
+#define MSP_GL_KEYFRAME_H_
+
+#include <msp/datafile/objectloader.h>
+#include "matrix.h"
+
+namespace Msp {
+namespace GL {
+
+/**
+Keyframes are used to encapsulate object state for animation.
+*/
+class KeyFrame
+{
+public:
+       class Loader: public DataFile::ObjectLoader<KeyFrame>
+       {
+       public:
+               Loader(KeyFrame &);
+       private:
+               void position(float, float, float);
+               void rotation(float, float, float, float);
+               void scaling_uniform(float);
+               void scaling(float, float, float);
+       };
+
+private:
+       Matrix matrix;
+
+public:
+       const Matrix &get_matrix() const { return matrix; }
+};
+
+} // namespace GL
+} // namespace Msp
+
+#endif