1 #include "animatedobject.h"
2 #include "animationplayer.h"
10 AnimationPlayer::ObjectSlot &AnimationPlayer::get_slot(AnimatedObject &obj)
12 ObjectMap::iterator i = objects.find(&obj);
16 return objects.insert(ObjectMap::value_type(&obj, ObjectSlot(obj))).first->second;
19 void AnimationPlayer::play(AnimatedObject &obj, const Animation &anim)
21 ObjectSlot &obj_slot = get_slot(obj);
22 obj_slot.animations.clear();
23 obj_slot.base_matrix = Matrix();
24 obj_slot.stacked = false;
25 obj_slot.armature = anim.get_armature();
26 obj_slot.animations.push_back(AnimationSlot(anim));
29 void AnimationPlayer::play_stacked(AnimatedObject &obj, const Animation &anim)
31 ObjectSlot &obj_slot = get_slot(obj);
32 if(obj_slot.animations.empty())
33 obj_slot.base_matrix = *obj.get_matrix();
34 // TODO check for incompatible armature
35 obj_slot.stacked = true;
36 obj_slot.armature = anim.get_armature();
37 obj_slot.animations.push_back(AnimationSlot(anim));
40 unsigned AnimationPlayer::get_n_active_animations(const AnimatedObject &obj) const
42 ObjectMap::const_iterator i = objects.find(&obj);
43 return (i!=objects.end() ? i->second.animations.size() : 0);
46 void AnimationPlayer::stop(AnimatedObject &obj)
51 void AnimationPlayer::stop(AnimatedObject &obj, const Animation &anim)
53 ObjectMap::iterator i = objects.find(&obj);
57 for(AnimationList::iterator j=i->second.animations.begin(); j!=i->second.animations.end(); ++j)
58 if(&j->animation==&anim)
60 i->second.animations.erase(j);
64 if(i->second.animations.empty())
68 void AnimationPlayer::tick(const Time::TimeDelta &dt)
70 for(ObjectMap::iterator i=objects.begin(); i!=objects.end(); )
74 keep = tick_stacked(i->second, dt);
76 keep = tick_single(i->second, dt);
85 bool AnimationPlayer::tick_single(ObjectSlot &slot, const Time::TimeDelta &dt)
87 AnimatedObject &obj = slot.object;
88 AnimationSlot &anim = slot.animations.front();
90 obj.set_matrix(anim.iterator.get_matrix());
92 unsigned n_uniforms = anim.animation.get_n_uniforms();
93 for(unsigned i=0; i<n_uniforms; ++i)
94 obj.set_uniform(anim.animation.get_uniform_name(i), anim.iterator.get_uniform(i));
98 unsigned max_index = slot.armature->get_max_link_index();
99 for(unsigned i=0; i<=max_index; ++i)
100 obj.set_pose_matrix(i, anim.iterator.get_pose_matrix(i));
103 return !anim.iterator.is_end();
106 bool AnimationPlayer::tick_stacked(ObjectSlot &slot, const Time::TimeDelta &dt)
108 Matrix matrix = slot.base_matrix;
109 for(AnimationList::iterator i=slot.animations.begin(); i!=slot.animations.end(); ++i)
112 matrix *= i->iterator.get_matrix();
114 unsigned n_uniforms = i->animation.get_n_uniforms();
115 for(unsigned j=0; j<n_uniforms; ++j)
116 slot.object.set_uniform(i->animation.get_uniform_name(j), i->iterator.get_uniform(j));
118 slot.object.set_matrix(matrix);
122 unsigned max_index = slot.armature->get_max_link_index();
123 for(unsigned i=0; i<=max_index; ++i)
126 /* XXX This is in all likelihood incorrect. The stacking should be
127 performed on local matrices. */
128 for(AnimationList::iterator j=slot.animations.begin(); j!=slot.animations.end(); ++j)
129 if(j->animation.get_armature())
130 matrix *= j->iterator.get_pose_matrix(i);
131 slot.object.set_pose_matrix(i, matrix);
135 for(AnimationList::iterator i=slot.animations.begin(); i!=slot.animations.end(); )
137 if(i->iterator.is_end())
138 slot.animations.erase(i++);
143 return !slot.animations.empty();
147 AnimationPlayer::ObjectSlot::ObjectSlot(AnimatedObject &o):
154 AnimationPlayer::AnimationSlot::AnimationSlot(const Animation &a):