Major restructuring: the Animation class is now an abstract interface,
and specific animation types are derived from it. This change makes the code much easier to read, maintain, and extend. Added a 'translate' animation type for a scaled, 3D linear translation (such as a sliding throttle knob). Renamed the 'offset' property to 'offset-m' or 'offset-deg' as appropriate; ditto for 'min' and 'max' properties.
This commit is contained in:
parent
6a443bb173
commit
d372548782
2 changed files with 440 additions and 197 deletions
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@ -7,6 +7,8 @@
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# include <config.h>
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#endif
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#include <string.h> // for strcmp()
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#include <plib/sg.h>
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#include <plib/ssg.h>
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@ -25,13 +27,16 @@ extern ssgRoot * cockpit; // FIXME: from main.cxx
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FGAircraftModel current_model; // FIXME: add to globals
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////////////////////////////////////////////////////////////////////////
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// Static utility functions.
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////////////////////////////////////////////////////////////////////////
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static ssgEntity *
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find_named_node (ssgEntity * node, const string &name)
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find_named_node (ssgEntity * node, const char * name)
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{
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char * node_name = node->getName();
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if (node_name != 0 && name == node_name)
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if (node_name != 0 && !strcmp(name, node_name))
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return node;
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else if (node->isAKindOf(ssgTypeBranch())) {
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int nKids = node->getNumKids();
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@ -45,6 +50,81 @@ find_named_node (ssgEntity * node, const string &name)
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return 0;
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}
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/**
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* Splice a branch in between all child nodes and their parents.
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*/
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static void
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splice_branch (ssgBranch * branch, ssgEntity * child)
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{
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int nParents = child->getNumParents();
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branch->addKid(child);
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for (int i = 0; i < nParents; i++) {
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ssgBranch * parent = child->getParent(i);
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parent->replaceKid(child, branch);
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}
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}
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/**
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* Set up the transform matrix for a spin or rotation.
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*/
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static void
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set_rotation (sgMat4 &matrix, double position_deg,
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sgVec3 ¢er, sgVec3 &axis)
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{
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float temp_angle = -position_deg * SG_DEGREES_TO_RADIANS ;
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float s = (float) sin ( temp_angle ) ;
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float c = (float) cos ( temp_angle ) ;
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float t = SG_ONE - c ;
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// axis was normalized at load time
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// hint to the compiler to put these into FP registers
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float x = axis[0];
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float y = axis[1];
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float z = axis[2];
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matrix[0][0] = t * x * x + c ;
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matrix[0][1] = t * y * x - s * z ;
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matrix[0][2] = t * z * x + s * y ;
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matrix[0][3] = SG_ZERO;
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matrix[1][0] = t * x * y + s * z ;
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matrix[1][1] = t * y * y + c ;
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matrix[1][2] = t * z * y - s * x ;
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matrix[1][3] = SG_ZERO;
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matrix[2][0] = t * x * z - s * y ;
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matrix[2][1] = t * y * z + s * x ;
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matrix[2][2] = t * z * z + c ;
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matrix[2][3] = SG_ZERO;
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// hint to the compiler to put these into FP registers
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x = center[0];
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y = center[1];
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z = center[2];
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matrix[3][0] = x - x*matrix[0][0] - y*matrix[1][0] - z*matrix[2][0];
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matrix[3][1] = y - x*matrix[0][1] - y*matrix[1][1] - z*matrix[2][1];
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matrix[3][2] = z - x*matrix[0][2] - y*matrix[1][2] - z*matrix[2][2];
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matrix[3][3] = SG_ONE;
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}
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/**
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* Set up the transform matrix for a translation.
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*/
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static void
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set_translation (sgMat4 &matrix, double position_m, sgVec3 &axis)
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{
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sgVec3 xyz;
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sgScaleVec3(xyz, axis, position_m);
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sgMakeTransMat4(matrix, xyz);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGAircraftModel
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////////////////////////////////////////////////////////////////////////
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FGAircraftModel::FGAircraftModel ()
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: _model(0),
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@ -57,6 +137,13 @@ FGAircraftModel::~FGAircraftModel ()
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{
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// since the nodes are attached to the scene graph, they'll be
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// deleted automatically
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for (int i = 0; i < _animations.size(); i++) {
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Animation * tmp = _animations[i];
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_animations[i] = 0;
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delete tmp;
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}
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}
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void
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@ -95,8 +182,7 @@ FGAircraftModel::init ()
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}
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// Load animations
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vector<SGPropertyNode *> animation_nodes =
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props.getChildren("animation");
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vector<SGPropertyNode *> animation_nodes = props.getChildren("animation");
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for (unsigned int i = 0; i < animation_nodes.size(); i++) {
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vector<SGPropertyNode *> name_nodes =
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animation_nodes[i]->getChildren("object-name");
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@ -104,10 +190,10 @@ FGAircraftModel::init ()
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SG_LOG(SG_INPUT, SG_ALERT, "No object-name given for transformation");
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} else {
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for (unsigned int j = 0; j < name_nodes.size(); j++) {
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Animation animation;
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read_animation(animation, name_nodes[j]->getStringValue(),
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animation_nodes[i]);
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_animations.push_back(animation);
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Animation * animation =
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make_animation(name_nodes[j]->getStringValue(), animation_nodes[i]);
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if (animation != 0)
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_animations.push_back(animation);
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}
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}
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}
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@ -154,17 +240,13 @@ FGAircraftModel::update (int dt)
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sgMat4 MODEL_ROT, LOCAL;
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sgMat4 sgTRANS;
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_current_timestamp.stamp();
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long elapsed_ms = (_current_timestamp - _last_timestamp) / 1000;
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_last_timestamp.stamp();
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int view_number = globals->get_viewmgr()->get_current();
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if (view_number == 0 && !fgGetBool("/sim/view/internal")) {
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_selector->select(false);
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} else {
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for (unsigned int i = 0; i < _animations.size(); i++)
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do_animation(_animations[i], elapsed_ms);
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_animations[i]->update(dt);
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_selector->select(true);
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FGViewer *current_view =
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}
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}
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void
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FGAircraftModel::read_animation (Animation &animation,
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const string &object_name,
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const SGPropertyNode * node)
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FGAircraftModel::Animation *
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FGAircraftModel::make_animation (const char * object_name,
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SGPropertyNode * node)
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{
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// Find the object to be animated
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ssgEntity * target = find_named_node(_model, object_name);
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if (target != 0) {
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SG_LOG(SG_INPUT, SG_INFO, " Target object is " << object_name);
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Animation * animation = 0;
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const char * type = node->getStringValue("type");
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if (!strcmp("none", type)) {
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animation = new NullAnimation();
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} else if (!strcmp("spin", type)) {
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animation = new SpinAnimation();
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} else if (!strcmp("rotate", type)) {
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animation = new RotateAnimation();
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} else if (!strcmp("translate", type)) {
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animation = new TranslateAnimation();
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} else {
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SG_LOG(SG_INPUT, SG_ALERT, "Object " << object_name
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<< " not found in model");
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return;
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animation = new NullAnimation();
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SG_LOG(SG_INPUT, SG_WARN, "Unknown animation type " << type);
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}
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// Figure out the animation type
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string type_name = node->getStringValue("type");
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if (type_name == "spin") {
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SG_LOG(SG_INPUT, SG_INFO, "Reading spin animation");
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animation.type = Animation::Spin;
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} else if (type_name == "rotate") {
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SG_LOG(SG_INPUT, SG_INFO, "Reading rotate animation");
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animation.type = Animation::Rotate;
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} else if (type_name == "none") {
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SG_LOG(SG_INPUT, SG_INFO, "Reading disabled animation");
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animation.type = Animation::None;
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return;
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ssgEntity * object = find_named_node(_model, object_name);
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if (object == 0) {
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SG_LOG(SG_INPUT, SG_WARN, "Object " << object_name << " not found");
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delete animation;
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animation = 0;
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} else {
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animation.type = Animation::None;
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SG_LOG(SG_INPUT, SG_ALERT, "Unknown animation type " << type_name);
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return;
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animation->init(object, node);
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}
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// Splice a transform node into the tree
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animation.transform = new ssgTransform;
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int nParents = target->getNumParents();
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animation.transform->addKid(target);
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for (int i = 0; i < nParents; i++) {
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ssgBranch * parent = target->getParent(i);
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parent->replaceKid(target, animation.transform);
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}
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// Get the node
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animation.prop =
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fgGetNode(node->getStringValue("property", "/null"), true);
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animation.position = node->getFloatValue("initial-position", 0);
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animation.offset = node->getFloatValue("offset", 0);
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if (node->hasValue("min")) {
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animation.has_min = true;
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animation.min = node->getFloatValue("min");
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} else {
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animation.has_min = false;
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}
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if (node->hasValue("max")) {
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animation.has_max = true;
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animation.max = node->getFloatValue("max");
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} else {
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animation.has_max = false;
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}
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animation.factor = node->getFloatValue("factor", 1);
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// Get the center and axis
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animation.center[0] = node->getFloatValue("center/x-m", 0);
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animation.center[1] = node->getFloatValue("center/y-m", 0);
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animation.center[2] = node->getFloatValue("center/z-m", 0);
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animation.axis[0] = node->getFloatValue("axis/x", 0);
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animation.axis[1] = node->getFloatValue("axis/y", 0);
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animation.axis[2] = node->getFloatValue("axis/z", 0);
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sgNormalizeVec3(animation.axis);
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}
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void
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FGAircraftModel::do_animation (Animation &animation, long elapsed_ms)
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{
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switch (animation.type) {
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case Animation::None:
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return;
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case Animation::Spin:
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{
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float velocity_rpms = (animation.prop->getDoubleValue()
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* animation.factor / 60000.0);
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animation.position += (elapsed_ms * velocity_rpms * 360);
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animation.setRotation();
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return;
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}
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case Animation::Rotate: {
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animation.position = ((animation.prop->getFloatValue()
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+ animation.offset)
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* animation.factor);
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if (animation.has_min && animation.position < animation.min)
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animation.position = animation.min;
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if (animation.has_max && animation.position > animation.max)
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animation.position = animation.max;
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animation.setRotation();
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return;
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}
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default:
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return;
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}
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return animation;
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}
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////////////////////////////////////////////////////////////////////////
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FGAircraftModel::Animation::Animation ()
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: name(""),
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type(None),
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transform(0),
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prop(0),
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factor(0),
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offset(0),
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position(0),
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has_min(false),
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min(0),
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has_max(false),
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max(0)
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{
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}
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FGAircraftModel::Animation::~Animation ()
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{
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// pointers are managed elsewhere; these are just references
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}
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/*
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* Transform to rotate an object around its local axis
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* from a relative frame of reference at center -- NHV
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*/
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void
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FGAircraftModel::Animation::setRotation()
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGAircraftModel::NullAnimation
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////////////////////////////////////////////////////////////////////////
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FGAircraftModel::NullAnimation::NullAnimation ()
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{
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float temp_angle = -position * SG_DEGREES_TO_RADIANS ;
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float s = (float) sin ( temp_angle ) ;
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float c = (float) cos ( temp_angle ) ;
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float t = SG_ONE - c ;
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// axis was normalized at load time
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// hint to the compiler to put these into FP registers
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float x = axis[0];
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float y = axis[1];
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float z = axis[2];
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sgMat4 matrix;
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matrix[0][0] = t * x * x + c ;
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matrix[0][1] = t * y * x - s * z ;
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matrix[0][2] = t * z * x + s * y ;
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matrix[0][3] = SG_ZERO;
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matrix[1][0] = t * x * y + s * z ;
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matrix[1][1] = t * y * y + c ;
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matrix[1][2] = t * z * y - s * x ;
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matrix[1][3] = SG_ZERO;
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matrix[2][0] = t * x * z - s * y ;
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matrix[2][1] = t * y * z + s * x ;
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matrix[2][2] = t * z * z + c ;
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matrix[2][3] = SG_ZERO;
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// hint to the compiler to put these into FP registers
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x = center[0];
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y = center[1];
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z = center[2];
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matrix[3][0] = x - x*matrix[0][0] - y*matrix[1][0] - z*matrix[2][0];
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matrix[3][1] = y - x*matrix[0][1] - y*matrix[1][1] - z*matrix[2][1];
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matrix[3][2] = z - x*matrix[0][2] - y*matrix[1][2] - z*matrix[2][2];
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matrix[3][3] = SG_ONE;
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transform->setTransform(matrix);
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}
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FGAircraftModel::NullAnimation::~NullAnimation ()
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{
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}
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void
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FGAircraftModel::NullAnimation::init (ssgEntity * object,
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SGPropertyNode * node)
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{
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}
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void
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FGAircraftModel::NullAnimation::update (int dt)
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGAircraftModel::SpinAnimation
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////////////////////////////////////////////////////////////////////////
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FGAircraftModel::SpinAnimation::SpinAnimation ()
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: _prop(0),
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_factor(0),
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_position_deg(0),
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_transform(new ssgTransform)
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{
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}
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FGAircraftModel::SpinAnimation::~SpinAnimation ()
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{
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_transform = 0;
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}
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void
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FGAircraftModel::SpinAnimation::init (ssgEntity * object,
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SGPropertyNode * props)
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{
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// Splice in the new transform node
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splice_branch(_transform, object);
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_prop = fgGetNode(props->getStringValue("property", "/null"), true);
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_factor = props->getDoubleValue("factor", 1.0);
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_position_deg = props->getDoubleValue("starting-position-deg", 0);
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_center[0] = props->getFloatValue("center/x-m", 0);
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_center[1] = props->getFloatValue("center/y-m", 0);
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_center[2] = props->getFloatValue("center/z-m", 0);
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_axis[0] = props->getFloatValue("axis/x", 0);
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_axis[1] = props->getFloatValue("axis/y", 0);
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_axis[2] = props->getFloatValue("axis/z", 0);
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sgNormalizeVec3(_axis);
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}
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void
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FGAircraftModel::SpinAnimation::update (int dt)
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{
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float velocity_rpms = (_prop->getDoubleValue() * _factor / 60000.0);
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_position_deg += (dt * velocity_rpms * 360);
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while (_position_deg < 0)
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_position_deg += 360.0;
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while (_position_deg >= 360.0)
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_position_deg -= 360.0;
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set_rotation(_matrix, _position_deg, _center, _axis);
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_transform->setTransform(_matrix);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGAircraftModel::RotateAnimation
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////////////////////////////////////////////////////////////////////////
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FGAircraftModel::RotateAnimation::RotateAnimation ()
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: _prop(0),
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_offset_deg(0.0),
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_factor(1.0),
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_has_min(false),
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_min_deg(0.0),
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_has_max(false),
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_max_deg(1.0),
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_position_deg(0.0),
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_transform(new ssgTransform)
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{
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}
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FGAircraftModel::RotateAnimation::~RotateAnimation ()
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{
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_transform = 0;
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}
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void
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FGAircraftModel::RotateAnimation::init (ssgEntity * object,
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SGPropertyNode * props)
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{
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// Splice in the new transform node
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splice_branch(_transform, object);
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_prop = fgGetNode(props->getStringValue("property", "/null"), true);
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_offset_deg = props->getDoubleValue("offset-deg", 0.0);
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_factor = props->getDoubleValue("factor", 1.0);
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if (props->hasValue("min-deg")) {
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_has_min = true;
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_min_deg = props->getDoubleValue("min-deg");
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}
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if (props->hasValue("max-deg")) {
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_has_max = true;
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_max_deg = props->getDoubleValue("max-deg");
|
||||
}
|
||||
_position_deg = props->getDoubleValue("starting-position-deg", 0);
|
||||
_center[0] = props->getFloatValue("center/x-m", 0);
|
||||
_center[1] = props->getFloatValue("center/y-m", 0);
|
||||
_center[2] = props->getFloatValue("center/z-m", 0);
|
||||
_axis[0] = props->getFloatValue("axis/x", 0);
|
||||
_axis[1] = props->getFloatValue("axis/y", 0);
|
||||
_axis[2] = props->getFloatValue("axis/z", 0);
|
||||
sgNormalizeVec3(_axis);
|
||||
}
|
||||
|
||||
void
|
||||
FGAircraftModel::RotateAnimation::update (int dt)
|
||||
{
|
||||
_position_deg = ((_prop->getDoubleValue() + _offset_deg) * _factor);
|
||||
if (_has_min && _position_deg < _min_deg)
|
||||
_position_deg = _min_deg;
|
||||
if (_has_max && _position_deg > _max_deg)
|
||||
_position_deg = _max_deg;
|
||||
set_rotation(_matrix, _position_deg, _center, _axis);
|
||||
_transform->setTransform(_matrix);
|
||||
}
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// Implementation of FGAircraftModel::TranslateAnimation
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
|
||||
FGAircraftModel::TranslateAnimation::TranslateAnimation ()
|
||||
: _prop(0),
|
||||
_offset_m(0.0),
|
||||
_factor(1.0),
|
||||
_has_min(false),
|
||||
_min_m(0.0),
|
||||
_has_max(false),
|
||||
_max_m(1.0),
|
||||
_position_m(0.0),
|
||||
_transform(new ssgTransform)
|
||||
{
|
||||
}
|
||||
|
||||
FGAircraftModel::TranslateAnimation::~TranslateAnimation ()
|
||||
{
|
||||
_transform = 0;
|
||||
}
|
||||
|
||||
void
|
||||
FGAircraftModel::TranslateAnimation::init (ssgEntity * object,
|
||||
SGPropertyNode * props)
|
||||
{
|
||||
// Splice in the new transform node
|
||||
splice_branch(_transform, object);
|
||||
_prop = fgGetNode(props->getStringValue("property", "/null"), true);
|
||||
_offset_m = props->getDoubleValue("offset-m", 0.0);
|
||||
_factor = props->getDoubleValue("factor", 1.0);
|
||||
if (props->hasValue("min-m")) {
|
||||
_has_min = true;
|
||||
_min_m = props->getDoubleValue("min-m");
|
||||
}
|
||||
if (props->hasValue("max-m")) {
|
||||
_has_max = true;
|
||||
_max_m = props->getDoubleValue("max-m");
|
||||
}
|
||||
_position_m = props->getDoubleValue("starting-position-m", 0);
|
||||
_axis[0] = props->getFloatValue("axis/x", 0);
|
||||
_axis[1] = props->getFloatValue("axis/y", 0);
|
||||
_axis[2] = props->getFloatValue("axis/z", 0);
|
||||
sgNormalizeVec3(_axis);
|
||||
}
|
||||
|
||||
void
|
||||
FGAircraftModel::TranslateAnimation::update (int dt)
|
||||
{
|
||||
_position_m = ((_prop->getDoubleValue() + _offset_m) * _factor);
|
||||
if (_has_min && _position_m < _min_m)
|
||||
_position_m = _min_m;
|
||||
if (_has_max && _position_m > _max_m)
|
||||
_position_m = _max_m;
|
||||
set_translation(_matrix, _position_m, _axis);
|
||||
_transform->setTransform(_matrix);
|
||||
}
|
||||
|
||||
|
||||
// end of model.cxx
|
||||
|
||||
|
||||
|
|
|
@ -42,45 +42,139 @@ public:
|
|||
|
||||
private:
|
||||
|
||||
struct Animation
|
||||
{
|
||||
Animation ();
|
||||
virtual ~Animation ();
|
||||
enum Type {
|
||||
None,
|
||||
Spin,
|
||||
Rotate
|
||||
};
|
||||
string name;
|
||||
Type type;
|
||||
ssgTransform * transform;
|
||||
sgMat4 matrix;
|
||||
SGPropertyNode * prop;
|
||||
float factor;
|
||||
float offset;
|
||||
float position;
|
||||
bool has_min;
|
||||
float min;
|
||||
bool has_max;
|
||||
float max;
|
||||
sgVec3 center;
|
||||
sgVec3 axis;
|
||||
void setRotation ();
|
||||
};
|
||||
class Animation;
|
||||
|
||||
void read_animation (Animation &animation,
|
||||
const string &object_name,
|
||||
const SGPropertyNode * node);
|
||||
void do_animation (Animation &animation, long elapsed_ms);
|
||||
Animation * make_animation (const char * object_name, SGPropertyNode * node);
|
||||
|
||||
ssgEntity * _model;
|
||||
ssgSelector * _selector;
|
||||
ssgTransform * _position;
|
||||
|
||||
SGTimeStamp _last_timestamp;
|
||||
SGTimeStamp _current_timestamp;
|
||||
vector <Animation *> _animations;
|
||||
|
||||
vector<Animation> _animations;
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// Internal classes for individual animations.
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
|
||||
/**
|
||||
* Abstract base class for all animations.
|
||||
*/
|
||||
class Animation
|
||||
{
|
||||
public:
|
||||
|
||||
Animation ();
|
||||
|
||||
virtual ~Animation ();
|
||||
|
||||
/**
|
||||
* Initialize the animation.
|
||||
*
|
||||
* @param object The object to animate.
|
||||
* @param props The property node with configuration information.
|
||||
*/
|
||||
virtual void init (ssgEntity * object, SGPropertyNode * props) = 0;
|
||||
|
||||
|
||||
/**
|
||||
* Update the animation.
|
||||
*
|
||||
* @param dt The elapsed time in milliseconds since the last call.
|
||||
*/
|
||||
virtual void update (int dt) = 0;
|
||||
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* A no-op animation.
|
||||
*/
|
||||
class NullAnimation : public Animation
|
||||
{
|
||||
public:
|
||||
NullAnimation ();
|
||||
virtual ~NullAnimation ();
|
||||
virtual void init (ssgEntity * object, SGPropertyNode * props);
|
||||
virtual void update (int dt);
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Animation to spin an object around a center point.
|
||||
*
|
||||
* This animation rotates at a specific velocity.
|
||||
*/
|
||||
class SpinAnimation : public Animation
|
||||
{
|
||||
public:
|
||||
SpinAnimation ();
|
||||
virtual ~SpinAnimation ();
|
||||
virtual void init (ssgEntity * object, SGPropertyNode * props);
|
||||
virtual void update (int dt);
|
||||
private:
|
||||
SGPropertyNode * _prop;
|
||||
double _factor;
|
||||
double _position_deg;
|
||||
sgMat4 _matrix;
|
||||
sgVec3 _center;
|
||||
sgVec3 _axis;
|
||||
ssgTransform * _transform;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Animation to rotate an object around a center point.
|
||||
*
|
||||
* This animation rotates to a specific position.
|
||||
*/
|
||||
class RotateAnimation : public Animation
|
||||
{
|
||||
public:
|
||||
RotateAnimation ();
|
||||
virtual ~RotateAnimation ();
|
||||
virtual void init (ssgEntity * object, SGPropertyNode * props);
|
||||
virtual void update (int dt);
|
||||
private:
|
||||
SGPropertyNode * _prop;
|
||||
double _offset_deg;
|
||||
double _factor;
|
||||
bool _has_min;
|
||||
double _min_deg;
|
||||
bool _has_max;
|
||||
double _max_deg;
|
||||
double _position_deg;
|
||||
sgMat4 _matrix;
|
||||
sgVec3 _center;
|
||||
sgVec3 _axis;
|
||||
ssgTransform * _transform;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* Animation to slide along an axis.
|
||||
*/
|
||||
class TranslateAnimation : public Animation
|
||||
{
|
||||
public:
|
||||
TranslateAnimation ();
|
||||
virtual ~TranslateAnimation ();
|
||||
virtual void init (ssgEntity * object, SGPropertyNode * props);
|
||||
virtual void update (int dt);
|
||||
private:
|
||||
SGPropertyNode * _prop;
|
||||
double _offset_m;
|
||||
double _factor;
|
||||
bool _has_min;
|
||||
double _min_m;
|
||||
bool _has_max;
|
||||
double _max_m;
|
||||
double _position_m;
|
||||
sgMat4 _matrix;
|
||||
sgVec3 _axis;
|
||||
ssgTransform * _transform;
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue