#include "Base.h" #include "AnimationClip.h" #include "Animation.h" #include "AnimationTarget.h" #include "Game.h" #include "Quaternion.h" namespace gameplay { int AnimationClip::_crazyCounter = 0; AnimationClip::AnimationClip(const char* id, Animation* animation, unsigned long startTime, unsigned long endTime) : _id(id), _animation(animation), _startTime(startTime), _endTime(endTime), _duration(_endTime - _startTime), _repeatCount(1.0f), _activeDuration(_duration * _repeatCount), _speed(1.0f), _isPlaying(false), _timeStarted(0), _elapsedTime(0), _runningTime(0), _channelPriority(NULL), _crossFadeToClip(NULL), _crossFadeStart(0), _crossFadeOutElapsed(0), _crossFadeOutDuration(0), _blendWeight(1.0f), _isFadingOutStarted(false), _isFadingOut(false), _isFadingIn(false), _beginListeners(NULL), _endListeners(NULL) { assert(0 <= startTime && startTime <= animation->_duration && 0 <= endTime && endTime <= animation->_duration); unsigned int channelCount = _animation->_channels.size(); _channelPriority = new unsigned int[channelCount]; for (unsigned int i = 0; i < channelCount; i++) { _values.push_back(new AnimationValue(_animation->_channels[i]->_curve->getComponentCount())); _channelPriority[i] = 0; } } AnimationClip::~AnimationClip() { // Explicitly stop this clip if it's currently playing so it gets removed from the controller if (_isPlaying) { stop(); } std::vector::iterator valueIter = _values.begin(); while (valueIter != _values.end()) { SAFE_DELETE(*valueIter); valueIter++; } SAFE_DELETE(_crossFadeToClip); SAFE_DELETE(_channelPriority); SAFE_DELETE(_beginListeners); SAFE_DELETE(_endListeners); } const char* AnimationClip::getID() const { return _id.c_str(); } Animation* AnimationClip::getAnimation() const { return _animation; } unsigned long AnimationClip::getStartTime() const { return _startTime; } unsigned long AnimationClip::getEndTime() const { return _endTime; } unsigned long AnimationClip::getElaspedTime() const { return _elapsedTime; } void AnimationClip::setRepeatCount(float repeatCount) { assert(repeatCount == REPEAT_INDEFINITE || repeatCount > 0.0f); _repeatCount = repeatCount; if (repeatCount == REPEAT_INDEFINITE) { _activeDuration = _duration; } else { _activeDuration = _repeatCount * _duration; } } float AnimationClip::getRepeatCount() const { return _repeatCount; } void AnimationClip::setActiveDuration(unsigned long duration) { if (duration == REPEAT_INDEFINITE) { _repeatCount = REPEAT_INDEFINITE; _activeDuration = _duration; } else { _activeDuration = _duration; _repeatCount = (float) _activeDuration / (float) _duration; } } unsigned long AnimationClip::getActiveDuration() const { if (_repeatCount == REPEAT_INDEFINITE) return REPEAT_INDEFINITE; return _activeDuration; } void AnimationClip::setSpeed(float speed) { _speed = speed; } float AnimationClip::getSpeed() const { return _speed; } void AnimationClip::setBlendWeight(float blendWeight) { _blendWeight = blendWeight; } float AnimationClip::getBlendWeight() const { return _blendWeight; } bool AnimationClip::isPlaying() const { return _isPlaying; } void AnimationClip::play() { _animation->_controller->schedule(this); _timeStarted = Game::getGameTime(); } void AnimationClip::stop() { _animation->_controller->unschedule(this); if (_isPlaying) { _isPlaying = false; onEnd(); } } void AnimationClip::crossFade(AnimationClip* clip, unsigned long duration) { assert(clip); if (clip->_isPlaying && clip->_isFadingOut) { clip->_isFadingOut = false; clip->_crossFadeToClip->_isFadingIn = false; SAFE_RELEASE(clip->_crossFadeToClip); } // If I already have a clip I'm fading too.. release it. if (_crossFadeToClip) SAFE_RELEASE(_crossFadeToClip); // Assign the clip we're fading to, and increase its ref count. _crossFadeToClip = clip; _crossFadeToClip->addRef(); // Set the fade in clip to fading in, and set the duration of the fade in. _crossFadeToClip->_isFadingIn = true; // Set this clip to fade out, and reset the elapsed time for the fade out. _isFadingOut = true; _crossFadeOutElapsed = 0; _crossFadeOutDuration = duration; _crossFadeStart = (Game::getGameTime() - _timeStarted); _isFadingOutStarted = true; if (!_isPlaying) play(); _crossFadeToClip->play(); } void AnimationClip::addBeginListener(AnimationClip::Listener* listener) { if (!_beginListeners) _beginListeners = new std::vector; _beginListeners->push_back(listener); } void AnimationClip::addEndListener(AnimationClip::Listener* listener) { if (!_endListeners) _endListeners = new std::vector; _endListeners->push_back(listener); } bool AnimationClip::update(unsigned long elapsedTime) { float speed = _speed; if (!_isPlaying) { onBegin(); _elapsedTime = Game::getGameTime() - _timeStarted; _runningTime = _elapsedTime * speed; } else { // Update elapsed time. _elapsedTime += elapsedTime; _runningTime += elapsedTime * speed; } float percentComplete = 0.0f; // Check to see if clip is complete. if (_repeatCount != REPEAT_INDEFINITE && ((_speed >= 0 && _runningTime >= (long) _activeDuration) || (_speed < 0 && _runningTime <= 0))) { _isPlaying = false; if (_speed >= 0) { percentComplete = _activeDuration % _duration; // Get's the fractional part of the final repeat. if (percentComplete == 0.0f) percentComplete = _duration; } else { percentComplete = 0.0f; // If we are negative speed, the end value should be 0. } } else { // Gets portion/fraction of the repeat. percentComplete = (float) (_runningTime % _duration); } // Add back in start time, and divide by the total animation's duration to get the actual percentage complete percentComplete = (float)(_startTime + percentComplete) / (float) _animation->_duration; if (_isFadingOut) { if (_isFadingOutStarted) // Calculate elapsed time since the fade out begin. { _crossFadeOutElapsed = (_elapsedTime - _crossFadeStart) * speed; _isFadingOutStarted = false; } else { // continue tracking elapsed time. _crossFadeOutElapsed += elapsedTime * speed; } if (_crossFadeOutElapsed < _crossFadeOutDuration) { float tempBlendWeight = (float) (_crossFadeOutDuration - _crossFadeOutElapsed) / (float) _crossFadeOutDuration; _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight); // adjust the clip your blending to's weight to be a percentage of your current blend weight if (_isFadingIn) { _crossFadeToClip->_blendWeight *= _blendWeight; _blendWeight -= _crossFadeToClip->_blendWeight; } else { _blendWeight = tempBlendWeight; } } else { // Fade done. _crossFadeToClip->_blendWeight = 1.0f; if (_isFadingIn) _crossFadeToClip->_blendWeight *= _blendWeight; _crossFadeToClip->_isFadingIn = false; SAFE_RELEASE(_crossFadeToClip); _blendWeight = 0.0f; _isFadingOut = false; _isPlaying = false; } } // Evaluate this clip. Animation::Channel* channel = NULL; AnimationValue* value = NULL; AnimationTarget* target = NULL; unsigned int channelCount = _animation->_channels.size(); for (unsigned int i = 0; i < channelCount; i++) { channel = _animation->_channels[i]; target = channel->_target; value = _values[i]; // Get the current value. target->getAnimationPropertyValue(channel->_propertyId, value); // My channel priority has changed if my priority is greater than the active animation count. if (target->_reassignPriorities) { _channelPriority[i] = target->getPriority(); } if (_blendWeight != 0.0f) { // Evaluate point on Curve. channel->_curve->evaluate(percentComplete, value->_interpolatedValue); if (channel->_curve->_quaternionOffsetsCount == 0) { if (_channelPriority[i] == 1) { unsigned int componentCount = value->_componentCount; for (unsigned int j = 0; j < componentCount; j++) { if (_blendWeight != 1.0f) value->_interpolatedValue[j] *= _blendWeight; value->_currentValue[j] = value->_interpolatedValue[j]; } } else { unsigned int componentCount = value->_componentCount; for (unsigned int j = 0; j < componentCount; j++) { if (_blendWeight != 1.0f) value->_interpolatedValue[j] *= _blendWeight; value->_currentValue[j] += value->_interpolatedValue[j]; } } } else { //We have Quaternions!!! unsigned int j = 0; unsigned int quaternionOffsetIndex = 0; unsigned int quaternionOffset = 0; if (_channelPriority[i] == 1) { do { quaternionOffset = channel->_curve->_quaternionOffsets[quaternionOffsetIndex]; while (j < quaternionOffset) { if (_blendWeight != 1.0f) value->_interpolatedValue[j] *= _blendWeight; value->_currentValue[j] = value->_interpolatedValue[j]; j++; } // We are at the index for a quaternion component. Handle the next for components as a whole quaternion. Quaternion* interpolatedQuaternion = (Quaternion*) (value->_interpolatedValue + j); Quaternion* currentQuaternion = (Quaternion*) (value->_currentValue + j); // If we have a blend weight, we apply it by slerping from the identity to our interpolated value at the given weight. if (_blendWeight != 1.0f) Quaternion::slerp(Quaternion::identity(), *interpolatedQuaternion, _blendWeight, interpolatedQuaternion); // Add in contribution. currentQuaternion->set(*interpolatedQuaternion); // Increase by 4. j += 4; quaternionOffsetIndex++; } while (quaternionOffsetIndex < channel->_curve->_quaternionOffsetsCount); unsigned int componentCount = value->_componentCount; // Handle remaining scalar values. while (j < componentCount) { if (_blendWeight != 1.0f) value->_interpolatedValue[j] *= _blendWeight; value->_currentValue[j] = value->_interpolatedValue[j]; j++; } } else { do { quaternionOffset = channel->_curve->_quaternionOffsets[quaternionOffsetIndex]; while (j < quaternionOffset) { if (_blendWeight != 1.0f) value->_interpolatedValue[j] *= _blendWeight; value->_currentValue[j] += value->_interpolatedValue[j]; j++; } // We are at the index for a quaternion component. Handle the next for components as a whole quaternion. Quaternion* interpolatedQuaternion = (Quaternion*) (value->_interpolatedValue + j); Quaternion* currentQuaternion = (Quaternion*) (value->_currentValue + j); // If we have a blend weight, we apply it by slerping from the identity to our interpolated value at the given weight. if (_blendWeight != 1.0f) Quaternion::slerp(Quaternion::identity(), *interpolatedQuaternion, _blendWeight, interpolatedQuaternion); // Add in contribution. currentQuaternion->multiply(*interpolatedQuaternion); // Increase by 4. j += 4; quaternionOffsetIndex++; } while (quaternionOffsetIndex < channel->_curve->_quaternionOffsetsCount); unsigned int componentCount = value->_componentCount; // Handle remaining scalar values. while (j < componentCount) { if (_blendWeight != 1.0f) value->_interpolatedValue[j] *= _blendWeight; value->_currentValue[j] += value->_interpolatedValue[j]; j++; } } } } else if (_channelPriority[i] == 1) { if (channel->_curve->_quaternionOffsetsCount == 0) { memset(value->_currentValue, 0.0f, value->_componentCount); } else { unsigned int j = 0; unsigned int quaternionOffset = 0; unsigned int quaternionOffsetIndex = 0; do { quaternionOffset = channel->_curve->_quaternionOffsets[quaternionOffsetIndex]; while (j < quaternionOffset) { value->_currentValue[j] = 0.0f; j++; } // We are at the index for a quaternion component. Handle the next for components as a whole quaternion. Quaternion* currentQuaternion = (Quaternion*) (value->_currentValue + j); // Set it to identity. currentQuaternion->setIdentity(); // Increase by 4. j += 4; quaternionOffsetIndex++; } while (quaternionOffsetIndex < channel->_curve->_quaternionOffsetsCount); unsigned int componentCount = value->_componentCount; // Handle remaining scalar values. while (j < componentCount) { value->_currentValue[j] = 0.0f; j++; } } } // Set the animation value on the target property. target->setAnimationPropertyValue(channel->_propertyId, value); } // When ended. Probably should move to it's own method so we can call it when the clip is ended early. if (!_isPlaying) { onEnd(); } return !_isPlaying; } void AnimationClip::onBegin() { // Initialize animation to play. _isPlaying = true; _elapsedTime = 0; if (_speed > 0) { _runningTime = 0; } else { _runningTime = _activeDuration; } AnimationTarget* target = NULL; unsigned int channelCount = _animation->_channels.size(); // Sets the starting value. for (unsigned int i = 0; i < channelCount; i++) { target = _animation->_channels[i]->_target; target->increaseActiveAnimationCount(); _channelPriority[i] = target->getPriority(); } // Notify begin listeners.. if any. if (_beginListeners) { std::vector::iterator listener = _beginListeners->begin(); while (listener != _beginListeners->end()) { (*listener)->animationEvent(this, Listener::BEGIN); listener++; } } } void AnimationClip::onEnd() { AnimationTarget* target = NULL; unsigned int channelCount = _animation->_channels.size(); for (unsigned int i = 0; i < channelCount; i++) { target = _animation->_channels[i]->_target; // Decrease active animation count on target and reset the channel priority target->decreaseActiveAnimationCount(); _channelPriority[i] = 0; } _blendWeight = 1.0f; _timeStarted = 0; // Notify end listeners if any. if (_endListeners) { std::vector::iterator listener = _endListeners->begin(); while (listener != _endListeners->end()) { (*listener)->animationEvent(this, Listener::END); listener++; } } } }