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- #include "Base.h"
- #include "AnimationClip.h"
- #include "Animation.h"
- #include "AnimationTarget.h"
- #include "Game.h"
- #include "Quaternion.h"
- namespace gameplay
- {
- AnimationClip::AnimationClip(const char* id, Animation* animation, unsigned long startTime, unsigned long endTime)
- : _id(id), _animation(animation), _startTime(startTime), _endTime(endTime), _duration(_endTime - _startTime),
- _stateBits(0x00), _repeatCount(1.0f), _activeDuration(_duration * _repeatCount), _speed(1.0f), _timeStarted(0),
- _elapsedTime(0), _crossFadeToClip(NULL), _crossFadeOutElapsed(0), _crossFadeOutDuration(0), _blendWeight(1.0f),
- _beginListeners(NULL), _endListeners(NULL), _listeners(NULL), _listenerItr(NULL)
- {
- assert(0 <= startTime && startTime <= animation->_duration && 0 <= endTime && endTime <= animation->_duration);
-
- unsigned int channelCount = _animation->_channels.size();
- for (unsigned int i = 0; i < channelCount; i++)
- {
- _values.push_back(new AnimationValue(_animation->_channels[i]->_curve->getComponentCount()));
- }
- }
- AnimationClip::~AnimationClip()
- {
- std::vector<AnimationValue*>::iterator valueIter = _values.begin();
- while (valueIter != _values.end())
- {
- SAFE_DELETE(*valueIter);
- valueIter++;
- }
- _values.clear();
- SAFE_RELEASE(_crossFadeToClip);
- SAFE_DELETE(_beginListeners);
- SAFE_DELETE(_endListeners);
- SAFE_DELETE(_listeners);
- SAFE_DELETE(_listenerItr);
- }
- 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 isClipStateBitSet(CLIP_IS_PLAYING_BIT);
- }
- void AnimationClip::play()
- {
- if (isClipStateBitSet(CLIP_IS_PLAYING_BIT))
- {
- _animation->_controller->unschedule(this);
- resetClipStateBit(CLIP_IS_STARTED_BIT);
- onEnd();
- }
- else
- setClipStateBit(CLIP_IS_PLAYING_BIT);
-
- _animation->_controller->schedule(this);
- _timeStarted = Game::getGameTime();
- }
- void AnimationClip::stop()
- {
- if (isClipStateBitSet(CLIP_IS_PLAYING_BIT))
- {
- _animation->_controller->unschedule(this);
- resetClipStateBit(CLIP_IS_PLAYING_BIT | CLIP_IS_STARTED_BIT);
- onEnd();
- }
- }
- void AnimationClip::crossFade(AnimationClip* clip, unsigned long duration)
- {
- assert(clip);
- // If I already have a clip I'm fading to and it's not the same as the given clip release it.
- // Assign the new clip and increase it's ref count.
- if (_crossFadeToClip)
- {
- _crossFadeToClip->stop();
- _crossFadeToClip->resetClipStateBit(CLIP_IS_FADING_IN_BIT);
- SAFE_RELEASE(_crossFadeToClip);
- }
-
- _crossFadeToClip = clip;
- _crossFadeToClip->addRef();
-
- // Set the crossfade clip to fading in, and initialize it's blend weight to zero.
- _crossFadeToClip->setClipStateBit(CLIP_IS_FADING_IN_BIT);
- _crossFadeToClip->_blendWeight = 0.0f;
-
- // Set this clip to fade out, set the fade duration and reset the fade elapsed time.
- setClipStateBit(CLIP_IS_FADING_OUT_STARTED_BIT);
- setClipStateBit(CLIP_IS_FADING_OUT_BIT);
- _crossFadeOutElapsed = 0;
- _crossFadeOutDuration = duration;
-
- // If this clip is currently not playing, we should start playing it.
- if (!isClipStateBitSet(CLIP_IS_PLAYING_BIT))
- play();
- // Start playing the cross fade clip.
- _crossFadeToClip->play();
- }
- void AnimationClip::addListener(AnimationClip::Listener* listener, unsigned long eventTime)
- {
- assert(listener);
- assert(eventTime < _duration);
- listener->_listenerTime = eventTime;
- if (!_listeners)
- {
- _listeners = new std::list<Listener*>;
- _listeners->push_front(listener);
- _listenerItr = new std::list<Listener*>::iterator;
- if (isClipStateBitSet(CLIP_IS_PLAYING_BIT))
- *_listenerItr = _listeners->begin();
- }
- else
- {
- for (std::list<Listener*>::iterator itr = _listeners->begin(); itr != _listeners->begin(); itr++)
- {
- if (eventTime < (*itr)->_listenerTime)
- {
- itr = _listeners->insert(itr, listener);
- // If playing, update the iterator if we need to.
- // otherwise, it will just be set the next time the clip gets played.
- if (isClipStateBitSet(CLIP_IS_PLAYING_BIT))
- {
- unsigned long currentTime = _elapsedTime % _duration;
- if ((_speed >= 0.0f && currentTime < eventTime && (*_listenerItr == _listeners->end() || eventTime < (**_listenerItr)->_listenerTime)) ||
- (_speed <= 0 && currentTime > eventTime && (*_listenerItr == _listeners->begin() || eventTime > (**_listenerItr)->_listenerTime)))
- *_listenerItr = itr;
- }
- return;
- }
- }
- }
- }
- void AnimationClip::addBeginListener(AnimationClip::Listener* listener)
- {
- if (!_beginListeners)
- _beginListeners = new std::vector<Listener*>;
- _beginListeners->push_back(listener);
- }
- void AnimationClip::addEndListener(AnimationClip::Listener* listener)
- {
- if (!_endListeners)
- _endListeners = new std::vector<Listener*>;
- _endListeners->push_back(listener);
- }
- bool AnimationClip::update(unsigned long elapsedTime, std::list<AnimationTarget*>* activeTargets)
- {
- if (!isClipStateBitSet(CLIP_IS_STARTED_BIT))
- onBegin();
- else
- _elapsedTime += elapsedTime * _speed;
- unsigned long currentTime = 0L;
- // Check to see if clip is complete.
- if (_repeatCount != REPEAT_INDEFINITE && ((_speed >= 0.0f && _elapsedTime >= (long) _activeDuration) || (_speed <= 0.0f && _elapsedTime <= 0L)))
- {
- resetClipStateBit(CLIP_IS_STARTED_BIT);
- if (_speed >= 0.0f)
- {
- currentTime = _activeDuration % _duration; // Get's the fractional part of the final repeat.
- if (currentTime == 0L)
- currentTime = _duration;
- }
- else
- {
- currentTime = 0L; // If we are negative speed, the end value should be 0.
- }
- }
- else
- {
- // Gets portion/fraction of the repeat.
- currentTime = _elapsedTime % _duration;
- }
- // Notify any listeners of Animation events.
- if (_listeners)
- {
- if (_speed >= 0.0f)
- {
- while (*_listenerItr != _listeners->end() && currentTime >= (**_listenerItr)->_listenerTime)
- {
- (**_listenerItr)->animationEvent(this, Listener::DEFAULT);
- ++*_listenerItr;
- }
- }
- else
- {
- while (*_listenerItr != _listeners->begin() && currentTime <= (**_listenerItr)->_listenerTime)
- {
- (**_listenerItr)->animationEvent(this, Listener::DEFAULT);
- --*_listenerItr;
- }
- }
- }
- // Add back in start time, and divide by the total animation's duration to get the actual percentage complete
- float percentComplete = (float)(_startTime + currentTime) / (float) _animation->_duration;
-
- if (isClipStateBitSet(CLIP_IS_FADING_OUT_BIT))
- {
- if (isClipStateBitSet(CLIP_IS_FADING_OUT_STARTED_BIT)) // Calculate elapsed time since the fade out begin.
- {
- _crossFadeOutElapsed = (Game::getGameTime() - _crossFadeToClip->_timeStarted) * abs(_speed);
- resetClipStateBit(CLIP_IS_FADING_OUT_STARTED_BIT);
- }
- else
- {
- // continue tracking elapsed time.
- _crossFadeOutElapsed += elapsedTime * abs(_speed);
- }
- if (_crossFadeOutElapsed < _crossFadeOutDuration)
- {
- // Calculate this clip's blend weight.
- float tempBlendWeight = (float) (_crossFadeOutDuration - _crossFadeOutElapsed) / (float) _crossFadeOutDuration;
-
- // If this clip is fading in, adjust the crossfade clip's weight to be a percentage of your current blend weight
- if (isClipStateBitSet(CLIP_IS_FADING_IN_BIT))
- {
- _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight) * _blendWeight;
- _blendWeight -= _crossFadeToClip->_blendWeight;
- }
- else
- {
- // Just set the blend weight.
- _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight);
- _blendWeight = tempBlendWeight;
- }
- }
- else
- { // Fade is done.
- // Set blendweights
- _crossFadeToClip->_blendWeight = 1.0f;
- // Adjust the crossfade clip's blend weight if this clip is also fading in.
- if (isClipStateBitSet(CLIP_IS_FADING_IN_BIT))
- _crossFadeToClip->_blendWeight *= _blendWeight;
- _blendWeight = 0.0f;
- // reset the states of our clips to turn off the cross fade.
- _crossFadeToClip->resetClipStateBit(CLIP_IS_FADING_IN_BIT);
- resetClipStateBit(CLIP_IS_FADING_OUT_BIT | CLIP_IS_STARTED_BIT);
- // Release the crossfade clip, mark ourselves as done and set our blend weight to 0.
- SAFE_RELEASE(_crossFadeToClip);
- }
- }
-
- // 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];
- // If the target's _animationPropertyBitFlag is clear, we can assume that this is the first
- // animation channel to act on the target and we can add the target to the list of
- // active targets stored by the AnimationController.
- if (target->_animationPropertyBitFlag == 0x00)
- activeTargets->push_front(target);
- // Evaluate the point on Curve
- channel->_curve->evaluate(percentComplete, value->_value);
- // Set the animation value on the target property.
- target->setAnimationPropertyValue(channel->_propertyId, value, _blendWeight);
- }
- // When ended. Probably should move to it's own method so we can call it when the clip is ended early.
- if (!isClipStateBitSet(CLIP_IS_STARTED_BIT))
- {
- onEnd();
- // Notify end listeners if any.
- if (_endListeners)
- {
- std::vector<Listener*>::iterator listener = _endListeners->begin();
- while (listener != _endListeners->end())
- {
- (*listener)->animationEvent(this, Listener::END);
- listener++;
- }
- }
- return true;
- }
- return false;
- }
- void AnimationClip::onBegin()
- {
- // Initialize animation to play.
- setClipStateBit(CLIP_IS_STARTED_BIT);
- if (_speed >= 0)
- {
- _elapsedTime = 0;
- if (_listeners)
- *_listenerItr = _listeners->begin();
- }
- else
- {
- _elapsedTime = _activeDuration;
- if (_listeners)
- *_listenerItr = _listeners->end();
- }
- _elapsedTime += (Game::getGameTime() - _timeStarted) * _speed;
- // Notify begin listeners.. if any.
- if (_beginListeners)
- {
- std::vector<Listener*>::iterator listener = _beginListeners->begin();
- while (listener != _beginListeners->end())
- {
- (*listener)->animationEvent(this, Listener::BEGIN);
- listener++;
- }
- }
- }
- void AnimationClip::onEnd()
- {
- _blendWeight = 1.0f;
- _timeStarted = 0;
- resetClipStateBit(CLIP_IS_PLAYING_BIT);
- }
- bool AnimationClip::isClipStateBitSet(char bit) const
- {
- return (_stateBits & bit) == bit;
- }
- void AnimationClip::setClipStateBit(char bit)
- {
- _stateBits |= bit;
- }
- void AnimationClip::resetClipStateBit(char bit)
- {
- _stateBits &= ~bit;
- }
- }
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