- In MovingCubeApp animations are now allocated on stack
- m_sequenceAnimationController now uses SetAnimationPoseResetTime()
- Removed OnSequenceAnimationCompleted()
- Pose::GetOrientation() now returns by value(without it my code doesn't compile)
- GetStep() getter
- In if(m_loop) checking for m_resetTime to be zero or last step to be equal to the first
- Tick now ticks only if there are at least one element in m_steps
- IsFinished() function
- AddAnimationSteps() functions that take initializer_lists
- Getters in SimpleAnimationController are now const
This commit is contained in:
Vladyslav Baranovskyi
2024-06-08 17:36:03 +03:00
parent f3fcd049c4
commit 1311165139
5 changed files with 147 additions and 70 deletions

View File

@@ -10,31 +10,47 @@ namespace OpenVulkano::Scene
{
SequenceAnimationController::SequenceAnimationController()
{
// m_animationController.m_completionEvent += EventHandler(this, &SequenceAnimationController::OnCurrentFrameFinished);
m_completionEvent += EventHandler(this, &SequenceAnimationController::OnCurrentFrameFinished);
m_animationController.m_completionEvent += EventHandler(this, &SequenceAnimationController::OnCurrentFrameFinished);
}
void SequenceAnimationController::AdvanceToNextStep()
SequenceAnimationController::PoseDurationPair SequenceAnimationController::GetStep(int index)
{
if(index >= 0 && index < m_steps.size())
return m_steps[index];
return PoseDurationPair();
}
void SequenceAnimationController::OnCurrentFrameFinished(SimpleAnimationController *ignored)
{
if(m_steps.empty())
return;
if(m_currentStep < m_steps.size() - 1)
{
++m_currentStep;
SetPoses(GetTargetPose(), m_steps[m_currentStep].first);
SetDuration(m_steps[m_currentStep-1].second);
SimpleAnimationController::Reset();
m_currentStep++;
m_animationController.SetPoses(m_animationController.GetTargetPose(), m_steps[m_currentStep].first);
m_animationController.SetDuration(m_steps[m_currentStep].second);
m_animationController.Reset();
}
else
{
if(m_loop)
{
m_currentStep = 0;
SetPoses(GetTargetPose(), m_steps[m_currentStep].first);
// We don't set the duration because transition from the last step to the first
// requires to use duration of the last step
SimpleAnimationController::Reset();
// NOTE(vb): Maybe compare steps with some epsilon value
if(m_steps.size() > 1 && ((m_steps.front().first == m_steps.back().first) || m_resetTime == 0))
{
m_currentStep = 1;
m_animationController.SetPoses(m_steps[m_currentStep-1].first, m_steps[m_currentStep].first);
m_animationController.SetDuration(m_steps[m_currentStep].second);
m_animationController.Reset();
}
else
{
m_currentStep = 0;
m_animationController.SetPoses(m_steps.back().first, m_steps.front().first);
m_animationController.SetDuration(m_resetTime);
m_animationController.Reset();
}
}
else
{
@@ -45,7 +61,9 @@ namespace OpenVulkano::Scene
void SequenceAnimationController::Tick()
{
SimpleAnimationController::Tick();
if(m_steps.empty())
return;
m_animationController.Tick();
}
void SequenceAnimationController::Restart()
@@ -53,26 +71,60 @@ namespace OpenVulkano::Scene
m_currentStep = 0;
if(!m_steps.empty())
{
SetPoses(GetTargetPose(), m_steps[m_currentStep].first);
SetDuration(m_steps.back().second);
m_animationController.SetPoses(m_animationController.GetTargetPose(), m_steps[m_currentStep].first);
m_animationController.SetDuration(m_steps[m_currentStep].second);
}
SimpleAnimationController::Reset();
m_animationController.Reset();
}
bool SequenceAnimationController::IsFinished() const
{
if(m_loop)
return false;
return m_currentStep >= m_steps.size();
}
void SequenceAnimationController::AddAnimationStep(const Math::PoseF &pose, double duration)
{
m_steps.emplace_back(pose, duration);
if(m_steps.size() == 2)
if(m_steps.size() > 1)
{
m_currentStep = 1;
SetPoses(m_steps[0].first, m_steps[1].first);
SetDuration(m_steps[0].second);
Reset();
m_animationController.SetPoses(m_steps[0].first, m_steps[1].first);
m_animationController.SetDuration(m_steps[1].second);
m_animationController.Reset();
}
}
void SequenceAnimationController::OnCurrentFrameFinished(SimpleAnimationController *animationController)
void SequenceAnimationController::AddAnimationSteps(std::initializer_list<Math::PoseF> poses, double duration)
{
AdvanceToNextStep();
for(const auto& pose : poses)
{
m_steps.emplace_back(pose, duration);
}
if(m_steps.size() > 1)
{
m_currentStep = 1;
m_animationController.SetPoses(m_steps[0].first, m_steps[1].first);
m_animationController.SetDuration(m_steps[1].second);
m_animationController.Reset();
}
}
void SequenceAnimationController::AddAnimationSteps(std::initializer_list<PoseDurationPair> steps)
{
for(const auto& step : steps)
{
m_steps.emplace_back(step);
}
if(m_steps.size() > 1)
{
m_currentStep = 1;
m_animationController.SetPoses(m_steps[0].first, m_steps[1].first);
m_animationController.SetDuration(m_steps[1].second);
m_animationController.Reset();
}
}
}