Summary:
- 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:
@@ -40,8 +40,8 @@ namespace OpenVulkano
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Scene::Material m_material;
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Scene::Shader m_shader;
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std::unique_ptr<Scene::SimpleAnimationController> m_simpleAnimationController;
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std::unique_ptr<Scene::SequenceAnimationController> m_sequenceAnimationController;
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Scene::SimpleAnimationController m_simpleAnimationController;
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Scene::SequenceAnimationController m_sequenceAnimationController;
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SceneElement m_whiteBox;
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SceneElement m_redBox;
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@@ -79,24 +79,22 @@ namespace OpenVulkano
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CreateSceneElement(&m_whiteBox, Math::Vector4f(1, 1, 1, 1), 1);
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CreateSceneElement(&m_redBox, Math::Vector4f(1, 0.2, 0.2, 1.0), 0.3);
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m_simpleAnimationController = std::make_unique<Scene::SimpleAnimationController>();
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m_simpleAnimationController->SetNode(&m_whiteBox.m_node);
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m_simpleAnimationController->SetDuration(3);
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m_simpleAnimationController.SetNode(&m_whiteBox.m_node);
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m_simpleAnimationController.SetDuration(3);
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Math::Pose srcPose(Math::Quaternion<float>(), Math::Vector3f_SIMD(-3, 0, 0));
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Math::Pose destPose(Math::Quaternion<float>(), Math::Vector3f_SIMD(3, 0, 0));
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m_simpleAnimationController->SetPoses(srcPose, destPose);
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m_simpleAnimationController->m_completionEvent += EventHandler(this, &MovingCubeAppImpl::OnSimpleAnimationCompleted);
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m_simpleAnimationController.SetPoses(srcPose, destPose);
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m_simpleAnimationController.m_completionEvent += EventHandler(this, &MovingCubeAppImpl::OnSimpleAnimationCompleted);
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m_sequenceAnimationController = std::make_unique<Scene::SequenceAnimationController>();
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m_sequenceAnimationController->EnableLoop(false);
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m_sequenceAnimationController->SetNode(&m_redBox.m_node);
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m_sequenceAnimationController->AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(1, 0, 0, 1)), Math::Vector3f_SIMD(0, 0, 1)), 5);
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m_sequenceAnimationController->AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(2, 1, 0, 1)), Math::Vector3f_SIMD(1, 1, -1)), 3);
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m_sequenceAnimationController->AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(1, 1, 1, 1)), Math::Vector3f_SIMD(2, 1, -2)), 3);
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m_sequenceAnimationController->AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(0, 1, 1, 0)), Math::Vector3f_SIMD(2, 1, -1)), 3);
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m_sequenceAnimationController->AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(3, 2, 1, 1)), Math::Vector3f_SIMD(1, 1, -1)), 3);
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m_sequenceAnimationController->AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(0, 0, 1, 1)), Math::Vector3f_SIMD(0, 1, 0)), 1);
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m_sequenceAnimationController->m_sequenceCompletionEvent += EventHandler(this, &MovingCubeAppImpl::OnSequenceAnimationCompleted);
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m_sequenceAnimationController.EnableLoop(true);
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m_sequenceAnimationController.SetNode(&m_redBox.m_node);
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m_sequenceAnimationController.AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(1, 0, 0, 1)), Math::Vector3f_SIMD(0, 0, 1)), 5);
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m_sequenceAnimationController.AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(2, 1, 0, 1)), Math::Vector3f_SIMD(1, 1, -1)), 3);
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m_sequenceAnimationController.AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(1, 1, 1, 1)), Math::Vector3f_SIMD(2, 1, -2)), 3);
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m_sequenceAnimationController.AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(0, 1, 1, 0)), Math::Vector3f_SIMD(2, 1, -1)), 3);
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m_sequenceAnimationController.AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(3, 2, 1, 1)), Math::Vector3f_SIMD(1, 1, -1)), 3);
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m_sequenceAnimationController.AddAnimationStep(Math::PoseF(Math::Utils::normalize(Math::QuaternionF(0, 0, 1, 1)), Math::Vector3f_SIMD(0, 1, 0)), 1);
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m_sequenceAnimationController.SetAnimationPoseResetTime(10);
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}
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void OnSimpleAnimationCompleted(Scene::SimpleAnimationController *anim)
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@@ -105,17 +103,11 @@ namespace OpenVulkano
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anim->Reset();
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}
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void OnSequenceAnimationCompleted(Scene::SequenceAnimationController *anim)
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{
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Logger::APP->info("Animation sequence completed - restarting...");
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m_sequenceAnimationController->Restart();
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}
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void Tick() override
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{
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m_cameraControl.Tick();
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m_simpleAnimationController->Tick();
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m_sequenceAnimationController->Tick();
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m_simpleAnimationController.Tick();
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m_sequenceAnimationController.Tick();
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}
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void Close() override
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@@ -44,7 +44,12 @@ namespace OpenVulkano::Math
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}
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}
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[[nodiscard]] Quaternion<T>& GetOrientation() const { return m_orientation; }
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bool operator==(const Math::Pose<T> &otherPose)
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{
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return (GetOrientation() == otherPose.GetOrientation()) && (GetPosition() == otherPose.GetPosition());
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}
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[[nodiscard]] Quaternion<T> GetOrientation() const { return m_orientation; }
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[[nodiscard]] Vector3_SIMD<T> GetPosition() const { return m_position; }
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@@ -10,31 +10,47 @@ namespace OpenVulkano::Scene
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{
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SequenceAnimationController::SequenceAnimationController()
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{
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// m_animationController.m_completionEvent += EventHandler(this, &SequenceAnimationController::OnCurrentFrameFinished);
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m_completionEvent += EventHandler(this, &SequenceAnimationController::OnCurrentFrameFinished);
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m_animationController.m_completionEvent += EventHandler(this, &SequenceAnimationController::OnCurrentFrameFinished);
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}
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void SequenceAnimationController::AdvanceToNextStep()
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SequenceAnimationController::PoseDurationPair SequenceAnimationController::GetStep(int index)
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{
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if(index >= 0 && index < m_steps.size())
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return m_steps[index];
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return PoseDurationPair();
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}
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void SequenceAnimationController::OnCurrentFrameFinished(SimpleAnimationController *ignored)
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{
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if(m_steps.empty())
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return;
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if(m_currentStep < m_steps.size() - 1)
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{
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++m_currentStep;
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SetPoses(GetTargetPose(), m_steps[m_currentStep].first);
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SetDuration(m_steps[m_currentStep-1].second);
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SimpleAnimationController::Reset();
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m_currentStep++;
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m_animationController.SetPoses(m_animationController.GetTargetPose(), m_steps[m_currentStep].first);
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m_animationController.SetDuration(m_steps[m_currentStep].second);
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m_animationController.Reset();
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}
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else
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{
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if(m_loop)
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{
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m_currentStep = 0;
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SetPoses(GetTargetPose(), m_steps[m_currentStep].first);
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// We don't set the duration because transition from the last step to the first
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// requires to use duration of the last step
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SimpleAnimationController::Reset();
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// NOTE(vb): Maybe compare steps with some epsilon value
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if(m_steps.size() > 1 && ((m_steps.front().first == m_steps.back().first) || m_resetTime == 0))
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{
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m_currentStep = 1;
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m_animationController.SetPoses(m_steps[m_currentStep-1].first, m_steps[m_currentStep].first);
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m_animationController.SetDuration(m_steps[m_currentStep].second);
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m_animationController.Reset();
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}
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else
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{
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m_currentStep = 0;
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m_animationController.SetPoses(m_steps.back().first, m_steps.front().first);
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m_animationController.SetDuration(m_resetTime);
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m_animationController.Reset();
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}
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}
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else
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{
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@@ -45,7 +61,9 @@ namespace OpenVulkano::Scene
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void SequenceAnimationController::Tick()
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{
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SimpleAnimationController::Tick();
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if(m_steps.empty())
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return;
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m_animationController.Tick();
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}
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void SequenceAnimationController::Restart()
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@@ -53,26 +71,60 @@ namespace OpenVulkano::Scene
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m_currentStep = 0;
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if(!m_steps.empty())
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{
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SetPoses(GetTargetPose(), m_steps[m_currentStep].first);
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SetDuration(m_steps.back().second);
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m_animationController.SetPoses(m_animationController.GetTargetPose(), m_steps[m_currentStep].first);
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m_animationController.SetDuration(m_steps[m_currentStep].second);
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}
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SimpleAnimationController::Reset();
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m_animationController.Reset();
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}
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bool SequenceAnimationController::IsFinished() const
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{
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if(m_loop)
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return false;
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return m_currentStep >= m_steps.size();
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}
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void SequenceAnimationController::AddAnimationStep(const Math::PoseF &pose, double duration)
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{
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m_steps.emplace_back(pose, duration);
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if(m_steps.size() == 2)
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if(m_steps.size() > 1)
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{
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m_currentStep = 1;
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SetPoses(m_steps[0].first, m_steps[1].first);
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SetDuration(m_steps[0].second);
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Reset();
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m_animationController.SetPoses(m_steps[0].first, m_steps[1].first);
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m_animationController.SetDuration(m_steps[1].second);
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m_animationController.Reset();
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}
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}
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void SequenceAnimationController::OnCurrentFrameFinished(SimpleAnimationController *animationController)
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void SequenceAnimationController::AddAnimationSteps(std::initializer_list<Math::PoseF> poses, double duration)
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{
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AdvanceToNextStep();
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for(const auto& pose : poses)
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{
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m_steps.emplace_back(pose, duration);
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}
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if(m_steps.size() > 1)
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{
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m_currentStep = 1;
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m_animationController.SetPoses(m_steps[0].first, m_steps[1].first);
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m_animationController.SetDuration(m_steps[1].second);
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m_animationController.Reset();
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}
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}
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void SequenceAnimationController::AddAnimationSteps(std::initializer_list<PoseDurationPair> steps)
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{
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for(const auto& step : steps)
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{
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m_steps.emplace_back(step);
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}
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if(m_steps.size() > 1)
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{
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m_currentStep = 1;
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m_animationController.SetPoses(m_steps[0].first, m_steps[1].first);
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m_animationController.SetDuration(m_steps[1].second);
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m_animationController.Reset();
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}
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}
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}
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@@ -14,32 +14,60 @@
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#include <vector>
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#include <utility>
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#include <initializer_list>
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namespace OpenVulkano::Scene
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{
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class SequenceAnimationController : public SimpleAnimationController
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class SequenceAnimationController : public ITickable
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{
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using PoseDurationPair = std::pair<Math::PoseF, double>;
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std::vector<PoseDurationPair> m_steps;
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int m_currentStep = 0;
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bool m_loop = false;
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void AdvanceToNextStep();
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public:
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SequenceAnimationController();
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Event<SequenceAnimationController *> m_sequenceCompletionEvent;
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void EnableLoop(bool value) { m_loop = value; }
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void Restart();
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void AddAnimationStep(const Math::PoseF &pose, double duration);
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bool IsFinished() { if(m_loop) return false; return m_currentStep >= m_steps.size(); }
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using PoseDurationPair = std::pair<Math::PoseF, double>;
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private:
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SimpleAnimationController m_animationController;
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std::vector<PoseDurationPair> m_steps;
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size_t m_currentStep = 0;
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bool m_loop = false;
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double m_resetTime = 0;
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void OnCurrentFrameFinished(SimpleAnimationController *animationController);
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public:
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Event<SequenceAnimationController *> m_sequenceCompletionEvent;
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SequenceAnimationController();
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/*
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* Enables or disables looping of the animation sequence.
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*
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* When looping is enabled, the sequence will restart from the first step after the last step is completed.
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* If the start and end poses of the step list are equal or the reset time is 0, the sequence will jump
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* directly to the first step. Otherwise, it will animate the transition back to the first step using the
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* reset time set by the user.
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*/
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void EnableLoop(bool value) { m_loop = value; }
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void SetNode(Node *node) { m_animationController.SetNode(node); }
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Node* GetNode() const { return m_animationController.GetNode(); }
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/*
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* Sets the time to transition back to the first pose when looping is enabled.
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*
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* If the reset time is set to 0, the sequence will jump directly to the first step. If the start and end poses
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* of the step list are equal, the sequence will also jump directly to the first step regardless of the reset time.
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* Otherwise, the sequence will animate the transition back to the first step using the reset time.
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*/
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void SetAnimationPoseResetTime(double resetTime) { m_resetTime = resetTime; }
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double GetAnimationPoseResetTime() const { return m_resetTime; }
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void Restart();
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bool IsFinished() const;
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void AddAnimationStep(const Math::PoseF &pose, double duration);
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void AddAnimationSteps(std::initializer_list<Math::PoseF> poses, double duration);
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void AddAnimationSteps(std::initializer_list<PoseDurationPair> steps);
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PoseDurationPair GetStep(int index);
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void Tick() override;
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};
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}
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@@ -32,14 +32,14 @@ namespace OpenVulkano::Scene
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void Reset() { m_elapsed = 0; }
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void SwapPoses() { std::swap(m_initialPose, m_targetPose); }
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Node* GetNode() { return m_node; }
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Node* GetNode() const { return m_node; }
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void SetNode(Node *node) { m_node = node; }
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const Math::PoseF& GetInitialPose() { return m_initialPose; }
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const Math::PoseF& GetTargetPose() { return m_targetPose; }
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const Math::PoseF& GetInitialPose() const { return m_initialPose; }
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const Math::PoseF& GetTargetPose() const { return m_targetPose; }
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void SetPoses(const Math::PoseF &initialPose, const Math::PoseF &targetPose) { m_initialPose = initialPose; m_targetPose = targetPose; }
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double GetDuration() { return m_duration; }
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double GetDuration() const { return m_duration; }
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void SetDuration(double duration) { m_duration = duration; }
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double GetProgress();
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Block a user