Move animation related classes
This commit is contained in:
127
openVulkanoCpp/Scene/Animation/SequenceAnimationController.cpp
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127
openVulkanoCpp/Scene/Animation/SequenceAnimationController.cpp
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#include "SequenceAnimationController.hpp"
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namespace OpenVulkano::Scene
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{
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SequenceAnimationController::SequenceAnimationController()
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{
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m_animationController.OnCompletion += EventHandler(this, &SequenceAnimationController::SequenceCompletedCallback);
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}
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const SequenceAnimationController::PoseDurationPair& SequenceAnimationController::GetStep(const int index) const
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{
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return m_steps[std::max(0, std::min(index, static_cast<int>(m_steps.size() - 1)))];
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}
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void SequenceAnimationController::SequenceCompletedCallback(SimpleAnimationController* ignored)
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{
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if(m_steps.empty()) 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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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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// 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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OnSequenceCompleted.NotifyAll(this);
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}
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}
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}
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void SequenceAnimationController::Tick()
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{
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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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{
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m_currentStep = 0;
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if(!m_steps.empty())
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{
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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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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() > 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(const std::initializer_list<Math::PoseF> poses, double duration)
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{
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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(const 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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@@ -0,0 +1,86 @@
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "SimpleAnimationController.hpp"
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#include "Base/Event.hpp"
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#include "Base/ITickable.hpp"
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#include "Math/Math.hpp"
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#include "Math/Pose.hpp"
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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 ITickable
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{
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public:
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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 SequenceCompletedCallback(SimpleAnimationController *animationController);
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public:
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Event<SequenceAnimationController*> OnSequenceCompleted;
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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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* @param loop A boolean value to enable or disable looping.
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*/
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void EnableLoop(const bool loop) { m_loop = loop; }
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void SetNode(Node* node) { m_animationController.SetNode(node); }
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[[nodiscard]] 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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* @param resetTime The time to transition back to the first pose.
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* @see GetAnimationPoseResetTime
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*/
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void SetAnimationPoseResetTime(const double resetTime) { m_resetTime = resetTime; }
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/**
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* Gets the current reset time for transitioning back to the first pose.
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*
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* @return The current reset time.
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* @see SetAnimationPoseResetTime
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*/
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double GetAnimationPoseResetTime() const { return m_resetTime; }
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void Restart();
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[[nodiscard]] 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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[[nodiscard]] const PoseDurationPair& GetStep(int index) const;
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[[nodiscard]] const std::vector<PoseDurationPair>& GetSteps() const { return m_steps; }
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void Tick() override;
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};
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}
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34
openVulkanoCpp/Scene/Animation/SimpleAnimationController.cpp
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34
openVulkanoCpp/Scene/Animation/SimpleAnimationController.cpp
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@@ -0,0 +1,34 @@
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#include "SimpleAnimationController.hpp"
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#include "Base/FrameMetadata.hpp"
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namespace OpenVulkano::Scene
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{
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double SimpleAnimationController::GetProgress()
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{
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double progress = m_elapsed / m_duration;
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if(progress >= 1.0)
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progress = 1;
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return progress;
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}
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void SimpleAnimationController::Tick()
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{
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if(!m_node || m_duration <= 0 || m_elapsed > m_duration)
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return;
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m_elapsed += CURRENT_FRAME.frameTime;
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double progress = GetProgress();
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Math::Pose<float> currentPose = m_initialPose.Interpolate(m_targetPose, progress);
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m_node->SetMatrix(currentPose.ToMatrix());
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if(m_elapsed > m_duration)
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OnCompletion(this);
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}
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}
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49
openVulkanoCpp/Scene/Animation/SimpleAnimationController.hpp
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49
openVulkanoCpp/Scene/Animation/SimpleAnimationController.hpp
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@@ -0,0 +1,49 @@
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "Base/ITickable.hpp"
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#include "Base/Event.hpp"
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#include "Math/Math.hpp"
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#include "Math/Pose.hpp"
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#include "Scene/Node.hpp"
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#include <utility>
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namespace OpenVulkano::Scene
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{
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class SimpleAnimationController : public ITickable
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{
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Node *m_node = nullptr;
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Math::PoseF m_targetPose;
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Math::PoseF m_initialPose;
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double m_duration = 0;
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double m_elapsed = 0;
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public:
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Event<SimpleAnimationController*> OnCompletion;
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SimpleAnimationController() = default;
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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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[[nodiscard]] Node* GetNode() const { return m_node; }
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void SetNode(Node* node) { m_node = node; }
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[[nodiscard]] const Math::PoseF& GetInitialPose() const { return m_initialPose; }
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[[nodiscard]] 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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[[nodiscard]] double GetDuration() const { return m_duration; }
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void SetDuration(const double duration) { m_duration = duration; }
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[[nodiscard]] double GetProgress();
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void Tick() override;
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};
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}
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