Move animation related classes
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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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