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sepearate looping logic from AnimationHandle
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2 changed files with 158 additions and 0 deletions
95
libraries/animation/src/AnimationLoop.cpp
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95
libraries/animation/src/AnimationLoop.cpp
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//
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// AnimationLoop.cpp
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// libraries/animation
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//
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// Created by Brad Hefta-Gaub on 11/12/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "AnimationCache.h"
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#include "AnimationLoop.h"
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AnimationLoop::AnimationLoop() :
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_fps(30.0f),
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_loop(false),
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_hold(false),
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_startAutomatically(false),
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_firstFrame(0.0f),
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_lastFrame(FLT_MAX),
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_running(false),
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_frameIndex(0.0f)
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{
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}
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AnimationLoop::AnimationLoop(const AnimationDetails& animationDetails) :
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_fps(animationDetails.fps),
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_loop(animationDetails.loop),
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_hold(animationDetails.hold),
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_startAutomatically(animationDetails.startAutomatically),
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_firstFrame(animationDetails.firstFrame),
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_lastFrame(animationDetails.lastFrame),
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_running(animationDetails.running),
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_frameIndex(animationDetails.frameIndex)
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{
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}
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AnimationLoop::AnimationLoop(float fps, bool loop, bool hold, bool startAutomatically, float firstFrame,
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float lastFrame, bool running, float frameIndex) :
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_fps(fps),
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_loop(loop),
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_hold(hold),
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_startAutomatically(startAutomatically),
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_firstFrame(firstFrame),
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_lastFrame(lastFrame),
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_running(running),
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_frameIndex(frameIndex)
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{
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}
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void AnimationLoop::simulate(float deltaTime) {
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_frameIndex += deltaTime * _fps;
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// If we knew the number of frames from the animation, we'd consider using it here
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// animationGeometry.animationFrames.size()
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float maxFrame = _lastFrame;
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float endFrameIndex = qMin(_lastFrame, maxFrame - (_loop ? 0.0f : 1.0f));
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float startFrameIndex = qMin(_firstFrame, endFrameIndex);
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if ((!_loop && (_frameIndex < startFrameIndex || _frameIndex > endFrameIndex)) || startFrameIndex == endFrameIndex) {
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// passed the end; apply the last frame
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_frameIndex = glm::clamp(_frameIndex, startFrameIndex, endFrameIndex);
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if (!_hold) {
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stop();
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}
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} else {
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// wrap within the the desired range
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if (_frameIndex < startFrameIndex) {
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_frameIndex = endFrameIndex - glm::mod(endFrameIndex - _frameIndex, endFrameIndex - startFrameIndex);
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} else if (_frameIndex > endFrameIndex) {
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_frameIndex = startFrameIndex + glm::mod(_frameIndex - startFrameIndex, endFrameIndex - startFrameIndex);
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}
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}
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}
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void AnimationLoop::setStartAutomatically(bool startAutomatically) {
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if ((_startAutomatically = startAutomatically) && !isRunning()) {
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start();
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}
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}
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void AnimationLoop::setRunning(bool running) {
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if (_running == running) {
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if (running) {
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// move back to the beginning
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_frameIndex = _firstFrame;
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}
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return;
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}
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if ((_running = running)) {
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_frameIndex = _firstFrame;
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}
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}
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63
libraries/animation/src/AnimationLoop.h
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63
libraries/animation/src/AnimationLoop.h
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//
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// AnimationLoop.h
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// libraries/script-engine/src/
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//
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// Created by Brad Hefta-Gaub on 11/12/14.
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// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_AnimationLoop_h
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#define hifi_AnimationLoop_h
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class AnimationDetails;
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class AnimationLoop {
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public:
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AnimationLoop();
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AnimationLoop(const AnimationDetails& animationDetails);
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AnimationLoop(float fps, bool loop, bool hold, bool startAutomatically, float firstFrame,
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float lastFrame, bool running, float frameIndex);
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void setFPS(float fps) { _fps = fps; }
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float getFPS() const { return _fps; }
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void setLoop(bool loop) { _loop = loop; }
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bool getLoop() const { return _loop; }
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void setHold(bool hold) { _hold = hold; }
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bool getHold() const { return _hold; }
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void setStartAutomatically(bool startAutomatically);
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bool getStartAutomatically() const { return _startAutomatically; }
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void setFirstFrame(float firstFrame) { _firstFrame = firstFrame; }
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float getFirstFrame() const { return _firstFrame; }
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void setLastFrame(float lastFrame) { _lastFrame = lastFrame; }
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float getLastFrame() const { return _lastFrame; }
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void setRunning(bool running);
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bool isRunning() const { return _running; }
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void setFrameIndex(float frameIndex) { _frameIndex = glm::clamp(_frameIndex, _firstFrame, _lastFrame); }
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float getFrameIndex() const { return _frameIndex; }
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void start() { setRunning(true); }
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void stop() { setRunning(false); }
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void simulate(float deltaTime);
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private:
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float _fps;
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bool _loop;
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bool _hold;
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bool _startAutomatically;
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float _firstFrame;
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float _lastFrame;
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bool _running;
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float _frameIndex;
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};
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#endif // hifi_AnimationLoop_h
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