sepearate looping logic from AnimationHandle

This commit is contained in:
ZappoMan 2014-11-12 14:47:02 -08:00
parent 96705bfd74
commit 68bd6c23d9
2 changed files with 158 additions and 0 deletions

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//
// AnimationLoop.cpp
// libraries/animation
//
// Created by Brad Hefta-Gaub on 11/12/14.
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "AnimationCache.h"
#include "AnimationLoop.h"
AnimationLoop::AnimationLoop() :
_fps(30.0f),
_loop(false),
_hold(false),
_startAutomatically(false),
_firstFrame(0.0f),
_lastFrame(FLT_MAX),
_running(false),
_frameIndex(0.0f)
{
}
AnimationLoop::AnimationLoop(const AnimationDetails& animationDetails) :
_fps(animationDetails.fps),
_loop(animationDetails.loop),
_hold(animationDetails.hold),
_startAutomatically(animationDetails.startAutomatically),
_firstFrame(animationDetails.firstFrame),
_lastFrame(animationDetails.lastFrame),
_running(animationDetails.running),
_frameIndex(animationDetails.frameIndex)
{
}
AnimationLoop::AnimationLoop(float fps, bool loop, bool hold, bool startAutomatically, float firstFrame,
float lastFrame, bool running, float frameIndex) :
_fps(fps),
_loop(loop),
_hold(hold),
_startAutomatically(startAutomatically),
_firstFrame(firstFrame),
_lastFrame(lastFrame),
_running(running),
_frameIndex(frameIndex)
{
}
void AnimationLoop::simulate(float deltaTime) {
_frameIndex += deltaTime * _fps;
// If we knew the number of frames from the animation, we'd consider using it here
// animationGeometry.animationFrames.size()
float maxFrame = _lastFrame;
float endFrameIndex = qMin(_lastFrame, maxFrame - (_loop ? 0.0f : 1.0f));
float startFrameIndex = qMin(_firstFrame, endFrameIndex);
if ((!_loop && (_frameIndex < startFrameIndex || _frameIndex > endFrameIndex)) || startFrameIndex == endFrameIndex) {
// passed the end; apply the last frame
_frameIndex = glm::clamp(_frameIndex, startFrameIndex, endFrameIndex);
if (!_hold) {
stop();
}
} else {
// wrap within the the desired range
if (_frameIndex < startFrameIndex) {
_frameIndex = endFrameIndex - glm::mod(endFrameIndex - _frameIndex, endFrameIndex - startFrameIndex);
} else if (_frameIndex > endFrameIndex) {
_frameIndex = startFrameIndex + glm::mod(_frameIndex - startFrameIndex, endFrameIndex - startFrameIndex);
}
}
}
void AnimationLoop::setStartAutomatically(bool startAutomatically) {
if ((_startAutomatically = startAutomatically) && !isRunning()) {
start();
}
}
void AnimationLoop::setRunning(bool running) {
if (_running == running) {
if (running) {
// move back to the beginning
_frameIndex = _firstFrame;
}
return;
}
if ((_running = running)) {
_frameIndex = _firstFrame;
}
}

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//
// AnimationLoop.h
// libraries/script-engine/src/
//
// Created by Brad Hefta-Gaub on 11/12/14.
// Copyright (c) 2014 High Fidelity, Inc. All rights reserved.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_AnimationLoop_h
#define hifi_AnimationLoop_h
class AnimationDetails;
class AnimationLoop {
public:
AnimationLoop();
AnimationLoop(const AnimationDetails& animationDetails);
AnimationLoop(float fps, bool loop, bool hold, bool startAutomatically, float firstFrame,
float lastFrame, bool running, float frameIndex);
void setFPS(float fps) { _fps = fps; }
float getFPS() const { return _fps; }
void setLoop(bool loop) { _loop = loop; }
bool getLoop() const { return _loop; }
void setHold(bool hold) { _hold = hold; }
bool getHold() const { return _hold; }
void setStartAutomatically(bool startAutomatically);
bool getStartAutomatically() const { return _startAutomatically; }
void setFirstFrame(float firstFrame) { _firstFrame = firstFrame; }
float getFirstFrame() const { return _firstFrame; }
void setLastFrame(float lastFrame) { _lastFrame = lastFrame; }
float getLastFrame() const { return _lastFrame; }
void setRunning(bool running);
bool isRunning() const { return _running; }
void setFrameIndex(float frameIndex) { _frameIndex = glm::clamp(_frameIndex, _firstFrame, _lastFrame); }
float getFrameIndex() const { return _frameIndex; }
void start() { setRunning(true); }
void stop() { setRunning(false); }
void simulate(float deltaTime);
private:
float _fps;
bool _loop;
bool _hold;
bool _startAutomatically;
float _firstFrame;
float _lastFrame;
bool _running;
float _frameIndex;
};
#endif // hifi_AnimationLoop_h