예제 #1
0
void AnimationClip::play()
{
    if (isClipStateBitSet(CLIP_IS_PLAYING_BIT))
    {
        // If paused, reset the bit and return.
        if (isClipStateBitSet(CLIP_IS_PAUSED_BIT))
        {
            resetClipStateBit(CLIP_IS_PAUSED_BIT);
            return;
        }

        // If the clip is set to be removed, reset the flag.
        if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT))
            resetClipStateBit(CLIP_IS_MARKED_FOR_REMOVAL_BIT);

        // Set the state bit to restart.
        setClipStateBit(CLIP_IS_RESTARTED_BIT);
    }
    else
    {
        setClipStateBit(CLIP_IS_PLAYING_BIT);
        GP_ASSERT(_animation);
        GP_ASSERT(_animation->_controller);
        _animation->_controller->schedule(this);
    }
    
    _timeStarted = Game::getGameTime();
}
예제 #2
0
void AnimationClip::stop()
{
    if (isClipStateBitSet(CLIP_IS_PLAYING_BIT))
    {
        // Reset the restarted and paused bits. 
        resetClipStateBit(CLIP_IS_RESTARTED_BIT);
        resetClipStateBit(CLIP_IS_PAUSED_BIT);

        // Mark the clip to removed from the AnimationController.
        setClipStateBit(CLIP_IS_MARKED_FOR_REMOVAL_BIT);
    }
}
예제 #3
0
void AnimationClip::onEnd()
{
    _blendWeight = 1.0f;
    resetClipStateBit(CLIP_ALL_BITS);

    // Notify end listeners if any.
    if (_endListeners)
    {
        std::vector<Listener*>::iterator listener = _endListeners->begin();
        while (listener != _endListeners->end())
        {
            GP_ASSERT(*listener);
            (*listener)->animationEvent(this, Listener::END);
            listener++;
        }
    }
}
예제 #4
0
void AnimationClip::onEnd()
{
    this->addRef();

    _blendWeight = 1.0f;
    resetClipStateBit(CLIP_ALL_BITS);

    // Notify end listeners if any.
    if (_endListeners)
    {
        std::vector<Listener*>::iterator listener = _endListeners->begin();
        while (listener != _endListeners->end())
        {
            GP_ASSERT(*listener);
            (*listener)->animationEvent(this, Listener::END);
            listener++;
        }
    }

    // Fire script end event
    fireScriptEvent<void>(GP_GET_SCRIPT_EVENT(AnimationClip, clipEnd), this);

    this->release();
}
예제 #5
0
bool AnimationClip::update(float elapsedTime)
{
    if (isClipStateBitSet(CLIP_IS_PAUSED_BIT))
    {
        return false;
    }

    if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT))
    {
        // If the marked for removal bit is set, it means stop() was called on the AnimationClip at some point
        // after the last update call. Reset the flag, and return true so the AnimationClip is removed from the 
        // running clips on the AnimationController.
        onEnd();
        return true;
    }

    if (!isClipStateBitSet(CLIP_IS_STARTED_BIT))
    {
        // Clip is just starting
        onBegin();
    }
    else
    {
        // Clip was already running
        _elapsedTime += elapsedTime * _speed;

        if (_repeatCount == REPEAT_INDEFINITE && _elapsedTime <= 0)
        {
            // Elapsed time is moving backwards, so wrap it back around the end when it falls below zero
            _elapsedTime = _activeDuration + _elapsedTime;

            // TODO: account for _loopBlendTime
        }
    }

    // Current time within a loop of the clip
    float currentTime = 0.0f;

    // Check to see if clip is complete.
    if (_repeatCount != REPEAT_INDEFINITE && ((_speed >= 0.0f && _elapsedTime >= _activeDuration) || (_speed <= 0.0f && _elapsedTime <= 0.0f)))
    {
        // We finished our active duration (including repeats), so clamp to our end value.
        resetClipStateBit(CLIP_IS_STARTED_BIT);

        // Ensure we end off at the endpoints of our clip (-speed==0, +speed==_duration)
        currentTime = _speed < 0.0f ? 0.0f : _duration;
    }
    else
    {
        // If _duration == 0, we have a "pose". Just set currentTime to 0.
        if (_duration == 0)
        {
            currentTime = 0.0f;
        }
        else
        {
            // Animation is running normally.
            currentTime = fmodf(_elapsedTime, _duration + _loopBlendTime);
        }
    }

    // Notify any listeners of Animation events.
    if (_listeners)
    {
        GP_ASSERT(_listenerItr);

        if (_speed >= 0.0f)
        {
            while (*_listenerItr != _listeners->end() && _elapsedTime >= (long) (**_listenerItr)->_eventTime)
            {
                GP_ASSERT(_listenerItr);
                GP_ASSERT(**_listenerItr);
                GP_ASSERT((**_listenerItr)->_listener);

                (**_listenerItr)->_listener->animationEvent(this, Listener::TIME);
                ++*_listenerItr;
            }
        }
        else
        {
            while (*_listenerItr != _listeners->begin() && _elapsedTime <= (long) (**_listenerItr)->_eventTime)
            {
                GP_ASSERT(_listenerItr);
                GP_ASSERT(**_listenerItr);
                GP_ASSERT((**_listenerItr)->_listener);

                (**_listenerItr)->_listener->animationEvent(this, Listener::TIME);
                --*_listenerItr;
            }
        }
    }

    // Add back in start time, and divide by the total animation's duration to get the actual percentage complete
    GP_ASSERT(_animation);

    // Compute percentage complete for the current loop (prevent a divide by zero if _duration==0).
    // Note that we don't use (currentTime/(_duration+_loopBlendTime)). That's because we want a
    // % value that is outside the 0-1 range for loop smoothing/blending purposes.
    float percentComplete = _duration == 0 ? 1 : currentTime / (float)_duration;

    if (_loopBlendTime == 0.0f)
        percentComplete = MATH_CLAMP(percentComplete, 0.0f, 1.0f);

    // If we're cross fading, compute blend weights
    if (isClipStateBitSet(CLIP_IS_FADING_OUT_BIT))
    {
        GP_ASSERT(_crossFadeToClip);
        GP_ASSERT(_crossFadeOutDuration > 0);

        if (isClipStateBitSet(CLIP_IS_FADING_OUT_STARTED_BIT)) // Calculate elapsed time since the fade out begin.
        {
            GP_ASSERT(_crossFadeToClip);
            _crossFadeOutElapsed = (Game::getGameTime() - _crossFadeToClip->_timeStarted) * fabs(_speed); 
            resetClipStateBit(CLIP_IS_FADING_OUT_STARTED_BIT);
        }
        else
        {
            // continue tracking elapsed time.
            _crossFadeOutElapsed += elapsedTime * fabs(_speed);
        }

        if (_crossFadeOutElapsed < _crossFadeOutDuration)
        {
            // Calculate this clip's blend weight.
            float tempBlendWeight = ((float)_crossFadeOutDuration - _crossFadeOutElapsed) / (float)_crossFadeOutDuration;
            
            // If this clip is fading in, adjust the crossfade clip's weight to be a percentage of your current blend weight
            if (isClipStateBitSet(CLIP_IS_FADING_IN_BIT))
            {
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight) * _blendWeight;
                _blendWeight -= _crossFadeToClip->_blendWeight;
            }
            else
            {
                // Just set the blend weight.
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight);
                _blendWeight = tempBlendWeight;
            }
        }
        else
        {
            // Fade is done.
            _crossFadeToClip->_blendWeight = 1.0f;
            _blendWeight = 0.0f;
            resetClipStateBit(CLIP_IS_STARTED_BIT);            
            resetClipStateBit(CLIP_IS_FADING_OUT_BIT);
            _crossFadeToClip->resetClipStateBit(CLIP_IS_FADING_IN_BIT);
            SAFE_RELEASE(_crossFadeToClip);
        }
    }
    
    // Evaluate this clip.
    Animation::Channel* channel = NULL;
    AnimationValue* value = NULL;
    AnimationTarget* target = NULL;
    size_t channelCount = _animation->_channels.size();
    float percentageStart = (float)_startTime / (float)_animation->_duration;
    float percentageEnd = (float)_endTime / (float)_animation->_duration;
    float percentageBlend = (float)_loopBlendTime / (float)_animation->_duration;
    for (size_t i = 0; i < channelCount; i++)
    {
        channel = _animation->_channels[i];
        GP_ASSERT(channel);
        target = channel->_target;
        GP_ASSERT(target);
        value = _values[i];
        GP_ASSERT(value);

        // Evaluate the point on Curve
        GP_ASSERT(channel->getCurve());
        channel->getCurve()->evaluate(percentComplete, percentageStart, percentageEnd, percentageBlend, value->_value);

        // Set the animation value on the target property.
        target->setAnimationPropertyValue(channel->_propertyId, value, _blendWeight);
    }

    // When ended. Probably should move to it's own method so we can call it when the clip is ended early.
    if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT) || !isClipStateBitSet(CLIP_IS_STARTED_BIT))
    {
        onEnd();
        return true;
    }

    return false;
}
예제 #6
0
bool AnimationClip::update(float elapsedTime)
{
    if (isClipStateBitSet(CLIP_IS_PAUSED_BIT))
    {
        return false;
    }
    else if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT))
    {   // If the marked for removal bit is set, it means stop() was called on the AnimationClip at some point
        // after the last update call. Reset the flag, and return true so the AnimationClip is removed from the 
        // running clips on the AnimationController.
        onEnd();
        return true;
    }
    else if (!isClipStateBitSet(CLIP_IS_STARTED_BIT))
    {
        onBegin();
    }
    else
    {
        _elapsedTime += elapsedTime * _speed;

        if (_repeatCount == REPEAT_INDEFINITE && _elapsedTime <= 0)
            _elapsedTime = _activeDuration + _elapsedTime;
    }

    float currentTime = 0.0f;
    // Check to see if clip is complete.
    if (_repeatCount != REPEAT_INDEFINITE && ((_speed >= 0.0f && _elapsedTime >= _activeDuration) || (_speed <= 0.0f && _elapsedTime <= 0.0f)))
    {
        resetClipStateBit(CLIP_IS_STARTED_BIT);
        
        if (_speed >= 0.0f)
        {
            // If _duration == 0, we have a "pose". Just set currentTime to 0.
            if (_duration == 0)
            {
                currentTime = 0.0f;
            }
            else
            {
                currentTime = (float)(_activeDuration % _duration); // Get's the fractional part of the final repeat.
                if (currentTime == 0.0f)
                    currentTime = _duration;
            }
        }
        else
        {
            currentTime = 0.0f; // If we are negative speed, the end value should be 0.
        }
    }
    else
    {
        // If _duration == 0, we have a "pose". Just set currentTime to 0.
        if (_duration == 0)
            currentTime = 0.0f;
        else // Gets portion/fraction of the repeat.
            currentTime = fmodf(_elapsedTime, _duration);
    }

    // Notify any listeners of Animation events.
    if (_listeners)
    {
        GP_ASSERT(_listenerItr);

        if (_speed >= 0.0f)
        {
            while (*_listenerItr != _listeners->end() && _elapsedTime >= (long) (**_listenerItr)->_eventTime)
            {
                GP_ASSERT(_listenerItr);
                GP_ASSERT(**_listenerItr);
                GP_ASSERT((**_listenerItr)->_listener);

                (**_listenerItr)->_listener->animationEvent(this, Listener::TIME);
                ++*_listenerItr;
            }
        }
        else
        {
            while (*_listenerItr != _listeners->begin() && _elapsedTime <= (long) (**_listenerItr)->_eventTime)
            {
                GP_ASSERT(_listenerItr);
                GP_ASSERT(**_listenerItr);
                GP_ASSERT((**_listenerItr)->_listener);

                (**_listenerItr)->_listener->animationEvent(this, Listener::TIME);
                --*_listenerItr;
            }
        }
    }

    // Add back in start time, and divide by the total animation's duration to get the actual percentage complete
    GP_ASSERT(_animation);

    // If the animation duration is zero (start time == end time, such as when there is only a single keyframe),
    // then prevent a divide by zero and set percentComplete = 1.
    float percentComplete = _animation->_duration == 0 ? 1 : ((float)_startTime + currentTime) / (float)_animation->_duration;
    
    percentComplete = MATH_CLAMP(percentComplete, 0.0f, 1.0f);

    if (isClipStateBitSet(CLIP_IS_FADING_OUT_BIT))
    {
        GP_ASSERT(_crossFadeToClip);
        GP_ASSERT(_crossFadeOutDuration > 0);

        if (isClipStateBitSet(CLIP_IS_FADING_OUT_STARTED_BIT)) // Calculate elapsed time since the fade out begin.
        {
            GP_ASSERT(_crossFadeToClip);
            _crossFadeOutElapsed = (Game::getGameTime() - _crossFadeToClip->_timeStarted) * fabs(_speed); 
            resetClipStateBit(CLIP_IS_FADING_OUT_STARTED_BIT);
        }
        else
        {
            // continue tracking elapsed time.
            _crossFadeOutElapsed += elapsedTime * fabs(_speed);
        }

        if (_crossFadeOutElapsed < _crossFadeOutDuration)
        {
            // Calculate this clip's blend weight.
            float tempBlendWeight = ((float)_crossFadeOutDuration - _crossFadeOutElapsed) / (float)_crossFadeOutDuration;
            
            // If this clip is fading in, adjust the crossfade clip's weight to be a percentage of your current blend weight
            if (isClipStateBitSet(CLIP_IS_FADING_IN_BIT))
            {
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight) * _blendWeight;
                _blendWeight -= _crossFadeToClip->_blendWeight;
            }
            else
            {
                // Just set the blend weight.
                _crossFadeToClip->_blendWeight = (1.0f - tempBlendWeight);
                _blendWeight = tempBlendWeight;
            }
        }
        else
        {
            // Fade is done.
            _crossFadeToClip->_blendWeight = 1.0f;
            _blendWeight = 0.0f;
            resetClipStateBit(CLIP_IS_STARTED_BIT);            
            resetClipStateBit(CLIP_IS_FADING_OUT_BIT);
            _crossFadeToClip->resetClipStateBit(CLIP_IS_FADING_IN_BIT);
            SAFE_RELEASE(_crossFadeToClip);
        }
    }
    
    // Evaluate this clip.
    Animation::Channel* channel = NULL;
    AnimationValue* value = NULL;
    AnimationTarget* target = NULL;
    size_t channelCount = _animation->_channels.size();
    for (size_t i = 0; i < channelCount; i++)
    {
        channel = _animation->_channels[i];
        GP_ASSERT(channel);
        target = channel->_target;
        GP_ASSERT(target);
        value = _values[i];
        GP_ASSERT(value);

        // Evaluate the point on Curve
        GP_ASSERT(channel->getCurve());
        channel->getCurve()->evaluate(percentComplete, value->_value);
        // Set the animation value on the target property.
        target->setAnimationPropertyValue(channel->_propertyId, value, _blendWeight);
    }

    // When ended. Probably should move to it's own method so we can call it when the clip is ended early.
    if (isClipStateBitSet(CLIP_IS_MARKED_FOR_REMOVAL_BIT) || !isClipStateBitSet(CLIP_IS_STARTED_BIT))
    {
        onEnd();
        return true;
    }

    return false;
}