📄 animation_cycle.cpp
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//****************************************************************************//// animation_cycle.cpp //// Copyright (C) 2001, 2002 Bruno 'Beosil' Heidelberger ////****************************************************************************//// This library is free software; you can redistribute it and/or modify it //// under the terms of the GNU Lesser General Public License as published by //// the Free Software Foundation; either version 2.1 of the License, or (at //// your option) any later version. ////****************************************************************************//#ifdef HAVE_CONFIG_H#include "config.h"#endif//****************************************************************************//// Includes ////****************************************************************************//#include "cal3d/animation_cycle.h"#include "cal3d/error.h"#include "cal3d/coreanimation.h" /*****************************************************************************//** Constructs the animation cycle instance. * * This function is the default constructor of the animation cycle instance. *****************************************************************************/CalAnimationCycle::CalAnimationCycle(CalCoreAnimation* pCoreAnimation): CalAnimation(pCoreAnimation){ setType(TYPE_CYCLE); setState(STATE_SYNC); // set default weights and delay setWeight(0.0f); m_targetDelay = 0.0f; m_targetWeight = 0.0f;} /*****************************************************************************//** Interpolates the weight of the animation cycle instance. * * This function interpolates the weight of the animation cycle instance to a * new value in a given amount of time. * * @param weight The weight to interpolate the animation cycle instance to. * @param delay The time in seconds until the new weight should be reached. * * @return One of the following values: * \li \b true if successful * \li \b false if an error happend *****************************************************************************/bool CalAnimationCycle::blend(float weight, float delay){ m_targetWeight = weight; m_targetDelay = delay; return true;} /*****************************************************************************//** Puts the animation cycle instance into async state. * * This function puts the animation cycle instance into async state, which * means that it will end after the current running cycle. * * @param time The time in seconds at which the animation cycle instance was * unlinked from the global mixer animation cycle. * @param duration The current duration of the global mixer animation cycle in * seconds at the time of the unlinking. *****************************************************************************/void CalAnimationCycle::setAsync(float time, float duration){ // check if thie animation cycle is already async if(getState() != STATE_ASYNC) { if(duration == 0.0f) { setTimeFactor(1.0f); setTime(0.0f); } else { setTimeFactor(getCoreAnimation()->getDuration() / duration); setTime(time * getTimeFactor()); } setState(STATE_ASYNC); }} /*****************************************************************************//** Updates the animation cycle instance. * * This function updates the animation cycle instance for a given amount of * time. * * @param deltaTime The elapsed time in seconds since the last update. * * @return One of the following values: * \li \b true if the animation cycle instance is still active * \li \b false if the execution of the animation cycle instance has * ended *****************************************************************************/bool CalAnimationCycle::update(float deltaTime){ if(m_targetDelay <= fabs(deltaTime)) { // we reached target delay, set to full weight setWeight(m_targetWeight); m_targetDelay = 0.0f; // check if we reached the cycles end if(getWeight() == 0.0f) { return false; } } else { // not reached target delay yet, interpolate between current and target weight float factor; factor = deltaTime / m_targetDelay; setWeight((1.0f - factor) * getWeight() + factor * m_targetWeight); m_targetDelay -= deltaTime; } // update animation cycle time if it is in async state if(getState() == STATE_ASYNC) { setTime(getTime() + deltaTime * getTimeFactor()); if(getTime() >= getCoreAnimation()->getDuration()) { setTime(fmod(getTime(), getCoreAnimation()->getDuration())); } if (getTime() < 0) setTime(getTime() + getCoreAnimation()->getDuration()); } return true;}//****************************************************************************//
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