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📄 animation_cycle.cpp

📁 Cal3D实现虚拟角色 Cal3D实现虚拟角色
💻 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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