OpenSceneGraph/include/osgAnimation/Timeline
Robert Osfield e15383fd7a From Fabien Lavignotte, "Here is some various small fixes i have done while playing with
osgAnimation.
 - Animation : removed the _name attribute that is never used.
 - BasicAnimationManager : fix a crash on Windows with the example
osganimationviewer. The _lastUpdate attribute was not initialized when
using copy constructor.
 - CMakeLists.txt : add RigGeometry to the headers list"
2009-02-09 22:56:21 +00:00

537 lines
18 KiB
C++

/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson <mornifle@plopbyte.net>
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSGANIMATION_TIMELINE_H
#define OSGANIMATION_TIMELINE_H
#include <osgAnimation/Export>
#include <osg/Object>
#include <map>
#include <vector>
#include <osg/Notify>
#include <osg/Group>
#include <osgAnimation/Animation>
#include <osgAnimation/AnimationManagerBase>
namespace osgAnimation
{
class Action : public osg::Object
{
public:
class Callback : public osg::Object
{
public:
Callback(){}
Callback(const Callback&,const osg::CopyOp&) {}
META_Object(osgAnimation,Callback);
virtual void operator()(Action* /*action*/) {}
void addNestedCallback(Callback* callback)
{
if (_nested.valid())
_nested->addNestedCallback(callback);
else
_nested = callback;
}
protected:
osg::ref_ptr<Callback> _nested;
};
typedef std::map<unsigned int, osg::ref_ptr<Callback> > FrameCallback;
META_Object(osgAnimation, Action);
Action()
{
_numberFrame = 25;
_fps = 25;
_speed = 1.0;
_loop = 1;
}
Action(const Action&,const osg::CopyOp&) {}
void setCallback(double when, Callback* callback)
{
setCallback(static_cast<unsigned int>(floor(when*_fps)), callback);
}
void setCallback(unsigned int frame, Callback* callback)
{
if (_framesCallback[frame].valid())
_framesCallback[frame]->addNestedCallback(callback);
else
_framesCallback[frame] = callback;
}
Callback* getCallback(unsigned int frame)
{
if (_framesCallback.find(frame) == _framesCallback.end())
return 0;
return _framesCallback[frame].get();
}
void setNumFrames(unsigned int numFrames) { _numberFrame = numFrames;}
void setDuration(double duration) { _numberFrame = static_cast<unsigned int>(floor(duration * _fps)); }
unsigned int getNumFrames() const { return _numberFrame;}
double getDuration() const { return _numberFrame * 1.0 / _fps; }
// 0 means infini else it's the number of loop
virtual void setLoop(int nb) { _loop = nb; }
virtual unsigned int getLoop() const { return _loop;}
// get the number of loop, the frame relative to loop.
// return true if in range, and false if out of range.
bool evaluateFrame(unsigned int frame, unsigned int& resultframe, unsigned int& nbloop )
{
nbloop = frame / getNumFrames();
resultframe = frame;
if (frame > getNumFrames()-1)
{
if (!getLoop())
resultframe = frame % getNumFrames();
else
{
if (nbloop >= getLoop())
return false;
else
resultframe = frame % getNumFrames();
}
}
return true;
}
virtual void evaluate(unsigned int frame)
{
unsigned int frameInAction;
unsigned int loopDone;
if (!evaluateFrame(frame, frameInAction, loopDone))
osg::notify(osg::DEBUG_INFO) << getName() << " Action frame " << frameInAction << " finished" << std::endl;
else
osg::notify(osg::DEBUG_INFO) << getName() << " Action frame " << frame << " relative to loop " << frameInAction << " no loop " << loopDone<< std::endl;
}
virtual void evaluateCallback(unsigned int frame)
{
unsigned int frameInAction;
unsigned int loopDone;
if (!evaluateFrame(frame, frameInAction, loopDone))
return;
frame = frameInAction;
if (_framesCallback.find(frame) != _framesCallback.end())
{
std::cout << getName() << " evaluate callback " << _framesCallback[frame]->getName() << " at " << frame << std::endl;
(*_framesCallback[frame])(this);
}
}
protected:
FrameCallback _framesCallback;
double _speed;
unsigned int _fps;
unsigned int _numberFrame;
unsigned int _loop;
enum State
{
Play,
Stop
};
State _state;
};
class Timeline : public osg::Object
{
protected:
typedef std::pair<unsigned int, osg::ref_ptr<Action> > FrameAction;
typedef std::vector<FrameAction> ActionList;
typedef std::map<int, ActionList> ActionLayers;
enum State
{
Play,
Stop
};
ActionLayers _actions;
double _lastUpdate;
double _speed;
unsigned int _currentFrame;
unsigned int _fps;
unsigned int _numberFrame;
unsigned int _previousFrameEvaluated;
bool _loop;
bool _initFirstFrame;
State _state;
// to manage pending operation
bool _evaluating;
struct Command
{
Command():_priority(0) {}
Command(int priority, const FrameAction& action) : _priority(priority), _action(action) {}
int _priority;
FrameAction _action;
};
typedef std::vector<Command> CommandList;
CommandList _addActionOperations;
ActionList _removeActionOperations;
void setEvaluating(bool state) { _evaluating = state;}
void processPendingOperation()
{
// process all pending add action operation
while( !_addActionOperations.empty())
{
internalAddAction(_addActionOperations.back()._priority, _addActionOperations.back()._action);
_addActionOperations.pop_back();
}
// process all pending remove action operation
while( !_removeActionOperations.empty())
{
internalRemoveAction(_removeActionOperations.back().second.get());
_removeActionOperations.pop_back();
}
}
void internalRemoveAction(Action* action)
{
for (ActionLayers::iterator it = _actions.begin(); it != _actions.end(); it++)
{
ActionList& fa = it->second;
for (unsigned int i = 0; i < fa.size(); i++)
if (fa[i].second.get() == action)
{
fa.erase(fa.begin() + i);
return;
}
}
}
void internalAddAction(int priority, const FrameAction& ftl)
{
_actions[priority].push_back(ftl);
}
public:
META_Object(osgAnimation, Timeline);
Timeline();
Timeline(const Timeline& nc,const osg::CopyOp& op = osg::CopyOp::SHALLOW_COPY);
State getStatus() const { return _state; }
const ActionList& getActionLayer(int i)
{
return _actions[i];
}
unsigned int getCurrentFrame() const { return _currentFrame;}
double getCurrentTime() const { return _currentFrame * 1.0 / _fps;}
void play() { _state = Play; }
void gotoFrame(unsigned int frame) { _currentFrame = frame; }
void stop() { _state = Stop; }
bool getEvaluating() const { return _evaluating;}
bool isActive(Action* activeAction)
{
// update from high priority to low priority
for( ActionLayers::iterator iterAnim = _actions.begin(); iterAnim != _actions.end(); ++iterAnim )
{
// update all animation
ActionList& list = iterAnim->second;
for (unsigned int i = 0; i < list.size(); i++)
{
Action* action = list[i].second.get();
if (action == activeAction)
{
unsigned int firstFrame = list[i].first;
// check if current frame of timeline hit an action interval
if (_currentFrame >= firstFrame &&
_currentFrame < (firstFrame + action->getNumFrames()) )
return true;
}
}
}
return false;
}
void removeAction(Action* action)
{
if (getEvaluating())
_removeActionOperations.push_back(FrameAction(0, action));
else
internalRemoveAction(action);
}
virtual void addActionAt(unsigned int frame, Action* action, int priority = 0)
{
if (getEvaluating())
_addActionOperations.push_back(Command(priority,FrameAction(frame, action)));
else
internalAddAction(priority, FrameAction(frame, action));
}
virtual void addActionAt(double t, Action* action, int priority = 0)
{
unsigned int frame = static_cast<unsigned int>(floor(t * _fps));
addActionAt(frame, action, priority);
}
virtual void evaluate(unsigned int frame)
{
setEvaluating(true);
osg::notify(osg::DEBUG_INFO) << getName() << " evaluate frame " << _currentFrame << std::endl;
// update from high priority to low priority
for( ActionLayers::reverse_iterator iterAnim = _actions.rbegin(); iterAnim != _actions.rend(); ++iterAnim )
{
// update all animation
ActionList& list = iterAnim->second;
for (unsigned int i = 0; i < list.size(); i++)
{
unsigned int firstFrame = list[i].first;
Action* action = list[i].second.get();
// check if current frame of timeline hit an action interval
if (frame >= firstFrame &&
frame < (firstFrame + action->getNumFrames()) )
action->evaluate(frame - firstFrame);
}
}
setEvaluating(false);
// evaluate callback after updating all animation
evaluateCallback(frame);
_previousFrameEvaluated = frame;
}
virtual void evaluateCallback(unsigned int frame)
{
// update from high priority to low priority
for( ActionLayers::reverse_iterator iterAnim = _actions.rbegin(); iterAnim != _actions.rend(); ++iterAnim )
{
// update all animation
ActionList& list = iterAnim->second;
for (unsigned int i = 0; i < list.size(); i++)
{
unsigned int firstFrame = list[i].first;
Action* action = list[i].second.get();
// check if current frame of timeline hit an action interval
if (frame >= firstFrame &&
frame < (firstFrame + action->getNumFrames()) )
action->evaluateCallback(frame - firstFrame);
}
}
processPendingOperation();
}
virtual void update(double simulationTime)
{
// first time we call update we generate one frame
if (!_initFirstFrame)
{
_lastUpdate = simulationTime;
_initFirstFrame = true;
evaluate(_currentFrame);
}
// find the number of frame pass since the last update
double delta = (simulationTime - _lastUpdate);
double nbframes = delta * _fps * _speed;
unsigned int nb = static_cast<unsigned int>(floor(nbframes));
for (unsigned int i = 0; i < nb; i++)
{
if (_state == Play)
_currentFrame++;
evaluate(_currentFrame);
}
if (nb)
{
_lastUpdate += ((double)nb) / _fps;
}
}
};
// blend in from 0 to weight in duration
class BlendIn : public Action
{
double _weight;
osg::ref_ptr<Animation> _animation;
public:
BlendIn(Animation* animation, double duration, double weight)
{
_animation = animation;
_weight = weight;
float d = duration * _fps;
setNumFrames(static_cast<unsigned int>(floor(d)) + 1);
setName("BlendIn");
}
double getWeight() const { return _weight;}
virtual void evaluate(unsigned int frame)
{
Action::evaluate(frame);
// frame + 1 because the start is 0 and we want to start the blend in at the first
// frame.
double ratio = ( (frame+1) * 1.0 / (getNumFrames()) );
double w = _weight;
if (frame < getNumFrames() -1 ) // the last frame we set the target weight the user asked
w = _weight * ratio;
_animation->setWeight(w);
}
};
// blend in from 0 to weight in duration
class BlendOut : public Action
{
double _weight;
osg::ref_ptr<Animation> _animation;
public:
BlendOut(Animation* animation, double duration)
{
_animation = animation;
float d = duration * _fps;
setNumFrames(static_cast<unsigned int>(floor(d) + 1));
_weight = 1.0;
setName("BlendOut");
}
double getWeight() const { return _weight;}
virtual void evaluate(unsigned int frame)
{
Action::evaluate(frame);
// frame + 1 because the start is 0 and we want to start the blend in at the first
// frame.
double ratio = ( (frame+1) * 1.0 / (getNumFrames()) );
double w = 0.0;
if (frame < getNumFrames() -1 ) // the last frame we set the target weight the user asked
w = _weight * (1.0-ratio);
_animation->setWeight(w);
}
};
class ActionAnimation : public Action
{
public:
ActionAnimation(Animation* animation) : _animation(animation)
{
setDuration(animation->getDuration());
setName(animation->getName());
}
virtual void evaluate(unsigned int frame)
{
Action::evaluate(frame);
_animation->update(frame * 1.0/_fps);
}
Animation* getAnimation() { return _animation.get(); }
protected:
osg::ref_ptr<Animation> _animation;
};
// encapsulate animation with blend in blend out for classic usage
class StripAnimation : public Action
{
protected:
typedef std::pair<unsigned int, osg::ref_ptr<Action> > FrameAction;
public:
StripAnimation(Animation* animation, double blendInDuration, double blendOutDuration, double blendInWeightTarget = 1.0 )
{
_blendIn = new BlendIn(animation, blendInDuration, blendInWeightTarget);
_animation = new ActionAnimation(animation);
unsigned int start = static_cast<unsigned int>(floor((_animation->getDuration() - blendOutDuration) * _fps));
_blendOut = FrameAction(start, new BlendOut(animation, blendOutDuration));
setName(animation->getName() + "_Strip");
_blendIn->setName(_animation->getName() + "_" + _blendIn->getName());
_blendOut.second->setName(_animation->getName() + "_" + _blendOut.second->getName());
setDuration(animation->getDuration());
}
ActionAnimation* getActionAnimation() { return _animation.get(); }
BlendIn* getBlendIn() { return _blendIn.get(); }
BlendOut* getBlendOut() { return dynamic_cast<BlendOut*>(_blendOut.second.get()); }
const ActionAnimation* getActionAnimation() const { return _animation.get(); }
const BlendIn* getBlendIn() const { return _blendIn.get(); }
const BlendOut* getBlendOut() const { return dynamic_cast<BlendOut*>(_blendOut.second.get()); }
unsigned int getLoop() const { return _animation->getLoop(); }
void setLoop(unsigned int loop)
{
_animation->setLoop(loop);
if (!loop)
setDuration(-1);
else
setDuration(loop * _animation->getDuration());
// duration changed re evaluate the blendout duration
unsigned int start = static_cast<unsigned int>(floor((getDuration() - _blendOut.second->getDuration()) * _fps));
_blendOut = FrameAction(start, _blendOut.second);
}
virtual void evaluate(unsigned int frame)
{
if (frame > getNumFrames() - 1)
return;
Action::evaluate(frame);
if (frame < _blendIn->getNumFrames())
_blendIn->evaluate(frame);
if (frame >= _blendOut.first)
_blendOut.second->evaluate(frame - _blendOut.first);
_animation->evaluate(frame);
}
protected:
osg::ref_ptr<BlendIn> _blendIn;
FrameAction _blendOut;
osg::ref_ptr<ActionAnimation> _animation;
};
class RunAction : public Action::Callback
{
protected:
osg::ref_ptr<Timeline> _tm;
osg::ref_ptr<Action> _action;
public:
RunAction(Timeline* tm, Action* a) : _tm(tm), _action(a) {}
virtual void operator()(Action* /*action*/)
{
_tm->addActionAt(_tm->getCurrentFrame(), _action.get()); // warning we are trsversing the vector
}
};
}
#endif