Beispiel #1
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        /// <summary>
        ///		Internal constructor, to prevent from using new outside of the engine.
        ///		<p/>
        ///		Animations should be created within objects that can own them (skeletons, scene managers, etc).
        /// </summary>
        internal Animation(string name, float length)
        {
            this.name   = name;
            this.length = length;

            // use the default interpolation modes
            this.interpolationMode         = Animation.DefaultInterpolationMode;
            this.rotationInterpolationMode = Animation.DefaultRotationInterpolationMode;

            // Create the track lists
            this.nodeTrackList    = new Dictionary <ushort, NodeAnimationTrack>();
            this.numericTrackList = new Dictionary <ushort, NumericAnimationTrack>();
            this.vertexTrackList  = new Dictionary <ushort, VertexAnimationTrack>();
        }
Beispiel #2
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 private static extern void Animation_setRotationInterpolationMode(IntPtr animation, RotationInterpolationMode im);
Beispiel #3
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 /// <summary>
 /// Tells the animation how to interpolate rotations.
 /// <para>
 /// By default, animations interpolate linearly between rotations. This is
 /// fast but not necessarily completely accurate. If you want more accurate
 /// interpolation, use spherical interpolation, but be aware that it will
 /// incur a higher cost.
 /// </para>
 /// </summary>
 /// <param name="im">The interpolation mode to set.</param>
 public void setRotationInterpolationMode(RotationInterpolationMode im)
 {
     Animation_setRotationInterpolationMode(animation, im);
 }
Beispiel #4
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		/// <summary>
		///		Internal constructor, to prevent from using new outside of the engine.
		///		<p/>
		///		Animations should be created within objects that can own them (skeletons, scene managers, etc).
		/// </summary>
		internal Animation( string name, float length )
		{
			this.name = name;
			this.length = length;

			// use the default interpolation modes
			this.interpolationMode = Animation.DefaultInterpolationMode;
			this.rotationInterpolationMode = Animation.DefaultRotationInterpolationMode;

			// Create the track lists
			this.nodeTrackList = new Dictionary<ushort, NodeAnimationTrack>();
			this.numericTrackList = new Dictionary<ushort, NumericAnimationTrack>();
			this.vertexTrackList = new Dictionary<ushort, VertexAnimationTrack>();
		}
Beispiel #5
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		/// <summary>Static constructor.</summary>
		static Animation()
		{
			// set default interpolation mode to Spline (mmm....spline)
			defaultInterpolationMode = InterpolationMode.Spline;
			defaultRotationInterpolationMode = RotationInterpolationMode.Linear;
		}
Beispiel #6
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 /// <summary>Static constructor.</summary>
 static Animation()
 {
     // set default interpolation mode to Linear
     defaultInterpolationMode         = InterpolationMode.Linear;
     defaultRotationInterpolationMode = RotationInterpolationMode.Linear;
 }
Beispiel #7
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 /// <summary>Static constructor.</summary>
 static Animation()
 {
     // set default interpolation mode to Spline (mmm....spline)
     defaultInterpolationMode         = InterpolationMode.Spline;
     defaultRotationInterpolationMode = RotationInterpolationMode.Linear;
 }
 /// <summary>Static constructor.</summary>
 static Animation()
 {
     // set default interpolation mode to Linear
     defaultInterpolationMode = InterpolationMode.Linear;
     defaultRotationInterpolationMode = RotationInterpolationMode.Linear;
 }
Beispiel #9
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        /// <summary>
        ///		Gets a KeyFrame object which contains the interpolated transforms at the time index specified.
        /// </summary>
        /// <remarks>
        ///		The KeyFrame objects held by this class are transformation snapshots at
        ///		discrete points in time. Normally however, you want to interpolate between these
        ///		keyframes to produce smooth movement, and this method allows you to do this easily.
        ///		In animation terminology this is called 'tweening'.
        /// </remarks>
        /// <param name="time">The time (in relation to the whole animation sequence).</param>
        /// <returns>
        ///		A new keyframe object containing the interpolated transforms. Note that the
        ///		position and scaling transforms are linearly interpolated (lerp), whilst the rotation is
        ///		spherically linearly interpolated (slerp) for the most natural result.
        /// </returns>
        public override KeyFrame GetInterpolatedKeyFrame(float time, KeyFrame kf)
        {
            // note: this is an un-attached keyframe
            TransformKeyFrame result = (TransformKeyFrame)kf;

            // Keyframe pointers
            KeyFrame          kBase1, kBase2;
            TransformKeyFrame k1, k2;
            ushort            firstKeyIndex;

            float t = GetKeyFramesAtTime(time, out kBase1, out kBase2, out firstKeyIndex);

            k1 = (TransformKeyFrame)kBase1;
            k2 = (TransformKeyFrame)kBase2;

            if (t == 0.0f)
            {
                // just use k1
                result.Rotation  = k1.Rotation;
                result.Translate = k1.Translate;
                result.Scale     = k1.Scale;
            }
            else
            {
                // interpolate by t
                InterpolationMode         mode = parent.interpolationMode;
                RotationInterpolationMode rim  = parent.rotationInterpolationMode;

                switch (mode)
                {
                case InterpolationMode.Linear: {
                    // linear interoplation
                    // Rotation
                    // Interpolate to nearest rotation if mUseShortestPath set
                    if (rim == RotationInterpolationMode.Linear)
                    {
                        Quaternion.NlerpRef(ref result.rotation, t, ref k1.rotation, ref k2.rotation, useShortestPath);
                    }
                    else     // RotationInterpolationMode.Spherical
                    {
                        result.rotation = Quaternion.Slerp(t, k1.rotation, k2.rotation, useShortestPath);
                    }
                    result.translate.x = k1.translate.x + ((k2.translate.x - k1.translate.x) * t);
                    result.translate.y = k1.translate.y + ((k2.translate.y - k1.translate.y) * t);
                    result.translate.z = k1.translate.z + ((k2.translate.z - k1.translate.z) * t);
                    result.scale.x     = k1.scale.x + ((k2.scale.x - k1.scale.x) * t);
                    result.scale.y     = k1.scale.y + ((k2.scale.y - k1.scale.y) * t);
                    result.scale.z     = k1.scale.z + ((k2.scale.z - k1.scale.z) * t);
                    result.Changed();
                }   break;

                case InterpolationMode.Spline: {
                    // spline interpolation
                    if (isSplineRebuildNeeded)
                    {
                        BuildInterpolationSplines();
                    }

                    result.Rotation  = rotationSpline.Interpolate(firstKeyIndex, t, useShortestPath);
                    result.Translate = positionSpline.Interpolate(firstKeyIndex, t);
                    result.Scale     = scaleSpline.Interpolate(firstKeyIndex, t);
                }   break;
                }
            }

            // return the resulting keyframe
            return(result);
        }