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0001 // Created by: Anastasia BORISOVA 0002 // Copyright (c) 2016 OPEN CASCADE SAS 0003 // 0004 // This file is part of Open CASCADE Technology software library. 0005 // 0006 // This library is free software; you can redistribute it and/or modify it under 0007 // the terms of the GNU Lesser General Public License version 2.1 as published 0008 // by the Free Software Foundation, with special exception defined in the file 0009 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT 0010 // distribution for complete text of the license and disclaimer of any warranty. 0011 // 0012 // Alternatively, this file may be used under the terms of Open CASCADE 0013 // commercial license or contractual agreement. 0014 0015 #ifndef _AIS_Animation_HeaderFile 0016 #define _AIS_Animation_HeaderFile 0017 0018 #include <AIS_AnimationTimer.hxx> 0019 #include <NCollection_Sequence.hxx> 0020 #include <TCollection_AsciiString.hxx> 0021 0022 //! Structure defining current animation progress. 0023 struct AIS_AnimationProgress 0024 { 0025 Standard_Real Pts; //!< global presentation timestamp 0026 Standard_Real LocalPts; //!< presentation within current animation 0027 Standard_Real LocalNormalized; //!< normalized position within current animation within 0..1 range 0028 0029 AIS_AnimationProgress() : Pts (-1.0), LocalPts (-1.0), LocalNormalized (-1.0) {} 0030 }; 0031 0032 DEFINE_STANDARD_HANDLE(AIS_Animation, Standard_Transient) 0033 0034 //! Class represents a basic animation class. 0035 //! AIS_Animation can be used as: 0036 //! 0037 //! - Animation Implementor 0038 //! Sub-classes should override method AIS_Animation::update() to perform specific animation. 0039 //! AIS package provides limited number of such animation atoms - classes AIS_AnimationObject and AIS_AnimationCamera, which could be enough for defining a simple animation. 0040 //! In general case, application is expected defining own AIS_Animation sub-classes implementing application-specific animation logic 0041 //! (e.g. another interpolation or another kind of transformations - like color transition and others). 0042 //! The basic conception of AIS_Animation::update() is defining an exact scene state for the current presentation timestamp, 0043 //! providing a smooth and continuous animation well defined at any time step and in any direction. 0044 //! So that a time difference between two sequential drawn Viewer frames can vary from frame to frame without visual artifacts, 0045 //! increasing rendering framerate would not lead to animation being executed too fast 0046 //! and low framerate (on slow hardware) would not lead to animation played longer than defined duration. 0047 //! Hence, implementation should avoid usage of incremental step logic or should apply it very carefully. 0048 //! 0049 //! - Animation Container 0050 //! AIS_Animation (no sub-classing) can be used to aggregate a sequence of Animation items (children). 0051 //! Each children should be defined with its own duration and start time (presentation timestamp). 0052 //! It is possible defining collection of nested AIS_Animation items, so that within each container level 0053 //! children define start playback time relative to its holder. 0054 //! 0055 //! - Animation playback Controller 0056 //! It is suggested that application would define a single AIS_Animation instance (optional sub-classing) for controlling animation playback as whole. 0057 //! Such controller should be filled in by other AIS_Animation as children objects, 0058 //! and will be managed by application by calling StartTimer(), UpdateTimer() and IsStopped() methods. 0059 //! 0060 //! Note, that AIS_Animation::StartTimer() defines a timer calculating an elapsed time, not a multimedia timer executing Viewer updates at specific intervals! 0061 //! Application should avoid using implicit and immediate Viewer updates to ensure that AIS_Animation::UpdateTimer() is called before each redrawing of a Viewer content. 0062 //! Redrawing logic should be also managed at application level for managing a smooth animation 0063 //! (by defining a multimedia timer provided by used GUI framework executing updates at desired framerate, or as continuous redraws in loop). 0064 class AIS_Animation : public Standard_Transient 0065 { 0066 DEFINE_STANDARD_RTTIEXT(AIS_Animation, Standard_Transient) 0067 public: 0068 0069 //! Creates empty animation. 0070 Standard_EXPORT AIS_Animation (const TCollection_AsciiString& theAnimationName); 0071 0072 //! Destruct object, clear arguments 0073 Standard_EXPORT virtual ~AIS_Animation(); 0074 0075 //! Animation name. 0076 const TCollection_AsciiString& Name() const { return myName; } 0077 0078 public: 0079 0080 //! @return start time of the animation in the timeline 0081 Standard_Real StartPts() const { return myPtsStart; } 0082 0083 //! Sets time limits for animation in the animation timeline 0084 void SetStartPts (const Standard_Real thePtsStart) { myPtsStart = thePtsStart; } 0085 0086 //! @return duration of the animation in the timeline 0087 Standard_Real Duration() const { return Max (myOwnDuration, myChildrenDuration); } 0088 0089 //! Update total duration considering all animations on timeline. 0090 Standard_EXPORT void UpdateTotalDuration(); 0091 0092 //! Return true if duration is defined. 0093 Standard_Boolean HasOwnDuration() const { return myOwnDuration > 0.0; } 0094 0095 //! @return own duration of the animation in the timeline 0096 Standard_Real OwnDuration() const { return myOwnDuration; } 0097 0098 //! Defines duration of the animation. 0099 void SetOwnDuration (const Standard_Real theDuration) { myOwnDuration = theDuration; } 0100 0101 //! Add single animation to the timeline. 0102 //! @param theAnimation input animation 0103 Standard_EXPORT void Add (const Handle(AIS_Animation)& theAnimation); 0104 0105 //! Clear animation timeline - remove all animations from it. 0106 Standard_EXPORT void Clear(); 0107 0108 //! Return the child animation with the given name. 0109 Standard_EXPORT Handle(AIS_Animation) Find (const TCollection_AsciiString& theAnimationName) const; 0110 0111 //! Remove the child animation. 0112 Standard_EXPORT Standard_Boolean Remove (const Handle(AIS_Animation)& theAnimation); 0113 0114 //! Replace the child animation. 0115 Standard_EXPORT Standard_Boolean Replace (const Handle(AIS_Animation)& theAnimationOld, 0116 const Handle(AIS_Animation)& theAnimationNew); 0117 0118 //! Clears own children and then copy child animations from another object. 0119 //! Copy also Start Time and Duration values. 0120 Standard_EXPORT void CopyFrom (const Handle(AIS_Animation)& theOther); 0121 0122 //! Return sequence of child animations. 0123 const NCollection_Sequence<Handle(AIS_Animation)>& Children() const { return myAnimations; } 0124 0125 public: 0126 0127 //! Start animation with internally defined timer instance. 0128 //! Calls ::Start() internally. 0129 //! 0130 //! Note, that this method initializes a timer calculating an elapsed time (presentation timestamps within AIS_Animation::UpdateTimer()), 0131 //! not a multimedia timer executing Viewer updates at specific intervals! 0132 //! Viewer redrawing should be managed at application level, so that AIS_Animation::UpdateTimer() is called once right before each redrawing of a Viewer content. 0133 //! 0134 //! @param theStartPts starting timer position (presentation timestamp) 0135 //! @param thePlaySpeed playback speed (1.0 means normal speed) 0136 //! @param theToUpdate flag to update defined animations to specified start position 0137 //! @param theToStopTimer flag to pause timer at the starting position 0138 Standard_EXPORT virtual void StartTimer (const Standard_Real theStartPts, 0139 const Standard_Real thePlaySpeed, 0140 const Standard_Boolean theToUpdate, 0141 const Standard_Boolean theToStopTimer = Standard_False); 0142 0143 //! Update single frame of animation, update timer state 0144 //! @return current time of timeline progress. 0145 Standard_EXPORT virtual Standard_Real UpdateTimer(); 0146 0147 //! Return elapsed time. 0148 Standard_Real ElapsedTime() const { return !myTimer.IsNull() ? myTimer->ElapsedTime() : 0.0; } 0149 0150 //! Return playback timer. 0151 const Handle(Media_Timer)& Timer() const { return myTimer; } 0152 0153 //! Set playback timer. 0154 void SetTimer (const Handle(Media_Timer)& theTimer) { myTimer = theTimer; } 0155 0156 public: 0157 0158 //! Start animation. This method changes status of the animation to Started. 0159 //! This status defines whether animation is to be performed in the timeline or not. 0160 //! @param theToUpdate call Update() method 0161 Standard_EXPORT virtual void Start (const Standard_Boolean theToUpdate); 0162 0163 //! Pause the process timeline. 0164 Standard_EXPORT virtual void Pause(); 0165 0166 //! Stop animation. This method changed status of the animation to Stopped. 0167 //! This status shows that animation will not be performed in the timeline or it is finished. 0168 Standard_EXPORT virtual void Stop(); 0169 0170 //! Check if animation is to be performed in the animation timeline. 0171 //! @return True if it is stopped of finished. 0172 bool IsStopped() { return myState != AnimationState_Started; } 0173 0174 //! Update single frame of animation, update timer state 0175 //! @param thePts [in] the time moment within [0; Duration()] 0176 //! @return True if timeline is in progress 0177 Standard_EXPORT virtual Standard_Boolean Update (const Standard_Real thePts); 0178 0179 protected: 0180 0181 //! Process one step of the animation according to the input time progress, including all children. 0182 //! Calls also ::update() to update own animation. 0183 Standard_EXPORT virtual void updateWithChildren (const AIS_AnimationProgress& thePosition); 0184 0185 //! Update the own animation to specified position - should be overridden by sub-class. 0186 virtual void update (const AIS_AnimationProgress& theProgress) { (void )theProgress; } 0187 0188 protected: 0189 0190 //! Defines animation state. 0191 enum AnimationState 0192 { 0193 AnimationState_Started, //!< animation is in progress 0194 AnimationState_Stopped, //!< animation is finished, force stopped or not started 0195 AnimationState_Paused //!< animation is paused and can be started from the pause moment 0196 }; 0197 0198 protected: 0199 0200 Handle(Media_Timer) myTimer; 0201 0202 TCollection_AsciiString myName; //!< animation name 0203 NCollection_Sequence<Handle(AIS_Animation)> 0204 myAnimations; //!< sequence of child animations 0205 0206 AnimationState myState; //!< animation state - started, stopped of paused 0207 Standard_Real myPtsStart; //!< time of start in the timeline 0208 Standard_Real myOwnDuration; //!< duration of animation excluding children 0209 Standard_Real myChildrenDuration; //!< duration of animation including children 0210 0211 }; 0212 0213 #endif // _AIS_Animation_HeaderFile
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