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208 lines
10 KiB
C++
208 lines
10 KiB
C++
// Created by: Anastasia BORISOVA
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// Copyright (c) 2016 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _AIS_Animation_HeaderFile
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#define _AIS_Animation_HeaderFile
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#include <AIS_AnimationTimer.hxx>
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#include <NCollection_Sequence.hxx>
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#include <TCollection_AsciiString.hxx>
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//! Structure defining current animation progress.
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struct AIS_AnimationProgress
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{
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Standard_Real Pts; //!< global presentation timestamp
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Standard_Real LocalPts; //!< presentation within current animation
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Standard_Real LocalNormalized; //!< normalized position within current animation within 0..1 range
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AIS_AnimationProgress() : Pts (-1.0), LocalPts (-1.0), LocalNormalized (-1.0) {}
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};
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DEFINE_STANDARD_HANDLE(AIS_Animation, Standard_Transient)
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//! Class represents a basic animation class.
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//! AIS_Animation can be used as:
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//!
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//! - Animation Implementor
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//! Sub-classes should override method AIS_Animation::update() to perform specific animation.
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//! AIS package provides limited number of such animation atoms - classes AIS_AnimationObject and AIS_AnimationCamera, which could be enough for defining a simple animation.
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//! In general case, application is expected defining own AIS_Animation sub-classes implementing application-specific animation logic
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//! (e.g. another interpolation or another kind of transformations - like color transition and others).
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//! The basic conception of AIS_Animation::update() is defining an exact scene state for the current presentation timestamp,
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//! providing a smooth and continuous animation well defined at any time step and in any direction.
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//! So that a time difference between two sequential drawn Viewer frames can vary from frame to frame without visual artifacts,
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//! increasing rendering framerate would not lead to animation being executed too fast
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//! and low framerate (on slow hardware) would not lead to animation played longer than defined duration.
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//! Hence, implementation should avoid usage of incremental step logic or should apply it very carefully.
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//!
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//! - Animation Container
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//! AIS_Animation (no sub-classing) can be used to aggregate a sequence of Animation items (children).
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//! Each children should be defined with its own duration and start time (presentation timestamp).
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//! It is possible defining collection of nested AIS_Animation items, so that within each container level
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//! children define start playback time relative to its holder.
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//!
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//! - Animation playback Controller
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//! It is suggested that application would define a single AIS_Animation instance (optional sub-classing) for controlling animation playback as whole.
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//! Such controller should be filled in by other AIS_Animation as children objects,
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//! and will be managed by application by calling StartTimer(), UpdateTimer() and IsStopped() methods.
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//!
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//! Note, that AIS_Animation::StartTimer() defines a timer calculating an elapsed time, not a multimedia timer executing Viewer updates at specific intervals!
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//! Application should avoid using implicit and immediate Viewer updates to ensure that AIS_Animation::UpdateTimer() is called before each redrawing of a Viewer content.
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//! Redrawing logic should be also managed at application level for managing a smooth animation
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//! (by defining a multimedia timer provided by used GUI framework executing updates at desired framerate, or as continuous redraws in loop).
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class AIS_Animation : public Standard_Transient
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{
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DEFINE_STANDARD_RTTIEXT(AIS_Animation, Standard_Transient)
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public:
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//! Creates empty animation.
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Standard_EXPORT AIS_Animation (const TCollection_AsciiString& theAnimationName);
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//! Destruct object, clear arguments
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Standard_EXPORT virtual ~AIS_Animation();
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//! Animation name.
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const TCollection_AsciiString& Name() const { return myName; }
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public:
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//! @return start time of the animation in the timeline
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Standard_Real StartPts() const { return myPtsStart; }
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//! Sets time limits for animation in the animation timeline
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void SetStartPts (const Standard_Real thePtsStart) { myPtsStart = thePtsStart; }
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//! @return duration of the animation in the timeline
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Standard_Real Duration() const { return Max (myOwnDuration, myChildrenDuration); }
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//! Update total duration considering all animations on timeline.
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Standard_EXPORT void UpdateTotalDuration();
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//! Return true if duration is defined.
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Standard_Boolean HasOwnDuration() const { return myOwnDuration > 0.0; }
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//! @return own duration of the animation in the timeline
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Standard_Real OwnDuration() const { return myOwnDuration; }
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//! Defines duration of the animation.
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void SetOwnDuration (const Standard_Real theDuration) { myOwnDuration = theDuration; }
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//! Add single animation to the timeline.
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//! @param theAnimation input animation
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Standard_EXPORT void Add (const Handle(AIS_Animation)& theAnimation);
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//! Clear animation timeline - remove all animations from it.
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Standard_EXPORT void Clear();
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//! Return the child animation with the given name.
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Standard_EXPORT Handle(AIS_Animation) Find (const TCollection_AsciiString& theAnimationName) const;
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//! Remove the child animation.
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Standard_EXPORT Standard_Boolean Remove (const Handle(AIS_Animation)& theAnimation);
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//! Replace the child animation.
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Standard_EXPORT Standard_Boolean Replace (const Handle(AIS_Animation)& theAnimationOld,
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const Handle(AIS_Animation)& theAnimationNew);
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//! Clears own children and then copy child animations from another object.
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//! Copy also Start Time and Duration values.
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Standard_EXPORT void CopyFrom (const Handle(AIS_Animation)& theOther);
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//! Return sequence of child animations.
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const NCollection_Sequence<Handle(AIS_Animation)>& Children() const { return myAnimations; }
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public:
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//! Start animation with internally defined timer instance.
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//! Calls ::Start() internally.
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//!
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//! Note, that this method initializes a timer calculating an elapsed time (presentation timestamps within AIS_Animation::UpdateTimer()),
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//! not a multimedia timer executing Viewer updates at specific intervals!
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//! Viewer redrawing should be managed at application level, so that AIS_Animation::UpdateTimer() is called once right before each redrawing of a Viewer content.
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//!
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//! @param theStartPts starting timer position (presentation timestamp)
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//! @param thePlaySpeed playback speed (1.0 means normal speed)
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//! @param theToUpdate flag to update defined animations to specified start position
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//! @param theToStopTimer flag to pause timer at the starting position
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Standard_EXPORT virtual void StartTimer (const Standard_Real theStartPts,
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const Standard_Real thePlaySpeed,
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const Standard_Boolean theToUpdate,
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const Standard_Boolean theToStopTimer = Standard_False);
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//! Update single frame of animation, update timer state
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//! @return current time of timeline progress.
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Standard_EXPORT virtual Standard_Real UpdateTimer();
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//! Return elapsed time.
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Standard_Real ElapsedTime() const { return !myTimer.IsNull() ? myTimer->ElapsedTime() : 0.0; }
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public:
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//! Start animation. This method changes status of the animation to Started.
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//! This status defines whether animation is to be performed in the timeline or not.
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//! @param theToUpdate call Update() method
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Standard_EXPORT virtual void Start (const Standard_Boolean theToUpdate);
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//! Pause the process timeline.
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Standard_EXPORT virtual void Pause();
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//! Stop animation. This method changed status of the animation to Stopped.
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//! This status shows that animation will not be performed in the timeline or it is finished.
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Standard_EXPORT virtual void Stop();
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//! Check if animation is to be performed in the animation timeline.
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//! @return True if it is stopped of finished.
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bool IsStopped() { return myState != AnimationState_Started; }
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//! Update single frame of animation, update timer state
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//! @param thePts [in] the time moment within [0; Duration()]
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//! @return True if timeline is in progress
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Standard_EXPORT virtual Standard_Boolean Update (const Standard_Real thePts);
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protected:
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//! Process one step of the animation according to the input time progress, including all children.
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//! Calls also ::update() to update own animation.
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Standard_EXPORT virtual void updateWithChildren (const AIS_AnimationProgress& thePosition);
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//! Update the own animation to specified position - should be overridden by sub-class.
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virtual void update (const AIS_AnimationProgress& theProgress) { (void )theProgress; }
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protected:
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//! Defines animation state.
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enum AnimationState
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{
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AnimationState_Started, //!< animation is in progress
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AnimationState_Stopped, //!< animation is finished, force stopped or not started
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AnimationState_Paused //!< animation is paused and can be started from the pause moment
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};
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protected:
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Handle(AIS_AnimationTimer) myTimer;
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TCollection_AsciiString myName; //!< animation name
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NCollection_Sequence<Handle(AIS_Animation)>
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myAnimations; //!< sequence of child animations
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AnimationState myState; //!< animation state - started, stopped of paused
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Standard_Real myPtsStart; //!< time of start in the timeline
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Standard_Real myOwnDuration; //!< duration of animation excluding children
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Standard_Real myChildrenDuration; //!< duration of animation including children
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};
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#endif // _AIS_Animation_HeaderFile
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