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occt/src/AIS/AIS_Animation.hxx

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