1 // Created by: Anastasia BORISOVA
2 // Copyright (c) 2016 OPEN CASCADE SAS
4 // This file is part of Open CASCADE Technology software library.
6 // This library is free software; you can redistribute it and/or modify it under
7 // the terms of the GNU Lesser General Public License version 2.1 as published
8 // by the Free Software Foundation, with special exception defined in the file
9 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
10 // distribution for complete text of the license and disclaimer of any warranty.
12 // Alternatively, this file may be used under the terms of Open CASCADE
13 // commercial license or contractual agreement.
15 #ifndef _AIS_Animation_HeaderFile
16 #define _AIS_Animation_HeaderFile
18 #include <AIS_AnimationTimer.hxx>
19 #include <NCollection_Sequence.hxx>
20 #include <TCollection_AsciiString.hxx>
22 //! Structure defining current animation progress.
23 struct AIS_AnimationProgress
25 Standard_Real Pts; //!< global presentation timestamp
26 Standard_Real LocalPts; //!< presentation within current animation
27 Standard_Real LocalNormalized; //!< normalized position within current animation within 0..1 range
29 AIS_AnimationProgress() : Pts (-1.0), LocalPts (-1.0), LocalNormalized (-1.0) {}
32 DEFINE_STANDARD_HANDLE(AIS_Animation, Standard_Transient)
34 //! Class represents a basic animation class.
35 //! AIS_Animation can be used as:
37 //! - Animation Implementor
38 //! Sub-classes should override method AIS_Animation::update() to perform specific animation.
39 //! AIS package provides limited number of such animation atoms - classes AIS_AnimationObject and AIS_AnimationCamera, which could be enough for defining a simple animation.
40 //! In general case, application is expected defining own AIS_Animation sub-classes implementing application-specific animation logic
41 //! (e.g. another interpolation or another kind of transformations - like color transition and others).
42 //! The basic conception of AIS_Animation::update() is defining an exact scene state for the current presentation timestamp,
43 //! providing a smooth and continuous animation well defined at any time step and in any direction.
44 //! So that a time difference between two sequential drawn Viewer frames can vary from frame to frame without visual artifacts,
45 //! increasing rendering framerate would not lead to animation being executed too fast
46 //! and low framerate (on slow hardware) would not lead to animation played longer than defined duration.
47 //! Hence, implementation should avoid usage of incremental step logic or should apply it very carefully.
49 //! - Animation Container
50 //! AIS_Animation (no sub-classing) can be used to aggregate a sequence of Animation items (children).
51 //! Each children should be defined with its own duration and start time (presentation timestamp).
52 //! It is possible defining collection of nested AIS_Animation items, so that within each container level
53 //! children define start playback time relative to its holder.
55 //! - Animation playback Controller
56 //! It is suggested that application would define a single AIS_Animation instance (optional sub-classing) for controlling animation playback as whole.
57 //! Such controller should be filled in by other AIS_Animation as children objects,
58 //! and will be managed by application by calling StartTimer(), UpdateTimer() and IsStopped() methods.
60 //! Note, that AIS_Animation::StartTimer() defines a timer calculating an elapsed time, not a multimedia timer executing Viewer updates at specific intervals!
61 //! Application should avoid using implicit and immediate Viewer updates to ensure that AIS_Animation::UpdateTimer() is called before each redrawing of a Viewer content.
62 //! Redrawing logic should be also managed at application level for managing a smooth animation
63 //! (by defining a multimedia timer provided by used GUI framework executing updates at desired framerate, or as continuous redraws in loop).
64 class AIS_Animation : public Standard_Transient
66 DEFINE_STANDARD_RTTIEXT(AIS_Animation, Standard_Transient)
69 //! Creates empty animation.
70 Standard_EXPORT AIS_Animation (const TCollection_AsciiString& theAnimationName);
72 //! Destruct object, clear arguments
73 Standard_EXPORT virtual ~AIS_Animation();
76 const TCollection_AsciiString& Name() const { return myName; }
80 //! @return start time of the animation in the timeline
81 Standard_Real StartPts() const { return myPtsStart; }
83 //! Sets time limits for animation in the animation timeline
84 void SetStartPts (const Standard_Real thePtsStart) { myPtsStart = thePtsStart; }
86 //! @return duration of the animation in the timeline
87 Standard_Real Duration() const { return Max (myOwnDuration, myChildrenDuration); }
89 //! Update total duration considering all animations on timeline.
90 Standard_EXPORT void UpdateTotalDuration();
92 //! Return true if duration is defined.
93 Standard_Boolean HasOwnDuration() const { return myOwnDuration > 0.0; }
95 //! @return own duration of the animation in the timeline
96 Standard_Real OwnDuration() const { return myOwnDuration; }
98 //! Defines duration of the animation.
99 void SetOwnDuration (const Standard_Real theDuration) { myOwnDuration = theDuration; }
101 //! Add single animation to the timeline.
102 //! @param theAnimation input animation
103 Standard_EXPORT void Add (const Handle(AIS_Animation)& theAnimation);
105 //! Clear animation timeline - remove all animations from it.
106 Standard_EXPORT void Clear();
108 //! Return the child animation with the given name.
109 Standard_EXPORT Handle(AIS_Animation) Find (const TCollection_AsciiString& theAnimationName) const;
111 //! Remove the child animation.
112 Standard_EXPORT Standard_Boolean Remove (const Handle(AIS_Animation)& theAnimation);
114 //! Replace the child animation.
115 Standard_EXPORT Standard_Boolean Replace (const Handle(AIS_Animation)& theAnimationOld,
116 const Handle(AIS_Animation)& theAnimationNew);
118 //! Clears own children and then copy child animations from another object.
119 //! Copy also Start Time and Duration values.
120 Standard_EXPORT void CopyFrom (const Handle(AIS_Animation)& theOther);
122 //! Return sequence of child animations.
123 const NCollection_Sequence<Handle(AIS_Animation)>& Children() const { return myAnimations; }
127 //! Start animation with internally defined timer instance.
128 //! Calls ::Start() internally.
130 //! Note, that this method initializes a timer calculating an elapsed time (presentation timestamps within AIS_Animation::UpdateTimer()),
131 //! not a multimedia timer executing Viewer updates at specific intervals!
132 //! Viewer redrawing should be managed at application level, so that AIS_Animation::UpdateTimer() is called once right before each redrawing of a Viewer content.
134 //! @param theStartPts starting timer position (presentation timestamp)
135 //! @param thePlaySpeed playback speed (1.0 means normal speed)
136 //! @param theToUpdate flag to update defined animations to specified start position
137 //! @param theToStopTimer flag to pause timer at the starting position
138 Standard_EXPORT virtual void StartTimer (const Standard_Real theStartPts,
139 const Standard_Real thePlaySpeed,
140 const Standard_Boolean theToUpdate,
141 const Standard_Boolean theToStopTimer = Standard_False);
143 //! Update single frame of animation, update timer state
144 //! @return current time of timeline progress.
145 Standard_EXPORT virtual Standard_Real UpdateTimer();
147 //! Return elapsed time.
148 Standard_Real ElapsedTime() const { return !myTimer.IsNull() ? myTimer->ElapsedTime() : 0.0; }
152 //! Start animation. This method changes status of the animation to Started.
153 //! This status defines whether animation is to be performed in the timeline or not.
154 //! @param theToUpdate call Update() method
155 Standard_EXPORT virtual void Start (const Standard_Boolean theToUpdate);
157 //! Pause the process timeline.
158 Standard_EXPORT virtual void Pause();
160 //! Stop animation. This method changed status of the animation to Stopped.
161 //! This status shows that animation will not be performed in the timeline or it is finished.
162 Standard_EXPORT virtual void Stop();
164 //! Check if animation is to be performed in the animation timeline.
165 //! @return True if it is stopped of finished.
166 bool IsStopped() { return myState != AnimationState_Started; }
168 //! Update single frame of animation, update timer state
169 //! @param thePts [in] the time moment within [0; Duration()]
170 //! @return True if timeline is in progress
171 Standard_EXPORT virtual Standard_Boolean Update (const Standard_Real thePts);
175 //! Process one step of the animation according to the input time progress, including all children.
176 //! Calls also ::update() to update own animation.
177 Standard_EXPORT virtual void updateWithChildren (const AIS_AnimationProgress& thePosition);
179 //! Update the own animation to specified position - should be overridden by sub-class.
180 virtual void update (const AIS_AnimationProgress& theProgress) { (void )theProgress; }
184 //! Defines animation state.
187 AnimationState_Started, //!< animation is in progress
188 AnimationState_Stopped, //!< animation is finished, force stopped or not started
189 AnimationState_Paused //!< animation is paused and can be started from the pause moment
194 Handle(Media_Timer) myTimer;
196 TCollection_AsciiString myName; //!< animation name
197 NCollection_Sequence<Handle(AIS_Animation)>
198 myAnimations; //!< sequence of child animations
200 AnimationState myState; //!< animation state - started, stopped of paused
201 Standard_Real myPtsStart; //!< time of start in the timeline
202 Standard_Real myOwnDuration; //!< duration of animation excluding children
203 Standard_Real myChildrenDuration; //!< duration of animation including children
207 #endif // _AIS_Animation_HeaderFile