#define __DALI_INTERNAL_SCENE_GRAPH_ANIMATOR_H__
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
*
*/
-// EXTERNAL INCLUDES
-#include <boost/function.hpp>
-
// INTERNAL INCLUDES
-#include <dali/internal/common/owner-container.h>
+#include <dali/devel-api/common/owner-container.h>
#include <dali/internal/event/animation/key-frames-impl.h>
+#include <dali/internal/event/animation/path-impl.h>
#include <dali/internal/update/nodes/node.h>
#include <dali/internal/update/common/property-base.h>
-#include <dali/internal/common/observer-pointer.h>
-#include <dali/public-api/animation/alpha-functions.h>
+#include <dali/public-api/animation/alpha-function.h>
+#include <dali/public-api/animation/animation.h>
#include <dali/public-api/animation/time-period.h>
+#include <dali/public-api/common/constants.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/math/quaternion.h>
#include <dali/public-api/math/radian.h>
+#include <dali/internal/update/animation/property-accessor.h>
+
namespace Dali
{
namespace Internal
{
+typedef Dali::Animation::Interpolation Interpolation;
+
+struct AnimatorFunctionBase;
+
namespace SceneGraph
{
AnimatorBase()
: mDurationSeconds(1.0f),
mInitialDelaySeconds(0.0f),
- mAlphaFunc(AlphaFunctions::Linear),
- mRelative(false)
+ mAlphaFunction(AlphaFunction::DEFAULT),
+ mDisconnectAction(Dali::Animation::BakeFinal),
+ mActive(false),
+ mEnabled(true),
+ mConnectedToSceneGraph(false)
{
}
}
/**
+ * Called when Animator is added to the scene-graph in update-thread.
+ */
+ virtual void ConnectToSceneGraph() = 0;
+
+ /**
* Set the duration of the animator.
* @pre durationSeconds must be zero or greater; zero is useful when animating boolean values.
* @param [in] seconds Duration in seconds.
* Retrieve the duration of the animator.
* @return The duration in seconds.
*/
- float GetDuration()
+ float GetDuration() const
{
return mDurationSeconds;
}
* Retrieve the initial delay of the animator.
* @return The delay in seconds.
*/
- float GetInitialDelay()
+ float GetInitialDelay() const
{
return mInitialDelaySeconds;
}
* Set the alpha function for an animator.
* @param [in] alphaFunc The alpha function to apply to the animation progress.
*/
- void SetAlphaFunc(AlphaFunc alphaFunc)
+ void SetAlphaFunction(const AlphaFunction& alphaFunction)
{
- mAlphaFunc = alphaFunc;
+ mAlphaFunction = alphaFunction;
}
/**
* Retrieve the alpha function of an animator.
* @return The function.
*/
- AlphaFunc GetAlphaFunc() const
+ AlphaFunction GetAlphaFunction() const
+ {
+ return mAlphaFunction;
+ }
+
+ /*
+ * Applies the alpha function to the specified progress
+ * @param[in] Current progress
+ * @return The progress after the alpha function has been aplied
+ */
+ float ApplyAlphaFunction( float progress ) const
+ {
+ float result = progress;
+
+ AlphaFunction::Mode alphaFunctionMode( mAlphaFunction.GetMode() );
+ if( alphaFunctionMode == AlphaFunction::BUILTIN_FUNCTION )
+ {
+ switch(mAlphaFunction.GetBuiltinFunction())
+ {
+ case AlphaFunction::DEFAULT:
+ case AlphaFunction::LINEAR:
+ {
+ break;
+ }
+ case AlphaFunction::REVERSE:
+ {
+ result = 1.0f-progress;
+ break;
+ }
+ case AlphaFunction::EASE_IN_SQUARE:
+ {
+ result = progress * progress;
+ break;
+ }
+ case AlphaFunction::EASE_OUT_SQUARE:
+ {
+ result = 1.0f - (1.0f-progress) * (1.0f-progress);
+ break;
+ }
+ case AlphaFunction::EASE_IN:
+ {
+ result = progress * progress * progress;
+ break;
+ }
+ case AlphaFunction::EASE_OUT:
+ {
+ result = (progress-1.0f) * (progress-1.0f) * (progress-1.0f) + 1.0f;
+ break;
+ }
+ case AlphaFunction::EASE_IN_OUT:
+ {
+ result = progress*progress*(3.0f-2.0f*progress);
+ break;
+ }
+ case AlphaFunction::EASE_IN_SINE:
+ {
+ result = -1.0f * cosf(progress * Math::PI_2) + 1.0f;
+ break;
+ }
+ case AlphaFunction::EASE_OUT_SINE:
+ {
+ result = sinf(progress * Math::PI_2);
+ break;
+ }
+ case AlphaFunction::EASE_IN_OUT_SINE:
+ {
+ result = -0.5f * (cosf(Math::PI * progress) - 1.0f);
+ break;
+ }
+ case AlphaFunction::BOUNCE:
+ {
+ result = sinf(progress * Math::PI);
+ break;
+ }
+ case AlphaFunction::SIN:
+ {
+ result = 0.5f - cosf(progress * 2.0f * Math::PI) * 0.5f;
+ break;
+ }
+ case AlphaFunction::EASE_OUT_BACK:
+ {
+ const float sqrt2 = 1.70158f;
+ progress -= 1.0f;
+ result = 1.0f + progress * progress * ( ( sqrt2 + 1.0f ) * progress + sqrt2 );
+ break;
+ }
+ case AlphaFunction::COUNT:
+ {
+ break;
+ }
+ }
+ }
+ else if( alphaFunctionMode == AlphaFunction::CUSTOM_FUNCTION )
+ {
+ AlphaFunctionPrototype customFunction = mAlphaFunction.GetCustomFunction();
+ if( customFunction )
+ {
+ result = customFunction(progress);
+ }
+ }
+ else
+ {
+ //If progress is very close to 0 or very close to 1 we don't need to evaluate the curve as the result will
+ //be almost 0 or almost 1 respectively
+ if( ( progress > Math::MACHINE_EPSILON_1 ) && ((1.0f - progress) > Math::MACHINE_EPSILON_1) )
+ {
+ Dali::Vector4 controlPoints = mAlphaFunction.GetBezierControlPoints();
+
+ static const float tolerance = 0.001f; //10 iteration max
+
+ //Perform a binary search on the curve
+ float lowerBound(0.0f);
+ float upperBound(1.0f);
+ float currentT(0.5f);
+ float currentX = EvaluateCubicBezier( controlPoints.x, controlPoints.z, currentT);
+ while( fabs( progress - currentX ) > tolerance )
+ {
+ if( progress > currentX )
+ {
+ lowerBound = currentT;
+ }
+ else
+ {
+ upperBound = currentT;
+ }
+ currentT = (upperBound+lowerBound)*0.5f;
+ currentX = EvaluateCubicBezier( controlPoints.x, controlPoints.z, currentT);
+ }
+ result = EvaluateCubicBezier( controlPoints.y, controlPoints.w, currentT);
+ }
+ }
+
+ return result;
+ }
+
+ /**
+ * Whether to bake the animation if attached property owner is disconnected.
+ * Property is only baked if the animator is active.
+ * @param [in] action The disconnect action.
+ */
+ void SetDisconnectAction( Dali::Animation::EndAction action )
+ {
+ mDisconnectAction = action;
+ }
+
+ /**
+ * Retrieve the disconnect action of an animator.
+ * @return The disconnect action.
+ */
+ Dali::Animation::EndAction GetDisconnectAction() const
{
- return mAlphaFunc;
+ return mDisconnectAction;
}
/**
- * This must be called when the animator is attached to the scene-graph.
- * @pre The animatable scene object must also be attached to the scene-graph.
- * @param[in] propertyOwner The scene-object that owns the animatable property.
+ * Whether the animator is active or not.
+ * @param [in] active The new active state.
+ * @post When the animator becomes active, it applies the disconnect-action if the property owner is then disconnected.
+ * @note When the property owner is disconnected, the active state is set to false.
*/
- virtual void Attach( PropertyOwner* propertyOwner ) = 0;
+ void SetActive( bool active )
+ {
+ mActive = active;
+ }
+
+ /**
+ * Retrieve whether the animator has been set to active or not.
+ * @return The active state.
+ */
+ bool GetActive() const
+ {
+ return mActive;
+ }
+
+ /*
+ * Retrive wheter the animator's target object is valid and on the stage.
+ * @return The enabled state.
+ */
+ bool IsEnabled() const
+ {
+ return mEnabled;
+ }
+ /**
+ * Returns wheter the target object of the animator is still valid
+ * or has been destroyed.
+ * @return True if animator is orphan, false otherwise *
+ * @note The SceneGraph::Animation will delete any orphan animator in its Update method.
+ */
+ virtual bool Orphan() = 0;
/**
* Update the scene object attached to the animator.
* @param[in] bufferIndex The buffer to animate.
* @param[in] progress A value from 0 to 1, where 0 is the start of the animation, and 1 is the end point.
* @param[in] bake Bake.
- * @return True if the update was applied, false if the animator has been orphaned.
*/
- virtual bool Update(BufferIndex bufferIndex, float progress, bool bake) = 0;
+ virtual void Update(BufferIndex bufferIndex, float progress, bool bake) = 0;
+
+protected:
/**
- * Query whether the animator is still attached to a scene object.
- * The attachment will be automatically severed, when the object is destroyed.
- * @return True if the animator is attached.
+ * Helper function to evaluate a cubic bezier curve assuming first point is at 0.0 and last point is at 1.0
+ * @param[in] p0 First control point of the bezier curve
+ * @param[in] p1 Second control point of the bezier curve
+ * @param[in] t A floating point value between 0.0 and 1.0
+ * @return Value of the curve at progress t
*/
- virtual bool IsAttached() const = 0;
-
-protected:
+ inline float EvaluateCubicBezier( float p0, float p1, float t ) const
+ {
+ float tSquare = t*t;
+ return 3.0f*(1.0f-t)*(1.0f-t)*t*p0 + 3.0f*(1.0f-t)*tSquare*p1 + tSquare*t;
+ }
float mDurationSeconds;
float mInitialDelaySeconds;
- AlphaFunc mAlphaFunc;
+ AlphaFunction mAlphaFunction;
- bool mRelative;
+ Dali::Animation::EndAction mDisconnectAction; ///< EndAction to apply when target object gets disconnected from the stage.
+ bool mActive:1; ///< Animator is "active" while it's running.
+ bool mEnabled:1; ///< Animator is "enabled" while its target object is valid and on the stage.
+ bool mConnectedToSceneGraph:1; ///< True if ConnectToSceneGraph() has been called in update-thread.
};
/**
{
public:
- typedef boost::function< PropertyType (float, const PropertyType&) > AnimatorFunction;
-
/**
* Construct a new property animator.
* @param[in] property The animatable property; only valid while the Animator is attached.
* @param[in] timePeriod The time period of this animation.
* @return A newly allocated animator.
*/
- static AnimatorBase* New( const PropertyBase& property,
- AnimatorFunction animatorFunction,
+ static AnimatorBase* New( const PropertyOwner& propertyOwner,
+ const PropertyBase& property,
+ AnimatorFunctionBase* animatorFunction,
AlphaFunction alphaFunction,
const TimePeriod& timePeriod )
{
typedef Animator< PropertyType, PropertyAccessorType > AnimatorType;
// The property was const in the actor-thread, but animators are used in the scene-graph thread.
- AnimatorType* animator = new AnimatorType( const_cast<PropertyBase*>( &property ),
+ AnimatorType* animator = new AnimatorType( const_cast<PropertyOwner*>( &propertyOwner ),
+ const_cast<PropertyBase*>( &property ),
animatorFunction );
- animator->SetAlphaFunc( alphaFunction );
+ animator->SetAlphaFunction( alphaFunction );
animator->SetInitialDelay( timePeriod.delaySeconds );
animator->SetDuration( timePeriod.durationSeconds );
*/
virtual ~Animator()
{
- if (mPropertyOwner)
+ if (mPropertyOwner && mConnectedToSceneGraph)
{
mPropertyOwner->RemoveObserver(*this);
}
+
+ delete mAnimatorFunction;
}
/**
- * From AnimatorBase.
- * @param[in] propertyOwner The scene-object that owns the animatable property.
+ * Called when Animator is added to the scene-graph in update-thread.
+ */
+ virtual void ConnectToSceneGraph()
+ {
+ mConnectedToSceneGraph = true;
+ mPropertyOwner->AddObserver(*this);
+ }
+
+ /**
+ * Called when mPropertyOwner is connected to the scene graph.
*/
- virtual void Attach( PropertyOwner* propertyOwner )
+ virtual void PropertyOwnerConnected( PropertyOwner& owner )
{
- mPropertyOwner = propertyOwner;
+ mEnabled = true;
+ }
- if (mPropertyOwner)
+ /**
+ * Called when mPropertyOwner is disconnected from the scene graph.
+ */
+ virtual void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner )
+ {
+ // If we are active, then bake the value if required
+ if ( mActive && mDisconnectAction != Dali::Animation::Discard )
{
- mPropertyOwner->AddObserver(*this);
+ // Bake to target-value if BakeFinal, otherwise bake current value
+ Update( bufferIndex, ( mDisconnectAction == Dali::Animation::Bake ? mCurrentProgress : 1.0f ), true );
}
+
+ mActive = false;
+ mEnabled = false;
+ }
+
+ /**
+ * Called shortly before mPropertyOwner is destroyed
+ */
+ virtual void PropertyOwnerDestroyed( PropertyOwner& owner )
+ {
+ mPropertyOwner = NULL;
}
/**
* From AnimatorBase.
*/
- virtual bool Update( BufferIndex bufferIndex, float progress, bool bake )
+ virtual void Update( BufferIndex bufferIndex, float progress, bool bake )
{
- // If the object dies, the animator has no effect
- if ( mPropertyOwner )
+ float alpha = ApplyAlphaFunction(progress);
+
+ const PropertyType& current = mPropertyAccessor.Get( bufferIndex );
+
+ const PropertyType result = (*mAnimatorFunction)( alpha, current );
+ if ( bake )
+ {
+ mPropertyAccessor.Bake( bufferIndex, result );
+ }
+ else
{
- float alpha = mAlphaFunc( progress );
+ mPropertyAccessor.Set( bufferIndex, result );
+ }
- const PropertyType& current = mPropertyAccessor.Get( bufferIndex );
+ mCurrentProgress = progress;
+ }
- const PropertyType result = mAnimatorFunction( alpha, current );
+ /**
+ * From AnimatorBase.
+ */
+ virtual bool Orphan()
+ {
+ return (mPropertyOwner == NULL);
+ }
- if ( bake )
- {
- mPropertyAccessor.Bake( bufferIndex, result );
- }
- else
- {
- mPropertyAccessor.Set( bufferIndex, result );
- }
+private:
+
+ /**
+ * Private constructor; see also Animator::New().
+ */
+ Animator( PropertyOwner* propertyOwner,
+ PropertyBase* property,
+ AnimatorFunctionBase* animatorFunction )
+ : mPropertyOwner( propertyOwner ),
+ mPropertyAccessor( property ),
+ mAnimatorFunction( animatorFunction ),
+ mCurrentProgress( 0.0f )
+ {
+ // WARNING - this object is created in the event-thread
+ // The scene-graph mPropertyOwner object cannot be observed here
+ }
+
+ // Undefined
+ Animator( const Animator& );
+
+ // Undefined
+ Animator& operator=( const Animator& );
+
+protected:
+
+ PropertyOwner* mPropertyOwner;
+ PropertyAccessorType mPropertyAccessor;
+
+ AnimatorFunctionBase* mAnimatorFunction;
+ float mCurrentProgress;
+};
+
+
+
+/**
+ * An animator for a specific property type PropertyType.
+ */
+template <typename T, typename PropertyAccessorType>
+class AnimatorTransformProperty : public AnimatorBase, public PropertyOwner::Observer
+{
+public:
+
+ /**
+ * Construct a new property animator.
+ * @param[in] property The animatable property; only valid while the Animator is attached.
+ * @param[in] animatorFunction The function used to animate the property.
+ * @param[in] alphaFunction The alpha function to apply.
+ * @param[in] timePeriod The time period of this animation.
+ * @return A newly allocated animator.
+ */
+ static AnimatorBase* New( const PropertyOwner& propertyOwner,
+ const PropertyBase& property,
+ AnimatorFunctionBase* animatorFunction,
+ AlphaFunction alphaFunction,
+ const TimePeriod& timePeriod )
+ {
+
+ // The property was const in the actor-thread, but animators are used in the scene-graph thread.
+ AnimatorTransformProperty* animator = new AnimatorTransformProperty( const_cast<PropertyOwner*>( &propertyOwner ),
+ const_cast<PropertyBase*>( &property ),
+ animatorFunction );
+
+ animator->SetAlphaFunction( alphaFunction );
+ animator->SetInitialDelay( timePeriod.delaySeconds );
+ animator->SetDuration( timePeriod.durationSeconds );
+
+ return animator;
+ }
+
+ /**
+ * Virtual destructor.
+ */
+ virtual ~AnimatorTransformProperty()
+ {
+ if (mPropertyOwner && mConnectedToSceneGraph)
+ {
+ mPropertyOwner->RemoveObserver(*this);
}
- return IsAttached(); // return false if orphaned
+ delete mAnimatorFunction;
}
/**
- * From AnimatorBase.
+ * Called when Animator is added to the scene-graph in update-thread.
+ */
+ virtual void ConnectToSceneGraph()
+ {
+ mConnectedToSceneGraph = true;
+ mPropertyOwner->AddObserver(*this);
+ }
+
+ /**
+ * Called when mPropertyOwner is connected to the scene graph.
*/
- virtual bool IsAttached() const
+ virtual void PropertyOwnerConnected( PropertyOwner& owner )
{
- return NULL != mPropertyOwner;
+ mEnabled = true;
+ }
+
+ /**
+ * Called when mPropertyOwner is disconnected from the scene graph.
+ */
+ virtual void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner )
+ {
+ // If we are active, then bake the value if required
+ if ( mActive && mDisconnectAction != Dali::Animation::Discard )
+ {
+ // Bake to target-value if BakeFinal, otherwise bake current value
+ Update( bufferIndex, ( mDisconnectAction == Dali::Animation::Bake ? mCurrentProgress : 1.0f ), true );
+ }
+
+ mActive = false;
+ mEnabled = false;
}
/**
- * Called shortly before mPropertyOwner is destroyed, along with its property.
+ * Called shortly before mPropertyOwner is destroyed
*/
virtual void PropertyOwnerDestroyed( PropertyOwner& owner )
{
mPropertyOwner = NULL;
- mPropertyAccessor.Reset();
+ }
+
+ /**
+ * From AnimatorBase.
+ */
+ virtual void Update( BufferIndex bufferIndex, float progress, bool bake )
+ {
+ float alpha = ApplyAlphaFunction(progress);
+
+ const T& current = mPropertyAccessor.Get( bufferIndex );
+
+ const T result = (*mAnimatorFunction)( alpha, current );
+
+
+ if ( bake )
+ {
+ mPropertyAccessor.Bake( bufferIndex, result );
+ }
+ else
+ {
+ mPropertyAccessor.Set( bufferIndex, result );
+ }
+
+ mCurrentProgress = progress;
+ }
+
+ /**
+ * From AnimatorBase.
+ */
+ virtual bool Orphan()
+ {
+ return (mPropertyOwner == NULL);
}
private:
/**
* Private constructor; see also Animator::New().
*/
- Animator( PropertyBase* property,
- AnimatorFunction animatorFunction )
- : mPropertyOwner( NULL ),
+ AnimatorTransformProperty( PropertyOwner* propertyOwner,
+ PropertyBase* property,
+ AnimatorFunctionBase* animatorFunction )
+ : mPropertyOwner( propertyOwner ),
mPropertyAccessor( property ),
- mAnimatorFunction( animatorFunction )
+ mAnimatorFunction( animatorFunction ),
+ mCurrentProgress( 0.0f )
{
+ // WARNING - this object is created in the event-thread
+ // The scene-graph mPropertyOwner object cannot be observed here
}
// Undefined
- Animator( const Animator& );
+ AnimatorTransformProperty( const AnimatorTransformProperty& );
// Undefined
- Animator& operator=( const Animator& );
+ AnimatorTransformProperty& operator=( const AnimatorTransformProperty& );
protected:
PropertyOwner* mPropertyOwner;
PropertyAccessorType mPropertyAccessor;
- AnimatorFunction mAnimatorFunction;
+ AnimatorFunctionBase* mAnimatorFunction;
+ float mCurrentProgress;
};
} // namespace SceneGraph
+/*
+ * AnimatorFunction base class.
+ * All update functions must inherit from AnimatorFunctionBase and overload the appropiate "()" operator
+ */
+struct AnimatorFunctionBase
+{
+ /**
+ * Constructor
+ */
+ AnimatorFunctionBase(){}
-// Common Update functions
+ /*
+ * Virtual destructor (Intended as base class)
+ */
+ virtual ~AnimatorFunctionBase(){}
-struct AnimateByFloat
-{
- AnimateByFloat(const float& relativeValue)
- : mRelative(relativeValue)
+ ///Stub "()" operators.
+ virtual bool operator()(float progress, const bool& property)
{
+ return property;
}
- float operator()(float alpha, const float& property)
+ virtual float operator()(float progress, const int& property)
{
- return float(property + mRelative * alpha);
+ return property;
}
- float mRelative;
-};
+ virtual float operator()(float progress, const unsigned int& property)
+ {
+ return property;
+ }
-struct AnimateToFloat
-{
- AnimateToFloat(const float& targetValue)
- : mTarget(targetValue)
+ virtual float operator()(float progress, const float& property)
{
+ return property;
}
- float operator()(float alpha, const float& property)
+ virtual Vector2 operator()(float progress, const Vector2& property)
{
- return float(property + ((mTarget - property) * alpha));
+ return property;
}
- float mTarget;
+ virtual Vector3 operator()(float progress, const Vector3& property)
+ {
+ return property;
+ }
+
+ virtual Vector4 operator()(float progress, const Vector4& property)
+ {
+ return property;
+ }
+
+ virtual Quaternion operator()(float progress, const Quaternion& property)
+ {
+ return property;
+ }
};
-struct AnimateByInteger
+// Update functions
+
+struct AnimateByInteger : public AnimatorFunctionBase
{
AnimateByInteger(const int& relativeValue)
: mRelative(relativeValue)
{
}
+ using AnimatorFunctionBase::operator();
float operator()(float alpha, const int& property)
{
return int(property + mRelative * alpha + 0.5f );
int mRelative;
};
-struct AnimateToInteger
+struct AnimateToInteger : public AnimatorFunctionBase
{
AnimateToInteger(const int& targetValue)
: mTarget(targetValue)
{
}
+ using AnimatorFunctionBase::operator();
float operator()(float alpha, const int& property)
{
return int(property + ((mTarget - property) * alpha) + 0.5f);
int mTarget;
};
-struct AnimateByVector2
+struct AnimateByFloat : public AnimatorFunctionBase
+{
+ AnimateByFloat(const float& relativeValue)
+ : mRelative(relativeValue)
+ {
+ }
+
+ using AnimatorFunctionBase::operator();
+ float operator()(float alpha, const float& property)
+ {
+ return float(property + mRelative * alpha);
+ }
+
+ float mRelative;
+};
+
+struct AnimateToFloat : public AnimatorFunctionBase
+{
+ AnimateToFloat(const float& targetValue)
+ : mTarget(targetValue)
+ {
+ }
+
+ using AnimatorFunctionBase::operator();
+ float operator()(float alpha, const float& property)
+ {
+ return float(property + ((mTarget - property) * alpha));
+ }
+
+ float mTarget;
+};
+
+struct AnimateByVector2 : public AnimatorFunctionBase
{
AnimateByVector2(const Vector2& relativeValue)
: mRelative(relativeValue)
{
}
+ using AnimatorFunctionBase::operator();
Vector2 operator()(float alpha, const Vector2& property)
{
return Vector2(property + mRelative * alpha);
Vector2 mRelative;
};
-struct AnimateToVector2
+struct AnimateToVector2 : public AnimatorFunctionBase
{
AnimateToVector2(const Vector2& targetValue)
: mTarget(targetValue)
{
}
+ using AnimatorFunctionBase::operator();
Vector2 operator()(float alpha, const Vector2& property)
{
return Vector2(property + ((mTarget - property) * alpha));
Vector2 mTarget;
};
-struct AnimateByVector3
+struct AnimateByVector3 : public AnimatorFunctionBase
{
AnimateByVector3(const Vector3& relativeValue)
: mRelative(relativeValue)
{
}
+ using AnimatorFunctionBase::operator();
Vector3 operator()(float alpha, const Vector3& property)
{
return Vector3(property + mRelative * alpha);
Vector3 mRelative;
};
-struct AnimateToVector3
+struct AnimateToVector3 : public AnimatorFunctionBase
{
AnimateToVector3(const Vector3& targetValue)
: mTarget(targetValue)
{
}
+ using AnimatorFunctionBase::operator();
Vector3 operator()(float alpha, const Vector3& property)
{
return Vector3(property + ((mTarget - property) * alpha));
Vector3 mTarget;
};
-struct AnimateByVector4
+struct AnimateByVector4 : public AnimatorFunctionBase
{
AnimateByVector4(const Vector4& relativeValue)
: mRelative(relativeValue)
{
}
+ using AnimatorFunctionBase::operator();
Vector4 operator()(float alpha, const Vector4& property)
{
return Vector4(property + mRelative * alpha);
Vector4 mRelative;
};
-struct AnimateToVector4
+struct AnimateToVector4 : public AnimatorFunctionBase
{
AnimateToVector4(const Vector4& targetValue)
: mTarget(targetValue)
{
}
+ using AnimatorFunctionBase::operator();
Vector4 operator()(float alpha, const Vector4& property)
{
return Vector4(property + ((mTarget - property) * alpha));
Vector4 mTarget;
};
-struct AnimateByOpacity
+struct AnimateByOpacity : public AnimatorFunctionBase
{
AnimateByOpacity(const float& relativeValue)
: mRelative(relativeValue)
{
}
+ using AnimatorFunctionBase::operator();
Vector4 operator()(float alpha, const Vector4& property)
{
Vector4 result(property);
float mRelative;
};
-struct AnimateToOpacity
+struct AnimateToOpacity : public AnimatorFunctionBase
{
AnimateToOpacity(const float& targetValue)
: mTarget(targetValue)
{
}
+ using AnimatorFunctionBase::operator();
Vector4 operator()(float alpha, const Vector4& property)
{
Vector4 result(property);
float mTarget;
};
-struct AnimateByBoolean
+struct AnimateByBoolean : public AnimatorFunctionBase
{
AnimateByBoolean(bool relativeValue)
: mRelative(relativeValue)
{
}
+ using AnimatorFunctionBase::operator();
bool operator()(float alpha, const bool& property)
{
// Alpha is not useful here, just keeping to the same template as other update functors
bool mRelative;
};
-struct AnimateToBoolean
+struct AnimateToBoolean : public AnimatorFunctionBase
{
AnimateToBoolean(bool targetValue)
: mTarget(targetValue)
{
}
+ using AnimatorFunctionBase::operator();
bool operator()(float alpha, const bool& property)
{
// Alpha is not useful here, just keeping to the same template as other update functors
bool mTarget;
};
-struct RotateByAngleAxis
+struct RotateByAngleAxis : public AnimatorFunctionBase
{
RotateByAngleAxis(const Radian& angleRadians, const Vector3& axis)
- : mAngleRadians(angleRadians),
- mAxis(axis.x, axis.y, axis.z, 0.0f)
+ : mAngleRadians( angleRadians ),
+ mAxis(axis.x, axis.y, axis.z)
{
}
+ using AnimatorFunctionBase::operator();
Quaternion operator()(float alpha, const Quaternion& rotation)
{
if (alpha > 0.0f)
return rotation;
}
- float mAngleRadians;
- Vector4 mAxis;
+ Radian mAngleRadians;
+ Vector3 mAxis;
};
-struct RotateToQuaternion
+struct RotateToQuaternion : public AnimatorFunctionBase
{
RotateToQuaternion(const Quaternion& targetValue)
: mTarget(targetValue)
{
}
+ using AnimatorFunctionBase::operator();
Quaternion operator()(float alpha, const Quaternion& rotation)
{
return Quaternion::Slerp(rotation, mTarget, alpha);
};
-struct KeyFrameBooleanFunctor
+struct KeyFrameBooleanFunctor : public AnimatorFunctionBase
{
KeyFrameBooleanFunctor(KeyFrameBooleanPtr keyFrames)
: mKeyFrames(keyFrames)
{
}
+ using AnimatorFunctionBase::operator();
bool operator()(float progress, const bool& property)
{
if(mKeyFrames->IsActive(progress))
{
- return mKeyFrames->GetValue(progress);
+ return mKeyFrames->GetValue(progress, Dali::Animation::Linear);
}
return property;
}
KeyFrameBooleanPtr mKeyFrames;
};
-struct KeyFrameNumberFunctor
+struct KeyFrameIntegerFunctor : public AnimatorFunctionBase
{
- KeyFrameNumberFunctor(KeyFrameNumberPtr keyFrames)
- : mKeyFrames(keyFrames)
+ KeyFrameIntegerFunctor(KeyFrameIntegerPtr keyFrames, Interpolation interpolation)
+ : mKeyFrames(keyFrames),mInterpolation(interpolation)
{
}
- float operator()(float progress, const float& property)
+ using AnimatorFunctionBase::operator();
+ float operator()(float progress, const int& property)
{
if(mKeyFrames->IsActive(progress))
{
- return mKeyFrames->GetValue(progress);
+ return mKeyFrames->GetValue(progress, mInterpolation);
}
return property;
}
- KeyFrameNumberPtr mKeyFrames;
+ KeyFrameIntegerPtr mKeyFrames;
+ Interpolation mInterpolation;
};
-struct KeyFrameIntegerFunctor
+struct KeyFrameNumberFunctor : public AnimatorFunctionBase
{
- KeyFrameIntegerFunctor(KeyFrameIntegerPtr keyFrames)
- : mKeyFrames(keyFrames)
+ KeyFrameNumberFunctor(KeyFrameNumberPtr keyFrames, Interpolation interpolation)
+ : mKeyFrames(keyFrames),mInterpolation(interpolation)
{
}
- float operator()(float progress, const int& property)
+ using AnimatorFunctionBase::operator();
+ float operator()(float progress, const float& property)
{
if(mKeyFrames->IsActive(progress))
{
- return mKeyFrames->GetValue(progress);
+ return mKeyFrames->GetValue(progress, mInterpolation);
}
return property;
}
- KeyFrameIntegerPtr mKeyFrames;
+ KeyFrameNumberPtr mKeyFrames;
+ Interpolation mInterpolation;
};
-struct KeyFrameVector2Functor
+struct KeyFrameVector2Functor : public AnimatorFunctionBase
{
- KeyFrameVector2Functor(KeyFrameVector2Ptr keyFrames)
- : mKeyFrames(keyFrames)
+ KeyFrameVector2Functor(KeyFrameVector2Ptr keyFrames, Interpolation interpolation)
+ : mKeyFrames(keyFrames),mInterpolation(interpolation)
{
}
+ using AnimatorFunctionBase::operator();
Vector2 operator()(float progress, const Vector2& property)
{
if(mKeyFrames->IsActive(progress))
{
- return mKeyFrames->GetValue(progress);
+ return mKeyFrames->GetValue(progress, mInterpolation);
}
return property;
}
KeyFrameVector2Ptr mKeyFrames;
+ Interpolation mInterpolation;
};
-struct KeyFrameVector3Functor
+struct KeyFrameVector3Functor : public AnimatorFunctionBase
{
- KeyFrameVector3Functor(KeyFrameVector3Ptr keyFrames)
- : mKeyFrames(keyFrames)
+ KeyFrameVector3Functor(KeyFrameVector3Ptr keyFrames, Interpolation interpolation)
+ : mKeyFrames(keyFrames),mInterpolation(interpolation)
{
}
+ using AnimatorFunctionBase::operator();
Vector3 operator()(float progress, const Vector3& property)
{
if(mKeyFrames->IsActive(progress))
{
- return mKeyFrames->GetValue(progress);
+ return mKeyFrames->GetValue(progress, mInterpolation);
}
return property;
}
KeyFrameVector3Ptr mKeyFrames;
+ Interpolation mInterpolation;
};
-struct KeyFrameVector4Functor
+struct KeyFrameVector4Functor : public AnimatorFunctionBase
{
- KeyFrameVector4Functor(KeyFrameVector4Ptr keyFrames)
- : mKeyFrames(keyFrames)
+ KeyFrameVector4Functor(KeyFrameVector4Ptr keyFrames, Interpolation interpolation)
+ : mKeyFrames(keyFrames),mInterpolation(interpolation)
{
}
+ using AnimatorFunctionBase::operator();
Vector4 operator()(float progress, const Vector4& property)
{
if(mKeyFrames->IsActive(progress))
{
- return mKeyFrames->GetValue(progress);
+ return mKeyFrames->GetValue(progress, mInterpolation);
}
return property;
}
KeyFrameVector4Ptr mKeyFrames;
+ Interpolation mInterpolation;
};
-struct KeyFrameQuaternionFunctor
+struct KeyFrameQuaternionFunctor : public AnimatorFunctionBase
{
KeyFrameQuaternionFunctor(KeyFrameQuaternionPtr keyFrames)
: mKeyFrames(keyFrames)
{
}
+ using AnimatorFunctionBase::operator();
Quaternion operator()(float progress, const Quaternion& property)
{
if(mKeyFrames->IsActive(progress))
{
- return mKeyFrames->GetValue(progress);
+ return mKeyFrames->GetValue(progress, Dali::Animation::Linear);
}
return property;
}
KeyFrameQuaternionPtr mKeyFrames;
};
+struct PathPositionFunctor : public AnimatorFunctionBase
+{
+ PathPositionFunctor( PathPtr path )
+ : mPath(path)
+ {
+ }
+ using AnimatorFunctionBase::operator();
+ Vector3 operator()(float progress, const Vector3& property)
+ {
+ Vector3 position(property);
+ static_cast<void>( mPath->SamplePosition(progress, position) );
+ return position;
+ }
+ PathPtr mPath;
+};
+
+struct PathRotationFunctor : public AnimatorFunctionBase
+{
+ PathRotationFunctor( PathPtr path, const Vector3& forward )
+ : mPath(path),
+ mForward( forward )
+ {
+ mForward.Normalize();
+ }
+
+ using AnimatorFunctionBase::operator();
+ Quaternion operator()(float progress, const Quaternion& property)
+ {
+ Vector3 tangent;
+ if( mPath->SampleTangent(progress, tangent) )
+ {
+ return Quaternion( mForward, tangent );
+ }
+ else
+ {
+ return property;
+ }
+ }
+
+ PathPtr mPath;
+ Vector3 mForward;
+};
} // namespace Internal