/**************************************************************************** Copyright (C) 2002-2006 Gilles Debunne (Gilles.Debunne@imag.fr) This file is part of the QGLViewer library. Version 2.2.4-1, released on December 12, 2006. http://artis.imag.fr/Members/Gilles.Debunne/QGLViewer libQGLViewer is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. libQGLViewer is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with libQGLViewer; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA *****************************************************************************/ #ifndef QGLVIEWER_KEY_FRAME_INTERPOLATOR_H #define QGLVIEWER_KEY_FRAME_INTERPOLATOR_H #include #include #include "quaternion.h" // Not actually needed, but some bad compilers (Microsoft VS6) complain. #include "frame.h" // If you compiler complains about incomplete type, uncomment the next line // #include "frame.h" // and comment "class Frame;" 3 lines below namespace qglviewer { class Camera; class Frame; /*! \brief A keyFrame Catmull-Rom Frame interpolator. \class KeyFrameInterpolator keyFrameInterpolator.h QGLViewer/keyFrameInterpolator.h A KeyFrameInterpolator holds keyFrames (that define a path) and a pointer to a Frame of your application (which will be interpolated). When the user startInterpolation(), the KeyFrameInterpolator regularly updates the frame() position and orientation along the path. Here is a typical utilization example (see also the keyFrames example): \code init() { // The KeyFrameInterpolator kfi is given the Frame that it will drive over time. kfi = new KeyFrameInterpolator( new Frame() ); kfi->addKeyFrame( Frame( Vec(1,0,0), Quaternion() ) ); kfi->addKeyFrame( new Frame( Vec(2,1,0), Quaternion() ) ); // ...and so on for all the keyFrames. // Ask for a display update after each update of the KeyFrameInterpolator connect(kfi, SIGNAL(interpolated()), SLOT(updateGL())); kfi->startInterpolation(); } draw() { glPushMatrix(); glMultMatrixd( kfi->frame()->matrix() ); // Draw your object here. Its position and orientation are interpolated. glPopMatrix(); } \endcode The keyFrames are defined by a Frame and a time, expressed in seconds. The Frame can be provided as a const reference or as a pointer to a Frame (see the addKeyFrame() methods). In the latter case, the path will automatically be updated when the Frame is modified (using the Frame::modified() signal). The time has to be monotonously increasing over keyFrames. When interpolationSpeed() equals 1.0 (default value), these times correspond to actual user's seconds during interpolation (provided that your main loop is fast enough). The interpolation is then real-time: the keyFrames will be reached at their keyFrameTime().

Interpolation details

When the user startInterpolation(), a timer is started which will update the frame()'s position and orientation every interpolationPeriod() milliseconds. This update increases the interpolationTime() by interpolationPeriod() * interpolationSpeed() milliseconds. Note that this mechanism ensures that the number of interpolation steps is constant and equal to the total path duration() divided by the interpolationPeriod() * interpolationSpeed(). This is especially useful for benchmarking or movie creation (constant number of snapshots). During the interpolation, the KeyFrameInterpolator emits an interpolated() signal, which will usually be connected to the QGLViewer::updateGL() slot. The interpolation is stopped when interpolationTime() is greater than the lastTime() (unless loopInterpolation() is \c true) and the endReached() signal is then emitted. Note that a Camera has Camera::keyFrameInterpolator(), that can be used to drive the Camera along a path, or to restore a saved position (a path made of a single keyFrame). Press Alt+Fx to define a new keyFrame for path x. Pressing Fx plays/pauses path interpolation. See QGLViewer::pathKey() and the keyboard page for details. \attention If a Constraint is attached to the frame() (see Frame::constraint()), it should be deactivated before interpolationIsStarted(), otherwise the interpolated motion (computed as if there was no constraint) will probably be erroneous.

Retrieving interpolated values

This code defines a KeyFrameInterpolator, and displays the positions that will be followed by the frame() along the path: \code KeyFrameInterpolator kfi( new Frame() ); // calls to kfi.addKeyFrame() to define the path. const float deltaTime = 0.04; // output a position every deltaTime seconds for (float time=kfi.firstTime(); time<=kfi.lastTime(); time += deltaTime) { kfi.interpolateAtTime(time); cout << "t=" << time << "\tpos=" << kfi.frame()->position() << endl; } \endcode You may want to temporally disconnect the \c kfi interpolated() signal from the QGLViewer::updateGL() slot before calling this code. \nosubgrouping */ class QGLVIEWER_EXPORT KeyFrameInterpolator : public QObject { // todo closedPath, insertKeyFrames, deleteKeyFrame, replaceKeyFrame Q_OBJECT public: KeyFrameInterpolator(Frame* fr=NULL); virtual ~KeyFrameInterpolator(); signals: /*! This signal is emitted whenever the frame() state is interpolated. The emission of this signal triggers the synchronous emission of the frame() Frame::interpolated() signal, which may also be useful. This signal should especially be connected to your QGLViewer::updateGL() slot, so that the display is updated after every update of the KeyFrameInterpolator frame(): \code connect(myKeyFrameInterpolator, SIGNAL(interpolated()), SLOT(updateGL())); \endcode Use the QGLViewer::QGLViewerPool() to connect the signal to all the viewers. Note that the QGLViewer::camera() Camera::keyFrameInterpolator() created using QGLViewer::pathKey() have their interpolated() signals automatically connected to the QGLViewer::updateGL() slot. */ void interpolated(); /*! This signal is emitted when the interpolation reaches the first (when interpolationSpeed() is negative) or the last keyFrame. When loopInterpolation() is \c true, interpolationTime() is reset and the interpolation continues. It otherwise stops. */ void endReached(); /*! @name Path creation */ //@{ public slots: void addKeyFrame(const Frame& frame); void addKeyFrame(const Frame& frame, float time); void addKeyFrame(const Frame* const frame); void addKeyFrame(const Frame* const frame, float time); void deletePath(); //@} /*! @name Associated Frame */ //@{ public: /*! Returns the associated Frame and that is interpolated by the KeyFrameInterpolator. When interpolationIsStarted(), this Frame's position and orientation will regularly be updated by a timer, so that they follow the KeyFrameInterpolator path. Set using setFrame() or with the KeyFrameInterpolator constructor. */ Frame* frame() const { return frame_; }; public slots: void setFrame(Frame* const frame); //@} /*! @name Path parameters */ //@{ public: Frame keyFrame(int index) const; float keyFrameTime(int index) const; /*! Returns the number of keyFrames used by the interpolation. Use addKeyFrame() to add new keyFrames. */ int numberOfKeyFrames() const { return keyFrame_.count(); }; float duration() const; float firstTime() const; float lastTime() const; //@} /*! @name Interpolation parameters */ //@{ public: /*! Returns the current interpolation time (in seconds) along the KeyFrameInterpolator path. This time is regularly updated when interpolationIsStarted(). Can be set directly with setInterpolationTime() or interpolateAtTime(). */ float interpolationTime() const { return interpolationTime_; }; /*! Returns the current interpolation speed. Default value is 1.0, which means keyFrameTime() will be matched during the interpolation (provided that your main loop is fast enough). A negative value will result in a reverse interpolation of the keyFrames. See also interpolationPeriod(). */ float interpolationSpeed() const { return interpolationSpeed_; }; /*! Returns the current interpolation period, expressed in milliseconds. The update of the frame() state will be done by a timer at this period when interpolationIsStarted(). This period (multiplied by interpolationSpeed()) is added to the interpolationTime() at each update, and the frame() state is modified accordingly (see interpolateAtTime()). Default value is 40 milliseconds. */ int interpolationPeriod() const { return period_; }; /*! Returns \c true when the interpolation is played in an infinite loop. When \c false (default), the interpolation stops when interpolationTime() reaches firstTime() (with negative interpolationSpeed()) or lastTime(). interpolationTime() is otherwise reset to firstTime() (+ interpolationTime() - lastTime()) (and inversely for negative interpolationSpeed()) and interpolation continues. In both cases, the endReached() signal is emitted. */ bool loopInterpolation() const { return loopInterpolation_; }; #ifndef DOXYGEN /*! Whether or not (default) the path defined by the keyFrames is a closed loop. When \c true, the last and the first KeyFrame are linked by a new spline segment. Use setLoopInterpolation() to create a continuous animation over the entire path. \attention The closed path feature is not yet implemented. */ bool closedPath() const { return closedPath_; }; #endif public slots: /*! Sets the interpolationTime(). \attention The frame() state is not affected by this method. Use this function to define the starting time of a future interpolation (see startInterpolation()). Use interpolateAtTime() to actually interpolate at a given time. */ void setInterpolationTime(float time) { interpolationTime_ = time; }; /*! Sets the interpolationSpeed(). Negative or null values are allowed. */ void setInterpolationSpeed(float speed) { interpolationSpeed_ = speed; }; /*! Sets the interpolationPeriod(). */ void setInterpolationPeriod(int period) { period_ = period; }; /*! Sets the loopInterpolation() value. */ void setLoopInterpolation(bool loop=true) { loopInterpolation_ = loop; }; #ifndef DOXYGEN /*! Sets the closedPath() value. \attention The closed path feature is not yet implemented. */ void setClosedPath(bool closed=true) { closedPath_ = closed; }; #endif //@} /*! @name Interpolation */ //@{ public: /*! Returns \c true when the interpolation is being performed. Use startInterpolation(), stopInterpolation() or toggleInterpolation() to modify this state. */ bool interpolationIsStarted() const { return interpolationStarted_; }; public slots: void startInterpolation(int period = -1); void stopInterpolation(); void resetInterpolation(); /*! Calls startInterpolation() or stopInterpolation(), depending on interpolationIsStarted(). */ void toggleInterpolation() { if (interpolationIsStarted()) stopInterpolation(); else startInterpolation(); }; virtual void interpolateAtTime(float time); //@} /*! @name Path drawing */ //@{ public: virtual void drawPath(int mask=1, int nbFrames=6, float scale=1.0f); //@} /*! @name XML representation */ //@{ public: virtual QDomElement domElement(const QString& name, QDomDocument& document) const; virtual void initFromDOMElement(const QDomElement& element); //@} private slots: virtual void update(); virtual void invalidateValues() { valuesAreValid_ = false; pathIsValid_ = false; splineCacheIsValid_ = false; }; private: // Copy constructor and opertor= are declared private and undefined // Prevents everyone from trying to use them // KeyFrameInterpolator(const KeyFrameInterpolator& kfi); // KeyFrameInterpolator& operator=(const KeyFrameInterpolator& kfi); void updateCurrentKeyFrameForTime(float time); void updateModifiedFrameValues(); void updateSplineCache(); #ifndef DOXYGEN // Internal private KeyFrame representation class KeyFrame { public: KeyFrame(const Frame& fr, float t); KeyFrame(const Frame* fr, float t); Vec position() const { return p_; } Quaternion orientation() const { return q_; } Vec tgP() const { return tgP_; } Quaternion tgQ() const { return tgQ_; } float time() const { return time_; } const Frame* frame() const { return frame_; } void updateValuesFromPointer(); void flipOrientationIfNeeded(const Quaternion& prev); void computeTangent(const KeyFrame* const prev, const KeyFrame* const next); private: Vec p_, tgP_; Quaternion q_, tgQ_; float time_; const Frame* const frame_; }; #endif // K e y F r a m e s #if QT_VERSION >= 0x040000 mutable QList keyFrame_; QMutableListIterator* currentFrame_[4]; QList path_; #else mutable QPtrList keyFrame_; // 4 succesive frames. interpolationTime_ is between index 1 and 2. QPtrListIterator* currentFrame_[4]; # if QT_VERSION >= 0x030000 // Cached path computed values (for drawPath()). QValueVector path_; # else QVector path_; # endif #endif // A s s o c i a t e d f r a m e Frame* frame_; // R h y t h m QTimer timer_; int period_; float interpolationTime_; float interpolationSpeed_; bool interpolationStarted_; // M i s c bool closedPath_; bool loopInterpolation_; // C a c h e d v a l u e s a n d f l a g s bool pathIsValid_; bool valuesAreValid_; bool currentFrameValid_; bool splineCacheIsValid_; Vec v1, v2; }; } // namespace qglviewer #endif // QGLVIEWER_KEY_FRAME_INTERPOLATOR_H