Gui: Refactor navigation animations
- Animations are played through an Animator - Standard animations have a fixed duration and inherit from QVariantAnimation - The animation duration can be changed in the preferences - Fix animations when using the two arrows above the NaviCube - Start an animation or start and wait for an animation - Replaces standard camera animations (e.g. by selecting standard views or NaviCube) with FixedTimeAnimation - Replace View3DInventorViewer's CameraAnimation with FixedTimeAnimation - Replace OpenInventor navigation style infinite spin animation with SpinningAnimation - Stops an active animation when a new animation is started - Stops an active animation when the user starts dragging, panning or zooming - Refactor reorientCamera so it can be used in animations - Enable animations by default
This commit is contained in:
155
src/Gui/NavigationAnimation.cpp
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155
src/Gui/NavigationAnimation.cpp
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// SPDX-License-Identifier: LGPL-2.1-or-later
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/****************************************************************************
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* *
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* Copyright (c) 2023 Bas Ruigrok (Rexbas) <Rexbas@proton.me> *
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* *
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* This file is part of FreeCAD. *
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* *
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* FreeCAD is free software: you can redistribute it and/or modify it *
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* under the terms of the GNU Lesser General Public License as *
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* published by the Free Software Foundation, either version 2.1 of the *
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* License, or (at your option) any later version. *
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* *
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* FreeCAD is distributed in the hope that it will be useful, but *
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* WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
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* Lesser General Public License for more details. *
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* *
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* You should have received a copy of the GNU Lesser General Public *
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* License along with FreeCAD. If not, see *
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* <https://www.gnu.org/licenses/>. *
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* *
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***************************************************************************/
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#include "PreCompiled.h"
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#include "NavigationAnimation.h"
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#include <Inventor/nodes/SoCamera.h>
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using namespace Gui;
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NavigationAnimation::NavigationAnimation(NavigationStyle* navigation)
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: navigation(navigation), started(false)
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{}
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void NavigationAnimation::startAnimation(QAbstractAnimation::DeletionPolicy policy)
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{
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started = true;
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QAbstractAnimation::start(policy);
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}
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void NavigationAnimation::updateCurrentValue(const QVariant& value)
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{
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if (!started) {
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return;
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}
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update(value);
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}
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void NavigationAnimation::stopAnimation()
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{
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QAbstractAnimation::stop();
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}
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FixedTimeAnimation::FixedTimeAnimation(NavigationStyle* navigation, const SbRotation& orientation,
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const SbVec3f& rotationCenter, const SbVec3f& translation,
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int duration)
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: NavigationAnimation(navigation)
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, targetOrientation(orientation)
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, targetTranslation(translation)
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, rotationCenter(rotationCenter)
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{
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setDuration(duration);
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setStartValue(0.0);
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setEndValue(duration * 1.0);
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}
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void FixedTimeAnimation::initialize()
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{
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prevAngle = 0;
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prevTranslation = SbVec3f(0, 0, 0);
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// Find an axis and angle to rotate from the camera orientation to the target orientation using post-multiplication
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SbVec3f rotationAxisPost;
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float angle;
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SbRotation(navigation->getCamera()->orientation.getValue().inverse() * targetOrientation).getValue(rotationAxisPost, angle);
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if (angle > M_PI) {
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angle -= 2 * M_PI;
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}
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// Convert post-multiplication axis to a pre-multiplication axis
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navigation->getCamera()->orientation.getValue().inverse().multVec(rotationAxisPost, rotationAxis);
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angularVelocity = angle / duration();
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linearVelocity = targetTranslation / duration();
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}
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/**
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* @param value The elapsed time
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*/
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void FixedTimeAnimation::update(const QVariant& value)
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{
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SoCamera* camera = navigation->getCamera();
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if (!camera) {
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return;
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}
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float angle = value.toFloat() * angularVelocity;
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SbVec3f translation = value.toFloat() * linearVelocity;
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SbRotation rotation(rotationAxis, angle - prevAngle);
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navigation->reorientCamera(camera, rotation, rotationCenter);
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camera->position = camera->position.getValue() + translation - prevTranslation;
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prevAngle = angle;
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prevTranslation = translation;
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}
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/**
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* @param navigation The navigation style
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* @param axis The rotation axis in screen coordinates
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* @param velocity The angular velocity in radians per second
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*/
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SpinningAnimation::SpinningAnimation(NavigationStyle* navigation, const SbVec3f& axis,
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float velocity)
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: NavigationAnimation(navigation)
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, rotationAxis(axis)
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{
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setDuration((2 * M_PI / velocity) * 1000.0);
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setStartValue(0.0);
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setEndValue(2 * M_PI);
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setLoopCount(-1);
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}
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void SpinningAnimation::initialize()
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{
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prevAngle = 0;
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navigation->setViewing(true);
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navigation->setViewingMode(NavigationStyle::SPINNING);
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}
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/**
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* @param value The angle in radians
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*/
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void SpinningAnimation::update(const QVariant& value)
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{
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SoCamera* camera = navigation->getCamera();
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if (!camera) {
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return;
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}
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SbRotation deltaRotation = SbRotation(rotationAxis, value.toFloat() - prevAngle);
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navigation->reorientCamera(camera, deltaRotation);
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prevAngle = value.toFloat();
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}
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void SpinningAnimation::stopAnimation()
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{
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NavigationAnimation::stopAnimation();
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if (navigation->getViewingMode() != NavigationStyle::SPINNING) {
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return;
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}
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navigation->setViewingMode(navigation->isViewing() ? NavigationStyle::IDLE : NavigationStyle::INTERACT);
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}
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