Requirement: A point moves from Place.1 to Place.2 with uniform speed.
case 1:
duration of time is 1s
case 2:
duration of time is 5s
case 3:
duraiton of time is 10s
case 4:
....
....
If there are 1,000 situations,we need 1,000 configurations.Kind of unacceptable
So,is there any convenient way to do this?
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I think it looks like:
(If we have "anim" configuration for the case:duration of time is 1s)
CEGUI::AnimationInstance* instance = CEGUI::AnimationManager::getSingleton().instantiateAnimation(anim);
instance->setSpeedFactor(1);
instance->setSpeedFactor(5);
instance->setSpeedFactor(10)
..
About Animation System
Moderators: CEGUI MVP, CEGUI Team
Re: About Animation System
Hmm, right now animation doesn't allow "dynamic duration" but you can get around this quite simply I think. Lets say you have animation defined and you use current position as Point1 and some property ("NewPosition") as Point2. Like this:
The same thing can be done with XML.
Please note that OldPosition and NewPosition must be defined in the target Window and have absolute screen space pixel values, get them using CoordConverter.
The animation simply has 2 keyframes from Point1 to Point2. Now when instantiating the animation, you compute the distance from Point1 to Point2 and this gives you a speed factor "denominator". Lets say your normal speed factor is 1.0f, then just do:
(Make sure the distance is not 0 or very close to 0.)
This will make all instantiations move their target with the same speed.
HTH
EDIT: nominator vs denominator
Code: Select all
affector->createKeyFrame(0, "", desiredProgression, "OldPosition");
affector->createKeyFrame(1, "", desiredProgression, "NewPosition");
The same thing can be done with XML.
Please note that OldPosition and NewPosition must be defined in the target Window and have absolute screen space pixel values, get them using CoordConverter.
The animation simply has 2 keyframes from Point1 to Point2. Now when instantiating the animation, you compute the distance from Point1 to Point2 and this gives you a speed factor "denominator". Lets say your normal speed factor is 1.0f, then just do:
Code: Select all
instantiation->setSpeedFactor(1.0f / distance);
(Make sure the distance is not 0 or very close to 0.)
This will make all instantiations move their target with the same speed.
HTH
EDIT: nominator vs denominator
Re: About Animation System
Ok,I got it.
Actully, you guys have done this and I can use the API:instantiation->setSpeed()
Actully, you guys have done this and I can use the API:instantiation->setSpeed()
Re: About Animation System
Kulik wrote:Hmm, right now animation doesn't allow "dynamic duration" but you can get around this quite simply I think. Lets say you have animation defined and you use current position as Point1 and some property ("NewPosition") as Point2. Like this:Code: Select all
affector->createKeyFrame(0, "", desiredProgression, "OldPosition");
affector->createKeyFrame(1, "", desiredProgression, "NewPosition");
The same thing can be done with XML.
Please note that OldPosition and NewPosition must be defined in the target Window and have absolute screen space pixel values, get them using CoordConverter.
The animation simply has 2 keyframes from Point1 to Point2. Now when instantiating the animation, you compute the distance from Point1 to Point2 and this gives you a speed factor "denominator". Lets say your normal speed factor is 1.0f, then just do:Code: Select all
instantiation->setSpeedFactor(1.0f / distance);
(Make sure the distance is not 0 or very close to 0.)
This will make all instantiations move their target with the same speed.
HTH
EDIT: nominator vs denominator
Can you tell me how to form KeyFrame1 go to the keyFrme2 ? I have no seen it is in connection with the sysetm time . for example the elapsed time.
Re: About Animation System
ogre2012: Are you injecting time pulses via CEGUI::System::injectTimePulse? You can also step animation instance manually via CEGUI::AnimationInstance::step(delta)
Re: About Animation System
Kulik wrote:ogre2012: Are you injecting time pulses via CEGUI::System::injectTimePulse? You can also step animation instance manually via CEGUI::AnimationInstance::step(delta)
thank you very much!
I have met another problem about Animation.
Code: Select all
CEGUI::AnimationManager::getSingleton().loadAnimationsFromXML("example.xml");
int num2 = CEGUI::AnimationManager::getSingleton().getNumAnimationInstances();
the value of num2 is 0.
why is not 2?
the example.xml as following:
Code: Select all
<?xml version="1.0" ?>
<Animations>
<AnimationDefinition name="Example1A" duration="0.3" replayMode="once">
<Affector property="Alpha" interpolator="float">
<KeyFrame position="0" value="1" />
<KeyFrame position="0.3" value="0.66" progression="quadratic decelerating" />
</Affector>
<Subscription event="MouseLeavesArea" action="Start" />
</AnimationDefinition>
<AnimationDefinition name="Example1B" duration="0.3" replayMode="once">
<Affector property="Alpha" interpolator="float">
<KeyFrame position="0" value="0.66" />
<KeyFrame position="0.3" value="1" progression="quadratic accelerating" />
</Affector>
<Subscription event="MouseEntersArea" action="Start" />
</AnimationDefinition>
</Animations>
Re: About Animation System
You have to understand the distinction between Animation Definition and Animation Instance. You can define just 1 animation and instantiate it for 10 different widgets or vice versa.
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