KeyFrame.cs :  » Game » RealmForge » Axiom » Animating » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Animating » KeyFrame.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library 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
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using Axiom.MathLib;

namespace Axiom.Animating{
    /// <summary>
    ///    A key frame in an animation sequence defined by an AnimationTrack.
    /// </summary>
    ///  <remarks>
    ///    This class can be used as a basis for all kinds of key frames. 
    ///    The unifying principle is that multiple KeyFrames define an 
    ///    animation sequence, with the exact state of the animation being an 
    ///    interpolation between these key frames.
    /// </remarks>
    public class KeyFrame {
        #region Protected member variables

    /// <summary>
    ///    Time of this keyframe.
    /// </summary>
        protected float time;
    /// <summary>
    ///    Translation at this keyframe.
    /// </summary>
        protected Vector3 translate;
    /// <summary>
    ///    Scale factor at this keyframe.
    /// </summary>
        protected Vector3 scale;
    /// <summary>
    ///    Rotation at this keyframe.
    /// </summary>
        protected Quaternion rotation;
    /// <summary>
    ///    Animation track that this key frame belongs to.
    /// </summary>
    protected AnimationTrack parentTrack;

        #endregion

        #region Constructors

        /// <summary>
        ///    Creates a new keyframe with the specified time.  
        ///    Should really be created by <see cref="AnimationTrack.CreateKeyFrame"/> instead.
        /// </summary>
        /// <param name="parent">Animation track that this keyframe belongs to.</param>
        /// <param name="time">Time at which this keyframe begins.</param>
        public KeyFrame(AnimationTrack parent, float time) {
            this.time = time;
            translate = new Vector3();
            scale = Vector3.UnitScale;
            rotation = Quaternion.Identity;
        }

        #endregion

        #region Public properties

        /// <summary>
        ///    Sets the rotation applied by this keyframe.
        ///    Use Quaternion methods to convert from angle/axis or Matrix3 if
        ///    you don't like using Quaternions directly.
        /// </summary>
        public Quaternion Rotation {
            get { 
        return rotation; 
      }
            set { 
        rotation = value;

        if(parentTrack != null) {
          parentTrack.OnKeyFrameDataChanged();
        }
      }
        }
        /// <summary>
        ///    Sets the scaling factor applied by this keyframe to the animable
        ///    object at it's time index.
        ///    beware of supplying zero values for any component of this
        ///    vector, it will scale the object to zero dimensions.
        /// </summary>
        public Vector3 Scale {
            get { 
        return scale; 
      }
            set { 
        scale = value;

        if(parentTrack != null) {
          parentTrack.OnKeyFrameDataChanged();
        }
      }
        }

        /// <summary>
        ///    Sets the translation associated with this keyframe. 
        /// </summary>
        /// <remarks>
        ///    The translation factor affects how much the keyframe translates (moves) it's animable
        ///    object at it's time index.
        ///  </remarks>
        public Vector3 Translate {
            get { 
        return translate; 
      }
            set { 
        translate = value;

        if(parentTrack != null) {
          parentTrack.OnKeyFrameDataChanged();
        }
      }
        }

        /// <summary>
        ///    Gets the time of this keyframe in the animation sequence.
        /// </summary>
        public float Time {
            get { 
        return time; 
      }
        }

        #endregion
    }
}
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