Suggested changes to animation classes

Hi everyone,



I’d like to make some changes to class and interfaces responsible for animations.


  1. Making Track an interface. This way all kinds of tracks will have something in common :slight_smile:

    Here is how it would look.

    [java]

    public interface Track<T> extends Savable {



    public abstract void setTime(float time, T target, float weight);



    void setKeyframes(float[] times, Vector3f[] translations, Quaternion[] rotations, Vector3f[] scales);



    Quaternion[] getRotations();



    Vector3f[] getScales();



    float[] getTimes();



    Vector3f[] getTranslations();

    }

    [/java]

    T is the target type that the track will affect.



    This will cause changes in the current tracks implementations:



    [java]

    public final class BoneTrack implements Track<Skeleton> {/** … /}



    public final class PoseTrack implements Track<Mesh[]> {/
    /}



    public class SpatialTrack implements Track<Spatial> {/
    … */}

    [/java]



    At this moment the ‘Track’ is a class and only PoseTrack is extending it.

    When ‘Track’ is turned into an interface its functionality will be moved to PoseTrack.


  2. Animation interface changes:

    [java]

    public interface Animation<T extends Track<?>> extends Savable, Cloneable {



    String getName();



    float getLength();



    void setTime(float time, float blendAmount, AnimControl control, AnimChannel channel);



    T[] getTracks();



    Animation<T> clone();

    }

    [/java]

    This way we will ensure that the animation will be dependant on the Track implementing class.



    So then we will have changes in current animation implementations:



    [java]

    public final class BoneAnimation implements Animation<BoneTrack> {/* … /}



    public class MeshAnimation implements Animation<PoseTrack> {/
    /}



    public class SpatialAnimation implements Animation<SpatialTrack> {/
    … */}

    [/java]





    These changes are intended to give more abstraction to animations.

    The good news is that it will not cause (or at least should not cause :stuck_out_tongue: ) many problems with already existing code.





    Tell me what do you think about it.

    Especially you Kirill :slight_smile: You’re the author of these classes.





    Cheers,

    Kaelthas