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James Gregory 2013-12-30 15:37:13 +11:00
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<p><br /></p>
<h3 id="Heading4">A New Animation Framework: X-Sharp</h3>
<p>Listings 52.1 through 52.10 shown earlier represent not merely faster animation in library form, but also a nearly complete, extensible, data-driven animation framework. Whereas much of the earlier animation code I&rsquo;ve presented in this book was hardwired to demonstrate certain concepts, this chapter&rsquo;s code is intended to serve as the basis for a solid animation package. Objects are stored, in their entirety, in customizable structures; new structures can be devised for new sorts of objects. Drawing, preparing for drawing, and moving are all vectored functions, so that variations such as shading or texturing, or even radically different sorts of graphics objects, such as scaled bitmaps, could be supported. The cube initialization is entirely data driven; more or different cubes, or other sorts of convex polyhedrons, could be added by simply changing the initialization data in Listing 52.8.</p>
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<p>As of the previous chapter, we were at the point where we could rotate, move, and draw a solid cube in real time. Not too shabby...but the code I&rsquo;m presenting in this chapter goes a bit further, rotating 12 solid cubes at an update rate of about 15 frames per second (fps) on a 20 MHz 386 with a slow VGA. That&rsquo;s 12 transformation matrices, 72 polygons, and 96 vertices being handled in real time; not Star Wars, granted, but a giant step beyond a single cube. Run the program if you get a chance; you may be surprised at just how effective this level of animation is. I&rsquo;d like to point out, in case anyone missed it, that this is fully <i>general</i> 3-D. I&rsquo;m not using any shortcuts or tricks, like prestoring coordinates or pregenerating bitmaps; if you were to feed in different rotations or vertices, the animation would change accordingly.</p>
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