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//-----------------------------------------------------------------------------
// Name: animationeffect.h
// Developer: Wolfire Games LLC
// Description:
// License: Read below
//-----------------------------------------------------------------------------
//
//
// Copyright 2022 Wolfire Games LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
//-----------------------------------------------------------------------------
#pragma once
#include <Asset/Asset/texture.h>
#include <Asset/assetbase.h>
#include <Asset/assetinfobase.h>
#include <Math/quaternions.h>
#include <vector>
#include <string>
using std::string;
using std::vector;
class TheoraVideoClip;
class TheoraMemoryFileDataSource;
class AssetManager;
class AnimationEffect : public Asset {
public:
string video_path;
vector<TextureAssetRef> frames;
int frame_rate;
void clear();
int sub_error;
int Load(const string &path, uint32_t load_flags);
const char* GetLoadErrorString();
const char* GetLoadErrorStringExtended() { return ""; }
void Unload();
void Reload();
virtual void ReportLoad();
~AnimationEffect();
AnimationEffect(AssetManager* owner, uint32_t asset_id);
static AssetType GetType() { return ANIMATION_EFFECT_ASSET; }
static const char* GetTypeName() { return "ANIMATION_EFFECT_ASSET"; }
virtual AssetLoaderBase* NewLoader();
static bool AssetWarning() { return true; }
};
typedef AssetRef<AnimationEffect> AnimationEffectRef;
class ASContext;
class AnimationEffectReader {
float time;
AnimationEffectRef ae_ref;
bool use_theora;
TheoraVideoClip *clip;
TheoraMemoryFileDataSource* clip_mem;
TextureRef clip_tex;
public:
bool Done();
void Dispose();
void Update(float timestep);
bool valid();
void AttachTo(const AnimationEffectRef& _ae_ref);
TextureRef &GetTextureAssetRef();
AnimationEffectReader();
AnimationEffectReader(const AnimationEffectReader& other);
~AnimationEffectReader();
};
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