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syncedanimation.h « Asset « Asset « Source - github.com/WolfireGames/overgrowth.git - Unnamed repository; edit this file 'description' to name the repository.
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//-----------------------------------------------------------------------------
//           Name: syncedanimation.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/animation.h>
#include <Asset/assettypes.h>
#include <Internal/integer.h>

class AssetManager;

struct PrevNext {
    int prev_index;
    int next_index;
};

const float _no_ground_speed = -1.0f;

struct SyncedAnimation {
    AnimationAssetRef animation;
    float blend_coord;
    float ground_speed;
    float run_bounce;
    std::string time_coord_label;
};

class SyncedAnimationGroup : public AnimationAsset {
    std::vector<SyncedAnimation> animations;
    std::string coord_label;
    bool looping;
    bool overshoot;
    bool in_air;

    // Get the two animations closest to the blend_coord
    PrevNext NearestAnimations(float blend_coord) const;

    // Returns the weight of the next index. For example, returns
    // 0 if blend_coord is exactly on the previous index, and
    // returns 1 if it is exactly on the next index.
    float GetInterpolationValue(const PrevNext& indices,
                                float blend_coord) const;

   public:
    SyncedAnimationGroup(AssetManager* owner, uint32_t asset_id);
    void AddAnimation(AnimationAssetRef animation, float blend_coord, float ground_speed, float run_bounce, const std::string& time_coord_label);
    void GetMatrices(float normalized_time,
                     AnimOutput& anim_output,
                     const AnimInput& anim_input) const override;
    void GetMatrices(float normalized_time,
                     AnimOutput& anim_output,
                     const AnimInput& anim_input,
                     float blend_coord) const;
    void GetMatrices(int first,
                     int second,
                     float weight,
                     float normalized_time,
                     AnimOutput& anim_output,
                     const AnimInput& anim_input) const;
    float GetFrequency(const BlendMap& blendmap) const override;
    float GetGroundSpeed(const BlendMap& blendmap) const override;
    float GetPeriod(const BlendMap& blendmap) const override;
    std::vector<NormalizedAnimationEvent> GetEvents(int& anim_id, bool mirrored) const override;
    int Load(const std::string& path, uint32_t load_flags);
    const char* GetLoadErrorString();
    const char* GetLoadErrorStringExtended() { return ""; }
    void Unload();
    void Reload();
    void ReportLoad() override;
    void clear();
    int GetActiveID(const BlendMap& blendmap, int& anim_id) const override;
    bool IsLooping() const override;
    void CalcMirrored(bool cache, const std::string& skeleton_path);
    unsigned NearestAnimation(float blend_coord) const;
    float AbsoluteTimeFromNormalized(float normalized_time) const override;
    void ReturnPaths(PathSet& path_set) override;

    static AssetType GetType() { return SYNCED_ANIMATION_GROUP_ASSET; }
    static const char* GetTypeName() { return "SYNCED_ANIMATION_GROUP_ASSET"; }
    static bool AssetWarning() { return true; }

    AssetLoaderBase* NewLoader() override;
};

typedef AssetRef<SyncedAnimationGroup> SyncedAnimationGroupRef;