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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;
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