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//-----------------------------------------------------------------------------
// Name: animationreader.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 <queue>
const int _max_animated_items = 4;
class AnimationReader {
AnimationAssetRef anim;
AnimationAssetRef blend_anim;
float normalized_time;
std::vector<NormalizedAnimationEvent> events;
unsigned next_event;
void ActivateEventsInRange(float start, float end, int active_id);
std::queue<AnimationEvent> active_events;
bool mobile;
bool super_mobile;
bool mirrored;
vec3 last_offset;
float last_rotation;
bool skip_offset;
float speed_mult;
std::string callback_string;
int animated_item_ids[_max_animated_items];
public:
AnimationReader();
const std::string& GetCallbackString();
int GetAnimatedItemID(int i);
void SetCallbackString(const std::string& str);
void SetMobile(bool _mobile);
void SetSuperMobile(bool _super_mobile);
void clear();
void SetMirrored(bool _mirrored);
bool valid();
bool GetMirrored();
bool GetMobile();
bool GetSuperMobile();
float GetLastRotation();
void SetLastRotation(float val);
float GetAbsoluteTime();
void SetAbsoluteTime(float time);
float GetTime() const;
void SetTime(float time);
void AppliedOffset(float amount);
void AttachTo( const AnimationAssetRef &_ref );
bool IncrementTime( const BlendMap &blendmap, float timestep);
const std::string &GetPath();
const AnimationReader& operator=(const AnimationReader& other);
std::queue<AnimationEvent>& GetActiveEvents();
void GetMatrices( AnimOutput &anim_output, AnimInput &anim_input);
bool Finished();
bool SameAnim(const AnimationAssetRef &_anim);
void SetBlendAnim( AnimationAssetRef anim );
void ClearBlendAnim();
void GetPrevEvents( const BlendMap &blendmap, float timestep );
float GetAnimationEventTime( const std::string & event_name, const BlendMap &blend_map ) const;
void SetSpeedMult( float speed_mult );
float GetTimeUntilEvent(const std::string &event);
void SetAnimatedItemID( int index, int id );
float GetSpeedNormalized(const BlendMap &blendmap) const;
};
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