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0ad/source/graphics/SkeletonAnimManager.h

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C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Owner of all skeleton animations
*/
#ifndef INCLUDED_SKELETONANIMMANAGER
#define INCLUDED_SKELETONANIMMANAGER
#include "lib/file/vfs/vfs_path.h"
#include <memory>
#include <unordered_map>
class CColladaManager;
class CSkeletonAnimDef;
class CSkeletonAnim;
class CStr8;
///////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimManager : owner class of all skeleton anims - manages creation,
// loading and destruction of animation data
class CSkeletonAnimManager
{
NONCOPYABLE(CSkeletonAnimManager);
public:
// constructor, destructor
CSkeletonAnimManager(CColladaManager& colladaManager);
~CSkeletonAnimManager();
// return a given animation by filename; return null if filename doesn't
// refer to valid animation file
CSkeletonAnimDef* GetAnimation(const VfsPath& pathname);
/**
* Load raw animation frame animation from given file, and build an
* animation specific to this model.
* @param pathname animation file to load
* @param name animation name (e.g. "idle")
* @param ID specific ID of the animation, to sync with props
* @param frequency influences the random choices
* @param speed animation speed as a factor of the default animation speed
* @param actionpos offset of 'action' event, in range [0, 1]
* @param actionpos2 offset of 'action2' event, in range [0, 1]
* @param sound offset of 'sound' event, in range [0, 1]
* @return new animation, or NULL on error
*/
std::unique_ptr<CSkeletonAnim> BuildAnimation(const VfsPath& pathname, const CStr8& name, const CStr8& ID, int frequency, float speed, float actionpos, float actionpos2, float soundpos);
private:
// map of all known animations. Value is NULL if it failed to load.
std::unordered_map<VfsPath, std::unique_ptr<CSkeletonAnimDef>> m_Animations;
CColladaManager& m_ColladaManager;
};
#endif