/* 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 . */ /* * Owner of all skeleton animations */ #ifndef INCLUDED_SKELETONANIMMANAGER #define INCLUDED_SKELETONANIMMANAGER #include "lib/file/vfs/vfs_path.h" #include #include 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 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> m_Animations; CColladaManager& m_ColladaManager; }; #endif