wraitii
83d251406c
There is no need to have BuildAnimation in CModel when everything is done in CObjectEntry anyways. This removes a pointer in every CModel object, which is nice. Accepted By: vladislavbelov Differential Revision: https://code.wildfiregames.com/D4454 This was SVN commit r26254.
73 lines
2.5 KiB
C++
73 lines
2.5 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Owner of all skeleton animations
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*/
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#ifndef INCLUDED_SKELETONANIMMANAGER
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#define INCLUDED_SKELETONANIMMANAGER
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#include "lib/file/vfs/vfs_path.h"
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#include <memory>
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#include <unordered_map>
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class CColladaManager;
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class CSkeletonAnimDef;
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class CSkeletonAnim;
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class CStr8;
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///////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimManager : owner class of all skeleton anims - manages creation,
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// loading and destruction of animation data
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class CSkeletonAnimManager
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{
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NONCOPYABLE(CSkeletonAnimManager);
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public:
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// constructor, destructor
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CSkeletonAnimManager(CColladaManager& colladaManager);
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~CSkeletonAnimManager();
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// return a given animation by filename; return null if filename doesn't
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// refer to valid animation file
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CSkeletonAnimDef* GetAnimation(const VfsPath& pathname);
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/**
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* Load raw animation frame animation from given file, and build an
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* animation specific to this model.
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* @param pathname animation file to load
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* @param name animation name (e.g. "idle")
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* @param ID specific ID of the animation, to sync with props
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* @param frequency influences the random choices
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* @param speed animation speed as a factor of the default animation speed
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* @param actionpos offset of 'action' event, in range [0, 1]
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* @param actionpos2 offset of 'action2' event, in range [0, 1]
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* @param sound offset of 'sound' event, in range [0, 1]
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* @return new animation, or NULL on error
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*/
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std::unique_ptr<CSkeletonAnim> BuildAnimation(const VfsPath& pathname, const CStr8& name, const CStr8& ID, int frequency, float speed, float actionpos, float actionpos2, float soundpos);
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private:
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// map of all known animations. Value is NULL if it failed to load.
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std::unordered_map<VfsPath, std::unique_ptr<CSkeletonAnimDef>> m_Animations;
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CColladaManager& m_ColladaManager;
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};
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#endif
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