mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-10 04:42:38 +01:00
d56a3badc0
Animators now store Frame keyframes more sensibly Animators can interpolate between two keyframes on an alpha Add tick alpha value to the rendering pipeline
119 lines
2.5 KiB
C++
119 lines
2.5 KiB
C++
#pragma once
|
|
#ifndef _ANIMATOR_HPP_
|
|
#define _ANIMATOR_HPP_
|
|
|
|
#include <glm/glm.hpp>
|
|
#include <glm/gtx/quaternion.hpp>
|
|
#include <queue>
|
|
#include <map>
|
|
#include <loaders/LoaderIFP.hpp>
|
|
#include <cstdint>
|
|
|
|
class Model;
|
|
class ModelFrame;
|
|
|
|
/**
|
|
* @brief The Animator class handles updating frame matricies for animations.
|
|
*/
|
|
class Animator
|
|
{
|
|
/**
|
|
* @brief _animations Queue of animations to play.
|
|
*/
|
|
std::queue<Animation*> _animations;
|
|
|
|
/**
|
|
* @brief model The model being animated.
|
|
*/
|
|
Model* model;
|
|
|
|
struct BonePair {
|
|
AnimationBone* bone;
|
|
AnimationKeyframe first;
|
|
AnimationKeyframe second;
|
|
};
|
|
|
|
std::map<ModelFrame*, BonePair> _boneMatrices;
|
|
|
|
// Used in determining how far the skeleton being animated has moved
|
|
// From it's local origin.
|
|
glm::vec3 lastRootPosition;
|
|
glm::quat lastRootRotation;
|
|
|
|
float time;
|
|
float serverTime;
|
|
float lastServerTime;
|
|
|
|
bool repeat;
|
|
|
|
void reset();
|
|
|
|
public:
|
|
|
|
Animator();
|
|
|
|
/**
|
|
* @brief setAnimation Sets the currently active animation.
|
|
* @param animation
|
|
* @param repeat If true animation will restart after ending.
|
|
* @todo Interpolate between the new and old frames.
|
|
*/
|
|
void setAnimation(Animation* animation, bool repeat = true);
|
|
|
|
void queueAnimation(Animation* animation);
|
|
|
|
void next();
|
|
|
|
const std::queue<Animation*> getAnimationQueue() const
|
|
{ return _animations; }
|
|
|
|
const Animation* getAnimation() const
|
|
{ return _animations.empty() ? nullptr : _animations.front(); }
|
|
|
|
void setModel(Model* model);
|
|
|
|
/**
|
|
* @brief getFrameMatrix returns the matrix for frame at the given time
|
|
* @param t
|
|
* @param frame
|
|
* @return
|
|
*/
|
|
glm::mat4 getFrameMatrixAt(ModelFrame* frame, float time, bool disableRoot = true) const;
|
|
AnimationKeyframe getKeyframeAt(ModelFrame* frame, float time) const;
|
|
|
|
glm::mat4 getFrameMatrix(ModelFrame* frame, float alpha = 0.f, bool ignoreRoot = true) const;
|
|
|
|
/**
|
|
* @brief tick Update animation paramters for server-side data.
|
|
* @param dt
|
|
*/
|
|
void tick(float dt);
|
|
|
|
/**
|
|
* @brief render Update frame matricies for client-side animation.
|
|
* @param dt
|
|
*/
|
|
void render(float dt);
|
|
|
|
/**
|
|
* @brief getRootTranslation Returns the translation of the root bone from the last server-side frame.
|
|
* @return
|
|
*/
|
|
glm::vec3 getRootTranslation() const;
|
|
|
|
/**
|
|
* @brief getRootRotation see getRootTranslation
|
|
* @return
|
|
*/
|
|
glm::quat getRootRotation() const;
|
|
|
|
/**
|
|
* Returns true if the animation has finished playing.
|
|
*/
|
|
bool isCompleted() const;
|
|
|
|
float getAnimationTime(float alpha = 0.f) const;
|
|
};
|
|
|
|
#endif
|