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openrw/rwengine/include/engine/Animator.hpp
Daniel Evans d56a3badc0 Overhaul animation system; tick alpha
Animators now store Frame keyframes more sensibly
Animators can interpolate between two keyframes on an alpha
Add tick alpha value to the rendering pipeline
2014-06-02 04:58:41 +01:00

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