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- #pragma once
- #include "Array.h"
- #include "ReferenceCounter.h"
- #include "Vec3.h"
- namespace Framework
- {
- class Skeleton;
- class Bone;
- struct KeyFrame
- {
- double time = 0;
- Vec3<float> pos;
- Vec3<float> rot;
- };
- class BoneAnimation : public virtual ReferenceCounter
- {
- private:
- KeyFrame* frames;
- int boneId;
- KeyFrame current;
- int frameCount;
- double maxTime;
- bool loop;
- public:
- //! create an animation for a specific bone
- //! \param boneId the id of the bone
- //! \param originPos the position of the bone at the beginning of the
- //! animation
- //! \param originRot the rotation of the bone at the beginning of the
- //! animation
- DLLEXPORT BoneAnimation(
- int boneId, Vec3<float> originPos, Vec3<float> originRot);
- //! destructor
- DLLEXPORT ~BoneAnimation();
- //! make the animation to a loop that starts again if the end is reached
- DLLEXPORT void setLoop(bool loop);
- //! adds a keyframe
- //! \param time the time in seconds since the start of the animation at
- //! which the bone should have the given position and rotation relative
- //! to its parent bone \param pos the position of the bone \param rot
- //! the rotation of the bone
- DLLEXPORT void addKeyFrame(
- double time, Vec3<float> pos, Vec3<float> rot);
- //! adds a keyframe that is the same as the last keyframe with the time
- //! time \returns true if the keyframe was added successfully, false if
- //! time is maller than the current length of the animation
- DLLEXPORT bool doNothingUntil(double time);
- //! calculates the positions and rotation at the next time
- //! \param time the passed time in seconds since the last call
- DLLEXPORT void tick(double time);
- //! applys the animation on a given skeleton
- //! \param zS: the skeleton
- DLLEXPORT void apply(Skeleton* zSkelett) const;
- //! returns true if the animation has reached the last keyframe and does
- //! not loop
- DLLEXPORT bool isFinished() const;
- //! returns the bone id this animation is for
- DLLEXPORT int getBoneId() const;
- //! returns the maximum time of the animation
- DLLEXPORT double getMaxTime() const;
- };
- class SkeletonAnimation : public virtual ReferenceCounter
- {
- private:
- RCArray<BoneAnimation> subAnimations;
- bool loop;
- public:
- //! Constructor
- DLLEXPORT SkeletonAnimation();
- //! make the animation to a loop that starts again if the end is reached
- DLLEXPORT void setLoop(bool loop);
- //! adds an animation for a specific bone
- //! \param boneId the bone id
- //! \param originPos the position of the bone at the beginning of the
- //! animation \param originRot the rotation of the bone at the beginning
- //! of the animation \return true if the animation was added, false if
- //! there is already an animation for that bone
- DLLEXPORT bool addAnimation(
- int boneId, Vec3<float> originPos, Vec3<float> originRot);
- //! adds a keyframe for a specific bone of the sceleton
- //! \param boneId id of the bone
- //! \param time the time in seconds since the start of the animation at
- //! which the bone should have the given position and rotation relative
- //! to its parent bone
- //! \param pos the position of the bone
- //! \param rot the rotation of the bone
- //! \return true if the frame was added, false if there is no annimation
- //! for that bone
- DLLEXPORT bool addKeyFrame(
- int boneId, double time, Vec3<float> pos, Vec3<float> rot);
- //! applys the animation on a given skeleton
- //! \param zS: the sceleton
- DLLEXPORT void apply(Skeleton* zS) const;
- //! calculates the positions and rotation at the next time
- //! \param time the passed time in seconds since the last call
- DLLEXPORT void tick(double time);
- //! returns true if the animation has reached the last keyframe and does
- //! not loop
- DLLEXPORT bool isFinished() const;
- //! returns the maximum time of the animation
- DLLEXPORT double getMaxTime() const;
- //! returns the animation for a specific bone or 0 if it does not exist
- DLLEXPORT BoneAnimation* zAnimation(int boneId) const;
- };
- } // namespace Framework
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