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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_ANIMATION_TRACK_H
#define HPL_ANIMATION_TRACK_H
#include "hpl1/engine/graphics/GraphicsTypes.h"
#include "hpl1/engine/math/MathTypes.h"
#include "hpl1/engine/system/SystemTypes.h"
namespace hpl {
class cAnimation;
class cNode3D;
class cAnimationTrack {
public:
cAnimationTrack(const tString &asName, tAnimTransformFlag aTransformFlags, cAnimation *apParent);
~cAnimationTrack();
void ResizeKeyFrames(int alSize);
/**
* Creates a new key frame. These should be added in sequential order.
* \param afTime the time for the key frame.
*/
cKeyFrame *CreateKeyFrame(float afTime);
inline cKeyFrame *GetKeyFrame(int alIndex) { return mvKeyFrames[alIndex]; }
inline int GetKeyFrameNum() { return (int)mvKeyFrames.size(); }
inline tAnimTransformFlag GetTransformFlags() { return mTransformFlags; }
/**
* Apply the animation to a node. The method uses Node->AddXXX() so Update matrix must be called
* for the transformation to be applied.
* \param apNode The node with it's base pose
* \param afTime The time at which to apply the animation
* \param afWeight The weight of the animation, a value from 0 to 1.
*/
void ApplyToNode(cNode3D *apNode, float afTime, float afWeight);
/**
* Get a KeyFrame that contains an interpolated value.
* \param afTime The time from wihcih to create the keyframe.
*/
cKeyFrame GetInterpolatedKeyFrame(float afTime);
/**
* Gets key frames between for a specific time.
* \param afTime The time
* \param &apKeyFrameA The frame that is equal to or before time
* \param &apKeyFrameB The frame that is after time.
* \return Weight of the different frames. 0 = 100% A, 1 = 100% B 0.5 = 50% A and 50% B
*/
float GetKeyFramesAtTime(float afTime, cKeyFrame **apKeyFrameA, cKeyFrame **apKeyFrameB);
const char *GetName() { return msName.c_str(); }
void SetNodeIndex(int alIndex) { mlNodeIdx = alIndex; }
int GetNodeIndex() { return mlNodeIdx; }
private:
tString msName;
int mlNodeIdx;
tKeyFramePtrVec mvKeyFrames;
tAnimTransformFlag mTransformFlags;
float mfMaxFrameTime;
cAnimation *mpParent;
};
} // namespace hpl
#endif // HPL_ANIMATION_TRACK_H
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