#include <msp/core/refptr.h>
#include <msp/datafile/objectloader.h>
#include <msp/time/timedelta.h>
+#include "keyframe.h"
namespace Msp {
namespace GL {
-class KeyFrame;
+class Armature;
class Matrix;
+class Pose;
/**
An Animation is a sequence of KeyFrames combined with timing information. The
float scale;
AxisInterpolation();
+ AxisInterpolation(const float *, const float *);
+ };
+
+ struct MatrixInterpolation
+ {
+ const Matrix *matrix1;
+ const Matrix *matrix2;
+ AxisInterpolation axes[3];
+
+ MatrixInterpolation();
+ MatrixInterpolation(const Matrix &, const Matrix &);
+
+ Matrix get(float) const;
};
struct TimedKeyFrame
{
+ const Animation &animation;
const TimedKeyFrame *prev;
Time::TimeDelta time;
Time::TimeDelta delta_t;
RefPtr<const KeyFrame> keyframe;
- AxisInterpolation axes[3];
+ MatrixInterpolation matrix;
+ std::vector<KeyFrame::AnimatedUniform> uniforms;
+ std::vector<MatrixInterpolation> pose_matrices;
+
+ TimedKeyFrame(const Animation &);
+ void prepare();
};
typedef std::list<TimedKeyFrame> KeyFrameList;
+ struct UniformInfo
+ {
+ std::string name;
+ unsigned size;
+
+ UniformInfo(const std::string &, unsigned);
+ };
+
public:
class Iterator
{
bool is_end() const { return end; }
Matrix get_matrix() const;
+ KeyFrame::AnimatedUniform get_uniform(unsigned) const;
+ Matrix get_pose_matrix(unsigned) const;
};
private:
+ const Armature *armature;
KeyFrameList keyframes;
bool looping;
+ std::vector<UniformInfo> uniforms;
public:
Animation();
+ ~Animation();
+
+ void set_armature(const Armature &);
+ const Armature *get_armature() const { return armature; }
+
+ unsigned get_n_uniforms() const { return uniforms.size(); }
+ unsigned get_slot_for_uniform(const std::string &) const;
+ const std::string &get_uniform_name(unsigned) const;
void add_keyframe(const Time::TimeDelta &, const KeyFrame &);
- void set_looping(bool);
private:
void prepare_keyframe(TimedKeyFrame &);
- Matrix compute_matrix(const TimedKeyFrame &, const Time::TimeDelta &) const;
+public:
+ void set_looping(bool);
};
} // namespace GL