class AnimationPlayer
{
private:
- struct AnimationSlot
+ struct PlayingAnimation
{
- const Animation &animation;
+ const Animation *animation;
Animation::Iterator iterator;
- AnimationSlot(const Animation &);
+ PlayingAnimation(const Animation &);
};
- typedef std::list<AnimationSlot> AnimationList;
-
- struct ObjectSlot
+ struct Target: AnimationEventObserver
{
AnimatedObject &object;
Matrix base_matrix;
const Armature *armature;
- AnimationList animations;
+ std::vector<PlayingAnimation> animations;
bool stacked;
- ObjectSlot(AnimatedObject &);
+ Target(AnimatedObject &);
};
- typedef std::map<const AnimatedObject *, ObjectSlot> ObjectMap;
+ typedef std::map<const AnimatedObject *, Target> ObjectMap;
ObjectMap objects;
private:
- ObjectSlot &get_slot(AnimatedObject &);
+ Target &get_slot(AnimatedObject &);
public:
/// Plays an animation on an object. Any previous animations are replaced.
void tick(const Time::TimeDelta &);
private:
- bool tick_single(ObjectSlot &, const Time::TimeDelta &);
- bool tick_stacked(ObjectSlot &, const Time::TimeDelta &);
+ void tick_single(Target &, const Time::TimeDelta &);
+ void tick_stacked(Target &, const Time::TimeDelta &);
+ static void set_object_uniform(AnimatedObject &, const std::string &, const KeyFrame::AnimatedUniform &);
};
} // namespace GL