]> git.tdb.fi Git - libs/gl.git/blobdiff - source/animationplayer.cpp
Refresh lighting and culling uniforms if the camera changes in pop_state
[libs/gl.git] / source / animationplayer.cpp
index eb18f0f94b42e43cf49ad8dfa6bbe95232b3a200..59c6f595a0b45cb889b1e7b447084205a26cb22d 100644 (file)
@@ -37,11 +37,34 @@ void AnimationPlayer::play_stacked(AnimatedObject &obj, const Animation &anim)
        obj_slot.animations.push_back(AnimationSlot(anim));
 }
 
+unsigned AnimationPlayer::get_n_active_animations(const AnimatedObject &obj) const
+{
+       ObjectMap::const_iterator i = objects.find(&obj);
+       return (i!=objects.end() ? i->second.animations.size() : 0);
+}
+
 void AnimationPlayer::stop(AnimatedObject &obj)
 {
        objects.erase(&obj);
 }
 
+void AnimationPlayer::stop(AnimatedObject &obj, const Animation &anim)
+{
+       ObjectMap::iterator i = objects.find(&obj);
+       if(i==objects.end())
+               return;
+
+       for(AnimationList::iterator j=i->second.animations.begin(); j!=i->second.animations.end(); ++j)
+               if(&j->animation==&anim)
+               {
+                       i->second.animations.erase(j);
+                       break;
+               }
+
+       if(i->second.animations.empty())
+               objects.erase(i);
+}
+
 void AnimationPlayer::tick(const Time::TimeDelta &dt)
 {
        for(ObjectMap::iterator i=objects.begin(); i!=objects.end(); )
@@ -65,6 +88,11 @@ bool AnimationPlayer::tick_single(ObjectSlot &slot, const Time::TimeDelta &dt)
        AnimationSlot &anim = slot.animations.front();
        anim.iterator += dt;
        obj.set_matrix(anim.iterator.get_matrix());
+
+       unsigned n_uniforms = anim.animation.get_n_uniforms();
+       for(unsigned i=0; i<n_uniforms; ++i)
+               obj.set_uniform(anim.animation.get_uniform_name(i), anim.iterator.get_uniform(i));
+
        if(slot.armature)
        {
                unsigned max_index = slot.armature->get_max_link_index();
@@ -82,6 +110,10 @@ bool AnimationPlayer::tick_stacked(ObjectSlot &slot, const Time::TimeDelta &dt)
        {
                i->iterator += dt;
                matrix *= i->iterator.get_matrix();
+
+               unsigned n_uniforms = i->animation.get_n_uniforms();
+               for(unsigned j=0; j<n_uniforms; ++j)
+                       slot.object.set_uniform(i->animation.get_uniform_name(j), i->iterator.get_uniform(j));
        }
        slot.object.set_matrix(matrix);