X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fanimationplayer.h;h=c45027d9e82bacfb0358981dfadcc0fded8c5eb9;hp=93482c74f9b88daac2744e343f2bc04ab6bbdb42;hb=HEAD;hpb=573ea4e5602c4321cc1d75daf9ed0beed5cde280 diff --git a/source/animationplayer.h b/source/animationplayer.h deleted file mode 100644 index 93482c74..00000000 --- a/source/animationplayer.h +++ /dev/null @@ -1,76 +0,0 @@ -#ifndef MSP_GL_ANIMATIONPLAYER_H_ -#define MSP_GL_ANIMATIONPLAYER_H_ - -#include -#include "animation.h" -#include "matrix.h" - -namespace Msp { -namespace GL { - -class AnimatedObject; - -/** -The bridge between Animations and AnimatedObjects. A single AnimationPlayer -can handle an arbitrary number of animations simultaneously. -*/ -class AnimationPlayer -{ -private: - struct AnimationSlot - { - const Animation *animation; - Animation::Iterator iterator; - - AnimationSlot(const Animation &); - }; - - struct ObjectSlot - { - AnimatedObject &object; - Matrix base_matrix; - const Armature *armature; - std::vector animations; - bool stacked; - - ObjectSlot(AnimatedObject &); - }; - - typedef std::map ObjectMap; - - ObjectMap objects; - -private: - ObjectSlot &get_slot(AnimatedObject &); - -public: - /// Plays an animation on an object. Any previous animations are replaced. - void play(AnimatedObject &, const Animation &); - - /** Plays an animation, stacked with other animations. If no animations are - playing yet, the object's current matrix is used as the base. */ - void play_stacked(AnimatedObject &, const Animation &); - - /// Returns the number of animations currently affecting an object. - unsigned get_n_active_animations(const AnimatedObject &) const; - - /// Stops all animations affecting an object. - void stop(AnimatedObject &); - - /// Stops a single animation affecting an object. - void stop(AnimatedObject &, const Animation &); - - /** Advances all playing animations. Should be called in a regular manner, - preferably just before rendering. */ - void tick(const Time::TimeDelta &); - -private: - bool tick_single(ObjectSlot &, const Time::TimeDelta &); - bool tick_stacked(ObjectSlot &, const Time::TimeDelta &); - static void set_object_uniform(AnimatedObject &, const std::string &, const KeyFrame::AnimatedUniform &); -}; - -} // namespace GL -} // namespace Msp - -#endif