X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fanimationplayer.h;h=f4eb0c767c8c660296e35c204588c40f6d7da42e;hp=fe53a359d800ce588c8bbbce300c9e3ae94ebfa6;hb=975162f86071985913b59a835d38046e1c271594;hpb=4c5ba8f7d3bc755d6256cb6bf75907a1b10fc290 diff --git a/source/animationplayer.h b/source/animationplayer.h index fe53a359..f4eb0c76 100644 --- a/source/animationplayer.h +++ b/source/animationplayer.h @@ -3,6 +3,7 @@ #include #include "animation.h" +#include "matrix.h" namespace Msp { namespace GL { @@ -16,24 +17,59 @@ can handle an arbitrary number of animations simultaneously. class AnimationPlayer { private: - struct Slot + struct AnimationSlot { - AnimatedObject &object; const Animation &animation; Animation::Iterator iterator; - Slot(AnimatedObject &, const Animation &); + AnimationSlot(const Animation &); + }; + + typedef std::list AnimationList; + + struct ObjectSlot + { + AnimatedObject &object; + Matrix base_matrix; + const Armature *armature; + AnimationList animations; + bool stacked; + + ObjectSlot(AnimatedObject &); }; - std::list slots; + typedef std::map ObjectMap; + + ObjectMap objects; + +private: + ObjectSlot &get_slot(AnimatedObject &); public: - /** Plays an animation on an object. */ + /// 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