mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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102 lines
3.3 KiB
C++
102 lines
3.3 KiB
C++
//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _VT_VACTORANIMATIONCONTROLLER_H_
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#define _VT_VACTORANIMATIONCONTROLLER_H_
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#ifndef _VT_TYPES_H_
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#include "Types/VTypes.h"
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#endif
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#ifndef _VT_VACTORSTATETABLE_H_
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#include "VActorStateTable.h"
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#endif
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#ifndef _TSSHAPEINSTANCE_H_
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#include "ts/tsShapeInstance.h"
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#endif
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//-----------------------------------------------------------------------------
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class VActor;
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class VActorStateTable;
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//-----------------------------------------------------------------------------
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class VActorAnimationController
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{
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public:
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struct sAnimationRef
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{
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U32 Index;
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TSThread *Thread;
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sAnimationRef( void ) :
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Index( U32_MAX ),
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Thread( NULL )
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{
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// Void.
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}
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};
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protected:
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VActor *mObject;
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VActorStateTable mAnimationTable;
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sAnimationRef mBaseAnimation;
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public:
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VActorAnimationController( void );
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virtual ~VActorAnimationController( void );
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// Initialisation Methods.
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bool initAnimationTable( void );
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bool initAnimation( sAnimationRef &pAnimation, const U32 &pIndex, const F32 &pPosition, const F32 &pTimeScale );
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bool initAnimationThread( TSThread *&pThread, const U32 &pIndex, const F32 &pPosition, const F32 &pTimeScale );
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bool initBaseAnimation( const U32 &pIndex, const F32 &pPosition, const F32 &pTimeScale );
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// Accessor Methods.
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bool isValidObject( void );
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VActor *getObject( void );
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void setObject( VActor *pObject );
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const TSShape *getShape( void );
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TSShapeInstance *getShapeInstance( void );
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// Animation Methods.
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virtual void update( const F32 &pDelta );
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bool isAnimationSequence( const U32 &pIndex );
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S32 getAnimationSequence( const U32 &pIndex );
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U32 getAnimation( void );
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void setAnimation( const U32 &pIndex );
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};
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#endif // _VT_VACTORANIMATIONCONTROLLER_H_
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