Pyrogenesis  trunk
SkeletonAnimManager.h
Go to the documentation of this file.
1 /* Copyright (C) 2022 Wildfire Games.
2  * This file is part of 0 A.D.
3  *
4  * 0 A.D. is free software: you can redistribute it and/or modify
5  * it under the terms of the GNU General Public License as published by
6  * the Free Software Foundation, either version 2 of the License, or
7  * (at your option) any later version.
8  *
9  * 0 A.D. is distributed in the hope that it will be useful,
10  * but WITHOUT ANY WARRANTY; without even the implied warranty of
11  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12  * GNU General Public License for more details.
13  *
14  * You should have received a copy of the GNU General Public License
15  * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16  */
17 
18 /*
19  * Owner of all skeleton animations
20  */
21 
22 #ifndef INCLUDED_SKELETONANIMMANAGER
23 #define INCLUDED_SKELETONANIMMANAGER
24 
25 #include "lib/file/vfs/vfs_path.h"
26 
27 #include <memory>
28 #include <unordered_map>
29 
30 class CColladaManager;
31 class CSkeletonAnimDef;
32 class CSkeletonAnim;
33 class CStr8;
34 
35 ///////////////////////////////////////////////////////////////////////////////
36 // CSkeletonAnimManager : owner class of all skeleton anims - manages creation,
37 // loading and destruction of animation data
39 {
41 public:
42  // constructor, destructor
43  CSkeletonAnimManager(CColladaManager& colladaManager);
45 
46  // return a given animation by filename; return null if filename doesn't
47  // refer to valid animation file
48  CSkeletonAnimDef* GetAnimation(const VfsPath& pathname);
49 
50  /**
51  * Load raw animation frame animation from given file, and build an
52  * animation specific to this model.
53  * @param pathname animation file to load
54  * @param name animation name (e.g. "idle")
55  * @param ID specific ID of the animation, to sync with props
56  * @param frequency influences the random choices
57  * @param speed animation speed as a factor of the default animation speed
58  * @param actionpos offset of 'action' event, in range [0, 1]
59  * @param actionpos2 offset of 'action2' event, in range [0, 1]
60  * @param sound offset of 'sound' event, in range [0, 1]
61  * @return new animation, or NULL on error
62  */
63  std::unique_ptr<CSkeletonAnim> BuildAnimation(const VfsPath& pathname, const CStr8& name, const CStr8& ID, int frequency, float speed, float actionpos, float actionpos2, float soundpos);
64 
65 private:
66  // map of all known animations. Value is NULL if it failed to load.
67  std::unordered_map<VfsPath, std::unique_ptr<CSkeletonAnimDef>> m_Animations;
68 
70 };
71 
72 #endif
std::unique_ptr< CSkeletonAnim > BuildAnimation(const VfsPath &pathname, const CStr8 &name, const CStr8 &ID, int frequency, float speed, float actionpos, float actionpos2, float soundpos)
Load raw animation frame animation from given file, and build an animation specific to this model...
Definition: SkeletonAnimManager.cpp:89
CColladaManager & m_ColladaManager
Definition: SkeletonAnimManager.h:69
CSkeletonAnimDef * GetAnimation(const VfsPath &pathname)
Definition: SkeletonAnimManager.cpp:50
Definition: SkeletonAnimDef.h:47
Definition: path.h:79
~CSkeletonAnimManager()
Definition: SkeletonAnimManager.cpp:43
std::unordered_map< VfsPath, std::unique_ptr< CSkeletonAnimDef > > m_Animations
Definition: SkeletonAnimManager.h:67
NONCOPYABLE(CSkeletonAnimManager)
Definition: SkeletonAnimManager.h:38
CSkeletonAnimManager(CColladaManager &colladaManager)
Definition: SkeletonAnimManager.cpp:36
Definition: ColladaManager.h:25
Definition: SkeletonAnim.h:32