/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of HPL1 Engine. */ #ifndef HPL_ANIMATION_TRACK_H #define HPL_ANIMATION_TRACK_H #include "hpl1/engine/graphics/GraphicsTypes.h" #include "hpl1/engine/math/MathTypes.h" #include "hpl1/engine/system/SystemTypes.h" namespace hpl { class cAnimation; class cNode3D; class cAnimationTrack { public: cAnimationTrack(const tString &asName, tAnimTransformFlag aTransformFlags, cAnimation *apParent); ~cAnimationTrack(); void ResizeKeyFrames(int alSize); /** * Creates a new key frame. These should be added in sequential order. * \param afTime the time for the key frame. */ cKeyFrame *CreateKeyFrame(float afTime); inline cKeyFrame *GetKeyFrame(int alIndex) { return mvKeyFrames[alIndex]; } inline int GetKeyFrameNum() { return (int)mvKeyFrames.size(); } inline tAnimTransformFlag GetTransformFlags() { return mTransformFlags; } /** * Apply the animation to a node. The method uses Node->AddXXX() so Update matrix must be called * for the transformation to be applied. * \param apNode The node with it's base pose * \param afTime The time at which to apply the animation * \param afWeight The weight of the animation, a value from 0 to 1. */ void ApplyToNode(cNode3D *apNode, float afTime, float afWeight); /** * Get a KeyFrame that contains an interpolated value. * \param afTime The time from wihcih to create the keyframe. */ cKeyFrame GetInterpolatedKeyFrame(float afTime); /** * Gets key frames between for a specific time. * \param afTime The time * \param &apKeyFrameA The frame that is equal to or before time * \param &apKeyFrameB The frame that is after time. * \return Weight of the different frames. 0 = 100% A, 1 = 100% B 0.5 = 50% A and 50% B */ float GetKeyFramesAtTime(float afTime, cKeyFrame **apKeyFrameA, cKeyFrame **apKeyFrameB); const char *GetName() { return msName.c_str(); } void SetNodeIndex(int alIndex) { mlNodeIdx = alIndex; } int GetNodeIndex() { return mlNodeIdx; } private: tString msName; int mlNodeIdx; tKeyFramePtrVec mvKeyFrames; tAnimTransformFlag mTransformFlags; float mfMaxFrameTime; cAnimation *mpParent; }; } // namespace hpl #endif // HPL_ANIMATION_TRACK_H