/* 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 . * */ #ifndef STARK_MODEL_ANIM_HANDLER_H #define STARK_MODEL_ANIM_HANDLER_H #include "common/scummsys.h" namespace Stark { class Model; class BoneNode; class SkeletonAnim; /** * Animate a skeletal model's bones according to an animation */ class AnimHandler { public: AnimHandler(); ~AnimHandler(); /** * Increment the animation timestamp, and apply bone animations if required */ void animate(uint32 time); /** Set the skeletal model to animate */ void setModel(Model *model); /** Set the skeletal animation to use */ void setAnim(SkeletonAnim *anim); /** Stop blending and forget about the previous animation */ void resetBlending(); private: void enactCandidate(); void startBlending(); void updateBlending(int32 deltaTime); void stopBlending(); void setNode(uint32 time, BoneNode *bone, const BoneNode *parent); static const uint32 _blendDuration = 300; // ms SkeletonAnim *_anim; int32 _animTime; int32 _framesBeforeCandidateReady; SkeletonAnim *_candidateAnim; int32 _candidateAnimTime; SkeletonAnim *_blendAnim; int32 _blendAnimTime; int32 _blendTimeRemaining; Model *_model; }; } // End of namespace Stark #endif // STARK_MODEL_ANIM_HANDLER_H