scummvm/engines/stark/model/animhandler.h
2021-12-26 21:19:38 +01:00

81 lines
2 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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