LumixEngine/src/animation/animation.h
Mikulas Florek 66a7c2b71b cleanup
2019-06-20 16:49:34 +02:00

77 lines
1.6 KiB
C++

#pragma once
#include "engine/hash_map.h"
#include "engine/math.h"
#include "engine/resource.h"
namespace Lumix
{
class Model;
struct Pose;
struct Quat;
struct Vec3;
struct BoneMask
{
BoneMask(IAllocator& allocator) : bones(allocator) {}
u32 name;
HashMap<u32, u8> bones;
};
class Animation final : public Resource
{
public:
static const u32 HEADER_MAGIC = 0x5f4c4146; // '_LAF'
static const ResourceType TYPE;
public:
struct Header
{
u32 magic;
u32 version;
u32 fps;
};
public:
Animation(const Path& path, ResourceManager& resource_manager, IAllocator& allocator);
ResourceType getType() const override { return TYPE; }
int getRootMotionBoneIdx() const { return m_root_motion_bone_idx; }
LocalRigidTransform getBoneTransform(float time, int bone_idx) const;
void getRelativePose(float time, Pose& pose, Model& model, BoneMask* mask) const;
void getRelativePose(float time, Pose& pose, Model& model, float weight, BoneMask* mask) const;
int getFrameCount() const { return m_frame_count; }
float getLength() const { return m_frame_count / (float)m_fps; }
int getFPS() const { return m_fps; }
int getBoneCount() const { return m_bones.size(); }
int getBoneIndex(u32 name) const;
private:
void unload() override;
bool load(u64 size, const u8* mem) override;
private:
IAllocator& m_allocator;
int m_frame_count;
struct Bone
{
u32 name;
int pos_count;
const u16* pos_times;
const Vec3* pos;
int rot_count;
const u16* rot_times;
const Quat* rot;
};
Array<Bone> m_bones;
Array<u8> m_mem;
int m_fps;
int m_root_motion_bone_idx;
};
} // namespace Lumix