//----------------------------------------------------------------------------- // Verve // Copyright (C) 2014 - Violent Tulip // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _VT_VACTORANIMATIONCONTROLLER_H_ #define _VT_VACTORANIMATIONCONTROLLER_H_ #ifndef _VT_TYPES_H_ #include "Types/VTypes.h" #endif #ifndef _VT_VACTORSTATETABLE_H_ #include "VActorStateTable.h" #endif #ifndef _TSSHAPEINSTANCE_H_ #include "ts/tsShapeInstance.h" #endif //----------------------------------------------------------------------------- class VActor; class VActorStateTable; //----------------------------------------------------------------------------- class VActorAnimationController { public: struct sAnimationRef { U32 Index; TSThread *Thread; sAnimationRef( void ) : Index( U32_MAX ), Thread( NULL ) { // Void. } }; protected: VActor *mObject; VActorStateTable mAnimationTable; sAnimationRef mBaseAnimation; public: VActorAnimationController( void ); virtual ~VActorAnimationController( void ); // Initialisation Methods. bool initAnimationTable( void ); bool initAnimation( sAnimationRef &pAnimation, const U32 &pIndex, const F32 &pPosition, const F32 &pTimeScale ); bool initAnimationThread( TSThread *&pThread, const U32 &pIndex, const F32 &pPosition, const F32 &pTimeScale ); bool initBaseAnimation( const U32 &pIndex, const F32 &pPosition, const F32 &pTimeScale ); // Accessor Methods. bool isValidObject( void ); VActor *getObject( void ); void setObject( VActor *pObject ); const TSShape *getShape( void ); TSShapeInstance *getShapeInstance( void ); // Animation Methods. virtual void update( const F32 &pDelta ); bool isAnimationSequence( const U32 &pIndex ); S32 getAnimationSequence( const U32 &pIndex ); U32 getAnimation( void ); void setAnimation( const U32 &pIndex ); }; #endif // _VT_VACTORANIMATIONCONTROLLER_H_