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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsModule.h"
- namespace BansheeEngine
- {
- struct AnimationProxy;
- /** @addtogroup Animation-Internal
- * @{
- */
-
- /**
- * Keeps track of all active animations, queues animation thread tasks and synchronizes data between simulation, core
- * and animation threads.
- */
- class AnimationManager : public Module<AnimationManager>
- {
- public:
- AnimationManager();
- /** Pauses or resumes the animation evaluation. */
- void setPaused(bool paused);
- /**
- * Determines how often to evaluate animations. If rendering is not running at adequate framerate the animation
- * could end up being evaluated less times than specified here.
- *
- * @param[in] fps Number of frames per second to evaluate the animation. Default is 60.
- */
- void setUpdateRate(UINT32 fps);
- /**
- * Synchronizes animation data from the animation thread with the scene objects. Should be called before component
- * updates are sent.
- */
- void preUpdate();
- /**
- * Synchronizes animation data to the animation thread, advances animation time and queues new animation evaluation
- * task.
- */
- void postUpdate();
- private:
- friend class Animation;
- /**
- * Registers a new animation and returns a unique ID for it. Must be called whenever an Animation is constructed.
- */
- UINT64 registerAnimation(Animation* anim);
- /** Unregisters an animation with the specified ID. Must be called before an Animation is destroyed. */
- void unregisterAnimation(UINT64 id);
- /** Worker method ran on the animation thread that evaluates all animation at the provided time. */
- void evaluateAnimation();
- UINT64 mNextId;
- UnorderedMap<UINT64, Animation*> mAnimations;
-
- float mUpdateRate;
- float mAnimationTime;
- float mLastAnimationUpdateTime;
- float mNextAnimationUpdateTime;
- bool mPaused;
- bool mWorkerRunning;
- SPtr<Task> mAnimationWorker;
- Vector<SPtr<AnimationProxy>> mProxies;
- };
- /** @} */
- }
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