Sprite.h 2.7 KB

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  1. /*
  2. Copyright (c) 2013 Daniele Bartolini, Michele Rossi
  3. Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
  4. Permission is hereby granted, free of charge, to any person
  5. obtaining a copy of this software and associated documentation
  6. files (the "Software"), to deal in the Software without
  7. restriction, including without limitation the rights to use,
  8. copy, modify, merge, publish, distribute, sublicense, and/or sell
  9. copies of the Software, and to permit persons to whom the
  10. Software is furnished to do so, subject to the following
  11. conditions:
  12. The above copyright notice and this permission notice shall be
  13. included in all copies or substantial portions of the Software.
  14. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
  15. EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
  16. OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
  17. NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
  18. HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
  19. WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
  21. OTHER DEALINGS IN THE SOFTWARE.
  22. */
  23. #pragma once
  24. #include "RendererTypes.h"
  25. #include "RenderWorldTypes.h"
  26. #include "Vector3.h"
  27. #include "Matrix4x4.h"
  28. #include "Quaternion.h"
  29. namespace crown
  30. {
  31. class Renderer;
  32. class RenderWorld;
  33. class SceneGraph;
  34. struct SpriteResource;
  35. struct Unit;
  36. //-----------------------------------------------------------------------------
  37. struct Sprite
  38. {
  39. Sprite(RenderWorld& render_world, SceneGraph& sg, int32_t node, const SpriteResource* sr);
  40. ~Sprite();
  41. Vector3 local_position() const;
  42. Quaternion local_rotation() const;
  43. Matrix4x4 local_pose() const;
  44. Vector3 world_position() const;
  45. Quaternion world_rotation() const;
  46. Matrix4x4 world_pose() const;
  47. void set_local_position(Unit* unit, const Vector3& pos);
  48. void set_local_rotation(Unit* unit, const Quaternion& rot);
  49. void set_local_pose(Unit* unit, const Matrix4x4& pose);
  50. /// Plays the animation from frame @a start to frame @a.
  51. /// @a time is for how long the animation has to be played.
  52. void play_animation(uint32_t start, uint32_t end, float time, bool loop);
  53. /// Stops the current animation.
  54. void stop_animation();
  55. void set_frame(uint32_t i);
  56. void set_material(MaterialId mat);
  57. void render(Renderer& r, UniformId uniform, float dt);
  58. public:
  59. RenderWorld& m_render_world;
  60. SceneGraph& m_scene_graph;
  61. int32_t m_node;
  62. const SpriteResource* m_resource;
  63. uint32_t m_start_frame;
  64. uint32_t m_cur_frame;
  65. uint32_t m_end_frame;
  66. float m_tot_time;
  67. float m_anim_time;
  68. bool m_loop;
  69. bool m_is_playing;
  70. MaterialId m_material;
  71. VertexBufferId m_vb;
  72. IndexBufferId m_ib;
  73. };
  74. } // namespace crown