/* * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at https://mozilla.org/MPL/2.0/. */ #pragma once #include "Scene/SimpleAnimationController.hpp" #include "Base/Event.hpp" #include "Base/ITickable.hpp" #include "Math/Math.hpp" #include "Math/Pose.hpp" #include #include #include namespace OpenVulkano::Scene { class SequenceAnimationController : public ITickable { public: using PoseDurationPair = std::pair; private: SimpleAnimationController m_animationController; std::vector m_steps; size_t m_currentStep = 0; bool m_loop = false; double m_resetTime = 0; void SequenceCompletedCallback(SimpleAnimationController *animationController); public: Event OnSequenceCompleted; SequenceAnimationController(); /** * Enables or disables looping of the animation sequence. * * When looping is enabled, the sequence will restart from the first step after the last step is completed. * If the start and end poses of the step list are equal or the reset time is 0, the sequence will jump * directly to the first step. Otherwise, it will animate the transition back to the first step using the * reset time set by the user. * * @param loop A boolean value to enable or disable looping. */ void EnableLoop(bool value) { m_loop = value; } void SetNode(Node *node) { m_animationController.SetNode(node); } Node* GetNode() const { return m_animationController.GetNode(); } /** * Sets the time to transition back to the first pose when looping is enabled. * * If the reset time is set to 0, the sequence will jump directly to the first step. If the start and end poses * of the step list are equal, the sequence will also jump directly to the first step regardless of the reset time. * Otherwise, the sequence will animate the transition back to the first step using the reset time. * * @param resetTime The time to transition back to the first pose. * @see GetAnimationPoseResetTime */ void SetAnimationPoseResetTime(double resetTime) { m_resetTime = resetTime; } /** * Gets the current reset time for transitioning back to the first pose. * * @return The current reset time. * @see SetAnimationPoseResetTime */ double GetAnimationPoseResetTime() const { return m_resetTime; } void Restart(); bool IsFinished() const; void AddAnimationStep(const Math::PoseF &pose, double duration); void AddAnimationSteps(std::initializer_list poses, double duration); void AddAnimationSteps(std::initializer_list steps); const PoseDurationPair& GetStep(int index) const; const std::vector &GetSteps() const { return m_steps; } void Tick() override; }; }