Files
OpenVulkano/openVulkanoCpp/Scene/SequenceAnimationController.hpp
Vladyslav Baranovskyi 1311165139 Summary:
- In MovingCubeApp animations are now allocated on stack
- m_sequenceAnimationController now uses SetAnimationPoseResetTime()
- Removed OnSequenceAnimationCompleted()
- Pose::GetOrientation() now returns by value(without it my code doesn't compile)
- GetStep() getter
- In if(m_loop) checking for m_resetTime to be zero or last step to be equal to the first
- Tick now ticks only if there are at least one element in m_steps
- IsFinished() function
- AddAnimationSteps() functions that take initializer_lists
- Getters in SimpleAnimationController are now const
2024-06-08 17:36:03 +03:00

73 lines
2.5 KiB
C++

/*
* 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 <vector>
#include <utility>
#include <initializer_list>
namespace OpenVulkano::Scene
{
class SequenceAnimationController : public ITickable
{
public:
using PoseDurationPair = std::pair<Math::PoseF, double>;
private:
SimpleAnimationController m_animationController;
std::vector<PoseDurationPair> m_steps;
size_t m_currentStep = 0;
bool m_loop = false;
double m_resetTime = 0;
void OnCurrentFrameFinished(SimpleAnimationController *animationController);
public:
Event<SequenceAnimationController *> m_sequenceCompletionEvent;
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.
*/
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.
*/
void SetAnimationPoseResetTime(double resetTime) { m_resetTime = resetTime; }
double GetAnimationPoseResetTime() const { return m_resetTime; }
void Restart();
bool IsFinished() const;
void AddAnimationStep(const Math::PoseF &pose, double duration);
void AddAnimationSteps(std::initializer_list<Math::PoseF> poses, double duration);
void AddAnimationSteps(std::initializer_list<PoseDurationPair> steps);
PoseDurationPair GetStep(int index);
void Tick() override;
};
}