assimp-fez/tools/assimp_view/AnimEvaluator.h

93 lines
3.6 KiB
C++

/*
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Open Asset Import Library (assimp)
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#pragma once
#ifndef AV_ANIMEVALUATOR_H_INCLUDED
#define AV_ANIMEVALUATOR_H_INCLUDED
/** Calculates a pose for a given time of an animation */
#include <tuple>
#include <vector>
#include <assimp/matrix4x4.h>
struct aiAnimation;
namespace AssimpView {
/**
* @brief Calculates transformations for a given timestamp from a set of animation tracks. Not directly useful,
* better use the AnimPlayer class.
*/
class AnimEvaluator {
public:
/// @brief Constructor on a given animation. The animation is fixed throughout the lifetime of
/// the object.
/// @param pAnim The animation to calculate poses for. Ownership of the animation object stays
/// at the caller, the evaluator just keeps a reference to it as long as it persists.
AnimEvaluator(const aiAnimation *pAnim);
/// @brief The class destructor.
~AnimEvaluator() = default;
/// @brief Evaluates the animation tracks for a given time stamp.
/// The calculated pose can be retrieved as an array of transformation
/// matrices afterwards by calling GetTransformations().
/// @param pTime The time for which you want to evaluate the animation, in seconds.
/// Will be mapped into the animation cycle, so it can get an arbitrary
/// value. Best use with ever-increasing time stamps.
void Evaluate(double pTime);
/// @brief Returns the transform matrices calculated at the last Evaluate() call.
/// The array matches the mChannels array of the aiAnimation.
const std::vector<aiMatrix4x4> &GetTransformations() const { return mTransforms; }
private:
const aiAnimation *mAnim;
double mLastTime;
std::vector<std::tuple<unsigned int, unsigned int, unsigned int>> mLastPositions;
std::vector<aiMatrix4x4> mTransforms;
};
} // end of namespace AssimpView
#endif // AV_ANIMEVALUATOR_H_INCLUDED