72 lines
2.2 KiB
C++
72 lines
2.2 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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#pragma once
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/*!
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Utility class to handle Animation of Character Tracks (aka 'Animation' Tracks in the TrackView UI)
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*/
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#include <CrySizer.h>
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struct SAnimContext;
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struct ICharacterKey;
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struct IAnimNode;
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#define MAX_CHARACTER_TRACKS 3
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#define ADDITIVE_LAYERS_OFFSET 6
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class CCharacterTrackAnimator
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{
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public:
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CCharacterTrackAnimator();
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~CCharacterTrackAnimator() = default;
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struct SAnimState
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{
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int32 m_lastAnimationKeys[3][2];
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bool m_layerPlaysAnimation[3];
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//! This is used to indicate that a time-jumped blending is currently happening in the animation track.
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bool m_bTimeJumped[3];
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float m_jumpTime[3];
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};
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void GetMemoryUsage(ICrySizer* pSizer) const
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{
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pSizer->AddObject(this, sizeof(*this));
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}
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void OnReset(IAnimNode* animNode);
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ILINE bool IsAnimationPlaying(const SAnimState& animState) const;
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//! Animate Character Track.
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void AnimateTrack(class CCharacterTrack* track, SAnimContext& ec, int layer, int trackIndex);
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// Forces current playhead anim key state change to reset animation cues
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void ForceAnimKeyChange();
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//////////////////////////////////////////////////////////////////////////////////////////
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protected:
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f32 ComputeAnimKeyNormalizedTime(const ICharacterKey& key, float ectime) const;
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private:
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void ResetLastAnimKeys();
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void ReleaseAllAnimations(IAnimNode* animNode);
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//////////////////////////////////////////////////////////////////////////////////////////
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static const float s_minClipDuration;
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SAnimState m_baseAnimState;
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bool m_characterWasTransRot;
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bool m_forceAnimKeyChange;
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};
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