splitting AnimNode implementation into two files

This commit is contained in:
Andrew Meadows 2015-09-21 17:53:59 -07:00
parent e6776ef5eb
commit 3869887610
2 changed files with 61 additions and 41 deletions

View file

@ -0,0 +1,54 @@
//
// AnimNode.cpp
//
// Created by Anthony J. Thibault on 9/2/15.
// Copyright (c) 2015 High Fidelity, Inc. All rights reserved.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "AnimNode.h"
void AnimNode::removeChild(AnimNode::Pointer child) {
auto iter = std::find(_children.begin(), _children.end(), child);
if (iter != _children.end()) {
_children.erase(iter);
}
}
AnimNode::Pointer AnimNode::getChild(int i) const {
assert(i >= 0 && i < (int)_children.size());
return _children[i];
}
void AnimNode::setSkeleton(const AnimSkeleton::Pointer skeleton) {
setSkeletonInternal(skeleton);
for (auto&& child : _children) {
child->setSkeleton(skeleton);
}
}
const AnimPose AnimNode::getRootPose(int jointIndex) const {
AnimPose pose = AnimPose::identity;
if (_skeleton && jointIndex != -1) {
const AnimPoseVec& poses = getPosesInternal();
int numJoints = (int)(poses.size());
if (jointIndex < numJoints) {
int parentIndex = _skeleton->getParentIndex(jointIndex);
while (parentIndex != -1 && parentIndex < numJoints) {
jointIndex = parentIndex;
parentIndex = _skeleton->getParentIndex(jointIndex);
}
pose = poses[jointIndex];
}
}
return pose;
}
void AnimNode::setCurrentFrame(float frame) {
setCurrentFrameInternal(frame);
for (auto&& child : _children) {
child->setCurrentFrameInternal(frame);
}
}

View file

@ -60,25 +60,13 @@ public:
// hierarchy accessors
void addChild(Pointer child) { _children.push_back(child); }
void removeChild(Pointer child) {
auto iter = std::find(_children.begin(), _children.end(), child);
if (iter != _children.end()) {
_children.erase(iter);
}
}
Pointer getChild(int i) const {
assert(i >= 0 && i < (int)_children.size());
return _children[i];
}
void removeChild(Pointer child);
Pointer getChild(int i) const;
int getChildCount() const { return (int)_children.size(); }
// pair this AnimNode graph with a skeleton.
void setSkeleton(const AnimSkeleton::Pointer skeleton) {
setSkeletonInternal(skeleton);
for (auto&& child : _children) {
child->setSkeleton(skeleton);
}
}
void setSkeleton(const AnimSkeleton::Pointer skeleton);
AnimSkeleton::ConstPointer getSkeleton() const { return _skeleton; }
@ -87,36 +75,14 @@ public:
return evaluate(animVars, dt, triggersOut);
}
const AnimPose getRootPose(int jointIndex) const {
AnimPose pose = AnimPose::identity;
if (_skeleton && jointIndex != -1) {
const AnimPoseVec& poses = getPosesInternal();
int numJoints = (int)(poses.size());
if (jointIndex < numJoints) {
int parentIndex = _skeleton->getParentIndex(jointIndex);
while (parentIndex != -1 && parentIndex < numJoints) {
jointIndex = parentIndex;
parentIndex = _skeleton->getParentIndex(jointIndex);
}
pose = poses[jointIndex];
}
}
return pose;
}
const AnimPose getRootPose(int jointIndex) const;
protected:
void setCurrentFrame(float frame) {
setCurrentFrameInternal(frame);
for (auto&& child : _children) {
child->setCurrentFrameInternal(frame);
}
}
void setCurrentFrame(float frame);
virtual void setCurrentFrameInternal(float frame) {}
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) {
_skeleton = skeleton;
}
virtual void setSkeletonInternal(AnimSkeleton::ConstPointer skeleton) { _skeleton = skeleton; }
// for AnimDebugDraw rendering
virtual const AnimPoseVec& getPosesInternal() const = 0;