overte/libraries/animation/src/AnimationLoop.h
2015-10-07 13:02:58 -07:00

77 lines
2.8 KiB
C++

//
// AnimationLoop.h
// libraries/animation/src/
//
// Created by Brad Hefta-Gaub on 11/12/14.
// Copyright (c) 2014 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
//
#ifndef hifi_AnimationLoop_h
#define hifi_AnimationLoop_h
class AnimationDetails;
class AnimationLoop {
public:
static const float MAXIMUM_POSSIBLE_FRAME;
AnimationLoop();
AnimationLoop(const AnimationDetails& animationDetails);
AnimationLoop(float fps, bool loop, bool hold, bool startAutomatically, float firstFrame,
float lastFrame, bool running, float currentFrame);
void setFPS(float fps) { _fps = fps; }
float getFPS() const { return _fps; }
void setLoop(bool loop) { _loop = loop; }
bool getLoop() const { return _loop; }
void setHold(bool hold) { _hold = hold; }
bool getHold() const { return _hold; }
void setStartAutomatically(bool startAutomatically);
bool getStartAutomatically() const { return _startAutomatically; }
void setFirstFrame(float firstFrame) { _firstFrame = glm::clamp(firstFrame, 0.0f, MAXIMUM_POSSIBLE_FRAME); }
float getFirstFrame() const { return _firstFrame; }
void setLastFrame(float lastFrame) { _lastFrame = glm::clamp(lastFrame, 0.0f, MAXIMUM_POSSIBLE_FRAME); }
float getLastFrame() const { return _lastFrame; }
/// by default the AnimationLoop will always reset to the first frame on any call to setRunning
/// this is not desirable in the case of entities with animations, if you don't want the reset
/// to happen then call this method with false;
void setResetOnRunning(bool resetOnRunning) { _resetOnRunning = resetOnRunning; }
void setRunning(bool running);
bool getRunning() const { return _running; }
void setCurrentFrame(float currentFrame) { _currentFrame = glm::clamp(currentFrame, _firstFrame, _lastFrame); }
float getCurrentFrame() const { return _currentFrame; }
void setMaxFrameIndexHint(float value) { _maxFrameIndexHint = glm::clamp(value, 0.0f, MAXIMUM_POSSIBLE_FRAME); }
float getMaxFrameIndexHint() const { return _maxFrameIndexHint; }
void start() { setRunning(true); }
void stop() { setRunning(false); }
void simulate(float deltaTime); /// call this with deltaTime if you as the caller are managing the delta time between calls
void simulateAtTime(quint64 now); /// call this with "now" if you want the animationLoop to handle delta times
private:
float _fps;
bool _loop;
bool _hold;
bool _startAutomatically;
float _firstFrame;
float _lastFrame;
bool _running;
float _currentFrame;
float _maxFrameIndexHint;
bool _resetOnRunning;
quint64 _lastSimulated;
};
#endif // hifi_AnimationLoop_h