AnimationSystem base WIP

This commit is contained in:
viktorljung
2016-01-24 17:05:34 +01:00
parent 132de88d28
commit af2f017cb4
7 changed files with 138 additions and 9 deletions
+32
View File
@@ -0,0 +1,32 @@
#include "Rendering/AnimationSystem.h"
void AnimationSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& animationComponent, double dt)
{
if(!entity.HasComponent("Model")) {
return;
}
Model* model = ResourceManager::Load<Model>(entity["Model"]["Resource"]);
//Skeleton* skeleton = model->m_Skeleton;
//auto animation == skeleton->GetAnimation(animation["Name"]);
double animationSpeed = (double)animationComponent["Speed"];
if( animationSpeed != 0.0) {
double nextTime = (double)animationComponent["Time"] + animationSpeed * dt;
if (!animationComponent["Loop"] && glm::abs(nextTime) > animation->Duration) {
(double&)animationComponent["Time"] = glm::sign(nextTime) * animation->Duration;
(double&)animationComponent["Speed"] = 0.0;
Events::AnimationComplete e;
e.Entity = entity;
// e.Name = animationComponent->Name;
m_EventBroker->Publish(e);
} else {
(double&)animationComponent["Time"] = nextTime;
}
}
}