2ba245368b
Added a SetBlendWeight event that sets the weight for all nodes with a name.
43 lines
1.2 KiB
C++
43 lines
1.2 KiB
C++
#ifndef AnimationSystem_h__
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#define AnimationSystem_h__
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#include "GLM.h"
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#include "../Common.h"
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#include "../Core/System.h"
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#include "../Core/ResourceManager.h"
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#include "Rendering/Model.h"
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#include "Rendering/Skeleton.h"
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#include "Rendering/BlendTree.h"
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#include "Rendering/EAutoAnimationBlend.h"
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#include "../Core/EntityWrapper.h"
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#include "Rendering/AutoBlendQueue.h"
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#include "../Input/EInputCommand.h"
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#include "../Core/EEntityDeleted.h"
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#include "Rendering/ESetBlendWeight.h"
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#include "imgui/imgui.h"
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class AnimationSystem : public ImpureSystem
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{
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public:
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AnimationSystem(SystemParams params);
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~AnimationSystem() { }
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virtual void Update(double dt) override;
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private:
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void CreateBlendTrees();
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void UpdateAnimations(double dt);
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void UpdateWeights(double dt);
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EventRelay<AnimationSystem, Events::AutoAnimationBlend> m_EAutoAnimationBlend;
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bool OnAutoAnimationBlend(Events::AutoAnimationBlend& e);
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EventRelay<AnimationSystem, Events::EntityDeleted> m_EEntityDeleted;
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bool OnEntityDeleted(Events::EntityDeleted& e);
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EventRelay<AnimationSystem, Events::SetBlendWeight> m_ESetBlendWeight;
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bool OnSetBlendWeight(Events::SetBlendWeight& e);
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std::unordered_map<EntityWrapper, AutoBlendQueue> m_AutoBlendQueues;
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};
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#endif |