Files
squidout/src/game/Rendering/AnimationSystem.cpp
T
2015-10-23 14:35:11 +02:00

65 lines
1.9 KiB
C++

#include "PrecompiledHeader.h"
#include "Rendering/AnimationSystem.h"
void dd::Systems::AnimationSystem::RegisterComponents(ComponentFactory* cf)
{
cf->Register<Components::Animation>();
}
void dd::Systems::AnimationSystem::Initialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EPause, &AnimationSystem::OnPause);
EVENT_SUBSCRIBE_MEMBER(m_EResume, &AnimationSystem::OnResume);
}
void dd::Systems::AnimationSystem::Update(double dt)
{
if (m_Paused) {
return;
}
auto animations = m_World->GetComponentsOfType<Components::Animation>();
if (animations == nullptr) {
return;
}
for (auto& component : *animations) {
EntityID ent = component->Entity;
auto animationComponent = static_cast<Components::Animation*>(component.get());
// Get animation information
auto modelComponent = m_World->GetComponent<Components::Model>(ent);
auto model = ResourceManager::Load<Model>(modelComponent->ModelFile);
auto skeleton = model->m_Skeleton;
auto animation = skeleton->GetAnimation(animationComponent->Name);
if (animationComponent->Speed != 0.0) {
double nextTime = animationComponent->Time + animationComponent->Speed * dt;
if (glm::abs(nextTime) > animation->Duration) {
if (!animationComponent->Loop) {
animationComponent->Time = glm::sign(nextTime) * animation->Duration;
animationComponent->Speed = 0.0;
LOG_DEBUG("Animation \"%s\" on Entity %i finished.", animationComponent->Name.c_str(), ent);
Events::AnimationComplete e;
e.Entity = ent;
e.Animation = animationComponent->Name;
EventBroker->Publish(e);
}
}
animationComponent->Time = nextTime;
}
}
}
bool dd::Systems::AnimationSystem::OnPause(const Events::Pause& e)
{
m_Paused = true;
return true;
}
bool dd::Systems::AnimationSystem::OnResume(const Events::Resume& e)
{
m_Paused = false;
return true;
}