/
stateanimator.h
97 lines (78 loc) · 3.05 KB
/
stateanimator.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
/** @file stateanimator.h
*
* @authors Copyright (c) 2014-2017 Jaakko Keränen <jaakko.keranen@iki.fi>
*
* @par License
* GPL: http://www.gnu.org/licenses/gpl.html
*
* <small>This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version. This program is distributed in the hope that it
* will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty
* of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details. You should have received a copy of the GNU
* General Public License along with this program; if not, see:
* http://www.gnu.org/licenses</small>
*/
#ifndef DENG_CLIENT_RENDER_STATEANIMATOR_H
#define DENG_CLIENT_RENDER_STATEANIMATOR_H
#include "render/modelrenderer.h"
#include <doomsday/world/mobj.h>
#include <de/ModelDrawable>
#include <de/GLProgram>
#include <de/IObject>
namespace render {
/**
* State-based object animator for `ModelDrawable`s. Triggers animation sequences
* based on state changes and damage points received by the owner.
*
* Used for both mobjs and psprites. The state and movement of the object
* determine which animation sequences are started.
*
* @par Scripting
*
* The script object has the following constants:
* - `ID` (Text): asset identifier.
* - `__asset__` (Record): asset metadata.
*/
class StateAnimator : public de::ModelDrawable::Animator,
public de::IObject
{
public:
DENG2_ERROR(DefinitionError);
public:
StateAnimator(de::DotPath const &id, Model const &model);
Model const &model() const;
/**
* Sets the namespace of the animator's owner. Available as a variable in
* animation scripts.
*
* @param names Owner's namespace.
* @param varName Name of the variable that points to @a names.
*/
void setOwnerNamespace(de::Record &names, de::String const &varName);
/**
* Returns the name of the variable pointing to the owning object's namespace.
*/
de::String ownerNamespaceName() const;
void triggerByState(de::String const &stateName);
void triggerDamage(int points, struct mobj_s const *inflictor);
void startSequence(int animationId, int priority, bool looping,
de::String const &node = "");
de::ModelDrawable::Appearance const &appearance() const;
// ModelDrawable::Animator
void advanceTime(de::TimeDelta const &elapsed) override;
de::ddouble currentTime(int index) const override;
de::Vector4f extraRotationForNode(de::String const &nodeName) const override;
// Implements IObject.
de::Record & objectNamespace() override;
de::Record const & objectNamespace() const override;
// ISerializable.
void operator >> (de::Writer &to) const override;
void operator << (de::Reader &from) override;
private:
DENG2_PRIVATE(d)
};
} // namespace render
#endif // DENG_CLIENT_RENDER_STATEANIMATOR_H