/* # ______ ____ ___ # | \/ ____| |___| # | | | \ | | #----------------------------------------------------------------------- # Copyright 2022, tyra - https://github.com/h4570/tyra # Licenced under Apache License 2.0 # Sandro Sobczyński */ #pragma once #include "../mesh_frame.hpp" #include "../mesh_material_frame.hpp" #include "./dynamic_mesh_anim_state.hpp" #include "../mesh.hpp" namespace Tyra { class DynamicMesh : public Mesh { public: explicit DynamicMesh(const MeshBuilder2Data& data); explicit DynamicMesh(const DynamicMesh& mesh); ~DynamicMesh(); const DynamicMeshAnimState& getAnimState() const { return animState; } /** Returns single frame. */ MeshFrame* getFrame(const u32& i) { return frames[i]; } MeshFrame** getFrames() { return frames; } /** Count of frames. Static object (not animated) will have only 1 frame. */ const u32& getFramesCount() const { return framesCount; } const u32& getCurrentAnimationFrame() const { return animState.currentFrame; } const u32& getNextAnimationFrame() const { return animState.nextFrame; } const u32& getStartAnimationFrame() const { return animState.startFrame; } const u32& getEndAnimationFrame() const { return animState.endFrame; } const u32& getStayAnimationFrame() const { return animState.stayFrame; } void setCurrentAnimationFrame(const u32& v) { animState.currentFrame = v; } void setNextAnimationFrame(const u32& v) { animState.nextFrame = v; } void setStartAnimationFrame(const u32& v) { animState.startFrame = v; } void setEndAnimationFrame(const u32& v) { animState.endFrame = v; } void setStayAnimationFrame(const u32& v) { animState.stayFrame = v; } /** @returns bounding box object of current frame. */ const BBox& getCurrentBoundingBox() const { return frames[animState.currentFrame]->getBBox(); } /** Loop in one frame */ void playAnimation(const u32& t_frame) { playAnimation(t_frame, t_frame); } /** Play animation in loop from startFrame to endFrame */ void playAnimation(const u32& t_startFrame, const u32& t_endFrame); /** Play animation from startFrame to endFrame and after loop in stayFrame */ void playAnimation(const u32& t_startFrame, const u32& t_endFrame, const u32& t_stayFrame); void setAnimSpeed(const float& t_value) { animState.speed = t_value; } void animate(); /** * Check if this class loaded mesh data first. * Meshes which use loadFrom() method have false there. */ const u8& isStayAnimationSet() const { return animState.isStayFrameSet; } private: void initAnimation(); DynamicMeshAnimState animState; u32 framesCount; MeshFrame** frames; }; } // namespace Tyra