assimp/tools/assimp_view/AnimEvaluator.h

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/** Calculates a pose for a given time of an animation */
/*
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Open Asset Import Library (assimp)
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#ifndef AV_ANIMEVALUATOR_H_INCLUDED
#define AV_ANIMEVALUATOR_H_INCLUDED
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#include <tuple>
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#include <vector>
namespace AssimpView
{
/** Calculates transformations for a given timestamp from a set of animation tracks. Not directly useful,
* better use the AnimPlayer class.
*/
class AnimEvaluator
{
public:
/** Constructor on a given animation. The animation is fixed throughout the lifetime of
* the object.
* @param pAnim The animation to calculate poses for. Ownership of the animation object stays
* at the caller, the evaluator just keeps a reference to it as long as it persists.
*/
AnimEvaluator( const aiAnimation* pAnim);
/** Evaluates the animation tracks for a given time stamp. The calculated pose can be retrieved as a
* array of transformation matrices afterwards by calling GetTransformations().
* @param pTime The time for which you want to evaluate the animation, in seconds. Will be mapped into the animation cycle, so
* it can be an arbitrary value. Best use with ever-increasing time stamps.
*/
void Evaluate( double pTime);
/** Returns the transform matrices calculated at the last Evaluate() call. The array matches the mChannels array of
* the aiAnimation. */
const std::vector<aiMatrix4x4>& GetTransformations() const { return mTransforms; }
protected:
/** The animation we're working on */
const aiAnimation* mAnim;
/** At which frame the last evaluation happened for each channel.
* Useful to quickly find the corresponding frame for slightly increased time stamps
*/
double mLastTime;
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std::vector<std::tuple<unsigned int, unsigned int, unsigned int> > mLastPositions;
/** The array to store the transformations results of the evaluation */
std::vector<aiMatrix4x4> mTransforms;
};
} // end of namespace AssimpView
#endif // AV_ANIMEVALUATOR_H_INCLUDED