khanat-opennel-code/code/nel/include/nel/3d/u_animation.h

113 lines
3 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_U_ANIMATION_H
#define NL_U_ANIMATION_H
#include "nel/misc/types_nl.h"
namespace NL3D
{
class UTrack;
/**
* Give manual access to the animation functions.
*
* By this interface, you can load animations, get tracks from this animation
* with there names, and interpolate manually value from those tracks.
*
* This interface is not made to work with UAnimationSet or UPlayList.
* UAnimation has its own methods to load / release animations.
*
* \author Cyril 'Hulud' Corvazier
* \author Nevrax France
* \date 2001
*/
class UAnimation
{
public:
virtual ~UAnimation() {}
/// \name Create / delete animations
// @{
/**
* Load an animation. This method will use CPath to find the good
* animation file. (*.anim). You should call releaseAnimation
* to delete the animation.
*
* \param sPath is the animation file path.
* \return NULL if the file is not found. Else return the pointer on the
* animation interface.
*/
static UAnimation* createAnimation (const char* sPath);
/**
* Release an animation. This animation must have been created will createAnimation().
*
* \param animation is the animation to release.
*/
static void releaseAnimation (UAnimation* animation);
// @}
/**
* Get an animation track with its name. The track interface should be released
* with releaseTrack.
*
* \param name is the name of the track to get.
* \return NULL if the track is not found, else a pointer on the track interface.
*/
virtual UTrack* getTrackByName (const char* name) =0;
/**
* Relase a track interface.
*
* \param track is a pointer on the track interface to release.
*/
virtual void releaseTrack (UTrack* track) =0;
/**
* Get begin time of the animation.
*
* \return the begin time.
*/
virtual TAnimationTime getBeginTime () const =0;
/**
* Get end time of the animation.
*
* \return the end time.
*/
virtual TAnimationTime getEndTime () const =0;
/**
* Say if all track of this animation loop.
* NB: If no tracks in the animation, return true
*/
virtual bool allTrackLoop() const =0;
};
} // NL3D
#endif // NL_U_ANIMATION_H
/* End of u_animation.h */