dust3d/src/animationclipplayer.cpp

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#include "animationclipplayer.h"
AnimationClipPlayer::~AnimationClipPlayer()
{
clear();
}
void AnimationClipPlayer::updateFrameMeshes(std::vector<std::pair<float, MeshLoader *>> &frameMeshes)
{
clear();
m_frameMeshes = frameMeshes;
frameMeshes.clear();
m_currentPlayIndex = 0;
m_countForFrame.restart();
if (!m_frameMeshes.empty())
m_timerForFrame.singleShot(0, this, &AnimationClipPlayer::frameReadyToShow);
}
void AnimationClipPlayer::clear()
{
freeFrames();
delete m_lastFrameMesh;
m_lastFrameMesh = nullptr;
}
void AnimationClipPlayer::freeFrames()
{
for (auto &it: m_frameMeshes) {
delete it.second;
}
m_frameMeshes.clear();
}
MeshLoader *AnimationClipPlayer::takeFrameMesh()
{
if (m_currentPlayIndex >= (int)m_frameMeshes.size()) {
if (nullptr != m_lastFrameMesh)
return new MeshLoader(*m_lastFrameMesh);
return nullptr;
}
int millis = m_frameMeshes[m_currentPlayIndex].first * 1000 - m_countForFrame.elapsed();
if (millis > 0) {
m_timerForFrame.singleShot(millis, this, &AnimationClipPlayer::frameReadyToShow);
if (nullptr != m_lastFrameMesh)
return new MeshLoader(*m_lastFrameMesh);
return nullptr;
}
m_currentPlayIndex = (m_currentPlayIndex + 1) % m_frameMeshes.size();
m_countForFrame.restart();
MeshLoader *mesh = new MeshLoader(*m_frameMeshes[m_currentPlayIndex].second);
m_timerForFrame.singleShot(m_frameMeshes[m_currentPlayIndex].first * 1000, this, &AnimationClipPlayer::frameReadyToShow);
delete m_lastFrameMesh;
m_lastFrameMesh = new MeshLoader(*mesh);
return mesh;
}