6#include <unordered_map>
10#include <assimp/scene.h>
11#include <assimp/Importer.hpp>
16#define MAX_FRAME_TIME 0.033
40 std::vector<glm::mat4> m_finalBoneMatrices;
41 std::unordered_map<EntityID, std::pair<float, Animation*>> entityAnimFrameMap;
42 std::unordered_map<EntityID, std::pair<float, Animation*>> entityAnimMap;
43 std::unordered_map<ModelType, std::unordered_map<AnimState, Animation*>> objAnimMap;
Definition: animationmanager.hpp:19
void playAnimation(Animation *pAnimation)
Definition: animationmanager.cpp:45
void calculateBoneTransform(const AssimpNodeData *node, glm::mat4 parentTransform)
Definition: animationmanager.cpp:50
std::vector< glm::mat4 > getFinalBoneMatrices()
Definition: animationmanager.hpp:37
void setFrameAnimation(EntityID id, ModelType modelType, AnimState animState)
Definition: animationmanager.cpp:89
AnimationManager()
Definition: animationmanager.cpp:3
void addAnimation(Animation *anim, ModelType modelType, AnimState animState)
Definition: animationmanager.cpp:99
void updateAnimation(float dt)
Definition: animationmanager.cpp:19
Model * updateFrameAnimation(float dt)
Definition: animationmanager.cpp:31
void setAnimation(EntityID id, ModelType modelType, AnimState animState)
Definition: animationmanager.cpp:82
Definition: animation.hpp:19
Definition: model.hpp:124
ModelType
Enumeration of every render model in the game.
Definition: sharedmodel.hpp:6
AnimState
Definition: sharedobject.hpp:261
Definition: animation.hpp:12
uint32_t EntityID
Global Object ID (when the server or client references an object with a particular EntityID,...
Definition: typedefs.hpp:9