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VkeAnimationKey.h
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VkeAnimationKey.h
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/*
* Copyright (c) 2014-2024, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2024 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact [email protected] (Chris Hebert) for feedback */
#pragma once
#include <glm/glm.hpp>
#include <stdint.h>
#include <vector>
struct VkeAnimationKeyPair;
class VkeAnimationKey
{
public:
typedef uint32_t ID;
typedef uint32_t Count;
VkeAnimationKey()
: m_value(0.f, 0.f, 0.f, 0.f)
, m_time(0.)
{
}
VkeAnimationKey(double& inTime, glm::vec4& inData)
: m_value(inData)
, m_time(inTime)
{
}
~VkeAnimationKey() {}
double& getTime();
glm::vec4& getValue();
class List
{
public:
List() {}
~List() {}
VkeAnimationKey* newKey(double& inTime, glm::vec4& inData);
VkeAnimationKey* getKey(const ID& inID);
void getKeys(double& inTime, VkeAnimationKeyPair* outPair);
std::vector<VkeAnimationKey*> m_data;
};
private:
glm::vec4 m_value;
double m_time;
};
struct VkeAnimationKeyPair
{
VkeAnimationKey* low;
VkeAnimationKey* high;
VkeAnimationKeyPair()
: low(NULL)
, high(NULL)
{
}
};