#include"animation.h" using namespace std; namespace vb01{ Animation::Animation(string name){ this->name = name; } Animation::~Animation(){ } void Animation::update(){ } KeyframeChannelType Animation::getKeyframeChannelType(string typeString){ KeyframeChannelType type; if(typeString == "pos_x") type = KeyframeChannelType::POS_X; else if(typeString == "pos_y") type = KeyframeChannelType::POS_Y; else if(typeString == "pos_z") type = KeyframeChannelType::POS_Z; else if(typeString == "rot_w") type = KeyframeChannelType::ROT_W; else if(typeString == "rot_x") type = KeyframeChannelType::ROT_X; else if(typeString == "rot_y") type = KeyframeChannelType::ROT_Y; else if(typeString == "rot_z") type = KeyframeChannelType::ROT_Z; else if(typeString == "scale_x") type = KeyframeChannelType::SCALE_X; else if(typeString == "scale_y") type = KeyframeChannelType::SCALE_Y; else if(typeString == "scale_z") type = KeyframeChannelType::SCALE_Z; return type; } KeyframeChannel* Animation::getKeyframeChannel(Node *bone, KeyframeChannelType type){ KeyframeChannel *k = nullptr; for(KeyframeChannel &channel : keyframeChannels) if(channel.type == type && channel.bone == bone){ k = &channel; break; } return k; } vector Animation::getKeyframeChannelsByNode(Node *bone){ vector channels; for(KeyframeChannel channel : keyframeChannels) if(channel.bone == bone) channels.push_back(channel); return channels; } }