47 lines
788 B
C++
47 lines
788 B
C++
#pragma once
|
|
|
|
#include <vector>
|
|
#include <glm/glm.hpp>
|
|
#include <json.hpp>
|
|
|
|
#include "ecs.h"
|
|
|
|
struct Keyframe {
|
|
int time = 0;
|
|
glm::vec3 valueVec3 = glm::vec3(0);
|
|
int valueInt = 0;
|
|
};
|
|
|
|
enum class AnimationProperty {
|
|
Position,
|
|
Target,
|
|
FoV
|
|
};
|
|
|
|
struct Animation {
|
|
EntityID target;
|
|
std::string targetName, targetComponent;
|
|
AnimationProperty property = AnimationProperty::Position;
|
|
|
|
std::vector<Keyframe> keyframes;
|
|
};
|
|
|
|
struct CinematicEntity {
|
|
nlohmann::json data;
|
|
};
|
|
|
|
struct Shot {
|
|
int start = 0, end = 0;
|
|
bool loaded = false;
|
|
|
|
std::string world;
|
|
|
|
std::vector<CinematicEntity> entities;
|
|
std::vector<EntityID> loadedEntities;
|
|
std::vector<Animation*> animations;
|
|
};
|
|
|
|
class Cinematic {
|
|
public:
|
|
std::vector<Shot*> shots;
|
|
};
|