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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plAvDefs_h
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#define plAvDefs_h
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/** This is where we keep definitions that are used by different avatar classes.
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Typically, these don't change very much, so there's a compile-time savings
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if we don't keep them with class headers, which tend to be more volatile.
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*/
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#include "../CoreLib/hsGeometry3.h" // for the hsVector3, below
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// animation alignment types (used by "calcanimalignment")
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// when starting oneshots, we need to first get your handle into a position to play the oneshot properly
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// there are different approaches to calculating this aligment
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/** \enum Alignment
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There are several different ways to get into position to play a detailed
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interaction animation. Interactions always have an associated "seek point"
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indicating an alignment point, but there are several different types of
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alignment. */
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enum plAvAlignment {
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kAlignHandle, /// align our handle with the seek point
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kAlignHandleAnimEnd, /** align our handle at the seek point "minus" the animation
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i.e. after seeking and then playing the animation, our
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handle should wind up aligned with the seek point. */
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kAlignWorld, /** align our handle with the world origin; the animation
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is defined in global space */
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kAlignBone, /// align a specific bone with the seek point
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kAlignBoneAnimEnd, /** align our handle so that the bone is at the seek point
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after the animation has finished playing. */
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kAlignEnsure16 = 0xffff
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};
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const hsVector3 kAvatarUp(0,0,1);
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const hsVector3 kAvatarForward(0,-1,0);
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const hsVector3 kAvatarRight(-1,0,0);
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/** \enum PinType
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Tells us what category of animation this channel affects.
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Primarly used to determine if two channels are competing,
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which you can't tell strictly from the type of data the
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channel handles. */
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enum plAGPinType
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{
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kAGPinUnknown, // this applicator hasn't decided its pin type
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kAGPinTransform, // this applicator munches the entire transform
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kNumPinTypes
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};
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#define kAGMaxBlendPriority 0x0fffffff
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#define kAGMinBlendPriority 0x00000000
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#define kAGMedBlendPriority 0x0000ffff
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#endif
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