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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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/** \file plAGChannel.h
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\brief The animation class for the AniGraph animation system
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WHAT'S AG STAND FOR?
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AG stands for animation graph. It's a directed acyclic graph of animation data sources and operations.
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WHAT'S A CHANNEL?
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A channel is a stream of animation data.
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A channel is a node in an animation graph.
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Animation data can come from anything; keyframes, IK, physics, etc.
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Channels are often grouped together using blending nodes.
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Blending nodes are also a type of channel.
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See where I'm going with this?
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HOW IS THIS DIFFERENT FROM PLCONTROLLER?
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It's very similar, but it's designed to be extremely lightweight; animation graphs are set up and torn down
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quickly and with great frequency. They are not persistent, and their only state (besides cache)
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is their interconnectedness.
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HOW DO THEY GET SAVED?
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Their client must recreate them at read/load time. Since they are stateless, all information necessary
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to recreate them is necessarily held by the client.
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ARE THEY REFERENCE COUNTED?
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No. The entire graph is owned by the creator.
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Deleting the top node of a graph deletes the entire graph.
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If we decide we want to share subgraphs, we'll add reference counting -- easy since cycles are illegal
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HOW DO THEY INTEGRATE WITH PLCONTROLLERS?
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Once we decide the animation graph approach is workable and effective, we'll combine the plController
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concept with the plAGChannel concept.
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Until then, there will be a handful of channel types that adapt controllers into animation graphs.
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WHAT DOES "COMBINE" MEAN?
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Merging more than one types of animation data into a single output that preserves the value
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of both.
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WHAT DOES "BLEND" MEAN?
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Merging two similar types of animation data using a weight to "fade" from one to the other
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WHAT IS ZEROSTATE?
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This is a static channel that always returns the value at time zero. It is used as a reference for animation
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scaling (amplitude).
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WHAT'S AN APPLICATOR?
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In order to cut down on the number of derived channel classes for different Value() and Apply() behaviors,
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applicators were created. At the end of each graph is an applicator, which specifies what should be done
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with the result of a call to Value().
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\ingroup Avatar
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\ingroup AniGraph
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*/
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#ifndef PLAGCHANNEL_H
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#define PLAGCHANNEL_H
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// INCLUDES
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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#include "pnFactory/plCreatable.h"
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// FORWARDS
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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class plAGModifier;
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class plAnimTimeConvert;
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class plAGChannel;
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class plScalarChannel;
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// DEFINITIONS
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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/** \class plAGChannel
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An object that emits data of a specific type. Fundamental building
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block of the animation graph. */
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class plAGChannel : public plCreatable
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{
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public:
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// -- methods --
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/** Default constructor for the base class. */
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plAGChannel();
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/** Free an allocated name. Does not release any upstream nodes. */
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virtual ~plAGChannel();
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// AG PROTOCOL
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/** Combine the given channel with this channel, allocating and returning
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a new node which does the combination. It's up to the caller to
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manage the lifetime of the new node. */
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virtual plAGChannel * MakeCombine(plAGChannel * channelB);
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/** Blend the given channel with this channel, using a third channel (which
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must output a float/scalar value) to crossfade between the two.
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As the blendChannel varies, the blend will vary. */
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virtual plAGChannel * MakeBlend(plAGChannel * channelB, plScalarChannel * blendChannel, int blendPriority);
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/** Create a "static clone" of this channel which always returns this channel's
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value at time zero. */
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virtual plAGChannel * MakeZeroState() = 0;
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/** If we're potentially sharing this channel with other plAGMasterMods, we'll
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want to insert a channel in the graph for cache info. This function returns
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either the cache channel (replacing us) or ourself. */
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virtual plAGChannel * MakeCacheChannel(plAnimTimeConvert *atc) { return this; }
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/** Create a new channel which converts global time to local time
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and attach it downstream from this channel. This allows you to
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convert an animation from one timespace to another - critical for
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blending.
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local-time-animation <-- timescale <-- world-time-animation */
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virtual plAGChannel * MakeTimeScale(plScalarChannel *timeSource) = 0;
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/** Is the animation moving at the given world time? Takes into account
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start/stop messages that haven't been applied yet, ease curves, etc. */
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virtual hsBool IsStoppedAt(double wSecs) { return true; }
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/** Detach the given channel from our graph. If this is the channel in
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question, returns any upstream channels so they can be reattached.
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If this is not the channel in question, passes the request upstream
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and does any reattachment necessary. */
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virtual plAGChannel * Detach(plAGChannel * channel);
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/** Return the optimized version of this channel. May be a completely
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different channel; will collapse out inactive subgraphs. */
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virtual plAGChannel * Optimize(double time);
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// \{
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/** The name of the channel is used to dynamically attach to sub-parts of an
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object. */
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virtual const char * GetName() { return fName; };
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virtual void SetName(char * name) { fName = name; };
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// \}
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// PLASMA PROTOCOL
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// rtti
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CLASSNAME_REGISTER( plAGChannel );
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GETINTERFACE_ANY( plAGChannel, plCreatable );
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// persistence
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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virtual void Read(hsStream *s, hsResMgr *mgr);
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protected:
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const char * fName;
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};
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#endif PLAGCHANNEL_H
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