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253 lines
9.1 KiB
253 lines
9.1 KiB
14 years ago
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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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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 plAGMasterMod.h
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\brief The animation class for the AniGraph animation system
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\ingroup Avatar
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\ingroup AniGraph
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*/
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#ifndef PLAGMASTERMOD_INC
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#define PLAGMASTERMOD_INC
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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 "../pnModifier/plModifier.h"
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#include "plAGChannel.h"
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#include "plAvDefs.h"
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#include "../pnKeyedObject/plMsgForwarder.h"
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// templates
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#include "hsStlUtils.h"
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#include "hsStlSortUtils.h"
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class plAGModifier;
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class plAGAnimInstance;
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class plAGAnim;
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class plATCAnim;
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class plAGMasterSDLModifier;
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////////////////
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//
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// PLAGMASTERMOD
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//
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////////////////
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/** \class plAGMasterMod
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A modifier which can apply animations to scene objects.
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Works together with a plAGModifier, which can apply animation to a
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single scene object. A master modifier hooks up to a family of
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ag modifiers to do its job.
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An animation (plAGAnim) can have many different channels, but the
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user can just pass it to a single master mod to apply it to all the
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channels owned by that master. The master will take care of hooking
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each channel up to an ag modifier.
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The goal is to make an animation a conceptually (and practically) simple
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object to work with, whether or not it has multiple channels.
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\sa plAGAnim, plAGAnimInstance, plAGModifier
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*/
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class plAGMasterMod : public plModifier
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{
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friend class plAGMasterSDLModifier;
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public:
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/** Default constructor. Primarily for use by the class factory. */
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plAGMasterMod();
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/** Free the name and any other miscellany. */
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virtual ~plAGMasterMod();
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/** Find an individual plAGModifier of the given name under our control. */
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plAGModifier * GetChannelMod(const char * name, hsBool dontCache = false) const;
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/** \name Managing Animations */
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// \{
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// AGANIM PROTOCOL
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/** Attach the given animation object with the given blend factor.
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If there's no animation already attached to blend with, the
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animation will be attached at full strength. */
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plAGAnimInstance *AttachAnimationBlended(plAGAnim *anim, hsScalar blendFactor = 0,
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UInt16 blendPriority = kAGMedBlendPriority,
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hsBool cache = false);
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/** Look up the given animation by name and attach it
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with the given blend factor. */
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plAGAnimInstance *AttachAnimationBlended(const char *name, hsScalar blendFactor = 0,
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UInt16 blendPriority = kAGMedBlendPriority,
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hsBool cache = false);
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/** Play a simple anim (one that doesn't affect root) once and auto detach.
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Intended for Zandi's facial animations that run seperate from the behaviors. */
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void PlaySimpleAnim(const char *name);
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/** Detach the given animation instance. Does nothing
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if the instance is not managed by this master mod. */
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void DetachAnimation(plAGAnimInstance *instance);
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void DetachAllAnimations();
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/** Detach the given animation by name. Searches for
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any instances derived from animations with the
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given name and removes them. */
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void DetachAnimation(const char *name);
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// \}
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/** Print the current animation stack to the console.
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Will list all the animations and their blend strengths.
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Animations later in the list will mask animations earlier
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in the list. */
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void DumpCurrentAnims(const char *header);
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/** Find and return any animation instances with the
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given name on this master modifer. */
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plAGAnimInstance *FindAnimInstance(const char *name);
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/** Return the Ith animation instance, based on blend
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order. Of dubious utility, but, y'know. */
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plAGAnimInstance *GetAnimInstance(int i);
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/** Attach the animation if it's not already attached. If
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it is attached, return the instance.
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Note that if it's attached by this function, it
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will be on top of the stack, but if it was already
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attached, it could be anywhere, including buried under
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a bunch of other animations. If it's important that it be
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on top of the stack, you may need to detach it first. */
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plAGAnimInstance *FindOrAttachInstance(const char *name, hsScalar blendFactor);
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/** Return the number of animations available. */
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int GetNumAnimations();
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/** Return the number of animations that are privately
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owned by this modifier.
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Animations may be either shared in a general pool,
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or privately owned by a mastermod. */
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int GetNumPrivateAnimations();
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int GetNumATCAnimations();
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plAGAnimInstance *GetATCAnimInstance(int i);
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/** Apply all our animations to all our parts.
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\param timeNow is the current world time
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\param elapsed is the time since the previous frame */
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void ApplyAnimations(double timeNow, hsScalar elapsed);
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/** Runs through our anims and applies them, without
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processing fades. This is used when we load in anim
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state from the server, and need to advance it to a
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certain point before enabling callbacks */
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void AdvanceAnimsToTime(double time);
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/** Change the connectivity in the graph so that inactive animations are bypassed.
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The original connectivity information is kept, so if the activity of different
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animations is changed (such as by changing blend biases or adding new animations,
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the graph can be compiled again to the correct state. */
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void Compile(double time);
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/** We've done something that invalidates the cached connectivity in the graph.
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Mark this for fixup. */
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void SetNeedCompile(bool needCompile);
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/** List the animationg graph to stdOut, with a ASCII representation of the tree
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structure. Done by recursively dumping the graph; some types of nodes will have
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more output information than others.
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*/
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void DumpAniGraph(const char *channel, bool optimized, double time);
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/** Set whether or not this is the "group master" so grouped animations will only have
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one member getting/setting sdl animation state in order to synch the anims
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*/
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void SetIsGrouped(bool grouped);
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void SetIsGroupMaster(bool master, plMsgForwarder* msgForwarder);
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// PLASMA PROTOCOL
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virtual int GetNumTargets() const { return fTarget ? 1 : 0; }
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virtual plSceneObject* GetTarget(int w) const { /* hsAssert(w < GetNumTargets(), "Bad target"); */ return fTarget; }
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virtual void AddTarget(plSceneObject * object);
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virtual void RemoveTarget(plSceneObject * object);
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hsBool plAGMasterMod::MsgReceive(plMessage* msg);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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virtual void Read(hsStream * stream, hsResMgr *mgr);
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hsBool HasRunningAnims();
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hsBool DirtySynchState(const char* SDLStateName, UInt32 synchFlags);
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CLASSNAME_REGISTER( plAGMasterMod );
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GETINTERFACE_ANY( plAGMasterMod, plModifier );
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protected:
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// -- methods --
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plAGModifier * ICacheChannelMod(plAGModifier *mod) const;
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plAGModifier * IFindChannelMod(const plSceneObject *obj, const char *name) const;
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty);
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virtual void IApplyDynamic() {}; // dummy function required by base class
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// Find markers in an anim for environment effects (footsteps)
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virtual void ISetupMarkerCallbacks(plATCAnim *anim, plAnimTimeConvert *atc) {}
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// -- members
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plSceneObject* fTarget;
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// a map from channel names to ag modifiers within our domain
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typedef std::map<const char *, plAGModifier*, stringSorter> plChannelModMap;
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plChannelModMap fChannelMods;
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// instances which are currently attached to this master
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typedef std::vector<plAGAnimInstance*> plInstanceVector;
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plInstanceVector fAnimInstances; // animation instances
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// animations which are owned exclusively by this master
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typedef std::vector<plAGAnim*> plAnimVector;
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plAnimVector fPrivateAnims;
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// animations that require AnimTimeConvert state to be synched
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typedef std::vector<plAGAnim*> plAnimVector;
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plInstanceVector fATCAnimInstances;
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hsBool fFirstEval;
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hsBool fNeedEval;
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void IRegForEval(hsBool val);
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// SDL modifier which sends/recvs dynamics state
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plAGMasterSDLModifier *fAGMasterSDLMod;
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bool fNeedCompile;
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bool fIsGrouped;
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bool fIsGroupMaster;
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plMsgForwarder* fMsgForwarder;
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enum {
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kPrivateAnim,
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kPublicAnim,
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};
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};
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#endif // PLAGMASTERMOD_INC
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