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79 lines
3.0 KiB
79 lines
3.0 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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#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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