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/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "HeadSpin.h"
//Resource related
#include "resource.h"
//Max related
#include "plComponent.h"
#include "plComponentReg.h"
//Messages related
#include "plgDispatch.h"
#include "pnMessage/plObjRefMsg.h"
#include "pnMessage/plIntRefMsg.h"
#include "pnMessage/plNodeRefMsg.h"
#include "MaxMain/plPlasmaRefMsgs.h"
//Scene related
#include "plScene/plSceneNode.h"
#include "plInterp/plController.h"
#include "MaxMain/plMaxNode.h"
#include "MaxMain/plMaxNodeData.h"
#include "pnKeyedObject/plKey.h"
#include "pnSceneObject/plSceneObject.h"
#include "pnSceneObject/plCoordinateInterface.h"
#include "hsResMgr.h"
//Conversion related
#include "MaxConvert/hsConverterUtils.h"
#include "MaxConvert/hsControlConverter.h"
//Avatar related
#include "plAvatar/plAGAnim.h"
#include "plAvatar/plMatrixChannel.h"
#include "BipedKiller.h"
//Anim related
#include "plNotetrackAnim.h"
//
// DummyCodeIncludeFuncAGComp Function
// Necessary to keep the compiler from tossing this file.
// No functions herein are directly called, excepting this
// one.
//
//
void DummyCodeIncludeFuncAGComp()
{
}
enum {
kShareableBool, //Added in v1
kGlobalBool, //Added in v1
};
//////////////////////////////////////////////////////////////
//
// AnimAvatar Component
//
//
//
class plAnimAvatarComponent : public plComponent
{
//protected:
// static plAGAnimMgr *fManager;
public:
plAnimAvatarComponent();
virtual hsBool SetupProperties(plMaxNode* node, plErrorMsg *pErrMsg);
virtual hsBool Convert(plMaxNode* node, plErrorMsg *pErrMsg);
virtual plATCAnim * NewAnimation(const char *name, double begin, double end);
hsBool ConvertNode(plMaxNode *node, plErrorMsg *pErrMsg);
hsBool ConvertNodeSegmentBranch(plMaxNode *node, plAGAnim *mod, plErrorMsg *pErrMsg);
hsBool MakePersistent(plMaxNode *node, plAGAnim *anim, const char *animName, plErrorMsg *pErrMsg);
virtual void CollectNonDrawables(INodeTab& nonDrawables) { AddTargetsToList(nonDrawables); }
void DeleteThis() { delete this; }
};
//plAGAnimMgr * plAnimAvatarComponent::fManager = nil;
CLASS_DESC(plAnimAvatarComponent, gAnimAvatarDesc, "Compound Animation", "Compound Animation", COMP_TYPE_AVATAR, Class_ID(0x3192253d, 0x60c4178c))
//
// Anim Avatar ParamBlock2
//
//
ParamBlockDesc2 gAnimAvatarBk
(
plComponent::kBlkComp, _T("CompoundAnim"), 0, &gAnimAvatarDesc, P_AUTO_CONSTRUCT + P_AUTO_UI, plComponent::kRefComp,
//Roll out
IDD_COMP_ANIM_AVATAR, IDS_COMP_ANIM_AVATARS, 0, 0, NULL,
// params
kShareableBool, _T("ShareableBool"), TYPE_BOOL, 0, 0,
p_default, FALSE,
p_ui, TYPE_SINGLECHEKBOX, IDC_COMP_ANIM_AVATAR_SHAREBOOL,
end,
kGlobalBool, _T("ShareableBool"), TYPE_BOOL, 0, 0,
p_default, FALSE,
p_ui, TYPE_SINGLECHEKBOX, IDC_COMP_ANIM_AVATAR_GLOBALBOOL,
end,
//kBoundCondRadio, _T("BoundingConditions"), TYPE_INT, 0, 0,
// p_ui, TYPE_RADIO, 2, IDC_COMP_PHYS_DETECTOR_RAD1, IDC_COMP_PHYS_DETECTOR_RAD2,
// end,
end
);
//
// Anim Avatar CONSTRUCTOR
//
//
plAnimAvatarComponent::plAnimAvatarComponent()
{
fClassDesc = &gAnimAvatarDesc;
fClassDesc->MakeAutoParamBlocks(this);
}
//
// Anim Avatar PRECONVERT
//
//
hsBool plAnimAvatarComponent::SetupProperties(plMaxNode *node, plErrorMsg *pErrMsg)
{
if(node->GetMaxNodeData())
{
node->SetMovable(true);
node->SetForceLocal(true);
node->SetDrawable(false);
}
int childCount = node->NumberOfChildren();
for (int i = 0; i < childCount; i++)
{
SetupProperties((plMaxNode *)node->GetChildNode(i), pErrMsg);
}
return true;
}
//
//
// CONVERT
// top level conversion: recursive descent on the node and children
// for each node, search for segments to convert...
//
//
hsBool plAnimAvatarComponent::Convert(plMaxNode *node, plErrorMsg *pErrMsg)
{
Interface *theInterface = node->GetInterface();
RemoveBiped(node, theInterface);
ConvertNode(node, pErrMsg);
((plSceneNode *)node->GetRoomKey()->GetObjectPtr())->SetFilterGenericsOnly(true);
return true;
}
//
// CONVERTNODE
// look for all the segments on this node and convert them
// recurse on children
//
//
hsBool plAnimAvatarComponent::ConvertNode(plMaxNode *node, plErrorMsg *pErrMsg)
{
plNotetrackAnim noteAnim(node, pErrMsg);
// does this node have any segments specified?
if (noteAnim.HasNotetracks())
{
// for each segment we found:
while (const char *animName = noteAnim.GetNextAnimName())
{
plAnimInfo info = noteAnim.GetAnimInfo(animName);
plATCAnim *anim = NewAnimation(info.GetAnimName(), info.GetAnimStart(), info.GetAnimEnd());
const char *loopName = info.GetNextLoopName();
if (loopName)
{
anim->SetLoop(true);
float loopStart = info.GetLoopStart(loopName);
float loopEnd = info.GetLoopEnd(loopName);
anim->SetLoopStart(loopStart == -1 ? anim->GetStart() : loopStart);
anim->SetLoopEnd(loopEnd == -1 ? anim->GetEnd() : loopEnd);
}
while (const char *marker = info.GetNextMarkerName())
anim->AddMarker(marker, info.GetMarkerTime(marker));
ConvertNodeSegmentBranch(node, anim, pErrMsg);
MakePersistent(node, anim, info.GetAnimName(), pErrMsg);
}
}
// let's see if the children have any segments specified...
int childCount = node->NumberOfChildren();
for (int i = 0; i < childCount; i++)
ConvertNode((plMaxNode *)(node->GetChildNode(i)), pErrMsg);
return true;
}
// NewAnimation -------------------------------------------------------------------------
// -------------
plATCAnim * plAnimAvatarComponent::NewAnimation(const char *name, double begin, double end)
{
return TRACKED_NEW plATCAnim(name, begin, end);
}
//
// CONVERT NODE SEGMENT BRANCH
// we're now in the middle of converting a segment
// every node gets an animation channel for the time period in question
//
//
hsBool plAnimAvatarComponent::ConvertNodeSegmentBranch(plMaxNode *node, plAGAnim *mod, plErrorMsg *pErrMsg)
{
// Check for a suppression marker
plNotetrackAnim noteAnim(node, pErrMsg);
plAnimInfo info = noteAnim.GetAnimInfo(nil);
hsBool suppressed = info.IsSuppressed(mod->GetName());
// Get the affine parts and the TM Controller
plSceneObject *obj = node->GetSceneObject();
if(obj && !suppressed) {
hsAffineParts parts;
hsControlConverter::Instance().ReduceKeys(node->GetTMController(), node->GetKeyReduceThreshold());
plController* tmc = hsControlConverter::Instance().ConvertTMAnim(obj, node, &parts, mod->GetStart(), mod->GetEnd());
if (tmc)
{
plMatrixChannel *channel;
hsMatrix44 constSetting;
parts.ComposeMatrix(&constSetting);
// If all our keys match, there's no point in keeping an animation controller
// around. Just nuke it and replace it with a constant channel.
if (tmc->PurgeRedundantSubcontrollers())
{
channel = TRACKED_NEW plMatrixConstant(constSetting);
delete tmc;
tmc = nil;
}
else
{
channel = TRACKED_NEW plMatrixControllerChannel(tmc, &parts);
}
plMatrixChannelApplicator *app = TRACKED_NEW plMatrixChannelApplicator();
app->SetChannelName(node->GetKey()->GetName());
app->SetChannel(channel);
mod->AddApplicator(app);
}
// let's see if the children have any segments specified...
int childCount = node->NumberOfChildren();
for (int i = 0; i < childCount; i++)
ConvertNodeSegmentBranch((plMaxNode *)(node->GetChildNode(i)), mod, pErrMsg);
return true;
} else {
return false;
}
}
plKey FindSceneNode(plMaxNode *node)
{
plSceneObject *obj = node->GetSceneObject();
if(obj)
{
return obj->GetSceneNode();
} else {
plMaxNode *parent = (plMaxNode *)node->GetParentNode();
if(parent)
{
return FindSceneNode(parent);
} else {
return nil;
}
}
}
//
// MAKE PERSISTENT
// Perform wizardry necessary to make the object save itself.
//
//
hsBool plAnimAvatarComponent::MakePersistent(plMaxNode *node, plAGAnim *anim, const char *animName, plErrorMsg *pErrMsg)
{
// new approach: add to the generic pool on the scene node
plLocation nodeLoc = node->GetLocation();
plKey sceneNodeKey = FindSceneNode(node);
if(sceneNodeKey)
{
plKey animKey = hsgResMgr::ResMgr()->NewKey(animName, anim, nodeLoc);
plNodeRefMsg* refMsg = TRACKED_NEW plNodeRefMsg(sceneNodeKey, plNodeRefMsg::kOnRequest, -1, plNodeRefMsg::kGeneric);
hsgResMgr::ResMgr()->AddViaNotify(animKey, refMsg, plRefFlags::kActiveRef);
}
else
{
pErrMsg->Set(true, "Sorry", "Can't find node to save animation. Animation will not be saved.");
}
return true;
}
// plEmoteComponent ---------------------------------
// -----------------
class plEmoteComponent : public plAnimAvatarComponent
{
public:
enum {
kBodyUsage,
kFadeIn,
kFadeOut
};
enum {
kBodyUnknown,
kBodyUpper,
kBodyFull
};
plEmoteComponent();
virtual hsBool Convert(plMaxNode *node, plErrorMsg *pErrMsg);
virtual plATCAnim * NewAnimation(const char *name, double begin, double end);
protected:
float fFadeIn;
float fFadeOut;
plEmoteAnim::BodyUsage fBodyUsage;
};
// gEmoteDesc ---------------------------------------------------------------------------------------------------------------------
// -----------
CLASS_DESC(plEmoteComponent, gEmoteDesc, "Emote Animation", "Emote Animation", COMP_TYPE_AVATAR, Class_ID(0x383c55ba, 0x6f1d454c))
// gEmoteDesc ----------
// -----------
ParamBlockDesc2 gEmoteBk
(
plComponent::kBlkComp, _T("EmoteAnim"), 0, &gEmoteDesc, P_AUTO_CONSTRUCT + P_AUTO_UI, plComponent::kRefComp,
//Roll out
IDD_COMP_EMOTE, IDS_COMP_EMOTE, 0, 0, NULL,
plEmoteComponent::kBodyUsage, _T("Blend"), TYPE_INT, 0, 0,
p_ui, TYPE_RADIO, 3, IDC_BODY_UNKNOWN, IDC_BODY_UPPER, IDC_BODY_FULL,
p_vals, plEmoteComponent::kBodyUnknown, plEmoteComponent::kBodyUpper, plEmoteComponent::kBodyFull,
p_default, plEmoteComponent::kBodyUnknown,
end,
plEmoteComponent::kFadeIn, _T("Length"), TYPE_FLOAT, 0, 0,
p_default, 2.0,
p_range, 0.1, 10.0,
p_ui, TYPE_SPINNER, EDITTYPE_POS_FLOAT,
IDC_EMO_FADEIN, IDC_EMO_FADEIN_SPIN, 0.1,
end,
plEmoteComponent::kFadeOut, _T("Length"), TYPE_FLOAT, 0, 0,
p_default, 2.0,
p_range, 0.1, 10.0,
p_ui, TYPE_SPINNER, EDITTYPE_POS_FLOAT,
IDC_EMO_FADEOUT, IDC_EMO_FADEOUT_SPIN, 0.1,
end,
end
);
// plEmoteComponent ----------------
// -----------------
plEmoteComponent::plEmoteComponent()
{
fClassDesc = &gEmoteDesc;
fClassDesc->MakeAutoParamBlocks(this);
}
// Convert ------------------------------------------------------------
// --------
hsBool plEmoteComponent::Convert(plMaxNode *node, plErrorMsg *pErrMsg)
{
Interface *theInterface = node->GetInterface();
RemoveBiped(node, theInterface);
fFadeIn = fCompPB->GetFloat(kFadeIn);
fFadeOut = fCompPB->GetFloat(kFadeOut);
fBodyUsage = static_cast<plEmoteAnim::BodyUsage>(fCompPB->GetInt(kBodyUsage));
ConvertNode(node, pErrMsg);
((plSceneNode *)node->GetRoomKey()->GetObjectPtr())->SetFilterGenericsOnly(true);
return true;
}
// NewAnimation ----------------------------------------------------------------------
// -------------
plATCAnim * plEmoteComponent::NewAnimation(const char *name, double begin, double end)
{
return TRACKED_NEW plEmoteAnim(name, begin, end, fFadeIn, fFadeOut, fBodyUsage);
}