|
|
|
/*==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/>.
|
|
|
|
|
|
|
|
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==*/
|
|
|
|
#ifndef plAvDefs_h
|
|
|
|
#define plAvDefs_h
|
|
|
|
|
|
|
|
/** This is where we keep definitions that are used by different avatar classes.
|
|
|
|
Typically, these don't change very much, so there's a compile-time savings
|
|
|
|
if we don't keep them with class headers, which tend to be more volatile.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#include "hsGeometry3.h" // for the hsVector3, below
|
|
|
|
|
|
|
|
|
|
|
|
// animation alignment types (used by "calcanimalignment")
|
|
|
|
// when starting oneshots, we need to first get your handle into a position to play the oneshot properly
|
|
|
|
// there are different approaches to calculating this aligment
|
|
|
|
/** \enum Alignment
|
|
|
|
There are several different ways to get into position to play a detailed
|
|
|
|
interaction animation. Interactions always have an associated "seek point"
|
|
|
|
indicating an alignment point, but there are several different types of
|
|
|
|
alignment. */
|
|
|
|
enum plAvAlignment {
|
|
|
|
kAlignHandle, /// align our handle with the seek point
|
|
|
|
kAlignHandleAnimEnd, /** align our handle at the seek point "minus" the animation
|
|
|
|
i.e. after seeking and then playing the animation, our
|
|
|
|
handle should wind up aligned with the seek point. */
|
|
|
|
kAlignWorld, /** align our handle with the world origin; the animation
|
|
|
|
is defined in global space */
|
|
|
|
kAlignBone, /// align a specific bone with the seek point
|
|
|
|
kAlignBoneAnimEnd, /** align our handle so that the bone is at the seek point
|
|
|
|
after the animation has finished playing. */
|
|
|
|
kAlignEnsure16 = 0xffff
|
|
|
|
};
|
|
|
|
|
|
|
|
const hsVector3 kAvatarUp(0,0,1);
|
|
|
|
const hsVector3 kAvatarForward(0,-1,0);
|
|
|
|
const hsVector3 kAvatarRight(-1,0,0);
|
|
|
|
|
|
|
|
/** \enum PinType
|
|
|
|
Tells us what category of animation this channel affects.
|
|
|
|
Primarly used to determine if two channels are competing,
|
|
|
|
which you can't tell strictly from the type of data the
|
|
|
|
channel handles. */
|
|
|
|
enum plAGPinType
|
|
|
|
{
|
|
|
|
kAGPinUnknown, // this applicator hasn't decided its pin type
|
|
|
|
kAGPinTransform, // this applicator munches the entire transform
|
|
|
|
kNumPinTypes
|
|
|
|
};
|
|
|
|
|
|
|
|
#define kAGMaxBlendPriority 0x0fffffff
|
|
|
|
#define kAGMinBlendPriority 0x00000000
|
|
|
|
#define kAGMedBlendPriority 0x0000ffff
|
|
|
|
|
|
|
|
|
|
|
|
#endif
|