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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 plAvatarTasks.h
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*/
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#ifndef PLAVATARTASKS_INC
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#define PLAVATARTASKS_INC
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// base class
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#include "plAvTask.h"
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#include "plAvDefs.h"
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#include "hsQuat.h"
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#include "hsGeometry3.h"
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#include "hsMatrix44.h"
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#include "pnKeyedObject/plKey.h"
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class plAGAnim;
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class plAGAnimInstance;
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class plAvSeekMsg;
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class plAvOneShotMsg;
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class plAvEnterModeMsg;
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class plOneShotCallbacks;
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class plMessage;
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class plAvPushBrainMsg;
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/** \class plAvAnimTask
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Attach or detach an animation from the avatar.
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Optionally begin playing.
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It's perfectly reasonable to attach an animation with a blend of zero and start of false.
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This will have no effect visually until you start blending the animation in. */
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class plAvAnimTask : public plAvTask
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{
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public:
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/** Default constructor for the class factory and subclases */
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plAvAnimTask();
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/** Canonical constructor form when attaching
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\param animName The name of the animation we'll be attaching or removing
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\param initialBlend Initial blend value; only relevant if we're attaching
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\param targetBlend The blend value we're shooting for
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\param fadeSpeed How fast (in fade units per second) to fade in
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\param setTime Local time for the animation to start
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\param start Start the animation, or just attach it?
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\param loop Make the animation loop?
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\param attach Are we attaching or detaching the animation?
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*/
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plAvAnimTask(const plString &animName, float initialBlend, float targetBlend, float fadeSpeed,
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float setTime, bool start, bool loop, bool attach);
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/** Canonical constructor form form for detaching
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\param animName The name of the animation we're detaching
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\param fadeSpeed How fast to fade it out. */
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plAvAnimTask(const plString &animName, float fadeSpeed, bool attach = false);
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// task protocol
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virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual void LeaveAge(plArmatureMod *avatar);
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// plasma protocol
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CLASSNAME_REGISTER( plAvAnimTask );
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GETINTERFACE_ANY( plAvAnimTask, plAvTask );
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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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protected:
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// public members
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plString fAnimName; // the animation we're operating on
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float fInitialBlend; // the blend to establish (attaching only)
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float fTargetBlend; // the blend to achieve eventually (attaching only)
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float fFadeSpeed; // how fast to achieve the blend
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float fSetTime; // set the animation to this time
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bool fStart; // start the animation playing? (attaching only)
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bool fLoop; // turn on looping? (attaching only)
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bool fAttach; // attach? (otherwise detach)
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plAGAnimInstance *fAnimInstance; // the animation we're monitoring (detaching only)
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};
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/** \task plAvSeekTask
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Magically fly to a specific location and orientation. Not for use in final production scenes; mainly as a hack
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to fly through incomplete areas of a level.
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!!! Generally deprecated in favor of avBlendedSeekTask, a slightly less-gross-looking hack.
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\deprecated */
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class plAvSeekTask : public plAvTask
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{
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public:
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/** Default constructor used by class factory and descendants. */
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plAvSeekTask();
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/** Common constructor. Seeks to the point at the normal speed. */
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plAvSeekTask(plKey target);
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/** Constructor form for calculated seek points: uses aligment type and (optionally) animation
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The animation is used if we're trying to align some future pose with a seek target. */
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plAvSeekTask(plKey target, plAvAlignment alignType, const plString& animName);
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// task protocol
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virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual void LeaveAge(plArmatureMod *avatar);
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// plasma protocol
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CLASSNAME_REGISTER( plAvSeekTask );
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GETINTERFACE_ANY( plAvSeekTask, plAvTask );
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// *** implement reader and writer if needed for network propagation
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protected:
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// -- specification members --
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plString fAnimName; // the animation we're using, if any;
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plAvAlignment fAlign; // how to line up with the seek point
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double fDuration; // the time we want the task to take
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plKey fTarget; // the thing we're seeking towards
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// -- implementation members --
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plAGAnimInstance * fAnimInstance; // the animation we're using
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hsPoint3 fTargetPosition; // the position we're seeking
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hsQuat fTargetRotation; // the orientation we're seeking
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double fTargetTime; // the time we want to be done with the task (start + duration)
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bool fPhysicalAtStart; // was the avatar physical before we started?
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bool fCleanup; // last frame of processing
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};
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// ---- THE CUTOFF ----
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/** \class plAvOneShotTask
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Makes the avatar play a single animation and then return to user control.
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Typically used in combination with a seek task to position the avatar
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at the proper start point first.
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Deprecated. Will be replaced by single-stage generic brains.
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*/
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class plAvOneShotTask : public plAvTask {
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public:
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/** Put default values for all member variables. */
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void InitDefaults();
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/** Default constructor for the class factor and descendants. */
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plAvOneShotTask();
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/** Canonical constructor
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\param animName The name of the animation we're going to play
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\param drivable Unused. Allows the oneshot to be controlled by keyboard input
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\param reversable Unused. Allows the oneshot to be backed up by keyboard input
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\param callbacks A vector of callback messages to be sent at specific times during the animation
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*/
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plAvOneShotTask(const plString &animName, bool drivable, bool reversible, plOneShotCallbacks *callbacks);
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/** Construct from a oneshot message.
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\param msg The message to copy our parameters from
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\param brain The brain to attach the task to.
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*/
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plAvOneShotTask (plAvOneShotMsg *msg, plArmatureMod *avatar, plArmatureBrain *brain);
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virtual ~plAvOneShotTask();
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// task protocol
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virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual void LeaveAge(plArmatureMod *avatar);
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void SetAnimName(const plString &name);
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static bool fForce3rdPerson;
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// plasma protocol
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CLASSNAME_REGISTER( plAvOneShotTask );
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GETINTERFACE_ANY( plAvOneShotTask, plAvTask );
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bool fBackwards; // play the anim backwards
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bool fDisableLooping; // explicitly kill looping on this anim;
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bool fDisablePhysics; // disable physics when we play this oneshot
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// *** implement reader and writer if needed for network propagation
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protected:
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plString fAnimName; // the name of the one-shot animation we want to use
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bool fMoveHandle; // move the handle after the oneshot's done playing?
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plAGAnimInstance *fAnimInstance; // the animation instance (available only after it starts playing)
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bool fDrivable; // the user can control the animation with the mouse
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bool fReversible; // the user can back up the animation with the mouse
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bool fEnablePhysicsAtEnd; // was the avatar physical before we started (and did we disable physics?)
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bool fDetachAnimation; // should we detach the animation when we're done?
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bool fIgnore; // if this gets set before we start, we just finish without doing anything.
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plOneShotCallbacks *fCallbacks; // a set of callbacks to set up on our animation
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hsMatrix44 fPlayer2Anim; // matrix from player root space to animation root space
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hsMatrix44 fAnim2Player; // matrix from animation root space to player root space
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hsMatrix44 fWorld2Anim;
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hsMatrix44 fAnim2World;
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int fWaitFrames; // wait a couple frames before finalizing position to allow changes
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// from any animation callbacks to propagate. based on weird interaction
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// with Attach() command. sheeeit.
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};
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void GetPositionAndRotation(hsMatrix44 transform, hsScalarTriple *position, hsQuat *rotation);
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// A quick task to play a oneshot, wait on a marker, and link to your personal age.
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// Could be done with a responder, but this gives me a quick way to trigger it from code
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// without the responder and callback messages flying around.
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class plAvOneShotLinkTask : public plAvOneShotTask
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{
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public:
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plAvOneShotLinkTask();
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virtual ~plAvOneShotLinkTask();
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// task protocol
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virtual bool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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virtual bool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
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CLASSNAME_REGISTER( plAvOneShotLinkTask );
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GETINTERFACE_ANY( plAvOneShotLinkTask, plAvOneShotTask );
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// only read/writes enough to send an unstarted task across the net. Not intended for
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// use with a running task.
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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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void SetMarkerName(const plString &name);
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protected:
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plString fMarkerName;
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double fStartTime;
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float fMarkerTime;
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bool fLinkFired;
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};
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#endif
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