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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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//////////////////////////////////////////////////////////////////////////////
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// //
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// plCAnimParamBlock.h - Common animation paramblock and associated code //
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// //
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//// History /////////////////////////////////////////////////////////////////
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// //
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// 10.3.02 mcn - Created from the gory destruction of the separated anim //
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// component and material animations. //
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// //
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//// Notes ///////////////////////////////////////////////////////////////////
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// //
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// This file is shared currently between MaxComponent and MaxPlasmaMtl. //
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// Since the latter links to virtually nothing, this header MUST remain //
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// MAX-pure; no reference to components or any other Plasma-specific stuff //
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// above basically nucleusLib. Once we merge materials back into the main //
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// plugins, this restriction can go away. //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#ifndef _plCAnimParamBlock_h
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#define _plCAnimParamBlock_h
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#include "Max.h"
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#include "iparamb2.h"
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#include "iparamm2.h"
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/// Note: the namespace is so our enums and such don't clash with anything
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/// else
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namespace plCAnimPB
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{
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//// ParamBlock IDs //////////////////////////////////////////////////////////
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// IDs for the common paramblock def below
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enum Rollouts
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{
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kRollMain,
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kRollEase
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};
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enum
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{
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kAnimRadio_DEAD,
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kAnimAutoStart, // Start the Animation on load (V2)
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kAnimLoop, // Start Looping at Begin Location
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kAnimBegin_DEAD,
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kAnimEnd_DEAD,
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kAnimLoopSegCkBx_DEAD,
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kAnimLoopSegBeg_DEAD,
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kAnimLoopSegEnd_DEAD,
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kAnimName, // Name of the notetrack animation to play
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kAnimLoopSegBegBox_DEAD,
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kAnimLoopSegEndBox_DEAD,
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kAnimUseGlobal,
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kAnimGlobalName,
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kAnimLoopName, // Name of the notetrack specified loop
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kAnimEaseInType,
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kAnimEaseOutType,
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kAnimEaseInLength,
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kAnimEaseOutLength,
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kAnimEaseInMin,
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kAnimEaseInMax,
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kAnimEaseOutMin,
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kAnimEaseOutMax,
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kAnimPhysAnim,
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};
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//// Static ParamBlock Accessor //////////////////////////////////////////////
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// So we can ensure we only have one definition of our base paramBlock, but
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// can access it multiple times without having to worry about which is the
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// first. Defined here so the macro can get to it; don't reference it
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// directly!
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class plPBBaseDec
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{
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public:
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static int kPlComponentBlkID;
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static int kPlComponentRefID;
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static ParamBlockDesc2 fAnimBlock;
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};
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//// ParamBlock Macro ////////////////////////////////////////////////////////
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// Use this macro to create your paramblock for your animation object. This
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// way, all the paramblocks for animation info will be identical!
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//
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// Ex. Usage: kDefineAnimPB( gAnimBlock, &gAnimDesc, PASS_ANIM, PASS_ANIM_EASE, gAnimMainProc, gAnimEaseProc );
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#define kDefineAnimPB( blockName, descPtr, mainResIDName, easeResIDName, mainProc, easeProc ) \
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static ParamBlockDesc2 blockName##( \
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\
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plPBBaseDec::kPlComponentBlkID, _T("animation"), 0, descPtr, P_AUTO_CONSTRUCT + P_AUTO_UI + P_MULTIMAP + P_INCLUDE_PARAMS, plPBBaseDec::kPlComponentRefID, \
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2, /* # rollouts */ \
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plCAnimPB::kRollMain, IDD_##mainResIDName, IDS_##mainResIDName, 0, 0, mainProc, \
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plCAnimPB::kRollEase, IDD_##easeResIDName, IDS_##easeResIDName, 0, 0, easeProc, \
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&plPBBaseDec::fAnimBlock, /* ParamBlock to include */ \
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end, \
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);
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}; // namespace
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#endif //_plCAnimParamBlock_h
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