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213 lines
6.7 KiB
213 lines
6.7 KiB
4 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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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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#ifndef plLayerAnimation_inc
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#define plLayerAnimation_inc
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#include "plLayerInterface.h"
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#include "../plInterp/plAnimTimeConvert.h"
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class plMessage;
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class plController;
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class plLayerSDLModifier;
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class plSimpleStateVariable;
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// LayerAnimations take advantage of the simplifying
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// factor that they are write only. That is, it always
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// overwrites the output of previous interfaces with
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// the current value of the animation. Unanimated channels
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// are unaffected.
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class plLayerAnimationBase : public plLayerInterface
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{
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protected:
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char* fSegmentID;
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double fEvalTime;
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hsScalar fCurrentTime;
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hsScalar fLength;
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plController* fPreshadeColorCtl;
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plController* fRuntimeColorCtl;
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plController* fAmbientColorCtl;
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plController* fSpecularColorCtl;
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plController* fOpacityCtl;
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plController* fTransformCtl;
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hsScalar IMakeUniformLength();
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void IEvalConvertedTime(hsScalar secs, UInt32 passChans, UInt32 evalChans, UInt32 &dirty);
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public:
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plLayerAnimationBase();
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virtual ~plLayerAnimationBase();
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CLASSNAME_REGISTER( plLayerAnimationBase );
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GETINTERFACE_ANY( plLayerAnimationBase, plLayerInterface );
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virtual plLayerInterface* Attach(plLayerInterface* prev);
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//virtual UInt32 Eval(double secs, UInt32 frame, UInt32 ignore) = 0;
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virtual hsBool MsgReceive(plMessage* msg);
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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// Specialized
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hsScalar GetLength() const { return fLength; }
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char *GetSegmentID() const { return fSegmentID; }
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void SetSegmentID(char *ID) { delete fSegmentID; fSegmentID = hsStrcpy(ID); }
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// Export construction functions follow
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void SetPreshadeColorCtl(plController* colCtl);
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void SetRuntimeColorCtl( plController *colCtl );
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void SetAmbientColorCtl(plController* ambCtl);
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void SetSpecularColorCtl(plController* ambCtl);
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void SetOpacityCtl(plController* opaCtl);
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void SetTransformCtl(plController* xfmCtl);
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plController* GetPreshadeColorCtl() const { return fPreshadeColorCtl; }
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plController* GetRuntimeColorCtl() const { return fRuntimeColorCtl; }
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plController* GetAmbientColorCtl() const { return fAmbientColorCtl; }
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plController* GetSpecularColorCtl() const { return fSpecularColorCtl; }
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plController* GetOpacityCtl() const { return fOpacityCtl; }
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plController* GetTransformCtl() const { return fTransformCtl; }
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};
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class plLayerAnimation : public plLayerAnimationBase
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{
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friend class plLayerSDLModifier;
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protected:
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plAnimTimeConvert fTimeConvert;
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plLayerSDLModifier* fLayerSDLMod; // handles sending/recving sdl state
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public:
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plLayerAnimation();
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virtual ~plLayerAnimation();
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CLASSNAME_REGISTER( plLayerAnimation );
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GETINTERFACE_ANY( plLayerAnimation, plLayerAnimationBase );
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virtual plLayerInterface* Attach(plLayerInterface* prev);
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virtual UInt32 Eval(double wSecs, UInt32 frame, UInt32 ignore);
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virtual hsBool MsgReceive(plMessage* msg);
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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const plLayerSDLModifier* GetSDLModifier() const { return fLayerSDLMod; }
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plAnimTimeConvert& GetTimeConvert() { return fTimeConvert; }
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void DefaultAnimation();
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};
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class plLayerLinkAnimation : public plLayerAnimation
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{
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protected:
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plKey fLinkKey;
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hsBool fEnabled;
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plEventCallbackMsg *fIFaceCallback;
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enum
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{
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kFadeLinkPrep = 0x01,
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kFadeLinking = 0x02,
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kFadeCamera = 0x04,
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kFadeIFace = 0x08,
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kFadeCCR = 0x10,
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};
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UInt8 fFadeFlags;
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UInt8 fLastFadeFlag;
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hsBool fFadeFlagsDirty;
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public:
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plLayerLinkAnimation();
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~plLayerLinkAnimation();
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CLASSNAME_REGISTER( plLayerLinkAnimation );
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GETINTERFACE_ANY( plLayerLinkAnimation, plLayerAnimation );
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void SetLinkKey(plKey linkKey) { fLinkKey = linkKey; }
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plKey GetLinkKey() { return fLinkKey; }
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// NOTE: The link animation should NEVER NEVER NEVER send its state to the server.
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// NEVER!
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// If you think it should... talk to Bob. He will explain why it can't be, and beat you up.
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// If he can't remember, beat him up until he does (or ask Moose).
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virtual hsBool DirtySynchState(const char* sdlName, UInt32 sendFlags) { return false; } // don't send link state
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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virtual UInt32 Eval(double wSecs, UInt32 frame, UInt32 ignore);
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virtual hsBool MsgReceive(plMessage* pMsg);
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void Enable(hsBool b) { fEnabled = b; }
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void SetFadeFlag(UInt8 flag, hsBool val);
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hsBool fLeavingAge;
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};
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class plLayerSDLAnimation : public plLayerAnimationBase
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{
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protected:
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plSimpleStateVariable *fVar;
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char *fVarName;
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public:
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plLayerSDLAnimation();
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virtual ~plLayerSDLAnimation();
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CLASSNAME_REGISTER( plLayerSDLAnimation );
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GETINTERFACE_ANY( plLayerSDLAnimation, plLayerAnimationBase );
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virtual UInt32 Eval(double wSecs, UInt32 frame, UInt32 ignore);
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virtual hsBool MsgReceive(plMessage* msg);
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virtual void Read(hsStream* s, hsResMgr* mgr);
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virtual void Write(hsStream* s, hsResMgr* mgr);
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char *GetVarName() { return fVarName; }
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void SetVarName(char *name);
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};
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#endif // plLayerAnimation_inc
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