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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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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 plAGApplicator_h
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#define plAGApplicator_h
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// FORWARDS
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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class plAudioInterface;
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class plCoordinateInterface;
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class plDrawInterface;
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class plSimulationInterface;
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class plObjInterface;
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class plAGModifier;
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// INCLUDES
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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#include "../pnFactory/plCreatable.h"
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#include "plAvDefs.h"
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// INCLUDES
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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class plAGChannel;
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class plScalarChannel;
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/////////////////////////////////////////////////////////////////////////////////////////
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//
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// DEFINITIONS
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//
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/////////////////////////////////////////////////////////////////////////////////////////
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/** \class plAGApplicator
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Takes the end of a channel tree and applies it to a scene object.
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A transform applicator takes a matrix-typed-tree and applies it to
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the transform of the scene object.
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Other applicators might take floats and use them to animate alpha channels,
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etc. */
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class plAGApplicator : public plCreatable
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{
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public:
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// -- methods --
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/** Base constructor. */
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plAGApplicator();
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plAGApplicator(const char *channelName);
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virtual ~plAGApplicator();
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/** Return our single input channel. Applicators only ever
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have a single input channel; you can always use blend
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or combine nodes to merge channels before routing
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them into the applicator. */
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plAGChannel *GetChannel() { return fChannel; }
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/** Set our input channel. Does not free the previous input channel. */
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void SetChannel(plAGChannel *channel) { fChannel = channel; }
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void SetChannelName(const char *name);
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const char * GetChannelName();
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/** Optionally suppress the action of this applicator.
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The applicator can still be forced to apply using the force
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paramater of the Apply function. */
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void Enable(hsBool on) { fEnabled = on; }
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/** Make a shallow copy of the applicator. Keep the same input channel
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but do not clone the input channel. */
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virtual plAGApplicator *CloneWithChannel(plAGChannel *channel);
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/** What animation type do we have? Used to determine whether two
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applicators are trying to animate the same thing or whether they
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can coexist peacefully. */
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virtual plAGPinType GetPinType() { return kAGPinUnknown; }
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// Join the incoming channel (if possible) to ours
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/** Determine whether the given applicator can be blended to ours. If so, this
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would be effected by pulling the input channel from the other applicator,
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blending it with our input channel via a new blend node, attaching that blend
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node as our new input, and throwing the other applicator away. */
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virtual hsBool CanBlend(plAGApplicator *app);
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/** Combine the two applicators if possible. \sa CanBlend */
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virtual plAGChannel * MergeChannel(plAGApplicator *app, plAGChannel *channel,
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plScalarChannel *blend, int blendPriority);
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/** \bug It makes no sense for an applicator to combine because combination always
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results in a different data type, which would require a different applicator. */
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virtual hsBool CanCombine(plAGApplicator *app) { return false; }
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/** Apply our channel's data to the scene object, via the modifier.
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This is the only function that actually changes perceivable scene state. */
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void Apply(const plAGModifier *mod, double time, hsBool force = false); // Apply our channel's data to the modifier
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// this is pretty much a HACK to support applicators that want to stick around when
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// their channel is gone so they can operate on the next channel that comes in
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// the RIGHT way to do this is to make applicators support the Detach() protocol just
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// like channels...
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virtual hsBool AutoDelete() { return true; } // should we remove it when its input channel is gone?
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// PlOP
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CLASSNAME_REGISTER( plAGApplicator );
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GETINTERFACE_ANY( plAGApplicator, plCreatable );
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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virtual void Read(hsStream *s, hsResMgr *mgr);
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protected:
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// -- methods --
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virtual void IApply(const plAGModifier *mod, double time) = 0;
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// give derived classes access to the object interfaces
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plAudioInterface * IGetAI(const plAGModifier *modifier) const;
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plCoordinateInterface * IGetCI(const plAGModifier *modifier) const;
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plDrawInterface * IGetDI(const plAGModifier *modifier) const;
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plSimulationInterface * IGetSI(const plAGModifier *modifier) const;
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plObjInterface * IGetGI(const plAGModifier *modifier, UInt16 classIdx) const;
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// Allow plAGModifier to declare IGet?? as friends
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friend class plAGModifier;
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// -- members --
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plAGChannel *fChannel;
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hsBool fEnabled;
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char *fChannelName;
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};
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#endif
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