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