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/*==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 <http://www.gnu.org/licenses/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
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 plAvDefs_h
#define plAvDefs_h
/** This is where we keep definitions that are used by different avatar classes.
Typically, these don't change very much, so there's a compile-time savings
if we don't keep them with class headers, which tend to be more volatile.
*/
#include "../CoreLib/hsGeometry3.h" // for the hsVector3, below
// animation alignment types (used by "calcanimalignment")
// when starting oneshots, we need to first get your handle into a position to play the oneshot properly
// there are different approaches to calculating this aligment
/** \enum Alignment
There are several different ways to get into position to play a detailed
interaction animation. Interactions always have an associated "seek point"
indicating an alignment point, but there are several different types of
alignment. */
enum plAvAlignment {
kAlignHandle, /// align our handle with the seek point
kAlignHandleAnimEnd, /** align our handle at the seek point "minus" the animation
i.e. after seeking and then playing the animation, our
handle should wind up aligned with the seek point. */
kAlignWorld, /** align our handle with the world origin; the animation
is defined in global space */
kAlignBone, /// align a specific bone with the seek point
kAlignBoneAnimEnd, /** align our handle so that the bone is at the seek point
after the animation has finished playing. */
kAlignEnsure16 = 0xffff
};
const hsVector3 kAvatarUp(0,0,1);
const hsVector3 kAvatarForward(0,-1,0);
const hsVector3 kAvatarRight(-1,0,0);
/** \enum PinType
Tells us what category of animation this channel affects.
Primarly used to determine if two channels are competing,
which you can't tell strictly from the type of data the
channel handles. */
enum plAGPinType
{
kAGPinUnknown, // this applicator hasn't decided its pin type
kAGPinTransform, // this applicator munches the entire transform
kNumPinTypes
};
#define kAGMaxBlendPriority 0x0fffffff
#define kAGMinBlendPriority 0x00000000
#define kAGMedBlendPriority 0x0000ffff
#endif