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446 lines
17 KiB
446 lines
17 KiB
/*==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 PLAGANIM_INC |
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#define PLAGANIM_INC |
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/** \file plAGAnim.h |
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\brief The animation class for the AniGraph animation system |
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\ingroup Avatar |
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\ingroup AniGraph |
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*/ |
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#pragma warning(disable: 4786) // don't care if mangled names are longer than 255 characters |
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#include "pnNetCommon/plSynchedObject.h" |
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#include "hsStlUtils.h" |
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#include "hsStlSortUtils.h" |
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class plTMController; |
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class hsAffineParts; |
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class plAnimTimeConvert; |
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struct hsMatrix44; |
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class plEmoteAnim; |
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class plAGApplicator; |
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class plAGChannel; |
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/** \class plAGAnim |
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This class holds reusable animation data. A single plAGAnim can be instanced |
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any number of times simultaneously. |
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In order to use a plAGAnim, you need a plAGMasterMod, which is a special type of |
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modifier which can be attached to multiple scene objects. A master mod is typically |
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applied to the root of a scene branch, but there is no requirement that all the scene |
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objects animated be children. |
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Each plAGAnim has a number of channels, each of which can animate a single parameter |
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of a single object. Channels are parametric, i.e. they can carry any data type. |
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A plAGAnim carries a name for the animation, and each channel is named as well. |
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Instancing a plAGAnim is done via a plAGAnimInstance. |
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\sa plAGAnimInstance plAGMasterMod plAGModifier |
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*/ |
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class plAGAnim : public plSynchedObject |
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{ |
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public: |
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/** How much of the body does this emote use? This is handy information for |
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figuring out whether you can, say, wave while sitting down. */ |
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enum BodyUsage { |
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kBodyUnknown, |
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kBodyUpper, |
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kBodyFull, |
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kBodyLower, |
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kBodyMax, |
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kForceSize = 0xff |
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}; |
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plAGAnim(); |
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/** Construct with name, start time, and end time (within the max note track) |
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*/ |
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plAGAnim(const char *name, double begin, double end); |
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/** Destruct, freeing the underlying animation data. */ |
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virtual ~plAGAnim(); |
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/** Return the total of number of channels supplied by this animation. |
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An object being animated by this animation does not have to have this |
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many channels; any which are not available will be ignored. |
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This is syntactic sugar: GetApplicatorCount will return the exact |
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same number, but some code is only interested in the channels and not |
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the applicators. */ |
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int GetChannelCount() const; |
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/** Return the ith channel of the animation. Ordering is arbitrary but consistent. |
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It's currently breadth first base on the export algorithm, but don't count on this |
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remaining true. */ |
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plAGChannel * GetChannel(int i) const; |
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/** Get the name of the channel having the given index. Useful for talking to an |
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an animation before it is applied and finding out what channels it's going to |
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affect. */ |
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virtual const char * GetChannelName(int index); |
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/** Get channel by name. This corresponds to the name of the scene object this channel |
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will be attached to when the animation is applied. |
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This function is fairly slow and shouldn't be used often. */ |
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plAGChannel * GetChannel(const char *name) const; |
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/** Return the number of applicators held by this animation. An applicator is used |
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to attach a channel to a sceneobject. */ |
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int GetApplicatorCount() const; |
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/** Return the ith applicator in the channel. |
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Order is arbitrary but consistent, corresponding to processing order in the exporter. */ |
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plAGApplicator * GetApplicator(int i) const; // get applicator by index |
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/** Add an applicator -- which must have a channel behind it. |
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Applicators are translator object which take the output of a |
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channel and apply it to a scene object. */ |
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int AddApplicator(plAGApplicator * app); |
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/** Remove the ith applicator and its associated channel. Existing applicators |
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will be renumbered. */ |
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hsBool RemoveApplicator(int appNum); |
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/** The name of the animation. This name is used in the avatar manager to reference |
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animations. Animations are generally indexed by name when they are loaded |
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by the avatar or from script, but most of the functions which take an animation |
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name (such as AttachAnimation on the plAGMasterMod) will also take an pointer |
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to a plAGAnim. */ |
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virtual const char * GetName() const { return fName; } |
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/** Return the length of the animation; end - start. */ |
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virtual hsScalar GetLength() const { return fEnd - fStart; } |
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/** Hacky function to extend the length of the animation to some minimum |
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length. Does nothing if the animation is already longer than this. */ |
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void ExtendToLength(hsScalar length); |
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/** Return the start time for the beginning of the animation. The animation |
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contains no data prior to this time. |
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In practice, this always returns 0.0f and this function may be deprecated. */ |
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virtual hsScalar GetStart() const { return fStart; } |
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void SetStart(hsScalar start) { fStart = start; } |
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/** Return the end time of the animation. Since start is typically 0, this usually |
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serves as the length of the animation as well. */ |
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virtual hsScalar GetEnd() const { return fEnd; } |
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void SetEnd(hsScalar end) { fEnd = end; } |
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/** Returns true if any applicator on the arg anim tries to use the |
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same pin (on the same object) as we do. */ |
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hsBool SharesPinsWith(const plAGAnim *anim) const; |
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// PLASMA PROTOCOL |
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// rtti |
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CLASSNAME_REGISTER( plAGAnim ); |
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GETINTERFACE_ANY( plAGAnim, plSynchedObject ); |
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// *** temp hack to manage animation instances |
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/** Add the animation by name to a global static registry. |
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This functionality will possibly be added to the resource |
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manager. */ |
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static void AddAnim(const char * name, plAGAnim *anim); |
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/** See if there is an animation with the given name in the |
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global animation registry. */ |
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static plAGAnim *FindAnim(const char *name); |
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/** Remove the given animation from the registry. */ |
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static hsBool RemoveAnim(const char *name); |
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/** Clear the animation cache. Used when resetting the client |
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to a vanilla state, as when clearing the scene while |
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exporting. */ |
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static void ClearAnimationRegistry(); |
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/** Debugging utility. Prints out a list of all the animations |
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in the registry */ |
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static void DumpAnimationRegistry(); |
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// persistance |
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virtual void Read(hsStream* stream, hsResMgr* mgr); |
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virtual void Write(hsStream* stream, hsResMgr* mgr); |
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protected: |
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typedef std::vector<plAGApplicator*> ApplicatorVec; |
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ApplicatorVec fApps; /// our animation channels |
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float fBlend; /// requested blend factor |
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hsScalar fStart; /// the start time of the beginning of the animation (usually 0) |
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hsScalar fEnd; /// the end time of the animation |
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char *fName; /// the name of our animation |
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// ??? Can this be moved to the resource manager? If it can manage an efficient |
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// string-based namespace per class, we could get rid of this. |
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typedef std::map<const char *, plAGAnim *, stringISorter> plAnimMap; // |
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static plAnimMap fAllAnims; /// map of animation names to animations |
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typedef std::map<const char *, plEmoteAnim *, stringISorter> plEmoteMap; |
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static plEmoteMap fAllEmotes; |
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}; |
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/////////////// |
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// PLATCANIM |
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/////////////// |
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/** \class plATCAnim |
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The most common subclass of plAGAnim. |
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Represents an animation with a standard AnimTimeConvert |
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(i.e. stop/start/loop/etc animation) |
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*/ |
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class plATCAnim : public plAGAnim |
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{ |
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public: |
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plATCAnim(); |
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/** Construct with name, start time, and end time (within the max note track) |
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Default is to start automatically, not loop, with no ease curves. */ |
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plATCAnim(const char *name, double begin, double end); |
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/** Destruct, freeing the underlying animation data. */ |
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virtual ~plATCAnim(); |
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/** Returns the initial position of the "playback head" for this animation. |
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Animations are not required to start at their actual beginning but can, |
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for instance, start in the middle, play to the end, and then loop to the |
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beginning or to their loop start point. */ |
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virtual hsScalar GetInitial() const { return fInitial; } |
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void SetInitial(hsScalar initial) { fInitial = initial; } |
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/** Does this animation start automatically when it's applied? */ |
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virtual bool GetAutoStart() const { return fAutoStart; } |
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void SetAutoStart(hsBool start) { fAutoStart = (start != 0); } |
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/** If the animation loops, this is where it will restart the loop. Note that |
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loops do not have to start at the beginning of the animation. */ |
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virtual hsScalar GetLoopStart() const { return fLoopStart; } |
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void SetLoopStart(hsScalar start) { fLoopStart = start; } |
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/** If the animation loops, this is the end point of the loop. After passing |
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this point, the animation will cycle around to GetLoopStart */ |
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virtual hsScalar GetLoopEnd() const { return fLoopEnd; } |
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void SetLoopEnd(hsScalar end) { fLoopEnd = end; } |
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/** Does this animation loop?. Note that there may be multiple loop segments defined |
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within a given animation. */ |
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virtual bool GetLoop() const { return fLoop; } |
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void SetLoop(hsBool loop) { fLoop = (loop != 0); } |
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/** Set the curve type for easing in. Easing is an optional feature which allows you |
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to make an animation slow down gradually when you stop it. |
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The types are defined in plAnimEaseTypes.h |
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*/ |
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virtual UInt8 GetEaseInType() const { return fEaseInType; } |
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void SetEaseInType(UInt8 type) { fEaseInType = type; } |
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/** Set the length of time the ease-in should take. */ |
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virtual hsScalar GetEaseInLength() const { return fEaseInLength; } |
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/** Set the length of time the ease-in should take. */ |
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void SetEaseInLength(hsScalar length) { fEaseInLength = length; } |
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/** The minimum value used at the start of the ease in. */ |
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virtual hsScalar GetEaseInMin() const { return fEaseInMin; } |
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/** The minimum value used at the start of the ease in. */ |
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void SetEaseInMin(hsScalar length) { fEaseInMin = length; } |
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/** The maximum value reached at the end of the ease in. */ |
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virtual hsScalar GetEaseInMax() const { return fEaseInMax; } |
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/** The maximum value reached at the end of the ease in. */ |
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void SetEaseInMax(hsScalar length) { fEaseInMax = length; } |
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/** The curve type for the ease out. */ |
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virtual UInt8 GetEaseOutType() const { return fEaseOutType; } |
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/** The curve type for the ease out. */ |
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void SetEaseOutType(UInt8 type) { fEaseOutType = type; } |
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/** The length of time for the ease out. */ |
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virtual hsScalar GetEaseOutLength() const { return fEaseOutLength; } |
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/** The length of time for the ease out. */ |
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void SetEaseOutLength(hsScalar length) { fEaseOutLength = length; } |
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/** Minimum value reached in ease-out */ |
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virtual hsScalar GetEaseOutMin() const { return fEaseOutMin; } |
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/** Minimum value reached in ease-out */ |
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void SetEaseOutMin(hsScalar length) { fEaseOutMin = length; } |
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/** Maximum value reached in ease-in */ |
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virtual hsScalar GetEaseOutMax() const { return fEaseOutMax; } |
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/** Maximum value reached in ease-in */ |
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void SetEaseOutMax(hsScalar length) { fEaseOutMax = length; } |
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/** Animations can have multiple defined loop segments; these |
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are selected using animation control messages. |
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Each loop segment is named using markers in the notetrack. */ |
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void AddLoop(const char *name, float start, float end); |
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/** Get the loop having the given name. |
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\param start will return the start time of the loop. |
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\param end will hold the end time of the loop */ |
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bool GetLoop(const char *name, float &start, float &end) const; |
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/** Lets you get a loop by index instead of name. */ |
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bool GetLoop(UInt32 num, float &start, float &end) const; |
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/** Returns the number of loops defined on this anim. */ |
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UInt32 GetNumLoops() const; |
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/** Add a marker to the animation. Markers can be used |
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for callbacks or for goto comands. A marker is a simple |
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name/time tuple. */ |
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void AddMarker(const char *name, float time); |
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/** Returns the time value of the marker named by name. */ |
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float GetMarker(const char *name) const; |
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void CopyMarkerNames(std::vector<char*> &out); |
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/** Add a stop point to the animation. A stop point is a |
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"detent" for playback - if the animation is stopping |
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near a stop point and fading out, the stop point will |
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override the fade, so that the animation stops precisely |
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at the defined time. */ |
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void AddStopPoint(hsScalar time); |
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/** Return the number of stop points defined for this animation. */ |
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UInt32 NumStopPoints(); |
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/** Get the time corresponding to the given stop point. Stop points |
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are numbered in the order they were added. */ |
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hsScalar GetStopPoint(UInt32 i); |
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/** Function to check for a zero-length loop, and set it to |
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the anim's start/end instead */ |
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void CheckLoop(); |
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// PLASMA PROTOCOL |
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// rtti |
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CLASSNAME_REGISTER( plATCAnim ); |
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GETINTERFACE_ANY( plATCAnim, plAGAnim ); |
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// persistance |
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virtual void Read(hsStream* stream, hsResMgr* mgr); |
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virtual void Write(hsStream* stream, hsResMgr* mgr); |
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protected: |
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hsScalar fInitial; /// the position of the playback head |
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bool fAutoStart; /// does the animation start automatically? |
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hsScalar fLoopStart; /// when wrapping a loop, start here |
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hsScalar fLoopEnd; /// when you reach this point, loop back |
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bool fLoop; /// do we loop? |
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UInt8 fEaseInType; /// the type (none/linear/spline) of our ease-in curve, if any |
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UInt8 fEaseOutType; /// the type (none/linear/spline) of our ease-out curve, if any |
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hsScalar fEaseInLength; /// the length of time our ease-in curve takes |
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hsScalar fEaseInMin; /// minimum (initial) value of our ease-in |
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hsScalar fEaseInMax; /// maximum (final) value of our ease-in |
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hsScalar fEaseOutLength; /// the length of time our ease-out curve takes |
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hsScalar fEaseOutMin; /// minimum (final) value of our ease-out |
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hsScalar fEaseOutMax; /// maximum (initial) value of our ease-out |
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// a map from segment names to times |
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typedef std::map<const char *, float, stringSorter> MarkerMap; |
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MarkerMap fMarkers; |
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typedef std::map<const char *, std::pair<float,float>, stringSorter> LoopMap; |
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LoopMap fLoops; |
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typedef std::vector<hsScalar> ScalarMap; |
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ScalarMap fStopPoints; /// vector of stop points |
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}; |
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/** \class plEmoteAnim |
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An animation to be used for emotes. |
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Automatically registers so that it can be played from the chat field. |
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*/ |
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class plEmoteAnim : public plATCAnim |
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{ |
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public: |
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plEmoteAnim(); |
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plEmoteAnim(const char *animName, double begin, double end, float fadeIn, float fadeOut, BodyUsage bodyUsage); |
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BodyUsage GetBodyUsage() const; |
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hsScalar GetFadeIn() const; |
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hsScalar GetFadeOut() const; |
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CLASSNAME_REGISTER( plEmoteAnim ); |
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GETINTERFACE_ANY( plEmoteAnim, plATCAnim ); |
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virtual void Read(hsStream *stream, hsResMgr *mgr); |
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virtual void Write(hsStream *stream, hsResMgr *mgr); |
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protected: |
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BodyUsage fBodyUsage; // how much of the body is used by this emote? |
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hsScalar fFadeIn; // how fast to fade in the emote |
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hsScalar fFadeOut; // how fast to fade out the emote |
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}; |
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////////////////// |
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// PLAGEGLOBALANIM |
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////////////////// |
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/** \class plAgeGlobalAnim |
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An animation that bases its current position on a variable that global to the age, |
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like weather, time of day, etc. |
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*/ |
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class plAgeGlobalAnim : public plAGAnim |
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{ |
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public: |
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plAgeGlobalAnim(); |
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/** Construct with name, start time, and end time (within the max note track) |
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*/ |
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plAgeGlobalAnim(const char *name, double begin, double end); |
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/** Destruct, freeing the underlying animation data. */ |
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virtual ~plAgeGlobalAnim(); |
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const char * GetGlobalVarName() const { return fGlobalVarName; } |
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void SetGlobalVarName(char *name); |
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// PLASMA PROTOCOL |
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// rtti |
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CLASSNAME_REGISTER( plAgeGlobalAnim ); |
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GETINTERFACE_ANY( plAgeGlobalAnim, plAGAnim ); |
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// persistance |
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virtual void Read(hsStream* stream, hsResMgr* mgr); |
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virtual void Write(hsStream* stream, hsResMgr* mgr); |
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protected: |
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char *fGlobalVarName; // Name of the SDL variable we animate on. |
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}; |
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// USEFUL HELPER FUNCTIONS |
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bool GetStartToEndTransform(const plAGAnim *anim, hsMatrix44 *startToEnd, hsMatrix44 *endToStart, const char *channelName); |
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bool GetRelativeTransform(const plAGAnim *anim, double timeA, double timeB, hsMatrix44 *a2b, hsMatrix44 *b2a, const char *channelName); |
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#endif
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