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278 lines
9.8 KiB
278 lines
9.8 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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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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/** \file plAGAnimInstance.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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#ifndef PLAGANIMINSTANCE_INC |
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#define PLAGANIMINSTANCE_INC |
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// disable warning C4503: dcorated name length exceeded, name was truncated |
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// disable warning C4786: symbol greater than 255 characters, |
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#pragma warning(disable: 4503 4786) |
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// templates |
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#include "hsStlUtils.h" |
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#include "hsStlSortUtils.h" |
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// local |
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#include "plScalarChannel.h" |
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// other |
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#include "../plInterp/plAnimTimeConvert.h" |
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// declarations |
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class plAGChannel; |
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class plAGAnim; |
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class plAGMasterMod; |
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class plAGChannelApplicator; |
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class plOneShotCallbacks; |
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///////////////// |
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// PLAGANIMINSTANCE |
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///////////////// |
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/** \class plAGAnimInstance |
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Whenever we attach an animation to a scene object hierarchy, we |
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create an activation record -- a plAGAnimInstance -- that remembers |
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all the ephemeral state associated with animation |
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Since animations have many channels and may involve blend operations, |
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one of the primary responsibilities of this class is to keep track of |
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all the animation node graphs that were created by the invocation of |
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this animation. |
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*/ |
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class plAGAnimInstance { |
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public: |
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/** Used for the fade commands to select what to fade. */ |
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enum |
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{ |
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kFadeBlend, /// Fade the blend strength |
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kFadeAmp, /// Fade the amplitude |
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} FadeType; |
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/** Default constructor. */ |
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plAGAnimInstance(); |
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/** Construct from an animation and a master modifier. |
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This attaches the animation channels to the channels of |
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the master modifier and creates all the bookkeeping structures |
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necessary to undo it later. */ |
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plAGAnimInstance(plAGAnim * anim, plAGMasterMod * master, hsScalar blend, UInt16 blendPriority, hsBool cache, bool useAmplitude); |
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/** Destructor. Removes the animation from the scene objects it's attached to. */ |
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virtual ~plAGAnimInstance(); |
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/** Returns the animation that this instance mediates. */ |
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const plAGAnim * GetAnimation() { return fAnimation; }; |
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/** Returns the timeconvert object that controls the progress of time |
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in this animation. */ |
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plAnimTimeConvert *GetTimeConvert() { return fTimeConvert; } |
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/** Set the speed of the animation. This is expressed as a fraction of |
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the speed with which the animation was defined. */ |
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void SetSpeed(hsScalar speed) { if (fTimeConvert) fTimeConvert->SetSpeed(speed); }; |
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// \{ |
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/** |
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The current blend factor of the animation. This indicates the |
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priority of this animation as opposed to other animations which |
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were attached before it. Conceptually it may help to think of this |
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as a layer in an stack of animations, where the blend value is the |
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'opacity' of this animation relative to the ones below it. |
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1.0 represents full strength. |
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You may use values higher than 1.0, but this has not |
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yet been seen to have any practical utility whatsoever. Note that |
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even if an animation has a blend strength of 1.0, it may have another |
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animation on top/downstream from it that is masking it completely. */ |
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hsScalar SetBlend(hsScalar blend); |
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hsScalar GetBlend(); |
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// \} |
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/** Set the strength of the animation with respect to its 0th frame. |
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This can be used to dampen the motion of the animation. |
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Animations must be designed to use this: frame 0 of the animation |
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must be a reasonable "default pose" as it will be blended with the |
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current frame of the animation to produce the result. */ |
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hsScalar SetAmplitude(hsScalar amp); |
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/** Get the current strength of the animation. */ |
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hsScalar GetAmplitude(); |
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/** Make this animation loop (or not.) Note that the instance can loop |
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or not without regard to whether the plAGAnim it is based on loops. */ |
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void SetLoop(hsBool status); |
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/** Interpret and respond to an animation command message. /sa plAnimCmdMsg */ |
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hsBool HandleCmd(plAnimCmdMsg *msg); |
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/** Start playback of the animation. You may optionally provide the a world |
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time, which is needed for synchronizing the animation's timeline |
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with the global timeline. If timeNow is -1 (the default,) the system |
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time will be polled */ |
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void Start(double worldTimeNow = -1); |
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/** Stop playback of the animation. */ |
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void Stop(); |
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/** Move the playback head of the animation to a specific time. |
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Note that this time is in animation local time, not global time. |
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The "jump" parameter specifies whether or not to fire callbacks |
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that occur between the current time and the target time. */ |
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void SetCurrentTime(hsScalar newLocalTime, hsBool jump = false); |
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/** Move the playback head by the specified relative amount within |
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the animation. This may cause looping. If the beginning or end |
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of the animation is reached an looping is not on, the movement |
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will pin. |
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\param jump if true, don't look for callbacks between old time and TRACKED_NEW */ |
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void SeekRelative(hsScalar delta, hsBool jump); |
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/** Gradually fade the blend strength or amplitude of the animation. |
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\param goal is the desired blend strength |
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\param rate is in blend units per second |
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\type is either kFadeBlend or kFadeAmp */ |
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void Fade(hsScalar goal, hsScalar rate, UInt8 type = kFadeBlend); |
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/** Fade the animation and detach it after the fade is complete. |
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Extremely useful for situations where the controlling logic |
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is terminating immediately but you want the animation to fade |
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out gradually. |
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\deprecated |
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*/ |
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void FadeAndDetach(hsScalar goal, hsScalar rate); |
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/** Has the animation terminated of natural causes? |
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Primarily used to see if an animation has played all the |
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way to the end, but will also return true if the animation |
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was stopped with a stop command */ |
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hsBool IsFinished(); |
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/** Is the animation playback head positioned at the end. */ |
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hsBool IsAtEnd(); |
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/** Get the name of the underlying animation. */ |
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const char * GetName(); |
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/** Remove all channels from the master mode and remove us from |
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our master modifier. |
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Destructs the object! */ |
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void Detach(); |
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/** Remove all the instance's channels from the modifiers they're attached to. |
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Typically called by the master mod prior to destructing the instance. */ |
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void DetachChannels(); |
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/** Prune any unused branches out of the animation graph; add any |
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newly active branches back in. */ |
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void Optimize(); |
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/** Convert the given world time to local animation time. |
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May include the effects of looping or wraparound. |
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If the local time passes the end of the animation, the returned |
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time will be pinned appropriately. */ |
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double WorldToAnimTime(double foo) { return (fTimeConvert ? fTimeConvert->WorldToAnimTimeNoUpdate(foo) : 0); }; |
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/** Attach a sequence of callback messages to the animation instance. |
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Messages are each associated with a specific (local) time |
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in the animation and will be sent when playback passes that time. */ |
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void AttachCallbacks(plOneShotCallbacks *callbacks); |
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void ProcessFade(hsScalar elapsed); // process any outstanding fades |
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void SearchForGlobals(); // Util function to setup SDL channels |
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protected: |
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/** Set up bookkeeping for a fade. */ |
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void ISetupFade(hsScalar goal, hsScalar rate, bool detach, UInt8 type); |
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void IRegisterDetach(const char *channelName, plAGChannel *channel); |
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const plAGAnim * fAnimation; |
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plAGMasterMod * fMaster; |
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std::map<char *, plAGChannelApplicator *, stringISorter> fChannels; |
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typedef std::multimap<const char *, plAGChannel *> plDetachMap; |
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plDetachMap fManualDetachChannels; |
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std::vector<plAGChannel*> fCleanupChannels; |
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std::vector<plScalarSDLChannel*> fSDLChannels; |
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plScalarConstant fBlend; // blend factor vs. previous animations |
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plScalarConstant fAmplitude; // for animation scaling |
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// Each activation gets its own timeline. |
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plAnimTimeConvert *fTimeConvert; |
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hsBool fFadeBlend; /// we are fading the blend |
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hsScalar fFadeBlendGoal; /// what blend level we're trying to reach |
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hsScalar fFadeBlendRate; /// how fast are we fading in blend units per second (1 blend unit = full) |
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hsBool fFadeDetach; /// detach after fade is finished? (only used for blend fades) |
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hsBool fFadeAmp; /// we are fading the amplitude |
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hsScalar fFadeAmpGoal; /// amplitude we're trying to reach |
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hsScalar fFadeAmpRate; /// how faster we're fading in blend units per second |
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hsScalar ICalcFade(hsBool &fade, hsScalar curVal, hsScalar goal, hsScalar rate, hsScalar elapsed); |
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}; |
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//#ifdef _DEBUG |
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//#define TRACK_AG_ALLOCS // for now, automatically track AG allocations in debug |
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//#endif |
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#ifdef TRACK_AG_ALLOCS |
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extern const char *gGlobalAnimName; |
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extern const char *gGlobalChannelName; |
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void RegisterAGAlloc(plAGChannel *object, const char *chanName, const char *animName, UInt16 classIndex); |
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void UnRegisterAGAlloc(plAGChannel *object); |
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void DumpAGAllocs(); |
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#endif // TRACK_AG_ALLOCS |
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#endif // PLAGANIMINSTANCE_INC |
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