You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
79 lines
3.0 KiB
79 lines
3.0 KiB
/*==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/>. |
|
|
|
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 |