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255 lines
10 KiB
255 lines
10 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 plAvatarTasks.h |
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*/ |
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#ifndef PLAVATARTASKS_INC |
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#define PLAVATARTASKS_INC |
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// base class |
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#include "plAvTask.h" |
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#include "plAvDefs.h" |
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#include "hsQuat.h" |
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#include "../CoreLib/hsGeometry3.h" |
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#include "../CoreLib/hsMatrix44.h" |
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#include "../pnKeyedObject/plKey.h" |
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class plAGAnim; |
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class plAGAnimInstance; |
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class plAvSeekMsg; |
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class plAvOneShotMsg; |
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class plAvEnterModeMsg; |
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class plOneShotCallbacks; |
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class plMessage; |
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class plAvPushBrainMsg; |
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/** \class plAvAnimTask |
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Attach or detach an animation from the avatar. |
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Optionally begin playing. |
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It's perfectly reasonable to attach an animation with a blend of zero and start of false. |
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This will have no effect visually until you start blending the animation in. */ |
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class plAvAnimTask : public plAvTask |
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{ |
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public: |
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/** Default constructor for the class factory and subclases */ |
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plAvAnimTask(); |
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/** Canonical constructor form when attaching |
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\param animName The name of the animation we'll be attaching or removing |
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\param initialBlend Initial blend value; only relevant if we're attaching |
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\param targetBlend The blend value we're shooting for |
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\param fadeSpeed How fast (in fade units per second) to fade in |
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\param setTime Local time for the animation to start |
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\param start Start the animation, or just attach it? |
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\param loop Make the animation loop? |
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\param attach Are we attaching or detaching the animation? |
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*/ |
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plAvAnimTask(const char *animName, hsScalar initialBlend, hsScalar targetBlend, hsScalar fadeSpeed, |
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hsScalar setTime, hsBool start, hsBool loop, hsBool attach); |
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/** Canonical constructor form form for detaching |
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\param animName The name of the animation we're detaching |
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\param fadeSpeed How fast to fade it out. */ |
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plAvAnimTask(const char *animName, hsScalar fadeSpeed, hsBool attach = false); |
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virtual ~plAvAnimTask(); |
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// task protocol |
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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virtual void LeaveAge(plArmatureMod *avatar); |
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// plasma protocol |
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CLASSNAME_REGISTER( plAvAnimTask ); |
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GETINTERFACE_ANY( plAvAnimTask, plAvTask ); |
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virtual void Write(hsStream *stream, hsResMgr *mgr); |
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virtual void Read(hsStream *stream, hsResMgr *mgr); |
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protected: |
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// public members |
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char* fAnimName; // the animation we're operating on |
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hsScalar fInitialBlend; // the blend to establish (attaching only) |
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hsScalar fTargetBlend; // the blend to achieve eventually (attaching only) |
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hsScalar fFadeSpeed; // how fast to achieve the blend |
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hsScalar fSetTime; // set the animation to this time |
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hsBool fStart; // start the animation playing? (attaching only) |
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hsBool fLoop; // turn on looping? (attaching only) |
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hsBool fAttach; // attach? (otherwise detach) |
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plAGAnimInstance *fAnimInstance; // the animation we're monitoring (detaching only) |
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}; |
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/** \task plAvSeekTask |
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Magically fly to a specific location and orientation. Not for use in final production scenes; mainly as a hack |
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to fly through incomplete areas of a level. |
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!!! Generally deprecated in favor of avBlendedSeekTask, a slightly less-gross-looking hack. |
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\deprecated */ |
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class plAvSeekTask : public plAvTask |
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{ |
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public: |
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/** Default constructor used by class factory and descendants. */ |
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plAvSeekTask(); |
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/** Common constructor. Seeks to the point at the normal speed. */ |
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plAvSeekTask(plKey target); |
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/** Constructor form for calculated seek points: uses aligment type and (optionally) animation |
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The animation is used if we're trying to align some future pose with a seek target. */ |
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plAvSeekTask(plKey target, plAvAlignment alignType, const char *animName); |
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// task protocol |
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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virtual void LeaveAge(plArmatureMod *avatar); |
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// plasma protocol |
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CLASSNAME_REGISTER( plAvSeekTask ); |
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GETINTERFACE_ANY( plAvSeekTask, plAvTask ); |
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// *** implement reader and writer if needed for network propagation |
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protected: |
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// -- specification members -- |
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char * fAnimName; // the animation we're using, if any; |
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plAvAlignment fAlign; // how to line up with the seek point |
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double fDuration; // the time we want the task to take |
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plKey fTarget; // the thing we're seeking towards |
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// -- implementation members -- |
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plAGAnimInstance * fAnimInstance; // the animation we're using |
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hsPoint3 fTargetPosition; // the position we're seeking |
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hsQuat fTargetRotation; // the orientation we're seeking |
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double fTargetTime; // the time we want to be done with the task (start + duration) |
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hsBool fPhysicalAtStart; // was the avatar physical before we started? |
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hsBool fCleanup; // last frame of processing |
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}; |
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// ---- THE CUTOFF ---- |
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/** \class plAvOneShotTask |
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Makes the avatar play a single animation and then return to user control. |
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Typically used in combination with a seek task to position the avatar |
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at the proper start point first. |
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Deprecated. Will be replaced by single-stage generic brains. |
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*/ |
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class plAvOneShotTask : public plAvTask { |
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public: |
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/** Put default values for all member variables. */ |
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void InitDefaults(); |
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/** Default constructor for the class factor and descendants. */ |
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plAvOneShotTask(); |
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/** Canonical constructor |
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\param animName The name of the animation we're going to play |
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\param drivable Unused. Allows the oneshot to be controlled by keyboard input |
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\param reversable Unused. Allows the oneshot to be backed up by keyboard input |
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\param callbacks A vector of callback messages to be sent at specific times during the animation |
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*/ |
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plAvOneShotTask(const char *animName, hsBool drivable, hsBool reversible, plOneShotCallbacks *callbacks); |
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/** Construct from a oneshot message. |
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\param msg The message to copy our parameters from |
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\param brain The brain to attach the task to. |
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*/ |
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plAvOneShotTask (plAvOneShotMsg *msg, plArmatureMod *avatar, plArmatureBrain *brain); |
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virtual plAvOneShotTask::~plAvOneShotTask(); |
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// task protocol |
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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virtual void LeaveAge(plArmatureMod *avatar); |
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void SetAnimName(char *name); |
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static hsBool fForce3rdPerson; |
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// plasma protocol |
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CLASSNAME_REGISTER( plAvOneShotTask ); |
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GETINTERFACE_ANY( plAvOneShotTask, plAvTask ); |
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hsBool fBackwards; // play the anim backwards |
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hsBool fDisableLooping; // explicitly kill looping on this anim; |
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hsBool fDisablePhysics; // disable physics when we play this oneshot |
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// *** implement reader and writer if needed for network propagation |
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protected: |
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char *fAnimName; // the name of the one-shot animation we want to use |
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hsBool fMoveHandle; // move the handle after the oneshot's done playing? |
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plAGAnimInstance *fAnimInstance; // the animation instance (available only after it starts playing) |
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hsBool fDrivable; // the user can control the animation with the mouse |
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hsBool fReversible; // the user can back up the animation with the mouse |
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hsBool fEnablePhysicsAtEnd; // was the avatar physical before we started (and did we disable physics?) |
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hsBool fDetachAnimation; // should we detach the animation when we're done? |
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hsBool fIgnore; // if this gets set before we start, we just finish without doing anything. |
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plOneShotCallbacks *fCallbacks; // a set of callbacks to set up on our animation |
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hsMatrix44 fPlayer2Anim; // matrix from player root space to animation root space |
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hsMatrix44 fAnim2Player; // matrix from animation root space to player root space |
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hsMatrix44 fWorld2Anim; |
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hsMatrix44 fAnim2World; |
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int fWaitFrames; // wait a couple frames before finalizing position to allow changes |
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// from any animation callbacks to propagate. based on weird interaction |
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// with Attach() command. sheeeit. |
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}; |
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void GetPositionAndRotation(hsMatrix44 transform, hsScalarTriple *position, hsQuat *rotation); |
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// A quick task to play a oneshot, wait on a marker, and link to your personal age. |
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// Could be done with a responder, but this gives me a quick way to trigger it from code |
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// without the responder and callback messages flying around. |
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class plAvOneShotLinkTask : public plAvOneShotTask |
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{ |
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public: |
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plAvOneShotLinkTask(); |
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virtual ~plAvOneShotLinkTask(); |
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// task protocol |
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virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, hsScalar elapsed); |
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CLASSNAME_REGISTER( plAvOneShotLinkTask ); |
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GETINTERFACE_ANY( plAvOneShotLinkTask, plAvOneShotTask ); |
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// only read/writes enough to send an unstarted task across the net. Not intended for |
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// use with a running task. |
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virtual void Write(hsStream *stream, hsResMgr *mgr); |
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virtual void Read(hsStream *stream, hsResMgr *mgr); |
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void SetMarkerName(char *name); |
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protected: |
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char *fMarkerName; |
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double fStartTime; |
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hsScalar fMarkerTime; |
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hsBool fLinkFired; |
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}; |
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#endif |
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