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178 lines
7.1 KiB
178 lines
7.1 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 plAGApplicator_h |
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#define plAGApplicator_h |
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///////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// FORWARDS |
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// |
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///////////////////////////////////////////////////////////////////////////////////////// |
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class plAudioInterface; |
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class plCoordinateInterface; |
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class plDrawInterface; |
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class plSimulationInterface; |
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class plObjInterface; |
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class plAGModifier; |
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///////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// INCLUDES |
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// |
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///////////////////////////////////////////////////////////////////////////////////////// |
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#include "pnFactory/plCreatable.h" |
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#include "plAvDefs.h" |
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#include "plString.h" |
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///////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// INCLUDES |
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// |
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///////////////////////////////////////////////////////////////////////////////////////// |
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class plAGChannel; |
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class plScalarChannel; |
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///////////////////////////////////////////////////////////////////////////////////////// |
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// |
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// DEFINITIONS |
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// |
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///////////////////////////////////////////////////////////////////////////////////////// |
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/** \class plAGApplicator |
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Takes the end of a channel tree and applies it to a scene object. |
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A transform applicator takes a matrix-typed-tree and applies it to |
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the transform of the scene object. |
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Other applicators might take floats and use them to animate alpha channels, |
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etc. */ |
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class plAGApplicator : public plCreatable |
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{ |
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public: |
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// -- methods -- |
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/** Base constructor. */ |
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plAGApplicator(); |
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plAGApplicator(const plString &channelName); |
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virtual ~plAGApplicator(); |
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/** Return our single input channel. Applicators only ever |
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have a single input channel; you can always use blend |
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or combine nodes to merge channels before routing |
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them into the applicator. */ |
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plAGChannel *GetChannel() { return fChannel; } |
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/** Set our input channel. Does not free the previous input channel. */ |
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void SetChannel(plAGChannel *channel) { fChannel = channel; } |
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void SetChannelName(const plString &name); |
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plString GetChannelName(); |
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// TEMP plString REVISIT |
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// Because I'm TOO LAZY to keep converting all these calls to SetChannelName |
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void SetChannelName(const char *name) { SetChannelName(_TEMP_CONVERT_FROM_LITERAL(name)); } |
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/** Optionally suppress the action of this applicator. |
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The applicator can still be forced to apply using the force |
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paramater of the Apply function. */ |
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void Enable(bool on) { fEnabled = on; } |
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/** Make a shallow copy of the applicator. Keep the same input channel |
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but do not clone the input channel. */ |
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virtual plAGApplicator *CloneWithChannel(plAGChannel *channel); |
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/** What animation type do we have? Used to determine whether two |
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applicators are trying to animate the same thing or whether they |
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can coexist peacefully. */ |
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virtual plAGPinType GetPinType() { return kAGPinUnknown; } |
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// Join the incoming channel (if possible) to ours |
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/** Determine whether the given applicator can be blended to ours. If so, this |
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would be effected by pulling the input channel from the other applicator, |
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blending it with our input channel via a new blend node, attaching that blend |
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node as our new input, and throwing the other applicator away. */ |
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virtual bool CanBlend(plAGApplicator *app); |
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/** Combine the two applicators if possible. \sa CanBlend */ |
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virtual plAGChannel * MergeChannel(plAGApplicator *app, plAGChannel *channel, |
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plScalarChannel *blend, int blendPriority); |
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/** \bug It makes no sense for an applicator to combine because combination always |
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results in a different data type, which would require a different applicator. */ |
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virtual bool CanCombine(plAGApplicator *app) { return false; } |
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/** Apply our channel's data to the scene object, via the modifier. |
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This is the only function that actually changes perceivable scene state. */ |
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void Apply(const plAGModifier *mod, double time, bool force = false); // Apply our channel's data to the modifier |
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// this is pretty much a HACK to support applicators that want to stick around when |
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// their channel is gone so they can operate on the next channel that comes in |
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// the RIGHT way to do this is to make applicators support the Detach() protocol just |
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// like channels... |
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virtual bool AutoDelete() { return true; } // should we remove it when its input channel is gone? |
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// PlOP |
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CLASSNAME_REGISTER( plAGApplicator ); |
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GETINTERFACE_ANY( plAGApplicator, plCreatable ); |
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virtual void Write(hsStream *stream, hsResMgr *mgr); |
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virtual void Read(hsStream *s, hsResMgr *mgr); |
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protected: |
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// -- methods -- |
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virtual void IApply(const plAGModifier *mod, double time) = 0; |
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// give derived classes access to the object interfaces |
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plAudioInterface * IGetAI(const plAGModifier *modifier) const; |
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plCoordinateInterface * IGetCI(const plAGModifier *modifier) const; |
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plDrawInterface * IGetDI(const plAGModifier *modifier) const; |
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plSimulationInterface * IGetSI(const plAGModifier *modifier) const; |
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plObjInterface * IGetGI(const plAGModifier *modifier, uint16_t classIdx) const; |
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// Allow plAGModifier to declare IGet?? as friends |
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friend class plAGModifier; |
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// -- members -- |
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plAGChannel *fChannel; |
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bool fEnabled; |
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plString fChannelName; |
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}; |
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#endif
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