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