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.
 
 
 
 
 

1386 lines
33 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==*/
#include "hsTypes.h"
#include "plAnimEaseTypes.h"
#include "plAnimTimeConvert.h"
#include "plAvatar/plAGAnim.h"
#include "hsTimer.h"
#include "hsStream.h"
#include "pnMessage/plEventCallbackMsg.h"
#include "plMessage/plAnimCmdMsg.h"
#include "plAvatar/plAGMasterSDLModifier.h"
#include "plAvatar/plAGMasterMod.h"
#include "plModifier/plLayerSDLModifier.h"
#include "plSurface/plLayerAnimation.h"
#include "hsResMgr.h"
#include "plgDispatch.h"
plAnimTimeConvert::plAnimTimeConvert()
: fCurrentAnimTime(0),
fLastEvalWorldTime(0),
fBegin(0),
fEnd(0),
fLoopEnd(0),
fLoopBegin(0),
fSpeed(1.f),
fFlags(0),
fOwner(nil),
fEaseInCurve(nil),
fEaseOutCurve(nil),
fSpeedEaseCurve(nil),
fCurrentEaseCurve(nil),
fInitialBegin(0),
fInitialEnd(0),
fWrapTime(0)
//fDirtyNotifier(nil)
{
}
plAnimTimeConvert::~plAnimTimeConvert()
{
int i;
for( i = 0; i < fCallbackMsgs.GetCount(); i++ )
hsRefCnt_SafeUnRef(fCallbackMsgs[i]);
delete fEaseInCurve;
delete fEaseOutCurve;
delete fSpeedEaseCurve;
//delete fDirtyNotifier;
IClearAllStates();
}
void plAnimTimeConvert::Init(plATCAnim *anim, plAGAnimInstance *instance, plAGMasterMod *master)
{
// Set up our eval callbacks
plAGInstanceCallbackMsg *instMsg;
instMsg = TRACKED_NEW plAGInstanceCallbackMsg(master->GetKey(), kStart);
instMsg->fInstance = instance;
AddCallback(instMsg);
hsRefCnt_SafeUnRef(instMsg);
instMsg = TRACKED_NEW plAGInstanceCallbackMsg(master->GetKey(), kStop);
instMsg->fInstance = instance;
AddCallback(instMsg);
hsRefCnt_SafeUnRef(instMsg);
instMsg = TRACKED_NEW plAGInstanceCallbackMsg(master->GetKey(), kSingleFrameAdjust);
instMsg->fInstance = instance;
AddCallback(instMsg);
hsRefCnt_SafeUnRef(instMsg);
SetOwner(master);
ClearFlags();
for (int i = 0; i < anim->NumStopPoints(); i++)
GetStopPoints().Append(anim->GetStopPoint(i));
SetBegin(anim->GetStart());
SetEnd(anim->GetEnd());
fInitialBegin = fBegin;
fInitialEnd = fEnd;
if (anim->GetInitial() != -1)
SetCurrentAnimTime(anim->GetInitial());
else
SetCurrentAnimTime(anim->GetStart());
SetLoopPoints(anim->GetLoopStart(), anim->GetLoopEnd());
Loop(anim->GetLoop());
SetSpeed(1.f);
SetEase(true, anim->GetEaseInType(), anim->GetEaseInMin(),
anim->GetEaseInMax(), anim->GetEaseInLength());
SetEase(false, anim->GetEaseOutType(), anim->GetEaseOutMin(),
anim->GetEaseOutMax(), anim->GetEaseOutLength());
// set up our time converter based on the animation's specs...
// ... after we've set all of its other state values.
if (anim->GetAutoStart())
{
plSynchEnabler ps(true); // enable dirty tracking so that autostart will send out a state update
Start();
}
else
InitStop();
}
//
// 0=nil, 1=easeIn, 2=easeOut, 3=speed
//
void plAnimTimeConvert::SetCurrentEaseCurve(int x)
{
switch(x)
{
default:
hsAssert(false, "invalid arg to SetCurrentEaseCurve");
break;
case kEaseNone:
fCurrentEaseCurve=nil;
break;
case kEaseIn:
fCurrentEaseCurve=fEaseInCurve;
break;
case kEaseOut:
fCurrentEaseCurve=fEaseOutCurve;
break;
case kEaseSpeed:
fCurrentEaseCurve=fSpeedEaseCurve;
break;
}
}
int plAnimTimeConvert::GetCurrentEaseCurve() const
{
if (fCurrentEaseCurve==nil)
return kEaseNone;
if (fCurrentEaseCurve==fEaseInCurve)
return kEaseIn;
if (fCurrentEaseCurve==fEaseOutCurve)
return kEaseOut;
if (fCurrentEaseCurve==fSpeedEaseCurve)
return kEaseSpeed;
hsAssert(false, "unknown ease curve");
return 0;
}
//
// set the number of ATCStates we have
//
void plAnimTimeConvert::ResizeStates(int cnt)
{
while (fStates.size() > cnt)
{
delete fStates.back();
fStates.pop_back();
}
while (cnt>fStates.size())
{
fStates.push_back(TRACKED_NEW plATCState);
}
hsAssert(fStates.size()==cnt, "state resize mismatch");
}
void plAnimTimeConvert::ResetWrap()
{
fBegin = fInitialBegin;
fEnd = fInitialEnd;
Forewards();
fFlags &= (~kWrap & ~kNeedsReset);
}
hsScalar plAnimTimeConvert::ICalcEaseTime(const plATCEaseCurve *curve, double start, double end)
{
start -= curve->fBeginWorldTime;
end -= curve->fBeginWorldTime;
// Clamp to the curve's range
if (start < 0)
start = 0;
if (end > curve->fLength)
end = curve->fLength;
hsScalar delSecs = 0;
if (start < curve->fLength)
{
// Redundant eval... but only when easing.
delSecs = curve->PositionGivenTime((hsScalar)end) - curve->PositionGivenTime((hsScalar)start);
}
return delSecs;
}
void plAnimTimeConvert::IClearSpeedEase()
{
if (fCurrentEaseCurve == fSpeedEaseCurve)
fCurrentEaseCurve = nil;
delete fSpeedEaseCurve;
fSpeedEaseCurve = nil;
}
void plAnimTimeConvert::ICheckTimeCallbacks(hsScalar frameStart, hsScalar frameStop)
{
int i;
for( i = fCallbackMsgs.GetCount()-1; i >= 0; --i )
{
if (fCallbackMsgs[i]->fEvent == kTime)
{
if( ITimeInFrame(fCallbackMsgs[i]->fEventTime, frameStart, frameStop) )
ISendCallback(i);
}
else if (fCallbackMsgs[i]->fEvent == kBegin && ITimeInFrame(fBegin, frameStart, frameStop) )
ISendCallback(i);
else if (fCallbackMsgs[i]->fEvent == kEnd && ITimeInFrame(fEnd, frameStart, frameStop) )
ISendCallback(i);
}
}
hsBool plAnimTimeConvert::ITimeInFrame(hsScalar secs, hsScalar start, hsScalar stop)
{
if (secs == start && secs == stop)
return true;
if( IsBackwards() )
{
if( start < stop )
{
// We've just wrapped. Careful to exclude markers outside current loop.
if( ((secs <= start) && (secs >= fLoopBegin))
|| ((secs >= stop) && (secs <= fLoopEnd)) )
return true;
}
else
{
if( (secs <= start) && (secs >= stop) )
return true;
}
}
else
{
if( start > stop )
{
// We've just wrapped. Careful to exclude markers outside current loop.
if( ((secs >= start) && (secs <= fLoopEnd))
|| ((secs <= stop) && (secs >= fLoopBegin)) )
return true;
}
else
{
if( (secs >= start) && (secs <= stop) )
return true;
}
}
return false;
}
void plAnimTimeConvert::ISendCallback(int i)
{
// Check if callbacks are disabled this frame (i.e. when we're loading in state)
if (fFlags & kNoCallbacks)
return;
// send callback if msg is local or if we are the local master
if (!fCallbackMsgs[i]->HasBCastFlag(plMessage::kNetPropagate) ||
!fOwner || fOwner->IsLocallyOwned()==plSynchedObject::kYes)
{
plEventCallbackMsg *temp = fCallbackMsgs[i];
fCallbackMsgs[i]->SetSender(fOwner ? fOwner->GetKey() : nil);
hsRefCnt_SafeRef(fCallbackMsgs[i]);
plgDispatch::MsgSend(fCallbackMsgs[i]);
// No more repeats, remove this callback from our list
if (fCallbackMsgs[i]->fRepeats == 0)
{
hsRefCnt_SafeUnRef(fCallbackMsgs[i]);
fCallbackMsgs.Remove(i);
}
// If this isn't infinite, decrement the number of repeats
else if (fCallbackMsgs[i]->fRepeats > 0)
fCallbackMsgs[i]->fRepeats--;
}
}
plAnimTimeConvert& plAnimTimeConvert::IStop(double time, hsScalar animTime)
{
if( IsStopped() )
return *this;
IClearSpeedEase(); // If we had one queued up, clear it. It will automatically take effect when we start
SetFlag(kEasingIn, false);
SetFlag(kStopped, true);
if (fFlags & kNeedsReset)
ResetWrap();
IProcessStateChange(time, animTime);
int i;
for( i = fCallbackMsgs.GetCount()-1; i >= 0; --i )
{
if (fCallbackMsgs[i]->fEvent == kStop)
{
ISendCallback(i);
}
}
return *this;
}
plAnimTimeConvert& plAnimTimeConvert::IProcessStateChange(double worldTime, hsScalar animTime /* = -1 */)
{
if (fStates.size() > 0 && worldTime < fStates.front()->fStartWorldTime)
return *this; // Sorry... state saves only work in the forward direction
fLastStateChange = worldTime;
plATCState *state = TRACKED_NEW plATCState;
state->fStartWorldTime = fLastStateChange;
state->fStartAnimTime = (animTime < 0 ? WorldToAnimTimeNoUpdate(fLastStateChange) : animTime);
state->fFlags = (UInt8)fFlags;
state->fBegin = fBegin;
state->fEnd = fEnd;
state->fLoopBegin = fLoopBegin;
state->fLoopEnd = fLoopEnd;
state->fSpeed = fSpeed;
state->fWrapTime = fWrapTime;
state->fEaseCurve = (fCurrentEaseCurve == nil ? nil : fCurrentEaseCurve->Clone());
fStates.push_front(state);
IFlushOldStates();
const char* sdlName=nil;
if (plLayerAnimation::ConvertNoRef(fOwner))
sdlName=kSDLLayer;
else
if (plAGMasterMod::ConvertNoRef(fOwner))
sdlName=kSDLAGMaster;
else
{
hsAssert(false, "unknown sdl owner");
}
fOwner->DirtySynchState(sdlName, 0); // Send SDL state update to server
return *this;
}
// Remove any out-of-date plATCStates
// Where "out-of-date" means, "More than 1 frame old"
void plAnimTimeConvert::IFlushOldStates()
{
plATCState *state;
plATCStateList::const_iterator i = fStates.begin();
UInt32 count = 0;
for (i; i != fStates.end(); i++)
{
count++;
state = *i;
if (fLastEvalWorldTime - hsTimer::GetDelSysSeconds() >= state->fStartWorldTime)
break;
}
while (fStates.size() > count)
{
delete fStates.back();
fStates.pop_back();
}
}
void plAnimTimeConvert::IClearAllStates()
{
while (fStates.size() > 0)
{
delete fStates.back();
fStates.pop_back();
}
}
plATCState *plAnimTimeConvert::IGetState(double wSecs) const
{
plATCState *state;
plATCStateList::const_iterator i = fStates.begin();
for (i; i != fStates.end(); i++)
{
state = *i;
if (wSecs >= state->fStartWorldTime)
return state;
}
return nil;
}
plATCState *plAnimTimeConvert::IGetLatestState() const
{
return fStates.front();
}
void plAnimTimeConvert::SetOwner(plSynchedObject* o)
{
fOwner = o;
}
hsBool plAnimTimeConvert::IIsStoppedAt(const double &wSecs, const UInt32 &flags,
const plATCEaseCurve *curve) const
{
if (flags & kStopped)
return !(flags & kForcedMove); // If someone called SetCurrentAnimTime(), we need to say we moved.
return false;
}
hsBool plAnimTimeConvert::IsStoppedAt(double wSecs) const
{
if (wSecs > fLastStateChange)
return IIsStoppedAt(wSecs, fFlags, fCurrentEaseCurve);
plATCState *state = IGetState(wSecs);
if ( !state )
return true;
return IIsStoppedAt(wSecs, state->fFlags, state->fEaseCurve);
}
hsScalar plAnimTimeConvert::WorldToAnimTime(double wSecs)
{
//hsAssert(wSecs >= fLastEvalWorldTime, "Tried to eval a time that's earlier than the last eval time.");
double d = wSecs - fLastEvalWorldTime;
hsScalar f = fCurrentAnimTime;
if (wSecs < fLastStateChange)
{
fCurrentAnimTime = IWorldToAnimTimeBeforeState(wSecs);
fLastEvalWorldTime = wSecs;
return fCurrentAnimTime;
}
if (fLastEvalWorldTime <= fLastStateChange) // Crossing into the latest state
{
fLastEvalWorldTime = fLastStateChange;
fCurrentAnimTime = IGetLatestState()->fStartAnimTime;
}
if( (fFlags & kStopped) || (wSecs == fLastEvalWorldTime) )
{
if (fFlags & kForcedMove)
{
int i;
for( i = fCallbackMsgs.GetCount()-1; i >= 0; --i )
{
if (fCallbackMsgs[i]->fEvent == kSingleFrameEval)
{
ISendCallback(i);
}
}
}
fFlags &= ~kForcedMove;
fLastEvalWorldTime = wSecs;
return fCurrentAnimTime;
}
hsScalar note = fCurrentAnimTime - f;
hsScalar secs = 0, delSecs = 0;
if (fCurrentEaseCurve != nil)
{
delSecs += ICalcEaseTime(fCurrentEaseCurve, fLastEvalWorldTime, wSecs);
if (wSecs > fCurrentEaseCurve->GetEndWorldTime())
{
if (fFlags & kEasingIn)
delSecs += hsScalar(wSecs - fCurrentEaseCurve->GetEndWorldTime()) * fSpeed;
IClearSpeedEase();
fCurrentEaseCurve = nil;
}
}
else
{
// The easy case... playing the animation at a constant speed.
delSecs = hsScalar(wSecs - fLastEvalWorldTime) * fSpeed;
}
if (fFlags & kBackwards)
delSecs = -delSecs;
secs = fCurrentAnimTime + delSecs;
// At this point, "secs" is the pre-wrapped (before looping) anim time.
// "delSecs" is the change in anim time
// if our speed is < 0, then checking for the kBackwards flag isn't enough
// so we base our decision on the direction of the actual change we've computed.
hsBool forewards = delSecs >= 0;
if (fFlags & kLoop)
{
hsBool wrapped = false;
if (forewards)
{
if (IGetLatestState()->fStartAnimTime > fLoopEnd)
{
// Our animation started past the loop. Play to the end.
if (secs > fEnd)
{
secs = fEnd;
IStop(wSecs, secs);
}
}
else
{
if (secs > fLoopEnd)
{
secs = fmodf(secs - fLoopBegin, fLoopEnd - fLoopBegin) + fLoopBegin;
wrapped = true;
}
}
}
else
{
if (IGetLatestState()->fStartAnimTime < fLoopBegin)
{
if (secs < fBegin)
{
secs = fBegin;
IStop(wSecs, secs);
}
}
else
{
if (secs < fLoopBegin)
{
secs = fLoopEnd - fmodf(fLoopEnd - secs, fLoopEnd - fLoopBegin);
wrapped = true;
}
}
}
if (fFlags & kWrap)
{
// possible options, representing each line:
// 1. We wrapped around the the beginning of the anim, so stop at the wrap point if we're past it.
// 2. Same as #1, but in the backwards case.
// 3. We started before the wrap point, now we're after it. Stop.
// 4. Same as #3, backwards.
if ((wrapped && (forewards && secs >= fWrapTime) ||
(!forewards && secs <= fWrapTime)) ||
(forewards && fCurrentAnimTime < fWrapTime && secs >= fWrapTime) ||
(!forewards && fCurrentAnimTime > fWrapTime && secs <= fWrapTime))
{
secs = fWrapTime;
IStop(wSecs, secs);
}
}
}
else // Not looping
{
if ((secs < fBegin) || (secs > fEnd))
{
secs = forewards ? fEnd : fBegin;
IStop(wSecs, secs);
}
}
ICheckTimeCallbacks(fCurrentAnimTime, secs);
fLastEvalWorldTime = wSecs;
if (fEaseOutCurve != nil && !(fFlags & kEasingIn) && wSecs >= fEaseOutCurve->GetEndWorldTime())
IStop(wSecs, secs);
return fCurrentAnimTime = secs;
}
hsScalar plAnimTimeConvert::WorldToAnimTimeNoUpdate(double wSecs) const
{
return IWorldToAnimTimeNoUpdate(wSecs, IGetState(wSecs));
}
hsScalar plAnimTimeConvert::IWorldToAnimTimeNoUpdate(double wSecs, plATCState *state)
{
//hsAssert(wSecs >= fLastEvalWorldTime, "Tried to eval a time that's earlier than the last eval time.");
if (state == nil)
return 0;
if (state->fFlags & kStopped)
return state->fStartAnimTime;
hsScalar secs = 0, delSecs = 0;
if (state->fEaseCurve != nil)
{
delSecs += ICalcEaseTime(state->fEaseCurve, state->fStartWorldTime, wSecs);
if (wSecs > state->fEaseCurve->GetEndWorldTime())
{
if (state->fFlags & kEasingIn)
delSecs += hsScalar(wSecs - state->fEaseCurve->GetEndWorldTime()) * state->fSpeed;
}
}
else
{
// The easy case... playing the animation at a constant speed.
delSecs = hsScalar(wSecs - state->fStartWorldTime) * state->fSpeed;
}
if (state->fFlags & kBackwards)
delSecs = -delSecs;
secs = state->fStartAnimTime + delSecs;
// At this point, "secs" is the pre-wrapped (before looping) anim time.
// "delSecs" is the change in anim time
hsBool forewards = delSecs >= 0;
if (state->fFlags & kLoop)
{
hsBool wrapped = false;
if (forewards)
{
if (state->fStartAnimTime > state->fLoopEnd)
{
// Our animation started past the loop. Play to the end.
if (secs > state->fEnd)
{
secs = state->fEnd;
}
}
else
{
if (secs > state->fLoopEnd)
{
secs = fmodf(secs - state->fLoopBegin, state->fLoopEnd - state->fLoopBegin) + state->fLoopBegin;
wrapped = true;
}
}
}
else
{
if (state->fStartAnimTime < state->fLoopBegin)
{
if (secs < state->fBegin)
{
secs = state->fBegin;
}
}
else
{
if (secs < state->fLoopBegin)
{
secs = state->fLoopEnd - fmodf(state->fLoopEnd - secs, state->fLoopEnd - state->fLoopBegin);
wrapped = true;
}
}
}
if (state->fFlags & kWrap)
{
if ((wrapped && (forewards && secs >= state->fWrapTime) ||
(!forewards && secs <= state->fWrapTime)) ||
(forewards && state->fStartAnimTime < state->fWrapTime && secs >= state->fWrapTime) ||
(!forewards && state->fStartAnimTime > state->fWrapTime && secs <= state->fWrapTime))
{
secs = state->fWrapTime;
}
}
}
else
{
if ((secs < state->fBegin) || (secs > state->fEnd))
{
secs = forewards ? state->fEnd : state->fBegin;
}
}
return secs;
}
hsScalar plAnimTimeConvert::IWorldToAnimTimeBeforeState(double wSecs) const
{
return IWorldToAnimTimeNoUpdate(wSecs, IGetState(wSecs));
}
void plAnimTimeConvert::SetCurrentAnimTime(hsScalar s, hsBool jump /* = false */)
{
// We're setting the anim value for whenever we last evaluated.
fFlags |= kForcedMove;
if (!jump)
ICheckTimeCallbacks(fCurrentAnimTime, s);
fCurrentAnimTime = s;
int i;
for( i = fCallbackMsgs.GetCount()-1; i >= 0; --i )
{
if (fCallbackMsgs[i]->fEvent == kSingleFrameAdjust)
{
ISendCallback(i);
}
}
IProcessStateChange(hsTimer::GetSysSeconds(), fCurrentAnimTime);
}
void plAnimTimeConvert::SetEase(hsBool easeIn, UInt8 type, hsScalar minLength, hsScalar maxLength, hsScalar normLength)
{
if (easeIn)
{
delete fEaseInCurve;
fEaseInCurve = plATCEaseCurve::CreateEaseCurve(type, minLength, maxLength, normLength, 0, fSpeed);
}
else
{
delete fEaseOutCurve;
fEaseOutCurve = plATCEaseCurve::CreateEaseCurve(type, minLength, maxLength, normLength, fSpeed, 0);
}
}
hsScalar plAnimTimeConvert::GetBestStopDist(hsScalar min, hsScalar max, hsScalar norm, hsScalar time) const
{
hsScalar bestTime = -1;
hsScalar bestDist = -1;
if (fStopPoints.GetCount() == 0)
return norm;
hsScalar curTime;
hsScalar curDist;
int i;
for (i = 0; i < fStopPoints.GetCount(); i++)
{
hsScalar stop = fStopPoints.Get(i);
if (IsLooped())
{
hsScalar loopDist;
if (IsBackwards())
{
if ((time >= fLoopBegin && stop < fLoopBegin) ||
(time < fLoopBegin && stop > fLoopBegin))
continue;
loopDist = -(fLoopEnd - fLoopBegin);
}
else
{
if ((time <= fLoopEnd && stop > fLoopEnd) ||
(time > fLoopEnd && stop < fLoopEnd))
continue; // we'll never reach it.
loopDist = fLoopEnd - fLoopBegin;
}
if (stop <= fLoopEnd && stop >= fLoopBegin)
{
while (true)
{
curTime = stop - time;
if (IsBackwards())
curTime = -curTime;
if (curTime > max)
break;
curDist = curTime - norm;
if (curDist < 0)
curDist = -curDist;
if (curTime >= min && curTime <= max && (bestDist == -1 || bestDist > curDist))
{
bestDist = curDist;
bestTime = curTime;
}
stop += loopDist;
}
continue;
}
}
curTime = stop - time;
if (IsBackwards())
curTime = -curTime;
curDist = curTime - norm;
if (curDist < 0)
curDist = -curDist;
if (curTime >= min && curTime <= max && (bestDist == -1 || bestDist > curDist))
{
bestDist = curDist;
bestTime = curTime;
}
}
hsStatusMessageF("found stop point %f\n", bestTime);
if (bestTime == -1)
bestTime = norm;
return bestTime;
}
// Passing in a rate of zero specifies an immediate change.
void plAnimTimeConvert::SetSpeed(hsScalar goal, hsScalar rate /* = 0 */)
{
hsScalar curSpeed = fSpeed;
fSpeed = goal;
if (rate == 0)
{
IClearSpeedEase();
fCurrentEaseCurve = nil;
}
// Skip if we're either stopped or stopping. We'll take the new speed into account next time we start up.
else if ((fFlags & kEasingIn))
{
double curTime = hsTimer::GetSysSeconds();
if (fCurrentEaseCurve != nil)
{
double easeTime = curTime - fCurrentEaseCurve->fBeginWorldTime;
curSpeed = fCurrentEaseCurve->VelocityGivenTime((hsScalar)easeTime);
}
if (fSpeedEaseCurve != nil)
{
fSpeedEaseCurve->RecalcToSpeed(curSpeed, goal);
fSpeedEaseCurve->SetLengthOnRate(rate);
}
else
{
hsScalar length;
length = (goal - curSpeed) / rate;
if (length < 0)
length = -length;
fSpeedEaseCurve = plATCEaseCurve::CreateEaseCurve(plAnimEaseTypes::kConstAccel, length, length, length,
curSpeed, goal);
}
fSpeedEaseCurve->fBeginWorldTime = curTime;
fCurrentEaseCurve = fSpeedEaseCurve;
}
IProcessStateChange(hsTimer::GetSysSeconds());
}
void plAnimTimeConvert::Read(hsStream* s, hsResMgr* mgr)
{
plCreatable::Read(s, mgr);
fFlags = (UInt16)(s->ReadSwap32());
fBegin = fInitialBegin = s->ReadSwapScalar();
fEnd = fInitialEnd = s->ReadSwapScalar();
fLoopEnd = s->ReadSwapScalar();
fLoopBegin = s->ReadSwapScalar();
fSpeed = s->ReadSwapScalar();
fEaseInCurve = plATCEaseCurve::ConvertNoRef(mgr->ReadCreatable(s));
fEaseOutCurve = plATCEaseCurve::ConvertNoRef(mgr->ReadCreatable(s));
fSpeedEaseCurve = plATCEaseCurve::ConvertNoRef(mgr->ReadCreatable(s));
fCurrentAnimTime = s->ReadSwapScalar();
fLastEvalWorldTime = s->ReadSwapDouble();
// load other non-synched data;
int count = s->ReadSwap32();
fCallbackMsgs.SetCountAndZero(count);
int i;
for (i = 0; i < count; i++)
{
plEventCallbackMsg* msg = plEventCallbackMsg::ConvertNoRef(mgr->ReadCreatable(s));
fCallbackMsgs[i] = msg;
}
count = s->ReadSwap32();
for (i = 0; i < count; i++)
{
fStopPoints.Append(s->ReadSwapScalar());
}
IProcessStateChange(0, fBegin);
}
void plAnimTimeConvert::Write(hsStream* s, hsResMgr* mgr)
{
plCreatable::Write(s, mgr);
s->WriteSwap32(fFlags);
s->WriteSwapScalar(fBegin);
s->WriteSwapScalar(fEnd);
s->WriteSwapScalar(fLoopEnd);
s->WriteSwapScalar(fLoopBegin);
s->WriteSwapScalar(fSpeed);
mgr->WriteCreatable(s, fEaseInCurve);
mgr->WriteCreatable(s, fEaseOutCurve);
mgr->WriteCreatable(s, fSpeedEaseCurve);
s->WriteSwapScalar(fCurrentAnimTime);
s->WriteSwapDouble(fLastEvalWorldTime);
// save out other non-synched important data
s->WriteSwap32(fCallbackMsgs.Count());
int i;
for (i = 0; i < fCallbackMsgs.Count(); i++)
mgr->WriteCreatable(s, fCallbackMsgs[i]);
s->WriteSwap32(fStopPoints.GetCount());
for (i = 0; i < fStopPoints.GetCount(); i++)
{
s->WriteSwapScalar(fStopPoints.Get(i));
}
}
plAnimTimeConvert& plAnimTimeConvert::InitStop()
{
return IStop(hsTimer::GetSysSeconds(), fCurrentAnimTime);
}
plAnimTimeConvert& plAnimTimeConvert::Stop(hsBool on)
{
if( on )
return Stop();
else
return Start();
}
plAnimTimeConvert& plAnimTimeConvert::Stop(double stopTime)
{
if( IsStopped() || (fEaseOutCurve != nil && !(fFlags & kEasingIn)) )
return *this;
if (stopTime < 0)
stopTime = hsTimer::GetSysSeconds();
hsScalar stopAnimTime = WorldToAnimTimeNoUpdate(stopTime);
SetFlag(kEasingIn, false);
if( fEaseOutCurve == nil )
{
return IStop(stopTime, fCurrentAnimTime);
}
hsScalar currSpeed;
if (fCurrentEaseCurve == nil || stopTime >= fCurrentEaseCurve->GetEndWorldTime())
currSpeed = fSpeed;
else
currSpeed = fCurrentEaseCurve->VelocityGivenTime((hsScalar)(stopTime - fCurrentEaseCurve->fBeginWorldTime));
fEaseOutCurve->RecalcToSpeed(currSpeed > fSpeed ? currSpeed : fSpeed, 0);
fEaseOutCurve->SetLengthOnDistance(GetBestStopDist(fEaseOutCurve->GetMinDistance(), fEaseOutCurve->GetMaxDistance(),
fEaseOutCurve->GetNormDistance(), stopAnimTime));
fEaseOutCurve->fBeginWorldTime = stopTime - fEaseOutCurve->TimeGivenVelocity(currSpeed);
fCurrentEaseCurve = fEaseOutCurve;
return IProcessStateChange(stopTime);
}
plAnimTimeConvert& plAnimTimeConvert::Start(double startTime)
{
// If start has not been called since the last stop, kEasingIn will not be set
if( (fFlags & kEasingIn) && (startTime == fLastStateChange) )
return *this;
SetFlag(kEasingIn, true);
if (startTime < 0)
startTime = hsTimer::GetSysSeconds();
if (fEaseInCurve != nil)
{
hsScalar currSpeed;
if (fCurrentEaseCurve == nil || startTime >= fCurrentEaseCurve->GetEndWorldTime())
currSpeed = 0;
else
currSpeed = fCurrentEaseCurve->VelocityGivenTime((hsScalar)(startTime - fCurrentEaseCurve->fBeginWorldTime));
if (currSpeed <= fSpeed)
{
fEaseInCurve->RecalcToSpeed(0, fSpeed);
fEaseInCurve->fBeginWorldTime = startTime - fEaseInCurve->TimeGivenVelocity(currSpeed);
fCurrentEaseCurve = fEaseInCurve;
}
else
{ // We eased out in the middle of a speed change, but were told to start again before slowing past
// the target speed, so the "ease in" is really a slow down.
SetSpeed(fSpeed, fEaseInCurve->fSpeed / fEaseInCurve->fLength);
}
}
// check for a start callback
int i;
for( i = fCallbackMsgs.GetCount()-1; i >= 0; --i )
{
if (fCallbackMsgs[i]->fEvent == kStart)
{
ISendCallback(i);
}
}
SetFlag(kStopped, false);
if (fFlags & kBackwards)
{
if (fCurrentAnimTime == fBegin)
return IProcessStateChange(startTime, fEnd);
}
else
{
if (fCurrentAnimTime == fEnd)
return IProcessStateChange(startTime, fBegin);
}
return IProcessStateChange(startTime);
}
plAnimTimeConvert& plAnimTimeConvert::Backwards(hsBool on)
{
return on ? Backwards() : Forewards();
}
plAnimTimeConvert& plAnimTimeConvert::Backwards()
{
if( IsBackwards() )
return *this;
// check for a reverse callback
int i;
for( i = fCallbackMsgs.GetCount()-1; i >= 0; --i )
{
if (fCallbackMsgs[i]->fEvent == kReverse)
{
ISendCallback(i);
}
}
SetFlag(kBackwards, true);
// Record state changes
IProcessStateChange(hsTimer::GetSysSeconds(), fCurrentAnimTime);
return *this;
}
plAnimTimeConvert& plAnimTimeConvert::Forewards()
{
if( !IsBackwards() )
return *this;
// check for a reverse callback
int i;
for( i = fCallbackMsgs.GetCount()-1; i >= 0; --i )
{
if (fCallbackMsgs[i]->fEvent == kReverse)
{
ISendCallback(i);
}
}
SetFlag(kBackwards, false);
// Record state changes
IProcessStateChange(hsTimer::GetSysSeconds(), fCurrentAnimTime);
return *this;
}
plAnimTimeConvert& plAnimTimeConvert::Loop(hsBool on)
{
SetFlag(kLoop, on);
// Record state changes
IProcessStateChange(hsTimer::GetSysSeconds(), fCurrentAnimTime);
return *this;
}
plAnimTimeConvert& plAnimTimeConvert::PlayToTime(hsScalar time)
{
fFlags |= kNeedsReset;
if (fCurrentAnimTime > time)
{
if (fFlags & kLoop)
{
fWrapTime = time;
fFlags |= kWrap;
}
else
{
fBegin = time;
Backwards();
}
}
else
{
fEnd = time;
}
Start();
return *this;
}
plAnimTimeConvert& plAnimTimeConvert::PlayToPercentage(hsScalar percent)
{
return PlayToTime(fBegin + (fEnd - fBegin) * percent);
}
void plAnimTimeConvert::RemoveCallback(plEventCallbackMsg* pMsg)
{
int idx = fCallbackMsgs.Find(pMsg);
if( idx != fCallbackMsgs.kMissingIndex )
{
hsRefCnt_SafeUnRef(fCallbackMsgs[idx]);
fCallbackMsgs.Remove(idx);
}
}
hsBool plAnimTimeConvert::HandleCmd(plAnimCmdMsg* modMsg)
{
if (fFlags & kNeedsReset)
ResetWrap();
// The net msg screener is already checking for callbacks,
// I'm just being extra safe.
if (!modMsg->HasBCastFlag(plMessage::kNetCreatedRemotely))
{
if( modMsg->Cmd(plAnimCmdMsg::kAddCallbacks) )
{
int i;
for( i = 0; i < modMsg->GetNumCallbacks(); i++ )
{
AddCallback(plEventCallbackMsg::ConvertNoRef(modMsg->GetEventCallback(i)));
}
}
if( modMsg->Cmd(plAnimCmdMsg::kRemoveCallbacks) )
{
int i;
for( i = 0; i < modMsg->GetNumCallbacks(); i++ )
{
RemoveCallback(modMsg->GetEventCallback(i));
}
}
}
if( modMsg->Cmd(plAnimCmdMsg::kSetBackwards) )
{
Backwards();
}
if( modMsg->Cmd(plAnimCmdMsg::kSetForewards) )
{
Forewards();
}
if( modMsg->Cmd(plAnimCmdMsg::kStop) )
Stop();
if( modMsg->Cmd(plAnimCmdMsg::kSetLooping) )
Loop();
if( modMsg->Cmd(plAnimCmdMsg::kUnSetLooping) )
NoLoop();
if (modMsg->Cmd(plAnimCmdMsg::kSetBegin))
{
if (modMsg->fBegin >= fInitialBegin)
SetBegin(modMsg->fBegin);
else
SetBegin(fInitialBegin);
}
if (modMsg->Cmd(plAnimCmdMsg::kSetEnd))
{
if (modMsg->fEnd <= fInitialEnd)
SetEnd(modMsg->fEnd);
else
SetEnd(fInitialEnd);
}
if (fBegin > fEnd)
{
fBegin = fInitialBegin;
fEnd = fInitialEnd;
}
if( modMsg->Cmd(plAnimCmdMsg::kSetLoopEnd) )
SetLoopEnd(modMsg->fLoopEnd);
if( modMsg->Cmd(plAnimCmdMsg::kSetLoopBegin) )
SetLoopBegin(modMsg->fLoopBegin);
if( modMsg->Cmd(plAnimCmdMsg::kSetSpeed) )
SetSpeed(modMsg->fSpeed, modMsg->fSpeedChangeRate);
if( modMsg->Cmd(plAnimCmdMsg::kGoToTime) )
{
if (modMsg->fTime < fBegin)
SetCurrentAnimTime(fBegin, true);
else if (modMsg->fTime > fEnd)
SetCurrentAnimTime(fEnd, true);
else
SetCurrentAnimTime(modMsg->fTime, true);
}
if ( modMsg->Cmd(plAnimCmdMsg::kGoToPercent) )
SetCurrentAnimTime(fBegin + (fEnd - fBegin) * modMsg->fTime);
if( modMsg->Cmd(plAnimCmdMsg::kGoToBegin) )
SetCurrentAnimTime(fBegin, true);
if( modMsg->Cmd(plAnimCmdMsg::kGoToEnd) )
SetCurrentAnimTime(fEnd, true);
if( modMsg->Cmd(plAnimCmdMsg::kGoToLoopBegin) )
SetCurrentAnimTime(fLoopBegin, true);
if( modMsg->Cmd(plAnimCmdMsg::kGoToLoopEnd) )
SetCurrentAnimTime(fLoopEnd, true);
if( modMsg->Cmd(plAnimCmdMsg::kToggleState) )
{
if( IsStopped() )
{
Start();
}
else
{
Stop();
}
}
if( modMsg->Cmd(plAnimCmdMsg::kContinue) )
{
Start();
}
if( modMsg->Cmd(plAnimCmdMsg::kIncrementForward) )
{
if (fCurrentAnimTime == fEnd)
return true;
double currTime = hsTimer::GetSysSeconds();
hsScalar newTime = fCurrentAnimTime + hsTimer::GetDelSysSeconds();
if (newTime > fEnd)
{
newTime = fEnd;
}
Forewards();
SetCurrentAnimTime(newTime);
}
if( modMsg->Cmd(plAnimCmdMsg::kIncrementBackward) )
{
if (fCurrentAnimTime == fBegin)
return true;
double currTime = hsTimer::GetSysSeconds();
hsScalar newTime = fCurrentAnimTime - hsTimer::GetDelSysSeconds();
if (newTime < fBegin)
{
newTime = fBegin;
}
Backwards();
SetCurrentAnimTime(newTime);
}
if (modMsg->Cmd(plAnimCmdMsg::kPlayToTime))
PlayToTime(modMsg->fTime);
if (modMsg->Cmd(plAnimCmdMsg::kPlayToPercentage))
PlayToPercentage(modMsg->fTime);
// Basically, simulate what would happen if we played the animation
if (modMsg->Cmd(plAnimCmdMsg::kFastForward))
{
if (IsForewards())
SetCurrentAnimTime(fEnd, true);
else
SetCurrentAnimTime(fBegin, true);
// but if it should continue to play, statr it.
if (IsLooped())
Start();
}
return true;
}
void plAnimTimeConvert::AddCallback(plEventCallbackMsg* pMsg)
{
hsRefCnt_SafeRef(pMsg);
fCallbackMsgs.Append(pMsg);
}
void plAnimTimeConvert::ClearCallbacks()
{
for (int i = 0; i<fCallbackMsgs.Count(); i++)
{
hsRefCnt_SafeUnRef(fCallbackMsgs[i]);
}
fCallbackMsgs.Reset();
}
void plAnimTimeConvert::EnableCallbacks(hsBool val)
{
SetFlag(kNoCallbacks, !val);
}
/////////////////////////////////////////////////////////////////////////////////////////////////
void plATCState::Read(hsStream *s, hsResMgr *mgr)
{
fStartWorldTime = s->ReadSwapDouble();
fStartAnimTime = s->ReadSwapScalar();
fFlags = (UInt8)(s->ReadSwap32());
fEnd = s->ReadSwapScalar();
fLoopBegin = s->ReadSwapScalar();
fLoopEnd = s->ReadSwapScalar();
fSpeed = s->ReadSwapScalar();
fWrapTime = s->ReadSwapScalar();
if (s->ReadBool())
fEaseCurve = plATCEaseCurve::ConvertNoRef(mgr->ReadCreatable(s));
}
void plATCState::Write(hsStream *s, hsResMgr *mgr)
{
s->WriteSwapDouble(fStartWorldTime);
s->WriteSwapScalar(fStartAnimTime);
s->WriteSwap32(fFlags);
s->WriteSwapScalar(fEnd);
s->WriteSwapScalar(fLoopBegin);
s->WriteSwapScalar(fLoopEnd);
s->WriteSwapScalar(fSpeed);
s->WriteSwapScalar(fWrapTime);
if (fEaseCurve != nil)
{
s->WriteBool(true);
mgr->WriteCreatable(s, fEaseCurve);
}
else
s->WriteBool(false);
}