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267 lines
10 KiB
267 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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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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/** \file plAGMasterMod.h |
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\brief The animation class for the AniGraph animation system |
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\ingroup Avatar |
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\ingroup AniGraph |
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*/ |
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#ifndef PLAGMASTERMOD_INC |
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#define PLAGMASTERMOD_INC |
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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 "pnModifier/plModifier.h" |
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#include "plAGChannel.h" |
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#include "plAvDefs.h" |
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#include "pnKeyedObject/plMsgForwarder.h" |
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// templates |
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#include "hsStlUtils.h" |
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#include "hsStlSortUtils.h" |
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class plAGModifier; |
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class plAGAnimInstance; |
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class plAGAnim; |
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class plATCAnim; |
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class plAGMasterSDLModifier; |
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//////////////// |
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// |
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// PLAGMASTERMOD |
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// |
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//////////////// |
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/** \class plAGMasterMod |
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A modifier which can apply animations to scene objects. |
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Works together with a plAGModifier, which can apply animation to a |
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single scene object. A master modifier hooks up to a family of |
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ag modifiers to do its job. |
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An animation (plAGAnim) can have many different channels, but the |
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user can just pass it to a single master mod to apply it to all the |
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channels owned by that master. The master will take care of hooking |
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each channel up to an ag modifier. |
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The goal is to make an animation a conceptually (and practically) simple |
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object to work with, whether or not it has multiple channels. |
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\sa plAGAnim, plAGAnimInstance, plAGModifier |
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*/ |
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class plAGMasterMod : public plModifier |
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{ |
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friend class plAGMasterSDLModifier; |
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public: |
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/** Default constructor. Primarily for use by the class factory. */ |
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plAGMasterMod(); |
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/** Free the name and any other miscellany. */ |
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virtual ~plAGMasterMod(); |
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/** Find an individual plAGModifier of the given name under our control. */ |
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plAGModifier * GetChannelMod(const plString & name, bool dontCache = false) const; |
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/** \name Managing Animations */ |
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// \{ |
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// AGANIM PROTOCOL |
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/** Attach the given animation object with the given blend factor. |
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If there's no animation already attached to blend with, the |
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animation will be attached at full strength. */ |
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plAGAnimInstance *AttachAnimationBlended(plAGAnim *anim, float blendFactor = 0, |
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uint16_t blendPriority = kAGMedBlendPriority, |
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bool cache = false); |
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/** Look up the given animation by name and attach it |
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with the given blend factor. */ |
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plAGAnimInstance *AttachAnimationBlended(const plString &name, float blendFactor = 0, |
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uint16_t blendPriority = kAGMedBlendPriority, |
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bool cache = false); |
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/** Play a simple anim (one that doesn't affect root) once and auto detach. |
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Intended for Zandi's facial animations that run seperate from the behaviors. */ |
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void PlaySimpleAnim(const plString &name); |
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/** Detach the given animation instance. Does nothing |
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if the instance is not managed by this master mod. */ |
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void DetachAnimation(plAGAnimInstance *instance); |
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void DetachAllAnimations(); |
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/** Detach the given animation by name. Searches for |
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any instances derived from animations with the |
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given name and removes them. */ |
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void DetachAnimation(const plString &name); |
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// \} |
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/** Print the current animation stack to the console. |
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Will list all the animations and their blend strengths. |
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Animations later in the list will mask animations earlier |
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in the list. */ |
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void DumpCurrentAnims(const char *header); |
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/** Find and return any animation instances with the |
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given name on this master modifer. */ |
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plAGAnimInstance *FindAnimInstance(const plString &name); |
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/** Return the Ith animation instance, based on blend |
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order. Of dubious utility, but, y'know. */ |
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plAGAnimInstance *GetAnimInstance(int i); |
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/** Attach the animation if it's not already attached. If |
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it is attached, return the instance. |
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Note that if it's attached by this function, it |
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will be on top of the stack, but if it was already |
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attached, it could be anywhere, including buried under |
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a bunch of other animations. If it's important that it be |
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on top of the stack, you may need to detach it first. */ |
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plAGAnimInstance *FindOrAttachInstance(const plString &name, float blendFactor); |
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/** Return the number of animations available. */ |
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int GetNumAnimations(); |
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/** Return the number of animations that are privately |
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owned by this modifier. |
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Animations may be either shared in a general pool, |
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or privately owned by a mastermod. */ |
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int GetNumPrivateAnimations(); |
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int GetNumATCAnimations(); |
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plAGAnimInstance *GetATCAnimInstance(int i); |
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/** Apply all our animations to all our parts. |
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\param timeNow is the current world time |
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\param elapsed is the time since the previous frame */ |
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void ApplyAnimations(double timeNow, float elapsed); |
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/** Runs through our anims and applies them, without |
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processing fades. This is used when we load in anim |
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state from the server, and need to advance it to a |
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certain point before enabling callbacks */ |
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void AdvanceAnimsToTime(double time); |
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/** Change the connectivity in the graph so that inactive animations are bypassed. |
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The original connectivity information is kept, so if the activity of different |
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animations is changed (such as by changing blend biases or adding new animations, |
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the graph can be compiled again to the correct state. */ |
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void Compile(double time); |
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/** We've done something that invalidates the cached connectivity in the graph. |
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Mark this for fixup. */ |
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void SetNeedCompile(bool needCompile); |
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/** List the animationg graph to stdOut, with a ASCII representation of the tree |
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structure. Done by recursively dumping the graph; some types of nodes will have |
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more output information than others. |
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*/ |
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void DumpAniGraph(const char *channel, bool optimized, double time); |
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/** Set whether or not this is the "group master" so grouped animations will only have |
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one member getting/setting sdl animation state in order to synch the anims |
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*/ |
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void SetIsGrouped(bool grouped); |
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void SetIsGroupMaster(bool master, plMsgForwarder* msgForwarder); |
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// PLASMA PROTOCOL |
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virtual int GetNumTargets() const { return fTarget ? 1 : 0; } |
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virtual plSceneObject* GetTarget(int w) const { /* hsAssert(w < GetNumTargets(), "Bad target"); */ return fTarget; } |
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virtual void AddTarget(plSceneObject * object); |
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virtual void RemoveTarget(plSceneObject * object); |
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bool MsgReceive(plMessage* msg); |
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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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bool HasRunningAnims(); |
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bool DirtySynchState(const char* SDLStateName, uint32_t synchFlags); |
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CLASSNAME_REGISTER( plAGMasterMod ); |
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GETINTERFACE_ANY( plAGMasterMod, plModifier ); |
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protected: |
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// -- methods -- |
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plAGModifier * ICacheChannelMod(plAGModifier *mod) const; |
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plAGModifier * IFindChannelMod(const plSceneObject *obj, const plString &name) const; |
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virtual bool IEval(double secs, float del, uint32_t dirty); |
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virtual void IApplyDynamic() {}; // dummy function required by base class |
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// Find markers in an anim for environment effects (footsteps) |
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virtual void ISetupMarkerCallbacks(plATCAnim *anim, plAnimTimeConvert *atc) {} |
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// -- members |
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plSceneObject* fTarget; |
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// a map from channel names to ag modifiers within our domain |
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typedef std::map<plString, plAGModifier*> plChannelModMap; |
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plChannelModMap fChannelMods; |
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// instances which are currently attached to this master |
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typedef std::vector<plAGAnimInstance*> plInstanceVector; |
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plInstanceVector fAnimInstances; // animation instances |
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// animations which are owned exclusively by this master |
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typedef std::vector<plAGAnim*> plAnimVector; |
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plAnimVector fPrivateAnims; |
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// animations that require AnimTimeConvert state to be synched |
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plInstanceVector fATCAnimInstances; |
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bool fFirstEval; |
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bool fNeedEval; |
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void IRegForEval(bool val); |
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// SDL modifier which sends/recvs dynamics state |
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plAGMasterSDLModifier *fAGMasterSDLMod; |
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bool fNeedCompile; |
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bool fIsGrouped; |
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bool fIsGroupMaster; |
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plMsgForwarder* fMsgForwarder; |
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enum { |
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kPrivateAnim, |
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kPublicAnim, |
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}; |
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}; |
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#endif // PLAGMASTERMOD_INC
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