khanat-opennel-code/code/ryzom/client/src/animation_fx_sheet.h

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2010-05-06 00:08:41 +00:00
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef CL_ANIMATION_FX_SHEET_H
#define CL_ANIMATION_FX_SHEET_H
#include "client_sheets/animation_set_list_sheet.h" // contains CAnimationFXSheet
namespace NL3D
{
class UTrack;
class UAnimationSet;
class UParticleSystemInstance;
}
namespace NLGEORGES
{
class UFormElm;
}
/** Sheet of a fx that must be played with an animation.
* Such an fx has the following properties :
* - it can have a color
* - it can be sticked to a bone when used with a skeleton
* - it can follow a position spline for more sophisticated effects.
*
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2003
*/
class CAnimationFX
{
public:
NL3D::UTrack *PosTrack; // Filled after init : additionnal pos track to animate the fx
CAnimationFXSheet *Sheet;
public:
// ctor
CAnimationFX(const std::string &psName = "", const float *userParams = NULL);
void init(CAnimationFXSheet *sheet, NL3D::UAnimationSet *as);
// build track for that fx, using the given animation set
void buildTrack(NL3D::UAnimationSet *as);
// helper : create instance matching that sheet. NB : the instance is not sticked neither positionned.
NL3D::UParticleSystemInstance createMatchingInstance() const;
};
// a set of anim fx serialized from a .animation_fx_set sheet
class CAnimationFXSet
{
public:
enum { MaxNumFX = 4 };
std::vector<CAnimationFX> FX;
public:
// build track for that fx, using the given animation set
void buildTrack(NL3D::UAnimationSet *as);
};
#endif