khanat-code-old/code/nel/include/nel/3d/animation.h

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2010-05-06 00:08:41 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// 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 NL_ANIMATION_H
#define NL_ANIMATION_H
#include "nel/misc/types_nl.h"
#include "nel/3d/animation_time.h"
#include "nel/3d/u_animation.h"
#include <memory>
#include <map>
#include <set>
#include <vector>
namespace NLMISC
{
class IStream;
struct EStream;
}
namespace NL3D
{
class ITrack;
class CAnimationSet;
/**
* This class describes animations for several tracks. Each track works
* with a IAnimatedValue for the IAnimatable objects.
*
* \author Cyril 'Hulud' Corvazier
* \author Nevrax France
* \date 2001
*/
class CAnimation : public UAnimation
{
public:
/// ctor
CAnimation();
/// Destructor
virtual ~CAnimation ();
/// \name Public interface.
enum { NotFound=0xffffffff };
/** Get track with its name.
*
* WARNING: slower if applyAnimHeaderCompression() has been called. try use getIdTrackByChannelId() instead
*
* \param name is the name of the desired track.
* \return CAnimation::NotFound if the track doesn't exist else the id of the track.
*/
uint getIdTrackByName (const std::string& name) const;
/**
* Fill the set of string with the name of the channels.
*
* \return the count of track in this animation
*/
void getTrackNames (std::set<std::string>& setString) const;
/** see applyAnimHeaderCompression()
* \return CAnimation::NotFound if the track doesn't exist (or anim header not compressed)
* else return the id of the track.
*/
uint getIdTrackByChannelId (uint16 channelId) const;
/** Get a const track pointer
*
* \param channelId is the id of the desired channel.
*/
const ITrack* getTrack (uint trackId) const
{
// Get the trackId-th track pointer
return _TrackVector[trackId];
}
/** Get a track pointer
*
* \param channelId is the id of the desired channel.
*/
ITrack* getTrack (uint trackId)
{
// Get the trackId-th track pointer
return _TrackVector[trackId];
}
/** Add a track at the end of the track list.
*
* This method is used to insert tracks in the animation.
* Tracks must be allocated with new. The pointer is then handeled
* by the CAnimation.
*/
void addTrack (const std::string& name, ITrack* pChannel);
/// Serial the template
void serial (NLMISC::IStream& f);
/// Set animation min end time
void setMinEndTime (TAnimationTime minEndTime);
/// \name From UAnimation
// @{
virtual UTrack* getTrackByName (const char* name);
virtual void releaseTrack (UTrack* track);
virtual TAnimationTime getBeginTime () const;
virtual TAnimationTime getEndTime () const;
virtual bool allTrackLoop() const;
// @}
/** For SkeletonSpawnScript (SSS) animation.
* Add manualy the shapes that can be spawned by the channel "spawn_script" in this animation
* This add into a vector (avoid duplicates)
*
* Then CAnimationSet::preloadSSSShapes() can be used after CAnimationSet::build() to force loading
* into the ShapeBank/Texture of thoses shapes, so there is no problem of shape loading during animation
*/
void addSSSShape(const std::string &shape);
const std::vector<std::string> &getSSSShapes() const {return _SSSShapes;}
/// \name CAnimationSet private
// @{
/** For each track that support it (CTrackSampled for instance), divide its number of sampled keys,
* to lower the memory lod. Used typically by CAnimationSet
*/
void applySampleDivisor(uint sampleDivisor);
/** For CTrackSampledQuat only, compress header. Used typically by CAnimationSet
* NB: Animation cannot be serialized after this operation (unserialisable tracks)
*/
void applyTrackQuatHeaderCompression();
/** Used by CAnimationSet to lower the memory Size. After this, you can
* (and should for better performances) use getIdTrackByChannelId()
* Does not support more than 65536 channels (nlassert)
*/
void applyAnimHeaderCompression(CAnimationSet *animationSetOwner, const std::map <std::string, uint32> &channelMap);
// @}
private:
/// \name Members
typedef std::map<std::string, uint32> TMapStringUInt;
typedef std::vector<ITrack* > TVectAPtrTrack;
// Animation name
std::string _Name;
// Map to get a channel id with a name. EMPTY if applyAnimHeaderCompression() called
TMapStringUInt _IdByName;
// Vector of channel pointer.
TVectAPtrTrack _TrackVector;
// Force animation min end time
TAnimationTime _MinEndTime;
/// \name Anim time caching
// @{
mutable TAnimationTime _BeginTime;
mutable TAnimationTime _EndTime;
mutable bool _AnimLoop;
mutable bool _BeginTimeTouched;
mutable bool _EndTimeTouched;
mutable bool _AnimLoopTouched;
// @}
/// CTrackSampledQuat header compression
class CTrackSamplePack *_TrackSamplePack;
// Sorted array of ChannelId. Same size as _TrackVector. EMPTY if applyAnimHeaderCompression() NOT called
std::vector<uint16> _IdByChannelId;
// The AnimationSet. NULL if applyAnimHeaderCompression() NOT called
class CAnimationSet *_AnimationSetOwner;
// see addSSSShape()
std::vector<std::string> _SSSShapes;
};
} // NL3D
#endif // NL_ANIMATION_H
/* End of animation.h */