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

484 lines
14 KiB
C++

// 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_CHANNEL_MIXER_H
#define NL_CHANNEL_MIXER_H
#include "nel/misc/types_nl.h"
#include "nel/misc/debug.h"
#include "nel/misc/smart_ptr.h"
#include "nel/3d/animation_time.h"
#include "nel/3d/animation_set.h"
#include <map>
#include <vector>
namespace NL3D
{
class CAnimation;
class IAnimatable;
class IAnimatedValue;
class ITrack;
class CAnimationSet;
/**
* A channel mixer. Animated value are registred in it.
* Each animated value create a channel in the mixer. Then, mixer animates
* all those channels with 1 to CChannelMixer::NumAnimationSlot animations.
*
* Animation are referenced in an animation slot (CSlot).
*
* Each slot have an IAnimation pointer, a weight for this animation
* between [0.f ~ 1.f] and a time for this animation.
*
* Each CChannel have a weight on each animation slot between [0.f ~ 1.f].
*
* Blending is normalized internaly so, weight sum have not to be == 1.f.
*
* \author Cyril 'Hulud' Corvazier
* \author Nevrax France
* \date 2001
*/
class CChannelMixer : public NLMISC::CRefCount
{
public:
/// \name Const values
enum
{
/// Number of animation slot in the CChannelMixer
NumAnimationSlot=8
};
private:
/// \name Internal classes
/// An animation slot.
class CSlot
{
friend class CChannelMixer;
/// Default Ctor
CSlot ()
{
// Not modified
_Dirt=false;
// default is 1.
_Weight= 1.f;
// Set it empty
empty ();
}
/// Empty the slot
void empty ()
{
_Animation=NULL;
_SkeletonWeight=NULL;
_InvertedSkeletonWeight=false;
}
/// Is the slot empty ?
bool isEmpty ()
{
return _Animation==NULL;
}
private:
/// Animation pointer to use by this slot. If NULL, slot is empty.
const CAnimation* _Animation;
/// Skeleton weight pointer
const CSkeletonWeight* _SkeletonWeight;
/// Skeleton weight pointer inverted or not
bool _InvertedSkeletonWeight;
/// Time to use to eval the animation.
TAnimationTime _Time;
/**
* Global weight to apply to the animation of this slot.
* This weight can be given in any range because renormalisation is done in final
* weight evaluation. If weight is 0.f, the final mix is not influenced by the animation
* of this slot.
*/
float _Weight;
/// Dirt flag. True if the animation of this slot as been modified
bool _Dirt;
};
/**
* An animated channel of the CChannelMixer. This class is used internaly in the
* CChannelMixer.
*
* \author Cyril 'Hulud' Corvazier
* \author Nevrax France
* \date 2001
*/
class CChannel
{
friend class CChannelMixer;
public:
enum {EnableUserFlag= 1, EnableLodFlag= 2, EnableAllFlag= 3};
public:
/// Default ctor
CChannel ()
{
// not in the list
_InTheList=false;
// enabled by default.
_EnableFlags= EnableAllFlag;
}
private:
/// True if this channel is in the list
bool _InTheList;
/// the detail mode.
bool _Detail;
/// enabled Flags. User | Lod
uint8 _EnableFlags;
/// Is this Animated Value a CQuat Animated Value???
bool _IsQuat;
/// Name of the channel in the channel mixer. Must be the same than the animated value name.
std::string _ChannelName;
/// A pointer on the IAnimatable object that handles the channel value. (ref ptr to ensure Animated value access)
NLMISC::CRefPtr<IAnimatable> _Object;
/// A pointer on the IAnimatedValue animated by this channel. If NULL, the channel is empty
IAnimatedValue* _Value;
/// The id of the animated value in the IAnimatable object.
uint32 _ValueId;
/// The id of the OwnerBit to touch the IAnimatable object. Useful for IAnimatable derivation.
uint32 _OwnerValueId;
/// The default track pointer used when track are missing in the animation. Can't be NULL.
const ITrack* _DefaultTracks;
/**
* A track pointer on each slot CAnimation. Can't be NULL. If no track found for this
* channel, the pointer is _DefaultTracks.
*/
const ITrack* _Tracks[NumAnimationSlot];
/**
* A weight array for to blend each slot.
* This value must be between 0.f and 1.f. If it is 0.f, the slot is not used. If it is 1.f,
* the slot is used at 100%. This weight can be set using a "skeleton template weight".
* Default value is 1.f.
*/
float _Weights[NumAnimationSlot];
/**
* Pointer on the next channel selected for the animations selected in the slots
*
* This list is used to only visit the channels animated by the animations set in the slots
* of the mixer
*/
CChannel* _Next;
};
public:
/// Constructor. The default constructor resets the slots and the channels.
CChannelMixer();
~CChannelMixer();
/// \name Setup the mixer
/**
* Set the animation set used by this channel mixer.
* The pointer is hold by the channel mixer until it changes.
*/
void setAnimationSet (const CAnimationSet* animationSet);
/**
* Get the animation set used by this channel mixer.
* The pointer is hold by the channel mixer until it changes. Return NULL if no animationSet defined.
*/
const CAnimationSet* getAnimationSet () const;
/**
* Launch evaluation of all channels.
*
* This is the main method. It evals animations selected in the slots for listed
* channels.
*
* Only the channels that are animated by animations selected in the slots are evaluated.
* They are stored in a linked list managed by the channel array.
*
* Others are initialized with the default channel value.
*
* \param detail true if eval the detail part of animation. (done after clipping).
* \param evalDetailDate chann mixer store the last date of anim detail evaluated. if same, do nothing,
* else if < or >, compute the anim. ingored if detail is false.
*/
void eval (bool detail, uint64 evalDetailDate=0);
/**
* Launch evaluation of some channels.
*
* \param channelIdArray array that contains the id of the channel to eval.
* \param numID number of ids in the array
*
*/
void evalChannels(sint *channelIdArray, uint numID);
/**
* Force evaluation of a single channel
*/
inline void evalSingleChannel(sint channelId);
/// \name Channel access
/**
* Add a channel for a specific value of an IAnimatable object.
* Warning: this method will assign the default value in the animated value.
*
* \param channelName is the name of the channel.
* \param animatable is a pointer on the IAnimatable object in which the value is stored. It will be kept
* by the CChannelMixer until it is removed from the channel.
* \param value is a pointer on the value the channel works with. It will be kept
* by the CChannelMixer until it is removed from the channel.
* \param defaultValue is a track used by default if a track is not presents in the animation for this channel.
* It will be kept by the CChannelMixer until it is removed from the channel.
* \param valueId is the value ID in the IAnimatable object.
* \param ownerId is the owner Bit of the animated vlaue, in the IAnimatable object. touched when the animatedvalue is touched.
* \param detail true if this channel must be evaluated in detail mode (see eval()).
* \return -1 if the track was not found in the animationSet, else it return the channelId
* as if returned by CAnimationSet::getChannelIdByName(channelName).
*/
sint addChannel (const std::string& channelName, IAnimatable* animatable, IAnimatedValue* value, ITrack* defaultValue, uint32 valueId, uint32 ownerValueId, bool detail);
/// Reset the channel list if the mixer. All channels are removed from the mixer.
void resetChannels ();
/** disabling a channel means it is no more modified during animation. Default is enabled.
* NB: this channel must have been added (via addChannel()....).
* \param channelId channelId get from CAnimationSet::getChannelIdByName() or addChannel()
*/
void enableChannel (uint channelId, bool enable);
/** see enableChannel(). return false if channel does not exist...
* \param channelId channelId get from CAnimationSet::getChannelIdByName() or addChannel()
*/
bool isChannelEnabled (uint channelId) const;
/** Same as enableChannel but for Animation Lod system. The channel is animated only if both
* enableChannel() and lodEnableChannel() are true. Default is enabled.
* NB: this channel must have been added (via addChannel()....).
* \param channelId channelId get from CAnimationSet::getChannelIdByName() or addChannel()
*/
void lodEnableChannel (uint channelId, bool enable);
/** see enableChannel(). return false if channel does not exist...
* \param channelId channelId get from CAnimationSet::getChannelIdByName() or addChannel()
*/
bool isChannelLodEnabled (uint channelId) const;
/// \name Slots acces
/**
* Set slot animation.
*
* You must set an animationSet in the channel mixer before calling this.
*
* Calling this method will dirt the mixer, ie, all the mixer's channels will
* be visited to check if they are used by the new animation. If they are, they
* will be linked in the internal CChannel list.
*
* \param slot is the slot number to change the animation. Must be >= 0 and < NumAnimationSlot.
* \param animation is the new animation index in the animationSet use by this slot.
* \see CAnimationSet, CAnimation
*/
void setSlotAnimation (uint slot, uint animation);
/// Get the animation used by a given slot
const CAnimation *getSlotAnimation(uint slot) const;
/**
* Set time of a slot.
*
* This time will be used to eval the animation set in this slot.
* Each slot can have different time.
*
* Calling this method won't dirt the mixer.
*
* \param slot is the slot number to change the time. Must be >= 0 and < NumAnimationSlot.
* \param time is the new time to use in the slot.
* \see TAnimationTime
*/
void setSlotTime (uint slot, TAnimationTime time)
{
// Check alot arg
nlassert (slot<NumAnimationSlot);
// Set the time
_SlotArray[slot]._Time=time;
}
/**
* Set slot weight.
*
* This weight will be used to eval the animation set in this slot.
* Each slot can have different weight. Calling this method won't dirt the mixer.
*
* By default the weight of the slot is 1.0f.
*
* \param slot is the slot number to change the weight.
* \param weight is the new weight to use in the slot. No range for this weight. If the weight == 0.f,
* the slot have no effect on the final mix.
*/
void setSlotWeight (uint slot, float weight)
{
// Check alot arg
nlassert (slot<NumAnimationSlot);
// Set the time
_SlotArray[slot]._Weight=weight;
}
/**
* Empty a slot.
*
* Calling this method will dirt the mixer, ie, all the mixer's channels will
* be visited to check if they are used by the old animation. If they are, they
* will be linked in the internal CChannel list.
*
* Warning: this method will assign the default value in the animated value that are removed from the active channel queue.
*
* \param slot is the slot number to empty. Must be >= 0 and < NumAnimationSlot.
*/
void emptySlot (uint slot);
/**
* Reset the slot of the mixer. All slot will be empty.
*
* Calling this method will dirt the mixer, ie, all the mixer's channels will
* be visited to check if they are used by the old animation. If they are, they
* will be linked in the internal CChannel list.
*
*/
void resetSlots ();
/**
* Apply a skeleton template weight on a specific slot.
*
* This method apply the weight of each node contains in skelWeight to the channel's slot weight.
*
* \param slot is the slot number to empty. Must be >= 0 and < NumAnimationSlot.
* \param skeleton is the index of a skeleton in the animationSet.
* \param invert is true if the weights to attach to the channels are the weights of the skeleton template.
* false if the weights to attach to the channels are the 1.f-weights of the skeleton template.
*/
void applySkeletonWeight (uint slot, uint skeleton, bool invert=false);
/**
* Reset the skeleton weight for a specific slot.
*
* This method apply set each channel's slot weight to 1.f.
*
* \param slot is the slot number to empty. Must be >= 0 and < NumAnimationSlot.
*/
void resetSkeletonWeight (uint slot);
/// reset to -1 the evalDetailDate. Hence next eval(true,..) will be forced to compute
void resetEvalDetailDate();
private:
/// /name Internal methods
/// Clean the mixer
void cleanAll ();
/// Dirt all slots
void dirtAll ();
/// Refresh channel list
void refreshList ();
// The slot array
CSlot _SlotArray[NumAnimationSlot];
// The animation set
const CAnimationSet* _AnimationSet;
// The set of CChannel infos. Only channels added by addChannel are present.
std::map<uint, CChannel> _Channels;
// The first Global channel. If NULL, no channel to animate. (animed in eval(false))
CChannel* _FirstChannelGlobal;
// The first detail channel. If NULL, no channel to animate. (animed in eval(true))
CChannel* _FirstChannelDetail;
// last date of evalDetail().
sint64 _LastEvalDetailDate;
// The channels list is dirty if true.
bool _Dirt;
// true if must update animateList. (set in refreshList())
bool _ListToEvalDirt;
// Raw lists of channels to animate, acording to _EnableFlags
std::vector<CChannel*> _GlobalListToEval;
std::vector<CChannel*> _DetailListToEval;
/// Refresh animate list
void refreshListToEval ();
/**
* Force evaluation of a single channel
*
* \param chan the channel to eval
* \param numActiveSlots number of active slots
* \param activeSlot array of contiguous slots ids (there are 'numActiveSlots' of them)
*/
void evalSingleChannel (CChannel &chan, uint numActiveSlots, uint activeSlot[NumAnimationSlot]);
};
/////////////
// INLINES //
/////////////
inline void CChannelMixer::evalSingleChannel(sint channelId)
{
evalChannels(&channelId, 1);
}
} // NL3D
#endif // NL_CHANNEL_MIXER_H
/* End of channel_mixer.h */