2015-12-18 12:05:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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#include "animation_fx_sheet.h"
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#include "nel/georges/u_form_elm.h"
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#include "nel/3d/u_animation_set.h"
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#include "nel/3d/u_animation.h"
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#include "nel/3d/u_track.h"
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#include "nel/3d/u_instance.h"
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#include "nel/3d/u_particle_system_instance.h"
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#include "nel/3d/u_scene.h"
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extern NL3D::UScene *Scene;
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//*******************************************************************************
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// CAnimationFX
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//*******************************************************************************
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//-----------------------------------------------
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// CAnimationFX
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//-----------------------------------------------
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CAnimationFX::CAnimationFX(const std::string &psName /* = "" */, const float *userParams /*=NULL*/)
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{
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PosTrack = NULL;
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Sheet = NULL;
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if ((!psName.empty()) || (userParams != NULL))
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{
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Sheet = new CAnimationFXSheet(psName, userParams);
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}
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}// CAnimationFX //
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//-----------------------------------------------
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// init
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//-----------------------------------------------
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void CAnimationFX::init(CAnimationFXSheet *sheet, NL3D::UAnimationSet *as)
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{
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Sheet = sheet;
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// Dont need to call the build track
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}// init //
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//-----------------------------------------------
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// buildTrack
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//-----------------------------------------------
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void CAnimationFX::buildTrack(NL3D::UAnimationSet *as)
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{
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nlassert(Sheet != NULL);
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if (!as) return;
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if (Sheet->TrajectoryAnim.empty()) return;
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2016-01-09 15:07:38 +00:00
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std::string animName = NLMISC::toLower(Sheet->TrajectoryAnim);
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2015-12-18 12:05:11 +00:00
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uint id = as->getAnimationIdByName(animName);
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NL3D::UAnimation *anim = NULL;
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if (id != NL3D::UAnimationSet::NotFound)
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{
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anim = as->getAnimation(id);
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}
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else
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{
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// try to load anim
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uint id = as->addAnimation(animName.c_str(), animName.c_str());
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if (id != NL3D::UAnimationSet::NotFound)
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{
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anim = as->getAnimation(id);
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}
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}
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if (anim)
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{
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PosTrack = anim->getTrackByName("pos");
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}
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}// buildTrack //
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//-----------------------------------------------
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//createMatchingInstance
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//-----------------------------------------------
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NL3D::UParticleSystemInstance CAnimationFX::createMatchingInstance() const
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{
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nlassert(Sheet != NULL);
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if (Sheet->PSName.empty()) return NULL;
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if (nlstricmp(Sheet->PSName, "none") == 0) return NULL;
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NL3D::UInstance inst = Scene->createInstance(Sheet->PSName);
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if (!inst.empty())
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{
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NL3D::UParticleSystemInstance fx;
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fx.cast(inst);
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if (fx.empty())
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{
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nlwarning("Bad shape type for a fxsheet shape : must be a particle system");
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Scene->deleteInstance(inst);
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return NULL;
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}
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else
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{
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for(uint l = 0; l < 4; ++l)
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{
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fx->setUserParam(l, Sheet->UserParam[l]);
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}
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fx->setUserColor(Sheet->Color);
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return fx;
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}
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}
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return NULL;
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}// createMatchingInstance //
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//*******************************************************************************
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// CAnimationFXSet
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//*******************************************************************************
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//-----------------------------------------------
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// buildTrack
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//-----------------------------------------------
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void CAnimationFXSet::buildTrack(NL3D::UAnimationSet *as)
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{
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if (!as) return;
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for(uint k = 0; k < FX.size(); ++k)
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{
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FX[k].buildTrack(as);
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}
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}// buildTrack //
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