khanat-opennel-code/code/ryzom/client/src/scene_parser.h
kervala 47ccfe279a Changed: Don't use anymore the current SDK in registry (very unreliable)
Changed: Use the Windows SDK installed with VC++ or the most recent compatible one
2013-09-27 10:52:44 +02:00

374 lines
8.5 KiB
C++

// 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_SCENE_PARSER_H
#define CL_SCENE_PARSER_H
/////////////
// INCLUDE //
/////////////
// Misc
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#include "nel/misc/quat.h"
// 3D Interface.
#include "nel/3d/u_animation_set.h"
#include "nel/3d/u_play_list_manager.h"
#include "nel/3d/u_play_list.h"
#include "nel/3d/u_instance_group.h"
// Std.
#include <string>
#include <fstream>
#include <list>
#include <vector>
#include <map>
#include <set>
///////////
// USING //
///////////
using NLMISC::CVector;
using NLMISC::CQuat;
using NL3D::UPlayListManager;
using NL3D::UAnimationSet;
using NL3D::UAnimation;
using NL3D::UPlayList;
using NL3D::UInstanceGroup;
/*using std::string;
using std::ifstream;
using std::list;
using std::vector;
using std::map;
using std::set;
using std::pair;*/
///////////
// CLASS //
///////////
/**
* Class to parse a scene.
* \author Guillaume PUZIN
* \author Nevrax France
* \date 2001
*/
class CSceneParser
{
private:
static const uint MAX_LINE_SIZE;
static const char *delimiter;
/// Parse the file.
void parse(ifstream &file);
/// Skip empty lines and comment lines.
void getNextValidLine(ifstream &file, char *buff);
/// Day/Night.
void parseTime();
/// Parse the list of IG to load for the scene.
void parseIG(ifstream &file, char *buff);
/// Get the name of the IG to initialize entities.
void parseIGInit();
/// Parse Particle.
void parseParticle(ifstream &file, char *buff);
/// Parse Particle's Id.
void parseParticleId();
/// Parse Particle's IG.
void parseParticleIG();
/// Parse Particle's Cluster
void parseParticleCluster();
/// Parse Particle's Actor.
void parseParticleActor();
/// Parse Particle's anims.
void parseParticleAnims(ifstream &file, char *buff);
/// Parse an actor.
void parseActor(ifstream &file, char *buff);
/// Parse the current actor Id.
void parseId();
/// Parse the current actor Name.
void parseName();
/// Is the Actor a flyer.
void parseFly();
/// Parse Actor's Actor.
void parseActorActor();
/// Parse the current actor Skeleton Name.
void parseSkel();
/// Parse meshes used for the current actor.
void parseMeshes(ifstream &file, char *buff);
/// Parse anims used for the current actor.
void parseAnims(ifstream &file, char *buff);
/// Parse all anims used for the camera in all sequence.
void parseCamAnims(ifstream &file, char *buff);
/// Parse a sequence.
void parseSequence(ifstream &file, char *buff);
/// Parse the current sequence Id.
void parseSeqId();
/// Parse particle in the sequence.
void parseSeqParticle(ifstream &file, char *buff);
/// Parse the current particle's Id in the current sequence.
void parseSeqParticleId();
/// Parse anims used for the current particle in the current sequence.
void parseSeqParticleAnims(ifstream &file, char *buff);
/// Parse an actor in a sequence.
void parseSeqActor(ifstream &file, char *buff);
/// Parse the current actor's Id in the current sequence.
void parseSeqActorId();
/// Parse anims used for the current actor in the current sequence.
void parseSeqActorAnims(ifstream &file, char *buff);
/// Parse camera in the sequence.
void parseSeqCam(ifstream &file, char *buff);
/// Initialize Actors Position and rotation .
void initActors();
/// Reset the scene.
void reset();
/// Reset all particles.
void resetParticles();
/// Reset all actors.
void resetActors();
/// Initialize the Camera and reset it the second time.
void applyCamera();
/// Initialize IG for the scenery (IG present from start to end like trees or torch.
void applyIG();
/// Initialize the scene with the parameters loaded from the script for particles.
void applyParticles();
/// Initialize actors.
void applyActors();
protected:
bool _Apply;
sint _Line;
bool _Day;
string _IG_Init;
/// List of IG to load for the scene.
list<string> _IG;
double _TimeStart;
double _FrameRate;
/// Class to stock parameters for a particle (system).
class CParticle
{
public:
sint Id;
string IG;
string Cluster;
sint Actor;
list<string> Anims;
UInstanceGroup *IGPtr;
vector<CVector> IGPos;
map<string, uint> AnimToId;
UAnimationSet *AnimationSet;
UPlayList *PlayList;
CParticle()
{
AnimationSet = 0;
PlayList = 0;
}
void reset()
{
Id = -1;
Actor = -1;
Anims.clear();
AnimationSet = 0;
PlayList = 0;
AnimToId.clear();
}
};
/// Class to stock parameters for an actor.
class CActor
{
public:
sint Id;
string Name;
bool Fly;
string Skeleton;
list<string> Meshes;
list<string> Anims;
CVector Pos;
CQuat Rot;
sint Actor;
void reset()
{
Id = -1;
Actor = -1;
Fly = false;
Meshes.clear();
Anims.clear();
}
};
/// Class to stock parameters for an actor in a sequence.
class CParticleSeq
{
public:
sint Id;
list<string> Anims;
void reset()
{
Id = -1;
Anims.clear();
}
};
/// Class to stock parameters for an actor in a sequence.
class CActorSeq
{
public:
sint Id;
list<string> Anims;
void reset()
{
Id = -1;
Anims.clear();
}
};
/// Class to stock parameters for a sequence.
class CSequence
{
public:
sint Id;
map<uint, CParticleSeq> ParticlesSeq;
map<uint, CActorSeq> ActorsSeq;
list<string> CamAnims;
void reset()
{
Id = -1;
ActorsSeq.clear();
}
};
/// ...
list<string> _CamAnims;
/// Particle with the parse in progress.
CParticle _CurrentParticle;
/// All particles in the scene.
map<uint, CParticle> _Particles;
/// Actor with the parse in progress.
CActor _CurrentActor;
/// All actors in the scene.
map<uint, CActor> _Actors;
/// ...
CParticleSeq _CurParticleSeq;
/// ...
CActorSeq _CurrentActorSeq;
/// ...
CSequence _CurrentSequence;
/// All Sequences in the scene.
map<uint, CSequence> _Sequences;
/// ...
UPlayListManager *_PlayListManager;
UAnimationSet *_AnimationSet;
UPlayList *_PlayList;
map<string, uint> _AnimCamToId;
set<UInstanceGroup *> _IGInScene;
// Scene.
typedef list<pair<sint, double> > TScene;
TScene _Scene;
TScene::iterator _ItScene;
double _SceneStart;
/// Update the camera (position, target, roll, fov).
void updateCamera(double timeInSec);
/// Update actor position (for actor on another actor).
void updateActors();
/// Update particles.
void updateParticles(double timeInSec);
void updateParticlesNoActor(float difTime, CParticle &particle, UAnimation &animation);
void updateParticlesActor(float difTime, CParticle &particle, UAnimation &animation);
public:
/// Constructor
CSceneParser();
inline bool Time() {return _Day;}
/// Load the file with the scene.
void load(const string &filename);
/// Initialize the scene with the parameters loaded from the script.
void apply();
///
void update(double timeInSec);
/// Play the sequence with the ID 'seq'.
void playSeq(uint seq, double timeInSec);
inline double frameRate() {return _FrameRate;}
inline void frameRate(double fr) {_FrameRate = fr;}
/** \name SCENE
* Functions to manage a scene.
*/
//@{
/**
* Load a scene from a file and put it in memory.
* \param filename : filename for the file that contains the scene.
* \warning This function clear the old scene.
*/
void loadScene(const string &filename);
/**
* Play a scene in memory.
* \param timeInSec : current time in second.
*/
void playScene(double timeInSec);
/**
* Update the scene currently playing.
* \param timeInSec : current time in second.
*/
void updateScene(double timeInSec);
/**
* Stop the scene currently playing.
*/
void stopScene();
/**
* Function to know if there is a scene currently playing.
* \return bool : 'true' if there is a scene currently playing.
*/
bool isScenePlaying();
//@}
};
#endif // CL_SCENE_PARSER_H
/* End of scene_parser.h */