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242 lines
7.2 KiB
C++
242 lines
7.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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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#ifndef NL_ANIMATABLE_H
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#define NL_ANIMATABLE_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/bit_set.h"
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#include <string>
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#include <vector>
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#include <map>
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namespace NL3D
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{
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class ITrack;
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class CChannelMixer;
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class IAnimatedValue;
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/**
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* An animatable object.
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*
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* This object can have a set of animated values. At Max 32 animated values can be set (because of bit and touch mgt)
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* Animated values are animated by a CChannelMixer object.
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* Each value have a name and a default track.
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*
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* An IAnimatable may have IAnimatable sons (list of bones, list of materials etc...). The value count and valueId of
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* the IAnimatable DO NOT count those sons, but register() should register his sons too.
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* A father propagated touch system (setFather()) is implemented. When a son is touched, he touchs his fathers, his grandfather
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* and so on.
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*
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* When a class derives from IAnimatable, it must implement all the
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* interface's methods:
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*
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* extend TAnimValues enum, beginning to BaseClass::AnimValueLast, and add a bit OwnerBit.
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* ctor(): just type "IAnimatable::resize (AnimValueLast);"
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* virtual IAnimatedValue* getValue (uint valueId);
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* virtual const char *getValueName (uint valueId) const;
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* virtual ITrack* getDefaultTrack (uint valueId);
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*
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* virtual register(CChannelMixer *, const string &prefix);
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*
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*
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* Watch NL3D::ITransformable and NL3D::CTransform for a good example.
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*
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* \author Cyril 'Hulud' Corvazier
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* \author Nevrax France
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* \date 2001
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*/
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class IAnimatable : public NLMISC::CRefCount
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{
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friend class IAnimatedValue;
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public:
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/**
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* Default Constructor. Set number of value to 0.
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* Deriver: should just write: IAnimatable::resize (getValueCount());
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*
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*/
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IAnimatable ()
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{
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_Father= NULL;
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_BitSet= 0;
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}
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virtual ~IAnimatable() {}
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/// \name Interface
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// @{
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/**
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* The enum of animated values. (same system in CMOT). Deriver should extend this enum, beginning with OwnerBit= BaseClass::AnimValueLast.
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* The number of values MUST NOT EXCEED 32, for fast touch() system.
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* "OwnerBit" system: each deriver of IAnimatable should had an entry "OwnerBit" in this TAnimValues. This bit will be set when
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* an IAnimatedValue of this deriver part is touched, or if one of his IAnimatable sons is touched (see setFather()).
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*/
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enum TAnimValues
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{
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AnimValueLast=0,
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};
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/**
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* Get a value pointer.
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*
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* \param valueId is the animated value ID in the object. IGNORING IANIMATABLE SONS (eg: bones, materials...).
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* \return The pointer on the animated value.
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*/
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virtual IAnimatedValue* getValue (uint valueId) =0;
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/**
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* Get animated value name.
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*
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* \param valueId is the animated value ID in the object we want the name. IGNORING IANIMATABLE SONS (eg: bones, materials...).
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* \return the name of the animated value.
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*/
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virtual const char *getValueName (uint valueId) const =0;
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/**
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* Get default track pointer.
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*
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* \param valueId is the animated value ID in the object we want the default track. IGNORING IANIMATABLE SONS (eg: bones, materials...).
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* \return The pointer on the default track of the value.
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*/
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virtual ITrack* getDefaultTrack (uint valueId) =0;
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/**
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* register the Animatable to a channelMixer (using CChannelMixer::addChannel()). You MUST use this method to register Animatable.
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* This method should:
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* - call is BaseClass method.
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* - register local AnimatableValues, with channel name: prefix+getValueName().
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* - register local sons!!. eg: matlist[0]->registerToChannelMixer(chanMixer, prefix+"mat0.").
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*
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* \param chanMixer is the channel mixer. Should not be NULL. for anim detail purpose , the IAnimatable may store a RefPtr on this channel mixer.
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* \param prefix prefix to be append to valueNames
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*/
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virtual void registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix=std::string()) =0;
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// @}
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/// \name Touch flags management
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// @{
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/**
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* Say which (if any) IAnimatable owns this one. This is important for Touch propagation.
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* By this system, Fathers and ancestors know if they must check their sons (isTouched() return true).
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*
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* \param father the father we must inform of our update.
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* \param fatherOwnerBit What bit of father we must set when we are updated
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*/
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void setFather(IAnimatable *father, uint fatherOwnerBit)
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{
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_Father= father; _FatherOwnerBit= fatherOwnerBit;
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// propagate the touch to the fathers.
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propagateTouch();
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}
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/**
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* Touch a value because it has been modified.
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*
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* \param valueId is the animated value ID in the object we want to touch.
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* \param ownerValueId is the bit of the IAnimatable part which owns this animated value.
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*/
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void touch (uint valueId, uint ownerValueId)
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{
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// Set the bit
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setFlag(valueId);
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// Set the owner bit
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setFlag(ownerValueId);
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// propagate the touch to the fathers.
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propagateTouch();
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}
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/**
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* Return non 0 int if the value as been touched else 0.
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*
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* \param valueId is the animated value ID in the object we want to test the touch flag. or it may be an OwnerBit.
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*/
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uint32 isTouched (uint valueId) const
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{
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return _BitSet&(1<<valueId);
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}
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/**
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* Change value count, bit are set to 0
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*
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* \param count is the new value count.
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*/
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void resize (uint count)
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{
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// with the "uint32 _BitSet" implementation, juste check the size is correct
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nlassert(count<=32);
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}
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// @}
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private:
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// Use a uint32 to manage the flags
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uint32 _BitSet;
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// The owner of this IAnimatable.
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IAnimatable *_Father;
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// What bit of father which must set when we are updated.
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uint _FatherOwnerBit;
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void propagateTouch()
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{
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IAnimatable *pCur= this;
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// Stop when no father, or when father is already touched (and so the grandfather...!!!).
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while(pCur->_Father && !pCur->_Father->isTouched(_FatherOwnerBit))
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{
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// The Owner bit is the "something is touched" flag. touch it.
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pCur->_Father->setFlag(pCur->_FatherOwnerBit);
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pCur= pCur->_Father;
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}
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}
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protected:
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/** This is a tool function which add a given value to a channel.
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* \return -1 if the track was not found in the animationSet, else it return the channelId
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* as if returned by CAnimationSet::getChannelIdByName(channelName).
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*/
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sint addValue(CChannelMixer *chanMixer, uint valueId, uint ownerValueId, const std::string &prefix, bool detail);
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/// This method clear a bit in the bitset.
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void clearFlag(uint valueId)
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{
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_BitSet&= ~(1<<valueId);
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}
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/// This method set a bit in the bitset.
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void setFlag(uint valueId)
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{
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_BitSet|= (1<<valueId);
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}
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};
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} // NL3D
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#endif // NL_ANIMATABLE_H
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/* End of animatable.h */
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