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81 lines
2.2 KiB
C++
81 lines
2.2 KiB
C++
// 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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#ifndef CL_ANIMATION_FX_SHEET_H
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#define CL_ANIMATION_FX_SHEET_H
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#include "client_sheets/animation_set_list_sheet.h" // contains CAnimationFXSheet
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namespace NL3D
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{
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class UTrack;
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class UAnimationSet;
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class UParticleSystemInstance;
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}
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namespace NLGEORGES
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{
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class UFormElm;
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}
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/** Sheet of a fx that must be played with an animation.
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* Such an fx has the following properties :
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* - it can have a color
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* - it can be sticked to a bone when used with a skeleton
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* - it can follow a position spline for more sophisticated effects.
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*
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2003
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*/
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class CAnimationFX
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{
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public:
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NL3D::UTrack *PosTrack; // Filled after init : additionnal pos track to animate the fx
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CAnimationFXSheet *Sheet;
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public:
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// ctor
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CAnimationFX(const std::string &psName = "", const float *userParams = NULL);
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void init(CAnimationFXSheet *sheet, NL3D::UAnimationSet *as);
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// build track for that fx, using the given animation set
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void buildTrack(NL3D::UAnimationSet *as);
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// helper : create instance matching that sheet. NB : the instance is not sticked neither positionned.
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NL3D::UParticleSystemInstance createMatchingInstance() const;
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};
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// a set of anim fx serialized from a .animation_fx_set sheet
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class CAnimationFXSet
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{
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public:
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enum { MaxNumFX = 4 };
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std::vector<CAnimationFX> FX;
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public:
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// build track for that fx, using the given animation set
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void buildTrack(NL3D::UAnimationSet *as);
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};
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#endif
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