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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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306 lines
6.6 KiB
Objective-C
306 lines
6.6 KiB
Objective-C
/*
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Object Viewer Qt
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Copyright (C) 2010 Dzmitry Kamiahin <dnk-88@tut.by>
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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 General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ENTITY_H
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#define ENTITY_H
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#include <nel/misc/types_nl.h>
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// STL includes
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#include <map>
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#include <string>
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#include <vector>
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// NeL includes
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#include <nel/misc/vector.h>
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#include <nel/misc/vectord.h>
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#include <nel/misc/quat.h>
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#include <nel/3d/animation_time.h>
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#include <nel/3d/u_instance.h>
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#include <nel/3d/u_skeleton.h>
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#include <nel/3d/channel_mixer.h>
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namespace NL3D
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{
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class UPlayList;
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class UAnimationSet;
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}
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namespace NLQT
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{
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class CSlotInfo
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{
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public:
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CSlotInfo();
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std::string Animation;
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std::string Skeleton;
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float Offset;
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float StartTime;
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float EndTime;
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float StartBlend;
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float EndBlend;
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float Smoothness;
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float SpeedFactor;
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sint32 ClampMode;
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bool SkeletonInverted;
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bool Enable;
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CSlotInfo &operator=(const CSlotInfo &);
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};
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/**
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@class CEntity
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@brief Class manage animated shape.
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@details
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Allows you to load animations for shape and skeleton weight.
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Contains a built-in playlist. Has management and playback Playlists or Mixer.
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*/
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class CEntity
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{
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public:
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struct Mode
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{
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enum List
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{
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PlayList = 1,
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Mixer
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};
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};
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/// Will need for a single or multiple animation shape
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struct SAnimationStatus
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{
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bool LoopAnim;
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bool PlayAnim;
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float CurrentTimeAnim;
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float StartAnim;
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float EndAnim;
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float SpeedAnim;
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int Mode;
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SAnimationStatus()
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: LoopAnim(false), PlayAnim(false),
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CurrentTimeAnim(0), StartAnim(0),
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EndAnim(0), SpeedAnim(1), Mode(Mode::PlayList) {}
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};
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/// Destructor
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~CEntity(void);
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/// Loads a file animations
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/// @param fileName - name animation file
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void loadAnimation(std::string &fileName);
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/// Loads a file skeleton weight
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void loadSWT(std::string &fileName);
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/// Adds an animation to a playlist
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/// @param name - name loaded animations
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void addAnimToPlayList(std::string &name);
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/// Removes the animation from a playlist
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/// @param row - number of animations in the playlist
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void removeAnimToPlayList(uint row);
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/// Swaps animations to a playlist
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/// @param row1 - first number of animations in the playlist
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/// @param row2 - second number of animations in the playlist
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void swapAnimToPlayList(uint row1, uint row2);
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/// Playback animation
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void playbackAnim(bool play);
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/// Reset playlist and animation
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void reset();
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/// Get the total time of animation playlist
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/// @return total time of animation
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float getPlayListLength();
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/// get time length single animation
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float getAnimLength(std::string name);
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/// Get slot infomation
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void setSlotInfo(uint num, CSlotInfo& slotInfo)
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{
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_SlotInfo[num] = slotInfo;
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}
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/// Set use mode playlist or mixer
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void setMode(int mode)
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{
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_AnimationStatus.Mode = mode;
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}
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/// Set in place mode animation
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void setInPlace(bool enabled)
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{
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_inPlace = enabled;
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}
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/// Get in place mode
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bool getInPlace()
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{
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return _inPlace;
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}
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/// Set inc position
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void setIncPos(bool enabled)
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{
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_incPos = enabled;
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}
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/// Get inc position
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bool getIncPos()
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{
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return _incPos;
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}
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/// Get information about the current status of playing a playlist
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/// @return struct containing current information playback
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SAnimationStatus getStatus()
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{
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return _AnimationStatus;
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}
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/// Get name entity
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/// @return name entity
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std::string getName()
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{
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return _Name;
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}
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/// Get file name shape
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/// @return file name shape
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std::string getFileNameShape()
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{
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return _FileNameShape;
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}
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/// Get file name skeleton
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/// @return file name skeleton
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std::string getFileNameSkeleton()
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{
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return _FileNameSkeleton;
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}
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/// Get slot information
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CSlotInfo getSlotInfo(uint num)
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{
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return _SlotInfo[num];
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}
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/// Get list loaded animations files
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std::vector<std::string>& getAnimationList()
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{
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return _AnimationList;
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}
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/// Get playlist animations
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std::vector<std::string>& getPlayListAnimation()
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{
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return _PlayListAnimation;
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}
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/// Get list loaded skeleton weight template files
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std::vector<std::string>& getSWTList()
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{
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return _SWTList;
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}
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/// Get game interface for manipulating Skeleton.
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NL3D::UInstance getInstance() const
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{
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return _Instance;
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}
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/// Get game interface for manipulating Skeleton.
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NL3D::USkeleton getSkeleton() const
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{
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return _Skeleton;
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}
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private:
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/// Constructor
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CEntity(void);
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/// Update the animate from the playlist or channel mixer
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/// @param time - current time in second
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void update(NL3D::TAnimationTime time);
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void resetChannel();
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/// Update the animate from the playlist
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void animatePlayList(NL3D::TAnimationTime time);
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/// Update the animate from the mixer
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void animateChannelMixer();
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void addTransformation (NLMISC::CMatrix ¤t, NL3D::UAnimation *anim,
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float begin, float end,
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NL3D::UTrack *posTrack, NL3D::UTrack *rotquatTrack,
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NL3D::UTrack *nextPosTrack, NL3D::UTrack *nextRotquatTrack,
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bool removeLast);
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// The name of the entity
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std::string _Name;
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std::string _FileNameShape;
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std::string _FileNameSkeleton;
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SAnimationStatus _AnimationStatus;
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bool _inPlace;
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bool _incPos;
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float _CharacterScalePos;
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// The mesh instance associated to this entity
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NL3D::UInstance _Instance;
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// The skeleton binded to the instance
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NL3D::USkeleton _Skeleton;
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NL3D::UPlayList *_PlayList;
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NL3D::UAnimationSet *_AnimationSet;
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// Animation input file
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std::vector<std::string> _AnimationList;
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// Skeleton weight input file
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std::vector<std::string> _SWTList;
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// Play list animation
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std::vector<std::string> _PlayListAnimation;
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// Slot info for this object
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CSlotInfo _SlotInfo[NL3D::CChannelMixer::NumAnimationSlot];
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friend class CObjectViewer;
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}; /* class CEntity */
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typedef std::map<std::string, CEntity> CEntities;
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typedef CEntities::iterator EIT;
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} /* namespace NLQT */
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#endif // ENTITY_H
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