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179 lines
6.7 KiB
C++
179 lines
6.7 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_ANIMATED_SCENE_OBJECT_H
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#define CL_ANIMATED_SCENE_OBJECT_H
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#include <string>
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#include <map>
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#include <list>
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#include <vector>
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#include "nel/misc/types_nl.h"
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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/misc/time_nl.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_animation_set.h"
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#include "nel/3d/u_play_list_manager.h"
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#include "nel/3d/u_play_list.h"
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#include "nel/3d/u_animation.h"
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#include "nel/net/unitime.h"
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#include "ig_client.h"
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//#include "game_share/cst_loader.h"
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/**
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* CAnimatedSceneObject manage no move animated scene object
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* \author Alain Saffray
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* \author Nevrax France
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* \date 2001
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*/
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class CAnimatedSceneObject
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{
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public:
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struct SAnimationStatus
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{
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uint32 LoopAnim : 1;
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uint32 CodeAnim : 1;
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uint32 RandomAnim : 1;
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uint32 SequenceAnim : 1;
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uint32 ApplyDisplacement : 1;
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uint32 AnimPlayed : 1;
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SAnimationStatus( void )
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{
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LoopAnim = false;
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CodeAnim = false;
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RandomAnim = false;
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SequenceAnim = false;
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AnimPlayed = false;
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ApplyDisplacement = false;
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}
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};
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/// Constructor for random anim
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CAnimatedSceneObject( const std::string& ObjectName, const string& ClusterIG, const std::string& MeshName, const std::string& SkeletonName, const std::list < std::string >& Animations, const NLMISC::CVector& Position, const NLMISC::CQuat& Rotation, float Distance );
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/// Constructor for moving object, it not create entity (mesh, skeleton) but build animation on pre-exist entity
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CAnimatedSceneObject( const NLMISC::CEntityId& Id, const std::list < std::string >& Animations );
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// Constructor for moving object, init by UTransform
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CAnimatedSceneObject( const NLMISC::CEntityId& Id, NL3D::UTransform *Transform, const std::list < std::string >& Animations, bool displacement = true );
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/// Destructor
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~CAnimatedSceneObject();
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// Start animation
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void InitApplyDisplacement ( void );
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void EndApplyDisplacement ( void );
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void StartRandomAnimation( double time, float speedFactor = 1.0f );
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void StartNextAnimation( double time, float speedFactor = 1.0f );
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void StartAnimation( string& nameAnim, double time, float speedFactor = 1.0f );
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void removeOffsetAnimation ();
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// Add an animation to sequence
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void AddAnimationToSequence( const std::string& AnimName );
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// Process logic and displacement and setup visual animation
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void applyObjectAnimationTimeslice( double time );
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// manage animation start, if they are many animation, we choose one randomly (TODO: add contr<74>le to animation launched and manage some mode (loop, repeat number, sequences..)
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void manageObjectAnimation( double Time, NLMISC::CVector userPos );
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// update (add to end list) Animation sequence with sequence
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void updateAnimationSequence( const std::list< std::string >& sequence );
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// return Id of object
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inline const NLMISC::CEntityId& getId( void ) { return _Id; }
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// Return or Set Id of animation sequence
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inline void idSequence( uint32 id) { _IdSequence = id; }
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inline uint32 idSequence( void ) { return _IdSequence; }
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inline void idAnimation( sint32 i ) { _IdAnimationPlayed = i; }
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// return a reference on status
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inline SAnimationStatus& getStatus( void) { return _Status; }
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// Apply rotation with compute delta rotion since last call
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void applyDeltaRotationAndPosition( NLMISC::CQuat& rot, NLMISC::CVector& trans );
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// Reset list animation
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inline void resetSequence( void ) { _SequenceAnimation.clear(); }
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// break current animation
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inline void breakCurrentAnimation ( void ) { _IdAnimationPlayed = -1; }
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// Reset intial pos and rot matrix
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void resetInitialPos( void );
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// Process sound logic temporary
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void processLogicTemp( double startOffset, double endOffset );
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private:
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NLMISC::CEntityId _Id;
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uint32 _IdSequence;
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std::string _ObjectName;
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std::string _ClusterIG;
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std::string _MeshName;
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std::string _SkeletonName;
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std::map< std::string, uint > _MapAnimation;
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std::list< std::string > _SequenceAnimation;
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NLMISC::CVectorD _Position;
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NLMISC::CQuat _Rotation;
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float _Distance;
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SAnimationStatus _Status;
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double _StartAnimationTime;
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sint _IdAnimationPlayed;
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NLMISC::CVector _PreviousTranslation;
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NLMISC::CQuat _PreviousRotation;
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double _OldAnimationTime;
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// Only used in applydisplacement mode
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NLMISC::CMatrix _AnimTransformation; // Only used in applydisplacement mode
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NL3D::UPlayListManager *_PlayListManager;
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NL3D::UAnimationSet *_AnimationSet;
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NL3D::UPlayList *_PlayList;
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NL3D::UInstance _Instance;
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NL3D::USkeleton _Skeleton;
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NL3D::UTransform _Transform;
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};
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typedef std::map< std::string, CAnimatedSceneObject * > TMapCAnimatedSceneObject;
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extern TMapCAnimatedSceneObject AnimatedSceneObject;
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void addAnimatedSceneObject( const std::string& AnimatedSceneObjectName, const string& ClusterIG, const std::string& MeshName, const std::string& SkeletonName, const std::list <std::string>& Animations, const NLMISC::CVector& Position, const NLMISC::CQuat& Rotation, float Distance );
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void addEntityClAnimatedSceneObject( const NLMISC::CEntityId& Id, const std::list < std::string >& Animations );
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void addUknowTypeSceneObject( const NLMISC::CEntityId& id, NL3D::UTransform *Transform, const std::list < std::string >& Animations, bool displacement = true );
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void updateAnimationSequence( const NLMISC::CEntityId& id, const std::list< std::string >& sequence, uint32 idSequence );
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void deleteAnimatedSceneObject( const std::string& AnimatedSceneObjectName );
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void manageAnimatedSceneObject( double Time );
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void sendEndSequenceMessage( const NLMISC::CEntityId& id, uint32 idSequence );
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// Reset animation for the entity and break the current one.
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void resetAnimatedSceneObject(const NLMISC::CEntityId& id);
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#endif // CL_ANIMATED_SCENE_OBJECT_H
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/* End of animated_scene_object.h */
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