161 lines
4.4 KiB
C++
161 lines
4.4 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_U_ANIMATION_SET_H
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#define NL_U_ANIMATION_SET_H
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#include "nel/misc/types_nl.h"
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#include "animation_time.h"
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namespace NL3D
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{
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class UAnimation;
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// ***************************************************************************
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/**
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* An animation Set is a set of animation, loaded from file. It contains a set of Skeleton TempalteWeight too.
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*
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* NB: If the animation set is created with addAnimation() method (not with createAnimationSet(animsetFile))
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* header optimisation is allowed => less memory load.
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*
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class UAnimationSet
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{
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protected:
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/// Constructor
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UAnimationSet() {}
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/// Constructor
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virtual ~UAnimationSet() {}
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public:
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enum { NotFound=0xffffffff };
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/// \name Set build.
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// @{
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/** Set the animation Set in "Low Memory" mode by skipping some keys
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* Each added animation will loose some keys for CTrackSampledQuat and CTrackSampledVector
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* \param sampleDivisor if set to 5 for instance, the number of keys will be divided (ideally) by 5.
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* if 0, set to 1. if 1 => no key skip (default to 1)
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*/
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virtual void setAnimationSampleDivisor(uint sampleDivisor) =0;
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/** see setAnimationSampleDivisor
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*/
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virtual uint getAnimationSampleDivisor() const =0;
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/**
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* Add an animation in the animation set. After adding all your animations, call build().
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* This method use CPath to search the animation file.
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* WARNING: it assert if you call addAnimation() after build()
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*
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* \param fileName is the animation filename
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* \param animName is the name of the animation in the animation set.
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* \param displayMissingFileWarning A warning will be displayed in the log if the anim file is not found
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* \return the id of the new animation or NotFound if the file is not found.
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*/
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virtual uint addAnimation (const char* fileName, const char* animName, bool displayMissingFileWarning = true) =0;
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/**
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* Build the animation set. Call build after adding all your animations.
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* NoOp if already built
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*/
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virtual void build () =0;
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/**
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* Add a skeleton weight in the animation set.
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* This method use CPath to search the skeleton file.
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*
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* \param fileName is the skeleton weight filename
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* \param skelName is the name of the skeleton weight in the animation set.
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* \return the id of the new skeleton or NotFound if the file is not found.
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*/
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virtual uint addSkeletonWeight (const char* fileName, const char* skelName) =0;
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// @}
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/// \name Animations mgt.
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// @{
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/**
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* Get animations count.
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*/
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virtual uint getNumAnimation () const =0;
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/**
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* Get a animation ID by name. If no animation is found, method returns NotFound.
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*/
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virtual uint getAnimationIdByName (const std::string& name) const =0;
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/**
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* Get animation name.
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*/
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virtual const std::string& getAnimationName (uint animationId) const =0;
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/**
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* Get a writable animation pointer.
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*
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* \return the end time.
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*/
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virtual UAnimation *getAnimation (uint animationId) =0;
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// @}
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/// \name SkeletonWeight mgt.
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// @{
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/**
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* Get skeleton weight count.
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*/
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virtual uint getNumSkeletonWeight () const =0;
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/**
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* Get a SkeletonWeight ID by name. If no SkeletonWeight is found, method returns NotFound.
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*/
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virtual uint getSkeletonWeightIdByName (const std::string& name) const =0;
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/**
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* Get skeleton template name.
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*/
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virtual const std::string& getSkeletonWeightName (uint skeletonId) const =0;
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// @}
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/// \name Channel mgt.
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// @{
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/**
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* Get a channel ID with its name. If no channel is found, method returns NotFound.
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*/
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virtual uint getChannelIdByName (const std::string& name) const =0;
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// @}
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};
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} // NL3D
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#endif // NL_U_ANIMATION_SET_H
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/* End of u_animation_set.h */
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