khanat-code-old/code/ryzom/client/src/animation_fx_sheet.cpp

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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "stdpch.h"
#include "animation_fx_sheet.h"
#include "nel/georges/u_form_elm.h"
#include "nel/3d/u_animation_set.h"
#include "nel/3d/u_animation.h"
#include "nel/3d/u_track.h"
#include "nel/3d/u_instance.h"
#include "nel/3d/u_particle_system_instance.h"
#include "nel/3d/u_scene.h"
extern NL3D::UScene *Scene;
//*******************************************************************************
// CAnimationFX
//*******************************************************************************
//-----------------------------------------------
// CAnimationFX
//-----------------------------------------------
CAnimationFX::CAnimationFX(const std::string &psName /* = "" */, const float *userParams /*=NULL*/)
{
PosTrack = NULL;
Sheet = NULL;
if ((!psName.empty()) || (userParams != NULL))
{
Sheet = new CAnimationFXSheet(psName, userParams);
}
}// CAnimationFX //
//-----------------------------------------------
// init
//-----------------------------------------------
void CAnimationFX::init(CAnimationFXSheet *sheet, NL3D::UAnimationSet *as)
{
Sheet = sheet;
// Dont need to call the build track
}// init //
//-----------------------------------------------
// buildTrack
//-----------------------------------------------
void CAnimationFX::buildTrack(NL3D::UAnimationSet *as)
{
nlassert(Sheet != NULL);
if (!as) return;
if (Sheet->TrajectoryAnim.empty()) return;
std::string animName = Sheet->TrajectoryAnim;
NLMISC::strlwr(animName);
uint id = as->getAnimationIdByName(animName);
NL3D::UAnimation *anim = NULL;
if (id != NL3D::UAnimationSet::NotFound)
{
anim = as->getAnimation(id);
}
else
{
// try to load anim
uint id = as->addAnimation(animName.c_str(), animName.c_str());
if (id != NL3D::UAnimationSet::NotFound)
{
anim = as->getAnimation(id);
}
}
if (anim)
{
PosTrack = anim->getTrackByName("pos");
}
}// buildTrack //
//-----------------------------------------------
//createMatchingInstance
//-----------------------------------------------
NL3D::UParticleSystemInstance CAnimationFX::createMatchingInstance() const
{
nlassert(Sheet != NULL);
if (Sheet->PSName.empty()) return NULL;
if (nlstricmp(Sheet->PSName, "none") == 0) return NULL;
NL3D::UInstance inst = Scene->createInstance(Sheet->PSName);
if (!inst.empty())
{
NL3D::UParticleSystemInstance fx;
fx.cast(inst);
if (fx.empty())
{
nlwarning("Bad shape type for a fxsheet shape : must be a particle system");
Scene->deleteInstance(inst);
return NULL;
}
else
{
for(uint l = 0; l < 4; ++l)
{
fx->setUserParam(l, Sheet->UserParam[l]);
}
fx->setUserColor(Sheet->Color);
return fx;
}
}
return NULL;
}// createMatchingInstance //
//*******************************************************************************
// CAnimationFXSet
//*******************************************************************************
//-----------------------------------------------
// buildTrack
//-----------------------------------------------
void CAnimationFXSet::buildTrack(NL3D::UAnimationSet *as)
{
if (!as) return;
for(uint k = 0; k < FX.size(); ++k)
{
FX[k].buildTrack(as);
}
}// buildTrack //