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