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287 lines
7.7 KiB
C++
287 lines
7.7 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_ANIMATION_SET_H
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#define NL_ANIMATION_SET_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/animation.h"
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#include "nel/3d/skeleton_weight.h"
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#include "nel/misc/smart_ptr.h"
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#include <map>
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#include <string>
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#include <vector>
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namespace NLMISC
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{
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class IStream;
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struct EStream;
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}
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namespace NL3D
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{
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class IDriver;
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class CShapeBank;
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/**
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* An CAnimationSet is set of CAnimation. It manages global channel ID for a set of
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* animations with many tracks. An Id is associed with each track name.
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*
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* \author Cyril 'Hulud' Corvazier
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* \author Nevrax France
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* \date 2001
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*/
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class CAnimationSet : public NLMISC::CRefCount
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{
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public:
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enum { NotFound=0xffffffff };
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/**
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* \param headerOptim if true, the animationSet cannot be serialized (nlassert), but could save
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* lot of memory load: CTrackSampleQuat memory are optimized (48 bytes to 12) and map<string, id>
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* per animation is replaced with a (IdChannelInAnimSet, IdTrackInAnim) association
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*/
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CAnimationSet (bool headerOptim= false);
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~CAnimationSet ();
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/**
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* Get channel ID count. This number is the count of different track name in the animation set.
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*/
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uint getNumChannelId () const;
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/** Get a channel Name by its Id.
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*/
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const std::string &getChannelName(uint channelId) const
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{
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nlassert(channelId<_ChannelName.size());
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return _ChannelName[channelId];
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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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uint getChannelIdByName (const std::string& name) const
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{
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// Look for an id with this name
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std::map <std::string, uint32>::const_iterator ite=_ChannelIdByName.find (name);
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if (ite!=_ChannelIdByName.end ())
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return ite->second;
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else
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return NotFound;
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}
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/**
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* Get a animation ID by name. If no channel is found, method returns NotFound.
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*/
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uint getAnimationIdByName (const std::string& name) const
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{
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// Look for an id with this name
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std::map <std::string, uint32>::const_iterator ite=_AnimationIdByName.find (name);
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if (ite!=_AnimationIdByName.end ())
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return ite->second;
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else
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return NotFound;
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}
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/**
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* Get animations count.
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*/
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uint getNumAnimation () const
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{
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return (uint)_Animation.size();
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}
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/**
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* Get animation name.
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*/
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const std::string& getAnimationName (uint animationId) const
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{
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nlassert(animationId<_AnimationName.size());
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return _AnimationName[animationId];
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}
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/**
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* Get a read only animation pointer.
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*/
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const CAnimation* getAnimation (uint animationId) const
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{
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nlassert(animationId<_Animation.size());
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return _Animation[animationId];
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}
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/**
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* Get a writable animation pointer.
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*/
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CAnimation* getAnimation (uint animationId)
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{
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nlassert(animationId<_Animation.size());
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return _Animation[animationId];
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}
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/**
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* Get skeleton weight count.
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*/
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uint getNumSkeletonWeight () const
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{
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return (uint)_SkeletonWeight.size();
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}
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/**
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* Get a skeleton weight ID by name. If no skeleton weight is found, method returns NotFound.
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*/
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uint getSkeletonWeightIdByName (const std::string& name) const
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{
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// Look for an id with this name
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std::map <std::string, uint32>::const_iterator ite=_SkeletonWeightIdByName.find (name);
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if (ite!=_SkeletonWeightIdByName.end ())
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return ite->second;
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else
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return NotFound;
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}
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/**
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* Get skeleton template name.
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*/
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const std::string& getSkeletonWeightName (uint skeletonId) const
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{
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nlassert(skeletonId<_SkeletonWeightName.size());
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return _SkeletonWeightName[skeletonId];
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}
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/**
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* Get a read only skeleton weight pointer.
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*/
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const CSkeletonWeight* getSkeletonWeight (uint skeletonId) const
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{
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nlassert(skeletonId<_SkeletonWeight.size());
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return _SkeletonWeight[skeletonId];
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}
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/**
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* Get a writable skeleton weight pointer.
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*/
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CSkeletonWeight* getSkeletonWeight (uint skeletonId)
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{
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nlassert(skeletonId<_SkeletonWeight.size());
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return _SkeletonWeight[skeletonId];
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}
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/**
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* Add an animation to the set. The pointer of the animation must be allocated with new.
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* It is then handled by the animation set.
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*
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* WARNING: it assert if you call addAnimation() after build(), while the animation set is in HeadOptim mode
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*
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* \param name is the name of the animation.
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* \param animation is the animation pointer.
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* \return the id of the new animation.
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*/
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uint addAnimation (const char* name, CAnimation* animation);
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/**
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* Add a skeleton weight to the set. The pointer of the skeletonWeight must be allocated with new.
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* It is then handled by the animation set.
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*
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* \return the id of the new skeleton.
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*/
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uint addSkeletonWeight (const char* name, CSkeletonWeight* skeletonWeight);
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/**
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* Reset the animation set.
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*/
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void reset ();
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/**
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* Final build of the animation set.
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*
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* First, for each animation you want to add to the set, you must add the animation in the set.
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*
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* When all animations are built, call this method to finalize the set.
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*
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* NoOp if already built
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*/
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void build ();
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/// Serial the template
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void serial (NLMISC::IStream& f);
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/**
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* Helper method.
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* Load an animation set from animation files in a directory, then call build().
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* \param path Path to look at for animations
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* \param recurse whether to recurse to load animation in sub folders
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* \param ext the extension for animation files
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* \param wantWarningMessage displays warning if some of the files could not be loaded
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* \return true if everything loaded ok
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*/
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bool loadFromFiles
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(
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const std::string &path,
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bool recurse = true,
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const char *ext = "anim",
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bool wantWarningMessage = true
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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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void setAnimationSampleDivisor(uint sampleDivisor);
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/** see setAnimationSampleDivisor
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*/
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uint getAnimationSampleDivisor() const;
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/// see CAnimationSet ctor
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bool isAnimHeaderOptimized() const {return _AnimHeaderOptimisation;}
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/** For SkeletonSpawnScript (SSS) animation.
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* call this after build(). This method preload ALL the shapes/texture
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* that can be spawned due to any animation
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*/
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void preloadSSSShapes(IDriver &drv, CShapeBank &shapeBank);
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private:
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std::vector <CAnimation*> _Animation;
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std::vector <CSkeletonWeight*> _SkeletonWeight;
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std::vector <std::string> _ChannelName;
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std::vector <std::string> _AnimationName;
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std::vector <std::string> _SkeletonWeightName;
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std::map <std::string, uint32> _ChannelIdByName;
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std::map <std::string, uint32> _AnimationIdByName;
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std::map <std::string, uint32> _SkeletonWeightIdByName;
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uint _SampleDivisor;
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bool _AnimHeaderOptimisation;
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bool _Built;
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/// All Shapes that can be spawned in any animation
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std::set<std::string> _SSSShapes;
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void buildChannelNameFromMap();
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};
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} // NL3D
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#endif // NL_ANIMATION_SET_H
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/* End of animation_set.h */
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