khanat-code-old/code/nel/tools/3d/object_viewer_qt/src/entity.h

259 lines
6.6 KiB
Objective-C

/*
Object Viewer Qt
Copyright (C) 2010 Dzmitry Kamiahin <dnk-88@tut.by>
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 <http://www.gnu.org/licenses/>.
*/
#ifndef ENTITY_H
#define ENTITY_H
#include <nel/misc/types_nl.h>
// STL includes
#include <map>
#include <string>
#include <vector>
// NeL includes
#include <nel/misc/vector.h>
#include <nel/misc/vectord.h>
#include <nel/misc/quat.h>
#include <nel/3d/animation_time.h>
#include <nel/3d/u_instance.h>
#include <nel/3d/u_skeleton.h>
#include <nel/3d/channel_mixer.h>
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<std::string>& getAnimationList() { return _AnimationList; }
/// Get playlist animations
std::vector<std::string>& getPlayListAnimation() { return _PlayListAnimation; }
/// Get list loaded skeleton weight template files
std::vector<std::string>& 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 &current, 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<std::string> _AnimationList;
// Skeleton weight input file
std::vector<std::string> _SWTList;
// Play list animation
std::vector<std::string > _PlayListAnimation;
// Slot info for this object
CSlotInfo _SlotInfo[NL3D::CChannelMixer::NumAnimationSlot];
friend class CObjectViewer;
}; /* class CEntity */
typedef std::map<std::string, CEntity> CEntities;
typedef CEntities::iterator EIT;
} /* namespace NLQT */
#endif // ENTITY_H