mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-11 09:49:05 +00:00
180 lines
6.7 KiB
C
180 lines
6.7 KiB
C
|
// 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/>.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
#ifndef CL_ANIMATED_SCENE_OBJECT_H
|
|||
|
#define CL_ANIMATED_SCENE_OBJECT_H
|
|||
|
|
|||
|
#include <string>
|
|||
|
#include <map>
|
|||
|
#include <list>
|
|||
|
#include <vector>
|
|||
|
|
|||
|
#include "nel/misc/types_nl.h"
|
|||
|
#include "nel/misc/vector.h"
|
|||
|
#include "nel/misc/vectord.h"
|
|||
|
#include "nel/misc/quat.h"
|
|||
|
#include "nel/misc/time_nl.h"
|
|||
|
#include "nel/3d/u_scene.h"
|
|||
|
#include "nel/3d/u_animation_set.h"
|
|||
|
#include "nel/3d/u_play_list_manager.h"
|
|||
|
#include "nel/3d/u_play_list.h"
|
|||
|
#include "nel/3d/u_animation.h"
|
|||
|
#include "nel/net/unitime.h"
|
|||
|
#include "ig_client.h"
|
|||
|
|
|||
|
//#include "game_share/cst_loader.h"
|
|||
|
|
|||
|
/**
|
|||
|
* CAnimatedSceneObject manage no move animated scene object
|
|||
|
* \author Alain Saffray
|
|||
|
* \author Nevrax France
|
|||
|
* \date 2001
|
|||
|
*/
|
|||
|
class CAnimatedSceneObject
|
|||
|
{
|
|||
|
public:
|
|||
|
|
|||
|
struct SAnimationStatus
|
|||
|
{
|
|||
|
uint32 LoopAnim : 1;
|
|||
|
uint32 CodeAnim : 1;
|
|||
|
uint32 RandomAnim : 1;
|
|||
|
uint32 SequenceAnim : 1;
|
|||
|
|
|||
|
uint32 ApplyDisplacement : 1;
|
|||
|
uint32 AnimPlayed : 1;
|
|||
|
|
|||
|
SAnimationStatus( void )
|
|||
|
{
|
|||
|
LoopAnim = false;
|
|||
|
CodeAnim = false;
|
|||
|
RandomAnim = false;
|
|||
|
SequenceAnim = false;
|
|||
|
|
|||
|
AnimPlayed = false;
|
|||
|
ApplyDisplacement = false;
|
|||
|
}
|
|||
|
};
|
|||
|
|
|||
|
/// Constructor for random anim
|
|||
|
CAnimatedSceneObject( const std::string& ObjectName, const string& ClusterIG, const std::string& MeshName, const std::string& SkeletonName, const std::list < std::string >& Animations, const NLMISC::CVector& Position, const NLMISC::CQuat& Rotation, float Distance );
|
|||
|
|
|||
|
/// Constructor for moving object, it not create entity (mesh, skeleton) but build animation on pre-exist entity
|
|||
|
CAnimatedSceneObject( const NLMISC::CEntityId& Id, const std::list < std::string >& Animations );
|
|||
|
|
|||
|
// Constructor for moving object, init by UTransform
|
|||
|
CAnimatedSceneObject( const NLMISC::CEntityId& Id, NL3D::UTransform *Transform, const std::list < std::string >& Animations, bool displacement = true );
|
|||
|
|
|||
|
/// Destructor
|
|||
|
~CAnimatedSceneObject();
|
|||
|
|
|||
|
// Start animation
|
|||
|
void InitApplyDisplacement ( void );
|
|||
|
void EndApplyDisplacement ( void );
|
|||
|
|
|||
|
void StartRandomAnimation( double time, float speedFactor = 1.0f );
|
|||
|
void StartNextAnimation( double time, float speedFactor = 1.0f );
|
|||
|
void StartAnimation( string& nameAnim, double time, float speedFactor = 1.0f );
|
|||
|
void removeOffsetAnimation ();
|
|||
|
|
|||
|
// Add an animation to sequence
|
|||
|
void AddAnimationToSequence( const std::string& AnimName );
|
|||
|
|
|||
|
// Process logic and displacement and setup visual animation
|
|||
|
void applyObjectAnimationTimeslice( double time );
|
|||
|
|
|||
|
// manage animation start, if they are many animation, we choose one randomly (TODO: add contr<74>le to animation launched and manage some mode (loop, repeat number, sequences..)
|
|||
|
void manageObjectAnimation( double Time, NLMISC::CVector userPos );
|
|||
|
|
|||
|
// update (add to end list) Animation sequence with sequence
|
|||
|
void updateAnimationSequence( const std::list< std::string >& sequence );
|
|||
|
|
|||
|
// return Id of object
|
|||
|
inline const NLMISC::CEntityId& getId( void ) { return _Id; }
|
|||
|
|
|||
|
// Return or Set Id of animation sequence
|
|||
|
inline void idSequence( uint32 id) { _IdSequence = id; }
|
|||
|
inline uint32 idSequence( void ) { return _IdSequence; }
|
|||
|
|
|||
|
inline void idAnimation( sint32 i ) { _IdAnimationPlayed = i; }
|
|||
|
|
|||
|
// return a reference on status
|
|||
|
inline SAnimationStatus& getStatus( void) { return _Status; }
|
|||
|
|
|||
|
// Apply rotation with compute delta rotion since last call
|
|||
|
void applyDeltaRotationAndPosition( NLMISC::CQuat& rot, NLMISC::CVector& trans );
|
|||
|
|
|||
|
// Reset list animation
|
|||
|
inline void resetSequence( void ) { _SequenceAnimation.clear(); }
|
|||
|
|
|||
|
// break current animation
|
|||
|
inline void breakCurrentAnimation ( void ) { _IdAnimationPlayed = -1; }
|
|||
|
|
|||
|
// Reset intial pos and rot matrix
|
|||
|
void resetInitialPos( void );
|
|||
|
|
|||
|
// Process sound logic temporary
|
|||
|
void processLogicTemp( double startOffset, double endOffset );
|
|||
|
|
|||
|
private:
|
|||
|
NLMISC::CEntityId _Id;
|
|||
|
uint32 _IdSequence;
|
|||
|
std::string _ObjectName;
|
|||
|
std::string _ClusterIG;
|
|||
|
std::string _MeshName;
|
|||
|
std::string _SkeletonName;
|
|||
|
std::map< std::string, uint > _MapAnimation;
|
|||
|
std::list< std::string > _SequenceAnimation;
|
|||
|
NLMISC::CVectorD _Position;
|
|||
|
NLMISC::CQuat _Rotation;
|
|||
|
float _Distance;
|
|||
|
SAnimationStatus _Status;
|
|||
|
double _StartAnimationTime;
|
|||
|
sint _IdAnimationPlayed;
|
|||
|
NLMISC::CVector _PreviousTranslation;
|
|||
|
NLMISC::CQuat _PreviousRotation;
|
|||
|
double _OldAnimationTime;
|
|||
|
// Only used in applydisplacement mode
|
|||
|
NLMISC::CMatrix _AnimTransformation; // Only used in applydisplacement mode
|
|||
|
|
|||
|
|
|||
|
NL3D::UPlayListManager *_PlayListManager;
|
|||
|
NL3D::UAnimationSet *_AnimationSet;
|
|||
|
NL3D::UPlayList *_PlayList;
|
|||
|
NL3D::UInstance _Instance;
|
|||
|
NL3D::USkeleton _Skeleton;
|
|||
|
NL3D::UTransform _Transform;
|
|||
|
};
|
|||
|
|
|||
|
typedef std::map< std::string, CAnimatedSceneObject * > TMapCAnimatedSceneObject;
|
|||
|
extern TMapCAnimatedSceneObject AnimatedSceneObject;
|
|||
|
|
|||
|
void addAnimatedSceneObject( const std::string& AnimatedSceneObjectName, const string& ClusterIG, const std::string& MeshName, const std::string& SkeletonName, const std::list <std::string>& Animations, const NLMISC::CVector& Position, const NLMISC::CQuat& Rotation, float Distance );
|
|||
|
void addEntityClAnimatedSceneObject( const NLMISC::CEntityId& Id, const std::list < std::string >& Animations );
|
|||
|
void addUknowTypeSceneObject( const NLMISC::CEntityId& id, NL3D::UTransform *Transform, const std::list < std::string >& Animations, bool displacement = true );
|
|||
|
void updateAnimationSequence( const NLMISC::CEntityId& id, const std::list< std::string >& sequence, uint32 idSequence );
|
|||
|
void deleteAnimatedSceneObject( const std::string& AnimatedSceneObjectName );
|
|||
|
void manageAnimatedSceneObject( double Time );
|
|||
|
void sendEndSequenceMessage( const NLMISC::CEntityId& id, uint32 idSequence );
|
|||
|
// Reset animation for the entity and break the current one.
|
|||
|
void resetAnimatedSceneObject(const NLMISC::CEntityId& id);
|
|||
|
|
|||
|
#endif // CL_ANIMATED_SCENE_OBJECT_H
|
|||
|
|
|||
|
/* End of animated_scene_object.h */
|