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239 lines
6.1 KiB
C++
239 lines
6.1 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_USER_H
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#define NL_ANIMATION_SET_USER_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/stream.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/misc/file.h"
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#include "nel/misc/path.h"
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#include "nel/3d/u_animation_set.h"
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#include "nel/3d/animation_set.h"
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namespace NL3D
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{
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class CPlayListManagerUser;
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class CDriverUser;
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// ***************************************************************************
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/**
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* UAnimationSet implementation
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CAnimationSetUser : public UAnimationSet
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{
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private:
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NLMISC::CSmartPtr<CAnimationSet> _AnimationSet;
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CDriverUser *_Owner;
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friend class CPlayListManagerUser;
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friend class CSceneUser;
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public:
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/// Constructor
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CAnimationSetUser(CDriverUser *owner, bool headerOptim = true)
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{
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nlassert(owner);
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_Owner= owner;
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nlassert((uint)UAnimationSet::NotFound == (uint)CAnimationSet::NotFound );
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// create a smartptred animation set. Allow header compression
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_AnimationSet= new CAnimationSet(headerOptim);
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}
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/// Constructor
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CAnimationSetUser(CDriverUser *owner, NLMISC::IStream &f)
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{
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nlassert(owner);
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_Owner= owner;
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nlassert((uint)UAnimationSet::NotFound == (uint)CAnimationSet::NotFound );
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// create a smartptred animation set. DO NOT Allow header compression, cause serial()
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_AnimationSet= new CAnimationSet(false);
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_AnimationSet->serial(f);
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}
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virtual void setAnimationSampleDivisor(uint sampleDivisor);
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virtual uint getAnimationSampleDivisor() const;
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/**
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* Add an animation in the animation set. After adding all your animations, call build().
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*
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* \param fileName is the animation filename
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* \param animName is the name of the animation in the animation set.
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* \return NotFound if the file is not found.
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*/
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uint addAnimation (const char* fileName, const char* animName, bool displayMissingFileWarning = true)
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{
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// Allocate an animation
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std::auto_ptr<CAnimation> anim (new CAnimation);
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// Read it
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NLMISC::CIFile file;
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std::string path = NLMISC::CPath::lookup (fileName, false, displayMissingFileWarning);
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if (path.empty())
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path = fileName;
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if ( file.open ( path ) )
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{
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// Serial the animation
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file.serial (*anim);
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// Add the animation
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uint id=_AnimationSet->addAnimation (animName, anim.release());
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// Return id
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return id;
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}
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else return UAnimationSet::NotFound;
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}
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/**
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* Build the animation set. Call build after adding all your animations.
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*/
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virtual void build ();
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/**
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* Add a skeleton weight in the animation set.
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* This method use CPath to search the skeleton file.
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*
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* \param fileName is the skeleton weight filename
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* \param animName is the name of the skeleton weight in the animation set.
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* \return the id of the new skeleton or NotFound if the file is not found.
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*/
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virtual uint addSkeletonWeight (const char* fileName, const char* skelName)
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{
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// Allocate an animation
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std::auto_ptr<CSkeletonWeight> skeletonWeight (new CSkeletonWeight);
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// Read it
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NLMISC::CIFile file;
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if (file.open ( NLMISC::CPath::lookup( fileName ) ) )
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{
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// Serial the animation
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file.serial (*skeletonWeight);
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// Add the animation
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uint id=_AnimationSet->addSkeletonWeight (skelName, skeletonWeight.release());
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// Return id
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return id;
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}
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else return UAnimationSet::NotFound;
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}
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/// \name Animations mgt.
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// @{
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/**
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* Get animations count.
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*/
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virtual uint getNumAnimation () const
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{
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return _AnimationSet->getNumAnimation();
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}
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/**
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* Get an animation ID by name. If no animation is found, method returns NotFound.
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*/
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virtual uint getAnimationIdByName (const std::string& name) const
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{
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return _AnimationSet->getAnimationIdByName(name);
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}
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/**
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* Get animation name.
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*/
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virtual const std::string& getAnimationName (uint animationId) const
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{
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if(animationId>=getNumAnimation())
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nlerror("getAnimation*(): bad animation Id");
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return _AnimationSet->getAnimationName(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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* \return the end time.
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*/
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virtual UAnimation* getAnimation (uint animationId);
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// @}
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/// \name SkeletonWeight mgt.
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// @{
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/**
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* Get skeleton weight count.
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*/
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virtual uint getNumSkeletonWeight () const
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{
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return _AnimationSet->getNumSkeletonWeight();
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}
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/**
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* Get a SkeletonWeight ID by name. If no SkeletonWeight is found, method returns NotFound.
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*/
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virtual uint getSkeletonWeightIdByName (const std::string& name) const
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{
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return _AnimationSet->getSkeletonWeightIdByName(name);
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}
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/**
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* Get skeleton template name.
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*/
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virtual const std::string& getSkeletonWeightName (uint skeletonId) const
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{
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if(skeletonId>=getNumSkeletonWeight())
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nlerror("getSkeletonWeight*(): bad SkeletonWeight Id");
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return _AnimationSet->getSkeletonWeightName(skeletonId);
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}
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// @}
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/// \name Channel mgt.
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// @{
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virtual uint getChannelIdByName (const std::string& name) const
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{
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return _AnimationSet->getChannelIdByName(name);
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}
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// @}
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// Access the animation set
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const CAnimationSet* getAnimationSet () const;
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};
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} // NL3D
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#endif // NL_ANIMATION_SET_USER_H
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/* End of animation_set_user.h */
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