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112 lines
3.1 KiB
C++
112 lines
3.1 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_SKELETON_SPAWN_SCRIPT_H
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#define NL_SKELETON_SPAWN_SCRIPT_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/3d/transform_shape.h"
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namespace NL3D
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{
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class CScene;
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class CSkeletonModel;
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// ***************************************************************************
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/**
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* For each skeleton, an animation of script can be assigned to spawn and unspawn models, which are sticked
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* to some bones of the skeleton.
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* This is the managers which read the scripts, spawn and unspawn instances according to changes of scripts
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* (changes which are made through animation)
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2004
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*/
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class CSkeletonSpawnScript
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{
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public:
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CSkeletonSpawnScript();
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~CSkeletonSpawnScript();
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/// evaluate the current skeleton script
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void evaluate(CSkeletonModel *skeleton);
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/// Must call it at destruction of the owner skeleton
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void release(CScene *scene);
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private:
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friend class CSSSModelRequest;
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// script cache to compare at each evaluate()
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std::string _Cache;
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// List of instance spawned
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struct CInstance
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{
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// the 3D model created (NULL if failed). NB: a CRefPtr is used, in case of "AutoDeletable ParticleSystem" usage
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NLMISC::CRefPtr<CTransformShape> Model;
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// this is a copy of the line in script, to compare for possible deletion
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std::string ScriptLine;
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class CParticleSystemModel *PS;
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CInstance()
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{
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Model= NULL;
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PS= NULL;
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}
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};
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std::vector<CInstance> _Instances;
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// real parse stuff from _Cache
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void parseCache(CScene *scene, CSkeletonModel *skeleton);
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// execute the request, or append to scene
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void addModelCreationRequest(class CSSSModelRequest &req, CScene *scene);
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};
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// ***************************************************************************
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/** Used by CSkeletonSpawnScript, to delay model creation
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*/
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class CSSSModelRequest
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{
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public:
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// Name o shape to create
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std::string Shape;
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// Skeleton to bind to
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NLMISC::CRefPtr<NL3D::CSkeletonModel> Skel;
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// Bone Id to stick to
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uint BoneId;
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// where to store the instance result
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uint InstanceId;
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// SSSWO mode
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bool SSSWO;
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// execute the creation request
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void execute();
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};
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} // NL3D
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#endif // NL_SKELETON_SPAWN_SCRIPT_H
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/* End of skeleton_spawn_script.h */
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