mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-13 21:34:48 +00:00
377 lines
11 KiB
C++
377 lines
11 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_ENTITY_ANIMATION_MANAGER_H
|
|
#define CL_ENTITY_ANIMATION_MANAGER_H
|
|
|
|
|
|
/////////////
|
|
// INCLUDE //
|
|
/////////////
|
|
// Misc
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/vector.h"
|
|
#include "nel/misc/quat.h"
|
|
// 3d
|
|
#include "nel/3d/animation_time.h"
|
|
#include "nel/3d/u_animation.h"
|
|
#include "nel/3d/u_track.h"
|
|
// Client Sheets
|
|
#include "client_sheets/automaton_list_sheet.h"
|
|
#include "client_sheets/animation_set_list_sheet.h"
|
|
#include "client_sheets/emot_list_sheet.h"
|
|
// Client
|
|
#include "animation_set.h"
|
|
#include "animation_misc.h"
|
|
// STL
|
|
#include <string>
|
|
|
|
|
|
///////////
|
|
// USING //
|
|
///////////
|
|
using NL3D::CAnimationTime;
|
|
|
|
|
|
///////////
|
|
// CLASS //
|
|
///////////
|
|
namespace NL3D
|
|
{
|
|
class UAnimationSet;
|
|
class UPlayListManager;
|
|
class UPlayList;
|
|
}
|
|
|
|
namespace NLMISC
|
|
{
|
|
class IProgressCallback;
|
|
}
|
|
|
|
/**
|
|
* Class with infos for each face emotions.
|
|
* \author Guillaume PUZIN (GUIGUI)
|
|
* \author Nevrax France
|
|
* \date 2001
|
|
*/
|
|
class CFaceEmotion
|
|
{
|
|
public:
|
|
std::map<std::string, float> _Anims;
|
|
|
|
void addAnim(const std::string &filename, float percentage)
|
|
{
|
|
_Anims.insert(std::make_pair(filename, percentage));
|
|
}
|
|
};
|
|
|
|
|
|
/**
|
|
* Class to manage animation of entities displayed by the client
|
|
* \author Guillaume PUZIN (GUIGUI)
|
|
* \author Stephane Coutelas
|
|
* \author Nevrax France
|
|
* \date 2001
|
|
*/
|
|
class CEntityAnimationManager
|
|
{
|
|
public:
|
|
// Data tyype for Emotions for the face.
|
|
typedef std::map<std::string, CFaceEmotion> TFaceEmotions;
|
|
|
|
typedef std::map<std::string, CAnimationSet> TAnimSet;
|
|
|
|
private:
|
|
/// the only one instance of the class
|
|
static CEntityAnimationManager *_Instance;
|
|
|
|
/// playlist manager
|
|
static NL3D::UPlayListManager *_PlayListManager;
|
|
|
|
/// The Animation Set with all character animations.
|
|
NL3D::UAnimationSet *_AnimationSet;
|
|
|
|
/// list of animation set.
|
|
TAnimSet _AnimSet;
|
|
|
|
/// Automaton used for animations
|
|
CAutomatonListSheet *_AutomatonList;
|
|
|
|
/// Emots List
|
|
CEmotListSheet *_EmotList;
|
|
//std::vector<TAnimStateId> _Emots;
|
|
|
|
/// Animation set cache
|
|
std::vector<NL3D::UTrack*> _AnimationSetPosCache;
|
|
std::vector<NL3D::UTrack*> _AnimationSetRotCache;
|
|
|
|
|
|
|
|
/*
|
|
/// Animation Sets for the face
|
|
std::map<CTypeEntity, NL3D::UAnimationSet *> _FaceAnimationSets;
|
|
/// automaton for moving animations
|
|
std::map<CTypeEntity, TFaceEmotions> _FaceEmotionsPerType;
|
|
*/
|
|
|
|
|
|
/**
|
|
* Load table containing infos about face animations.
|
|
* \param type : table is different according to the type.
|
|
* \param fileName : the name of the file containing the animation infos.
|
|
*/
|
|
// void loadFaceAnimations(const CTypeEntity& type, const char * fileName);
|
|
|
|
protected :
|
|
/// Constructor
|
|
CEntityAnimationManager();
|
|
|
|
/// Create an animation set for the Face.
|
|
// void createFaceAnimationSet(const CTypeEntity& type);
|
|
|
|
|
|
public :
|
|
/**
|
|
* Instanciate CEntityAnimationManager. There can be only one instance (singleton)
|
|
* \return CEntityAnimationManager * : Pointer on CEntityAnimationManager.
|
|
*/
|
|
static CEntityAnimationManager * getInstance();
|
|
/// \warning If you the kept the pointer given by getInstance, it will be invalid.
|
|
static void delInstance();
|
|
|
|
public :
|
|
/// Destructor.
|
|
~CEntityAnimationManager();
|
|
|
|
/// Release
|
|
void release();
|
|
/// (Re-)Initialize
|
|
|
|
void load(NLMISC::IProgressCallback &progress, bool forceRepack = false);
|
|
|
|
/**
|
|
* Animate all the playlists.
|
|
* \param double time : play time.
|
|
*/
|
|
void animate(double time);
|
|
void setup(double time);
|
|
|
|
/**
|
|
* Return a ref on a state of the moving automaton defined by its key.
|
|
* \param string automatonName : the automaton's name.
|
|
* \param TAnimStateKey key : the key of the state.
|
|
* \return CMovingAutomatonState * : pointer on the moving automaton state or 0.
|
|
*/
|
|
const CAutomatonStateSheet *mState(const std::string &automaton, TAnimStateKey key);
|
|
|
|
|
|
/**
|
|
* Delete a play list.
|
|
* \param UPlayList * pl : pointer on the play list to delete.
|
|
*/
|
|
void deletePlayList(NL3D::UPlayList * pl);
|
|
|
|
/**
|
|
* Process all logical tracks(sound, etc..) which come along with the animation.
|
|
* \param string animListName : the animation list in witch to search.
|
|
* \param TAnimStateKey animationId : the id of the animation.
|
|
* \param CAnimationTime startTimeOffset :the start time in the animation play.
|
|
* \param CAnimationTime endTimeOffset : the end time in the animation play.
|
|
*/
|
|
void processLogic(const std::string &animListName, TAnimStateKey animationId, CAnimationTime startTimeOffset, CAnimationTime endTimeOffset, NL3D::UTrack *&soundTrack, std::vector<NL3D::CAnimationTime>& result);
|
|
|
|
|
|
/** \name INFORMATION ABOUT ANIMATIONS
|
|
* Methods to get information about an animation.
|
|
*/
|
|
//@{
|
|
/**
|
|
* Function to get the position in animation at timeOffset.
|
|
* \param idAnim : id of the animation.
|
|
* \param timeOffset : time for the interpolation.
|
|
* \param result : is the reference on the value to get the result (position).
|
|
* \return bool : true if the parameter result is valid.
|
|
*/
|
|
bool interpolate(uint idAnim, double timeOffset, NLMISC::CVector &result) const
|
|
{
|
|
H_AUTO ( RZ_Client_Entity_Anim_Mngr_Interpolate )
|
|
|
|
// Check Params
|
|
if(idAnim >= _AnimationSetPosCache.size())
|
|
{
|
|
//nlwarning("EAM:interpolate(vect): idAnim(%d) invalid.", idAnim);
|
|
return false;
|
|
}
|
|
|
|
NL3D::UTrack *track = _AnimationSetPosCache[idAnim];
|
|
if (track)
|
|
return track->interpolate((CAnimationTime)timeOffset, result);
|
|
return false;
|
|
}
|
|
/**
|
|
* Function to get the rotation in animation at timeOffset.
|
|
* \param idAnim : id of the animation.
|
|
* \param timeOffset : time for the interpolation.
|
|
* \param result : is the reference on the value to get the result (rotation).
|
|
* \return bool : true if the parameter result is valid.
|
|
*/
|
|
bool interpolate(uint idAnim, double timeOffset, NLMISC::CQuat &result) const
|
|
{
|
|
H_AUTO ( RZ_Client_Entity_Anim_Mngr_Interpolate )
|
|
|
|
// Check Params
|
|
if(idAnim >= _AnimationSetRotCache.size())
|
|
{
|
|
//nlwarning("EAM:interpolate(quat): idAnim(%d) invalid.", idAnim);
|
|
return false;
|
|
}
|
|
|
|
NL3D::UTrack *track = _AnimationSetRotCache[idAnim];
|
|
if (track)
|
|
return track->interpolate((CAnimationTime)timeOffset, result);
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Return an animation length (in sec).
|
|
* \param string animName : Animation Name.
|
|
* \return double : the length of the animation.
|
|
* \warning This method never return a value <= 0.0 and so will return 1.0 instead.
|
|
* \warning This Method is slower than the one with the animation Id instead of the animation Name.
|
|
*/
|
|
double getAnimationLength(const std::string &animName) const;
|
|
/**
|
|
* Return an animation length (in sec).
|
|
* \param idAnim : id of the animation.
|
|
* \return double : the length of the animation.
|
|
* \warning This method never return a value <= 0.0 and so will return 1.0 instead.
|
|
*/
|
|
double getAnimationLength(uint idAnim)const;
|
|
|
|
/**
|
|
* Get the average speed of an animation (in meters/sec).
|
|
* \param string animName : Animation Name.
|
|
* \return double : the average speed (in m/s).
|
|
*/
|
|
double getAnimationAverageSpeed(const std::string &animName) const;
|
|
/**
|
|
* Get the average speed of an animation (in meters/sec).
|
|
* \param idAnim : id of the animation.
|
|
* \return double : the average speed (in m/s).
|
|
*/
|
|
double getAnimationAverageSpeed(uint idAnim) const;
|
|
//@}
|
|
|
|
|
|
/**
|
|
* Get the minimum speed factor that can be used to play the animation.
|
|
* \param animSet : Set of animations used.
|
|
* \param animStateId : the animation State.
|
|
* \param idAnim : the id of the animation.
|
|
* \return double : the minimum speed factor or -1 if any pb.
|
|
*/
|
|
double getAnimMinSpeedFactor(const std::string &animSet, const TAnimStateId &animStateId, const CAnimation::TAnimId &idAnim) const;
|
|
|
|
/**
|
|
* Get the maximum speed factor that can be used to play the animation
|
|
* \param animSet : Set of animations used.
|
|
* \param animStateId : the animation State.
|
|
* \param idAnim : the id of the animation.
|
|
* \return double : the maximum speed factor or -1 if any pb.
|
|
*/
|
|
double getAnimMaxSpeedFactor(const std::string &animSet, const TAnimStateId &animStateId, const CAnimation::TAnimId &idAnim) const;
|
|
|
|
|
|
/**
|
|
* Return a pointer on the set according to the set name.
|
|
* \param animSet : name of the set.
|
|
* \return CAnimationSet * : pointer of the right Set or 0.
|
|
*/
|
|
const CAnimationSet *getAnimSet(const std::string &animSet) const;
|
|
|
|
|
|
/**
|
|
* Get the animation set.
|
|
* \return UAnimationSet * : a pointer on the animation set or 0 if there is not animation set.
|
|
*/
|
|
NL3D::UAnimationSet * getAnimationSet() {return _AnimationSet;}
|
|
|
|
/**
|
|
* Create a playlist.
|
|
* \return UPlayList * : a pointer on a play list or 0 if any pb.
|
|
*/
|
|
NL3D::UPlayList *createPlayList() const;
|
|
|
|
|
|
/// Serialize a CEntityAnimationManager.
|
|
void serial(class NLMISC::IStream &f) throw(NLMISC::EStream);
|
|
|
|
/** Count the number of emot
|
|
* \return uint : the number of emot already known.
|
|
*/
|
|
uint getNbEmots() {return (uint)_EmotList->Emots.size();}
|
|
/** Method to get the emot associated to an index.
|
|
* \param index : number of the emot asked.
|
|
* \param result : will be filled with the name of the emot associated.
|
|
* \return bool : true if the result has been filled, false if the index is invalid.
|
|
*/
|
|
bool getEmot(uint index, TAnimStateId &result)
|
|
{
|
|
if(index < _EmotList->Emots.size())
|
|
{
|
|
result = _EmotList->Emots[index];
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
/// For Reload Sound feature
|
|
void resetAllSoundAnimId();
|
|
void reloadAllSoundAnim();
|
|
|
|
/**
|
|
* Create an uninitialized playlist for the face animations.
|
|
* \param type : type of the play list to create.
|
|
* \return UPlayList * : a pointer on an initialized play list.
|
|
*/
|
|
// NL3D::UPlayList *CEntityAnimationManager::createFacePlayList(const CTypeEntity& type);
|
|
|
|
/**
|
|
* Get an animation set for face.
|
|
* \param type : type of the animation set you want.
|
|
* \return UAnimationSet * : a pointer on the animation set or 0 if there is not animation set for this type.
|
|
*/
|
|
// NL3D::UAnimationSet * getFaceAnimationSet(const CTypeEntity& type);
|
|
|
|
/**
|
|
* Choose an animation for the face according to the type and the emotion.
|
|
* \param type : type of the face.
|
|
* \param emotion : emotion to play.
|
|
* \return uint : the index of the animation.
|
|
*/
|
|
// uint chooseFaceAnim(const CTypeEntity& type, const std::string &emotion);
|
|
};
|
|
|
|
|
|
|
|
#endif // CL_ENTITY_ANIMATION_MANAGER_H
|
|
|
|
/* End of entity_animation_manager.h */
|
|
|