104 lines
3.1 KiB
C++
104 lines
3.1 KiB
C++
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// 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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#include "std3d.h"
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#include "nel/3d/animated_morph.h"
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#include "nel/misc/common.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CMorphBase::CMorphBase()
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{
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DefaultFactor.setDefaultValue (0.0f);
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}
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// ***************************************************************************
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void CMorphBase::serial(NLMISC::IStream &f)
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{
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f.serial (Name);
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}
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CAnimatedMorph::CAnimatedMorph (CMorphBase*mb)
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{
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nlassert(mb);
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// IAnimatable.
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IAnimatable::resize (AnimValueLast);
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_MorphBase = mb;
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_Factor.Value= mb->DefaultFactor.getDefaultValue();
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}
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// ***************************************************************************
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IAnimatedValue* CAnimatedMorph::getValue (uint valueId)
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{
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switch(valueId)
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{
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case FactorValue: return &_Factor;
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};
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return NULL;
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}
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// ***************************************************************************
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const char *CAnimatedMorph::getValueName (uint valueId) const
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{
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switch(valueId)
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{
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case FactorValue: return "MorphFactor";
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};
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return "";
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}
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// ***************************************************************************
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ITrack* CAnimatedMorph::getDefaultTrack (uint valueId)
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{
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nlassert(_MorphBase);
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switch(valueId)
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{
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case FactorValue: return &_MorphBase->DefaultFactor;
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};
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return NULL;
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}
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// ***************************************************************************
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void CAnimatedMorph::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
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{
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// For CAnimatedMorph, channels are detailled (morph evaluated after clip)!
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addValue(chanMixer, FactorValue, OwnerBit, prefix, true);
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}
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} // NL3D
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