2012-05-29 13:31:11 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 CL_SCENE_PARSER_H
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#define CL_SCENE_PARSER_H
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/////////////
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// INCLUDE //
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/////////////
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// Misc
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/quat.h"
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// 3D Interface.
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#include "nel/3d/u_animation_set.h"
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#include "nel/3d/u_play_list_manager.h"
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#include "nel/3d/u_play_list.h"
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#include "nel/3d/u_instance_group.h"
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// Std.
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#include <string>
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#include <fstream>
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#include <list>
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#include <vector>
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#include <map>
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#include <set>
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///////////
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// USING //
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///////////
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using NLMISC::CVector;
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using NLMISC::CQuat;
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using NL3D::UPlayListManager;
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using NL3D::UAnimationSet;
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using NL3D::UAnimation;
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using NL3D::UPlayList;
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using NL3D::UInstanceGroup;
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/*using std::string;
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using std::ifstream;
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using std::list;
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using std::vector;
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using std::map;
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using std::set;
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using std::pair;*/
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///////////
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// CLASS //
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///////////
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/**
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* Class to parse a scene.
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* \author Guillaume PUZIN
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* \author Nevrax France
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* \date 2001
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*/
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class CSceneParser
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{
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private:
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static const uint MAX_LINE_SIZE;
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static const char *delimiter;
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/// Parse the file.
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void parse(ifstream &file);
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/// Skip empty lines and comment lines.
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void getNextValidLine(ifstream &file, char *buff);
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/// Day/Night.
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void parseTime();
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/// Parse the list of IG to load for the scene.
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void parseIG(ifstream &file, char *buff);
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/// Get the name of the IG to initialize entities.
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void parseIGInit();
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/// Parse Particle.
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void parseParticle(ifstream &file, char *buff);
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/// Parse Particle's Id.
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void parseParticleId();
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/// Parse Particle's IG.
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void parseParticleIG();
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/// Parse Particle's Cluster
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void parseParticleCluster();
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/// Parse Particle's Actor.
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void parseParticleActor();
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/// Parse Particle's anims.
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void parseParticleAnims(ifstream &file, char *buff);
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/// Parse an actor.
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void parseActor(ifstream &file, char *buff);
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/// Parse the current actor Id.
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void parseId();
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/// Parse the current actor Name.
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void parseName();
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/// Is the Actor a flyer.
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void parseFly();
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/// Parse Actor's Actor.
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void parseActorActor();
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/// Parse the current actor Skeleton Name.
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void parseSkel();
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/// Parse meshes used for the current actor.
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void parseMeshes(ifstream &file, char *buff);
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/// Parse anims used for the current actor.
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void parseAnims(ifstream &file, char *buff);
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/// Parse all anims used for the camera in all sequence.
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void parseCamAnims(ifstream &file, char *buff);
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/// Parse a sequence.
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void parseSequence(ifstream &file, char *buff);
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/// Parse the current sequence Id.
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void parseSeqId();
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/// Parse particle in the sequence.
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void parseSeqParticle(ifstream &file, char *buff);
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/// Parse the current particle's Id in the current sequence.
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void parseSeqParticleId();
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/// Parse anims used for the current particle in the current sequence.
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void parseSeqParticleAnims(ifstream &file, char *buff);
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/// Parse an actor in a sequence.
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void parseSeqActor(ifstream &file, char *buff);
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/// Parse the current actor's Id in the current sequence.
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void parseSeqActorId();
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/// Parse anims used for the current actor in the current sequence.
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void parseSeqActorAnims(ifstream &file, char *buff);
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/// Parse camera in the sequence.
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void parseSeqCam(ifstream &file, char *buff);
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/// Initialize Actors Position and rotation .
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void initActors();
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/// Reset the scene.
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void reset();
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/// Reset all particles.
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void resetParticles();
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/// Reset all actors.
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void resetActors();
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/// Initialize the Camera and reset it the second time.
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void applyCamera();
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/// Initialize IG for the scenery (IG present from start to end like trees or torch.
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void applyIG();
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/// Initialize the scene with the parameters loaded from the script for particles.
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void applyParticles();
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/// Initialize actors.
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void applyActors();
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protected:
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bool _Apply;
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sint _Line;
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bool _Day;
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string _IG_Init;
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/// List of IG to load for the scene.
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list<string> _IG;
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double _TimeStart;
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double _FrameRate;
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/// Class to stock parameters for a particle (system).
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class CParticle
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{
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public:
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sint Id;
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string IG;
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string Cluster;
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sint Actor;
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list<string> Anims;
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UInstanceGroup *IGPtr;
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vector<CVector> IGPos;
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map<string, uint> AnimToId;
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UAnimationSet *AnimationSet;
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UPlayList *PlayList;
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CParticle()
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{
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AnimationSet = 0;
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PlayList = 0;
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}
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void reset()
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{
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Id = -1;
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Actor = -1;
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Anims.clear();
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AnimationSet = 0;
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PlayList = 0;
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AnimToId.clear();
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}
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};
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/// Class to stock parameters for an actor.
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class CActor
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{
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public:
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sint Id;
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string Name;
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bool Fly;
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string Skeleton;
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list<string> Meshes;
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list<string> Anims;
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CVector Pos;
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CQuat Rot;
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sint Actor;
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void reset()
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{
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Id = -1;
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Actor = -1;
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Fly = false;
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Meshes.clear();
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Anims.clear();
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}
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};
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/// Class to stock parameters for an actor in a sequence.
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class CParticleSeq
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{
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public:
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sint Id;
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list<string> Anims;
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void reset()
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{
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Id = -1;
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Anims.clear();
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}
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};
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/// Class to stock parameters for an actor in a sequence.
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class CActorSeq
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{
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public:
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sint Id;
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list<string> Anims;
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void reset()
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{
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Id = -1;
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Anims.clear();
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}
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};
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/// Class to stock parameters for a sequence.
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class CSequence
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{
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public:
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sint Id;
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map<uint, CParticleSeq> ParticlesSeq;
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map<uint, CActorSeq> ActorsSeq;
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list<string> CamAnims;
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void reset()
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{
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Id = -1;
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ActorsSeq.clear();
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}
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};
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/// ...
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list<string> _CamAnims;
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/// Particle with the parse in progress.
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CParticle _CurrentParticle;
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/// All particles in the scene.
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map<uint, CParticle> _Particles;
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/// Actor with the parse in progress.
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CActor _CurrentActor;
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/// All actors in the scene.
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map<uint, CActor> _Actors;
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/// ...
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CParticleSeq _CurParticleSeq;
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/// ...
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CActorSeq _CurrentActorSeq;
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/// ...
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CSequence _CurrentSequence;
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/// All Sequences in the scene.
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map<uint, CSequence> _Sequences;
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/// ...
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UPlayListManager *_PlayListManager;
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UAnimationSet *_AnimationSet;
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UPlayList *_PlayList;
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map<string, uint> _AnimCamToId;
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set<UInstanceGroup *> _IGInScene;
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// Scene.
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typedef list<pair<sint, double> > TScene;
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TScene _Scene;
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TScene::iterator _ItScene;
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double _SceneStart;
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/// Update the camera (position, target, roll, fov).
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void updateCamera(double timeInSec);
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/// Update actor position (for actor on another actor).
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void updateActors();
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/// Update particles.
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void updateParticles(double timeInSec);
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void updateParticlesNoActor(float difTime, CParticle &particle, UAnimation &animation);
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void updateParticlesActor(float difTime, CParticle &particle, UAnimation &animation);
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public:
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/// Constructor
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CSceneParser();
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inline bool Time() {return _Day;}
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/// Load the file with the scene.
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void load(const string &filename);
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/// Initialize the scene with the parameters loaded from the script.
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void apply();
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///
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void update(double timeInSec);
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/// Play the sequence with the ID 'seq'.
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void playSeq(uint seq, double timeInSec);
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inline double frameRate() {return _FrameRate;}
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inline void frameRate(double fr) {_FrameRate = fr;}
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/** \name SCENE
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* Functions to manage a scene.
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*/
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//@{
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/**
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* Load a scene from a file and put it in memory.
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* \param filename : filename for the file that contains the scene.
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* \warning This function clear the old scene.
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*/
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void loadScene(const string &filename);
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/**
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* Play a scene in memory.
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* \param timeInSec : current time in second.
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*/
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void playScene(double timeInSec);
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/**
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* Update the scene currently playing.
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* \param timeInSec : current time in second.
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*/
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void updateScene(double timeInSec);
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/**
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* Stop the scene currently playing.
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*/
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void stopScene();
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/**
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* Function to know if there is a scene currently playing.
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* \return bool : 'true' if there is a scene currently playing.
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*/
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bool isScenePlaying();
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//@}
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};
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#endif // CL_SCENE_PARSER_H
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/* End of scene_parser.h */
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