// Ryzom - MMORPG Framework // 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 . #ifndef CL_ANIMATION_FX_H #define CL_ANIMATION_FX_H #include "client_sheets/animation_fx_sheet.h" #include "client_sheets/animation_fx_set_sheet.h" namespace NL3D { class UTrack; class UAnimationSet; class UParticleSystemInstance; } namespace NLGEORGES { class UFormElm; } /** Sheet of a fx that must be played with an animation. * Such an fx has the following properties : * - it can have a color * - it can be sticked to a bone when used with a skeleton * - it can follow a position spline for more sophisticated effects. * * \author Nicolas Vizerie * \author Nevrax France * \date 2003 */ class CAnimationFX { public: NL3D::UTrack *PosTrack; // Filled after init : additionnal pos track to animate the fx const CAnimationFXSheet *Sheet; public: // ctor CAnimationFX(const std::string &psName = "", const float *userParams = NULL); void init(const CAnimationFXSheet *sheet, NL3D::UAnimationSet *as); /** helper : create instance matching that sheet. NB : the instance is not sticked neither positionned. * 4 user params may be supplied to replace the default ones */ NL3D::UParticleSystemInstance createMatchingInstance(const float *customUserParams = NULL) const; private: // build track for that fx, using the given animation set void buildTrack(NL3D::UAnimationSet *as); }; /** A set of anim fx serialized from a .animation_fx_set sheet. * Those fx are intended to be all instanciated at once, hence the small number of instances */ class CAnimationFXSet { public: enum { MaxNumFX = CAnimationFXSetSheet::MaxNumFX }; std::vector FX; // matching track for each fx const CAnimationFXSetSheet *Sheet; public: CAnimationFXSet() : Sheet(NULL) {} void init(const CAnimationFXSetSheet *sheet, NL3D::UAnimationSet *as); }; #endif