khanat-opennel-code/code/ryzom/client/src/animation_set.h

134 lines
3.6 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_ANIMATION_SET_H
#define CL_ANIMATION_SET_H
/////////////
// INCLUDE //
/////////////
// Misc
#include "nel/misc/types_nl.h"
#include "nel/misc/smart_ptr.h"
// Client
#include "animation_type.h"
#include "animation_state.h"
// std
#include <map>
///////////
// CLASS //
///////////
/**
* Class to manage an animation set.
* \author Guillaume PUZIN (GUIGUI)
* \author Nevrax France
* \date 2002
*/
class CAnimationSet
{
private:
double _MaxDist;
double _Angle;
double _AboutFaceAngle;
double _SpeedToRun;
double _SpeedToWalk;
double _WalkDist;
double _RunDist;
double _WalkLength;
double _RunLength;
private:
/// AnimationState cache
std::vector<CAnimationState> _AnimationStates;
CAnimationSetSheet *_Sheet;
public:
/// Constructor
CAnimationSet();
/**
* Build the animation set according to the georges file. (read in the sheet manager)
*/
void init(CAnimationSetSheet *sheet, NL3D::UAnimationSet *animationSet);
/**
* Return the distance after the one you have to break the idle.
* \return double : this distance.
*/
double maxDist() const {return _MaxDist;}
/**
* Return the distance after the one you have to break the idle.
* \return double : this distance.
*/
double angle() const {return _Angle;}
/**
* Return the distance after the one you have to break the idle.
* \return double : this distance.
*/
double aboutFaceAngle() const {return _AboutFaceAngle;}
/**
* When in walk animation, after this speed the animation should switch in run mode.
* \return double : a speed.
*/
double speedToRun() const {return _SpeedToRun;}
/**
* When in run animation, before this speed the animation should switch in walk mode.
* \return double : a speed.
*/
double speedToWalk() const {return _SpeedToWalk;}
/// Return the animation state from its Id. Your id must be valid, no check for optimal performances.
const CAnimationState *getAnimationState(const TAnimStateId& stateId) const
{
if ((uint)stateId<_AnimationStates.size ())
return &(_AnimationStates[stateId]);
else
return NULL;
}
// get number of animation states
uint getNumAnimationState() const { return (uint)_AnimationStates.size(); }
// get an animation state by its index
CAnimationState *getAnimationStateByIndex(uint index);
/// Return the covered distance by 1 walking animation.
double walkDist() const {return _WalkDist;}
/// Return the covered distance by 1 running animation.
double runDist() const {return _RunDist;}
/// Return the length (in sec) of the walking animation.
double walkLength() const {return _WalkLength;}
/// Return the length (in sec) of the running animation.
double runLength() const {return _RunLength;}
// get the sheet name
std::string getSheetName() const
{
std::string name;
if(_Sheet) return _Sheet->Name;
return name;
}
};
#endif // CL_ANIMATION_SET_H
/* End of animation_set.h */