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