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