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484 lines
14 KiB
C++
484 lines
14 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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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 NL_CHANNEL_MIXER_H
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#define NL_CHANNEL_MIXER_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/debug.h"
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#include "nel/misc/smart_ptr.h"
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#include "nel/3d/animation_time.h"
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#include "nel/3d/animation_set.h"
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#include <map>
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#include <vector>
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namespace NL3D
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{
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class CAnimation;
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class IAnimatable;
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class IAnimatedValue;
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class ITrack;
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class CAnimationSet;
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/**
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* A channel mixer. Animated value are registred in it.
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* Each animated value create a channel in the mixer. Then, mixer animates
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* all those channels with 1 to CChannelMixer::NumAnimationSlot animations.
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*
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* Animation are referenced in an animation slot (CSlot).
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*
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* Each slot have an IAnimation pointer, a weight for this animation
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* between [0.f ~ 1.f] and a time for this animation.
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*
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* Each CChannel have a weight on each animation slot between [0.f ~ 1.f].
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*
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* Blending is normalized internaly so, weight sum have not to be == 1.f.
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*
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* \author Cyril 'Hulud' Corvazier
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* \author Nevrax France
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* \date 2001
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*/
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class CChannelMixer : public NLMISC::CRefCount
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{
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public:
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/// \name Const values
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enum
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{
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/// Number of animation slot in the CChannelMixer
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NumAnimationSlot=8
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};
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private:
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/// \name Internal classes
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/// An animation slot.
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class CSlot
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{
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friend class CChannelMixer;
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/// Default Ctor
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CSlot ()
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{
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// Not modified
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_Dirt=false;
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// default is 1.
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_Weight= 1.f;
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// Set it empty
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empty ();
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}
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/// Empty the slot
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void empty ()
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{
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_Animation=NULL;
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_SkeletonWeight=NULL;
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_InvertedSkeletonWeight=false;
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}
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/// Is the slot empty ?
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bool isEmpty ()
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{
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return _Animation==NULL;
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}
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private:
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/// Animation pointer to use by this slot. If NULL, slot is empty.
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const CAnimation* _Animation;
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/// Skeleton weight pointer
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const CSkeletonWeight* _SkeletonWeight;
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/// Skeleton weight pointer inverted or not
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bool _InvertedSkeletonWeight;
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/// Time to use to eval the animation.
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TAnimationTime _Time;
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/**
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* Global weight to apply to the animation of this slot.
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* This weight can be given in any range because renormalisation is done in final
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* weight evaluation. If weight is 0.f, the final mix is not influenced by the animation
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* of this slot.
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*/
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float _Weight;
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/// Dirt flag. True if the animation of this slot as been modified
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bool _Dirt;
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};
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/**
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* An animated channel of the CChannelMixer. This class is used internaly in the
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* CChannelMixer.
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*
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* \author Cyril 'Hulud' Corvazier
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* \author Nevrax France
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* \date 2001
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*/
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class CChannel
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{
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friend class CChannelMixer;
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public:
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enum {EnableUserFlag= 1, EnableLodFlag= 2, EnableAllFlag= 3};
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public:
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/// Default ctor
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CChannel ()
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{
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// not in the list
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_InTheList=false;
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// enabled by default.
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_EnableFlags= EnableAllFlag;
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}
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private:
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/// True if this channel is in the list
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bool _InTheList;
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/// the detail mode.
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bool _Detail;
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/// enabled Flags. User | Lod
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uint8 _EnableFlags;
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/// Is this Animated Value a CQuat Animated Value???
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bool _IsQuat;
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/// Name of the channel in the channel mixer. Must be the same than the animated value name.
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std::string _ChannelName;
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/// A pointer on the IAnimatable object that handles the channel value. (ref ptr to ensure Animated value access)
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NLMISC::CRefPtr<IAnimatable> _Object;
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/// A pointer on the IAnimatedValue animated by this channel. If NULL, the channel is empty
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IAnimatedValue* _Value;
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/// The id of the animated value in the IAnimatable object.
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uint32 _ValueId;
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/// The id of the OwnerBit to touch the IAnimatable object. Useful for IAnimatable derivation.
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uint32 _OwnerValueId;
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/// The default track pointer used when track are missing in the animation. Can't be NULL.
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const ITrack* _DefaultTracks;
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/**
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* A track pointer on each slot CAnimation. Can't be NULL. If no track found for this
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* channel, the pointer is _DefaultTracks.
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*/
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const ITrack* _Tracks[NumAnimationSlot];
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/**
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* A weight array for to blend each slot.
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* This value must be between 0.f and 1.f. If it is 0.f, the slot is not used. If it is 1.f,
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* the slot is used at 100%. This weight can be set using a "skeleton template weight".
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* Default value is 1.f.
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*/
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float _Weights[NumAnimationSlot];
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/**
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* Pointer on the next channel selected for the animations selected in the slots
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*
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* This list is used to only visit the channels animated by the animations set in the slots
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* of the mixer
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*/
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CChannel* _Next;
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};
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public:
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/// Constructor. The default constructor resets the slots and the channels.
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CChannelMixer();
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~CChannelMixer();
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/// \name Setup the mixer
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/**
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* Set the animation set used by this channel mixer.
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* The pointer is hold by the channel mixer until it changes.
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*/
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void setAnimationSet (const CAnimationSet* animationSet);
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/**
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* Get the animation set used by this channel mixer.
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* The pointer is hold by the channel mixer until it changes. Return NULL if no animationSet defined.
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*/
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const CAnimationSet* getAnimationSet () const;
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/**
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* Launch evaluation of all channels.
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*
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* This is the main method. It evals animations selected in the slots for listed
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* channels.
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*
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* Only the channels that are animated by animations selected in the slots are evaluated.
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* They are stored in a linked list managed by the channel array.
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*
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* Others are initialized with the default channel value.
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*
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* \param detail true if eval the detail part of animation. (done after clipping).
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* \param evalDetailDate chann mixer store the last date of anim detail evaluated. if same, do nothing,
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* else if < or >, compute the anim. ingored if detail is false.
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*/
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void eval (bool detail, uint64 evalDetailDate=0);
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/**
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* Launch evaluation of some channels.
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*
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* \param channelIdArray array that contains the id of the channel to eval.
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* \param numID number of ids in the array
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*
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*/
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void evalChannels(sint *channelIdArray, uint numID);
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/**
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* Force evaluation of a single channel
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*/
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inline void evalSingleChannel(sint channelId);
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/// \name Channel access
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/**
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* Add a channel for a specific value of an IAnimatable object.
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* Warning: this method will assign the default value in the animated value.
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*
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* \param channelName is the name of the channel.
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* \param animatable is a pointer on the IAnimatable object in which the value is stored. It will be kept
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* by the CChannelMixer until it is removed from the channel.
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* \param value is a pointer on the value the channel works with. It will be kept
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* by the CChannelMixer until it is removed from the channel.
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* \param defaultValue is a track used by default if a track is not presents in the animation for this channel.
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* It will be kept by the CChannelMixer until it is removed from the channel.
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* \param valueId is the value ID in the IAnimatable object.
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* \param ownerId is the owner Bit of the animated vlaue, in the IAnimatable object. touched when the animatedvalue is touched.
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* \param detail true if this channel must be evaluated in detail mode (see eval()).
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* \return -1 if the track was not found in the animationSet, else it return the channelId
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* as if returned by CAnimationSet::getChannelIdByName(channelName).
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*/
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sint addChannel (const std::string& channelName, IAnimatable* animatable, IAnimatedValue* value, ITrack* defaultValue, uint32 valueId, uint32 ownerValueId, bool detail);
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/// Reset the channel list if the mixer. All channels are removed from the mixer.
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void resetChannels ();
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/** disabling a channel means it is no more modified during animation. Default is enabled.
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* NB: this channel must have been added (via addChannel()....).
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* \param channelId channelId get from CAnimationSet::getChannelIdByName() or addChannel()
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*/
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void enableChannel (uint channelId, bool enable);
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/** see enableChannel(). return false if channel does not exist...
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* \param channelId channelId get from CAnimationSet::getChannelIdByName() or addChannel()
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*/
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bool isChannelEnabled (uint channelId) const;
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/** Same as enableChannel but for Animation Lod system. The channel is animated only if both
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* enableChannel() and lodEnableChannel() are true. Default is enabled.
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* NB: this channel must have been added (via addChannel()....).
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* \param channelId channelId get from CAnimationSet::getChannelIdByName() or addChannel()
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*/
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void lodEnableChannel (uint channelId, bool enable);
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/** see enableChannel(). return false if channel does not exist...
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* \param channelId channelId get from CAnimationSet::getChannelIdByName() or addChannel()
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*/
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bool isChannelLodEnabled (uint channelId) const;
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/// \name Slots acces
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/**
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* Set slot animation.
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*
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* You must set an animationSet in the channel mixer before calling this.
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*
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* Calling this method will dirt the mixer, ie, all the mixer's channels will
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* be visited to check if they are used by the new animation. If they are, they
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* will be linked in the internal CChannel list.
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*
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* \param slot is the slot number to change the animation. Must be >= 0 and < NumAnimationSlot.
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* \param animation is the new animation index in the animationSet use by this slot.
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* \see CAnimationSet, CAnimation
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*/
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void setSlotAnimation (uint slot, uint animation);
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/// Get the animation used by a given slot
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const CAnimation *getSlotAnimation(uint slot) const;
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/**
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* Set time of a slot.
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*
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* This time will be used to eval the animation set in this slot.
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* Each slot can have different time.
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*
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* Calling this method won't dirt the mixer.
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*
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* \param slot is the slot number to change the time. Must be >= 0 and < NumAnimationSlot.
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* \param time is the new time to use in the slot.
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* \see TAnimationTime
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*/
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void setSlotTime (uint slot, TAnimationTime time)
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{
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// Check alot arg
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nlassert (slot<NumAnimationSlot);
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// Set the time
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_SlotArray[slot]._Time=time;
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}
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/**
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* Set slot weight.
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*
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* This weight will be used to eval the animation set in this slot.
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* Each slot can have different weight. Calling this method won't dirt the mixer.
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*
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* By default the weight of the slot is 1.0f.
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*
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* \param slot is the slot number to change the weight.
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* \param weight is the new weight to use in the slot. No range for this weight. If the weight == 0.f,
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* the slot have no effect on the final mix.
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*/
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void setSlotWeight (uint slot, float weight)
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{
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// Check alot arg
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nlassert (slot<NumAnimationSlot);
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// Set the time
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_SlotArray[slot]._Weight=weight;
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}
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/**
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* Empty a slot.
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*
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* Calling this method will dirt the mixer, ie, all the mixer's channels will
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* be visited to check if they are used by the old animation. If they are, they
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* will be linked in the internal CChannel list.
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*
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* Warning: this method will assign the default value in the animated value that are removed from the active channel queue.
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*
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* \param slot is the slot number to empty. Must be >= 0 and < NumAnimationSlot.
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*/
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void emptySlot (uint slot);
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/**
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* Reset the slot of the mixer. All slot will be empty.
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*
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* Calling this method will dirt the mixer, ie, all the mixer's channels will
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* be visited to check if they are used by the old animation. If they are, they
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* will be linked in the internal CChannel list.
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*
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*/
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void resetSlots ();
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/**
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* Apply a skeleton template weight on a specific slot.
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*
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* This method apply the weight of each node contains in skelWeight to the channel's slot weight.
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*
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* \param slot is the slot number to empty. Must be >= 0 and < NumAnimationSlot.
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* \param skeleton is the index of a skeleton in the animationSet.
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* \param invert is true if the weights to attach to the channels are the weights of the skeleton template.
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* false if the weights to attach to the channels are the 1.f-weights of the skeleton template.
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*/
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void applySkeletonWeight (uint slot, uint skeleton, bool invert=false);
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/**
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* Reset the skeleton weight for a specific slot.
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*
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* This method apply set each channel's slot weight to 1.f.
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*
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* \param slot is the slot number to empty. Must be >= 0 and < NumAnimationSlot.
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*/
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void resetSkeletonWeight (uint slot);
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/// reset to -1 the evalDetailDate. Hence next eval(true,..) will be forced to compute
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void resetEvalDetailDate();
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private:
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/// /name Internal methods
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/// Clean the mixer
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void cleanAll ();
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/// Dirt all slots
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void dirtAll ();
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/// Refresh channel list
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void refreshList ();
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// The slot array
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CSlot _SlotArray[NumAnimationSlot];
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// The animation set
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const CAnimationSet* _AnimationSet;
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// The set of CChannel infos. Only channels added by addChannel are present.
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std::map<uint, CChannel> _Channels;
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// The first Global channel. If NULL, no channel to animate. (animed in eval(false))
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CChannel* _FirstChannelGlobal;
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// The first detail channel. If NULL, no channel to animate. (animed in eval(true))
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CChannel* _FirstChannelDetail;
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// last date of evalDetail().
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sint64 _LastEvalDetailDate;
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// The channels list is dirty if true.
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bool _Dirt;
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// true if must update animateList. (set in refreshList())
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bool _ListToEvalDirt;
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// Raw lists of channels to animate, acording to _EnableFlags
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std::vector<CChannel*> _GlobalListToEval;
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std::vector<CChannel*> _DetailListToEval;
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/// Refresh animate list
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void refreshListToEval ();
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/**
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* Force evaluation of a single channel
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*
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* \param chan the channel to eval
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* \param numActiveSlots number of active slots
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* \param activeSlot array of contiguous slots ids (there are 'numActiveSlots' of them)
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*/
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void evalSingleChannel (CChannel &chan, uint numActiveSlots, uint activeSlot[NumAnimationSlot]);
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};
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/////////////
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// INLINES //
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/////////////
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inline void CChannelMixer::evalSingleChannel(sint channelId)
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{
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evalChannels(&channelId, 1);
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}
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} // NL3D
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#endif // NL_CHANNEL_MIXER_H
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/* End of channel_mixer.h */
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