//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef ANIMATION_COMPONENT_H #define ANIMATION_COMPONENT_H #ifndef COMPONENT_H #include "T3D/components/component.h" #endif #ifndef _TSSHAPE_H_ #include "ts/tsShapeInstance.h" #endif #ifndef ENTITY_H #include "T3D/entity.h" #endif #ifndef RENDER_COMPONENT_INTERFACE_H #include "T3D/components/render/renderComponentInterface.h" #endif class SceneRenderState; class AnimationComponent : public Component { typedef Component Parent; public: enum PublicConstants { ThreadSequenceBits = 6, MaxSequenceIndex = (1 << ThreadSequenceBits) - 1, MaxScriptThreads = 16, ///< Should be a power of 2 }; enum MaskBits { ThreadMaskN = Parent::NextFreeMask << 0, ThreadMask = (ThreadMaskN << MaxScriptThreads) - ThreadMaskN, NextFreeMask = ThreadMaskN << MaxScriptThreads }; protected: struct Thread { /// State of the animation thread. enum State { Play, Stop, Pause, Destroy }; TSThread* thread; ///< Pointer to 3space data. U32 state; ///< State of the thread /// /// @see Thread::State S32 sequence; ///< The animation sequence which is running in this thread. F32 timescale; ///< Timescale U32 sound; ///< Handle to sound. bool atEnd; ///< Are we at the end of this thread? F32 position; bool transition; }; Thread mAnimationThreads[MaxScriptThreads]; protected: RenderComponentInterface * mOwnerRenderInst; TSShapeInstance *mOwnerShapeInstance; public: AnimationComponent(); virtual ~AnimationComponent(); DECLARE_CONOBJECT(AnimationComponent); virtual bool onAdd(); virtual void onRemove(); static void initPersistFields(); virtual void onComponentAdd(); virtual void componentAddedToOwner(Component *comp); virtual void componentRemovedFromOwner(Component *comp); virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); virtual void unpackUpdate(NetConnection *con, BitStream *stream); TSShape* getShape(); void targetShapeChanged(RenderComponentInterface* instanceInterface); virtual void processTick(); virtual void advanceTime(F32 dt); const char *getThreadSequenceName(U32 slot); bool setThreadSequence(U32 slot, S32 seq, bool reset = true, bool transition = true, F32 transitionTime = 0.5); void updateThread(Thread& st); bool stopThread(U32 slot); bool destroyThread(U32 slot); bool pauseThread(U32 slot); bool playThread(U32 slot); bool playThread(U32 slot, const char* name, bool transition, F32 transitionTime); bool setThreadAnimation(U32 slot, const char* name); bool setThreadPosition(U32 slot, F32 pos); bool setThreadDir(U32 slot, bool forward); bool setThreadTimeScale(U32 slot, F32 timeScale); void stopThreadSound(Thread& thread); void startSequenceSound(Thread& thread); void advanceThreads(F32 dt); S32 getThreadSequenceID(S32 slot); //other helper functions S32 getAnimationCount(); S32 getAnimationIndex(const char* name); const char* getAnimationName(S32 index); //callbacks DECLARE_CALLBACK(void, onAnimationStart, (Component* obj, const String& animName)); DECLARE_CALLBACK(void, onAnimationEnd, (Component* obj, const char* animName)); DECLARE_CALLBACK(void, onAnimationTrigger, (Component* obj, const String& animName, S32 triggerID)); }; #endif //_ANIMATION_COMPONENT_H