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- //-----------------------------------------------------------------------------
- // 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.
- //-----------------------------------------------------------------------------
- #include "T3D/components/animation/animationComponent.h"
- #include "T3D/components/animation/animationComponent_ScriptBinding.h"
- #include "T3D/components/render/meshComponent.h"
- #include "platform/platform.h"
- #include "console/consoleTypes.h"
- #include "core/util/safeDelete.h"
- #include "core/resourceManager.h"
- #include "core/stream/fileStream.h"
- #include "console/consoleTypes.h"
- #include "console/consoleObject.h"
- #include "ts/tsShapeInstance.h"
- #include "core/stream/bitStream.h"
- #include "sim/netConnection.h"
- #include "gfx/gfxTransformSaver.h"
- #include "console/engineAPI.h"
- #include "lighting/lightQuery.h"
- #include "gfx/sim/debugDraw.h"
- extern bool gEditingMission;
- //////////////////////////////////////////////////////////////////////////
- // Callbacks
- //////////////////////////////////////////////////////////////////////////
- IMPLEMENT_CALLBACK( AnimationComponent, onAnimationStart, void, ( Component* obj, const String& animName ), ( obj, animName ),
- "@brief Called when we collide with another object.\n\n"
- "@param obj The ShapeBase object\n"
- "@param collObj The object we collided with\n"
- "@param vec Collision impact vector\n"
- "@param len Length of the impact vector\n" );
- IMPLEMENT_CALLBACK(AnimationComponent, onAnimationEnd, void, (Component* obj, const char* animName), (obj, animName),
- "@brief Called when we collide with another object.\n\n"
- "@param obj The ShapeBase object\n"
- "@param collObj The object we collided with\n"
- "@param vec Collision impact vector\n"
- "@param len Length of the impact vector\n" );
- IMPLEMENT_CALLBACK(AnimationComponent, onAnimationTrigger, void, (Component* obj, const String& animName, S32 triggerID), (obj, animName, triggerID),
- "@brief Called when we collide with another object.\n\n"
- "@param obj The ShapeBase object\n"
- "@param collObj The object we collided with\n"
- "@param vec Collision impact vector\n"
- "@param len Length of the impact vector\n" );
- //////////////////////////////////////////////////////////////////////////
- // Constructor/Destructor
- //////////////////////////////////////////////////////////////////////////
- AnimationComponent::AnimationComponent() : Component()
- {
- mNetworked = true;
- mFriendlyName = "Animation(Component)";
- mComponentType = "Render";
- mDescription = getDescriptionText("Allows a rendered mesh to be animated");
- mOwnerRenderInst = NULL;
- mOwnerShapeInstance = NULL;
- for (U32 i = 0; i < MaxScriptThreads; i++)
- {
- mAnimationThreads[i].sequence = -1;
- mAnimationThreads[i].thread = 0;
- mAnimationThreads[i].sound = 0;
- mAnimationThreads[i].state = Thread::Stop;
- mAnimationThreads[i].atEnd = false;
- mAnimationThreads[i].timescale = 1.f;
- mAnimationThreads[i].position = -1.f;
- mAnimationThreads[i].transition = true;
- }
- }
- AnimationComponent::~AnimationComponent()
- {
- for(S32 i = 0;i < mFields.size();++i)
- {
- ComponentField &field = mFields[i];
- SAFE_DELETE_ARRAY(field.mFieldDescription);
- }
- SAFE_DELETE_ARRAY(mDescription);
- }
- IMPLEMENT_CO_NETOBJECT_V1(AnimationComponent);
- bool AnimationComponent::onAdd()
- {
- if (!Parent::onAdd())
- return false;
- //we need at least one layer
- for (U32 i = 0; i < MaxScriptThreads; i++)
- {
- Thread& st = mAnimationThreads[i];
- if (st.sequence != -1)
- {
- // TG: Need to see about suppressing non-cyclic sounds
- // if the sequences were activated before the object was
- // ghosted.
- // TG: Cyclic animations need to have a random pos if
- // they were started before the object was ghosted.
- // If there was something running on the old shape, the thread
- // needs to be reset. Otherwise we assume that it's been
- // initialized either by the constructor or from the server.
- bool reset = st.thread != 0;
- st.thread = 0;
- if (st.sequence != -1)
- {
- setThreadSequence(i, st.sequence, reset);
- }
- }
- if (st.thread)
- updateThread(st);
- }
- return true;
- }
- void AnimationComponent::onRemove()
- {
- Parent::onRemove();
- mOwnerRenderInst = NULL;
- }
- void AnimationComponent::onComponentAdd()
- {
- //test if this is a shape component!
- RenderComponentInterface *shapeInstanceInterface = mOwner->getComponent<RenderComponentInterface>();
- if (shapeInstanceInterface)
- {
- shapeInstanceInterface->onShapeInstanceChanged.notify(this, &AnimationComponent::targetShapeChanged);
- targetShapeChanged(shapeInstanceInterface);
- }
- }
- void AnimationComponent::componentAddedToOwner(Component *comp)
- {
- if (comp->getId() == getId())
- return;
- //test if this is a shape component!
- RenderComponentInterface *shapeInstanceInterface = dynamic_cast<RenderComponentInterface*>(comp);
- if (shapeInstanceInterface)
- {
- shapeInstanceInterface->onShapeInstanceChanged.notify(this, &AnimationComponent::targetShapeChanged);
- targetShapeChanged(shapeInstanceInterface);
- }
- }
- void AnimationComponent::componentRemovedFromOwner(Component *comp)
- {
- if (comp->getId() == getId()) //?????????
- return;
- //test if this is a shape component!
- RenderComponentInterface *shapeInstanceInterface = dynamic_cast<RenderComponentInterface*>(comp);
- if (shapeInstanceInterface)
- {
- shapeInstanceInterface->onShapeInstanceChanged.remove(this, &AnimationComponent::targetShapeChanged);
- mOwnerRenderInst = NULL;
- }
- }
- void AnimationComponent::targetShapeChanged(RenderComponentInterface* instanceInterface)
- {
- mOwnerRenderInst = instanceInterface;
- if (!mOwnerRenderInst || !getShape())
- return;
- MeshComponent* meshComp = dynamic_cast<MeshComponent*>(mOwnerRenderInst);
- mOwnerShapeInstance = meshComp->getShapeInstance();
- if (!mOwnerShapeInstance)
- return;
- for (U32 i = 0; i < MaxScriptThreads; i++)
- {
- Thread& st = mAnimationThreads[i];
- st.thread = mOwnerShapeInstance->addThread();
- }
- }
- void AnimationComponent::initPersistFields()
- {
- Parent::initPersistFields();
- }
- U32 AnimationComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
- {
- U32 retMask = Parent::packUpdate(con, mask, stream);
- /*for (int i = 0; i < MaxScriptThreads; i++)
- {
- Thread& st = mAnimationThreads[i];
- if (stream->writeFlag((st.sequence != -1 || st.state == Thread::Destroy) && (mask & (ThreadMaskN << i))))
- {
- stream->writeInt(st.sequence, ThreadSequenceBits);
- stream->writeInt(st.state, 2);
- stream->write(st.timescale);
- stream->write(st.position);
- stream->writeFlag(st.atEnd);
- stream->writeFlag(st.transition);
- }
- }*/
- return retMask;
- }
- void AnimationComponent::unpackUpdate(NetConnection *con, BitStream *stream)
- {
- Parent::unpackUpdate(con, stream);
- /*for (S32 i = 0; i < MaxScriptThreads; i++)
- {
- if (stream->readFlag())
- {
- Thread& st = mAnimationThreads[i];
- U32 seq = stream->readInt(ThreadSequenceBits);
- st.state = stream->readInt(2);
- stream->read( &st.timescale );
- stream->read( &st.position );
- st.atEnd = stream->readFlag();
- bool transition = stream->readFlag();
- if (!st.thread || st.sequence != seq && st.state != Thread::Destroy)
- setThreadSequence(i, seq, false, transition);
- else
- updateThread(st);
- }
- }*/
- }
- void AnimationComponent::processTick()
- {
- Parent::processTick();
- if (!isActive())
- return;
- if (isServerObject())
- {
- // Server only...
- advanceThreads(TickSec);
- }
- }
- void AnimationComponent::advanceTime(F32 dt)
- {
- Parent::advanceTime(dt);
- // On the client, the shape threads and images are
- // advanced at framerate.
- advanceThreads(dt);
- }
- //
- const char *AnimationComponent::getThreadSequenceName(U32 slot)
- {
- Thread& st = mAnimationThreads[slot];
- if (st.sequence == -1)
- {
- // Invalid Animation.
- return "";
- }
- // Name Index
- TSShape* shape = getShape();
- if (shape)
- {
- const U32 nameIndex = shape->sequences[st.sequence].nameIndex;
- // Return Name.
- return shape->getName(nameIndex);
- }
- return "";
- }
- bool AnimationComponent::setThreadSequence(U32 slot, S32 seq, bool reset, bool transition, F32 transTime)
- {
- Thread& st = mAnimationThreads[slot];
- if (st.thread && st.sequence == seq && st.state == Thread::Play && !reset)
- return true;
- // Handle a -1 sequence, as this may be set when a thread has been destroyed.
- if (seq == -1)
- return true;
- if (seq < MaxSequenceIndex)
- {
- setMaskBits(ThreadMaskN << slot);
- st.sequence = seq;
- st.transition = transition;
- if (reset)
- {
- st.state = Thread::Play;
- st.atEnd = false;
- st.timescale = 1.f;
- st.position = 0.f;
- }
- if (mOwnerShapeInstance)
- {
- if (!st.thread)
- st.thread = mOwnerShapeInstance->addThread();
- if (transition)
- {
- mOwnerShapeInstance->transitionToSequence(st.thread, seq, st.position, transTime, true);
- }
- else
- {
- mOwnerShapeInstance->setSequence(st.thread, seq, 0);
- stopThreadSound(st);
- }
- updateThread(st);
- }
- return true;
- }
- return false;
- }
- S32 AnimationComponent::getThreadSequenceID(S32 slot)
- {
- if (slot >= 0 && slot < AnimationComponent::MaxScriptThreads)
- {
- return mAnimationThreads[slot].sequence;
- }
- else
- {
- return -1;
- }
- }
- void AnimationComponent::updateThread(Thread& st)
- {
- if (!mOwnerRenderInst)
- return;
- switch (st.state)
- {
- case Thread::Stop:
- {
- mOwnerShapeInstance->setTimeScale(st.thread, 1.f);
- mOwnerShapeInstance->setPos(st.thread, (st.timescale > 0.f) ? 0.0f : 1.0f);
- } // Drop through to pause state
- case Thread::Pause:
- {
- if (st.position != -1.f)
- {
- mOwnerShapeInstance->setTimeScale(st.thread, 1.f);
- mOwnerShapeInstance->setPos(st.thread, st.position);
- }
- mOwnerShapeInstance->setTimeScale(st.thread, 0.f);
- stopThreadSound(st);
- } break;
- case Thread::Play:
- {
- if (st.atEnd)
- {
- mOwnerShapeInstance->setTimeScale(st.thread, 1);
- mOwnerShapeInstance->setPos(st.thread, (st.timescale > 0.f) ? 1.0f : 0.0f);
- mOwnerShapeInstance->setTimeScale(st.thread, 0);
- stopThreadSound(st);
- st.state = Thread::Stop;
- }
- else
- {
- if (st.position != -1.f)
- {
- mOwnerShapeInstance->setTimeScale(st.thread, 1.f);
- mOwnerShapeInstance->setPos(st.thread, st.position);
- }
- mOwnerShapeInstance->setTimeScale(st.thread, st.timescale);
- if (!st.sound)
- {
- startSequenceSound(st);
- }
- }
- } break;
- case Thread::Destroy:
- {
- stopThreadSound(st);
- st.atEnd = true;
- st.sequence = -1;
- if (st.thread)
- {
- mOwnerShapeInstance->destroyThread(st.thread);
- st.thread = 0;
- }
- } break;
- }
- }
- bool AnimationComponent::stopThread(U32 slot)
- {
- Thread& st = mAnimationThreads[slot];
- if (st.sequence != -1 && st.state != Thread::Stop)
- {
- setMaskBits(ThreadMaskN << slot);
- st.state = Thread::Stop;
- updateThread(st);
- return true;
- }
- return false;
- }
- bool AnimationComponent::destroyThread(U32 slot)
- {
- Thread& st = mAnimationThreads[slot];
- if (st.sequence != -1 && st.state != Thread::Destroy)
- {
- setMaskBits(ThreadMaskN << slot);
- st.state = Thread::Destroy;
- updateThread(st);
- return true;
- }
- return false;
- }
- bool AnimationComponent::pauseThread(U32 slot)
- {
- Thread& st = mAnimationThreads[slot];
- if (st.sequence != -1 && st.state != Thread::Pause)
- {
- setMaskBits(ThreadMaskN << slot);
- st.state = Thread::Pause;
- updateThread(st);
- return true;
- }
- return false;
- }
- bool AnimationComponent::playThread(U32 slot)
- {
- Thread& st = mAnimationThreads[slot];
- if (st.sequence != -1 && st.state != Thread::Play)
- {
- setMaskBits(ThreadMaskN << slot);
- st.state = Thread::Play;
- updateThread(st);
- return true;
- }
- return false;
- }
- bool AnimationComponent::playThread(U32 slot, const char* name, bool transition, F32 transitionTime)
- {
- if (slot < AnimationComponent::MaxScriptThreads)
- {
- if (!dStrEqual(name, ""))
- {
- if (TSShape* shape = getShape())
- {
- S32 seq = shape->findSequence(name);
- if (seq != -1 && setThreadSequence(slot, seq, true, transition, transitionTime))
- {
- return true;
- }
- else if (seq == -1)
- {
- //We tried to play a non-existaint sequence, so stop the thread just in case
- destroyThread(slot);
- return false;
- }
- }
- }
- else
- {
- if (playThread(slot))
- return true;
- }
- }
- return false;
- }
- bool AnimationComponent::setThreadAnimation(U32 slot, const char* name)
- {
- if (slot < AnimationComponent::MaxScriptThreads)
- {
- if (!dStrEqual(name, ""))
- {
- if (TSShape* shape = getShape())
- {
- S32 seq = shape->findSequence(name);
- if (seq != -1 && setThreadSequence(slot, seq, false, false))
- {
- Thread& st = mAnimationThreads[slot];
- if (st.position == -1)
- st.position = 0;
- //st.state = Thread::Pause;
- return true;
- }
- else if (seq == -1)
- {
- //We tried to play a non-existaint sequence, so stop the thread just in case
- destroyThread(slot);
- return false;
- }
- }
- }
- else
- {
- if (playThread(slot))
- return true;
- }
- }
- return false;
- }
- bool AnimationComponent::setThreadPosition(U32 slot, F32 pos)
- {
- Thread& st = mAnimationThreads[slot];
- if (st.sequence != -1)
- {
- setMaskBits(ThreadMaskN << slot);
- st.position = pos;
- st.atEnd = false;
- updateThread(st);
- return true;
- }
- return false;
- }
- bool AnimationComponent::setThreadDir(U32 slot, bool forward)
- {
- Thread& st = mAnimationThreads[slot];
- if (st.sequence != -1)
- {
- if ((st.timescale >= 0.f) != forward)
- {
- setMaskBits(ThreadMaskN << slot);
- st.timescale *= -1.f;
- st.atEnd = false;
- updateThread(st);
- }
- return true;
- }
- return false;
- }
- bool AnimationComponent::setThreadTimeScale(U32 slot, F32 timeScale)
- {
- Thread& st = mAnimationThreads[slot];
- if (st.sequence != -1)
- {
- if (st.timescale != timeScale)
- {
- setMaskBits(ThreadMaskN << slot);
- st.timescale = timeScale;
- updateThread(st);
- }
- return true;
- }
- return false;
- }
- void AnimationComponent::stopThreadSound(Thread& thread)
- {
- return;
- }
- void AnimationComponent::startSequenceSound(Thread& thread)
- {
- return;
- }
- void AnimationComponent::advanceThreads(F32 dt)
- {
- if (!mOwnerRenderInst)
- return;
- if (mOwnerShapeInstance == nullptr || !getShape())
- return;
- for (U32 i = 0; i < MaxScriptThreads; i++)
- {
- Thread& st = mAnimationThreads[i];
- if (st.thread && st.sequence != -1)
- {
- bool cyclic = getShape()->sequences[st.sequence].isCyclic();
- if (!getShape()->sequences[st.sequence].isCyclic() &&
- !st.atEnd &&
- ((st.timescale > 0.f) ? mOwnerShapeInstance->getPos(st.thread) >= 1.0 : mOwnerShapeInstance->getPos(st.thread) <= 0))
- {
- st.atEnd = true;
- updateThread(st);
- if (!isClientObject())
- {
- Con::executef(this, "onAnimationEnd", st.thread->getSequenceName());
- }
- }
- // Make sure the thread is still valid after the call to onEndSequence_callback().
- // Someone could have called destroyThread() while in there.
- if (st.thread)
- {
- mOwnerShapeInstance->advanceTime(dt, st.thread);
- }
- if (mOwnerShapeInstance && !isClientObject())
- {
- for (U32 i = 1; i < 32; i++)
- {
- if (mOwnerShapeInstance->getTriggerState(i))
- {
- const char* animName = st.thread->getSequenceName().c_str();
- onAnimationTrigger_callback(this, animName, i);
- }
- }
- }
- if (isClientObject())
- {
- mOwnerShapeInstance->animate();
- /*mOwnerShapeInstance->animateGround();
- MatrixF groundTransform = mOwnerShapeInstance->getGroundTransform();
- if (groundTransform != MatrixF::Identity)
- {
- mOwner->setPosition(groundTransform.getPosition());
- }*/
- }
- }
- }
- }
- TSShape* AnimationComponent::getShape()
- {
- if (mOwner == NULL)
- return NULL;
- if (mOwnerRenderInst == NULL)
- return NULL;
- return mOwnerRenderInst->getShape();
- }
- S32 AnimationComponent::getAnimationCount()
- {
- if (getShape())
- return getShape()->sequences.size();
- else
- return 0;
- }
- S32 AnimationComponent::getAnimationIndex(const char* name)
- {
- if (getShape())
- return getShape()->findSequence(name);
- else
- return -1;
- }
- const char* AnimationComponent::getAnimationName(S32 index)
- {
- if (getShape())
- {
- if (index >= 0 && index < getShape()->sequences.size())
- return getShape()->getName(getShape()->sequences[index].nameIndex);
- }
- return "";
- }
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