ShapeAnimationAsset.cpp 7.5 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef SHAPE_ANIMATION_ASSET_H
  23. #include "ShapeAnimationAsset.h"
  24. #endif
  25. #ifndef _ASSET_MANAGER_H_
  26. #include "assets/assetManager.h"
  27. #endif
  28. #ifndef _CONSOLETYPES_H_
  29. #include "console/consoleTypes.h"
  30. #endif
  31. #ifndef _TAML_
  32. #include "persistence/taml/taml.h"
  33. #endif
  34. #ifndef _ASSET_PTR_H_
  35. #include "assets/assetPtr.h"
  36. #endif
  37. #include "core/resourceManager.h"
  38. // Debug Profiling.
  39. #include "platform/profiler.h"
  40. #include "console/typeValidators.h"
  41. //-----------------------------------------------------------------------------
  42. IMPLEMENT_CONOBJECT(ShapeAnimationAsset);
  43. ConsoleType(ShapeAnimationAssetPtr, TypeShapeAnimationAssetPtr, ShapeAnimationAsset, ASSET_ID_FIELD_PREFIX)
  44. //-----------------------------------------------------------------------------
  45. ConsoleGetType(TypeShapeAnimationAssetPtr)
  46. {
  47. // Fetch asset Id.
  48. return (*((AssetPtr<ShapeAnimationAsset>*)dptr)).getAssetId();
  49. }
  50. //-----------------------------------------------------------------------------
  51. ConsoleSetType(TypeShapeAnimationAssetPtr)
  52. {
  53. // Was a single argument specified?
  54. if (argc == 1)
  55. {
  56. // Yes, so fetch field value.
  57. const char* pFieldValue = argv[0];
  58. // Fetch asset pointer.
  59. AssetPtr<ShapeAnimationAsset>* pAssetPtr = dynamic_cast<AssetPtr<ShapeAnimationAsset>*>((AssetPtrBase*)(dptr));
  60. // Is the asset pointer the correct type?
  61. if (pAssetPtr == NULL)
  62. {
  63. // No, so fail.
  64. //Con::warnf("(TypeShapeAnimationAssetPtr) - Failed to set asset Id '%d'.", pFieldValue);
  65. return;
  66. }
  67. // Set asset.
  68. pAssetPtr->setAssetId(pFieldValue);
  69. return;
  70. }
  71. // Warn.
  72. Con::warnf("(TypeShapeAnimationAssetPtr) - Cannot set multiple args to a single asset.");
  73. }
  74. const String ShapeAnimationAsset::mErrCodeStrings[] =
  75. {
  76. "TooManyBones",
  77. "UnKnown"
  78. };
  79. //-----------------------------------------------------------------------------
  80. ShapeAnimationAsset::ShapeAnimationAsset() :
  81. mIsEmbedded(false), mIsCyclical(true), mIsBlend(false), mBlendFrame(0), mStartFrame(0), mEndFrame(-1), mPadRotation(true), mPadTransforms(false)
  82. {
  83. mFileName = StringTable->EmptyString();
  84. mFilePath = StringTable->EmptyString();
  85. mAnimationName = StringTable->EmptyString();
  86. mBlendAnimAssetName = StringTable->EmptyString();
  87. }
  88. //-----------------------------------------------------------------------------
  89. ShapeAnimationAsset::~ShapeAnimationAsset()
  90. {
  91. }
  92. //-----------------------------------------------------------------------------
  93. void ShapeAnimationAsset::initPersistFields()
  94. {
  95. docsURL;
  96. // Call parent.
  97. Parent::initPersistFields();
  98. addProtectedField("animationFile", TypeAssetLooseFilePath, Offset(mFileName, ShapeAnimationAsset),
  99. &setAnimationFile, &getAnimationFile, "Path to the file name containing the animation");
  100. addField("animationName", TypeString, Offset(mAnimationName, ShapeAnimationAsset), "Name of the animation");
  101. addField("isEmbedded", TypeBool, Offset(mIsEmbedded, ShapeAnimationAsset), "If true, this animation asset just referrs to an embedded animation of a regular shape mesh. If false, it is a self-contained animation file");
  102. addField("isCyclic", TypeBool, Offset(mIsCyclical, ShapeAnimationAsset), "Is this animation looping?");
  103. addField("isBlend", TypeBool, Offset(mIsBlend, ShapeAnimationAsset), "Is this animation blended with another?");
  104. addField("blendRefAnimation", TypeString, Offset(mBlendAnimAssetName, ShapeAnimationAsset), "AssetID of the animation to reference for our blending");
  105. addFieldV("blendFrame", TypeRangedS32, Offset(mBlendFrame, ShapeAnimationAsset), &CommonValidators::PositiveInt, "Which frame of the reference animation do we use for our blending");
  106. addFieldV("startFrame", TypeRangedS32, Offset(mStartFrame, ShapeAnimationAsset), &CommonValidators::PositiveInt, "What frame does this animation clip start on");
  107. addFieldV("endFrame", TypeRangedS32, Offset(mEndFrame, ShapeAnimationAsset), &CommonValidators::PositiveInt, "What fram does this animation clip end on");
  108. addField("padRotation", TypeBool, Offset(mPadRotation, ShapeAnimationAsset), "Are the rotation values padded");
  109. addField("padTransforms", TypeBool, Offset(mPadTransforms, ShapeAnimationAsset), "Are the transform values padded");
  110. }
  111. //------------------------------------------------------------------------------
  112. void ShapeAnimationAsset::copyTo(SimObject* object)
  113. {
  114. // Call to parent.
  115. Parent::copyTo(object);
  116. }
  117. void ShapeAnimationAsset::initializeAsset(void)
  118. {
  119. if (!mIsEmbedded)
  120. {
  121. //If we're not embedded, we need to load in our initial shape and do some prepwork
  122. mFilePath = getOwned() ? expandAssetFilePath(mFileName) : mFilePath;
  123. mSourceShape = ResourceManager::get().load(mFilePath);
  124. if (!mSourceShape || !mSourceShape->addSequence("ambient", "", mAnimationName, mStartFrame, mEndFrame, mPadRotation, mPadTransforms))
  125. {
  126. Con::errorf("ShapeAnimationAsset::initializeAsset - Unable to do initial setup of the animation clip named %s for asset %s", mAnimationName, getAssetName());
  127. return;
  128. }
  129. S32 sequenceId = mSourceShape->findSequence(mAnimationName);
  130. if(mIsCyclical)
  131. mSourceShape->sequences[sequenceId].flags |= TSShape::Cyclic;
  132. else
  133. mSourceShape->sequences[sequenceId].flags &= (~(TSShape::Cyclic));
  134. }
  135. }
  136. void ShapeAnimationAsset::onAssetRefresh(void)
  137. {
  138. }
  139. void ShapeAnimationAsset::setAnimationFile(const char* pAnimationFile)
  140. {
  141. // Sanity!
  142. AssertFatal(pAnimationFile != NULL, "Cannot use a NULL animation file.");
  143. // Fetch image file.
  144. pAnimationFile = StringTable->insert(pAnimationFile, true);
  145. // Ignore no change,
  146. if (pAnimationFile == mFileName)
  147. return;
  148. // Update.
  149. mFileName = getOwned() ? expandAssetFilePath(pAnimationFile) : pAnimationFile;
  150. // Refresh the asset.
  151. refreshAsset();
  152. }
  153. S32 ShapeAnimationAsset::getAnimationCount()
  154. {
  155. if (mSourceShape == nullptr)
  156. return 0;
  157. return mSourceShape->sequences.size();
  158. }
  159. DefineEngineMethod(ShapeAnimationAsset, getAnimationCount, S32, (), ,
  160. "Gets the number of animations for this shape asset.\n"
  161. "@return Animation count.\n")
  162. {
  163. return object->getAnimationCount();
  164. }
  165. DefineEngineMethod(ShapeAnimationAsset, getAnimationPath, const char*, (), ,
  166. "Gets the Animation file path associated to this asset.")
  167. {
  168. return object->getAnimationPath();
  169. }