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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.
- //-----------------------------------------------------------------------------
- #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
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