Torque3D/Engine/source/T3D/assets/ShapeAnimationAsset.h
Areloch 5ad9ae30bb Bugfixes and improvements for the animation component and related asset behavior.
Adds in ability to establish a shape animation asset as being cyclic or blended.
Adds functionality for blended animations to integrated into shapeAssets.
2018-02-04 14:31:28 -06:00

127 lines
3.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2013 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 SHAPE_ANIMATION_ASSET_H
#define SHAPE_ANIMATION_ASSET_H
#ifndef _ASSET_BASE_H_
#include "assets/assetBase.h"
#endif
#ifndef _ASSET_DEFINITION_H_
#include "assets/assetDefinition.h"
#endif
#ifndef _STRINGUNIT_H_
#include "string/stringUnit.h"
#endif
#ifndef _ASSET_FIELD_TYPES_H_
#include "assets/assetFieldTypes.h"
#endif
#ifndef _TSSHAPE_H_
#include "ts/tsShape.h"
#endif
#ifndef __RESOURCE_H__
#include "core/resource.h"
#endif
//-----------------------------------------------------------------------------
class ShapeAnimationAsset : public AssetBase
{
typedef AssetBase Parent;
protected:
StringTableEntry mFileName;
bool mIsEmbedded;
bool mIsCyclical;
bool mIsBlend;
StringTableEntry mBlendAnimAssetName;
S32 mBlendFrame;
//
StringTableEntry mAnimationName;
S32 mStartFrame;
S32 mEndFrame;
bool mPadRotation;
bool mPadTransforms;
Resource<TSShape> mSourceShape;
public:
ShapeAnimationAsset();
virtual ~ShapeAnimationAsset();
/// Engine.
static void initPersistFields();
virtual void copyTo(SimObject* object);
/// Declare Console Object.
DECLARE_CONOBJECT(ShapeAnimationAsset);
protected:
virtual void initializeAsset(void);
virtual void onAssetRefresh(void);
public:
StringTableEntry getAnimationFilename() { return mFileName; }
StringTableEntry getAnimationName() { return mAnimationName; }
StringTableEntry getBlendAnimationName() { return mBlendAnimAssetName; }
S32 getStartFrame() { return mStartFrame; }
S32 getEndFrame() { return mEndFrame; }
bool getPadRotation() { return mPadRotation; }
bool getPadTransforms() { return mPadTransforms; }
bool isEmbedded() { return mIsEmbedded; }
bool isCyclic() { return mIsCyclical; }
bool isBlend() { return mIsBlend; }
S32 getBlendFrame() { return mBlendFrame; }
};
DefineConsoleType(TypeShapeAnimationAssetPtr, ShapeAnimationAsset)
//-----------------------------------------------------------------------------
// TypeAssetId GuiInspectorField Class
//-----------------------------------------------------------------------------
/*class GuiInspectorTypeShapeAnimationAssetPtr : public GuiInspectorTypeFileName
{
typedef GuiInspectorTypeFileName Parent;
public:
GuiBitmapButtonCtrl *mShapeEdButton;
DECLARE_CONOBJECT(GuiInspectorTypeShapeAnimationAssetPtr);
static void consoleInit();
virtual GuiControl* constructEditControl();
virtual bool updateRects();
};*/
#endif // _ASSET_BASE_H_