Torque3D/Engine/source/T3D/lightAnimData.h
2012-09-19 11:15:01 -04:00

180 lines
5.3 KiB
C++

//-----------------------------------------------------------------------------
// 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 _LIGHTANIMDATA_H_
#define _LIGHTANIMDATA_H_
#ifndef _SIMDATABLOCK_H_
#include "console/simDatablock.h"
#endif
#ifndef _CONSOLETYPES_H_
#include "console/consoleTypes.h"
#endif
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _MPOINT3_H_
#include "math/mPoint3.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
class LightInfo;
/// The light animation state required by LightAnimData.
struct LightAnimState
{
/// Constructor.
LightAnimState()
: active( true ),
animationPhase( 1.0f ),
animationPeriod( 1.0f ),
brightness( 1.0f ),
transform( true ),
color( 0, 0, 0, 0 )
{
}
/// If true light animation should be performed.
bool active;
/// The phase used to offset the animation start
/// time to vary the animation of nearby lights.
F32 animationPhase;
/// The length of time in seconds for a single playback
/// of the light animation.
F32 animationPeriod;
/// The set light brightness before animation occurs.
F32 brightness;
/// The set light transform before animation occurs.
MatrixF transform;
/// The set light color before animation occurs.
ColorF color;
};
/// A datablock which defines and performs light animation.
/// @see LightBase, LightDescription
class LightAnimData : public SimDataBlock
{
typedef SimDataBlock Parent;
protected:
/// Called internally to update the key data.
void _updateKeys();
public:
LightAnimData();
virtual ~LightAnimData();
DECLARE_CONOBJECT( LightAnimData );
// SimObject
static void initPersistFields();
virtual void inspectPostApply();
// SimDataBlock
virtual bool preload( bool server, String &errorStr );
virtual void packData( BitStream *stream );
virtual void unpackData( BitStream *stream );
/// Animates parameters on the passed Light's LightInfo object.
virtual void animate( LightInfo *light, LightAnimState *state );
/// Helper class used to keyframe light parameters. It is templatized
/// on the number of parameters to store.
template<U32 COUNT>
struct AnimValue
{
/// Constructor.
AnimValue()
{
dMemset( value1, 0, sizeof( value1 ) );
dMemset( value2, 0, sizeof( value2 ) );
dMemset( period, 0, sizeof( period ) );
dMemset( keys, 0, sizeof( keys ) );
dMemset( smooth, 0, sizeof( smooth ) );
dMemset( keyLen, 0, sizeof( keyLen ) );
dMemset( timeScale, 0, sizeof( timeScale ) );
}
/// The first value associated with the A keyframe.
F32 value1[COUNT];
/// The second value associated with the Z keyframe.
F32 value2[COUNT];
/// The period of the full keyframe sequence.
F32 period[COUNT];
/// The keyframe keys as a string of letters A to Z.
StringTableEntry keys[COUNT];
/// If true the transition between keyframes will be smooth.
bool smooth[COUNT];
/// The calculated length of the keyframe string.
/// @see updateKey
U32 keyLen[COUNT];
/// The scale used to convert time into a keyframe position.
/// @see updateKey
F32 timeScale[COUNT];
/// Performs the animation returning the results in the output if
/// the time scale is greater than zero.
/// @return Returns true if the animation was performed.
bool animate( F32 time, F32 *output );
/// Called when the key string is changed to update the
/// key length and time scale.
void updateKey();
/// Write the animation data to the bitstream.
void write( BitStream *stream ) const;
/// Read the animation data from the bitstream.
void read( BitStream *stream );
};
/// The positional animation parameters for x, y, and z.
AnimValue<3> mOffset;
/// The rotational animation parameters for x, y, and z.
AnimValue<3> mRot;
/// The color animation parameters for r, g, and b.
AnimValue<3> mColor;
/// The brightness animation parameter.
AnimValue<1> mBrightness;
};
#endif // _LIGHTANIMDATA_H_