Torque3D/Engine/source/T3D/components/Animation/animationComponent.cpp

715 lines
19 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.
//-----------------------------------------------------------------------------
#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;
mNetFlags.set(Ghostable | ScopeAlways);
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();
}
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);
//early test if we lack an owner, ghost-wise
//no point in trying, just re-queue the mask and go
if (!mOwner || con->getGhostIndex(mOwner) == -1)
{
stream->writeFlag(false);
return retMask |= ThreadMask;
}
else
{
stream->writeFlag(true);
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);
if (stream->readFlag())
{
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)
{
if (!mOwnerShapeInstance)
return false;
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(-1);
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 (!mOwnerShapeInstance)
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 (!mOwnerShapeInstance)
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 (!isGhost())
{
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 && !isGhost())
{
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 (isGhost())
mOwnerShapeInstance->animate();
}
}
}
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 "";
}