mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
138 lines
No EOL
4.6 KiB
C++
138 lines
No EOL
4.6 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef ANIMATION_COMPONENT_H
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#define ANIMATION_COMPONENT_H
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#ifndef COMPONENT_H
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#include "T3D/Components/Component.h"
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#endif
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#ifndef _TSSHAPE_H_
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#include "ts/tsShapeInstance.h"
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#endif
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#ifndef ENTITY_H
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#include "T3D/Entity.h"
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#endif
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#ifndef RENDER_COMPONENT_INTERFACE_H
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#include "T3D/Components/render/renderComponentInterface.h"
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#endif
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class SceneRenderState;
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class AnimationComponent : public Component
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{
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typedef Component Parent;
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public:
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enum PublicConstants {
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ThreadSequenceBits = 6,
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MaxSequenceIndex = (1 << ThreadSequenceBits) - 1,
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MaxScriptThreads = 16, ///< Should be a power of 2
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};
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enum MaskBits {
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ThreadMaskN = Parent::NextFreeMask << 0,
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ThreadMask = (ThreadMaskN << MaxScriptThreads) - ThreadMaskN,
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NextFreeMask = ThreadMaskN << MaxScriptThreads
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};
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protected:
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struct Thread
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{
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/// State of the animation thread.
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enum State
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{
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Play, Stop, Pause, Destroy
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};
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TSThread* thread; ///< Pointer to 3space data.
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U32 state; ///< State of the thread
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///
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/// @see Thread::State
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S32 sequence; ///< The animation sequence which is running in this thread.
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F32 timescale; ///< Timescale
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U32 sound; ///< Handle to sound.
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bool atEnd; ///< Are we at the end of this thread?
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F32 position;
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bool transition;
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};
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Thread mAnimationThreads[MaxScriptThreads];
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protected:
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RenderComponentInterface * mOwnerRenderInst;
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TSShapeInstance *mOwnerShapeInstance;
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public:
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AnimationComponent();
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virtual ~AnimationComponent();
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DECLARE_CONOBJECT(AnimationComponent);
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virtual bool onAdd();
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virtual void onRemove();
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static void initPersistFields();
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virtual void onComponentAdd();
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virtual void componentAddedToOwner(Component *comp);
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virtual void componentRemovedFromOwner(Component *comp);
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virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *con, BitStream *stream);
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TSShape* getShape();
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void targetShapeChanged(RenderComponentInterface* instanceInterface);
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virtual void processTick();
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virtual void advanceTime(F32 dt);
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const char *getThreadSequenceName(U32 slot);
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bool setThreadSequence(U32 slot, S32 seq, bool reset = true, bool transition = true, F32 transitionTime = 0.5);
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void updateThread(Thread& st);
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bool stopThread(U32 slot);
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bool destroyThread(U32 slot);
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bool pauseThread(U32 slot);
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bool playThread(U32 slot);
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bool playThread(U32 slot, const char* name, bool transition, F32 transitionTime);
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bool setThreadAnimation(U32 slot, const char* name);
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bool setThreadPosition(U32 slot, F32 pos);
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bool setThreadDir(U32 slot, bool forward);
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bool setThreadTimeScale(U32 slot, F32 timeScale);
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void stopThreadSound(Thread& thread);
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void startSequenceSound(Thread& thread);
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void advanceThreads(F32 dt);
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S32 getThreadSequenceID(S32 slot);
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//other helper functions
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S32 getAnimationCount();
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S32 getAnimationIndex(const char* name);
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const char* getAnimationName(S32 index);
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//callbacks
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DECLARE_CALLBACK(void, onAnimationStart, (Component* obj, const String& animName));
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DECLARE_CALLBACK(void, onAnimationEnd, (Component* obj, const char* animName));
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DECLARE_CALLBACK(void, onAnimationTrigger, (Component* obj, const String& animName, S32 triggerID));
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};
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#endif //_ANIMATION_COMPONENT_H
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