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

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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