/**************************************************************************** Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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 __animationnode_H__ #define __animationnode_H__ #include "core/refcounted.h" #include "math/curve.h" #include "util/stringatom.h" namespace Animations { typedef Math::Float3fCurve TransCurve; typedef Math::Float3fCurve ScaleCurve; typedef Math::QuaternionCurve RotateCurve; ///In one game,depends on made in 3dsmax or maya, the node names are usually same typedef Util::StringAtom AnimNodeID; class AnimationNode: public Core::RefCounted { __DeclareClass(AnimationNode); public: AnimationNode(); virtual ~AnimationNode(); /// get the ID of AnimationNode const AnimNodeID& GetID(void) const; /// set the ID of AnimationNode void SetID(const AnimNodeID& id); /// get the translate Curve const TransCurve& GetTransCurve(void) const; /// get the translate curve TransCurve& GetTransCurve(void); /// set the translate curve void SetTransCurve(const TransCurve& curve); /// get the scale curve const ScaleCurve& GetScaleCurve(void) const; /// get the scale curve ScaleCurve& GetScaleCurve(void); /// set the scale curve void SetScaleCurve(const ScaleCurve& curve); /// get the rotate curve const RotateCurve& GetRotateCurve(void) const; /// get the rotate curve RotateCurve& GetRotateCurve(void); /// set the rotate curve void SetRotateCurve(const RotateCurve& curve); /// the min of the begin time of each curve float GetBeginTime(void) const; /// the max of the end time of each curve float GetEndTime(void) const; /// Calculate Runtime Size virtual SizeT CalculateRuntimeSize() const; /// Set Parent Index void SetParentIndex(unsigned short index); /// Get Parent Index const unsigned short GetParentIndex() const; /// Set Node BeginTime void SetNodeBeginTime(float time); /// Set Node EndTime void SetNodeEndTime(float time); float GetNodeTimeSpan(); const float GetNodeBeginTime() const; const float GetNodeEndTime() const; void SetDefaultNodeTrans(const Math::float3& trans); void SetDefaultNodeScale(const Math::float3& scale); void SetDefaultNodeRot(const Math::quaternion& rot); const Math::float3& GetDefaultNodeTrans() const; const Math::float3& GetDefaultNodeScale() const; const Math::quaternion& GetDefaultNodeRot() const; void SetMask(unsigned int mask); const unsigned int& GetMask() const; const Math::float3& GetNodeTransByIndex(IndexT index) const; const Math::float3& GetNodeScaleByIndex(IndexT index) const; const Math::quaternion& GetNodeRotByIndex(IndexT index) const; protected: AnimNodeID mID; TransCurve mTransCurve; ScaleCurve mScaleCurve; RotateCurve mRotateCurve; Math::float3 m_DefaultTrans; Math::float3 m_DefaultScale; Math::quaternion m_DefaultRot; unsigned short m_ParentIndex; unsigned int m_StateMask; float m_BeginTime; float m_EndTime; public: static GPtr NullNode; GPtr m_Parent; }; //------------------------------------------------------------------------ inline const AnimNodeID& AnimationNode::GetID(void) const { return mID; } //------------------------------------------------------------------------ inline void AnimationNode::SetID(const AnimNodeID& id) { mID = id; } //------------------------------------------------------------------------ inline const TransCurve& AnimationNode::GetTransCurve(void) const { return mTransCurve; } //------------------------------------------------------------------------ inline TransCurve& AnimationNode::GetTransCurve(void) { return mTransCurve; } //------------------------------------------------------------------------ inline void AnimationNode::SetTransCurve(const TransCurve& curve) { mTransCurve = curve; } //------------------------------------------------------------------------ inline const ScaleCurve& AnimationNode::GetScaleCurve(void) const { return mScaleCurve; } //------------------------------------------------------------------------ inline ScaleCurve& AnimationNode::GetScaleCurve(void) { return mScaleCurve; } //------------------------------------------------------------------------ inline void AnimationNode::SetScaleCurve(const ScaleCurve& curve) { mScaleCurve = curve; } //------------------------------------------------------------------------ inline const RotateCurve& AnimationNode::GetRotateCurve(void) const { return mRotateCurve; } //------------------------------------------------------------------------ inline RotateCurve& AnimationNode::GetRotateCurve(void) { return mRotateCurve; } //------------------------------------------------------------------------ inline void AnimationNode::SetRotateCurve(const RotateCurve& curve) { mRotateCurve = curve; } //------------------------------------------------------------------------ inline void AnimationNode::SetParentIndex(unsigned short index) { m_ParentIndex = index; } //------------------------------------------------------------------------ inline const unsigned short AnimationNode::GetParentIndex() const { return m_ParentIndex; } //------------------------------------------------------------------------ inline void AnimationNode::SetNodeBeginTime(float time) { m_BeginTime = time; } //------------------------------------------------------------------------ inline void AnimationNode::SetNodeEndTime(float time) { m_EndTime = time; } //------------------------------------------------------------------------ inline float AnimationNode::GetNodeTimeSpan() { return m_EndTime - m_BeginTime; } //------------------------------------------------------------------------ inline const float AnimationNode::GetNodeBeginTime() const { return m_BeginTime; } //------------------------------------------------------------------------ inline const float AnimationNode::GetNodeEndTime() const { return m_EndTime; } //------------------------------------------------------------------------ inline void AnimationNode::SetDefaultNodeTrans(const Math::float3 &trans) { m_DefaultTrans = trans; } //------------------------------------------------------------------------ inline void AnimationNode::SetDefaultNodeScale(const Math::float3& scale) { m_DefaultScale = scale; } //------------------------------------------------------------------------ inline void AnimationNode::SetDefaultNodeRot(const Math::quaternion &rot) { m_DefaultRot = rot; } //------------------------------------------------------------------------ inline const Math::float3& AnimationNode::GetDefaultNodeTrans() const { return m_DefaultTrans; } //------------------------------------------------------------------------ inline const Math::float3& AnimationNode::GetDefaultNodeScale() const { return m_DefaultScale; } //------------------------------------------------------------------------ inline const Math::quaternion& AnimationNode::GetDefaultNodeRot() const { return m_DefaultRot; } //------------------------------------------------------------------------ inline void AnimationNode::SetMask(unsigned int mask) { m_StateMask = mask; } //------------------------------------------------------------------------ inline const unsigned int& AnimationNode::GetMask() const { return m_StateMask; } } #endif // __animationnode_H__