6e8fbca745
match the genesis editor version 1.3.0.653.
321 lines
8.5 KiB
C++
321 lines
8.5 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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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 deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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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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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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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 FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __animationnode_H__
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#define __animationnode_H__
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#include "core/refcounted.h"
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#include "math/curve.h"
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#include "util/stringatom.h"
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namespace Animations
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{
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typedef Math::Float3fCurve TransCurve;
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typedef Math::Float3fCurve ScaleCurve;
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typedef Math::QuaternionCurve RotateCurve;
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///In one game,depends on made in 3dsmax or maya, the node names are usually same
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typedef Util::StringAtom AnimNodeID;
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class AnimationNode: public Core::RefCounted
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{
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__DeclareClass(AnimationNode);
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public:
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AnimationNode();
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virtual ~AnimationNode();
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/// get the ID of AnimationNode
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const AnimNodeID& GetID(void) const;
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/// set the ID of AnimationNode
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void SetID(const AnimNodeID& id);
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/// get the translate Curve
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const TransCurve& GetTransCurve(void) const;
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/// get the translate curve
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TransCurve& GetTransCurve(void);
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/// set the translate curve
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void SetTransCurve(const TransCurve& curve);
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/// get the scale curve
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const ScaleCurve& GetScaleCurve(void) const;
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/// get the scale curve
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ScaleCurve& GetScaleCurve(void);
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/// set the scale curve
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void SetScaleCurve(const ScaleCurve& curve);
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/// get the rotate curve
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const RotateCurve& GetRotateCurve(void) const;
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/// get the rotate curve
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RotateCurve& GetRotateCurve(void);
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/// set the rotate curve
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void SetRotateCurve(const RotateCurve& curve);
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/// the min of the begin time of each curve
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float GetBeginTime(void) const;
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/// the max of the end time of each curve
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float GetEndTime(void) const;
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/// Calculate Runtime Size
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virtual SizeT CalculateRuntimeSize() const;
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/// Set Parent Index
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void SetParentIndex(unsigned short index);
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/// Get Parent Index
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const unsigned short GetParentIndex() const;
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/// Set Node BeginTime
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void SetNodeBeginTime(float time);
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/// Set Node EndTime
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void SetNodeEndTime(float time);
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float GetNodeTimeSpan();
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const float GetNodeBeginTime() const;
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const float GetNodeEndTime() const;
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void SetDefaultNodeTrans(const Math::float3& trans);
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void SetDefaultNodeScale(const Math::float3& scale);
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void SetDefaultNodeRot(const Math::quaternion& rot);
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const Math::float3& GetDefaultNodeTrans() const;
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const Math::float3& GetDefaultNodeScale() const;
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const Math::quaternion& GetDefaultNodeRot() const;
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void SetMask(unsigned int mask);
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const unsigned int& GetMask() const;
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const Math::float3& GetNodeTransByIndex(IndexT index) const;
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const Math::float3& GetNodeScaleByIndex(IndexT index) const;
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const Math::quaternion& GetNodeRotByIndex(IndexT index) const;
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protected:
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AnimNodeID mID;
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TransCurve mTransCurve;
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ScaleCurve mScaleCurve;
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RotateCurve mRotateCurve;
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Math::float3 m_DefaultTrans;
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Math::float3 m_DefaultScale;
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Math::quaternion m_DefaultRot;
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unsigned short m_ParentIndex;
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unsigned int m_StateMask;
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float m_BeginTime;
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float m_EndTime;
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public:
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static GPtr<AnimationNode> NullNode;
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GPtr<AnimationNode> m_Parent;
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};
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//------------------------------------------------------------------------
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inline
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const AnimNodeID&
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AnimationNode::GetID(void) const
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{
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return mID;
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}
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//------------------------------------------------------------------------
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inline
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void
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AnimationNode::SetID(const AnimNodeID& id)
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{
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mID = id;
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}
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//------------------------------------------------------------------------
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inline
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const TransCurve&
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AnimationNode::GetTransCurve(void) const
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{
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return mTransCurve;
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}
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//------------------------------------------------------------------------
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inline
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TransCurve&
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AnimationNode::GetTransCurve(void)
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{
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return mTransCurve;
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}
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//------------------------------------------------------------------------
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inline
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void
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AnimationNode::SetTransCurve(const TransCurve& curve)
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{
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mTransCurve = curve;
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}
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//------------------------------------------------------------------------
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inline
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const ScaleCurve&
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AnimationNode::GetScaleCurve(void) const
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{
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return mScaleCurve;
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}
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//------------------------------------------------------------------------
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inline
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ScaleCurve&
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AnimationNode::GetScaleCurve(void)
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{
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return mScaleCurve;
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}
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//------------------------------------------------------------------------
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inline
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void
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AnimationNode::SetScaleCurve(const ScaleCurve& curve)
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{
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mScaleCurve = curve;
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}
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//------------------------------------------------------------------------
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inline
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const RotateCurve&
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AnimationNode::GetRotateCurve(void) const
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{
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return mRotateCurve;
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}
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//------------------------------------------------------------------------
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inline
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RotateCurve&
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AnimationNode::GetRotateCurve(void)
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{
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return mRotateCurve;
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}
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//------------------------------------------------------------------------
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inline
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void
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AnimationNode::SetRotateCurve(const RotateCurve& curve)
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{
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mRotateCurve = curve;
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}
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//------------------------------------------------------------------------
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inline void AnimationNode::SetParentIndex(unsigned short index)
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{
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m_ParentIndex = index;
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}
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//------------------------------------------------------------------------
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inline const unsigned short AnimationNode::GetParentIndex() const
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{
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return m_ParentIndex;
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}
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//------------------------------------------------------------------------
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inline void AnimationNode::SetNodeBeginTime(float time)
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{
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m_BeginTime = time;
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}
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//------------------------------------------------------------------------
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inline void AnimationNode::SetNodeEndTime(float time)
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{
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m_EndTime = time;
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}
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//------------------------------------------------------------------------
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inline float AnimationNode::GetNodeTimeSpan()
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{
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return m_EndTime - m_BeginTime;
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}
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//------------------------------------------------------------------------
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inline const float AnimationNode::GetNodeBeginTime() const
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{
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return m_BeginTime;
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}
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//------------------------------------------------------------------------
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inline const float AnimationNode::GetNodeEndTime() const
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{
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return m_EndTime;
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}
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//------------------------------------------------------------------------
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inline void AnimationNode::SetDefaultNodeTrans(const Math::float3 &trans)
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{
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m_DefaultTrans = trans;
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}
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//------------------------------------------------------------------------
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inline void AnimationNode::SetDefaultNodeScale(const Math::float3& scale)
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{
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m_DefaultScale = scale;
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}
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//------------------------------------------------------------------------
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inline void AnimationNode::SetDefaultNodeRot(const Math::quaternion &rot)
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{
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m_DefaultRot = rot;
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}
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//------------------------------------------------------------------------
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inline const Math::float3& AnimationNode::GetDefaultNodeTrans() const
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{
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return m_DefaultTrans;
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}
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//------------------------------------------------------------------------
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inline const Math::float3& AnimationNode::GetDefaultNodeScale() const
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{
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return m_DefaultScale;
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}
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//------------------------------------------------------------------------
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inline const Math::quaternion& AnimationNode::GetDefaultNodeRot() const
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{
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return m_DefaultRot;
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}
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//------------------------------------------------------------------------
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inline void AnimationNode::SetMask(unsigned int mask)
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{
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m_StateMask = mask;
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}
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//------------------------------------------------------------------------
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inline const unsigned int& AnimationNode::GetMask() const
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{
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return m_StateMask;
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}
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}
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#endif // __animationnode_H__
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