genesis-3d_engine/Engine/addons/animation/animationnode.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

321 lines
8.5 KiB
C++

/****************************************************************************
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
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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
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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<AnimationNode> NullNode;
GPtr<AnimationNode> 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__