Torque3D Documentation / _generateds / animationComponent.h

animationComponent.h

Engine/source/T3D/components/animation/animationComponent.h

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Detailed Description

  1
  2//-----------------------------------------------------------------------------
  3// Copyright (c) 2012 GarageGames, LLC
  4//
  5// Permission is hereby granted, free of charge, to any person obtaining a copy
  6// of this software and associated documentation files (the "Software"), to
  7// deal in the Software without restriction, including without limitation the
  8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9// sell copies of the Software, and to permit persons to whom the Software is
 10// furnished to do so, subject to the following conditions:
 11//
 12// The above copyright notice and this permission notice shall be included in
 13// all copies or substantial portions of the Software.
 14//
 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
 21// IN THE SOFTWARE.
 22//-----------------------------------------------------------------------------
 23
 24#ifndef ANIMATION_COMPONENT_H
 25#define ANIMATION_COMPONENT_H
 26
 27#ifndef COMPONENT_H
 28#include "T3D/components/component.h"
 29#endif
 30#ifndef _TSSHAPE_H_
 31#include "ts/tsShapeInstance.h"
 32#endif
 33#ifndef ENTITY_H
 34#include "T3D/entity.h"
 35#endif
 36#ifndef RENDER_COMPONENT_INTERFACE_H
 37#include "T3D/components/render/renderComponentInterface.h"
 38#endif
 39
 40class SceneRenderState;
 41
 42class AnimationComponent : public Component
 43{
 44   typedef Component Parent;
 45public:
 46   enum PublicConstants {
 47      ThreadSequenceBits = 6,
 48      MaxSequenceIndex = (1 << ThreadSequenceBits) - 1,
 49      MaxScriptThreads = 16,            ///< Should be a power of 2
 50   };
 51
 52   enum MaskBits {
 53      ThreadMaskN = Parent::NextFreeMask << 0,
 54      ThreadMask = (ThreadMaskN << MaxScriptThreads) - ThreadMaskN,
 55      NextFreeMask = ThreadMaskN << MaxScriptThreads
 56   };
 57
 58protected:
 59
 60   struct Thread 
 61   {
 62      /// State of the animation thread.
 63      enum State 
 64      {
 65         Play, Stop, Pause, Destroy
 66      };
 67      TSThread* thread; ///< Pointer to 3space data.
 68      U32 state;        ///< State of the thread
 69      ///
 70      ///  @see Thread::State
 71      S32 sequence;     ///< The animation sequence which is running in this thread.
 72      F32 timescale;    ///< Timescale
 73      U32 sound;        ///< Handle to sound.
 74      bool atEnd;       ///< Are we at the end of this thread?
 75      F32 position;
 76      bool transition;
 77   };
 78
 79   Thread mAnimationThreads[MaxScriptThreads];
 80
 81protected:
 82   RenderComponentInterface * mOwnerRenderInst;
 83
 84   TSShapeInstance *mOwnerShapeInstance;
 85
 86public:
 87   AnimationComponent();
 88   virtual ~AnimationComponent();
 89   DECLARE_CONOBJECT(AnimationComponent);
 90
 91   virtual bool onAdd();
 92   virtual void onRemove();
 93   static void initPersistFields();
 94
 95   virtual void onComponentAdd();
 96
 97   virtual void componentAddedToOwner(Component *comp);
 98   virtual void componentRemovedFromOwner(Component *comp);
 99
100   virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
101   virtual void unpackUpdate(NetConnection *con, BitStream *stream);
102
103   TSShape* getShape();
104
105   void targetShapeChanged(RenderComponentInterface* instanceInterface);
106
107   virtual void processTick();
108   virtual void advanceTime(F32 dt);
109
110   const char *getThreadSequenceName(U32 slot);
111   bool setThreadSequence(U32 slot, S32 seq, bool reset = true, bool transition = true, F32 transitionTime = 0.5);
112   void updateThread(Thread& st);
113   bool stopThread(U32 slot);
114   bool destroyThread(U32 slot);
115   bool pauseThread(U32 slot);
116   bool playThread(U32 slot);
117   bool playThread(U32 slot, const char* name, bool transition, F32 transitionTime);
118   bool setThreadAnimation(U32 slot, const char* name);
119   bool setThreadPosition(U32 slot, F32 pos);
120   bool setThreadDir(U32 slot, bool forward);
121   bool setThreadTimeScale(U32 slot, F32 timeScale);
122   void stopThreadSound(Thread& thread);
123   void startSequenceSound(Thread& thread);
124   void advanceThreads(F32 dt);
125
126   S32 getThreadSequenceID(S32 slot);
127
128   //other helper functions
129   S32 getAnimationCount();
130   S32 getAnimationIndex(const char* name);
131   const char* getAnimationName(S32 index);
132
133   //callbacks
134   DECLARE_CALLBACK(void, onAnimationStart, (Component* obj, const String& animName));
135   DECLARE_CALLBACK(void, onAnimationEnd, (Component* obj, const char* animName));
136   DECLARE_CALLBACK(void, onAnimationTrigger, (Component* obj, const String& animName, S32 triggerID));
137};
138
139#endif //_ANIMATION_COMPONENT_H
140