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Aquaria/BBGE/SkeletalSprite.h

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef SKELETALSPRITE_H
#define SKELETALSPRITE_H
#include "Quad.h"
#include "SimpleIStringStream.h"
// for 2d system only
enum AnimationCommand
{
AC_PRT_LOAD =0,
AC_PRT_START ,
AC_PRT_STOP ,
AC_SEGS_START ,
AC_FRM_SHOW ,
AC_SND_PLAY ,
AC_SEGS_STOP
};
class ParticleEffect;
class SkeletalSprite;
Script interface improvements & extensions. - Pointer typechecks are now enabled by default. - enabled all script warnings for non-FULL or DEMO builds by default - Added generic obj_* functions that operate on any type of RenderObject. These give quite low-level control about the renderer, and are quite dangerous too. Subsequently, many functions sharing the same code (*_setPosition, for example) could be removed, and simply call the generic functions after a type check. - Added interface function deathNotify(). The original logic of death notifiers was never used, so i thought i'd make use of it. This is useful in scripts to safely drop dangling pointers. - removed sendEntityMessage, entity_setCollideWithAvatar, entity_setTouchDamage, which were essentially no-ops. - Replaced all unnecessary luaReturnNum(0) and luaReturnInt(0), now it does only push a return value on the stack if the function is actually supposed to have a retun value. - Allow variadic calling of entity_msg(). Now any parameters can be passed to the function, and the target entity will receive all of them. Any values returned from the entity's msg() callback will be returned by entity_msg() to the original caller. This allows nice RPC-like entity communication. - fixed possible crash in debugLog, bone_update, entity_debugText - added an override function for loadfile() that is case-insensitive like dofile() - entity_createEntity returns the created entity now - spawnParticleEffect returns the associated RenderObject - Added some text rendering functions - Added beam_setFirer() - removed the underflow check in avatar_decrLeaches() I added earlier - added a panic function for Lua. - added the Lua debug library - fixed a stupid typo in ScriptObject::isType() that made the type checks a lot less accurate - misc stuff I forgot
2012-02-05 19:22:54 +00:00
class Bone : public Quad
{
public:
Bone();
void setAnimated(int a);
enum {
ANIM_NONE = 0,
ANIM_POS = 1,
ANIM_ROT = 2,
ANIM_ALL = 10
};
void createStrip(bool vert, int num);
Quad* addFrame(const std::string &gfx);
void showFrame(int i);
void destroy();
std::string gfx;
std::string name;
int boneIdx, pidx, rbp;
std::map<int, ParticleEffect*> emitters;
std::string prt;
std::vector<Vector> changeStrip;
bool generateCollisionMask;
int animated;
Vector originalScale;
void addSegment(Bone *b);
int segmentChain;
void updateSegments();
void updateSegment(Bone *b, const Vector &diff);
SkeletalSprite *skeleton;
void setSegmentProps(int minDist, int maxDist, bool reverse);
Vector segmentOffset;
bool fileRenderQuad;
protected:
int minDist, maxDist, reverse;
std::vector<Bone*> segments;
};
class BoneCommand
{
public:
void parse(Bone *b, SimpleIStringStream &is);
void run();
AnimationCommand command;
Bone *b;
int slot;
std::string file;
};
class BoneKeyframe
{
public:
BoneKeyframe() : idx(0), x(0), y(0), rot(0), doScale(0), sx(1), sy(1) {}
int idx, x, y, rot;
float sx, sy;
bool doScale;
std::vector<Vector> strip;
};
class SkeletalKeyframe
{
public:
SkeletalKeyframe()
{
lerpType = 0;
t = 0;
}
int lerpType;
float t;
std::string sound;
std::vector<BoneKeyframe> keyframes;
BoneKeyframe *getBoneKeyframe(int idx);
std::string cmd;
std::vector<BoneCommand> commands;
void copyAllButTime(SkeletalKeyframe *copy);
};
class Animation
{
public:
std::string name;
typedef std::vector <SkeletalKeyframe> Keyframes;
Keyframes keyframes;
SkeletalKeyframe *getKeyframe(int key);
SkeletalKeyframe *getLastKeyframe();
SkeletalKeyframe *getFirstKeyframe();
SkeletalKeyframe *getPrevKeyframe(float t);
SkeletalKeyframe *getNextKeyframe(float t);
void cloneKey(int key, float toffset);
void deleteKey(int key);
void reorderKeyframes();
float getAnimationLength();
int getSkeletalKeyframeIndex(SkeletalKeyframe *skey);
int getNumKeyframes();
void reverse();
};
class SkeletalSprite;
class AnimationLayer
{
public:
//----
AnimationLayer();
void setSkeletalSprite(SkeletalSprite *s);
Animation *getCurrentAnimation();
void animate(const std::string &animation, int loop);
void update(float dt);
void updateBones();
void stopAnimation();
float getAnimationLength();
bool createTransitionAnimation(const std::string& anim, float time);
void playAnimation(int idx, int loop);
void playCurrentAnimation(int loop);
void enqueueAnimation(const std::string& anim, int loop);
float transitionAnimate(std::string anim, float time, int loop);
void setTimeMultiplier(float t);
bool isAnimating();
//float lerp(float v1, float v2, float dt, int lerpType);
//----
float fallThru;
float fallThruSpeed;
std::string name;
std::vector<int> ignoreBones;
std::vector<int> includeBones;
SkeletalSprite *s;
SkeletalKeyframe *lastNewKey;
//int index;
float timer;
int loop;
Animation blendAnimation;
std::string enqueuedAnimation;
int enqueuedAnimationLoop;
//float timeMultiplier;
//HACK: should be a lerped float
InterpolatedVector timeMultiplier;
float animationLength;
int currentAnimation;
bool animating;
};
class SkeletalSprite : public RenderObject
{
public:
SkeletalSprite();
void loadSkeletal(const std::string &fn);
void saveSkeletal(const std::string &fn);
void loadSkin(const std::string &fn);
Bone *getBoneByIdx(int idx);
Bone *getBoneByName(const std::string &name);
void animate(const std::string &animation, int loop = 0, int layer=0);
void setTime(float time, int layer=0);
void updateBones();
void playCurrentAnimation(int loop=0, int layer=0);
void stopAnimation(int layer=0);
void stopAllAnimations();
float transitionAnimate(const std::string& anim, float time, int loop=0, int layer=0);
bool isAnimating(int layer=0);
void setTimeMultiplier(float t, int layer=0);
Bone* getSelectedBone(bool mouseBased = true);
Animation *getCurrentAnimation(int layer=0);
void nextAnimation();
void prevAnimation();
void lastAnimation();
void firstAnimation();
void updateSelectedBoneColor();
void setFreeze(bool f);
Animation *getAnimation(const std::string& anim);
std::vector<Animation> animations;
std::vector<Bone*> bones;
inline int getSelectedBoneIdx(void) { return selectedBone; }
void setSelectedBone(int b);
void selectPrevBone();
void selectNextBone();
bool isLoaded();
AnimationLayer* getAnimationLayer(int l);
int getBoneIdx(Bone *b);
void toggleBone(int idx, int v);
void setAnimationKeyNotify(RenderObject *r);
std::string filenameLoaded;
static std::string animationPath, skinPath, secondaryAnimationPath;
static void clearCache();
protected:
bool frozen;
RenderObject *animKeyNotify;
bool loaded;
int selectedBone;
friend class AnimationLayer;
std::vector<AnimationLayer> animLayers;
Bone* initBone(int idx, std::string gfx, int pidx, int rbp=0, std::string name="", int cr=0, bool fh=false, bool fv=false, const Vector &cp=Vector(0,0,0));
void deleteBones();
void onUpdate(float dt);
};
#endif