/* 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; 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 emitters; std::string prt; std::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 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 strip; }; class SkeletalKeyframe { public: SkeletalKeyframe() { lerpType = 0; t = 0; } int lerpType; float t; std::string sound; std::vector keyframes; BoneKeyframe *getBoneKeyframe(int idx); std::string cmd; std::vector commands; void copyAllButTime(SkeletalKeyframe *copy); }; class Animation { public: std::string name; typedef std::vector 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(std::string anim, float time); void playAnimation(int idx, int loop); void playCurrentAnimation(int loop); void enqueueAnimation(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 ignoreBones; std::vector 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(std::string anim); std::vector animations; std::vector 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 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