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- ////////////////////////////////////////////////////////////////////////////////
- //
- // Copyright 2016 RWS Inc, All Rights Reserved
- //
- // This program is free software; you can redistribute it and/or modify
- // it under the terms of version 2 of the GNU General Public License as published by
- // the Free Software Foundation
- //
- // 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.,
- // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- //
- // Anim3D.H
- // Project: Postal
- //
- // History:
- // 05/23/97 JMI Started. Moved here from thing.h.
- // Also, added events.
- //
- // 08/07/97 JMI Added m_ptransWeapon rigid body transforms channel for
- // weapons.
- // Also, added SetLooping().
- //
- // 08/12/97 BRH Added yet another overloaded Get function which
- // in addition to the base name and verb, takes a number
- // of a texture scheme to load.
- //
- //////////////////////////////////////////////////////////////////////////////
- //
- // 3D animation class that is a collection of channels that make up a 3D
- // animation.
- //
- //////////////////////////////////////////////////////////////////////////////
- #ifndef ANIM3D_H
- #define ANIM3D_H
- #include "RSPiX.h"
- // These are the basic components of any 3D animation.
- typedef RChannel<RSop> ChanForm; // Channel of SOPs.
- typedef RChannel<RMesh> ChanMesh; // Channel of meshes.
- typedef RChannel<RTexture> ChanTexture; // Channel of textures.
- typedef RChannel<RP3d> ChanHot; // Channel of hotspots.
- typedef RChannel<RP3d> ChanBounds; // Channel of bounding
- // cylinders for collision.
- typedef RChannel<REAL> ChanFloor; // Channel of floor circles
- // for attribute map..?
- typedef RChannel<RTransform> ChanTransform; // Channel of transforms.
- typedef RChannel<U8> ChanEvent; // Channel of event states.
- /////////////////////////////////////////////////////////////////////////
- // This class describes the components of any 3D animation.
- // To add more stuff (e.g., links for rigid bodies and such), descend
- // a class from this one and add your members. Note that you will either
- // have to load these explicitly (myAnim.m_linkRocket.Load(..) or create
- // a new Load() that calls the base class version and then loads your
- // new members.
- /////////////////////////////////////////////////////////////////////////
- class CAnim3D
- {
- public: // Data corresponding to this animation.
- // These are in synch such that a time is
- // parallel with a time in any other.
- // For example, the m_sops.GetAtTime(1) SOP
- // is used with the m_meshes.GetAtTime(1) mesh.
- ChanForm* m_psops; // Sea of Pointses.
- ChanMesh* m_pmeshes; // Meshes.
- ChanTexture* m_ptextures; // Textures.
- ChanBounds* m_pbounds; // Description of bounding cylinders.
- ChanTransform* m_ptransRigid; // Rigid body transforms.
- ChanEvent* m_pevent; // Event states.
- ChanTransform* m_ptransWeapon; // Rigid body transforms for weapon
- // position.
- public: // Methods for this animation.
- // Constructor.
- CAnim3D();
- // Get the various components of this animation from the resource names
- // specified in the provided array of pointers to strings.
- virtual // If you override this function,
- // call base class for default functionality.
- short Get( // Returns 0 on success.
- char** ppszFileNames); // Pointer to array of pointers to filenames.
- // These filenames should be in the order
- // the members are listed in this class's
- // definition.
- // Get the various components of this animation from the resource names
- // specified in the provided array of pointers to strings.
- virtual // If you override this function,
- // call base class for default functionality.
- short Get( // Returns 0 on success.
- char** ppszFileNames, // Pointer to array of pointers to filenames.
- // These filenames should be in the order
- // the members are listed in this class's
- // definition.
- short sLoopFlags); // Looping flags to apply to all channels in this anim
- // Get the various components of this animation from the resource names
- // specified by base name, optionally, with a rigid name.
- virtual // If you override this function,
- // call base class for default functionality.
- short Get( // Returns 0 on success.
- char* pszBaseFileName, // In: Base string for resource filenames.
- char* pszRigidName, // In: String to add for rigid transform channel,
- // "", or NULL for none.
- char* pszEventName, // In: String to add for event states channel,
- // "", or NULL for none.
- char* pszWeaponTransName, // In: String to add for weapon transforms channel,
- // "", or NULL for none.
- short sLoopFlags); // In: Looping flags to apply to all channels
- // in this anim.
- // Get the various components of this animation from the resource names
- // specified by base name, optionally, with a rigid name.
- virtual // If you override this function,
- // call base class for default functionality.
- short Get( // Returns 0 on success.
- char* pszBaseName, // In: Base string for resource filenames.
- char* pszVerb, // In: Action name to be appended to the base
- char* pszRigidName, // In: String to add for rigid transform channel,
- // "", or NULL for none.
- char* pszEventName, // In: String to add for event states channel,
- // "", or NULL for none.
- char* pszWeaponTransName, // In: String to add for weapon transforms channel,
- // "", or NULL for none.
- short sLoopFlags); // In: Looping flags to apply to all channels
- // in this anim.
- // Get the various components of this animation from the resource names
- // specified by base name, optionally, with a rigid name.
- virtual // If you override this function,
- // call base class for default functionality.
- short Get( // Returns 0 on success.
- char* pszBaseName, // In: Base string for resource filenames.
- short sTextureScheme, // In: Number of texture file to be loaded
- char* pszVerb, // In: Action name to be appended to the base
- char* pszRigidName, // In: String to add for rigid transform channel,
- // "", or NULL for none.
- char* pszEventName, // In: String to add for event states channel,
- // "", or NULL for none.
- char* pszWeaponTransName, // In: String to add for weapon transforms channel,
- // "", or NULL for none.
- short sLoopFlags); // In: Looping flags to apply to all channels
- // in this anim.
- // Release all resources.
- virtual // If you override this function,
- // call base class for default functionality.
- void Release(void); // Returns nothing.
- // Set looping flags for this channel.
- virtual // If you override this function,
- // call base class for default functionality.
- void SetLooping( // Returns nothing.
- short sLoopFlags); // In: Looping flags to apply to all channels
- // in this anim.
- };
- #endif // ANIM3D_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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