You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
375 lines
8.8 KiB
C++
375 lines
8.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
|
|
#ifndef CL_SCENE_PARSER_H
|
|
#define CL_SCENE_PARSER_H
|
|
|
|
|
|
/////////////
|
|
// INCLUDE //
|
|
/////////////
|
|
// Misc
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/vector.h"
|
|
#include "nel/misc/quat.h"
|
|
// 3D Interface.
|
|
#include "nel/3d/u_animation_set.h"
|
|
#include "nel/3d/u_play_list_manager.h"
|
|
#include "nel/3d/u_play_list.h"
|
|
#include "nel/3d/u_instance_group.h"
|
|
// Std.
|
|
#include <string>
|
|
#include <fstream>
|
|
#include <list>
|
|
#include <vector>
|
|
#include <map>
|
|
#include <set>
|
|
|
|
|
|
///////////
|
|
// USING //
|
|
///////////
|
|
using NLMISC::CVector;
|
|
using NLMISC::CQuat;
|
|
using NL3D::UPlayListManager;
|
|
using NL3D::UAnimationSet;
|
|
using NL3D::UAnimation;
|
|
using NL3D::UPlayList;
|
|
using NL3D::UInstanceGroup;
|
|
/*using std::string;
|
|
using std::ifstream;
|
|
using std::list;
|
|
using std::vector;
|
|
using std::map;
|
|
using std::set;
|
|
using std::pair;*/
|
|
|
|
|
|
///////////
|
|
// CLASS //
|
|
///////////
|
|
/**
|
|
* Class to parse a scene.
|
|
* \author Guillaume PUZIN
|
|
* \author Nevrax France
|
|
* \date 2001
|
|
*/
|
|
class CSceneParser
|
|
{
|
|
private:
|
|
static const uint MAX_LINE_SIZE;
|
|
static const char *delimiter;
|
|
|
|
/// Parse the file.
|
|
void parse(ifstream &file);
|
|
|
|
/// Skip empty lines and comment lines.
|
|
void getNextValidLine(ifstream &file, char *buff);
|
|
|
|
/// Day/Night.
|
|
void parseTime();
|
|
/// Parse the list of IG to load for the scene.
|
|
void parseIG(ifstream &file, char *buff);
|
|
/// Get the name of the IG to initialize entities.
|
|
void parseIGInit();
|
|
|
|
/// Parse Particle.
|
|
void parseParticle(ifstream &file, char *buff);
|
|
/// Parse Particle's Id.
|
|
void parseParticleId();
|
|
/// Parse Particle's IG.
|
|
void parseParticleIG();
|
|
/// Parse Particle's Cluster
|
|
void parseParticleCluster();
|
|
/// Parse Particle's Actor.
|
|
void parseParticleActor();
|
|
/// Parse Particle's anims.
|
|
void parseParticleAnims(ifstream &file, char *buff);
|
|
|
|
/// Parse an actor.
|
|
void parseActor(ifstream &file, char *buff);
|
|
/// Parse the current actor Id.
|
|
void parseId();
|
|
/// Parse the current actor Name.
|
|
void parseName();
|
|
/// Is the Actor a flyer.
|
|
void parseFly();
|
|
/// Parse Actor's Actor.
|
|
void parseActorActor();
|
|
/// Parse the current actor Skeleton Name.
|
|
void parseSkel();
|
|
/// Parse meshes used for the current actor.
|
|
void parseMeshes(ifstream &file, char *buff);
|
|
/// Parse anims used for the current actor.
|
|
void parseAnims(ifstream &file, char *buff);
|
|
|
|
/// Parse all anims used for the camera in all sequence.
|
|
void parseCamAnims(ifstream &file, char *buff);
|
|
|
|
/// Parse a sequence.
|
|
void parseSequence(ifstream &file, char *buff);
|
|
/// Parse the current sequence Id.
|
|
void parseSeqId();
|
|
/// Parse particle in the sequence.
|
|
void parseSeqParticle(ifstream &file, char *buff);
|
|
/// Parse the current particle's Id in the current sequence.
|
|
void parseSeqParticleId();
|
|
/// Parse anims used for the current particle in the current sequence.
|
|
void parseSeqParticleAnims(ifstream &file, char *buff);
|
|
/// Parse an actor in a sequence.
|
|
void parseSeqActor(ifstream &file, char *buff);
|
|
/// Parse the current actor's Id in the current sequence.
|
|
void parseSeqActorId();
|
|
/// Parse anims used for the current actor in the current sequence.
|
|
void parseSeqActorAnims(ifstream &file, char *buff);
|
|
/// Parse camera in the sequence.
|
|
void parseSeqCam(ifstream &file, char *buff);
|
|
|
|
/// Initialize Actors Position and rotation .
|
|
void initActors();
|
|
|
|
/// Reset the scene.
|
|
void reset();
|
|
/// Reset all particles.
|
|
void resetParticles();
|
|
/// Reset all actors.
|
|
void resetActors();
|
|
|
|
/// Initialize the Camera and reset it the second time.
|
|
void applyCamera();
|
|
/// Initialize IG for the scenery (IG present from start to end like trees or torch.
|
|
void applyIG();
|
|
/// Initialize the scene with the parameters loaded from the script for particles.
|
|
void applyParticles();
|
|
/// Initialize actors.
|
|
void applyActors();
|
|
|
|
protected:
|
|
bool _Apply;
|
|
sint _Line;
|
|
bool _Day;
|
|
string _IG_Init;
|
|
/// List of IG to load for the scene.
|
|
list<string> _IG;
|
|
double _TimeStart;
|
|
double _FrameRate;
|
|
|
|
/// Class to stock parameters for a particle (system).
|
|
class CParticle
|
|
{
|
|
public:
|
|
sint Id;
|
|
string IG;
|
|
string Cluster;
|
|
sint Actor;
|
|
list<string> Anims;
|
|
|
|
UInstanceGroup *IGPtr;
|
|
vector<CVector> IGPos;
|
|
|
|
map<string, uint> AnimToId;
|
|
UAnimationSet *AnimationSet;
|
|
UPlayList *PlayList;
|
|
|
|
CParticle()
|
|
{
|
|
AnimationSet = 0;
|
|
PlayList = 0;
|
|
}
|
|
|
|
void reset()
|
|
{
|
|
Id = -1;
|
|
Actor = -1;
|
|
Anims.clear();
|
|
AnimationSet = 0;
|
|
PlayList = 0;
|
|
AnimToId.clear();
|
|
}
|
|
};
|
|
|
|
/// Class to stock parameters for an actor.
|
|
class CActor
|
|
{
|
|
public:
|
|
sint Id;
|
|
string Name;
|
|
bool Fly;
|
|
string Skeleton;
|
|
list<string> Meshes;
|
|
list<string> Anims;
|
|
CVector Pos;
|
|
CQuat Rot;
|
|
sint Actor;
|
|
|
|
void reset()
|
|
{
|
|
Id = -1;
|
|
Actor = -1;
|
|
Fly = false;
|
|
Meshes.clear();
|
|
Anims.clear();
|
|
}
|
|
};
|
|
|
|
/// Class to stock parameters for an actor in a sequence.
|
|
class CParticleSeq
|
|
{
|
|
public:
|
|
sint Id;
|
|
list<string> Anims;
|
|
|
|
void reset()
|
|
{
|
|
Id = -1;
|
|
Anims.clear();
|
|
}
|
|
};
|
|
|
|
/// Class to stock parameters for an actor in a sequence.
|
|
class CActorSeq
|
|
{
|
|
public:
|
|
sint Id;
|
|
list<string> Anims;
|
|
|
|
void reset()
|
|
{
|
|
Id = -1;
|
|
Anims.clear();
|
|
}
|
|
};
|
|
|
|
/// Class to stock parameters for a sequence.
|
|
class CSequence
|
|
{
|
|
public:
|
|
sint Id;
|
|
map<uint, CParticleSeq> ParticlesSeq;
|
|
map<uint, CActorSeq> ActorsSeq;
|
|
list<string> CamAnims;
|
|
|
|
void reset()
|
|
{
|
|
Id = -1;
|
|
ActorsSeq.clear();
|
|
}
|
|
};
|
|
|
|
/// ...
|
|
list<string> _CamAnims;
|
|
/// Particle with the parse in progress.
|
|
CParticle _CurrentParticle;
|
|
/// All particles in the scene.
|
|
map<uint, CParticle> _Particles;
|
|
/// Actor with the parse in progress.
|
|
CActor _CurrentActor;
|
|
/// All actors in the scene.
|
|
map<uint, CActor> _Actors;
|
|
/// ...
|
|
CParticleSeq _CurParticleSeq;
|
|
/// ...
|
|
CActorSeq _CurrentActorSeq;
|
|
/// ...
|
|
CSequence _CurrentSequence;
|
|
/// All Sequences in the scene.
|
|
map<uint, CSequence> _Sequences;
|
|
|
|
/// ...
|
|
UPlayListManager *_PlayListManager;
|
|
UAnimationSet *_AnimationSet;
|
|
UPlayList *_PlayList;
|
|
map<string, uint> _AnimCamToId;
|
|
|
|
set<UInstanceGroup *> _IGInScene;
|
|
|
|
// Scene.
|
|
typedef list<pair<sint, double> > TScene;
|
|
TScene _Scene;
|
|
TScene::iterator _ItScene;
|
|
double _SceneStart;
|
|
|
|
|
|
/// Update the camera (position, target, roll, fov).
|
|
void updateCamera(double timeInSec);
|
|
/// Update actor position (for actor on another actor).
|
|
void updateActors();
|
|
/// Update particles.
|
|
void updateParticles(double timeInSec);
|
|
void updateParticlesNoActor(float difTime, CParticle &particle, UAnimation &animation);
|
|
void updateParticlesActor(float difTime, CParticle &particle, UAnimation &animation);
|
|
|
|
public:
|
|
/// Constructor
|
|
CSceneParser();
|
|
|
|
inline bool Time() {return _Day;}
|
|
|
|
/// Load the file with the scene.
|
|
void load(const string &filename);
|
|
|
|
/// Initialize the scene with the parameters loaded from the script.
|
|
void apply();
|
|
|
|
///
|
|
void update(double timeInSec);
|
|
|
|
/// Play the sequence with the ID 'seq'.
|
|
void playSeq(uint seq, double timeInSec);
|
|
|
|
inline double frameRate() {return _FrameRate;}
|
|
inline void frameRate(double fr) {_FrameRate = fr;}
|
|
|
|
/** \name SCENE
|
|
* Functions to manage a scene.
|
|
*/
|
|
//@{
|
|
/**
|
|
* Load a scene from a file and put it in memory.
|
|
* \param filename : filename for the file that contains the scene.
|
|
* \warning This function clear the old scene.
|
|
*/
|
|
void loadScene(const string &filename);
|
|
/**
|
|
* Play a scene in memory.
|
|
* \param timeInSec : current time in second.
|
|
*/
|
|
void playScene(double timeInSec);
|
|
/**
|
|
* Update the scene currently playing.
|
|
* \param timeInSec : current time in second.
|
|
*/
|
|
void updateScene(double timeInSec);
|
|
/**
|
|
* Stop the scene currently playing.
|
|
*/
|
|
void stopScene();
|
|
/**
|
|
* Function to know if there is a scene currently playing.
|
|
* \return bool : 'true' if there is a scene currently playing.
|
|
*/
|
|
bool isScenePlaying();
|
|
//@}
|
|
};
|
|
|
|
|
|
#endif // CL_SCENE_PARSER_H
|
|
|
|
/* End of scene_parser.h */
|