/usr/include/crystalspace-2.0/cstool/animnodetmpl.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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Copyright (C) 2011 Christian Van Brussel, Institute of Information
and Communication Technologies, Electronics and Applied Mathematics
at Universite catholique de Louvain, Belgium
http://www.uclouvain.be/en-icteam.html
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IMESH_ANIMNODE_TEMPLATE_H__
#define __CS_IMESH_ANIMNODE_TEMPLATE_H__
/**\file
* Base implementation of CS::Animation::iSkeletonAnimNodeFactory and CS::Animation::iSkeletonAnimNode objects.
*/
#include "csextern.h"
#include "csutil/csstring.h"
#include "csutil/refarr.h"
#include "csutil/scf_implementation.h"
#include "csutil/weakref.h"
#include "imesh/animnode/skeleton2anim.h"
#include "iutil/comp.h"
namespace CS {
namespace Animation {
/**
* Template class for animation node plugin managers.
* Usage:
* - Your node manager class must descend from AnimNodeManagerCommon.
* - \a ThisType must be the name of your node manager class, eg \a DebugNodeManager.
* - \a ManagerInterface must be the interface type of your node manager, eg \a CS::Animation::iSkeletonDebugNodeManager.
* - \a FactoryType is the node factory to be manipulated by your node manager, eg \a DebugNodeFactory.
*
* Here is an example of definition and implementation:
* \code
* class DebugNodeManager
* : public CS::Animation::AnimNodeManagerCommon
* <DebugNodeManager,
* CS::Animation::iSkeletonDebugNodeManager,
* DebugNodeFactory>
* {
* public:
* DebugNodeManager (iBase* parent)
* : AnimNodeManagerCommonType (parent) {}
* };
* \endcode
*/
template<typename ThisType,
typename ManagerInterface,
typename FactoryType>
class AnimNodeManagerCommon
: public scfImplementation2<AnimNodeManagerCommon<ThisType, ManagerInterface, FactoryType>,
ManagerInterface,
iComponent>
{
typedef typename ManagerInterface::FactoryInterfaceType FactoryInterfaceType;
typedef scfImplementation2<AnimNodeManagerCommon<ThisType, ManagerInterface, FactoryType>,
ManagerInterface,
iComponent> scfImplementationType;
public:
typedef AnimNodeManagerCommon<ThisType, ManagerInterface, FactoryType> AnimNodeManagerCommonType;
AnimNodeManagerCommon (iBase* parent)
: scfImplementationType (this, parent), object_reg (nullptr)
{}
FactoryInterfaceType* CreateAnimNodeFactory (const char* name)
{
csRef<FactoryInterfaceType> newFact;
newFact.AttachNew (new FactoryType (static_cast<ThisType*> (this), name));
return nodeFactories.PutUnique (name, newFact);
}
FactoryInterfaceType* FindAnimNodeFactory (const char* name)
{
return nodeFactories.Get (name, 0);
}
void RemoveAnimNodeFactory (const char* name)
{
nodeFactories.DeleteAll (name);
}
void ClearAnimNodeFactories ()
{
nodeFactories.DeleteAll ();
}
/**\name iComponent implementation
* @{ */
bool Initialize (iObjectRegistry* object_reg)
{ this->object_reg = object_reg; return true; }
/** @} */
iObjectRegistry* GetObjectRegistry() const { return object_reg; }
protected:
iObjectRegistry* object_reg;
csHash<csRef<FactoryInterfaceType>, csString> nodeFactories;
};
/**
* Base implementation of a CS::Animation::iSkeletonAnimNodeFactory
*/
class CS_CRYSTALSPACE_EXPORT SkeletonAnimNodeFactory
: public virtual iSkeletonAnimNodeFactory
{
public:
/**
* Constructor
*/
SkeletonAnimNodeFactory (const char* name);
/**
* Destructor
*/
virtual ~SkeletonAnimNodeFactory () {}
/**
* Get the name of this factory
*/
virtual const char* GetNodeName () const;
protected:
/// The name of this factory
csString name;
};
class SkeletonAnimNodeSingleBase;
/**
* Base implementation of a CS::Animation::iSkeletonAnimNodeFactory with a single child
*/
class CS_CRYSTALSPACE_EXPORT SkeletonAnimNodeFactorySingle
: public SkeletonAnimNodeFactory
{
public:
/**
* Constructor
*/
SkeletonAnimNodeFactorySingle (const char* name);
/**
* Destructor
*/
virtual ~SkeletonAnimNodeFactorySingle () {}
/**
* Set the child animation node of this node. It is valid to provide a null pointer.
*/
virtual void SetChildNode (iSkeletonAnimNodeFactory* factory);
/**
* Get the child animation node of this node, or nullptr if there are none.
*/
virtual iSkeletonAnimNodeFactory* GetChildNode () const;
csPtr<iSkeletonAnimNode> CreateInstance (iSkeletonAnimPacket* packet, iSkeleton* skeleton);
iSkeletonAnimNodeFactory* FindNode (const char* name);
protected:
/// Factory of the child node
csRef<CS::Animation::iSkeletonAnimNodeFactory> childNodeFactory;
/// To be overridden by derived classes: create actual instance of a node
virtual csPtr<SkeletonAnimNodeSingleBase> ActualCreateInstance (iSkeletonAnimPacket* packet,
iSkeleton* skeleton) = 0;
};
/// Methods of SkeletonAnimNodeSingle not dependent on the factory type.
class CS_CRYSTALSPACE_EXPORT SkeletonAnimNodeSingleBase : public virtual iSkeletonAnimNode
{
public:
/**
* Constructor
*/
SkeletonAnimNodeSingleBase (CS::Animation::iSkeleton* skeleton);
/**
* Destructor
*/
virtual ~SkeletonAnimNodeSingleBase () {}
/**
* Get the child node of this node, or nullptr if there are none.
*/
virtual iSkeletonAnimNode* GetChildNode () const;
virtual void Play ();
virtual void Stop ();
virtual void SetPlaybackPosition (float time);
virtual float GetPlaybackPosition () const;
virtual float GetDuration () const;
virtual void SetPlaybackSpeed (float speed);
virtual float GetPlaybackSpeed () const;
virtual void BlendState (AnimatedMeshState* state, float baseWeight = 1.0f);
virtual void TickAnimation (float dt);
virtual bool IsActive () const;
virtual void AddAnimationCallback (iSkeletonAnimCallback* callback);
virtual void RemoveAnimationCallback (iSkeletonAnimCallback* callback);
protected:
/// Reference to the skeleton animated by this node
csWeakRef<CS::Animation::iSkeleton> skeleton;
/// Reference to the child node of this node
csRef<CS::Animation::iSkeletonAnimNode> childNode;
/// Whether or not iSkeletonAnimNode::Play() has been called
bool isPlaying;
/// Speed of the animation of this node
float playbackSpeed;
friend class SkeletonAnimNodeFactorySingle;
};
/**
* Base implementation of a CS::Animation::iSkeletonAnimNode with a single child.
* \a FactoryType is the the of the node factory; it must be (publicly) derived
* from SkeletonAnimNodeFactory.
*/
template<typename FactoryType>
class SkeletonAnimNodeSingle : public SkeletonAnimNodeSingleBase
{
public:
SkeletonAnimNodeSingle (FactoryType* factory,
CS::Animation::iSkeleton* skeleton)
: SkeletonAnimNodeSingleBase (skeleton), factory (factory) {}
iSkeletonAnimNodeFactory* GetFactory () const
{
return factory;
}
iSkeletonAnimNode* FindNode (const char* name)
{
if (strcmp (factory->GetNodeName (), name) == 0)
return this;
if (childNode)
return childNode->FindNode (name);
return nullptr;
}
protected:
/// Reference to the factory that instanced this node.
csRef<FactoryType> factory;
};
/**
* Base implementation of a CS::Animation::iSkeletonAnimNodeFactory with more than one child
*/
class CS_CRYSTALSPACE_EXPORT SkeletonAnimNodeFactoryMulti
: public SkeletonAnimNodeFactory
{
public:
/**
* Constructor
*/
SkeletonAnimNodeFactoryMulti (const char* name);
/**
* Destructor
*/
virtual ~SkeletonAnimNodeFactoryMulti () {}
/**
* Add a child animation node to this node. It is NOT valid to provide a null pointer.
*/
virtual void AddChildNode (iSkeletonAnimNodeFactory* factory);
/**
* Remove a child animation node from this node.
*/
virtual void RemoveChildNode (iSkeletonAnimNodeFactory* factory);
/**
* Remove all child animation nodes from this node.
*/
virtual void ClearChildNodes ();
/**
* Get the child animation node of this node with the given index.
*/
virtual iSkeletonAnimNodeFactory* GetChildNode (size_t index) const;
protected:
/// Array of child node factories
csRefArray<CS::Animation::iSkeletonAnimNodeFactory> childNodeFactories;
};
} // namespace Animation
} // namespace CS
#endif // __CS_IMESH_ANIMNODE_TEMPLATE_H__
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