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o3de/Code/Legacy/CryCommon/IMovieSystem.h

1468 lines
56 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#ifndef CRYINCLUDE_CRYCOMMON_IMOVIESYSTEM_H
#define CRYINCLUDE_CRYCOMMON_IMOVIESYSTEM_H
#pragma once
#include <AzCore/Component/ComponentBus.h>
#include <AzCore/Component/EntityId.h>
#include <AzCore/Math/Crc.h>
#include <AzCore/Math/Quaternion.h>
#include <AzCore/Serialization/SerializeContext.h>
#include <Range.h>
#include <AnimKey.h>
#include <ISplines.h>
#include <IRenderer.h>
#include <IRenderAuxGeom.h>
#include <VectorSet.h>
#include <CryName.h>
// forward declaration.
struct IAnimTrack;
struct IAnimNode;
struct IAnimSequence;
struct IMovieSystem;
struct IKey;
class XmlNodeRef;
struct ISplineInterpolator;
struct ILightAnimWrapper;
namespace AZ
{
namespace Data
{
class AssetData;
}
}
namespace Maestro
{
template<typename AssetType>
struct AssetBlends;
}
typedef IMovieSystem* (* PFNCREATEMOVIESYSTEM)(struct ISystem*);
#define LIGHT_ANIMATION_SET_NAME "_LightAnimationSet"
#define MAX_ANIM_NAME_LENGTH 64
//! Very high priority for cut scene sounds.
#define MOVIE_SOUND_PRIORITY 230
#if !defined(CONSOLE)
#define MOVIESYSTEM_SUPPORT_EDITING
#endif
typedef std::vector<IAnimSequence*> AnimSequences;
typedef AZStd::vector<AZStd::string> TrackEvents;
// Forward declare, including will cause much pain with the precompiled headers
enum class SequenceType;
enum class AnimNodeType;
enum class AnimValueType;
enum class AnimParamType;
// TODO: Refactor headers that are using these values so they are not need in header files
// AnimValueType::Float is the default value
#define kAnimValueDefault static_cast<AnimValueType>(0)
// AnimValueType::Unknown
#define kAnimValueUnknown static_cast<AnimValueType>(0xFFFFFFFF)
// SequenceType::SequenceComponent is the default value
#define kSequenceTypeDefault static_cast<SequenceType>(1)
// AnimParamType::Invalid
#define kAnimParamTypeInvalid static_cast<AnimParamType>(0xFFFFFFFF)
// AnimParamType::ByString
#define kAnimParamTypeByString static_cast<AnimParamType>(8)
//! Flags that can be set on animation node.
enum EAnimNodeFlags
{
eAnimNodeFlags_Expanded = BIT(0), //!< Deprecated, handled by sandbox now
eAnimNodeFlags_EntitySelected = BIT(1), //!< Set if the referenced entity is selected in the editor
eAnimNodeFlags_CanChangeName = BIT(2), //!< Set if this node allow changing of its name.
eAnimNodeFlags_Disabled = BIT(3), //!< Disable this node.
eAnimNodeFlags_DisabledForComponent = BIT(4), //!< Disable this node for a disabled or pending entity component.
};
enum ENodeExportType
{
eNodeExportType_Global = 0,
eNodeExportType_Local = 1,
};
// Common parameters of animation node.
class CAnimParamType
{
friend class CMovieSystem;
friend class AnimSerializer;
public:
AZ_TYPE_INFO(CAnimParamType, "{E2F34955-3B07-4241-8D34-EA3BEF3B33D2}")
static const uint kParamTypeVersion = 9;
CAnimParamType()
: m_type(kAnimParamTypeInvalid) {}
CAnimParamType(const string& name)
{
*this = name;
}
CAnimParamType(AnimParamType type)
{
*this = type;
}
// Convert from old enum or int
void operator =(AnimParamType type)
{
m_type = type;
}
void operator =(const string& name)
{
m_type = kAnimParamTypeByString;
m_name = name;
}
void operator =(const AZStd::string& name)
{
m_type = kAnimParamTypeByString;
m_name = name;
}
// Convert to enum. This needs to be explicit,
// otherwise operator== will be ambiguous
AnimParamType GetType() const { return m_type; }
// Get name
const char* GetName() const { return m_name.c_str(); }
bool operator ==(const CAnimParamType& animParamType) const
{
if (m_type == kAnimParamTypeByString && animParamType.m_type == kAnimParamTypeByString)
{
return m_name == animParamType.m_name;
}
return m_type == animParamType.m_type;
}
bool operator !=(const CAnimParamType& animParamType) const
{
return !(*this == animParamType);
}
bool operator <(const CAnimParamType& animParamType) const
{
if (m_type == kAnimParamTypeByString && animParamType.m_type == kAnimParamTypeByString)
{
return m_name < animParamType.m_name;
}
else if (m_type == kAnimParamTypeByString)
{
return false; // Always sort named params last
}
else if (animParamType.m_type == kAnimParamTypeByString)
{
return true; // Always sort named params last
}
if (m_type < animParamType.m_type)
{
return true;
}
return false;
}
void SaveToXml(XmlNodeRef& xmlNode) const;
void LoadFromXml(const XmlNodeRef& xmlNode, const uint version = kParamTypeVersion);
// Serialization. Defined in Movie.cpp
inline void Serialize(XmlNodeRef& xmlNode, bool bLoading, const uint version = kParamTypeVersion);
private:
AnimParamType m_type;
AZStd::string m_name;
};
namespace AZStd
{
// define hasher to allow for AZStd maps and sets of CAnimParamType
template <>
struct hash < CAnimParamType >
{
inline size_t operator()(const CAnimParamType& paramType) const
{
AZStd::hash<AnimParamType> paramTypeHasher;
size_t retVal = paramTypeHasher(paramType.GetType());
AZStd::hash_combine(retVal, AZ::Crc32(paramType.GetName()));
return retVal;
}
};
} // namespace AZStd
//! Types of animation track.
// Do not change values! they are serialized
//
// Attention: This should only be expanded if you add a completely new way how tracks store data!
// If you just want to control a new parameter of an entity etc. extend EParamType
//
// Note: TCB splines are only for backward compatibility, Bezier is the default
//
enum EAnimCurveType
{
eAnimCurveType_TCBFloat = 1,
eAnimCurveType_TCBVector = 2,
eAnimCurveType_TCBQuat = 3,
eAnimCurveType_BezierFloat = 4,
eAnimCurveType_Unknown = 0xFFFFFFFF
};
enum ETrackMask
{
eTrackMask_MaskSound = 1 << 11, // Old: 1 << ATRACK_SOUND
};
//! Structure passed to Animate function.
struct SAnimContext
{
SAnimContext()
{
singleFrame = false;
forcePlay = false;
resetting = false;
time = 0;
dt = 0;
fps = 0;
sequence = nullptr;
trackMask = 0;
startTime = 0;
}
float time; //!< Current time in seconds.
float dt; //!< Delta of time from previous animation frame in seconds.
float fps; //!< Last calculated frames per second value.
bool singleFrame; //!< This is not a playing animation, more a single-frame update.
bool forcePlay; //!< Set when force playing animation.
bool resetting; //!< Set when animation sequence is resetting.
IAnimSequence* sequence; //!< Sequence in which animation performed.
// TODO: Replace trackMask with something more type safe
// TODO: Mask should be stored with dynamic length
uint32 trackMask; //!< To update certain types of tracks only
float startTime; //!< The start time of this playing sequence
void Serialize(XmlNodeRef& xmlNode, bool loading);
};
/** Parameters for cut-scene cameras
*/
struct SCameraParams
{
SCameraParams()
{
fov = 0.0f;
nearZ = DEFAULT_NEAR;
justActivated = false;
}
AZ::EntityId cameraEntityId;
float fov;
float nearZ;
bool justActivated;
};
//! Interface for movie-system implemented by user for advanced function-support
struct IMovieUser
{
// <interfuscator:shuffle>
virtual ~IMovieUser(){}
//! Called when movie system requests a camera-change.
virtual void SetActiveCamera(const SCameraParams& Params) = 0;
//! Called when movie system enters into cut-scene mode.
virtual void BeginCutScene(IAnimSequence* pSeq, unsigned long dwFlags, bool bResetFX) = 0;
//! Called when movie system exits from cut-scene mode.
virtual void EndCutScene(IAnimSequence* pSeq, unsigned long dwFlags) = 0;
//! Called when movie system wants to send a global event.
virtual void SendGlobalEvent(const char* pszEvent) = 0;
// </interfuscator:shuffle>
};
//! Callback-class
struct IMovieCallback
{
//! Callback-reasons
enum ECallbackReason
{
CBR_CHANGENODE, // Node is changing.
CBR_CHANGETRACK // Track of the node is changing.
};
// <interfuscator:shuffle>
virtual ~IMovieCallback(){}
// Called by movie system.
virtual void OnMovieCallback(ECallbackReason reason, IAnimNode* pNode) = 0;
virtual void OnSetCamera(const SCameraParams& Params) = 0;
virtual bool IsSequenceCamUsed() const = 0;
// </interfuscator:shuffle>
};
/** Interface of Animation Track.
*/
struct IAnimTrack
{
AZ_RTTI(IAnimTrack, "{AA0D5170-FB28-426F-BA13-7EFF6BB3AC67}");
AZ_CLASS_ALLOCATOR(IAnimTrack, AZ::SystemAllocator, 0);
static void Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<IAnimTrack>();
}
}
//! Flags that can be set on animation track.
enum EAnimTrackFlags
{
eAnimTrackFlags_Linear = BIT(1), //!< Use only linear interpolation between keys.
eAnimTrackFlags_Loop = BIT(2), //!< Play this track in a loop.
eAnimTrackFlags_Cycle = BIT(3), //!< Cycle track.
eAnimTrackFlags_Disabled = BIT(4), //!< Disable this track.
//////////////////////////////////////////////////////////////////////////
// Used by editor.
//////////////////////////////////////////////////////////////////////////
eAnimTrackFlags_Hidden = BIT(5), //!< Set when track is hidden in track view.
eAnimTrackFlags_Muted = BIT(8), //!< Mute this sound track or music track. This only affects the playback in editor on these types of tracks.
};
// <interfuscator:shuffle>
virtual ~IAnimTrack() {};
// for intrusive_ptr support
virtual void add_ref() = 0;
virtual void release() = 0;
//////////////////////////////////////////////////////////////////////////
virtual EAnimCurveType GetCurveType() = 0;
virtual AnimValueType GetValueType() = 0;
#ifdef MOVIESYSTEM_SUPPORT_EDITING
// This color is used for the editor.
virtual ColorB GetCustomColor() const = 0;
virtual void SetCustomColor(ColorB color) = 0;
virtual bool HasCustomColor() const = 0;
virtual void ClearCustomColor() = 0;
#endif
// Return what parameter of the node, this track is attached to.
virtual const CAnimParamType& GetParameterType() const = 0;
// Assign node parameter ID for this track.
virtual void SetParameterType(CAnimParamType type) = 0;
virtual void SetNode(IAnimNode* node) = 0;
// Return Animation Sequence that owns this node.
virtual IAnimNode* GetNode() = 0;
//////////////////////////////////////////////////////////////////////////
// Animation track can contain sub-tracks (Position XYZ anim track have sub-tracks for x,y,z)
// Get count of sub tracks.
virtual int GetSubTrackCount() const = 0;
// Retrieve pointer the specfied sub track.
virtual IAnimTrack* GetSubTrack(int nIndex) const = 0;
virtual const char* GetSubTrackName(int nIndex) const = 0;
virtual void SetSubTrackName(int nIndex, const char* name) = 0;
//////////////////////////////////////////////////////////////////////////
virtual void GetKeyValueRange(float& fMin, float& fMax) const = 0;
virtual void SetKeyValueRange(float fMin, float fMax) = 0;
//! Return number of keys in track.
virtual int GetNumKeys() const = 0;
//! Return true if keys exists in this track
virtual bool HasKeys() const = 0;
//! Set number of keys in track.
//! If needed adds empty keys at end or remove keys from end.
virtual void SetNumKeys(int numKeys) = 0;
//! Remove specified key.
virtual void RemoveKey(int num) = 0;
//! Get key at specified location.
//! @param key Must be valid pointer to compatible key structure, to be filled with specified key location.
virtual void GetKey(int index, IKey* key) const = 0;
//! Get time of specified key.
//! @return key time.
virtual float GetKeyTime(int index) const = 0;
//! Find key at given time.
//! @return Index of found key, or -1 if key with this time not found.
virtual int FindKey(float time) = 0;
//! Get flags of specified key.
//! @return key time.
virtual int GetKeyFlags(int index) = 0;
//! Set key at specified location.
//! @param key Must be valid pointer to compatible key structure.
virtual void SetKey(int index, IKey* key) = 0;
//! Set time of specified key.
virtual void SetKeyTime(int index, float time) = 0;
//! Set flags of specified key.
virtual void SetKeyFlags(int index, int flags) = 0;
//! Sort keys in track (after time of keys was modified).
virtual void SortKeys() = 0;
//! Get track flags.
virtual int GetFlags() = 0;
//! Check if track is masked by mask
// TODO: Mask should be stored with dynamic length
virtual bool IsMasked(const uint32 mask) const = 0;
//! Set track flags.
virtual void SetFlags(int flags) = 0;
//! Create key at given time, and return its index.
//! @return Index of new key.
virtual int CreateKey(float time) = 0;
//! Clone key at specified index.
//! @retun Index of new key.
virtual int CloneKey(int key) = 0;
//! Clone key at specified index from another track of SAME TYPE.
//! @retun Index of new key.
virtual int CopyKey(IAnimTrack* pFromTrack, int nFromKey) = 0;
//! Get info about specified key.
//! @param Short human readable text description of this key.
//! @param duration of this key in seconds.
virtual void GetKeyInfo(int key, const char*& description, float& duration) = 0;
//////////////////////////////////////////////////////////////////////////
// Get track value at specified time.
// Interpolates keys if needed.
// Applies a scale multiplier set in SetMultiplier(), if requested
//////////////////////////////////////////////////////////////////////////
virtual void GetValue(float time, float& value, bool applyMultiplier=false) = 0;
virtual void GetValue(float time, Vec3& value, bool applyMultiplier = false) = 0;
virtual void GetValue(float time, Vec4& value, bool applyMultiplier = false) = 0;
virtual void GetValue(float time, Quat& value) = 0;
virtual void GetValue(float time, bool& value) = 0;
virtual void GetValue(float time, Maestro::AssetBlends<AZ::Data::AssetData>& value) = 0;
// support for AZ:: vector types - re-route to legacy types
void GetValue(float time, AZ::Vector3& value, bool applyMultiplier = false)
{
Vec3 vec3;
GetValue(time, vec3, applyMultiplier);
value.Set(vec3.x, vec3.y, vec3.z);
}
void GetValue(float time, AZ::Quaternion& value)
{
Quat quat;
GetValue(time, quat);
value.Set(quat.v.x, quat.v.y, quat.v.z, quat.w);
}
//////////////////////////////////////////////////////////////////////////
// Set track value at specified time.
// Adds new keys if required.
//////////////////////////////////////////////////////////////////////////
virtual void SetValue(float time, const float& value, bool bDefault = false, bool applyMultiplier = false) = 0;
virtual void SetValue(float time, const Vec3& value, bool bDefault = false, bool applyMultiplier = false) = 0;
virtual void SetValue(float time, const Vec4& value, bool bDefault = false, bool applyMultiplier = false) = 0;
virtual void SetValue(float time, const Quat& value, bool bDefault = false) = 0;
virtual void SetValue(float time, const bool& value, bool bDefault = false) = 0;
virtual void SetValue(float time, const Maestro::AssetBlends<AZ::Data::AssetData>& value, bool bDefault = false) = 0;
// support for AZ:: vector types - re-route to legacy types
void SetValue(float time, AZ::Vector3& value, bool bDefault = false, bool applyMultiplier = false)
{
Vec3 vec3(value.GetX(), value.GetY(), value.GetZ());
SetValue(time, vec3, bDefault, applyMultiplier);
}
void SetValue(float time, AZ::Quaternion& value, [[maybe_unused]] bool bDefault = false)
{
Quat quat(value.GetW(), value.GetX(), value.GetY(), value.GetZ());
SetValue(time, quat);
}
// Only for position tracks, offset all track keys by this amount.
virtual void OffsetKeyPosition(const Vec3& value) = 0;
// Used to update the data in tracks after the parent entity has been changed.
virtual void UpdateKeyDataAfterParentChanged(const AZ::Transform& oldParentWorldTM, const AZ::Transform& newParentWorldTM) = 0;
// Assign active time range for this track.
virtual void SetTimeRange(const Range& timeRange) = 0;
//! @deprecated - IAnimTracks use AZ::Serialization now. Legacy - Serialize this animation track to XML.
virtual bool Serialize(XmlNodeRef& xmlNode, bool bLoading, bool bLoadEmptyTracks = true) = 0;
virtual bool SerializeSelection(XmlNodeRef& xmlNode, bool bLoading, bool bCopySelected = false, float fTimeOffset = 0) = 0;
virtual void InitPostLoad(IAnimSequence* /*sequence*/) {};
//! For custom track animate parameters.
virtual void Animate([[maybe_unused]] SAnimContext& ec) {};
// Get access to the internal spline of the track.
virtual ISplineInterpolator* GetSpline() const { return 0; };
virtual bool IsKeySelected([[maybe_unused]] int key) const { return false; }
virtual void SelectKey([[maybe_unused]] int key, [[maybe_unused]] bool select) {}
virtual void SetSortMarkerKey([[maybe_unused]] unsigned int keyIndex, [[maybe_unused]] bool enabled) {}
virtual bool IsSortMarkerKey([[maybe_unused]] unsigned int keyIndex) const { return false; }
//! Return the index of the key which lies right after the given key in time.
//! @param key Index of of key.
//! @return Index of the next key in time. If the last key given, this returns -1.
// In case of keys sorted, it's just 'key+1', but if not sorted, it can be another value.
virtual int NextKeyByTime(int key) const
{
if (key + 1 < GetNumKeys())
{
return key + 1;
}
else
{
return -1;
}
}
//! Get the animation layer index assigned. (only for character/look-at tracks ATM)
virtual int GetAnimationLayerIndex() const { return -1; }
//! Set the animation layer index. (only for character/look-at tracks ATM)
virtual void SetAnimationLayerIndex([[maybe_unused]] int index) { }
//! Returns whether the track responds to muting (false by default), which only affects the Edtior.
//! Tracks that use mute should override this, such as CSoundTrack
//! @return Boolean of whether the track respnnds to muting or not
virtual bool UsesMute() const { return false; }
//! Set a multiplier which will be multiplied to track values in SetValue and divided out in GetValue if requested
virtual void SetMultiplier(float trackValueMultiplier) = 0;
// Expanded state interface
virtual void SetExpanded(bool expanded) = 0;
virtual bool GetExpanded() const = 0;
virtual unsigned int GetId() const = 0;
virtual void SetId(unsigned int id) = 0;
// </interfuscator:shuffle>
};
/** Callback called by animation node when its animated.
*/
struct IAnimNodeOwner
{
// <interfuscator:shuffle>
virtual ~IAnimNodeOwner(){}
virtual void OnNodeAnimated([[maybe_unused]] IAnimNode* pNode) {}
virtual void OnNodeVisibilityChanged(IAnimNode* pNode, const bool bHidden) = 0;
virtual void OnNodeReset([[maybe_unused]] IAnimNode* pNode) {}
// mark the node's sequence object layer as modified
virtual void MarkAsModified() = 0;
// </interfuscator:shuffle>
};
/** Base class for all Animation nodes,
can host multiple animation tracks, and execute them other time.
Animation node is reference counted.
*/
struct IAnimNode
{
public:
AZ_RTTI(IAnimNode, "{0A096354-7F26-4B18-B8C0-8F10A3E0440A}");
AZ_CLASS_ALLOCATOR(IAnimNode, AZ::SystemAllocator, 0);
static void Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<IAnimNode>();
}
}
//////////////////////////////////////////////////////////////////////////
// Supported params.
//////////////////////////////////////////////////////////////////////////
enum ESupportedParamFlags
{
eSupportedParamFlags_MultipleTracks = 0x01, // Set if parameter can be assigned multiple tracks.
eSupportedParamFlags_Hidden = 0x02, // Hidden from the Track View UI.
};
struct SParamInfo
{
SParamInfo()
: name("")
, valueType(kAnimValueDefault)
, flags(ESupportedParamFlags(0)) {};
SParamInfo(const char* _name, CAnimParamType _paramType, AnimValueType _valueType, ESupportedParamFlags _flags)
: name(_name)
, paramType(_paramType)
, valueType(_valueType)
, flags(_flags) {};
const char* name; // parameter name.
CAnimParamType paramType; // parameter id.
AnimValueType valueType; // value type, defines type of track to use for animating this parameter.
ESupportedParamFlags flags; // combination of flags from ESupportedParamFlags.
};
using AnimParamInfos = AZStd::vector<SParamInfo>;
// <interfuscator:shuffle>
virtual ~IAnimNode() {};
// for intrusive_ptr support
virtual void add_ref() = 0;
virtual void release() = 0;
//! Set node name.
virtual void SetName(const char* name) = 0;
//! Get node name.
virtual const char* GetName() = 0;
// Get Type of this node.
virtual AnimNodeType GetType() const = 0;
// Return Animation Sequence that owns this node.
virtual IAnimSequence* GetSequence() const = 0;
// Set the Animation Sequence that owns this node.
virtual void SetSequence(IAnimSequence* sequence) = 0;
// Called when sequence is activated / deactivated
virtual void Activate(bool bActivate) = 0;
// Set AnimNode flags.
// @param flags One or more flags from EAnimNodeFlags.
// @see EAnimNodeFlags
virtual void SetFlags(int flags) = 0;
// Get AnimNode flags.
// @return flags set on node.
// @see EAnimNodeFlags
virtual int GetFlags() const = 0;
// return true if flagsToCheck is set on the node or any of the node's parents
virtual bool AreFlagsSetOnNodeOrAnyParent(EAnimNodeFlags flagsToCheck) const = 0;
// AZ::Entity is bound/handled via their Id over EBuses, as opposed to directly with pointers.
virtual void SetAzEntityId(const AZ::EntityId& id) = 0;
virtual AZ::EntityId GetAzEntityId() const = 0;
// Return movie system that created this node.
virtual IMovieSystem* GetMovieSystem() const = 0;
//////////////////////////////////////////////////////////////////////////
// Space position/orientation scale.
//////////////////////////////////////////////////////////////////////////
//! Translate entity node.
virtual void SetPos(float time, const Vec3& pos) = 0;
//! Rotate entity node.
virtual void SetRotate(float time, const Quat& quat) = 0;
//! Scale entity node.
virtual void SetScale(float time, const Vec3& scale) = 0;
//! Compute and return the offset which brings the current position to the given position
virtual Vec3 GetOffsetPosition(const Vec3& position) { return position - GetPos(); }
//! Get current entity position.
virtual Vec3 GetPos() = 0;
//! Get current entity rotation.
virtual Quat GetRotate() = 0;
//! Get entity rotation at specified time.
virtual Quat GetRotate(float time) = 0;
//! Get current entity scale.
virtual Vec3 GetScale() = 0;
// General Set param.
// Set float/vec3/vec4 parameter at given time.
// @return true if parameter set, false if this parameter not exist in node.
virtual bool SetParamValue(float time, CAnimParamType param, float value) = 0;
virtual bool SetParamValue(float time, CAnimParamType param, const Vec3& value) = 0;
virtual bool SetParamValue(float time, CAnimParamType param, const Vec4& value) = 0;
// Get float/vec3/vec4 parameter at given time.
// @return true if parameter exist, false if this parameter not exist in node.
virtual bool GetParamValue(float time, CAnimParamType param, float& value) = 0;
virtual bool GetParamValue(float time, CAnimParamType param, Vec3& value) = 0;
virtual bool GetParamValue(float time, CAnimParamType param, Vec4& value) = 0;
//! Evaluate animation node while not playing animation.
virtual void StillUpdate() = 0;
//! Evaluate animation to the given time.
virtual void Animate(SAnimContext& ec) = 0;
// Description:
// Returns number of supported parameters by this animation node (position,rotation,scale,etc..).
// Returns:
// Number of supported parameters.
virtual unsigned int GetParamCount() const = 0;
// Description:
// Returns the type of a param by index
// Arguments:
// nIndex - parameter index in range 0 <= nIndex < GetSupportedParamCount()
virtual CAnimParamType GetParamType(unsigned int nIndex) const = 0;
// Description:
// Check if parameter is supported by this node.
virtual bool IsParamValid(const CAnimParamType& paramType) const = 0;
// Description:
// Returns name of supported parameter of this animation node or NULL if not available
// Arguments:
// paramType - parameter id
virtual const char* GetParamName(const CAnimParamType& paramType) const = 0;
// Description:
// Returns the params value type
virtual AnimValueType GetParamValueType(const CAnimParamType& paramType) const = 0;
// Description:
// Returns the params value type
virtual ESupportedParamFlags GetParamFlags(const CAnimParamType& paramType) const = 0;
// Called node data is re-initialized, such as when changing the entity associated with it.
virtual void OnReset() = 0;
//////////////////////////////////////////////////////////////////////////
// Working with Tracks.
//////////////////////////////////////////////////////////////////////////
virtual int GetTrackCount() const = 0;
// Return track assigned to the specified parameter.
virtual IAnimTrack* GetTrackByIndex(int nIndex) const = 0;
// Return first track assigned to the specified parameter.
virtual IAnimTrack* GetTrackForParameter(const CAnimParamType& paramType) const = 0;
// Return the i-th track assigned to the specified parameter in case of multiple tracks.
virtual IAnimTrack* GetTrackForParameter(const CAnimParamType& paramType, uint32 index) const = 0;
// Get the index of a given track among tracks with the same parameter type in this node.
virtual uint32 GetTrackParamIndex(const IAnimTrack* pTrack) const = 0;
// Creates a new track for given parameter.
virtual IAnimTrack* CreateTrack(const CAnimParamType& paramType) = 0;
// Initializes track default values after de-serialization / user creation. Only called in editor.
virtual void InitializeTrackDefaultValue(IAnimTrack* pTrack, const CAnimParamType& paramType) = 0;
// Assign animation track to parameter.
// if track parameter is NULL track with parameter id param will be removed.
virtual void SetTrack(const CAnimParamType& paramType, IAnimTrack* track) = 0;
// Set time range for all tracks in this sequence.
virtual void SetTimeRange(Range timeRange) = 0;
// Remove track from anim node.
virtual void AddTrack(IAnimTrack* pTrack) = 0;
// Remove track from anim node.
virtual bool RemoveTrack(IAnimTrack* pTrack) = 0;
// Description:
// Creates default set of tracks supported by this node.
virtual void CreateDefaultTracks() = 0;
// returns the tangent type to use for created keys. Override this if you have an animNode that you wish
// to have tangents other than UNIFIED created for new keys.
virtual int GetDefaultKeyTangentFlags() const { return SPLINE_KEY_TANGENT_UNIFIED; }
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// Callback for animation node used by editor.
// Register notification callback with animation node.
virtual void SetNodeOwner(IAnimNodeOwner* pOwner) = 0;
virtual IAnimNodeOwner* GetNodeOwner() = 0;
// Serialize this animation node to XML.
virtual void Serialize(XmlNodeRef& xmlNode, bool bLoading, bool bLoadEmptyTracks) = 0;
// Serialize only the tracks in this animation node to/from XML
virtual void SerializeAnims(XmlNodeRef& xmlNode, bool bLoading, bool bLoadEmptyTracks) = 0;
// Sets up internal pointers post load from Sequence Component
virtual void InitPostLoad(IAnimSequence* sequence) = 0;
//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
// Groups interface
//////////////////////////////////////////////////////////////////////////
virtual void SetParent(IAnimNode* pParent) = 0;
virtual IAnimNode* GetParent() const = 0;
virtual IAnimNode* HasDirectorAsParent() const = 0;
//////////////////////////////////////////////////////////////////////////
virtual void Render() = 0;
virtual bool NeedToRender() const = 0;
// Called from editor if dynamic params need updating
virtual void UpdateDynamicParams() = 0;
// </interfuscator:shuffle>
// Used by AnimCameraNode
virtual bool GetShakeRotation([[maybe_unused]] const float& time, [[maybe_unused]] Quat& rot){return false; }
virtual void SetCameraShakeSeed([[maybe_unused]] const uint shakeSeed){};
// override this method to handle explicit setting of time
virtual void TimeChanged([[maybe_unused]] float newTime) {};
// Compares all of the node's track values at the given time with the associated property value and
// sets a key at that time if they are different to match the latter
// Returns the number of keys set
virtual int SetKeysForChangedTrackValues([[maybe_unused]] float time) { return 0; };
// Callbacks used when Game/Simulation mode is started and stopped in the Editor. Override if you want to handle these events
virtual void OnStartPlayInEditor() {};
virtual void OnStopPlayInEditor() {};
////////////////////////////////////////////////////////////////////////////////
// interface for Components - implemented by CAnimComponentNode
// Override if the derived node has an associated component type (e.g. CAnimComponentNode)
virtual void SetComponent([[maybe_unused]] AZ::ComponentId comopnentId, [[maybe_unused]] const AZ::Uuid& componentTypeId) {}
// returns the componentId of the component the node is associate with, if applicable, or a AZ::InvalidComponentId otherwise
virtual AZ::ComponentId GetComponentId() const { return AZ::InvalidComponentId; }
// ~interface for Components
////////////////////////////////////////////////////////////////////////////////
// Used to disable any animation that is overridden by a SceneNode during camera interpolation, such as
// FoV, transform, nearZ
virtual void SetSkipInterpolatedCameraNode([[maybe_unused]] const bool skipNodeCameraAnimation) {};
// Expanded state interface
virtual void SetExpanded(bool expanded) = 0;
virtual bool GetExpanded() const = 0;
// Return the node id. This id is unique within a given sequence.
virtual int GetId() const = 0;
};
//! Track event listener
struct ITrackEventListener
{
//! Reasons
enum ETrackEventReason
{
eTrackEventReason_Added,
eTrackEventReason_Removed,
eTrackEventReason_Renamed,
eTrackEventReason_Triggered,
eTrackEventReason_MovedUp,
eTrackEventReason_MovedDown,
};
// <interfuscator:shuffle>
virtual ~ITrackEventListener(){}
// Description:
// Called when track event is updated
// Arguments:
// pSeq - Animation sequence
// reason - Reason for update (see EReason)
// event - Track event added
// pUserData - Data to accompany reason
virtual void OnTrackEvent(IAnimSequence* sequence, int reason, const char* event, void* pUserData) = 0;
virtual void GetMemoryUsage([[maybe_unused]] ICrySizer* pSizer) const{};
// </interfuscator:shuffle>
};
struct IAnimLegacySequenceObject
{
// <interfuscator:shuffle>
virtual ~IAnimLegacySequenceObject() {}
virtual void OnNameChanged() = 0;
virtual void OnModified() = 0;
// </interfuscator:shuffle>
};
struct IAnimStringTable
{
AZ_RTTI(IAnimStringTable, "{35690309-9D22-41FF-80B7-8AF7C8419945}")
virtual ~IAnimStringTable() {}
// for intrusive_ptr support
virtual void add_ref() = 0;
virtual void release() = 0;
virtual const char* Add(const char* p) = 0;
};
/** Animation sequence, operates on animation nodes contained in it.
*/
struct IAnimSequence
{
AZ_RTTI(IAnimSequence, "{A60F95F5-5A4A-47DB-B3BB-525BBC0BC8DB}");
AZ_CLASS_ALLOCATOR(IAnimSequence, AZ::SystemAllocator, 0);
static const int kSequenceVersion = 5;
static void Reflect(AZ::ReflectContext* context)
{
if (auto serializeContext = azrtti_cast<AZ::SerializeContext*>(context))
{
serializeContext->Class<IAnimSequence>();
}
}
//! Flags used for SetFlags(),GetFlags(),SetParentFlags(),GetParentFlags() methods.
enum EAnimSequenceFlags
{
eSeqFlags_PlayOnReset = BIT(0), //!< Start playing this sequence immediately after reset of movie system(Level load).
eSeqFlags_OutOfRangeConstant = BIT(1), //!< Constant Out-Of-Range,time continues normally past sequence time range.
eSeqFlags_OutOfRangeLoop = BIT(2), //!< Loop Out-Of-Range,time wraps back to the start of range when reaching end of range.
eSeqFlags_CutScene = BIT(3), //!< Cut scene sequence.
eSeqFlags_NoHUD = BIT(4), //!< @deprecated - Don`t display HUD
eSeqFlags_NoPlayer = BIT(5), //!< Disable input and drawing of player
eSeqFlags_NoGameSounds = BIT(9), //!< Suppress all game sounds.
eSeqFlags_NoSeek = BIT(10), //!< Cannot seek in sequence.
eSeqFlags_NoAbort = BIT(11), //!< Cutscene can not be aborted
eSeqFlags_NoSpeed = BIT(13), //!< Cannot modify sequence speed - TODO: add interface control if required
// eSeqFlags_CanWarpInFixedTime = BIT(14), //!< @deprecated - Timewarp by scaling a fixed time step - removed July 2017, unused
eSeqFlags_EarlyMovieUpdate = BIT(15), //!< Turn the 'sys_earlyMovieUpdate' on during the sequence.
eSeqFlags_LightAnimationSet = BIT(16), //!< A special unique sequence for light animations
eSeqFlags_NoMPSyncingNeeded = BIT(17), //!< this sequence doesn't require MP net syncing
};
virtual ~IAnimSequence() {};
// for intrusive_ptr support
virtual void add_ref() = 0;
virtual void release() = 0;
//! Set the name of this sequence. (ex. "Intro" in the same case as above)
virtual void SetName(const char* name) = 0;
//! Get the name of this sequence. (ex. "Intro" in the same case as above)
virtual const char* GetName() const = 0;
//! Get the ID (unique in a level and consistent across renaming) of this sequence.
virtual uint32 GetId () const = 0;
//! Resets the ID to the next available ID - used on sequence loads into levels to resolve ID collisions
virtual void ResetId() = 0;
// Legacy sequence objects are connected by pointers. SequenceComponents are connected by AZ::EntityId
virtual void SetLegacySequenceObject(IAnimLegacySequenceObject* legacySequenceObject) = 0;
virtual IAnimLegacySequenceObject* GetLegacySequenceObject() const = 0;
virtual void SetSequenceEntityId(const AZ::EntityId& entityOwnerId) = 0;
virtual const AZ::EntityId& GetSequenceEntityId() const = 0;
//! Set the currently active director node.
virtual void SetActiveDirector(IAnimNode* pDirectorNode) = 0;
//! Get the currently active director node, if any.
virtual IAnimNode* GetActiveDirector() const = 0;
//! Set animation sequence flags
virtual void SetFlags(int flags) = 0;
//! Get animation sequence flags
virtual int GetFlags() const = 0;
//! Get cutscene related animation sequence flags
virtual int GetCutSceneFlags(const bool localFlags = false) const = 0;
//! Set parent animation sequence
virtual void SetParentSequence(IAnimSequence* pParentSequence) = 0;
//! Get parent animation sequence
virtual const IAnimSequence* GetParentSequence() const = 0;
//! Check whether this sequence has the given sequence as a descendant through one of its sequence tracks.
virtual bool IsAncestorOf(const IAnimSequence* sequence) const = 0;
//! Return number of animation nodes in sequence.
virtual int GetNodeCount() const = 0;
//! Get animation node at specified index.
virtual IAnimNode* GetNode(int index) const = 0;
//! Add animation node to sequence.
//! @return True if node added, same node will not be added 2 times.
virtual bool AddNode(IAnimNode* node) = 0;
// Reorders the array of nodes, so the specified node is placed after or before the given pivot node depending on the parameter 'next'.
virtual void ReorderNode(IAnimNode* node, IAnimNode* pPivotNode, bool next) = 0;
// Description:
// Creates a new animation node with specified type.
// Arguments:
// nodeType - Type of node, one of AnimNodeType enums.
virtual IAnimNode* CreateNode(AnimNodeType nodeType) = 0;
// Description:
// Creates a new animation node from serialized node XML.
// Arguments:
// node - Serialized form of node
virtual IAnimNode* CreateNode(XmlNodeRef node) = 0;
//! Remove animation node from sequence.
virtual void RemoveNode(IAnimNode* node, bool removeChildRelationships /*=true*/) = 0;
// Finds node by name, can be slow.
// If the node belongs to a director, the director node also should be given
// since there can be multiple instances of the same node(i.e. the same name)
// across multiple director nodes.
virtual IAnimNode* FindNodeByName(const char* sNodeName, const IAnimNode* pParentDirector) = 0;
//! Remove all nodes from sequence.
virtual void RemoveAll() = 0;
// Activate sequence by binding sequence animations to nodes.
// must be called prior animating sequence.
virtual void Activate() = 0;
/** Check if sequence is activated
*/
virtual bool IsActivated() const = 0;
// Deactivates sequence by unbinding sequence animations from nodes.
virtual void Deactivate() = 0;
// Pre-caches data associated with this anim sequence.
virtual void PrecacheData(float startTime = 0.0f) = 0;
// Update sequence while not playing animation.
virtual void StillUpdate() = 0;
// Render function call for some special node.
virtual void Render() = 0;
// Evaluate animations of all nodes in sequence.
// Sequence must be activated before animating.
virtual void Animate(const SAnimContext& ec) = 0;
//! Set time range of this sequence.
virtual void SetTimeRange(Range timeRange) = 0;
//! Get time range of this sequence.
virtual Range GetTimeRange() = 0;
//! Resets the sequence
virtual void Reset(bool bSeekToStart) = 0;
//! This can have more time-consuming tasks performed additional to tasks of the usual 'Reset()' method.
virtual void ResetHard() = 0;
// Called to pause sequence.
virtual void Pause() = 0;
// Called to resume sequence.
virtual void Resume() = 0;
/** Called to check if sequence is paused.
*/
virtual bool IsPaused() const = 0;
/** Called when a sequence is looped.
*/
virtual void OnLoop() = 0;
/** Move/Scale all keys in tracks from previous time range to new time range.
*/
virtual void AdjustKeysToTimeRange(const Range& timeRange) = 0;
/** Called when time was explicitly jumped to/set.
*/
virtual void TimeChanged(float newTime) = 0;
// fix up internal pointers after load from Sequence Component
virtual void InitPostLoad() = 0;
// Copy some nodes of this sequence to XML.
virtual void CopyNodes(XmlNodeRef& xmlNode, IAnimNode** pSelectedNodes, uint32 count) = 0;
// Paste nodes given by the XML to this sequence.
virtual void PasteNodes(const XmlNodeRef& xmlNode, IAnimNode* pParent) = 0;
// Summary:
// Adds/removes track events in sequence.
virtual bool AddTrackEvent(const char* szEvent) = 0;
virtual bool RemoveTrackEvent(const char* szEvent) = 0;
virtual bool RenameTrackEvent(const char* szEvent, const char* szNewEvent) = 0;
virtual bool MoveUpTrackEvent(const char* szEvent) = 0;
virtual bool MoveDownTrackEvent(const char* szEvent) = 0;
virtual void ClearTrackEvents() = 0;
// Summary:
// Gets the track events in the sequence.
virtual int GetTrackEventsCount() const = 0;
// Summary:
// Gets the specified track event in the sequence.
virtual char const* GetTrackEvent(int iIndex) const = 0;
virtual IAnimStringTable* GetTrackEventStringTable() = 0;
// Summary:
// Called to trigger a track event.
virtual void TriggerTrackEvent(const char* event, const char* param = NULL) = 0;
//! Track event listener
virtual void AddTrackEventListener(ITrackEventListener* pListener) = 0;
virtual void RemoveTrackEventListener(ITrackEventListener* pListener) = 0;
// return the sequence type - legacy or new component entity
virtual SequenceType GetSequenceType() const = 0;
// Expanded state interface
virtual void SetExpanded(bool expanded) = 0;
virtual bool GetExpanded() const = 0;
virtual unsigned int GetUniqueTrackIdAndGenerateNext() = 0;
// </interfuscator:shuffle>
};
/** Movie Listener interface.
Register at movie system to get notified about movie events
*/
struct IMovieListener
{
enum EMovieEvent
{
eMovieEvent_Started = 0, // fired when sequence is started
eMovieEvent_Stopped, // fired when sequence ended normally
eMovieEvent_Aborted, // fired when sequence was aborted before normal end (STOP and ABORTED event are mutually exclusive!)
eMovieEvent_Updated, // fired after sequence time or playback speed was updated
eMovieEvent_RecordModeStarted, // fired when Record Mode is started
eMovieEvent_RecordModeStopped, // fired when Record Mode is stopped
};
// <interfuscator:shuffle>
virtual ~IMovieListener(){}
//! callback on movie events
virtual void OnMovieEvent(EMovieEvent movieEvent, IAnimSequence* pAnimSequence) = 0;
// </interfuscator:shuffle>
void GetMemoryUsage([[maybe_unused]] ICrySizer* pSizer) const{}
};
/** Movie System interface.
Main entrance point to engine movie capability.
Enumerate available movies, update all movies, create animation nodes and tracks.
*/
struct IMovieSystem
{
AZ_RTTI(IMovieSystem, "{D8E6D6E9-830D-40DC-87F3-E9A069FBEB69}")
enum ESequenceStopBehavior
{
eSSB_LeaveTime = 0, // When sequence is stopped it remains in last played time.
eSSB_GotoEndTime = 1, // Default behavior in game, sequence is animated at end time before stop.
eSSB_GotoStartTime = 2, // Default behavior in editor, sequence is animated at start time before stop.
};
// <interfuscator:shuffle>
virtual ~IMovieSystem(){}
//! Release movie system.
virtual void Release() = 0;
//! Set the user.
virtual void SetUser(IMovieUser* pUser) = 0;
//! Get the user.
virtual IMovieUser* GetUser() = 0;
virtual IAnimSequence* CreateSequence(const char* sequence, bool bLoad = false, uint32 id = 0, SequenceType = kSequenceTypeDefault, AZ::EntityId entityId = AZ::EntityId()) = 0;
virtual void AddSequence(IAnimSequence* sequence) = 0;
virtual void RemoveSequence(IAnimSequence* sequence) = 0;
virtual IAnimSequence* FindLegacySequenceByName(const char* sequence) const = 0;
virtual IAnimSequence* FindSequence(const AZ::EntityId& componentEntitySequenceId) const = 0;
virtual IAnimSequence* FindSequenceById(uint32 id) const = 0;
virtual IAnimSequence* GetSequence(int i) const = 0;
virtual int GetNumSequences() const = 0;
virtual IAnimSequence* GetPlayingSequence(int i) const = 0;
virtual int GetNumPlayingSequences() const = 0;
virtual bool IsCutScenePlaying() const = 0;
virtual uint32 GrabNextSequenceId() = 0;
// called whenever a new sequence Id is set - to update nextSequenceId
virtual void OnSetSequenceId(uint32 sequenceId) = 0;
//////////////////////////////////////////////////////////////////////////
//
// If the name of a sequence changes, the keys that refer it in the
// sequence track of the director node should be properly updated also.
//
// @param before The old name of the sequence.
// @param after The new name of the sequence.
// @return Number of modified sequence keys.
//
//////////////////////////////////////////////////////////////////////////
virtual int OnSequenceRenamed(const char* before, const char* after) = 0;
//////////////////////////////////////////////////////////////////////////
//
// If the name of a camera changes, the keys that refer it in the
// camera track of the director node should be properly updated also.
// This updates the name of the corresponding camera node also, if any.
//
// @param before The old name of the camera.
// @param after The new name of the camera.
// @return Number of modified camera keys.
//
//////////////////////////////////////////////////////////////////////////
virtual int OnCameraRenamed(const char* before, const char* after) = 0;
// Adds a listener to a sequence
// @param sequence Pointer to sequence
// @param pListener Pointer to an IMovieListener
// @return true on successful add, false otherwise
virtual bool AddMovieListener(IAnimSequence* sequence, IMovieListener* pListener) = 0;
// Removes a listener from a sequence
// @param sequence Pointer to sequence
// @param pListener Pointer to an IMovieListener
// @return true on successful removal, false otherwise
virtual bool RemoveMovieListener(IAnimSequence* sequence, IMovieListener* pListener) = 0;
virtual ISystem* GetSystem() = 0;
// Remove all sequences from movie system.
virtual void RemoveAllSequences() = 0;
//////////////////////////////////////////////////////////////////////////
// Sequence playback.
//////////////////////////////////////////////////////////////////////////
// Start playing sequence.
// Call ignored if sequence is already playing.
// @param sequence Name of sequence to play.
virtual void PlaySequence(const char* pSequenceName, IAnimSequence* pParentSeq, bool bResetFX, bool bTrackedSequence, float startTime = -FLT_MAX, float endTime = -FLT_MAX) = 0;
// Start playing sequence.
// Call ignored if sequence is already playing.
// @param sequence Pointer to Valid sequence to play.
virtual void PlaySequence(IAnimSequence* sequence, IAnimSequence* pParentSeq, bool bResetFX, bool bTrackedSequence, float startTime = -FLT_MAX, float endTime = -FLT_MAX) = 0;
// Stops currently playing sequence.
// Ignored if sequence is not playing.
// Returns true if sequence has been stopped. false otherwise
// @param sequence Name of playing sequence to stop.
virtual bool StopSequence(const char* pSequenceName) = 0;
// Stop's currently playing sequence.
// Ignored if sequence is not playing.
// Returns true if sequence has been stopped. false otherwise
// @param sequence Pointer to Valid sequence to stop.
virtual bool StopSequence(IAnimSequence* sequence) = 0;
/** Aborts a currently playing sequence.
Ignored if sequence is not playing.
Calls IMovieListener with MOVIE_EVENT_ABORTED event (MOVIE_EVENT_DONE is NOT called)
Returns true if sequence has been aborted. false otherwise
@param sequence Pointer to Valid sequence to stop.
@param bLeaveTime If false, uses default stop behavior, otherwise leaves the sequence at time
*/
virtual bool AbortSequence(IAnimSequence* sequence, bool bLeaveTime = false) = 0;
// Stops all currently playing sequences.
virtual void StopAllSequences() = 0;
// Stops all playing cut-scene sequences.
// This will not stop all sequences, but only those with CUT_SCENE flag set.
virtual void StopAllCutScenes() = 0;
// Checks if specified sequence is playing.
virtual bool IsPlaying(IAnimSequence* seq) const = 0;
/** Resets playback state of movie system,
usually called after loading of level,
*/
virtual void Reset(bool bPlayOnReset, bool bSeekToStart) = 0;
// Sequences with PLAY_ONRESET flag will start playing after this call.
virtual void PlayOnLoadSequences() = 0;
// Update movie system while not playing animation.
virtual void StillUpdate() = 0;
// Updates movie system every frame before the entity system to animate all playing sequences.
virtual void PreUpdate(const float dt) = 0;
// Updates movie system every frame after the entity system to animate all playing sequences.
virtual void PostUpdate(const float dt) = 0;
// Render function call of some special node.
virtual void Render() = 0;
// Set and enable Fixed Step cvars
virtual void EnableFixedStepForCapture(float step) = 0;
// Disable Fixed Step cvars and return to previous settings
virtual void DisableFixedStepForCapture() = 0;
// Signal the capturing start.
virtual void StartCapture(const ICaptureKey& key, int frame) = 0;
// Signal the capturing end.
virtual void EndCapture() = 0;
// Actually turn on/off the capturing.
// This is needed for the timing issue of turning on/off the capturing.
virtual void ControlCapture() = 0;
// Returns true if a Render Output capture is currently active.
virtual bool IsCapturing() const = 0;
// Set movie system into recording mode,
// While in recording mode any changes made to node will be added as keys to tracks.
virtual void SetRecording(bool recording) = 0;
virtual bool IsRecording() const = 0;
virtual void EnableCameraShake(bool bEnabled) = 0;
virtual bool IsCameraShakeEnabled() const = 0;
// Pause any playing sequences.
virtual void Pause() = 0;
// Resume playing sequences.
virtual void Resume() = 0;
// Pause cut scenes in editor.
virtual void PauseCutScenes() = 0;
// Resume cut scenes in editor.
virtual void ResumeCutScenes() = 0;
// Callback when animation-data changes
virtual void SetCallback(IMovieCallback* pCallback) = 0;
virtual IMovieCallback* GetCallback() = 0;
virtual const SCameraParams& GetCameraParams() const = 0;
virtual void SetCameraParams(const SCameraParams& Params) = 0;
virtual void SendGlobalEvent(const char* pszEvent) = 0;
// Gets the float time value for a sequence that is already playing
virtual float GetPlayingTime(IAnimSequence* pSeq) = 0;
virtual float GetPlayingSpeed(IAnimSequence* pSeq) = 0;
// Sets the time progression of an already playing cutscene.
// If IAnimSequence:NO_SEEK flag is set on pSeq, this call is ignored.
virtual bool SetPlayingTime(IAnimSequence* pSeq, float fTime) = 0;
virtual bool SetPlayingSpeed(IAnimSequence* pSeq, float fSpeed) = 0;
// Set behavior pattern for stopping sequences.
virtual void SetSequenceStopBehavior(ESequenceStopBehavior behavior) = 0;
// Set the start and end time of an already playing cutscene.
virtual bool GetStartEndTime(IAnimSequence* pSeq, float& fStartTime, float& fEndTime) = 0;
virtual bool SetStartEndTime(IAnimSequence* pSeq, const float fStartTime, const float fEndTime) = 0;
// Make the specified sequence go to a given frame time.
// @param seqName A sequence name.
// @param targetFrame A target frame to go to in time.
virtual void GoToFrame(const char* seqName, float targetFrame) = 0;
// Get the name of camera used for sequences instead of cameras specified in the director node.
virtual const char* GetOverrideCamName() const = 0;
// Get behavior pattern for stopping sequences.
virtual IMovieSystem::ESequenceStopBehavior GetSequenceStopBehavior() = 0;
// These are used to disable 'Ragdollize' events in the editor when the 'AI/Physics' is off.
virtual bool IsPhysicsEventsEnabled() const = 0;
virtual void EnablePhysicsEvents(bool enable) = 0;
virtual void EnableBatchRenderMode(bool bOn) = 0;
virtual bool IsInBatchRenderMode() const = 0;
virtual ILightAnimWrapper* CreateLightAnimWrapper(const char* name) const = 0;
virtual void LoadParamTypeFromXml(CAnimParamType& animParamType, const XmlNodeRef& xmlNode, const uint version) = 0;
virtual void SaveParamTypeToXml(const CAnimParamType& animParamType, XmlNodeRef& xmlNode) = 0;
// Should only be called from CAnimParamType
virtual void SerializeParamType(CAnimParamType& animParamType, XmlNodeRef& xmlNode, bool bLoading, const uint version) = 0;
// For buffering and presenting user notification messages in the Editor. Will also print as an AZ_Warning()
virtual void LogUserNotificationMsg(const AZStd::string& msg) = 0;
virtual void ClearUserNotificationMsgs() = 0;
virtual const AZStd::string& GetUserNotificationMsgs() const = 0;
// Call this from OnActivate() when a new sequence component entity is activated.
virtual void OnSequenceActivated(IAnimSequence* sequence) = 0;
#ifdef MOVIESYSTEM_SUPPORT_EDITING
virtual AnimNodeType GetNodeTypeFromString(const char* pString) const = 0;
virtual CAnimParamType GetParamTypeFromString(const char* pString) const = 0;
#endif
// fill in the animNodeType from the xmlNode description (or vice versa)
virtual void SerializeNodeType(AnimNodeType& animNodeType, XmlNodeRef& xmlNode, bool bLoading, const uint version, int flags) = 0;
// </interfuscator:shuffle>
};
inline void SAnimContext::Serialize(XmlNodeRef& xmlNode, bool bLoading)
{
if (bLoading)
{
XmlString name;
if (xmlNode->getAttr("sequence", name))
{
sequence = gEnv->pMovieSystem->FindLegacySequenceByName(name.c_str());
}
xmlNode->getAttr("dt", dt);
xmlNode->getAttr("fps", fps);
xmlNode->getAttr("time", time);
xmlNode->getAttr("bSingleFrame", singleFrame);
xmlNode->getAttr("bResetting", resetting);
xmlNode->getAttr("trackMask", trackMask);
xmlNode->getAttr("startTime", startTime);
}
else
{
if (sequence)
{
string fullname = sequence->GetName();
xmlNode->setAttr("sequence", fullname.c_str());
}
xmlNode->setAttr("dt", dt);
xmlNode->setAttr("fps", fps);
xmlNode->setAttr("time", time);
xmlNode->setAttr("bSingleFrame", singleFrame);
xmlNode->setAttr("bResetting", resetting);
xmlNode->setAttr("trackMask", trackMask);
xmlNode->setAttr("startTime", startTime);
}
}
inline void CAnimParamType::SaveToXml(XmlNodeRef& xmlNode) const
{
gEnv->pMovieSystem->SaveParamTypeToXml(*this, xmlNode);
}
inline void CAnimParamType::LoadFromXml(const XmlNodeRef& xmlNode, const uint version)
{
gEnv->pMovieSystem->LoadParamTypeFromXml(*this, xmlNode, version);
}
inline void CAnimParamType::Serialize(XmlNodeRef& xmlNode, bool bLoading, const uint version)
{
gEnv->pMovieSystem->SerializeParamType(*this, xmlNode, bLoading, version);
}
#endif // CRYINCLUDE_CRYCOMMON_IMOVIESYSTEM_H