mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 15:14:51 +01:00
9820436fbe
Touches a lot of code to remove long constants like "1L", so this patch is large and ugly, but I think it makes all those Clamp() calls look nicer in the long run. Most of the game is 64-bit clean, since we can build without assembly code now. I've marked the things that are obviously still wrong with STUBBED lines. That being said: a 64-bit build can already run the demos mostly correctly, so we're actually almost there! There are a few obvious things that are obviously wrong, to be fixed.
1154 lines
33 KiB
C++
1154 lines
33 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include <Engine/StdH.h>
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#include <Engine/Base/Anim.h>
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#include <Engine/Base/Memory.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Base/Timer.h>
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#include <Engine/Math/Functions.h>
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#include <Engine/Templates/Stock_CAnimData.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Templates/DynamicArray.cpp>
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/*
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* One animation of an animateable object
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*/
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class COneAnim
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{
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public:
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COneAnim();
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~COneAnim();
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// copy constructor
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COneAnim &operator=(const COneAnim &oaAnim);
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NAME oa_Name;
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TIME oa_SecsPerFrame; // speed of this animation
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INDEX oa_NumberOfFrames;
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INDEX *oa_FrameIndices; // array of frame indices
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};
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/*
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* Node used for linking ptrs to COneAnim objects while loading
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* script file before turning them into an array
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* Class is used only for loading script files
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*/
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class COneAnimNode
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{
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public:
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~COneAnimNode();
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COneAnimNode(COneAnim *AnimToInsert, CListHead *LH);
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CListNode coan_Node;
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COneAnim *coan_OneAnim;
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};
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COneAnimNode::~COneAnimNode()
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{
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ASSERT( coan_OneAnim != NULL);
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delete coan_OneAnim;
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}
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/*
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* This temporary list head class is used for automatic deleting of temporary list on exit
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*/
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class CTmpListHead : public CListHead
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{
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public:
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~CTmpListHead();
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};
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CTmpListHead::~CTmpListHead()
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{
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FORDELETELIST(COneAnimNode, coan_Node, *this, it)
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delete &it.Current();
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}
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// Remember ptr to animation and add this node at the end of given animation list
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COneAnimNode::COneAnimNode(COneAnim *AnimToInsert, CListHead *LH)
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{
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coan_OneAnim = AnimToInsert;
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LH->AddTail( coan_Node);
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}
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// Constructor sets invalid data
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COneAnim::COneAnim()
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{
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oa_FrameIndices = NULL;
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}
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// Free allocated frame indices array for this animation
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COneAnim::~COneAnim()
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{
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ASSERT(oa_FrameIndices != NULL);
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FreeMemory( oa_FrameIndices);
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oa_FrameIndices = NULL;
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}
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/*
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* Copy constructor.
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*/
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COneAnim &COneAnim::operator=(const COneAnim &oaAnim)
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{
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ASSERT( oaAnim.oa_NumberOfFrames > 0);
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strcpy(oa_Name, oaAnim.oa_Name);
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oa_SecsPerFrame = oaAnim.oa_SecsPerFrame;
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oa_NumberOfFrames = oaAnim.oa_NumberOfFrames;
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if( oa_FrameIndices != NULL)
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{
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FreeMemory(oa_FrameIndices);
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}
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oa_FrameIndices = (INDEX *) AllocMemory( sizeof(INDEX) * oa_NumberOfFrames);
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for( INDEX iFrame = 0; iFrame<oa_NumberOfFrames; iFrame++)
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{
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oa_FrameIndices[ iFrame] = oaAnim.oa_FrameIndices[ iFrame];
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}
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return *this;
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}
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// Remember given file name and add this node into string list
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CFileNameNode::CFileNameNode(const char *NewFileName, CListHead *LH)
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{
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ASSERT(NewFileName != NULL);
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ASSERT(strlen(NewFileName)>0);
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strcpy( cfnn_FileName, NewFileName);
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LH->AddTail( cfnn_Node);
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}
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CAnimData::CAnimData()
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{
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ad_Anims = NULL;
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ad_NumberOfAnims = 0;
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}
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CAnimData::~CAnimData()
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{
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Clear();
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}
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void CAnimData::Clear()
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{
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if(ad_Anims != NULL)
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delete[] ad_Anims;
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ad_Anims = NULL;
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ad_NumberOfAnims = 0;
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// clear serial object
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CSerial::Clear();
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}
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// get amount of memory used by this object
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SLONG CAnimData::GetUsedMemory(void)
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{
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SLONG slUsed = sizeof(*this)+sizeof(COneAnim)*ad_NumberOfAnims;
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slUsed += strlen(GetName())+1;
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for(INDEX iAnim=0; iAnim<ad_NumberOfAnims; iAnim++) {
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slUsed += ad_Anims[iAnim].oa_NumberOfFrames*sizeof(INDEX);
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}
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return slUsed;
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}
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// check if this kind of objects is auto-freed
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BOOL CAnimData::IsAutoFreed(void)
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{
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return FALSE;
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}
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/////////////////////////////////////////////////////////////////////
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// Reference counting functions
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void CAnimData::AddReference(void)
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{
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if (this!=NULL) {
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MarkUsed();
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}
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}
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void CAnimData::RemReference(void)
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{
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if (this!=NULL) {
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RemReference_internal();
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}
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}
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void CAnimData::RemReference_internal(void)
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{
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_pAnimStock->Release(this);
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}
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// creates given number of default animations (1 frame, given name and speed)
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void CAnimData::CreateAnimations( INDEX ctAnimations, CTString strName/*="None"*/,
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INDEX iDefaultFrame/*=0*/, TIME tmSpeed/*=0.02f*/)
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{
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ASSERT(strlen(strName)<NAME_SIZE);
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// clear existing animations
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Clear();
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// set new number of anims
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ad_NumberOfAnims = ctAnimations;
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// create requested number of animations
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ad_Anims = new COneAnim[ctAnimations];
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// set default data for aeach new animation
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for( INDEX iAnimations=0; iAnimations<ctAnimations; iAnimations++)
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{
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// set default (or given) name
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strcpy(ad_Anims[ iAnimations].oa_Name, strName);
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// set default (or given) speed
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ad_Anims[ iAnimations].oa_SecsPerFrame = tmSpeed;
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// create one frame for this animation
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ad_Anims[ iAnimations].oa_NumberOfFrames = 1;
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ad_Anims[ iAnimations].oa_FrameIndices = (INDEX *) AllocMemory( sizeof(INDEX));
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ad_Anims[ iAnimations].oa_FrameIndices[0] = iDefaultFrame;
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}
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}
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// replaces frames array with given one
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void CAnimData::SetFrames( INDEX iAnimation, INDEX ctFrames, INDEX *pNewFrames)
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{
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ASSERT(iAnimation<ad_NumberOfAnims);
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// clear existing animation
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if(ad_Anims[iAnimation].oa_FrameIndices != NULL)
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{
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FreeMemory( ad_Anims[iAnimation].oa_FrameIndices);
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}
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// create array for new frames
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ad_Anims[iAnimation].oa_FrameIndices = (INDEX *) AllocMemory( sizeof(INDEX)*ctFrames);
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// copy given array of frames
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for( INDEX iFrames=0; iFrames<ctFrames; iFrames++)
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{
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ad_Anims[iAnimation].oa_FrameIndices[ iFrames]=pNewFrames[iFrames];
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}
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// set new number of frames
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ad_Anims[iAnimation].oa_NumberOfFrames = ctFrames;
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}
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// Fill animation data to contain one animation named "OnlyAnim" with one frame
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void CAnimData::DefaultAnimation()
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{
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ASSERT( ad_Anims == NULL);
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ad_NumberOfAnims = 1;
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ad_Anims = new COneAnim[1];
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strcpy( ad_Anims->oa_Name,"OnlyAnim");
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ad_Anims->oa_SecsPerFrame = (TIME) 0.02;
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ad_Anims->oa_NumberOfFrames = 1;
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ad_Anims->oa_FrameIndices = (INDEX *) AllocMemory( sizeof(INDEX));
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ad_Anims->oa_FrameIndices[0] = 0;
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}
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// Returns index of given frame name in global frame names list. If it is not found
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// new CFileNameObject is added into frames list
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INDEX FindFrameIndex( CListHead *pFrameFileList, const char *pFileName)
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{
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UWORD i=0;
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FOREACHINLIST(CFileNameNode, cfnn_Node, *pFrameFileList, it) {
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if( strcmpi(it->cfnn_FileName, pFileName) == 0)
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return( i);
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i++;
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}
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new CFileNameNode( pFileName, pFrameFileList);
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return( i);
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}
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CTString GetFrameFileName( CListHead *pFrameFileList, INDEX iMemberInList)
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{
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ASSERT( iMemberInList<pFrameFileList->Count());
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UWORD iMember=0;
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FOREACHINLIST(CFileNameNode, cfnn_Node, *pFrameFileList, it)
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{
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if( iMember == iMemberInList) return CTString( it->cfnn_FileName);
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iMember++;
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}
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ASSERTALWAYS( "Frame with given index is not found in list of frames");
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return "";
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}
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// If found given word at the beginning of curently loaded line
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#define EQUAL_SUB_STR( str) (strnicmp( ld_line, str, strlen(str)) == 0)
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// Loads part of given script file until word AnimEnd is reached
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// Fills ACanimData (its instance) with apropriate data (animations and their frame indices)
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// and fills given list head with string nodes containing file names representing frames
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// needed to be loaded by a parent object
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void CAnimData::LoadFromScript_t( CTStream *File, CListHead *pFrameFileList) // throw char *
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{
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UWORD i;
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char error_str[ 256];
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char key_word[ 256];
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char base_path[ PATH_MAX] = "";
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char file_name[ PATH_MAX];
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char anim_name[ 256];
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char full_path[ PATH_MAX];
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char ld_line[ 128];
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CTmpListHead TempAnimationList;
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SLONG lc;
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BOOL ret_val;
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//ASSERT( ad_Anims == NULL);
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// clears possible animations
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CAnimData::Clear();
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ret_val = TRUE;
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FOREVER
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{
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// Repeat reading of one line of script file until it is not empty or comment
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do
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{
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File->GetLine_t(ld_line, 128);
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}
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while( (strlen( ld_line)== 0) || (ld_line[0]==';'));
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// If key-word is "/*", search end of comment block
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if( EQUAL_SUB_STR( "/*"))
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{
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do
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{
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File->GetLine_t(ld_line, 128);
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}
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while( !EQUAL_SUB_STR( "*/"));
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}
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// If key-word is "DIRECTORY", remember it and add "\" character at the end of new path
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// if it is not yet there
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else if( EQUAL_SUB_STR( "DIRECTORY"))
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{
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// !!! FIXME : rcg10092001 You can't uppercase filenames!
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//_strupr( ld_line);
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sscanf( ld_line, "DIRECTORY %s", base_path);
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// !!! FIXME : rcg10092001 Use CFileSystem::GetDirSeparator().
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if( base_path[ strlen( base_path) - 1] != '\\')
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strcat( base_path,"\\");
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}
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// Key-word animation must follow its name (in same line),
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// its speed and its number of frames (new lines)
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else if( EQUAL_SUB_STR( "ANIMATION"))
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{
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if( strlen( ld_line) <= (strlen( "ANIMATION") + 1))
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{
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throw("You have to give descriptive name to every animation.");
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}
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// Create new animation
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COneAnim *poaOneAnim = new COneAnim;
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_strupr( ld_line);
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sscanf( ld_line, "ANIMATION %s", poaOneAnim->oa_Name);
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File->GetLine_t(ld_line, 128);
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if( !EQUAL_SUB_STR( "SPEED"))
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{
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throw("Expecting key word \"SPEED\" after key word \"ANIMATION\".");
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}
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_strupr( ld_line);
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sscanf( ld_line, "SPEED %f", &poaOneAnim->oa_SecsPerFrame);
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CDynamicArray<CTString> astrFrames;
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SLONG slLastPos;
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FOREVER
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{
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slLastPos = File->GetPos_t();
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File->GetLine_t(ld_line, 128);
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_strupr( ld_line);
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// jump over old key word "FRAMES" and comments
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if( EQUAL_SUB_STR( "FRAMES") || (ld_line[0]==';') ) continue;
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// key words that start or end animations or empty line breaks frame reading
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if( (EQUAL_SUB_STR( "ANIMATION")) ||
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(strlen( ld_line)== 0) ||
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(EQUAL_SUB_STR( "ANIM_END")) ) break;
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sscanf( ld_line, "%s", key_word);
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if( key_word == CTString( "ANIM"))
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{
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// read file name from line and add it at the end of last path string loaded
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sscanf( ld_line, "%s %s", error_str, anim_name);
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// search trough all allready readed animations for macro one
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FOREACHINLIST(COneAnimNode, coan_Node, TempAnimationList, itOAN)
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{
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if( itOAN->coan_OneAnim->oa_Name == CTString( anim_name))
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{
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CTString *pstrMacroFrames = astrFrames.New( itOAN->coan_OneAnim->oa_NumberOfFrames);
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for( INDEX iMacroFrame = 0; iMacroFrame<itOAN->coan_OneAnim->oa_NumberOfFrames; iMacroFrame++)
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{
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*pstrMacroFrames = GetFrameFileName( pFrameFileList, itOAN->coan_OneAnim->oa_FrameIndices[iMacroFrame]);
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pstrMacroFrames++;
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}
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}
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}
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}
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else
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{
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// read file name from line and add it at the end of last path string loaded
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sscanf( ld_line, "%s", file_name);
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sprintf( full_path, "%s%s", base_path, file_name);
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CTString *pstrNewFile = astrFrames.New(1);
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*pstrNewFile = CTString( full_path);
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}
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}
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if( astrFrames.Count() == 0)
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{
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ThrowF_t( "Can't find any frames for animation %s.\nThere must be at least 1 frame "
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"per animation.\nList of frames must start at line after line containing key"
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"word SPEED.", poaOneAnim->oa_Name);
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}
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// set position before last line readed
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File->SetPos_t( slLastPos);
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// Allocate array of indices
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poaOneAnim->oa_NumberOfFrames = astrFrames.Count();
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poaOneAnim->oa_FrameIndices = (INDEX *) AllocMemory( poaOneAnim->oa_NumberOfFrames * sizeof( INDEX));
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INDEX iFrame = 0;
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FOREACHINDYNAMICARRAY( astrFrames, CTString, itStrFrame)
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{
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// find existing index (of insert new one) for this file name into FileNameList
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poaOneAnim->oa_FrameIndices[ iFrame] = FindFrameIndex( pFrameFileList, *itStrFrame);
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iFrame++;
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}
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// clear used array
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astrFrames.Clear();
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// Add this new animation instance to temporary animation list
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new COneAnimNode( poaOneAnim, &TempAnimationList);
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ad_NumberOfAnims ++;
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}
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else if( EQUAL_SUB_STR( "ANIM_END"))
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break;
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else
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{
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sprintf(error_str, "Incorrect word readed from script file.\n");
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strcat(error_str, "Probable cause: missing \"ANIM_END\" key-word at end of animation list.");
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throw(error_str);
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}
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}
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lc = TempAnimationList.Count();
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ASSERT(lc!=0);
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// create array of OneAnim object containing members as many as temporary list
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ad_Anims = new COneAnim[ lc];
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// copy list to array
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lc=0;
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FOREACHINLIST(COneAnimNode, coan_Node, TempAnimationList, it2)
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{
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strcpy( ad_Anims[ lc].oa_Name, it2->coan_OneAnim->oa_Name);
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ad_Anims[ lc].oa_SecsPerFrame = it2->coan_OneAnim->oa_SecsPerFrame;
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ad_Anims[ lc].oa_NumberOfFrames = it2->coan_OneAnim->oa_NumberOfFrames;
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ad_Anims[ lc].oa_FrameIndices = (INDEX *) AllocMemory( ad_Anims[ lc].oa_NumberOfFrames *
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sizeof(INDEX));
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for( i=0; i<it2->coan_OneAnim->oa_NumberOfFrames; i++)
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ad_Anims[ lc].oa_FrameIndices[ i] = it2->coan_OneAnim->oa_FrameIndices[ i];
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lc++;
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}
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FORDELETELIST( COneAnimNode, coan_Node, TempAnimationList, litDel)
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delete &litDel.Current();
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}
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void CAnimData::Write_t( CTStream *ostrFile) // throw char *
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{
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SLONG i;
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// First we save main ID
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ostrFile->WriteID_t( CChunkID( "ADAT"));
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// Then we save number of how many animations do we have and then save them all
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ostrFile->Write_t( &ad_NumberOfAnims, sizeof( INDEX));
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for( i=0; i<ad_NumberOfAnims; i++)
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{
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// Next block saves all data for one animation
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ostrFile->Write_t( &ad_Anims[i].oa_Name, sizeof( NAME));
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ostrFile->Write_t( &ad_Anims[i].oa_SecsPerFrame, sizeof( TIME));
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ostrFile->Write_t( &ad_Anims[i].oa_NumberOfFrames, sizeof( INDEX));
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ostrFile->Write_t( ad_Anims[i].oa_FrameIndices,
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ad_Anims[i].oa_NumberOfFrames * sizeof( INDEX));
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}
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}
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// print #define <animation name> lines for all animations into given file
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void CAnimData::ExportAnimationNames_t( CTStream *ostrFile, CTString strAnimationPrefix) // throw char *
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{
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char chrLine[ 256];
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// for each animation
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for( INDEX iAnimation=0; iAnimation<ad_NumberOfAnims; iAnimation++)
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{
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// prepare one #define line (add prefix)
|
|
sprintf( chrLine, "#define %s%s %d", (const char *) strAnimationPrefix, ad_Anims[ iAnimation].oa_Name,
|
|
iAnimation);
|
|
// put it into file
|
|
ostrFile->PutLine_t( chrLine);
|
|
}
|
|
}
|
|
|
|
// Get info about some animation
|
|
void CAnimData::GetAnimInfo(INDEX iAnimNo, CAnimInfo &aiInfo) const
|
|
{
|
|
if(iAnimNo>=ad_NumberOfAnims) {
|
|
iAnimNo = 0;
|
|
}
|
|
strcpy( aiInfo.ai_AnimName, ad_Anims[ iAnimNo].oa_Name);
|
|
aiInfo.ai_SecsPerFrame = ad_Anims[ iAnimNo].oa_SecsPerFrame;
|
|
aiInfo.ai_NumberOfFrames = ad_Anims[ iAnimNo].oa_NumberOfFrames;
|
|
}
|
|
|
|
// Add animation
|
|
void CAnimData::AddAnimation(void)
|
|
{
|
|
COneAnim *pNewAnims = new COneAnim[ ad_NumberOfAnims+1];
|
|
for( INDEX iOldAnim=0; iOldAnim<ad_NumberOfAnims; iOldAnim++)
|
|
{
|
|
pNewAnims[ iOldAnim] = ad_Anims[ iOldAnim];
|
|
}
|
|
// set default values for added animation
|
|
strcpy(pNewAnims[ ad_NumberOfAnims].oa_Name, "New animation");
|
|
pNewAnims[ ad_NumberOfAnims].oa_SecsPerFrame = 0.02f;
|
|
// create one frame for this animation
|
|
pNewAnims[ ad_NumberOfAnims].oa_NumberOfFrames = 1;
|
|
pNewAnims[ ad_NumberOfAnims].oa_FrameIndices = (INDEX *) AllocMemory( sizeof( INDEX));
|
|
pNewAnims[ ad_NumberOfAnims].oa_FrameIndices[0] = 0;
|
|
|
|
// release old array
|
|
delete[] ad_Anims;
|
|
// copy animations ptr
|
|
ad_Anims = pNewAnims;
|
|
ad_NumberOfAnims++;
|
|
}
|
|
|
|
// replaces requested animation's name with given one
|
|
void CAnimData::SetName( INDEX iAnimation, CTString strNewName)
|
|
{
|
|
ASSERT(strlen(strNewName)<NAME_SIZE);
|
|
strcpy( ad_Anims[iAnimation].oa_Name, strNewName);
|
|
}
|
|
|
|
// replaces requested animation's speed with given one
|
|
void CAnimData::SetSpeed( INDEX iAnimation, TIME tmSpeed)
|
|
{
|
|
ad_Anims[iAnimation].oa_SecsPerFrame = tmSpeed;
|
|
}
|
|
|
|
// obtains frame index for given place in array representing given animation
|
|
INDEX CAnimData::GetFrame( INDEX iAnimation, INDEX iFramePlace)
|
|
{
|
|
ASSERT( iFramePlace<ad_Anims[iAnimation].oa_NumberOfFrames);
|
|
return ad_Anims[iAnimation].oa_FrameIndices[iFramePlace];
|
|
}
|
|
|
|
// sets frame index for given place in array representing given animation
|
|
void CAnimData::SetFrame( INDEX iAnimation, INDEX iFramePlace, INDEX iNewFrame)
|
|
{
|
|
ASSERT( iFramePlace<ad_Anims[iAnimation].oa_NumberOfFrames);
|
|
ad_Anims[iAnimation].oa_FrameIndices[iFramePlace] = iNewFrame;
|
|
}
|
|
|
|
/* Get number of animations. */
|
|
INDEX CAnimData::GetAnimsCt(void) const
|
|
{
|
|
return ad_NumberOfAnims;
|
|
}
|
|
|
|
// Delete animation
|
|
void CAnimData::DeleteAnimation(INDEX iAnim)
|
|
{
|
|
if( ad_NumberOfAnims <= 1) return;
|
|
COneAnim *pNewAnims = new COneAnim[ ad_NumberOfAnims-1];
|
|
INDEX iNewAnim = 0;
|
|
for( INDEX iOldAnim=0; iOldAnim<ad_NumberOfAnims; iOldAnim++)
|
|
{
|
|
// copy all animations except one to delete
|
|
if( iOldAnim != iAnim)
|
|
{
|
|
pNewAnims[ iNewAnim] = ad_Anims[ iOldAnim];
|
|
iNewAnim++;
|
|
}
|
|
}
|
|
// release old array of animation
|
|
delete[] ad_Anims;
|
|
// copy animations ptr
|
|
ad_Anims = pNewAnims;
|
|
ad_NumberOfAnims--;
|
|
}
|
|
|
|
// While loading object containing DataObject and expect DataObject definition to be
|
|
// loaded, call its Load function. Then it will call this Read function to load data
|
|
// from an open file
|
|
void CAnimData::Read_t( CTStream *istrFile) // throw char *
|
|
{
|
|
ASSERT( ad_Anims == NULL);
|
|
SLONG i;
|
|
// First we recognize main ID
|
|
istrFile->ExpectID_t( CChunkID( "ADAT"));
|
|
// Then we load and create number of animations
|
|
(*istrFile)>>ad_NumberOfAnims;
|
|
ad_Anims = new COneAnim[ ad_NumberOfAnims];
|
|
for( i=0; i<ad_NumberOfAnims; i++)
|
|
{
|
|
// Next block reads and allocates all data for one animation
|
|
istrFile->Read_t(ad_Anims[i].oa_Name, sizeof (ad_Anims[i].oa_Name)); // char[32]
|
|
(*istrFile)>>ad_Anims[i].oa_SecsPerFrame;
|
|
(*istrFile)>>ad_Anims[i].oa_NumberOfFrames;
|
|
ad_Anims[i].oa_FrameIndices = (INDEX *)
|
|
AllocMemory( ad_Anims[i].oa_NumberOfFrames * sizeof( INDEX));
|
|
for (SLONG j = 0; j < ad_Anims[i].oa_NumberOfFrames; j++)
|
|
(*istrFile)>>ad_Anims[i].oa_FrameIndices[j];
|
|
}
|
|
}
|
|
|
|
/*
|
|
* Default constructor.
|
|
*/
|
|
CAnimObject::CAnimObject(void)
|
|
{
|
|
// set invalid data for validation check
|
|
ao_AnimData = NULL;
|
|
ao_tmAnimStart = 0.0f;
|
|
ao_iCurrentAnim = -1;
|
|
ao_iLastAnim = -1;
|
|
ao_ulFlags = AOF_PAUSED;
|
|
}
|
|
|
|
/* Destructor. */
|
|
CAnimObject::~CAnimObject(void)
|
|
{
|
|
ao_AnimData->RemReference();
|
|
}
|
|
|
|
// copy from another object of same class
|
|
ENGINE_API void CAnimObject::Copy(CAnimObject &aoOther)
|
|
{
|
|
SetData(aoOther.GetData());
|
|
ao_tmAnimStart = aoOther.ao_tmAnimStart;
|
|
ao_iCurrentAnim = aoOther.ao_iCurrentAnim;
|
|
ao_iLastAnim = aoOther.ao_iLastAnim;
|
|
ao_ulFlags = aoOther.ao_ulFlags;
|
|
}
|
|
// synchronize with another animation object (set same anim and frames)
|
|
ENGINE_API void CAnimObject::Synchronize(CAnimObject &aoOther)
|
|
{
|
|
// copy animations, time and flags
|
|
INDEX ctAnims = GetAnimsCt();
|
|
ao_tmAnimStart = aoOther.ao_tmAnimStart;
|
|
ao_iCurrentAnim = ClampUp(aoOther.ao_iCurrentAnim, ctAnims-1);
|
|
ao_iLastAnim = ClampUp(aoOther.ao_iLastAnim, ctAnims-1);
|
|
ao_ulFlags = aoOther.ao_ulFlags;
|
|
}
|
|
|
|
/*
|
|
* Get animation's length.
|
|
*/
|
|
FLOAT CAnimObject::GetAnimLength(INDEX iAnim) const
|
|
{
|
|
if(ao_AnimData == NULL) return 1.0f;
|
|
ASSERT( ao_AnimData != NULL);
|
|
if(iAnim>=ao_AnimData->ad_NumberOfAnims) {
|
|
iAnim = 0;
|
|
}
|
|
ASSERT( (iAnim >= 0) && (iAnim < ao_AnimData->ad_NumberOfAnims) );
|
|
COneAnim *pCOA = &ao_AnimData->ad_Anims[iAnim];
|
|
return pCOA->oa_NumberOfFrames*pCOA->oa_SecsPerFrame;
|
|
}
|
|
|
|
FLOAT CAnimObject::GetCurrentAnimLength(void) const
|
|
{
|
|
return GetAnimLength(ao_iCurrentAnim);
|
|
}
|
|
|
|
|
|
/*
|
|
* Calculate frame that coresponds to given time.
|
|
*/
|
|
INDEX CAnimObject::FrameInTime(TIME time) const
|
|
{
|
|
ASSERT( ao_AnimData != NULL);
|
|
ASSERT( (ao_iCurrentAnim >= 0) && (ao_iCurrentAnim < ao_AnimData->ad_NumberOfAnims) );
|
|
INDEX iFrameInAnim;
|
|
|
|
COneAnim *pCOA = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
|
|
if( ao_ulFlags&AOF_PAUSED) {
|
|
// return index of paused frame inside global frame array
|
|
iFrameInAnim = ClipFrame(pCOA->oa_NumberOfFrames + ClipFrame( FloatToInt(ao_tmAnimStart/pCOA->oa_SecsPerFrame)));
|
|
} else {
|
|
// return index of frame inside global frame array of frames in given moment
|
|
iFrameInAnim = ClipFrame( FloatToInt((time - ao_tmAnimStart)/pCOA->oa_SecsPerFrame));
|
|
}
|
|
return pCOA->oa_FrameIndices[iFrameInAnim];
|
|
}
|
|
|
|
|
|
/*
|
|
* Pauses animation
|
|
*/
|
|
void CAnimObject::PauseAnim(void)
|
|
{
|
|
if( ao_ulFlags&AOF_PAUSED) return; // dont pause twice
|
|
ao_ulFlags |= AOF_PAUSED;
|
|
ao_tmAnimStart = _pTimer->CurrentTick() - ao_tmAnimStart; // set difference from current time as start time,
|
|
MarkChanged(); // so get frame will get correct current frame
|
|
}
|
|
|
|
/*
|
|
* Continues paused animation
|
|
*/
|
|
void CAnimObject::ContinueAnim(void)
|
|
{
|
|
if( !(ao_ulFlags&AOF_PAUSED)) return;
|
|
// calculate freezed frame index inside current animation (not in global list of frames!)
|
|
COneAnim *pCOA = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
|
|
if (pCOA->oa_NumberOfFrames<=0) {
|
|
return;
|
|
}
|
|
INDEX iStoppedFrame = (pCOA->oa_NumberOfFrames + (SLONG)(ao_tmAnimStart/pCOA->oa_SecsPerFrame)
|
|
% pCOA->oa_NumberOfFrames) % pCOA->oa_NumberOfFrames;
|
|
// using current frame index calculate time so animation continues from same frame
|
|
ao_tmAnimStart = _pTimer->CurrentTick() - pCOA->oa_SecsPerFrame * iStoppedFrame;
|
|
ao_ulFlags &= ~AOF_PAUSED;
|
|
MarkChanged();
|
|
}
|
|
|
|
/*
|
|
* Offsets the animation phase
|
|
*/
|
|
void CAnimObject::OffsetPhase(TIME tm)
|
|
{
|
|
ao_tmAnimStart += tm;
|
|
}
|
|
|
|
|
|
/*
|
|
* Loop anims forward
|
|
*/
|
|
void CAnimObject::NextAnim()
|
|
{
|
|
ASSERT( ao_iCurrentAnim != -1);
|
|
ASSERT( ao_AnimData != NULL);
|
|
ao_iCurrentAnim = (ao_iCurrentAnim + 1) % ao_AnimData->ad_NumberOfAnims;
|
|
ao_iLastAnim = ao_iCurrentAnim;
|
|
ao_tmAnimStart = _pTimer->CurrentTick();
|
|
MarkChanged();
|
|
}
|
|
|
|
/*
|
|
* Loop anims backward
|
|
*/
|
|
void CAnimObject::PrevAnim()
|
|
{
|
|
ASSERT( ao_iCurrentAnim != -1);
|
|
ASSERT( ao_AnimData != NULL);
|
|
ao_iCurrentAnim = (ao_AnimData->ad_NumberOfAnims + ao_iCurrentAnim - 1) %
|
|
ao_AnimData->ad_NumberOfAnims;
|
|
ao_iLastAnim = ao_iCurrentAnim;
|
|
ao_tmAnimStart = _pTimer->CurrentTick();
|
|
MarkChanged();
|
|
}
|
|
|
|
/*
|
|
* Selects frame for given time offset from animation start (0)
|
|
*/
|
|
void CAnimObject::SelectFrameInTime(TIME tmOffset)
|
|
{
|
|
ao_tmAnimStart = tmOffset; // set fixed start time
|
|
MarkChanged();
|
|
}
|
|
|
|
void CAnimObject::FirstFrame(void)
|
|
{
|
|
SelectFrameInTime(0.0f);
|
|
}
|
|
|
|
void CAnimObject::LastFrame(void)
|
|
{
|
|
class COneAnim *pCOA = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
|
|
SelectFrameInTime(GetAnimLength(ao_iCurrentAnim)-pCOA->oa_SecsPerFrame);
|
|
}
|
|
|
|
/*
|
|
* Loop frames forward
|
|
*/
|
|
void CAnimObject::NextFrame()
|
|
{
|
|
ASSERT( ao_iCurrentAnim != -1);
|
|
ASSERT( ao_AnimData != NULL);
|
|
ASSERT( ao_ulFlags&AOF_PAUSED);
|
|
ao_tmAnimStart += ao_AnimData->ad_Anims[ ao_iCurrentAnim].oa_SecsPerFrame;
|
|
MarkChanged();
|
|
}
|
|
|
|
/*
|
|
* Loop frames backward
|
|
*/
|
|
void CAnimObject::PrevFrame()
|
|
{
|
|
ASSERT( ao_iCurrentAnim != -1);
|
|
ASSERT( ao_AnimData != NULL);
|
|
ASSERT( ao_ulFlags&AOF_PAUSED);
|
|
ao_tmAnimStart -= ao_AnimData->ad_Anims[ ao_iCurrentAnim].oa_SecsPerFrame;
|
|
MarkChanged();
|
|
}
|
|
|
|
/*
|
|
* Retrieves paused flag
|
|
*/
|
|
BOOL CAnimObject::IsPaused()
|
|
{
|
|
return ao_ulFlags&AOF_PAUSED;
|
|
}
|
|
|
|
/*
|
|
* Test if some updateable object is up to date with this anim object.
|
|
*/
|
|
BOOL CAnimObject::IsUpToDate(const CUpdateable &ud) const
|
|
{
|
|
// if the object itself has changed, or its data has changed
|
|
if (!CChangeable::IsUpToDate(ud) || !ao_AnimData->IsUpToDate(ud)) {
|
|
// something has changed
|
|
return FALSE;
|
|
}
|
|
// otherwise, nothing has changed
|
|
return TRUE;
|
|
}
|
|
|
|
/*
|
|
* Attach data to this object.
|
|
*/
|
|
void CAnimObject::SetData(CAnimData *pAD)
|
|
{
|
|
// mark new data as referenced once more
|
|
pAD->AddReference();
|
|
// mark old data as referenced once less
|
|
ao_AnimData->RemReference();
|
|
// remember new data
|
|
ao_AnimData = pAD;
|
|
if( pAD != NULL) StartAnim( 0);
|
|
// mark that something has changed
|
|
MarkChanged();
|
|
}
|
|
|
|
// obtain anim and set it for this object
|
|
void CAnimObject::SetData_t(const CTFileName &fnmAnim) // throw char *
|
|
{
|
|
// if the filename is empty
|
|
if (fnmAnim=="") {
|
|
// release current anim
|
|
SetData(NULL);
|
|
|
|
// if the filename is not empty
|
|
} else {
|
|
// obtain it (adds one reference)
|
|
CAnimData *pad = _pAnimStock->Obtain_t(fnmAnim);
|
|
// set it as data (adds one more reference, and remove old reference)
|
|
SetData(pad);
|
|
// release it (removes one reference)
|
|
_pAnimStock->Release(pad);
|
|
// total reference count +1+1-1 = +1 for new data -1 for old data
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* Sets new animation (but doesn't starts it).
|
|
*/
|
|
void CAnimObject::SetAnim(INDEX iNew)
|
|
{
|
|
if(ao_AnimData == NULL) return;
|
|
// clamp animation
|
|
if( iNew >= GetAnimsCt() )
|
|
{
|
|
iNew = 0;
|
|
}
|
|
// if new animation
|
|
if (ao_iCurrentAnim!=iNew) {
|
|
// remember starting time
|
|
ao_tmAnimStart = _pTimer->CurrentTick();
|
|
}
|
|
// set new animation number
|
|
ao_iCurrentAnim=iNew;
|
|
ao_iLastAnim=iNew;
|
|
// mark that something has changed
|
|
MarkChanged();
|
|
}
|
|
|
|
/*
|
|
* Start new animation.
|
|
*/
|
|
void CAnimObject::StartAnim(INDEX iNew)
|
|
{
|
|
if(ao_AnimData == NULL) return;
|
|
// set new animation
|
|
SetAnim( iNew);
|
|
// set pause off, looping on
|
|
ao_ulFlags = AOF_LOOPING;
|
|
}
|
|
|
|
/* Start playing an animation. */
|
|
void CAnimObject::PlayAnim(INDEX iNew, ULONG ulFlags)
|
|
{
|
|
if(ao_AnimData == NULL) return;
|
|
// clamp animation
|
|
if( iNew >= GetAnimsCt() ) {
|
|
iNew = 0;
|
|
}
|
|
|
|
// if anim needs to be reset at start
|
|
if (!(ulFlags&AOF_NORESTART) || ao_iCurrentAnim!=iNew) {
|
|
|
|
// if smooth transition
|
|
if (ulFlags&AOF_SMOOTHCHANGE) {
|
|
// calculate time to end of the current anim
|
|
class COneAnim *pCOA = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
|
|
TIME tmNow = _pTimer->CurrentTick();
|
|
TIME tmLength = GetCurrentAnimLength();
|
|
FLOAT fFrame = ((_pTimer->CurrentTick() - ao_tmAnimStart)/pCOA->oa_SecsPerFrame);
|
|
INDEX iFrame = INDEX(fFrame);
|
|
FLOAT fFract = fFrame-iFrame;
|
|
iFrame = ClipFrame(iFrame);
|
|
TIME tmPassed = (iFrame+fFract)*pCOA->oa_SecsPerFrame;
|
|
TIME tmLeft = tmLength-tmPassed;
|
|
// set time ahead to end of the current animation
|
|
ao_tmAnimStart = _pTimer->CurrentTick()+tmLeft;
|
|
// remember last animation
|
|
ao_iLastAnim = ao_iCurrentAnim;
|
|
// set new animation number
|
|
ao_iCurrentAnim = iNew;
|
|
|
|
// if normal transition
|
|
} else {
|
|
ao_iLastAnim = iNew;
|
|
ao_iCurrentAnim = iNew;
|
|
// remember starting time
|
|
ao_tmAnimStart = _pTimer->CurrentTick();
|
|
}
|
|
// if anim doesn't need be reset at start
|
|
} else {
|
|
// do nothing
|
|
NOTHING;
|
|
}
|
|
// set pause off, looping flag from flags
|
|
ao_ulFlags = ulFlags&(AOF_LOOPING|AOF_PAUSED);
|
|
|
|
// mark that something has changed
|
|
MarkChanged();
|
|
}
|
|
|
|
/* Seamlessly continue playing another animation from same point. */
|
|
void CAnimObject::SwitchToAnim(INDEX iNew)
|
|
{
|
|
if(ao_AnimData == NULL) return;
|
|
// clamp animation
|
|
if( iNew >= GetAnimsCt() )
|
|
{
|
|
iNew = 0;
|
|
}
|
|
// set new animation number
|
|
ao_iCurrentAnim=iNew;
|
|
ao_iLastAnim = ao_iCurrentAnim;
|
|
}
|
|
|
|
/*
|
|
* Reset anim (restart)
|
|
*/
|
|
void CAnimObject::ResetAnim()
|
|
{
|
|
if(ao_AnimData == NULL) return;
|
|
// remember starting time
|
|
ao_tmAnimStart = _pTimer->CurrentTick();
|
|
// mark that something has changed
|
|
MarkChanged();
|
|
}
|
|
|
|
// Get info about some animation
|
|
void CAnimObject::GetAnimInfo(INDEX iAnimNo, CAnimInfo &aiInfo) const
|
|
{
|
|
if (iAnimNo >= ao_AnimData->ad_NumberOfAnims) {
|
|
iAnimNo = 0;
|
|
}
|
|
ASSERT( iAnimNo < ao_AnimData->ad_NumberOfAnims);
|
|
strcpy( aiInfo.ai_AnimName, ao_AnimData->ad_Anims[ iAnimNo].oa_Name);
|
|
aiInfo.ai_SecsPerFrame = ao_AnimData->ad_Anims[ iAnimNo].oa_SecsPerFrame;
|
|
aiInfo.ai_NumberOfFrames = ao_AnimData->ad_Anims[ iAnimNo].oa_NumberOfFrames;
|
|
}
|
|
|
|
// clip frame index to be inside valid range (wrap around for looping anims)
|
|
INDEX CAnimObject::ClipFrame(INDEX iFrame) const
|
|
{
|
|
if (ao_AnimData->ad_NumberOfAnims==0) {
|
|
return 0;
|
|
}
|
|
class COneAnim *pCOA = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
|
|
// if looping
|
|
if (ao_ulFlags&AOF_LOOPING) {
|
|
// wrap-around
|
|
if (pCOA->oa_NumberOfFrames<=0) {
|
|
return 0;
|
|
}
|
|
return ULONG(iFrame)%pCOA->oa_NumberOfFrames;
|
|
// if not looping
|
|
} else {
|
|
// clamp
|
|
if (iFrame<0) {
|
|
return 0;
|
|
} else if (iFrame>=pCOA->oa_NumberOfFrames) {
|
|
return pCOA->oa_NumberOfFrames-1;
|
|
} else {
|
|
return iFrame;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get info about time passed until now in current animation
|
|
TIME CAnimObject::GetPassedTime(void) const
|
|
{
|
|
if(ao_AnimData == NULL) return 0.0f;
|
|
INDEX iStoppedFrame;
|
|
class COneAnim *pCOA = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
|
|
if( !(ao_ulFlags&AOF_PAUSED))
|
|
iStoppedFrame = ClipFrame((INDEX)((_pTimer->CurrentTick() - ao_tmAnimStart)/pCOA->oa_SecsPerFrame));
|
|
else
|
|
iStoppedFrame = ClipFrame((INDEX)(ao_tmAnimStart/pCOA->oa_SecsPerFrame));
|
|
return( iStoppedFrame * pCOA->oa_SecsPerFrame);
|
|
}
|
|
|
|
/*
|
|
* If animation is finished
|
|
*/
|
|
BOOL CAnimObject::IsAnimFinished(void) const
|
|
{
|
|
if(ao_AnimData == NULL) return FALSE;
|
|
if(ao_ulFlags&AOF_LOOPING) return FALSE;
|
|
|
|
INDEX iStoppedFrame;
|
|
class COneAnim *pCOA = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
|
|
if( !(ao_ulFlags&AOF_PAUSED))
|
|
iStoppedFrame = ClipFrame((INDEX)((_pTimer->CurrentTick() - ao_tmAnimStart)/pCOA->oa_SecsPerFrame));
|
|
else
|
|
iStoppedFrame = ClipFrame((INDEX)(ao_tmAnimStart/pCOA->oa_SecsPerFrame));
|
|
return( iStoppedFrame == pCOA->oa_NumberOfFrames-1);
|
|
}
|
|
|
|
// get number of animations in curent anim data
|
|
INDEX CAnimObject::GetAnimsCt(void) const
|
|
{
|
|
if(ao_AnimData == NULL) return 1;
|
|
ASSERT( ao_AnimData != NULL);
|
|
return( ao_AnimData->ad_NumberOfAnims);
|
|
}
|
|
|
|
// get index of current animation
|
|
INDEX CAnimObject::GetAnim(void) const
|
|
{
|
|
return( ao_iCurrentAnim);
|
|
}
|
|
|
|
/*
|
|
* Gets the number of current frame.
|
|
*/
|
|
INDEX CAnimObject::GetFrame(void) const
|
|
{
|
|
return FrameInTime(_pTimer->CurrentTick()); // return frame index that coresponds to current moment
|
|
}
|
|
|
|
/* Gets number of frames in current anim. */
|
|
INDEX CAnimObject::GetFramesInCurrentAnim(void) const
|
|
{
|
|
ASSERT( ao_AnimData != NULL);
|
|
return ao_AnimData->ad_Anims[ao_iCurrentAnim].oa_NumberOfFrames;
|
|
}
|
|
|
|
/*
|
|
* Get information for linear interpolation beetween frames.
|
|
*/
|
|
void CAnimObject::GetFrame( INDEX &iFrame0, INDEX &iFrame1, FLOAT &fRatio) const
|
|
{
|
|
if(ao_AnimData == NULL ||
|
|
ao_AnimData->ad_NumberOfAnims<=0 ||
|
|
ao_AnimData->ad_Anims[ao_iCurrentAnim].oa_NumberOfFrames<=0)
|
|
{
|
|
iFrame0 = 0;
|
|
iFrame1 = 0;
|
|
fRatio =0.0f;
|
|
return;
|
|
}
|
|
ASSERT( ao_AnimData != NULL);
|
|
ASSERT( (ao_iCurrentAnim >= 0) && (ao_iCurrentAnim < ao_AnimData->ad_NumberOfAnims) );
|
|
TIME tmNow = _pTimer->CurrentTick() + _pTimer->GetLerpFactor()*_pTimer->TickQuantum;
|
|
|
|
if( ao_ulFlags&AOF_PAUSED)
|
|
{
|
|
// return index of paused frame inside global frame array
|
|
class COneAnim *pCOA = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
|
|
INDEX iStoppedFrame = ClipFrame((SLONG)(ao_tmAnimStart/pCOA->oa_SecsPerFrame));
|
|
iFrame0 = iFrame1 = pCOA->oa_FrameIndices[ iStoppedFrame];
|
|
fRatio = 0.0f;
|
|
}
|
|
else
|
|
{
|
|
// return index of frame inside global frame array of frames in given moment
|
|
TIME tmCurrentRelative = tmNow - ao_tmAnimStart;
|
|
if (tmCurrentRelative>=0) {
|
|
class COneAnim *pOA0 = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
|
|
float fFrameNow = (tmCurrentRelative)/pOA0->oa_SecsPerFrame;
|
|
iFrame0 = pOA0->oa_FrameIndices[ ClipFrame(ULONG(fFrameNow))];
|
|
iFrame1 = pOA0->oa_FrameIndices[ ClipFrame(ULONG(fFrameNow+1))];
|
|
fRatio = fFrameNow - (float)floor(fFrameNow);
|
|
} else {
|
|
class COneAnim *pOA0 = &ao_AnimData->ad_Anims[ao_iLastAnim];
|
|
class COneAnim *pOA1 = &ao_AnimData->ad_Anims[ao_iCurrentAnim];
|
|
INDEX iAnim = ao_iCurrentAnim;
|
|
((CAnimObject*)this)->ao_iCurrentAnim = ao_iLastAnim;
|
|
float fFrameNow = tmCurrentRelative/pOA0->oa_SecsPerFrame+pOA0->oa_NumberOfFrames;
|
|
iFrame0 = pOA0->oa_FrameIndices[ Clamp(SLONG(fFrameNow), 0, pOA0->oa_NumberOfFrames-1)];
|
|
INDEX iFrameNext = SLONG(fFrameNow+1);
|
|
if (iFrameNext>=pOA0->oa_NumberOfFrames) {
|
|
iFrame1 = pOA1->oa_FrameIndices[0];
|
|
} else {
|
|
iFrame1 = pOA0->oa_FrameIndices[ Clamp(iFrameNext, 0, pOA0->oa_NumberOfFrames-1)];
|
|
}
|
|
((CAnimObject*)this)->ao_iCurrentAnim = iAnim;
|
|
fRatio = fFrameNow - (float)floor(fFrameNow);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CAnimObject::Write_t( CTStream *pstr) // throw char *
|
|
{
|
|
(*pstr).WriteID_t("ANOB");
|
|
(*pstr)<<ao_tmAnimStart;
|
|
(*pstr)<<ao_iCurrentAnim;
|
|
(*pstr)<<ao_iLastAnim;
|
|
(*pstr)<<ao_ulFlags;
|
|
}
|
|
|
|
void CAnimObject::Read_t( CTStream *pstr) // throw char *
|
|
{
|
|
if ((*pstr).PeekID_t()==CChunkID("ANOB")) {
|
|
(*pstr).ExpectID_t("ANOB");
|
|
(*pstr)>>ao_tmAnimStart;
|
|
(*pstr)>>ao_iCurrentAnim;
|
|
(*pstr)>>ao_iLastAnim;
|
|
(*pstr)>>ao_ulFlags;
|
|
} else {
|
|
(*pstr)>>ao_tmAnimStart;
|
|
(*pstr)>>ao_iCurrentAnim;
|
|
ao_iLastAnim = ao_iCurrentAnim;
|
|
ao_ulFlags = 0;
|
|
}
|
|
|
|
// clamp animation
|
|
if (ao_AnimData==NULL || ao_iCurrentAnim >= GetAnimsCt() )
|
|
{
|
|
ao_iCurrentAnim = 0;
|
|
}
|
|
// clamp animation
|
|
if (ao_AnimData==NULL || ao_iLastAnim >= GetAnimsCt() )
|
|
{
|
|
ao_iLastAnim = 0;
|
|
}
|
|
}
|
|
|