mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-27 04:35:52 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
643 lines
18 KiB
C++
643 lines
18 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/Ska/AnimSet.h>
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#include <Engine/Templates/StaticArray.h>
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#include <Engine/Base/CTString.h>
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#include <Engine/Ska/StringTable.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Base/Stream.h>
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#include <Engine/Base/Console.h>
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#include <Engine/Math/Functions.h>
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#include <Engine/Math/Geometry.h>
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#include <Engine/Base/Timer.h>
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#define ANIMSET_VERSION 14
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#define ANIMSET_ID "ANIM"
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// table for removed frames
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static CStaticArray<BOOL> aiRemFrameTable;
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// precalculated angles for rotations
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static CStaticArray<ANGLE3D> aangAngles;
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// if rotations are compresed does loader also fills array of uncompresed rotations
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static BOOL bAllRotations = FALSE;
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void RememberUnCompresedRotatations(BOOL bRemember)
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{
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bAllRotations = bRemember;
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}
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CAnimSet::CAnimSet()
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{
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}
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CAnimSet::~CAnimSet()
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{
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}
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// conpres normal
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static void CompressAxis(const FLOAT3D &vNormal, UWORD &ubH, UWORD &ubP)
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{
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ANGLE h, p;
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const FLOAT &x = vNormal(1);
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const FLOAT &y = vNormal(2);
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const FLOAT &z = vNormal(3);
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// calculate pitch
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p = ASin(y);
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// if y is near +1 or -1
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if (y>0.99999 || y<-0.99999) {
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// heading is irrelevant
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h = 0;
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// otherwise
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} else {
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// calculate heading
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h = ATan2(-x, -z);
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}
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h = (h/360.0f)+0.5f;
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p = (p/360.0f)+0.5f;
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ASSERT(h>=0 && h<=1);
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ASSERT(p>=0 && p<=1);
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ubH = UWORD(h*65535);
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ubP = UWORD(p*65535);
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}
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// try to remove 2. keyframe in rotation
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BOOL RemoveRotFrame(AnimRot &ar1,AnimRot &ar2,AnimRot &ar3,FLOAT fTreshold)
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{
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ANGLE3D ang1,ang2,ang2i,ang3;
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FLOATmatrix3D m2i;
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// calculate slerp factor for ar2'
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FLOAT fSlerpFactor = (FLOAT)(ar2.ar_iFrameNum - ar1.ar_iFrameNum)/(FLOAT)(ar3.ar_iFrameNum - ar1.ar_iFrameNum);
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// calculate ar2'
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FLOATquat3D q2i = Slerp(fSlerpFactor,ar1.ar_qRot,ar3.ar_qRot);
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// read precalculated values
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ang1 = aangAngles[ar1.ar_iFrameNum];
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ang2 = aangAngles[ar2.ar_iFrameNum];
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ang3 = aangAngles[ar3.ar_iFrameNum];
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q2i.ToMatrix(m2i);
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DecomposeRotationMatrixNoSnap(ang2i,m2i);
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for(INDEX i=1;i<4;i++)
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{
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if( ((ang2(i) < ang3(i)) && (ang2(i) < ang1(i))) || ((ang2(i) > ang3(i)) && (ang2(i) > ang1(i))) )
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{
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// this is extrem
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if(Abs(ang2(i)) > 0.1f) return FALSE;
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}
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FLOAT fErr = Abs(ang2(i)-ang2i(i)) / Abs(ang3(i) - ang1(i));
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if(Abs(ang2(i)-ang2i(i)) < 0.1f) continue;
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if(fErr>fTreshold) return FALSE;
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}
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return TRUE;
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}
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// try to remove 2. keyrame in translation
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BOOL RemovePosFrame(AnimPos &ap1,AnimPos &ap2,AnimPos &ap3,FLOAT fTreshold)
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{
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FLOAT fLerpFactor = (FLOAT)(ap2.ap_iFrameNum - ap1.ap_iFrameNum)/(FLOAT)(ap3.ap_iFrameNum - ap1.ap_iFrameNum);
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FLOAT3D v2i = Lerp(ap1.ap_vPos,ap3.ap_vPos,fLerpFactor);
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FLOAT3D v1 = ap1.ap_vPos;
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FLOAT3D v2 = ap2.ap_vPos;
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FLOAT3D v3 = ap3.ap_vPos;
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for(INDEX i=1;i<4;i++)
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{
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if( ((v2(i) < v3(i)) && (v2(i) < v1(i))) || ((v2(i) > v3(i)) && (v2(i) > v1(i))) )
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{
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// extrem
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if(Abs(v2(i)) > 0.001f) return FALSE;
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}
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FLOAT fErr = Abs(v2(i)-v2i(i)) / Abs(v3(i) - v1(i));
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if(Abs(v2(i)-v2i(i)) < 0.001f) continue;
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if(fErr>fTreshold) return FALSE;
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}
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return TRUE;
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}
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// find next keyframe that havent been marked as removed
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INDEX FindNextFrame(INDEX ifnToFind)
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{
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INDEX ctfn = aiRemFrameTable.Count();
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if(ifnToFind >= ctfn) return -1;
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if(aiRemFrameTable[ifnToFind] == FALSE) return ifnToFind;
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for(INDEX ifn=ifnToFind;ifn<ctfn;ifn++)
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{
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if(aiRemFrameTable[ifn] == FALSE) return ifn;
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}
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return -1;
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}
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// optimize all animations
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void CAnimSet::Optimize()
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{
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INDEX ctan=as_Anims.Count();
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for(INDEX ian=0;ian<ctan;ian++)
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{
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Animation &an = as_Anims[ian];
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//CalculateExtraSpins(an);
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OptimizeAnimation(an,an.an_fTreshold);
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}
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}
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// optimize animation
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void CAnimSet::OptimizeAnimation(Animation &an, FLOAT fTreshold)
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{
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INDEX ctfn = an.an_iFrames;
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INDEX ctbe = an.an_abeBones.Count();
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aiRemFrameTable.Clear();
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aiRemFrameTable.New(ctfn);
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aangAngles.Clear();
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aangAngles.New(ctfn);
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for(INDEX ibe=0;ibe<ctbe;ibe++)
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{
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BoneEnvelope &be = an.an_abeBones[ibe];
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// calculate length on bone in default pos
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be.be_OffSetLen = (FLOAT3D(be.be_mDefaultPos[3],be.be_mDefaultPos[7],be.be_mDefaultPos[11])).Length();
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// create a table for removed frames
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memset(&aiRemFrameTable[0],0,sizeof(BOOL)*ctfn);
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memset(&aangAngles[0],0,sizeof(ANGLE3D)*ctfn);
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// fill array of decomposed matrices
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FLOATmatrix3D mat;
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for(INDEX im=0;im<ctfn;im++)
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{
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be.be_arRot[im].ar_qRot.ToMatrix(mat);
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DecomposeRotationMatrixNoSnap(aangAngles[im],mat);
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}
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// try to remove rotations, stepping by 2
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INDEX iloop;
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for(iloop=0;iloop<ctfn;iloop++)
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{
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INDEX ctRemoved=0;
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// for each frame in bone envelope
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for(INDEX ifn=0;ifn<ctfn;ifn+=2)
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{
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INDEX iInd1 = FindNextFrame(ifn);
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INDEX iInd2 = FindNextFrame(iInd1+1);
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INDEX iInd3 = FindNextFrame(iInd2+1);
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// !!!! try only ind3
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if((iInd1 < 0)||(iInd2 < 0)||(iInd3 < 0)) break;
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AnimRot *parCurent = &be.be_arRot[iInd1];
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AnimRot *parNext = &be.be_arRot[iInd2];
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AnimRot *parLast = &be.be_arRot[iInd3];
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if(RemoveRotFrame(*parCurent,*parNext,*parLast,fTreshold))
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{
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aiRemFrameTable[iInd2] = TRUE;
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ctRemoved++;
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}
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}
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if(ctRemoved==0)
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{
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// exit if no keyframe has been removed
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break;
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}
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}
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// create temp array for rotations that are not removed
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CStaticStackArray<struct AnimRot> arRot;
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// for each removed frame
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for(INDEX ifnr=0;ifnr<ctfn;ifnr++)
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{
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// if frame is not in table for removed frames add it to temp arRot array
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if(!aiRemFrameTable[ifnr])
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{
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AnimRot &ar = arRot.Push();
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ar = be.be_arRot[ifnr];
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}
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}
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// count frames that are left
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INDEX ctfl = arRot.Count();
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// create new array for bone envelope
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be.be_arRot.Clear();
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be.be_arRot.New(ctfl);
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// copy array of rotaions
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INDEX fl;
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for(fl=0;fl<ctfl;fl++)
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{
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be.be_arRot[fl] = arRot[fl];
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}
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arRot.Clear();
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// do same thing for positions
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// clear table for removed frames
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memset(&aiRemFrameTable[0],0,sizeof(BOOL)*ctfn);
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// try to remove translations stepping by 2
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for(iloop=0;iloop<ctfn;iloop++)
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{
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INDEX ctRemoved=0;
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for(INDEX ifn=0;ifn<ctfn;ifn+=2)
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{
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INDEX iInd1 = FindNextFrame(ifn);
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INDEX iInd2 = FindNextFrame(iInd1+1);
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INDEX iInd3 = FindNextFrame(iInd2+1);
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// !!!! try only ind3
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if((iInd1 < 0)||(iInd2 < 0)||(iInd3 < 0)) break;
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AnimPos *papCurent = &be.be_apPos[iInd1];
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AnimPos *papNext = &be.be_apPos[iInd2];
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AnimPos *papLast = &be.be_apPos[iInd3];
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if(RemovePosFrame(*papCurent,*papNext,*papLast,fTreshold))
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{
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aiRemFrameTable[iInd2] = TRUE;
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ctRemoved++;
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}
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}
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if(ctRemoved==0)
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{
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// exit if no keyframe has been removed
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break;
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}
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}
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CStaticStackArray<struct AnimPos> apPos;
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// count removed frames
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for(INDEX ifr=0;ifr<ctfn;ifr++)
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{
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if(!aiRemFrameTable[ifr])
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{
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AnimPos &ap = apPos.Push();
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ap = be.be_apPos[ifr];
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}
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}
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// count frames that are left
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ctfl = apPos.Count();
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// create new array for bone envelope
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be.be_apPos.Clear();
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be.be_apPos.New(ctfl);
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// copy array of translations
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for(fl=0;fl<ctfl;fl++)
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{
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be.be_apPos[fl] = apPos[fl];
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}
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apPos.Clear();
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}
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aiRemFrameTable.Clear();
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// if morph envelope has all factors 0 remove it
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CStaticStackArray<struct MorphEnvelope> aMorphs;
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INDEX ctme = an.an_ameMorphs.Count();
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for(INDEX ime=0;ime<ctme;ime++)
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{
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MorphEnvelope &me = an.an_ameMorphs[ime];
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// morph factors count
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INDEX ctwm=me.me_aFactors.Count();
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// index of wertex morph
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INDEX iwm=0;
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BOOL bMorphIsZero = TRUE;
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while(bMorphIsZero)
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{
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if(iwm>=ctwm) break;
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FLOAT &fMorphFactor = me.me_aFactors[iwm];
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// check if morph factor is 0
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bMorphIsZero = fMorphFactor == 0;
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iwm++;
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}
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// dont remove this morph envelope
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if(!bMorphIsZero)
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{
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// copy this morphmap to temp array of morph envelopes
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MorphEnvelope &meNew = aMorphs.Push();
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meNew = me;
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}
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}
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INDEX ctmeNew = aMorphs.Count();
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// crate new array for morph envelopes
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an.an_ameMorphs.Clear();
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an.an_ameMorphs.New(ctmeNew);
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// copy morph back to animations array of morph envelopes
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for(INDEX imeNew=0;imeNew<ctmeNew;imeNew++)
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{
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an.an_ameMorphs[imeNew] = aMorphs[imeNew];
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}
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}
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// add animation to animset
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void CAnimSet::AddAnimation(Animation *pan)
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{
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INDEX ctan = as_Anims.Count();
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as_Anims.Expand(ctan+1);
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Animation &an = as_Anims[ctan];
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an = *pan;
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}
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// remove animation from animset
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void CAnimSet::RemoveAnimation(Animation *pan)
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{
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INDEX ctan = as_Anims.Count();
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ASSERT(ctan>0);
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ASSERT(pan!=NULL);
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// copy all animations to temp array
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CStaticArray<struct Animation> animsTemp;
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animsTemp.New(ctan-1);
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INDEX ianNew=0;
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for(INDEX ian=0;ian<ctan;ian++)
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{
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Animation *panTemp = &as_Anims[ian];
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if(panTemp != pan)
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{
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// copy anims
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animsTemp[ianNew] = *panTemp;
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ianNew++;
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}
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}
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as_Anims = animsTemp;
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}
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// write to stream
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void CAnimSet::Write_t(CTStream *ostrFile)
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{
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// write id
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ostrFile->WriteID_t(CChunkID(ANIMSET_ID));
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// write version
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(*ostrFile)<<(INDEX)ANIMSET_VERSION;
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INDEX ctan = as_Anims.Count();
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(*ostrFile)<<ctan;
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for(int ian=0;ian<ctan;ian++)
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{
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Animation &an = as_Anims[ian];
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CTString pstrNameID = ska_GetStringFromTable(an.an_iID);
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// write anim source file
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(*ostrFile)<<an.an_fnSourceFile;
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// write anim id
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(*ostrFile)<<pstrNameID;
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// write secperframe
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(*ostrFile)<<an.an_fSecPerFrame;
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// write num of frames
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(*ostrFile)<<an.an_iFrames;
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// write treshold
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(*ostrFile)<<an.an_fTreshold;
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// write if compresion is used
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(*ostrFile)<<an.an_bCompresed;
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// write bool if animation uses custom speed
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(*ostrFile)<<an.an_bCustomSpeed;
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INDEX ctbe = an.an_abeBones.Count();
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INDEX ctme = an.an_ameMorphs.Count();
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// write bone envelopes count
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(*ostrFile)<<ctbe;
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// for each bone envelope
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for(int ibe=0;ibe<ctbe;ibe++)
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{
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BoneEnvelope &be = an.an_abeBones[ibe];
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CTString pstrNameID = ska_GetStringFromTable(be.be_iBoneID);
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// write bone envelope ID
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(*ostrFile)<<pstrNameID;
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// write default pos(matrix12)
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ostrFile->Write_t(&be.be_mDefaultPos[0],sizeof(FLOAT)*12);
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// count positions
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INDEX ctp = be.be_apPos.Count();
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// write position count
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(*ostrFile)<<ctp;
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// for each position
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for(INDEX ip=0;ip<ctp;ip++)
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{
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// write position
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ostrFile->Write_t(&be.be_apPos[ip],sizeof(AnimPos));
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}
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// count rotations
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INDEX ctRotations = be.be_arRot.Count();
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(*ostrFile)<<ctRotations;
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// for each rotation
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for(INDEX ir=0;ir<ctRotations;ir++)
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{
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// write rotation
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AnimRot &arRot = be.be_arRot[ir];
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ostrFile->Write_t(&arRot,sizeof(AnimRot));
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}
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INDEX ctOptRotations = be.be_arRotOpt.Count();
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if(ctOptRotations>0)
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{
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// OPTIMISED ROTATIONS ARE NOT SAVED !!!
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// use RememberUnCompresedRotatations();
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ASSERT(ctRotations>=ctOptRotations);
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}
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// write offsetlen
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(*ostrFile)<<be.be_OffSetLen;
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}
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// write morph envelopes
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(*ostrFile)<<ctme;
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for(int ime=0;ime<ctme;ime++)
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{
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MorphEnvelope &me = an.an_ameMorphs[ime];
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CTString pstrNameID = ska_GetStringFromTable(me.me_iMorphMapID);
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// write morph map ID
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(*ostrFile)<<pstrNameID;
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// write morph factors count
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INDEX ctmf = me.me_aFactors.Count();
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(*ostrFile)<<ctmf;
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ostrFile->Write_t(&me.me_aFactors[0],sizeof(FLOAT)*ctmf);
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}
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}
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}
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// read from stream
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void CAnimSet::Read_t(CTStream *istrFile)
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{
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INDEX iFileVersion;
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// read chunk id
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istrFile->ExpectID_t(CChunkID(ANIMSET_ID));
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// check file version
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(*istrFile)>>iFileVersion;
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if(iFileVersion != ANIMSET_VERSION)
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{
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ThrowF_t(TRANS("File '%s'.\nInvalid animset file version. Expected Ver \"%d\" but found \"%d\"\n"),
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(const char*)istrFile->GetDescription(),ANIMSET_VERSION,iFileVersion);
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}
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INDEX ctan;
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// read anims count
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(*istrFile)>>ctan;
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// create anims array
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as_Anims.New(ctan);
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for(int ian=0;ian<ctan;ian++)
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{
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Animation &an = as_Anims[ian];
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CTString pstrNameID;
|
|
// read anim source file
|
|
(*istrFile)>>an.an_fnSourceFile;
|
|
// read Anim ID
|
|
(*istrFile>>pstrNameID);
|
|
an.an_iID = ska_GetIDFromStringTable(pstrNameID);
|
|
// read secperframe
|
|
(*istrFile)>>an.an_fSecPerFrame;
|
|
// read num of frames
|
|
(*istrFile)>>an.an_iFrames;
|
|
// read treshold
|
|
(*istrFile)>>an.an_fTreshold;
|
|
// read if compresion is used
|
|
(*istrFile)>>an.an_bCompresed;
|
|
// read bool if animation uses custom speed
|
|
(*istrFile)>>an.an_bCustomSpeed;
|
|
|
|
INDEX ctbe;
|
|
INDEX ctme;
|
|
// read bone envelopes count
|
|
(*istrFile)>>ctbe;
|
|
// create bone envelopes array
|
|
an.an_abeBones.New(ctbe);
|
|
// read bone envelopes
|
|
for(int ibe=0;ibe<ctbe;ibe++)
|
|
{
|
|
BoneEnvelope &be = an.an_abeBones[ibe];
|
|
CTString pstrNameID;
|
|
(*istrFile)>>pstrNameID;
|
|
// read bone envelope ID
|
|
be.be_iBoneID = ska_GetIDFromStringTable(pstrNameID);
|
|
// read default pos(matrix12)
|
|
for (int i = 0; i < 12; i++)
|
|
(*istrFile) >> be.be_mDefaultPos[i];
|
|
|
|
INDEX ctp;
|
|
// read pos array
|
|
(*istrFile)>>ctp;
|
|
be.be_apPos.New(ctp);
|
|
for(INDEX ip=0;ip<ctp;ip++)
|
|
{
|
|
(*istrFile)>>be.be_apPos[ip];
|
|
}
|
|
INDEX ctr;
|
|
// read rot array count
|
|
(*istrFile)>>ctr;
|
|
if(!an.an_bCompresed)
|
|
{
|
|
// create array for uncompresed rotations
|
|
be.be_arRot.New(ctr);
|
|
}
|
|
else
|
|
{
|
|
// if flag is set to remember uncompresed rotations
|
|
if(bAllRotations)
|
|
{
|
|
// create array for uncompresed rotations
|
|
be.be_arRot.New(ctr);
|
|
}
|
|
// create array for compresed rotations
|
|
be.be_arRotOpt.New(ctr);
|
|
}
|
|
for(INDEX ir=0;ir<ctr;ir++)
|
|
{
|
|
AnimRot arRot;// = be.be_arRot[ir];
|
|
(*istrFile) >> arRot;
|
|
if(!an.an_bCompresed)
|
|
{
|
|
be.be_arRot[ir] = arRot;
|
|
}
|
|
else
|
|
{
|
|
if(bAllRotations)
|
|
{
|
|
// fill uncompresed rotations
|
|
be.be_arRot[ir] = arRot;
|
|
}
|
|
// optimize quaternions
|
|
FLOAT3D vAxis;
|
|
ANGLE aAngle;
|
|
UWORD ubH,ubP;
|
|
FLOATquat3D &qRot = arRot.ar_qRot;
|
|
AnimRotOpt &aroRot = be.be_arRotOpt[ir];
|
|
qRot.ToAxisAngle(vAxis,aAngle);
|
|
CompressAxis(vAxis,ubH,ubP);
|
|
|
|
// compress angle
|
|
aroRot.aro_aAngle = aAngle * ANG_COMPRESIONMUL;
|
|
aroRot.aro_iFrameNum = arRot.ar_iFrameNum;
|
|
aroRot.aro_ubH = ubH;
|
|
aroRot.aro_ubP = ubP;
|
|
be.be_arRotOpt[ir] = aroRot;
|
|
}
|
|
}
|
|
// read offsetlen
|
|
(*istrFile)>>be.be_OffSetLen;
|
|
}
|
|
|
|
// read morph envelopes
|
|
(*istrFile)>>ctme;
|
|
// create morph envelopes array
|
|
an.an_ameMorphs.New(ctme);
|
|
// read morph envelopes
|
|
for(int ime=0;ime<ctme;ime++)
|
|
{
|
|
MorphEnvelope &me = an.an_ameMorphs[ime];
|
|
CTString pstrNameID;
|
|
// read morph envelope ID
|
|
(*istrFile)>>pstrNameID;
|
|
me.me_iMorphMapID = ska_GetIDFromStringTable(pstrNameID);
|
|
INDEX ctmf;
|
|
// read morph factors count
|
|
(*istrFile)>>ctmf;
|
|
// create morph factors array
|
|
me.me_aFactors.New(ctmf);
|
|
// read morph factors
|
|
for (INDEX i = 0; i < ctmf; i++)
|
|
(*istrFile) >> me.me_aFactors[i];
|
|
}
|
|
}
|
|
}
|
|
// clear animset
|
|
void CAnimSet::Clear(void)
|
|
{
|
|
INDEX ctAnims = as_Anims.Count();
|
|
for(INDEX iAnims=0;iAnims<ctAnims;iAnims++)
|
|
{
|
|
Animation &an = as_Anims[iAnims];
|
|
INDEX ctBoneEnv = an.an_abeBones.Count();
|
|
INDEX ctMorphEnv = an.an_ameMorphs.Count();
|
|
for(INDEX iBoneEnv=0;iBoneEnv<ctBoneEnv;iBoneEnv++)
|
|
{
|
|
BoneEnvelope &be = an.an_abeBones[iBoneEnv];
|
|
//be.be_aqvPlacement.Clear();
|
|
be.be_apPos.Clear();
|
|
be.be_arRot.Clear();
|
|
}
|
|
for(INDEX iMorphEnv=0;iMorphEnv<ctMorphEnv;iMorphEnv++)
|
|
{
|
|
MorphEnvelope &me = an.an_ameMorphs[iMorphEnv];
|
|
me.me_aFactors.Clear();
|
|
}
|
|
an.an_abeBones.Clear();
|
|
an.an_ameMorphs.Clear();
|
|
}
|
|
as_Anims.Clear();
|
|
}
|
|
|
|
// Count used memory
|
|
SLONG CAnimSet::GetUsedMemory(void)
|
|
{
|
|
SLONG slMemoryUsed = sizeof(*this);
|
|
INDEX ctAnims = as_Anims.Count();
|
|
for(INDEX ias=0;ias<ctAnims;ias++) {
|
|
Animation &an = as_Anims[ias];
|
|
slMemoryUsed+=sizeof(an);
|
|
// for each bone envelope
|
|
INDEX ctbe = an.an_abeBones.Count();
|
|
for(INDEX ibe=0;ibe<ctbe;ibe++) {
|
|
BoneEnvelope &be = an.an_abeBones[ibe];
|
|
slMemoryUsed+=sizeof(be);
|
|
slMemoryUsed+=be.be_apPos.Count() * sizeof(AnimPos);
|
|
slMemoryUsed+=be.be_arRot.Count() * sizeof(AnimRot);
|
|
slMemoryUsed+=be.be_arRotOpt.Count() * sizeof(AnimRotOpt);
|
|
}
|
|
// for each morph envelope
|
|
INDEX ctme = an.an_ameMorphs.Count();
|
|
for(INDEX ime=0;ime<ctme;ime++) {
|
|
MorphEnvelope &me = an.an_ameMorphs[ime];
|
|
slMemoryUsed+=sizeof(me);
|
|
slMemoryUsed+=sizeof(FLOAT) * me.me_aFactors.Count() + 12;
|
|
}
|
|
}
|
|
return slMemoryUsed;
|
|
}
|