mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 11:45:53 +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
135 lines
3.7 KiB
C++
135 lines
3.7 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of version 2 of the GNU General Public License as published by
|
|
the Free Software Foundation
|
|
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
|
|
|
|
#ifndef SE_INCL_ANIMSET_H
|
|
#define SE_INCL_ANIMSET_H
|
|
#ifdef PRAGMA_ONCE
|
|
#pragma once
|
|
#endif
|
|
#include <Engine/Templates/StaticArray.h>
|
|
#include <Engine/Base/Serial.h>
|
|
#include <Engine/Math/Vector.h>
|
|
#include <Engine/Math/Quaternion.h>
|
|
|
|
#define ANG_COMPRESIONMUL 182.041666666666666666666666666667f;
|
|
|
|
#define AN_LOOPING (1UL<<0) // looping animation
|
|
#define AN_NORESTART (1UL<<1) // dont restart anim
|
|
#define AN_PAUSED (1UL<<2)
|
|
#define AN_CLEAR (1UL<<3) // do new clear state before adding animation
|
|
#define AN_CLONE (1UL<<4) // do new cloned state before adding animation
|
|
#define AN_NOGROUP_SORT (1UL<<5) // dont sort animations by groups
|
|
|
|
#define CLEAR_STATE_LENGTH 0.2f
|
|
#define CLONED_STATE_LENGTH 0.2f
|
|
|
|
struct AnimPos
|
|
{
|
|
UWORD ap_iFrameNum; //frame number
|
|
FLOAT3D ap_vPos; //bone pos
|
|
};
|
|
|
|
static inline CTStream &operator>>(CTStream &strm, AnimPos &ap)
|
|
{
|
|
strm>>ap.ap_iFrameNum;
|
|
strm>>ap.ap_vPos;
|
|
return(strm);
|
|
}
|
|
|
|
static inline CTStream &operator<<(CTStream &strm, const AnimPos &ap)
|
|
{
|
|
strm<<ap.ap_iFrameNum;
|
|
strm<<ap.ap_vPos;
|
|
return(strm);
|
|
}
|
|
|
|
struct AnimRotOpt
|
|
{
|
|
UWORD aro_iFrameNum; //frame number
|
|
UWORD aro_ubH,aro_ubP;
|
|
ANGLE aro_aAngle;
|
|
};
|
|
|
|
struct AnimRot
|
|
{
|
|
UWORD ar_iFrameNum; //frame number
|
|
FLOATquat3D ar_qRot; //bone rot
|
|
};
|
|
|
|
static inline CTStream &operator>>(CTStream &strm, AnimRot &ar)
|
|
{
|
|
strm>>ar.ar_iFrameNum;
|
|
strm>>ar.ar_qRot;
|
|
return(strm);
|
|
}
|
|
|
|
static inline CTStream &operator<<(CTStream &strm, const AnimRot &ar)
|
|
{
|
|
strm<<ar.ar_iFrameNum;
|
|
strm<<ar.ar_qRot;
|
|
return(strm);
|
|
}
|
|
|
|
struct Animation
|
|
{
|
|
int an_iID;
|
|
INDEX an_iFrames;
|
|
FLOAT an_fSecPerFrame;
|
|
FLOAT an_fTreshold;
|
|
BOOL an_bCompresed;// are quaternions in animation compresed
|
|
CStaticArray<struct MorphEnvelope> an_ameMorphs;
|
|
CStaticArray<struct BoneEnvelope> an_abeBones;
|
|
CTString an_fnSourceFile;// name of ascii aa file, used in Ska studio
|
|
BOOL an_bCustomSpeed; // animation has custom speed set in animset list file, witch override speed from anim file
|
|
};
|
|
|
|
struct MorphEnvelope
|
|
{
|
|
int me_iMorphMapID;
|
|
CStaticArray<FLOAT> me_aFactors;
|
|
};
|
|
|
|
struct BoneEnvelope
|
|
{
|
|
int be_iBoneID;
|
|
Matrix12 be_mDefaultPos; // default pos
|
|
CStaticArray<struct AnimPos> be_apPos;// array of compresed bone positions
|
|
CStaticArray<struct AnimRot> be_arRot;// array if compresed bone rotations
|
|
CStaticArray<struct AnimRotOpt> be_arRotOpt;// array if optimized compresed bone rotations
|
|
FLOAT be_OffSetLen;
|
|
};
|
|
|
|
class ENGINE_API CAnimSet : public CSerial
|
|
{
|
|
public:
|
|
CAnimSet();
|
|
~CAnimSet();
|
|
void Optimize();
|
|
void OptimizeAnimation(Animation &an, FLOAT fTreshold);
|
|
void AddAnimation(Animation *pan);
|
|
void RemoveAnimation(Animation *pan);
|
|
|
|
void Read_t( CTStream *istrFile); // throw char *
|
|
void Write_t( CTStream *ostrFile); // throw char *
|
|
void Clear(void);
|
|
SLONG GetUsedMemory(void);
|
|
|
|
CStaticArray<struct Animation> as_Anims;
|
|
};
|
|
|
|
// if rotations are compresed does loader also fills array of uncompresed rotations
|
|
ENGINE_API void RememberUnCompresedRotatations(BOOL bRemember);
|
|
#endif /* include-once check. */
|