mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +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.
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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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#ifndef SE_INCL_ANIMSET_H
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#define SE_INCL_ANIMSET_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Templates/StaticArray.h>
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#include <Engine/Base/Serial.h>
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#include <Engine/Math/Vector.h>
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#include <Engine/Math/Quaternion.h>
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#define ANG_COMPRESIONMUL 182.041666666666666666666666666667f;
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#define AN_LOOPING (1UL<<0) // looping animation
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#define AN_NORESTART (1UL<<1) // dont restart anim
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#define AN_PAUSED (1UL<<2)
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#define AN_CLEAR (1UL<<3) // do new clear state before adding animation
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#define AN_CLONE (1UL<<4) // do new cloned state before adding animation
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#define AN_NOGROUP_SORT (1UL<<5) // dont sort animations by groups
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#define CLEAR_STATE_LENGTH 0.2f
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#define CLONED_STATE_LENGTH 0.2f
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struct AnimPos
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{
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UWORD ap_iFrameNum; //frame number
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FLOAT3D ap_vPos; //bone pos
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};
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static inline CTStream &operator>>(CTStream &strm, AnimPos &ap)
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{
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strm>>ap.ap_iFrameNum;
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strm>>ap.ap_vPos;
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return(strm);
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}
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static inline CTStream &operator<<(CTStream &strm, const AnimPos &ap)
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{
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strm<<ap.ap_iFrameNum;
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strm<<ap.ap_vPos;
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return(strm);
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}
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struct AnimRotOpt
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{
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UWORD aro_iFrameNum; //frame number
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UWORD aro_ubH,aro_ubP;
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ANGLE aro_aAngle;
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};
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struct AnimRot
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{
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UWORD ar_iFrameNum; //frame number
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FLOATquat3D ar_qRot; //bone rot
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};
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static inline CTStream &operator>>(CTStream &strm, AnimRot &ar)
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{
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strm>>ar.ar_iFrameNum;
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strm>>ar.ar_qRot;
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return(strm);
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}
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static inline CTStream &operator<<(CTStream &strm, const AnimRot &ar)
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{
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strm<<ar.ar_iFrameNum;
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strm<<ar.ar_qRot;
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return(strm);
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}
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struct Animation
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{
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int an_iID;
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INDEX an_iFrames;
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FLOAT an_fSecPerFrame;
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FLOAT an_fTreshold;
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BOOL an_bCompresed;// are quaternions in animation compresed
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CStaticArray<struct MorphEnvelope> an_ameMorphs;
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CStaticArray<struct BoneEnvelope> an_abeBones;
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CTString an_fnSourceFile;// name of ascii aa file, used in Ska studio
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BOOL an_bCustomSpeed; // animation has custom speed set in animset list file, witch override speed from anim file
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};
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struct MorphEnvelope
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{
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int me_iMorphMapID;
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CStaticArray<FLOAT> me_aFactors;
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};
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struct BoneEnvelope
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{
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int be_iBoneID;
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Matrix12 be_mDefaultPos; // default pos
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CStaticArray<struct AnimPos> be_apPos;// array of compresed bone positions
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CStaticArray<struct AnimRot> be_arRot;// array if compresed bone rotations
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CStaticArray<struct AnimRotOpt> be_arRotOpt;// array if optimized compresed bone rotations
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FLOAT be_OffSetLen;
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};
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class ENGINE_API CAnimSet : public CSerial
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{
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public:
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CAnimSet();
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~CAnimSet();
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void Optimize();
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void OptimizeAnimation(Animation &an, FLOAT fTreshold);
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void AddAnimation(Animation *pan);
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void RemoveAnimation(Animation *pan);
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void Read_t( CTStream *istrFile); // throw char *
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void Write_t( CTStream *ostrFile); // throw char *
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void Clear(void);
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SLONG GetUsedMemory(void);
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CStaticArray<struct Animation> as_Anims;
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};
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// if rotations are compresed does loader also fills array of uncompresed rotations
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ENGINE_API void RememberUnCompresedRotatations(BOOL bRemember);
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#endif /* include-once check. */
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