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engines/grim/emi/animationemi.h
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113
engines/grim/emi/animationemi.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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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 the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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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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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef GRIM_ANIMATIONEMI_H
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#define GRIM_ANIMATIONEMI_H
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#include "common/str.h"
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#include "math/mathfwd.h"
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#include "math/quat.h"
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#include "engines/grim/animation.h"
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#include "engines/grim/object.h"
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#include "engines/grim/emi/skeleton.h"
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namespace Grim {
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struct AnimRotation {
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Math::Quaternion _quat;
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float _time;
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};
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struct AnimTranslation {
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Math::Vector3d _vec;
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float _time;
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};
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struct Bone {
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Common::String _boneName;
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int _operation;
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int _priority;
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int _c;
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int _count;
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AnimRotation *_rotations;
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AnimTranslation *_translations;
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Joint *_target;
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Bone() : _rotations(NULL), _translations(NULL), _boneName(""), _operation(0), _target(NULL) {}
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~Bone();
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void loadBinary(Common::SeekableReadStream *data);
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};
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class AnimationEmi : public Object {
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void loadAnimation(Common::SeekableReadStream *data);
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public:
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Common::String _name;
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Common::String _fname;
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float _duration;
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int _numBones;
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Bone *_bones;
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AnimationEmi(const Common::String &filename, Common::SeekableReadStream *data);
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~AnimationEmi();
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const Common::String &getFilename() const { return _fname; }
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};
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class AnimationStateEmi {
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public:
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AnimationStateEmi(const Common::String &anim);
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~AnimationStateEmi();
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void update(uint time);
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void computeWeights();
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void animate();
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void play();
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void stop();
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void setPaused(bool paused);
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void setLooping(bool loop);
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void setSkeleton(Skeleton *skel);
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void fade(Animation::FadeMode mode, int fadeLength);
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void advance(uint msecs);
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void saveState(SaveGame *state);
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void restoreState(SaveGame *state);
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private:
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void activate();
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void deactivate();
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friend class Skeleton;
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Skeleton *_skel;
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ObjectPtr<AnimationEmi> _anim;
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bool _looping;
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bool _active;
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bool _paused;
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int _time;
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float _fade;
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float _startFade;
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Animation::FadeMode _fadeMode;
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int _fadeLength;
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int *_boneJoints;
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};
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} // end of namespace Grim
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#endif
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