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engines/hpl1/engine/graphics/AnimationTrack.cpp
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207
engines/hpl1/engine/graphics/AnimationTrack.cpp
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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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/graphics/AnimationTrack.h"
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#include "hpl1/engine/graphics/Animation.h"
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#include "hpl1/engine/math/Math.h"
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#include "hpl1/engine/scene/Node3D.h"
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#include "hpl1/engine/system/low_level_system.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cAnimationTrack::cAnimationTrack(const tString &asName, tAnimTransformFlag aTransformFlags,
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cAnimation *apParent) {
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msName = asName;
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mTransformFlags = aTransformFlags;
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mpParent = apParent;
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mfMaxFrameTime = 0;
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mlNodeIdx = -1;
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}
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//-----------------------------------------------------------------------
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cAnimationTrack::~cAnimationTrack() {
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STLDeleteAll(mvKeyFrames);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cAnimationTrack::ResizeKeyFrames(int alSize) {
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mvKeyFrames.reserve(alSize);
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}
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//-----------------------------------------------------------------------
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cKeyFrame *cAnimationTrack::CreateKeyFrame(float afTime) {
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cKeyFrame *pFrame = hplNew(cKeyFrame, ());
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pFrame->time = afTime;
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// Check so that this is the first
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if (afTime > mfMaxFrameTime || mvKeyFrames.empty()) {
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mvKeyFrames.push_back(pFrame);
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mfMaxFrameTime = afTime;
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} else {
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tKeyFramePtrVecIt it = mvKeyFrames.begin();
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for (; it != mvKeyFrames.end(); it++) {
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if (afTime < (*it)->time) {
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break;
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}
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}
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mvKeyFrames.insert(it, pFrame);
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}
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return pFrame;
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}
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//-----------------------------------------------------------------------
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void cAnimationTrack::ApplyToNode(cNode3D *apNode, float afTime, float afWeight) {
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cKeyFrame Frame = GetInterpolatedKeyFrame(afTime);
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// Scale
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// Skip this for now...
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/*cVector3f vOne(1,1,1);
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cVector3f vScale = (Frame.scale - vOne)*afWeight + vOne;
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apNode->AddScale(vScale);*/
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// Rotation
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cQuaternion qRot = cMath::QuaternionSlerp(afWeight, cQuaternion::Identity, Frame.rotation, true);
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apNode->AddRotation(qRot);
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// Translation
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cVector3f vTrans = Frame.trans * afWeight;
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apNode->AddTranslation(vTrans);
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}
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//-----------------------------------------------------------------------
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cKeyFrame cAnimationTrack::GetInterpolatedKeyFrame(float afTime) {
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cKeyFrame ResultKeyFrame;
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ResultKeyFrame.time = afTime;
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cKeyFrame *pKeyFrameA = NULL;
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cKeyFrame *pKeyFrameB = NULL;
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float fT = GetKeyFramesAtTime(afTime, &pKeyFrameA, &pKeyFrameB);
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if (fT == 0.0f) {
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ResultKeyFrame.rotation = pKeyFrameA->rotation;
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ResultKeyFrame.scale = pKeyFrameA->scale;
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ResultKeyFrame.trans = pKeyFrameA->trans;
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} else {
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// Do a linear interpolation
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// This should include spline stuff later on.
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ResultKeyFrame.rotation = cMath::QuaternionSlerp(fT, pKeyFrameA->rotation,
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pKeyFrameB->rotation, true);
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ResultKeyFrame.scale = pKeyFrameA->scale * (1 - fT) + pKeyFrameB->scale * fT;
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ResultKeyFrame.trans = pKeyFrameA->trans * (1 - fT) + pKeyFrameB->trans * fT;
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}
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return ResultKeyFrame;
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}
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//-----------------------------------------------------------------------
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float cAnimationTrack::GetKeyFramesAtTime(float afTime, cKeyFrame **apKeyFrameA, cKeyFrame **apKeyFrameB) {
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float fTotalAnimLength = mpParent->GetLength();
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// Wrap time
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// Not sure it is a good idea to clamp the length.
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// But wrapping screws loop mode up.
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// Wrap(..., totalLength + kEpislon), migh work though.
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afTime = cMath::Clamp(afTime, 0, fTotalAnimLength);
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// If longer than max time return last frame and first
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if (afTime >= mfMaxFrameTime) {
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*apKeyFrameA = mvKeyFrames[mvKeyFrames.size() - 1];
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*apKeyFrameB = mvKeyFrames[0];
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// Get T between end to start again. (the last frame doesn't mean the anim is over.
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// In that case wrap to the first frame).
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// float fDeltaT = fTotalAnimLength - (*apKeyFrameA)->time;
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// If animation time is >= max time might as well just return the last frame.
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// Not sure if this is good for some looping anims, in that case check the code.
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return 0.0f; //(afTime - (*apKeyFrameA)->time) / fDeltaT;
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}
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// Get the number of frames
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const int lSize = (int)mvKeyFrames.size();
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// Find the second frame.
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int lIdxB = -1;
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for (int i = 0; i < lSize; i++) {
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if (afTime <= mvKeyFrames[i]->time) {
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lIdxB = i;
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break;
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}
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}
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// If first frame was found, the lowest time is not 0.
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// If so return the first frame only.
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if (lIdxB == 0) {
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*apKeyFrameA = mvKeyFrames[0];
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*apKeyFrameB = mvKeyFrames[0];
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return 0.0f;
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}
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// Get the frames
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*apKeyFrameA = mvKeyFrames[lIdxB - 1];
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*apKeyFrameB = mvKeyFrames[lIdxB];
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float fDeltaT = (*apKeyFrameB)->time - (*apKeyFrameA)->time;
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return (afTime - (*apKeyFrameA)->time) / fDeltaT;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PRIVATE METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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} // namespace hpl
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