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engines/stark/model/animhandler.cpp
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198
engines/stark/model/animhandler.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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#include "engines/stark/model/animhandler.h"
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#include "engines/stark/model/model.h"
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#include "engines/stark/model/skeleton_anim.h"
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namespace Stark {
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AnimHandler::AnimHandler() :
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_model(nullptr),
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_anim(nullptr),
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_animTime(-1),
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_framesBeforeCandidateReady(0),
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_candidateAnim(nullptr),
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_candidateAnimTime(-1),
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_blendAnim(nullptr),
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_blendAnimTime(-1),
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_blendTimeRemaining(0) {
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}
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AnimHandler::~AnimHandler() {
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}
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void AnimHandler::setAnim(SkeletonAnim *anim) {
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if (_candidateAnim == anim) {
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return;
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}
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if (_anim == anim) {
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// If we already have the correct anim, clean any candidates
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// that may have been set but not yet enacted as the active anim.
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_candidateAnim = nullptr;
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_candidateAnimTime = -1;
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_framesBeforeCandidateReady = 0;
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return;
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}
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// Don't use new animations the first frame they are set.
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// Scripts may change animation the very next frame,
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// causing animations to blend with animations that
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// were only visible for one frame, leading to animation
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// jumps. Instead store them as candidates.
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_framesBeforeCandidateReady = 2; // 2 because we are at the end of the frame
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_candidateAnim = anim;
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_candidateAnimTime = 0;
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}
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void AnimHandler::setModel(Model *model) {
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_model = model;
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}
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void AnimHandler::setNode(uint32 time, BoneNode *bone, const BoneNode *parent) {
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const Common::Array<BoneNode *> &bones = _model->getBones();
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if (_blendTimeRemaining <= 0) {
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_anim->getCoordForBone(time, bone->_idx, bone->_animPos, bone->_animRot);
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} else {
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// Blend the coordinates of the previous and the current animation
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Math::Vector3d previousAnimPos, animPos;
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Math::Quaternion previousAnimRot, animRot;
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_blendAnim->getCoordForBone(_blendAnimTime, bone->_idx, previousAnimPos, previousAnimRot);
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_anim->getCoordForBone(time, bone->_idx, animPos, animRot);
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float blendingRatio = 1.0 - _blendTimeRemaining / (float)_blendDuration;
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bone->_animPos = previousAnimPos + (animPos - previousAnimPos) * blendingRatio;
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bone->_animRot = previousAnimRot.slerpQuat(animRot, blendingRatio);
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}
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if (parent) {
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parent->_animRot.transform(bone->_animPos);
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bone->_animPos = parent->_animPos + bone->_animPos;
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bone->_animRot = parent->_animRot * bone->_animRot;
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}
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for (uint i = 0; i < bone->_children.size(); ++i) {
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setNode(time, bones[bone->_children[i]], bone);
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}
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}
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void AnimHandler::animate(uint32 time) {
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if (!_anim && _candidateAnim) {
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// This is the first time we animate this item.
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enactCandidate();
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}
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if (_candidateAnim && _anim && _anim->getBoneCount() != _model->getBones().size()) {
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// We changed to an incompatible model
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enactCandidate();
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// And the anim we were previously blending with is incompatible as well
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if (_blendAnim && _blendAnim->getBoneCount() != _model->getBones().size()) {
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stopBlending();
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}
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}
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if (_candidateAnim && _framesBeforeCandidateReady > 0) {
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_candidateAnimTime = time;
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_framesBeforeCandidateReady--;
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// We need to animate here, because the model may have
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// changed from under us.
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const Common::Array<BoneNode *> &bones = _model->getBones();
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setNode(_animTime, bones[0], nullptr);
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return;
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}
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if (_candidateAnim && _framesBeforeCandidateReady <= 0) {
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if (_anim) {
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startBlending();
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}
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enactCandidate();
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}
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int32 deltaTime = time - _animTime;
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if (deltaTime < 0 || time > _blendDuration / 2) {
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deltaTime = 33;
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}
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updateBlending(deltaTime);
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// Start at root bone
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// For each child
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// - Set childs animation coordinate
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// - Process that childs children
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const Common::Array<BoneNode *> &bones = _model->getBones();
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if (deltaTime >= 0) {
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setNode(time, bones[0], nullptr);
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_animTime = time;
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}
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}
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void AnimHandler::enactCandidate() {
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_anim = _candidateAnim;
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_animTime = _candidateAnimTime;
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_candidateAnim = nullptr;
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_candidateAnimTime = -1;
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_framesBeforeCandidateReady = 0;
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}
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void AnimHandler::startBlending() {
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_blendTimeRemaining = _blendDuration;
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_blendAnim = _anim;
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_blendAnimTime = _animTime;
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}
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void AnimHandler::updateBlending(int32 deltaTime) {
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_blendTimeRemaining -= deltaTime;
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if (_blendTimeRemaining > 0) {
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// If we are blending, also update the previous animation's time
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_blendAnimTime += deltaTime;
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if (_blendAnimTime >= (int32) _blendAnim->getLength()) {
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_blendAnimTime = _blendAnim->getLength() - 1;
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}
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} else {
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// Otherwise make sure blending is not enabled
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stopBlending();
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}
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}
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void AnimHandler::stopBlending() {
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_blendAnim = nullptr;
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_blendAnimTime = -1;
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_blendTimeRemaining = 0;
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}
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void AnimHandler::resetBlending() {
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stopBlending();
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if (_candidateAnim) {
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enactCandidate();
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}
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}
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} // End of namespace Stark
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