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107
engines/stark/model/skeleton_anim.cpp
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107
engines/stark/model/skeleton_anim.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/skeleton_anim.h"
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#include "engines/stark/services/archiveloader.h"
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namespace Stark {
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SkeletonAnim::SkeletonAnim() :
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_id(0),
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_ver(0),
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_u1(0),
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_u2(0),
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_time(0) {
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}
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void SkeletonAnim::createFromStream(ArchiveReadStream *stream) {
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_id = stream->readUint32LE();
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_ver = stream->readUint32LE();
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if (_ver == 3) {
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_u1 = 0;
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_time = stream->readUint32LE();
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_u2 = stream->readUint32LE();
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} else {
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_u1 = stream->readUint32LE();
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_u2 = stream->readUint32LE();
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_time = stream->readUint32LE();
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}
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if (_u2 != 0xdeadbabe) {
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error("Wrong magic while reading animation");
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}
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uint32 num = stream->readUint32LE();
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_boneAnims.resize(num);
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for (uint32 i = 0; i < num; ++i) {
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uint32 bone = stream->readUint32LE();
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uint32 numKeys = stream->readUint32LE();
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BoneAnim &boneAnim = _boneAnims[bone];
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boneAnim._keys.resize(numKeys);
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for (uint32 j = 0; j < numKeys; ++j) {
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AnimKey &key = boneAnim._keys[j];
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key._time = stream->readUint32LE();
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key._rot = stream->readQuaternion();
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key._pos = stream->readVector3();
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}
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}
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}
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void SkeletonAnim::getCoordForBone(uint32 time, int boneIdx, Math::Vector3d &pos, Math::Quaternion &rot) const {
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const Common::Array<AnimKey> &keys = _boneAnims[boneIdx]._keys;
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if (keys.size() == 1) {
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// There is only one key for this bone, don't bother searching which one to use
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pos = keys[0]._pos;
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rot = keys[0]._rot;
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return;
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}
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for (Common::Array<AnimKey>::const_iterator it = keys.begin(); it < keys.end(); ++it) {
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if (it->_time > time) {
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// Between two key frames, interpolate
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const AnimKey *a = it;
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--it;
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const AnimKey *b = it;
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float t = (float)(time - b->_time) / (float)(a->_time - b->_time);
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pos = b->_pos + (a->_pos - b->_pos) * t;
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rot = b->_rot.slerpQuat(a->_rot, t);
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return;
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} else if (it->_time == time || it == keys.end() - 1){
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// At a key frame
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// If not right one but didn't find any, then use last one as default
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const AnimKey *key = it;
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pos = key->_pos;
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rot = key->_rot;
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if (it == keys.end() - 1) {
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warning("Unable to find keyframe for bone '%d' at %d ms, using default", boneIdx, time);
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}
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return;
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}
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}
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}
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} // End of namespace Stark
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