/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef GRIM_ANIMATIONEMI_H #define GRIM_ANIMATIONEMI_H #include "common/str.h" #include "math/mathfwd.h" #include "math/quat.h" #include "engines/grim/animation.h" #include "engines/grim/object.h" #include "engines/grim/emi/skeleton.h" namespace Grim { struct AnimRotation { Math::Quaternion _quat; float _time; }; struct AnimTranslation { Math::Vector3d _vec; float _time; }; struct Bone { Common::String _boneName; int _operation; int _priority; int _c; int _count; AnimRotation *_rotations; AnimTranslation *_translations; Joint *_target; Bone() : _rotations(NULL), _translations(NULL), _boneName(""), _operation(0), _target(NULL) {} ~Bone(); void loadBinary(Common::SeekableReadStream *data); }; class AnimationEmi : public Object { void loadAnimation(Common::SeekableReadStream *data); public: Common::String _name; Common::String _fname; float _duration; int _numBones; Bone *_bones; AnimationEmi(const Common::String &filename, Common::SeekableReadStream *data); ~AnimationEmi(); const Common::String &getFilename() const { return _fname; } }; class AnimationStateEmi { public: AnimationStateEmi(const Common::String &anim); ~AnimationStateEmi(); void update(uint time); void computeWeights(); void animate(); void play(); void stop(); void setPaused(bool paused); void setLooping(bool loop); void setSkeleton(Skeleton *skel); void fade(Animation::FadeMode mode, int fadeLength); void advance(uint msecs); void saveState(SaveGame *state); void restoreState(SaveGame *state); private: void activate(); void deactivate(); friend class Skeleton; Skeleton *_skel; ObjectPtr _anim; bool _looping; bool _active; bool _paused; int _time; float _fade; float _startFade; Animation::FadeMode _fadeMode; int _fadeLength; int *_boneJoints; }; } // end of namespace Grim #endif