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