194 lines
5.3 KiB
C++
194 lines
5.3 KiB
C++
/* 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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* This file is based on WME.
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* http://dead-code.org/redir.php?target=wme
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* Copyright (c) 2003-2013 Jan Nedoma and contributors
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*/
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/gfx/xanimation_set.h"
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#include "engines/wintermute/base/gfx/xmodel.h"
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#include "engines/wintermute/dcgf.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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AnimationSet::AnimationSet(BaseGame *inGame, XModel *model) : BaseNamedObject(inGame) {
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_frameTime = -1;
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_totalTime = 0;
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_looping = false;
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_model = model;
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}
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//////////////////////////////////////////////////////////////////////////
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AnimationSet::~AnimationSet() {
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// remove child animations
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for (int32 i = 0; i < _animations.getSize(); i++) {
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delete _animations[i];
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}
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_animations.removeAll();
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// remove events
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for (int32 i = 0; i < _events.getSize(); i++) {
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delete _events[i];
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}
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_events.removeAll();
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}
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//////////////////////////////////////////////////////////////////////////
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bool AnimationSet::findBones(FrameNode *rootFrame) {
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for (int32 i = 0; i < _animations.getSize(); i++) {
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_animations[i]->findBone(rootFrame);
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AnimationSet::addAnimation(Animation *anim) {
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if (!anim) {
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return false;
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} else {
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_animations.add(anim);
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return true;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool AnimationSet::addEvent(AnimationEvent *event) {
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if (!event) {
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return false;
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} else {
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int frameTime = getFrameTime();
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if (frameTime < 0) {
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_game->LOG(0, "Error adding animation event %s, no keyframes found", event->_eventName);
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SAFE_DELETE(event);
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return false;
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}
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int totalFrames = 0;
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if (frameTime > 0)
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totalFrames = getTotalTime() / frameTime + 1;
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if (event->_frame < 1)
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event->_frame = 1;
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if (event->_frame > totalFrames)
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event->_frame = totalFrames;
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_events.add(event);
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return true;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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bool AnimationSet::update(int slot, uint32 localTime, float lerpValue) {
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bool res;
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for (int32 i = 0; i < _animations.getSize(); i++) {
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res = _animations[i]->update(slot, localTime * ((float)_model->_ticksPerSecond / 1000.0f), lerpValue);
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if (!res) {
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return res;
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}
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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int AnimationSet::getFrameTime() {
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if (_frameTime >= 0) {
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return _frameTime;
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}
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_frameTime = 0;
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for (int32 i = 0; i < _animations.getSize(); i++) {
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int frameTime = _animations[i]->getFrameTime();
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if (_frameTime == 0) {
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_frameTime = frameTime / ((float)_model->_ticksPerSecond / 1000.0f);
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} else if (frameTime > 0) {
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_frameTime = MIN(float(_frameTime), frameTime / ((float)_model->_ticksPerSecond / 1000.0f));
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}
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}
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return _frameTime;
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}
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//////////////////////////////////////////////////////////////////////////
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uint32 AnimationSet::getTotalTime() {
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if (_totalTime > 0) {
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return _totalTime;
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}
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_totalTime = 0;
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for (int32 i = 0; i < _animations.getSize(); i++) {
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_totalTime = MAX((float)_totalTime, _animations[i]->getTotalTime() / ((float)_model->_ticksPerSecond / 1000.0f));
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}
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return _totalTime;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AnimationSet::onFrameChanged(int currentFrame, int prevFrame) {
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if (!_model || !_model->_owner) {
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return true;
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}
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if (prevFrame > currentFrame) {
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for (int32 i = 0; i < _events.getSize(); i++) {
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if (_events[i]->_frame > prevFrame) {
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_model->_owner->applyEvent(_events[i]->_eventName);
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}
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}
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prevFrame = -1;
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}
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for (int32 i = 0; i < _events.getSize(); i++) {
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if (_events[i]->_frame > prevFrame && _events[i]->_frame <= currentFrame) {
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_model->_owner->applyEvent(_events[i]->_eventName);
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}
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}
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return true;
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}
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//////////////////////////////////////////////////////////////////////////
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bool AnimationSet::persist(BasePersistenceManager *persistMgr) {
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persistMgr->transferBool(TMEMBER(_looping));
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// persist events
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int32 numEvents;
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if (persistMgr->getIsSaving()) {
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numEvents = _events.getSize();
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}
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persistMgr->transferSint32(TMEMBER(numEvents));
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for (int i = 0; i < numEvents; i++) {
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if (persistMgr->getIsSaving()) {
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_events[i]->persist(persistMgr);
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} else {
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AnimationEvent *rvent = new AnimationEvent();
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rvent->persist(persistMgr);
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_events.add(rvent);
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}
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}
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return true;
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}
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} // namespace Wintermute
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