Files
scummvm-cursorfix/engines/hpl1/engine/graphics/AnimationTrack.cpp
2026-02-02 04:50:13 +01:00

208 lines
6.2 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* 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