/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** 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 . */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : Commando * * * * $Archive:: /Commando/Code/Combat/animcontrol.h $* * * * $Author:: Byon_g $* * * * $Modtime:: 1/04/02 10:33a $* * * * $Revision:: 36 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef ANIMCONTROL_H #define ANIMCONTROL_H #ifndef ALWAYS_H #include "always.h" #endif #ifndef HANIM_H #include "hanim.h" #endif #ifndef VECTOR_H #include "vector.h" #endif #include "wwstring.h" /* ** */ class RenderObjClass; typedef enum { ANIM_MODE_ONCE, ANIM_MODE_LOOP, ANIM_MODE_STOP, ANIM_MODE_TARGET } AnimMode; /* ** AnimationDataRecord */ struct AnimationDataRecord { HAnimClass *Animation; float Frame; float Weight; bool operator == (AnimationDataRecord const & rec) const { return false; } bool operator != (AnimationDataRecord const & rec) const { return true; } }; typedef DynamicVectorClass AnimationDataList; /* ** AnimChannelClass */ class AnimChannelClass { public: // Constructor and Destructor AnimChannelClass( void ); AnimChannelClass(const AnimChannelClass &); AnimChannelClass & operator = (const AnimChannelClass &); ~AnimChannelClass(void); virtual bool Save( ChunkSaveClass & csave ); virtual bool Load( ChunkLoadClass & cload ); // Set Animation void Set_Animation( const char *name ); void Set_Animation( const HAnimClass *anim ); HAnimClass *Peek_Animation( void ) { return Animation; } // Set Mode void Set_Mode( AnimMode mode, float frame = -1 ); AnimMode Get_Mode( void ) { return Mode; } bool Is_Complete( void ) { return (Animation == NULL) || ((Mode == ANIM_MODE_ONCE) && (Frame == NumFrames-1)) || ((Mode == ANIM_MODE_TARGET) && (Frame == TargetFrame)); } const char *Get_Animation_Name( void ) { return Animation ? Animation->Get_Name() : ""; } // Frame void Set_Frame( float frame ) { Frame = frame; } float Get_Frame( void ) { return Frame; } float Get_Progress( void ) { return NumFrames ? Frame / NumFrames : 0; } void Set_Target_Frame( float frame ) { TargetFrame = frame; } float Get_Target_Frame( void ) { return TargetFrame; } // Update the animation void Update( float dtime ); // Get Animation Data void Get_Animation_Data( AnimationDataList & list, float weight = 1.0f ); // Update Model void Update_Model( RenderObjClass *anim_model ); private: HAnimClass * Animation; float Frame; float NumFrames; float TargetFrame; AnimMode Mode; }; /* ** BlendableAnimChannelClass */ class BlendableAnimChannelClass { public: // Constructor BlendableAnimChannelClass( void ); virtual bool Save( ChunkSaveClass & csave ); virtual bool Load( ChunkLoadClass & cload ); // Set Animation void Set_Animation( const char *name, float blendtime = 0.0f, float start_frame = 0.0f ); void Set_Animation( const HAnimClass * anim, float blendtime = 0.0f, float start_frame = 0.0f ); void Set_Mode( AnimMode mode, float frame = -1 ) { NewChannel.Set_Mode( mode, frame ); } AnimMode Get_Mode( void ) { return NewChannel.Get_Mode(); } bool Is_Complete( void ) { return NewChannel.Is_Complete(); } const char *Get_Animation_Name( void ) { return NewChannel.Get_Animation_Name(); } void Set_Target_Frame( float frame ) { NewChannel.Set_Target_Frame ( frame ); } float Get_Target_Frame( void ) { return NewChannel.Get_Target_Frame(); } HAnimClass *Peek_Animation( void ) { return NewChannel.Peek_Animation (); } // Update the animation void Update( float dtime ); // Get Animation Data void Get_Animation_Data( AnimationDataList & list, float weight = 1.0f ); // Update Model void Update_Model( RenderObjClass *anim_model ); // Data Access float Get_Frame( void ) { return NewChannel.Get_Frame(); } float Get_Progress( void ) { return NewChannel.Get_Progress(); } private: AnimChannelClass NewChannel; AnimChannelClass OldChannel; float BlendTimer; // in seconds float BlendTotal; // in seconds }; /* ** AnimControlClass */ class AnimControlClass { public: // Constructor and Destructor AnimControlClass( void ); virtual ~AnimControlClass( void ); virtual bool Save( ChunkSaveClass & csave ); virtual bool Load( ChunkLoadClass & cload ); // Set Model virtual void Set_Model( RenderObjClass *anim_model ); virtual RenderObjClass *Peek_Model( void ) { return Model; } // Set Animation virtual void Set_Animation( const char *name, float blendtime = 0.0f, float start_frame = 0.0f ) = 0; virtual void Set_Animation( const HAnimClass * anim, float blendtime = 0.0f, float start_frame = 0.0f ) = 0; virtual void Set_Mode( AnimMode mode, float frame = -1 ) = 0; virtual AnimMode Get_Mode( void ) = 0; virtual bool Is_Complete( void ) = 0; virtual const char *Get_Animation_Name( void ) = 0; virtual void Set_Target_Frame( float frame ) = 0; virtual float Get_Target_Frame( void ) = 0; virtual float Get_Current_Frame( void ) = 0; virtual HAnimClass * Peek_Animation( void ) { return NULL; } // Update the animation virtual void Update( float dtime ) = 0; protected: RenderObjClass *Model; }; /* ** SimpleAnimControlClass */ class SimpleAnimControlClass : public AnimControlClass { public: // Constructor and Destructor SimpleAnimControlClass( void ); ~SimpleAnimControlClass( void ); virtual bool Save( ChunkSaveClass & csave ); virtual bool Load( ChunkLoadClass & cload ); // Set Animation virtual void Set_Animation( const char *name, float blendtime = 0.0f, float start_frame = 0.0f ); virtual void Set_Animation( const HAnimClass * anim, float blendtime = 0.0f, float start_frame = 0.0f ); virtual void Set_Mode( AnimMode mode, float frame = -1 ) { Channel.Set_Mode( mode, frame ); } virtual AnimMode Get_Mode( void ) { return Channel.Get_Mode(); } virtual bool Is_Complete( void ) { return Channel.Is_Complete(); } virtual const char *Get_Animation_Name( void ) { return Channel.Get_Animation_Name(); } virtual void Set_Target_Frame( float frame ) { Channel.Set_Target_Frame( frame ); } virtual float Get_Target_Frame( void ) { return Channel.Get_Target_Frame(); } virtual float Get_Current_Frame( void ) { return Channel.Get_Frame(); } // Update the animation virtual void Update( float dtime ); private: BlendableAnimChannelClass Channel; }; /* ** HumanAnimControlClass */ class HumanAnimControlClass : public AnimControlClass { public: // Constructor and Destructor HumanAnimControlClass( void ); ~HumanAnimControlClass( void ); virtual bool Save( ChunkSaveClass & csave ); virtual bool Load( ChunkLoadClass & cload ); virtual void Set_Model( RenderObjClass *anim_model ); // Set Animation virtual void Set_Animation( const char *name, float blendtime = 0.0f, float start_frame = 0.0f ); virtual void Set_Animation( const HAnimClass * anim, float blendtime = 0.0f, float start_frame = 0.0f ); virtual void Set_Animation( const char *name1, const char * name2, float ratio, float blendtime = 0.0f ); virtual void Set_Mode( AnimMode mode, float frame = -1 ); virtual AnimMode Get_Mode( void ) { return Channel1.Get_Mode(); } virtual bool Is_Complete( void ) { return Channel1.Is_Complete(); } virtual const char *Get_Animation_Name( void ) { return Channel1.Get_Animation_Name(); } virtual float Get_Frame( void ) { return Channel1.Get_Frame(); } virtual float Get_Progress( void ) { return Channel1.Get_Progress(); } virtual void Set_Target_Frame( float frame ) { Channel1.Set_Target_Frame( frame ); } virtual float Get_Target_Frame( void ) { return Channel1.Get_Target_Frame(); } virtual float Get_Current_Frame( void ) { return Channel1.Get_Frame(); } virtual void Set_Anim_Speed_Scale( float speed ) { AnimSpeedScale = speed; } virtual void Update( float dtime ); virtual HAnimClass * Peek_Animation( void ) { return Channel1.Peek_Animation(); } void Get_Information( StringClass & string ); char Get_Skeleton( void ) { return Skeleton; } private: BlendableAnimChannelClass Channel1; BlendableAnimChannelClass Channel2; float Channel2Ratio; float AnimSpeedScale; AnimationDataList DataList; HAnimComboClass AnimCombo; char Skeleton; void Build_Skeleton_Anim_Name( StringClass& new_name, const char * name ); }; #endif // ANIMCONTROL_H