This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/ww3d2/animobj.h

315 lines
14 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
***********************************************************************************************
* *
* Project Name : WW3D *
* *
* $Archive:: /Commando/Code/ww3d2/animobj.h $*
* *
* Author:: Greg_h *
* *
* $Modtime:: 12/10/01 11:18a $*
* *
* $Revision:: 4 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* Animatable3DObjClass::Base_Update -- animation update function for the base pose *
* Animatable3DObjClass::Anim_Update -- Update function for a single animation *
* Animatable3DObjClass::Blend_Update -- update function for a blend of two animations *
* Animatable3DObjClass::Combo_Update -- Animation update for a combination of anims *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef ANIMOBJ_H
#define ANIMOBJ_H
#include "always.h"
#include "composite.h"
#include "htree.h"
class SkinClass;
class RenderInfoClass;
/**
** Animatable3DObjClass
** This class performs some of the work necessary to implement hierarchical animation.
** It implements much of the bone and animation interface of RenderObjClass.
*/
class Animatable3DObjClass : public CompositeRenderObjClass
{
public:
Animatable3DObjClass(const char * htree_name);
Animatable3DObjClass(const Animatable3DObjClass & src);
Animatable3DObjClass & operator = (const Animatable3DObjClass &);
virtual ~Animatable3DObjClass(void);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Rendering
/////////////////////////////////////////////////////////////////////////////
virtual void Render(RenderInfoClass & rinfo);
virtual void Special_Render(SpecialRenderInfoClass & rinfo);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - "Scene Graph"
/////////////////////////////////////////////////////////////////////////////
virtual void Set_Transform(const Matrix3D &m);
virtual void Set_Position(const Vector3 &v);
/////////////////////////////////////////////////////////////////////////////
// Render Object Interface - Hierarchical Animation
/////////////////////////////////////////////////////////////////////////////
virtual void Set_Animation(void);
virtual void Set_Animation( HAnimClass * motion,
float frame, int anim_mode = ANIM_MODE_MANUAL);
virtual void Set_Animation( HAnimClass * motion0,
float frame0,
HAnimClass * motion1,
float frame1,
float percentage);
virtual void Set_Animation( HAnimComboClass * anim_combo);
virtual HAnimClass * Peek_Animation( void );
virtual bool Is_Animation_Complete( void ) const;
virtual int Get_Num_Bones(void);
virtual const char * Get_Bone_Name(int bone_index);
virtual int Get_Bone_Index(const char * bonename);
virtual const Matrix3D & Get_Bone_Transform(const char * bonename);
virtual const Matrix3D & Get_Bone_Transform(int boneindex);
virtual void Capture_Bone(int boneindex);
virtual void Release_Bone(int boneindex);
virtual bool Is_Bone_Captured(int boneindex) const;
virtual void Control_Bone(int bindex,const Matrix3D & objtm,bool world_space_translation = false);
virtual const HTreeClass * Get_HTree(void) const { return HTree; }
//
// Simple bone evaluation methods for when the caller doesn't want
// to update the heirarchy, but needs to know the transform of
// a bone at a given frame.
//
virtual bool Simple_Evaluate_Bone(int boneindex, Matrix3D *tm) const;
virtual bool Simple_Evaluate_Bone(int boneindex, float frame, Matrix3D *tm) const;
// (gth) TESTING DYNAMICALLY SWAPPING SKELETONS!
virtual void Set_HTree(HTreeClass * htree);
protected:
// internally used to compute the current frame if the object is in ANIM_MODE_MANUAL
float Compute_Current_Frame(void) const;
// Update the sub-object transforms according to the current anim state and root transform.
virtual void Update_Sub_Object_Transforms(void);
// Update the transforms using the base pose only
void Base_Update(const Matrix3D & root);
// Update the transforms using a single frame of motion data
void Anim_Update( const Matrix3D & root,
HAnimClass * motion,
float frame);
// Update the transforms blending two frames of motion data
void Blend_Update( const Matrix3D & root,
HAnimClass * motion0,
float frame0,
HAnimClass * motion1,
float frame1,
float percentage);
// Update the transforms with an AnimationCombination
void Combo_Update( const Matrix3D & root,
HAnimComboClass *anim);
// flag to kep track of whether the hierarchy tree transforms are currently valid
bool Is_Hierarchy_Valid(void) const { return IsTreeValid; }
void Set_Hierarchy_Valid(bool onoff) const { IsTreeValid = onoff; }
// Progress anims for single anim (loop and once)
void Single_Anim_Progress( void );
// Release any anims
void Release( void );
protected:
// Is the hierarchy tree currently valid
mutable bool IsTreeValid;
// Hierarchy Tree
HTreeClass * HTree;
// Animation state for the next frame. When we add more flexible motion
// compositing, add a new state and its associated data to the union below
enum {
NONE = 0,
BASE_POSE,
SINGLE_ANIM,
DOUBLE_ANIM,
MULTIPLE_ANIM,
};
int CurMotionMode;
union {
// CurMotionMode == SINGLE_ANIM
struct {
HAnimClass * Motion;
float Frame;
float PrevFrame;
int AnimMode;
mutable int LastSyncTime;
} ModeAnim;
// CurMotionMode == DOUBLE_ANIM
struct {
HAnimClass * Motion0;
HAnimClass * Motion1;
float Frame0;
float Frame1;
float PrevFrame0;
float PrevFrame1;
float Percentage;
} ModeInterp;
// CurMotionMode == MULTIPLE_ANIM
struct {
HAnimComboClass * AnimCombo;
} ModeCombo;
};
friend class SkinClass;
};
/***********************************************************************************************
* Animatable3DObjClass::Base_Update -- animation update function for the base pose *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/2/99 GTH : Created. *
*=============================================================================================*/
inline void Animatable3DObjClass::Base_Update(const Matrix3D & root)
{
/*
** This method simply puts the meshes in the base pose's configuration
*/
if (HTree) {
HTree->Base_Update(root);
}
Set_Hierarchy_Valid(true);
}
/***********************************************************************************************
* Animatable3DObjClass::Anim_Update -- Update function for a single animation *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/2/99 GTH : Created. *
*=============================================================================================*/
inline void Animatable3DObjClass::Anim_Update(const Matrix3D & root,HAnimClass * motion,float frame)
{
/*
** Apply motion to the base pose
*/
if ((motion) && (HTree)) {
HTree->Anim_Update(root,motion,frame);
}
Set_Hierarchy_Valid(true);
}
/***********************************************************************************************
* Animatable3DObjClass::Blend_Update -- update function for a blend of two animations *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/2/99 GTH : Created. *
*=============================================================================================*/
inline void Animatable3DObjClass::Blend_Update
(
const Matrix3D & root,
HAnimClass * motion0,
float frame0,
HAnimClass * motion1,
float frame1,
float percentage
)
{
/*
** Apply motion to the base pose
*/
if (HTree) {
HTree->Blend_Update(root,motion0,frame0,motion1,frame1,percentage);
}
Set_Hierarchy_Valid(true);
}
/***********************************************************************************************
* Animatable3DObjClass::Combo_Update -- Animation update for a combination of anims *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/2/99 GTH : Created. *
*=============================================================================================*/
inline void Animatable3DObjClass::Combo_Update( const Matrix3D & root, HAnimComboClass *anim )
{
if (HTree) {
HTree->Combo_Update(root, anim);
}
Set_Hierarchy_Valid(true);
}
#endif //ANIMOBJ_H