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CnC_Renegade/Code/ww3d2/hcanim.cpp

710 lines
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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/>.
*/
/* $Header: /Commando/Code/ww3d2/hcanim.cpp 3 6/29/01 6:41p Jani_p $ */
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando / G 3D Library *
* *
* $Archive:: /Commando/Code/ww3d2/hcanim.cpp $*
* *
* Author:: Greg_h *
* *
* $Modtime:: 6/27/01 7:50p $*
* *
* $Revision:: 3 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* NodeMotionStruct::NodeMotionStruct -- constructor *
* NodeMotionStruct::~NodeMotionStruct -- destructor *
* HCompressedAnimClass::HCompressedAnimClass -- constructor *
* HCompressedAnimClass::~HCompressedAnimClass -- Destructor *
* HCompressedAnimClass::Free -- De-allocates all memory in use *
* HCompressedAnimClass::Load -- Loads hierarchy animation from a file *
* HCompressedAnimClass::read_channel -- Reads in a single channel of motion *
* HCompressedAnimClass::add_channel -- Adds a motion channel to the animation *
* HCompressedAnimClass::Get_Translation -- returns the translation vector for the given fram*
* HCompressedAnimClass::Get_Orientation -- returns a quaternion for the orientation of the p*
* HCompressedAnimClass::read_bit_channel -- read a bit channel from the file *
* HCompressedAnimClass::add_bit_channel -- install a bit channel into the animation *
* HCompressedAnimClass::Get_Visibility -- return visibility state for given pivot/frame *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "hcanim.h"
#include "assetmgr.h"
#include "htree.h"
#include "motchan.h"
#include "chunkio.h"
#include "w3d_file.h"
#include "wwdebug.h"
#include <string.h>
#include <nstrdup.h>
struct NodeCompressedMotionStruct
{
NodeCompressedMotionStruct();
~NodeCompressedMotionStruct();
void SetFlavor(int flavor) {Flavor = flavor;}
int Flavor;
union {
struct {
TimeCodedMotionChannelClass * X;
TimeCodedMotionChannelClass * Y;
TimeCodedMotionChannelClass * Z;
TimeCodedMotionChannelClass * Q;
} tc;
struct {
AdaptiveDeltaMotionChannelClass * X;
AdaptiveDeltaMotionChannelClass * Y;
AdaptiveDeltaMotionChannelClass * Z;
AdaptiveDeltaMotionChannelClass * Q;
} ad;
struct {
void * X;
void * Y;
void * Z;
void * Q;
} vd;
};
TimeCodedBitChannelClass * Vis;
};
/***********************************************************************************************
* NodeCompressedMotionStruct::NodeCompressedMotionStruct -- constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
*=============================================================================================*/
NodeCompressedMotionStruct::NodeCompressedMotionStruct() :
Vis(NULL)
{
vd.X = NULL;
vd.Y = NULL;
vd.Z = NULL;
vd.Q = NULL;
}
/***********************************************************************************************
* NodeCompressedMotionStruct::~NodeCompressedMotionStruct -- destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 10/23/98 GTH : Created. *
* 02/02/00 JGA : Compressed *
*=============================================================================================*/
NodeCompressedMotionStruct::~NodeCompressedMotionStruct()
{
// Needs to be changed to call the correct destructors
switch (Flavor) {
case ANIM_FLAVOR_TIMECODED:
if (tc.X) delete tc.X;
if (tc.Y) delete tc.Y;
if (tc.Z) delete tc.Z;
if (tc.Q) delete tc.Q;
break;
case ANIM_FLAVOR_ADAPTIVE_DELTA:
if (ad.X) delete ad.X;
if (ad.Y) delete ad.Y;
if (ad.Z) delete ad.Z;
if (ad.Q) delete ad.Q;
break;
default:
WWASSERT(0); // unknown flavor
break;
}
if (Vis) delete Vis;
} // ~NodeCompressedMotionStruct
/***********************************************************************************************
* HCompressedAnimClass::HCompressedAnimClass -- constructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
HCompressedAnimClass::HCompressedAnimClass(void) :
NumFrames(0),
NumNodes(0),
Flavor(0),
FrameRate(0),
NodeMotion(NULL)
{
memset(Name,0,W3D_NAME_LEN);
memset(HierarchyName,0,W3D_NAME_LEN);
}
/***********************************************************************************************
* HCompressedAnimClass::~HCompressedAnimClass -- Destructor *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
HCompressedAnimClass::~HCompressedAnimClass(void)
{
Free();
}
/***********************************************************************************************
* HCompressedAnimClass::Free -- De-allocates all memory in use *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
void HCompressedAnimClass::Free(void)
{
if (NodeMotion != NULL) {
delete[] NodeMotion;
}
}
/***********************************************************************************************
* HCompressedAnimClass::Load -- Loads hierarchy animation from a file *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
int HCompressedAnimClass::Load_W3D(ChunkLoadClass & cload)
{
int i = 0;
/*
** First make sure we release any memory in use
*/
Free();
/*
** Open the first chunk, it should be the animation header
*/
if (!cload.Open_Chunk()) return LOAD_ERROR;
if (cload.Cur_Chunk_ID() != W3D_CHUNK_COMPRESSED_ANIMATION_HEADER) {
// ERROR: Expected Animation Header!
return LOAD_ERROR;
}
W3dCompressedAnimHeaderStruct aheader;
if (cload.Read(&aheader,sizeof(W3dAnimHeaderStruct)) != sizeof(W3dAnimHeaderStruct)) {
return LOAD_ERROR;
}
cload.Close_Chunk();
strcpy(Name,aheader.HierarchyName);
strcat(Name,".");
strcat(Name,aheader.Name);
// TSS chasing crash bug 05/26/99
WWASSERT(HierarchyName != NULL);
WWASSERT(aheader.HierarchyName != NULL);
WWASSERT(sizeof(HierarchyName) >= W3D_NAME_LEN);
strncpy(HierarchyName,aheader.HierarchyName,W3D_NAME_LEN);
HTreeClass * base_pose = WW3DAssetManager::Get_Instance()->Get_HTree(HierarchyName);
if (base_pose == NULL) {
goto Error;
}
NumNodes = base_pose->Num_Pivots();
NumFrames = aheader.NumFrames;
FrameRate = aheader.FrameRate;
Flavor = aheader.Flavor;
// Just for now
WWASSERT((Flavor == ANIM_FLAVOR_TIMECODED)||(Flavor == ANIM_FLAVOR_ADAPTIVE_DELTA));
NodeMotion = new NodeCompressedMotionStruct[ NumNodes ];
if (NodeMotion == NULL) {
goto Error;
}
// Initialize Flavor
for (i=0; i<NumNodes; i++) {
NodeMotion[i].SetFlavor(Flavor);
}
/*
** Now, read in all of the other chunks (motion channels).
*/
TimeCodedMotionChannelClass * tc_chan;
AdaptiveDeltaMotionChannelClass * ad_chan;
TimeCodedBitChannelClass * newbitchan;
while (cload.Open_Chunk()) {
switch (cload.Cur_Chunk_ID()) {
case W3D_CHUNK_COMPRESSED_ANIMATION_CHANNEL:
switch ( Flavor ) {
case ANIM_FLAVOR_TIMECODED:
if (!read_channel(cload,&tc_chan)) {
goto Error;
}
if (tc_chan->Get_Pivot() < NumNodes) {
add_channel(tc_chan);
} else {
// PWG 12-14-98: we have only allocated space for NumNode pivots.
// If we have an index thats equal or higher than NumNode we are
// gonna trash memory. Boy will we trash memory.
// GTH 09-25-2000: print a warning and survive this error
delete tc_chan;
WWDEBUG_SAY(("ERROR! animation %s indexes a bone not present in the model. Please re-export!\r\n",Name));
}
break;
case ANIM_FLAVOR_ADAPTIVE_DELTA:
if (!read_channel(cload,&ad_chan)) {
goto Error;
}
if (ad_chan->Get_Pivot() < NumNodes) {
add_channel(ad_chan);
} else {
// PWG 12-14-98: we have only allocated space for NumNode pivots.
// If we have an index thats equal or higher than NumNode we are
// gonna trash memory. Boy will we trash memory.
// GTH 09-25-2000: print a warning and survive this error
delete ad_chan;
WWDEBUG_SAY(("ERROR! animation %s indexes a bone not present in the model. Please re-export!\r\n",Name));
}
break;
}
break;
case W3D_CHUNK_COMPRESSED_BIT_CHANNEL:
if (!read_bit_channel(cload,&newbitchan)) {
goto Error;
}
if (newbitchan->Get_Pivot() < NumNodes) {
add_bit_channel(newbitchan);
} else {
// PWG 12-14-98: we have only allocated space for NumNode pivots.
// If we have an index thats equal or higher than NumNode we are
// gonna trash memory. Boy will we trash memory.
// GTH 09-25-2000: print a warning and survive this error
delete newbitchan;
WWDEBUG_SAY(("ERROR! animation %s indexes a bone not present in the model. Please re-export!\r\n",Name));
}
break;
default:
break;
}
cload.Close_Chunk();
}
return OK;
Error:
Free();
return LOAD_ERROR;
} // Load_W3D
/***********************************************************************************************
* HCompressedAnimClass::read_channel -- Reads in a single channel of motion *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
bool HCompressedAnimClass::read_channel(ChunkLoadClass & cload,TimeCodedMotionChannelClass * * newchan)
{
*newchan = new TimeCodedMotionChannelClass;
bool result = (*newchan)->Load_W3D(cload);
return result;
} // read_channel
bool HCompressedAnimClass::read_channel(ChunkLoadClass & cload,AdaptiveDeltaMotionChannelClass * * newchan)
{
*newchan = new AdaptiveDeltaMotionChannelClass;
bool result = (*newchan)->Load_W3D(cload);
return result;
} // read_channel
/***********************************************************************************************
* HCompressedAnimClass::add_channel -- Adds a motion channel to the animation *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
void HCompressedAnimClass::add_channel(TimeCodedMotionChannelClass * newchan)
{
int idx = newchan->Get_Pivot();
switch (newchan->Get_Type())
{
case ANIM_CHANNEL_X:
NodeMotion[idx].tc.X = newchan;
break;
case ANIM_CHANNEL_Y:
NodeMotion[idx].tc.Y = newchan;
break;
case ANIM_CHANNEL_Z:
NodeMotion[idx].tc.Z = newchan;
break;
case ANIM_CHANNEL_Q:
NodeMotion[idx].tc.Q = newchan;
break;
}
} // add_channel
void HCompressedAnimClass::add_channel(AdaptiveDeltaMotionChannelClass * newchan)
{
int idx = newchan->Get_Pivot();
switch (newchan->Get_Type())
{
case ANIM_CHANNEL_X:
NodeMotion[idx].ad.X = newchan;
break;
case ANIM_CHANNEL_Y:
NodeMotion[idx].ad.Y = newchan;
break;
case ANIM_CHANNEL_Z:
NodeMotion[idx].ad.Z = newchan;
break;
case ANIM_CHANNEL_Q:
NodeMotion[idx].ad.Q = newchan;
break;
}
} // add_channel
/***********************************************************************************************
* HCompressedAnimClass::read_bit_channel -- read a bit channel from the file *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/19/98 GTH : Created. *
*=============================================================================================*/
bool HCompressedAnimClass::read_bit_channel(ChunkLoadClass & cload,TimeCodedBitChannelClass * * newchan)
{
*newchan = new TimeCodedBitChannelClass;
bool result = (*newchan)->Load_W3D(cload);
return result;
} // read_bit_channel
/***********************************************************************************************
* HCompressedAnimClass::add_bit_channel -- install a bit channel into the animation *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/19/98 GTH : Created. *
*=============================================================================================*/
void HCompressedAnimClass::add_bit_channel(TimeCodedBitChannelClass * newchan)
{
int idx = newchan->Get_Pivot();
switch (newchan->Get_Type())
{
case BIT_CHANNEL_VIS:
NodeMotion[idx].Vis = newchan;
break;
}
}
/***********************************************************************************************
* HCompressedAnimClass::Get_Translation -- returns the translation vector for the given frame *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
void HCompressedAnimClass::Get_Translation( Vector3& trans, int pividx, float frame ) const
{
struct NodeCompressedMotionStruct * motion = &NodeMotion[pividx];
trans=Vector3(0,0,0);
switch(Flavor) {
case ANIM_FLAVOR_TIMECODED:
if (motion->tc.X) motion->tc.X->Get_Vector(frame, &(trans[0]));
if (motion->tc.Y) motion->tc.Y->Get_Vector(frame, &(trans[1]));
if (motion->tc.Z) motion->tc.Z->Get_Vector(frame, &(trans[2]));
break;
case ANIM_FLAVOR_ADAPTIVE_DELTA:
if (motion->ad.X) motion->ad.X->Get_Vector(frame, &(trans[0]));
if (motion->ad.Y) motion->ad.Y->Get_Vector(frame, &(trans[1]));
if (motion->ad.Z) motion->ad.Z->Get_Vector(frame, &(trans[2]));
break;
default:
WWASSERT(0); // unknown flavor
break;
}
}
/***********************************************************************************************
* HCompressedAnimClass::Get_Orientation -- returns a quaternion for the orientation of the *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
void HCompressedAnimClass::Get_Orientation(Quaternion& q, int pividx,float frame) const
{
switch(Flavor) {
case ANIM_FLAVOR_TIMECODED:
if (NodeMotion[pividx].tc.Q) q = NodeMotion[pividx].tc.Q->Get_QuatVector(frame);
else q.Make_Identity();
break;
case ANIM_FLAVOR_ADAPTIVE_DELTA:
if (NodeMotion[pividx].ad.Q) q = NodeMotion[pividx].ad.Q->Get_QuatVector(frame);
else q.Make_Identity();
break;
default:
WWASSERT(0); // unknown flavor
break;
}
} // Get_Orientation
/***********************************************************************************************
* HCompressedAnimClass::Get_Transform -- returns the transform matrix for the given frame *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 08/11/1997 GH : Created. *
*=============================================================================================*/
void HCompressedAnimClass::Get_Transform( Matrix3D& mtx, int pividx, float frame ) const
{
struct NodeCompressedMotionStruct * motion = &NodeMotion[pividx];
switch(Flavor) {
case ANIM_FLAVOR_TIMECODED:
if (NodeMotion[pividx].tc.Q) {
Quaternion q;
q = NodeMotion[pividx].tc.Q->Get_QuatVector(frame);
mtx=::Build_Matrix3D(q);
}
else mtx.Make_Identity();
if (motion->tc.X) motion->tc.X->Get_Vector(frame, &(mtx[0][3]));
if (motion->tc.Y) motion->tc.Y->Get_Vector(frame, &(mtx[1][3]));
if (motion->tc.Z) motion->tc.Z->Get_Vector(frame, &(mtx[2][3]));
break;
case ANIM_FLAVOR_ADAPTIVE_DELTA:
if (NodeMotion[pividx].ad.Q) {
Quaternion q;
q = NodeMotion[pividx].ad.Q->Get_QuatVector(frame);
mtx=::Build_Matrix3D(q);
}
else mtx.Make_Identity();
if (motion->ad.X) motion->ad.X->Get_Vector(frame, &(mtx[0][3]));
if (motion->ad.Y) motion->ad.Y->Get_Vector(frame, &(mtx[1][3]));
if (motion->ad.Z) motion->ad.Z->Get_Vector(frame, &(mtx[2][3]));
break;
default:
WWASSERT(0); // unknown flavor
break;
}
}
/***********************************************************************************************
* HCompressedAnimClass::Get_Visibility -- return visibility state for given pivot/frame *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 1/19/98 GTH : Created. *
*=============================================================================================*/
bool HCompressedAnimClass::Get_Visibility(int pividx,float frame)
{
if (NodeMotion[pividx].Vis != NULL) {
return (NodeMotion[pividx].Vis->Get_Bit((int)frame) == 1);
}
// default to always visible...
return 1;
}
/***********************************************************************************************
* HAnimClass::Is_Node_Motion_Present -- return true if there is motion defined for this frame *
* *
* INPUT: *
* *
* OUTPUT: *
* *
* WARNINGS: *
* *
* HISTORY: *
* 3/23/99 EHC : Created. *
*=============================================================================================*/
bool HCompressedAnimClass::Is_Node_Motion_Present(int pividx)
{
WWASSERT((pividx >= 0) && (pividx < NumNodes));
if (NodeMotion[pividx].vd.X != NULL) return true;
if (NodeMotion[pividx].vd.Y != NULL) return true;
if (NodeMotion[pividx].vd.Z != NULL) return true;
if (NodeMotion[pividx].vd.Q != NULL) return true;
if (NodeMotion[pividx].Vis != NULL) return true;
return false;
}
bool HCompressedAnimClass::Has_X_Translation (int pividx)
{
WWASSERT((pividx >= 0) && (pividx < NumNodes));
return NodeMotion[pividx].vd.X != NULL;
}
bool HCompressedAnimClass::Has_Y_Translation (int pividx)
{
WWASSERT((pividx >= 0) && (pividx < NumNodes));
return NodeMotion[pividx].vd.Y != NULL;
}
bool HCompressedAnimClass::Has_Z_Translation (int pividx)
{
WWASSERT((pividx >= 0) && (pividx < NumNodes));
return NodeMotion[pividx].vd.Z != NULL;
}
bool HCompressedAnimClass::Has_Rotation (int pividx)
{
WWASSERT((pividx >= 0) && (pividx < NumNodes));
return NodeMotion[pividx].vd.Q != NULL;
}
bool HCompressedAnimClass::Has_Visibility (int pividx)
{
WWASSERT((pividx >= 0) && (pividx < NumNodes));
return NodeMotion[pividx].Vis != NULL;
}
// eof - hcanim.cpp