192 lines
7.2 KiB
C++
192 lines
7.2 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/hmorphanim.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 6/27/01 7:41p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef HMORPHANIM_H
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#define HMORPHANIM_H
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#include "always.h"
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#include "hanim.h"
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#include "simplevec.h"
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class TimeCodedMorphKeysClass;
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class ChunkLoadClass;
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class ChunkSaveClass;
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class TextFileClass;
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/**********************************************************************************
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HMorphAnimClass
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This is an animation format designed for facial animation. It basically morphs the
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htree between a set of poses. These animations are created by exporting an
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HRawAnimClass which contains the poses, using Magpie to create a text file
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describing which pose to use on each frame, and finally using W3dView to combine
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the data into an HMorphAnimClass.
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There can be multiple channels for the morphing. For example, some of the
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bones can be controlled by the "phoneme" poses (e.g. mouth) while other bones are
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controlled by the "expression" poses (e.g. eyebrows)
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**********************************************************************************/
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class HMorphAnimClass : public HAnimClass
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{
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public:
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enum
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{
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OK,
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LOAD_ERROR
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};
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HMorphAnimClass(void);
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~HMorphAnimClass(void);
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void Free_Morph(void);
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int Create_New_Morph(const int channels, HAnimClass *anim[]);
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int Load_W3D(ChunkLoadClass & cload);
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int Save_W3D(ChunkSaveClass & csave);
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const char * Get_Name(void) const { return Name; }
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const char * Get_HName(void) const { return HierarchyName; }
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int Get_Num_Frames(void) { return FrameCount; }
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float Get_Frame_Rate() { return FrameRate; }
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float Get_Total_Time() { return (float)FrameCount / FrameRate; }
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// Vector3 Get_Translation(int pividx,float frame);
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// Quaternion Get_Orientation(int pividx,float frame);
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void Get_Translation(Vector3& translation, int pividx,float frame) const;
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void Get_Orientation(Quaternion& orientation, int pividx,float frame) const;
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void Get_Transform(Matrix3D& transform, int pividx,float frame) const;
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bool Get_Visibility(int pividx,float frame) { return true; }
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void Insert_Morph_Key (const int channel, uint32 morph_frame, uint32 pose_frame);
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void Release_Keys (void);
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bool Is_Node_Motion_Present(int pividx) { return true; }
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int Get_Num_Pivots(void) const { return NumNodes; }
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void Set_Name(const char * name);
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void Set_HName(const char * hname);
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bool Import(const char *hierarchy_name, TextFileClass &text_desc);
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protected:
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void Free(void);
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void read_channel(ChunkLoadClass & cload,int channel);
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void write_channel(ChunkSaveClass & csave,int channel);
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void Resolve_Pivot_Channels(void);
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char Name[2*W3D_NAME_LEN];
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char AnimName[W3D_NAME_LEN];
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char HierarchyName[W3D_NAME_LEN];
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int FrameCount; // number of frames in the animation
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float FrameRate; // framerate for playback
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int ChannelCount; // number of independent morphing channels
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int NumNodes;
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HAnimClass ** PoseData; // pointer to pose for each morph channel
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TimeCodedMorphKeysClass * MorphKeyData; // morph keys for each channel
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uint32 * PivotChannel; // controlling channel for each pivot/bone
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};
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/*********************************************************************************************
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**
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** TimeCodedMorphKeysClass
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** This class basically stores a vector of morph keys. An HMorphAnimClass contains
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** one of these for each independent morphing channel. For example, the facial animation
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** stuff generates HMorphAnims which contain 2 channels, one which specifies what the
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** "phoneme" bones are doing and one which specifies what the "expression" bones are doing.
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**
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*********************************************************************************************/
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class TimeCodedMorphKeysClass
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{
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public:
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TimeCodedMorphKeysClass(void);
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~TimeCodedMorphKeysClass(void);
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bool Load_W3D(ChunkLoadClass & cload);
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bool Save_W3D(ChunkSaveClass & csave);
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void Get_Morph_Info(float morph_frame,int * pose_frame0,int * pose_frame1,float * fraction);
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void Add_Key (uint32 morph_frame, uint32 pose_frame);
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private:
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struct MorphKeyStruct
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{
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MorphKeyStruct (void)
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: MorphFrame (0),
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PoseFrame (0) {}
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MorphKeyStruct (uint32 _morph, uint32 _pose)
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: MorphFrame (_morph),
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PoseFrame (_pose) {}
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uint32 MorphFrame; // morph animation frame index
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uint32 PoseFrame; // which pose frame to use at this time
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};
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SimpleDynVecClass<MorphKeyStruct> Keys; // morph key data
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uint32 CachedIdx; // last accessed index
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void Free(void);
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uint32 get_index(float time);
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uint32 binary_search_index(float time);
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friend class HMorphAnimClass;
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};
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#endif
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