123 lines
4.7 KiB
C++
123 lines
4.7 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/hrawanim.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 7:50p $*
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* *
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* $Revision:: 2 $*
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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 HRAWANIM_H
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#define HRAWANIM_H
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#include "always.h"
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#include "hanim.h"
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/**********************************************************************************
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HRawAnimClass
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Stores motion data to be applied to a HierarchyTree. Each frame
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of the motion contains deltas from the HierarchyTree's base position
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to the desired position.
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**********************************************************************************/
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class HRawAnimClass : 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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HRawAnimClass(void);
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~HRawAnimClass(void);
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int Load_W3D(ChunkLoadClass & cload);
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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 NumFrames; }
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float Get_Frame_Rate() { return FrameRate; }
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float Get_Total_Time() { return (float)NumFrames / 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);
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bool Is_Node_Motion_Present(int pividx);
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int Get_Num_Pivots(void) const { return NumNodes; }
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// Methods that test the presence of a certain motion channel.
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bool Has_X_Translation (int pividx);
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bool Has_Y_Translation (int pividx);
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bool Has_Z_Translation (int pividx);
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bool Has_Rotation (int pividx);
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bool Has_Visibility (int pividx);
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private:
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char Name[2*W3D_NAME_LEN];
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char HierarchyName[W3D_NAME_LEN];
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int NumFrames;
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int NumNodes;
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float FrameRate;
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NodeMotionStruct * NodeMotion;
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void Free(void);
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bool read_channel(ChunkLoadClass & cload,MotionChannelClass * * newchan,bool pre30);
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void add_channel(MotionChannelClass * newchan);
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bool read_bit_channel(ChunkLoadClass & cload,BitChannelClass * * newchan,bool pre30);
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void add_bit_channel(BitChannelClass * newchan);
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};
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#endif
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