201 lines
7.6 KiB
C++
201 lines
7.6 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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/* $Header: /Commando/Code/ww3d2/htree.h 6 10/01/01 5:55p Patrick $ */
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando / G 3D Library *
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* *
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* $Archive:: /Commando/Code/ww3d2/htree.h $*
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* *
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* Author:: Greg_h *
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* *
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* $Modtime:: 9/28/01 3:05p $*
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* *
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* $Revision:: 6 $*
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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 HTREE_H
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#define HTREE_H
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#include "always.h"
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#include "pivot.h"
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#include "quat.h"
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#include "matrix3d.h"
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#include "vector3.h"
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#include "w3d_file.h"
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#include "wwdebug.h"
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class HAnimClass;
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class HAnimComboClass;
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class MeshClass;
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class ChunkLoadClass;
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class ChunkSaveClass;
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/*
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HTreeClass
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A hierarchy of coordinate systems in an initial
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configuration. All motion data is applied to one
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of these objects. Motion is stored as deltas from
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the hierarchy tree's initial configuration.
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Normally, the user will probably not deal with
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HTreeClasses; they are used internally
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by the HierarchyModelClass.
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*/
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class HTreeClass
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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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HTreeClass(void);
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HTreeClass(const HTreeClass & src);
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~HTreeClass(void);
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int Load_W3D(ChunkLoadClass & cload);
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void Init_Default(void);
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WWINLINE const char * Get_Name(void) const { return Name; }
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WWINLINE int Num_Pivots(void) const { return NumPivots; }
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int Get_Bone_Index(const char * name) const;
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const char * Get_Bone_Name(int boneid) const;
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int Get_Parent_Index(int bone_indx) const;
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void Base_Update(const Matrix3D & root);
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void Anim_Update( const Matrix3D & root,
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HAnimClass * motion,
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float frame);
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void Blend_Update( const Matrix3D & root,
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HAnimClass * motion0,
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float frame0,
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HAnimClass * motion1,
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float frame1,
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float percentage);
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void Combo_Update( const Matrix3D & root,
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HAnimComboClass * anim);
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WWINLINE const Matrix3D & Get_Transform(int pivot) const;
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WWINLINE bool Get_Visibility(int pivot) const;
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WWINLINE const Matrix3D & Get_Root_Transform(void) const;
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// User control over a bone. While a bone is captured, you can over-ride the
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// animation transform used by the bone.
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void Capture_Bone(int boneindex);
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void Release_Bone(int boneindex);
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bool Is_Bone_Captured(int boneindex) const;
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void Control_Bone(int boneindex,const Matrix3D & relative_tm,bool world_space_translation = false);
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void Get_Bone_Control(int boneindex, Matrix3D & relative_tm) const;
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//
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// Simple pivot evaluation methods for when the caller doesn't want
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// to update the whole animation, but needs to know the transform of
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// a pivot at a given frame.
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//
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bool Simple_Evaluate_Pivot (HAnimClass *motion, int pivot_index, float frame, const Matrix3D &obj_tm, Matrix3D *end_tm) const;
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bool Simple_Evaluate_Pivot (int pivot_index, const Matrix3D &obj_tm, Matrix3D *end_tm) const;
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// Scale this HTree by a constant factor:
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void Scale(float factor);
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// Morph the bones on the HTree using weights from a number of other HTrees
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static HTreeClass * Create_Morphed( int num_morph_sources,
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const float morph_weights[],
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const HTreeClass *tree_array[] );
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// Create an HTree by Interpolating between others
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static HTreeClass * Create_Interpolated( const HTreeClass * tree_a0_b0,
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const HTreeClass * tree_a0_b1,
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const HTreeClass * tree_a1_b0,
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const HTreeClass * tree_a1_b1,
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float lerp_a, float lerp_b );
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// Create an HTree by Interpolating between others
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static HTreeClass * Create_Interpolated( const HTreeClass * tree_base,
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const HTreeClass * tree_a,
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const HTreeClass * tree_b,
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float a_scale, float b_scale );
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private:
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char Name[W3D_NAME_LEN];
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int NumPivots;
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PivotClass * Pivot;
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float ScaleFactor;
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void Free(void);
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bool read_pivots(ChunkLoadClass & cload,bool pre30);
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friend class MeshClass;
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};
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WWINLINE const Matrix3D & HTreeClass::Get_Root_Transform(void) const
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{
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return Pivot[0].Transform;
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}
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WWINLINE bool HTreeClass::Get_Visibility(int pivot) const
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{
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WWASSERT(pivot >= 0);
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WWASSERT(pivot < NumPivots);
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return Pivot[pivot].IsVisible;
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}
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/***********************************************************************************************
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* HTreeClass::Get_Transform -- returns the transformation for the desired pivot *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 08/11/1997 GH : Created. *
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*=============================================================================================*/
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WWINLINE const Matrix3D & HTreeClass::Get_Transform(int pivot) const
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{
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assert(pivot >= 0);
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assert(pivot < NumPivots);
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return Pivot[pivot].Transform;
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}
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#endif
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