291 lines
No EOL
8.2 KiB
C++
291 lines
No EOL
8.2 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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/* $Header: /Commando/Code/ww3d2/motchan.h 5 11/29/01 1:07p Jani_p $ */
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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/motchan.h $*
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 11/28/01 5:43p $*
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* *
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* $Revision:: 5 $*
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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 MOTCHAN_H
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#define MOTCHAN_H
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#include "always.h"
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#include "bittype.h"
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#include "w3d_file.h"
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class ChunkLoadClass;
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class Quaternion;
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/******************************************************************************
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MotionChannelClass is used to store motion. Motion data
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is broken into separate channels for X, Y, Z, and orientation.
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Then if any of the channels are empty, they don't have to be stored.
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The X,Y,Z channels all contain one-dimensional vectors and the
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orientation channel contains four-dimensional vectors (quaternions).
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******************************************************************************/
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class MotionChannelClass
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{
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public:
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void Do_Data_Compression(int datasize);
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void Get_Vector(int frame,float * setvec) const;
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MotionChannelClass(void);
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~MotionChannelClass(void);
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bool Load_W3D(ChunkLoadClass & cload);
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WWINLINE int Get_Type(void) const { return Type; }
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WWINLINE int Get_Pivot(void) const { return PivotIdx; }
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WWINLINE void Set_Pivot(int idx) { PivotIdx=idx; }
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private:
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uint32 PivotIdx; // what pivot is this channel applied to
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uint32 Type; // what type of channel is this
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int VectorLen; // size of each individual vector
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float ValueOffset;
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float ValueScale;
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unsigned short* CompressedData;
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float * Data; // pointer to the raw floating point data
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int FirstFrame; // first frame which was non-identity
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int LastFrame; // last frame which was non-identity
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void Free(void);
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WWINLINE void set_identity(float * setvec) const;
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// friend class HRawAnimClass;
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};
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WWINLINE void MotionChannelClass::set_identity(float * setvec) const
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{
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if (Type == ANIM_CHANNEL_Q) {
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setvec[0] = 0.0f;
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setvec[1] = 0.0f;
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setvec[2] = 0.0f;
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setvec[3] = 1.0f;
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} else {
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setvec[0] = 0.0f;
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}
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}
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/******************************************************************************
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BitChannelClass is used to store a boolean "on/off" value for each frame
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in an animation.
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******************************************************************************/
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class BitChannelClass
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{
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public:
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BitChannelClass(void);
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~BitChannelClass(void);
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bool Load_W3D(ChunkLoadClass & cload);
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WWINLINE int Get_Type(void) const { return Type; }
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WWINLINE int Get_Pivot(void) const { return PivotIdx; }
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WWINLINE int Get_Bit(int frame) const;
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private:
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uint32 PivotIdx;
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uint32 Type;
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int DefaultVal;
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int FirstFrame;
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int LastFrame;
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uint8 * Bits;
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void Free(void);
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friend class HRawAnimClass;
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};
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WWINLINE int BitChannelClass::Get_Bit(int frame) const
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{
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if ((frame < FirstFrame) || (frame > LastFrame)) {
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return DefaultVal;
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} else {
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int bit = frame - FirstFrame;
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uint8 mask = (uint8)(1 << (bit % 8));
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return ((*(Bits + (bit/8)) & mask) != 0);
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}
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}
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/******************************************************************************
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TimeCodedMotionChannelClass is used to store motion. Motion data
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is broken into separate channels for X, Y, Z, and orientation.
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Then if any of the channels are empty, they don't have to be stored.
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The X,Y,Z channels all contain one-dimensional vectors and the
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orientation channel contains four-dimensional vectors (quaternions).
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******************************************************************************/
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class TimeCodedMotionChannelClass
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{
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public:
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TimeCodedMotionChannelClass(void);
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~TimeCodedMotionChannelClass(void);
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bool Load_W3D(ChunkLoadClass & cload);
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int Get_Type(void) { return Type; }
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int Get_Pivot(void) { return PivotIdx; }
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void Get_Vector(float32 frame, float * setvec);
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Quaternion Get_QuatVector(float32 frame);
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private:
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uint32 PivotIdx; // what pivot is this channel applied to
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uint32 Type; // what type of channel is this
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int VectorLen; // size of each individual vector
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uint32 PacketSize; // size of each packet
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uint32 NumTimeCodes; // Number of packets
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uint32 LastTimeCodeIdx; // absolute index to last time code
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uint32 CachedIdx; // Last Index Used
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uint32 * Data; // pointer to packet data
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void Free(void);
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void set_identity(float * setvec);
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uint32 get_index(uint32 timecode);
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uint32 binary_search_index(uint32 timecode);
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friend class HCompressedAnimClass;
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};
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class AdaptiveDeltaMotionChannelClass
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{
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public:
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AdaptiveDeltaMotionChannelClass(void);
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~AdaptiveDeltaMotionChannelClass(void);
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bool Load_W3D(ChunkLoadClass & cload);
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int Get_Type(void) { return Type; }
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int Get_Pivot(void) { return PivotIdx; }
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void Get_Vector(float32 frame, float * setvec);
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Quaternion Get_QuatVector(float32 frame);
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private:
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uint32 PivotIdx; // what pivot is this channel applied to
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uint32 Type; // what type of channel is this
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int VectorLen; // size of each individual vector
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uint32 NumFrames; // Number of frames
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float Scale; // Scale Filter, this much
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uint32 *Data; // pointer to packet data
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uint32 CacheFrame;
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float *CacheData; // the data for CachedFrame, and CachedFrame+1, x VectorLen
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void Free(void);
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float getframe(uint32 frame_idx, uint32 vector_idx=0);
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void decompress(uint32 frame_idx, float *outdata);
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void decompress(uint32 src_idx, float *srcdata, uint32 frame_idx, float *outdata);
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friend class HCompressedAnimClass;
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};
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/******************************************************************************
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TimeCodedBitChannelClass is used to store a boolean "on/off" value for each frame
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in an animation.
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******************************************************************************/
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class TimeCodedBitChannelClass
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{
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public:
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TimeCodedBitChannelClass(void);
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~TimeCodedBitChannelClass(void);
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bool Load_W3D(ChunkLoadClass & cload);
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int Get_Type(void) { return Type; }
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int Get_Pivot(void) { return PivotIdx; }
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int Get_Bit(int frame);
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private:
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uint32 PivotIdx;
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uint32 Type;
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int DefaultVal;
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uint32 NumTimeCodes;
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uint32 CachedIdx;
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uint32 *Bits;
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void Free(void);
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friend class HCompressedAnimClass;
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};
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#endif |