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CnC_Renegade/Code/Tools/ASF_IMP/read_asf.h

194 lines
4.4 KiB
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/>.
*/
//----------------------------------------------------------------------------
// File_Class
//----------------------------------------------------------------------------
class File_Class
{
public:
FILE * fp;
File_Class ( const char * filename, const char * mode )
{
fp = fopen ( filename, mode );
}
~File_Class ()
{
if ( fp != NULL )
fclose ( fp );
fp = NULL;
}
};
//----------------------------------------------------------------------------
// ASF_Lexeme_Type
//----------------------------------------------------------------------------
enum ASF_Lexeme_Type
{
EOF_MARKER,
TOKEN,
NEWLINE
};
//----------------------------------------------------------------------------
// ASF_Lexer
//----------------------------------------------------------------------------
#define MAX_TOKEN_LENGTH 512
class ASF_Lexer
{
public:
ASF_Lexer ( const char * file_name );
ASF_Lexeme_Type type () const { return Current_type; }
const char * text () const { return Current_text; }
void advance ();
protected:
void skip_whitespace ();
File_Class Input_file;
int Current_char;
ASF_Lexeme_Type Current_type;
char Current_text [ MAX_TOKEN_LENGTH ];
};
//----------------------------------------------------------------------------
// Bone_Class
//----------------------------------------------------------------------------
class Bone_Class
{
public:
Bone_Class ():
Name (""),
Direction (Point3 (0,0,0)),
Parent_bone (NULL),
Next_bone (NULL),
Length (0.0f)
{
Axis_tm.IdentityMatrix ();
}
~Bone_Class () { delete [] Name; }
void set_name ( const char * name )
{
Name = new char [ strlen (name) + 1 ];
strcpy ( Name, name );
}
void set_next_bone ( Bone_Class * next_bone )
{
Next_bone = next_bone;
}
void set_length ( float length ) { Length = length; }
void set_direction ( Point3 direction ) { Direction = direction; }
void set_axis_tm ( const Matrix3 & axis_tm ) { Axis_tm = axis_tm; }
void add_axis ( Axis_Names axis ) { Active_axes.add_axis ( axis ); }
void set_parent ( Bone_Class * parent_bone );
const char * name () const { return Name; }
Bone_Class * next_bone () const { return Next_bone; }
void create_node
(
ImpInterface * import_interface,
Interface * max_interface
);
void add_app_data ( int chunk_id, void * data, int data_size );
private:
char * Name;
Point3 Direction;
Matrix3 Axis_tm;
Bone_Class * Parent_bone;
Bone_Class * Next_bone;
ImpNode * Node;
float Length;
ASF_Data_Chunk Active_axes;
};
//----------------------------------------------------------------------------
// Skeleton_Class
//----------------------------------------------------------------------------
#define DEGREES_TO_RADIANS 1.7453293e-2f
class Skeleton_Class
{
public:
Skeleton_Class
(
const char * file_name,
ImpInterface *,
Interface *
);
~Skeleton_Class ();
protected:
void add_bone_to_list ( Bone_Class * new_bone );
Bone_Class * find_bone ( const char * name );
void parse_units_block ( ASF_Lexer & );
void parse_root_block ( ASF_Lexer & );
void parse_bonedata_block ( ASF_Lexer & );
void parse_hierarchy_block ( ASF_Lexer & );
void parse_hierarchy_line ( ASF_Lexer & );
void parse_bone ( ASF_Lexer & );
void skip_unrecognized_blocks ( ASF_Lexer & );
void skip_to_next_line ( ASF_Lexer & );
void match_newline ( ASF_Lexer & );
void match_token ( ASF_Lexer &, const char * );
void skip_token ( ASF_Lexer & );
void verify_token ( ASF_Lexer & );
float float_token ( ASF_Lexer & );
float Angle_multiplier; // Converts angle to radians.
float Length_multiplier;
ImpInterface * Import_interface;
Interface * Max_interface;
Bone_Class * First_bone;
};