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