386 lines
11 KiB
C++
386 lines
11 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/prim_anim.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/29/01 5:43p $*
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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 __PRIM_ANIM_H
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#define __PRIM_ANIM_H
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#include "simplevec.h"
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#include "chunkio.h"
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// Forward declarations
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class ChunkSaveClass;
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class ChunkLoadClass;
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/////////////////////////////////////////////////////////////////////
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//
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// PrimitiveAnimationChannelClass
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//
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// This template class provides animated 'channels' of data for the
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// RingRenderObjClass and SphereRenderObjClass objects.
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//
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/////////////////////////////////////////////////////////////////////
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template<class T>
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class PrimitiveAnimationChannelClass
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{
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public:
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/////////////////////////////////////////////////////////
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// Public constructors/destructors
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/////////////////////////////////////////////////////////
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PrimitiveAnimationChannelClass (void)
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: m_LastIndex (0) { }
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virtual ~PrimitiveAnimationChannelClass (void) { Reset (); }
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/////////////////////////////////////////////////////////
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// Public data types
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/////////////////////////////////////////////////////////
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class KeyClass
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{
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public:
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KeyClass (void)
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: m_Time (0) {}
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KeyClass (const T &value, float time)
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: m_Value (value),
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m_Time (time) {}
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float Get_Time (void) const { return m_Time; }
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const T & Get_Value (void) const { return m_Value; }
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T & Get_Value (void) { return m_Value; }
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float Set_Time (float time) { m_Time = time; }
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void Set_Value (const T &value) { m_Value = value; }
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private:
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T m_Value;
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float m_Time;
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};
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/////////////////////////////////////////////////////////
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// Public operators
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/////////////////////////////////////////////////////////
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const PrimitiveAnimationChannelClass<T> &operator= (const PrimitiveAnimationChannelClass<T> &src);
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const KeyClass & operator[] (int index) { return Get_Key (index); }
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/////////////////////////////////////////////////////////
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// Public methods
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/////////////////////////////////////////////////////////
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virtual T Evaluate (float time) = 0;
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int Get_Key_Count (void) const;
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const KeyClass & Get_Key (int index) const;
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void Set_Key (int index, const T &value, float time);
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void Set_Key_Value (int index, const T &value);
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void Add_Key (const T &value, float time);
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void Insert_Key (int index, const T &value, float time);
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void Delete_Key (int index);
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void Reset (void);
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virtual void Save (ChunkSaveClass &csave);
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virtual void Load (ChunkLoadClass &cload);
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protected:
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/////////////////////////////////////////////////////////
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// Protected constants
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/////////////////////////////////////////////////////////
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enum
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{
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CHUNKID_VARIABLES = 0x03150809,
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};
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enum
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{
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VARID_KEY = 1,
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};
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/////////////////////////////////////////////////////////
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// Protected methods
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/////////////////////////////////////////////////////////
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void Load_Variables (ChunkLoadClass &cload);
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protected:
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/////////////////////////////////////////////////////////
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// Protected member data
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/////////////////////////////////////////////////////////
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SimpleDynVecClass< KeyClass > m_Data;
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int m_LastIndex;
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};
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/////////////////////////////////////////////////////////////////////
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//
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// LERPAnimationChannelClass
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//
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// This template class provides a simple LERP implementation of the
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// Evaluate () method.
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//
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/////////////////////////////////////////////////////////////////////
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template<class T>
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class LERPAnimationChannelClass : public PrimitiveAnimationChannelClass<T>
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{
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public:
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/////////////////////////////////////////////////////////
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// Public methods
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/////////////////////////////////////////////////////////
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virtual T Evaluate (float time);
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};
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/////////////////////////////////////////////////////////
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// Set_Key
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/////////////////////////////////////////////////////////
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template<class T>
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int PrimitiveAnimationChannelClass<T>::Get_Key_Count (void) const
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{
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return m_Data.Count ();
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}
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/////////////////////////////////////////////////////////
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// Set_Key_Value
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/////////////////////////////////////////////////////////
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template<class T>
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const PrimitiveAnimationChannelClass<T>::KeyClass &PrimitiveAnimationChannelClass<T>::Get_Key (int index) const
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{
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return m_Data[index];
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}
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/////////////////////////////////////////////////////////
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// Set_Key
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/////////////////////////////////////////////////////////
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template<class T>
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void PrimitiveAnimationChannelClass<T>::Set_Key (int index, const T &value, float time)
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{
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m_Data[index].Set_Value (value);
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m_Data[index].Set_Time (time);
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return ;
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}
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/////////////////////////////////////////////////////////
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// Set_Key_Value
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/////////////////////////////////////////////////////////
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template<class T>
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void PrimitiveAnimationChannelClass<T>::Set_Key_Value (int index, const T &value)
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{
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m_Data[index].Set_Value (value);
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return ;
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}
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/////////////////////////////////////////////////////////
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// Add_Key
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/////////////////////////////////////////////////////////
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template<class T>
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void PrimitiveAnimationChannelClass<T>::Add_Key (const T &value, float time)
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{
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m_Data.Add (KeyClass (value, time));
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return ;
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}
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/////////////////////////////////////////////////////////
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// Insert_Key
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/////////////////////////////////////////////////////////
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template<class T>
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void PrimitiveAnimationChannelClass<T>::Insert_Key (int index, const T &value, float time)
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{
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m_Data.Insert (index, KeyClass (value, time));
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return ;
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}
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/////////////////////////////////////////////////////////
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// Delete_Key
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/////////////////////////////////////////////////////////
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template<class T>
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void PrimitiveAnimationChannelClass<T>::Delete_Key (int index)
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{
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m_Data.Delete (index);
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return ;
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}
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/////////////////////////////////////////////////////////
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// Reset
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/////////////////////////////////////////////////////////
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template<class T>
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void PrimitiveAnimationChannelClass<T>::Reset (void)
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{
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m_Data.Delete_All ();
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m_LastIndex = 0;
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return ;
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}
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/////////////////////////////////////////////////////////////////////
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// operator=
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/////////////////////////////////////////////////////////////////////
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template<class T> const PrimitiveAnimationChannelClass<T> &
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PrimitiveAnimationChannelClass<T>::operator= (const PrimitiveAnimationChannelClass<T> &src)
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{
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Reset ();
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//
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// Copy the data array
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//
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for (int index = 0; index < src.Get_Key_Count (); index ++) {
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m_Data.Add (src.Get_Key (index));
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}
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m_LastIndex = src.m_LastIndex;
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return *this;
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}
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/////////////////////////////////////////////////////////////////////
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// Save
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/////////////////////////////////////////////////////////////////////
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template<class T> void
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PrimitiveAnimationChannelClass<T>::Save (ChunkSaveClass &csave)
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{
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csave.Begin_Chunk (CHUNKID_VARIABLES);
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//
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// Save each key
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//
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for (int index = 0; index < m_Data.Count (); index ++) {
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KeyClass &value = m_Data[index];
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WRITE_MICRO_CHUNK (csave, VARID_KEY, value);
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}
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csave.End_Chunk ();
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return ;
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}
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/////////////////////////////////////////////////////////////////////
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// Load
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/////////////////////////////////////////////////////////////////////
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template<class T> void
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PrimitiveAnimationChannelClass<T>::Load (ChunkLoadClass &cload)
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{
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Reset ();
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while (cload.Open_Chunk ()) {
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switch (cload.Cur_Chunk_ID ()) {
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case CHUNKID_VARIABLES:
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Load_Variables (cload);
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break;
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}
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cload.Close_Chunk ();
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////
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// Load_Variables
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/////////////////////////////////////////////////////////////////////
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template<class T> void
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PrimitiveAnimationChannelClass<T>::Load_Variables (ChunkLoadClass &cload)
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{
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//
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// Loop through all the microchunks that define the variables
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//
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while (cload.Open_Micro_Chunk ()) {
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switch (cload.Cur_Micro_Chunk_ID ()) {
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case VARID_KEY:
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{
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KeyClass value;
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cload.Read (&value, sizeof (value));
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m_Data.Add (value);
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}
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break;
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}
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cload.Close_Micro_Chunk ();
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////
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// Evaluate
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/////////////////////////////////////////////////////////////////////
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template<class T> T
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LERPAnimationChannelClass<T>::Evaluate (float time)
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{
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int key_count = m_Data.Count ();
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T value = m_Data[key_count - 1].Get_Value ();
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//
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// Don't interpolate past the last keyframe
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//
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if (time < m_Data[key_count - 1].Get_Time ()) {
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// Check to see if the last key index is valid
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if (time < m_Data[m_LastIndex].Get_Time ()) {
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m_LastIndex = 0;
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}
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KeyClass *key1 = &m_Data[m_LastIndex];
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KeyClass *key2 = &m_Data[key_count - 1];
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//
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// Search, using last_key as our starting point
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//
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for (int keyidx = m_LastIndex; keyidx < (key_count - 1); keyidx ++) {
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if (time < m_Data[keyidx+1].Get_Time ()) {
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key1 = &m_Data[keyidx];
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key2 = &m_Data[keyidx+1];
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m_LastIndex = keyidx;
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break;
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}
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}
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// Calculate the linear percent between the two keys
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float percent = (time - key1->Get_Time ()) / (key2->Get_Time () - key1->Get_Time ());
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// Interpolate the value
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value = (key1->Get_Value () + (key2->Get_Value () - key1->Get_Value ()) * percent);
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}
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return value;
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}
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#endif //__PRIM_ANIM_H
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