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forked from 0ad/0ad
0ad/source/graphics/SkeletonAnimDef.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

123 lines
3.8 KiB
C++

/**
* =========================================================================
* File : SkeletonAnim.cpp
* Project : 0 A.D.
* Description : Raw description of a skeleton animation
* =========================================================================
*/
#include "precompiled.h"
#include "SkeletonAnimDef.h"
#include "maths/MathUtil.h"
#include "ps/FileIo.h"
///////////////////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimDef constructor
CSkeletonAnimDef::CSkeletonAnimDef() : m_FrameTime(0), m_NumKeys(0), m_NumFrames(0), m_Keys(0)
{
}
///////////////////////////////////////////////////////////////////////////////////////////
// CSkeletonAnimDef destructor
CSkeletonAnimDef::~CSkeletonAnimDef()
{
delete[] m_Keys;
}
///////////////////////////////////////////////////////////////////////////////////////////
// BuildBoneMatrices: build matrices for all bones at the given time (in MS) in this
// animation
void CSkeletonAnimDef::BuildBoneMatrices(float time, CMatrix3D* matrices, bool loop) const
{
float fstartframe = time/m_FrameTime;
size_t startframe = (size_t)(int)(time/m_FrameTime);
float deltatime = fstartframe-startframe;
startframe %= m_NumFrames;
size_t endframe = startframe + 1;
endframe %= m_NumFrames;
if (!loop && endframe == 0)
{
// This might be something like a death animation, and interpolating
// between the final frame and the initial frame is wrong, because they're
// totally different. So if we've looped around to endframe==0, just display
// the animation's final frame with no interpolation.
for (size_t i = 0; i < m_NumKeys; i++)
{
const Key& key = GetKey(startframe, i);
matrices[i].SetIdentity();
matrices[i].Rotate(key.m_Rotation);
matrices[i].Translate(key.m_Translation);
}
}
else
{
for (size_t i = 0; i < m_NumKeys; i++)
{
const Key& startkey = GetKey(startframe, i);
const Key& endkey = GetKey(endframe, i);
CVector3D trans = Interpolate(startkey.m_Translation, endkey.m_Translation, deltatime);
// TODO: is slerp the best thing to use here?
CQuaternion rot;
rot.Slerp(startkey.m_Rotation, endkey.m_Rotation, deltatime);
rot.ToMatrix(matrices[i]);
matrices[i].Translate(trans);
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////
// Load: try to load the anim from given file; return a new anim if successful
CSkeletonAnimDef* CSkeletonAnimDef::Load(const VfsPath& filename)
{
CFileUnpacker unpacker;
unpacker.Read(filename,"PSSA");
// check version
if (unpacker.GetVersion()<FILE_READ_VERSION) {
throw PSERROR_File_InvalidVersion();
}
// unpack the data
CSkeletonAnimDef* anim=new CSkeletonAnimDef;
try {
CStr name; // unused - just here to maintain compatibility with the animation files
unpacker.UnpackString(name);
unpacker.UnpackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
anim->m_NumKeys = unpacker.UnpackSize();
anim->m_NumFrames = unpacker.UnpackSize();
anim->m_Keys=new Key[anim->m_NumKeys*anim->m_NumFrames];
unpacker.UnpackRaw(anim->m_Keys,anim->m_NumKeys*anim->m_NumFrames*sizeof(Key));
} catch (PSERROR_File&) {
delete anim;
throw;
}
return anim;
}
///////////////////////////////////////////////////////////////////////////////////////////
// Save: try to save anim to file
void CSkeletonAnimDef::Save(const char* filename,const CSkeletonAnimDef* anim)
{
CFilePacker packer(FILE_VERSION, "PSSA");
// pack up all the data
packer.PackString("");
packer.PackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
const size_t numKeys = anim->m_NumKeys;
packer.PackSize(numKeys);
const size_t numFrames = anim->m_NumFrames;
packer.PackSize(numFrames);
packer.PackRaw(anim->m_Keys,numKeys*numFrames*sizeof(Key));
// now write it
packer.Write(filename);
}