forked from 0ad/0ad
73 lines
2.2 KiB
C++
73 lines
2.2 KiB
C++
|
///////////////////////////////////////////////////////////////////////////////
|
||
|
//
|
||
|
// Name: SkeletonAnimDef.cpp
|
||
|
// Author: Rich Cross
|
||
|
// Contact: rich@wildfiregames.com
|
||
|
//
|
||
|
///////////////////////////////////////////////////////////////////////////////
|
||
|
|
||
|
#include "pmdexp_types.h"
|
||
|
#include "SkeletonAnimDef.h"
|
||
|
#include "FilePacker.h"
|
||
|
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// CSkeletonAnimDef constructor
|
||
|
CSkeletonAnimDef::CSkeletonAnimDef() : m_Keys(0), m_NumKeys(0), m_NumFrames(0), m_FrameTime(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) const
|
||
|
{
|
||
|
float fstartframe=time/m_FrameTime;
|
||
|
u32 startframe=u32(time/m_FrameTime);
|
||
|
float deltatime=fstartframe-startframe;
|
||
|
|
||
|
startframe%=m_NumFrames;
|
||
|
|
||
|
u32 endframe=startframe+1;
|
||
|
endframe%=m_NumFrames;
|
||
|
|
||
|
u32 i;
|
||
|
for (i=0;i<m_NumKeys;i++) {
|
||
|
const Key& startkey=GetKey(startframe,i);
|
||
|
const Key& endkey=GetKey(endframe,i);
|
||
|
|
||
|
CVector3D trans=startkey.m_Translation*(1-deltatime)+endkey.m_Translation*deltatime;
|
||
|
CQuaternion rot;
|
||
|
rot.Slerp(startkey.m_Rotation,endkey.m_Rotation,deltatime);
|
||
|
|
||
|
matrices[i].SetIdentity();
|
||
|
matrices[i].Rotate(rot);
|
||
|
matrices[i].Translate(trans);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
///////////////////////////////////////////////////////////////////////////////////////////
|
||
|
// Save: try to save anim to file
|
||
|
void CSkeletonAnimDef::Save(const char* filename,const CSkeletonAnimDef* anim)
|
||
|
{
|
||
|
CFilePacker packer;
|
||
|
|
||
|
// pack up all the data
|
||
|
packer.PackString(anim->m_Name);
|
||
|
packer.PackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
|
||
|
packer.PackRaw(&anim->m_NumKeys,sizeof(anim->m_NumKeys));
|
||
|
packer.PackRaw(&anim->m_NumFrames,sizeof(anim->m_NumFrames));
|
||
|
packer.PackRaw(anim->m_Keys,anim->m_NumKeys*anim->m_NumFrames*sizeof(Key));
|
||
|
|
||
|
// now write it
|
||
|
packer.Write(filename,FILE_VERSION,"PSSA");
|
||
|
}
|
||
|
|