0ad/source/graphics/SkeletonAnimDef.cpp
Ykkrosh bdbb2bcb16 # Updated unit animation code.
Added UnitAnimation class, to act as the interface between the entity
and actor. (Currently doesn't work very well, but it does make
animations loop smoothly and sometimes kind of makes them stay
synchronised.)
Fixed corpse animation - it now plays the final frame of the death
animation before turning static.
Fixed update/interpolate timings.
Added JS function saveProfileData.
Updated ffmpeg library.

This was SVN commit r4880.
2007-02-10 03:09:52 +00:00

125 lines
3.9 KiB
C++

///////////////////////////////////////////////////////////////////////////////
//
// Name: SkeletonAnimDef.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "precompiled.h"
#include "SkeletonAnimDef.h"
#include "maths/MathUtil.h"
#include "ps/FilePacker.h"
#include "ps/FileUnpacker.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) 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;
if (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.
// (TODO: this is only sometimes valid - how can we tell the difference?)
for (u32 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 (u32 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);
matrices[i].SetIdentity();
matrices[i].Rotate(rot);
matrices[i].Translate(trans);
}
}
}
///////////////////////////////////////////////////////////////////////////////////////////
// Load: try to load the anim from given file; return a new anim if successful
CSkeletonAnimDef* CSkeletonAnimDef::Load(const char* 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));
unpacker.UnpackRaw(&anim->m_NumKeys,sizeof(anim->m_NumKeys));
unpacker.UnpackRaw(&anim->m_NumFrames,sizeof(anim->m_NumFrames));
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));
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);
}