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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef GRIM_ANIMATIONEMI_H
#define GRIM_ANIMATIONEMI_H
#include "common/str.h"
#include "math/mathfwd.h"
#include "math/quat.h"
#include "engines/grim/animation.h"
#include "engines/grim/object.h"
#include "engines/grim/emi/skeleton.h"
namespace Grim {
struct AnimRotation {
Math::Quaternion _quat;
float _time;
};
struct AnimTranslation {
Math::Vector3d _vec;
float _time;
};
struct Bone {
Common::String _boneName;
int _operation;
int _priority;
int _c;
int _count;
AnimRotation *_rotations;
AnimTranslation *_translations;
Joint *_target;
Bone() : _rotations(NULL), _translations(NULL), _boneName(""), _operation(0), _target(NULL) {}
~Bone();
void loadBinary(Common::SeekableReadStream *data);
};
class AnimationEmi : public Object {
void loadAnimation(Common::SeekableReadStream *data);
public:
Common::String _name;
Common::String _fname;
float _duration;
int _numBones;
Bone *_bones;
AnimationEmi(const Common::String &filename, Common::SeekableReadStream *data);
~AnimationEmi();
const Common::String &getFilename() const { return _fname; }
};
class AnimationStateEmi {
public:
AnimationStateEmi(const Common::String &anim);
~AnimationStateEmi();
void update(uint time);
void computeWeights();
void animate();
void play();
void stop();
void setPaused(bool paused);
void setLooping(bool loop);
void setSkeleton(Skeleton *skel);
void fade(Animation::FadeMode mode, int fadeLength);
void advance(uint msecs);
void saveState(SaveGame *state);
void restoreState(SaveGame *state);
private:
void activate();
void deactivate();
friend class Skeleton;
Skeleton *_skel;
ObjectPtr<AnimationEmi> _anim;
bool _looping;
bool _active;
bool _paused;
int _time;
float _fade;
float _startFade;
Animation::FadeMode _fadeMode;
int _fadeLength;
int *_boneJoints;
};
} // end of namespace Grim
#endif
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