/* ScummVM - Graphic Adventure Engine * * ScummVM 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 3 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, see . * */ #include "engines/stark/model/skeleton_anim.h" #include "engines/stark/services/archiveloader.h" namespace Stark { SkeletonAnim::SkeletonAnim() : _id(0), _ver(0), _u1(0), _u2(0), _time(0) { } void SkeletonAnim::createFromStream(ArchiveReadStream *stream) { _id = stream->readUint32LE(); _ver = stream->readUint32LE(); if (_ver == 3) { _u1 = 0; _time = stream->readUint32LE(); _u2 = stream->readUint32LE(); } else { _u1 = stream->readUint32LE(); _u2 = stream->readUint32LE(); _time = stream->readUint32LE(); } if (_u2 != 0xdeadbabe) { error("Wrong magic while reading animation"); } uint32 num = stream->readUint32LE(); _boneAnims.resize(num); for (uint32 i = 0; i < num; ++i) { uint32 bone = stream->readUint32LE(); uint32 numKeys = stream->readUint32LE(); BoneAnim &boneAnim = _boneAnims[bone]; boneAnim._keys.resize(numKeys); for (uint32 j = 0; j < numKeys; ++j) { AnimKey &key = boneAnim._keys[j]; key._time = stream->readUint32LE(); key._rot = stream->readQuaternion(); key._pos = stream->readVector3(); } } } void SkeletonAnim::getCoordForBone(uint32 time, int boneIdx, Math::Vector3d &pos, Math::Quaternion &rot) const { const Common::Array &keys = _boneAnims[boneIdx]._keys; if (keys.size() == 1) { // There is only one key for this bone, don't bother searching which one to use pos = keys[0]._pos; rot = keys[0]._rot; return; } for (Common::Array::const_iterator it = keys.begin(); it < keys.end(); ++it) { if (it->_time > time) { // Between two key frames, interpolate const AnimKey *a = it; --it; const AnimKey *b = it; float t = (float)(time - b->_time) / (float)(a->_time - b->_time); pos = b->_pos + (a->_pos - b->_pos) * t; rot = b->_rot.slerpQuat(a->_rot, t); return; } else if (it->_time == time || it == keys.end() - 1){ // At a key frame // If not right one but didn't find any, then use last one as default const AnimKey *key = it; pos = key->_pos; rot = key->_rot; if (it == keys.end() - 1) { warning("Unable to find keyframe for bone '%d' at %d ms, using default", boneIdx, time); } return; } } } } // End of namespace Stark