/* 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