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133 lines
4.3 KiB
C++
133 lines
4.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef TWINE_SCENE_ANIMATIONS_H
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#define TWINE_SCENE_ANIMATIONS_H
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#include "common/scummsys.h"
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#include "twine/parser/anim.h"
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namespace TwinE {
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struct AnimTimerDataStruct;
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class BodyData;
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class TwinEEngine;
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class Animations {
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private:
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TwinEEngine *_engine;
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int16 patchInterAngle(int32 deltaTime, int32 keyFrameLength, int16 newAngle1, int16 lastAngle1) const;
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int16 patchInterStep(int32 deltaTime, int32 keyFrameLength, int16 newPos, int16 lastPos) const;
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/**
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* Verify animation at keyframe
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* @param keyframeIdx Animation key frame index
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* @param animData Animation data
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* @param animTimerDataPtr Animation time data
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*/
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bool setInterDepObjet(int32 keyframeIdx, const AnimData &animData, AnimTimerDataStruct *animTimerDataPtr);
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void copyKeyFrameToState(const KeyFrame *keyframe, BodyData &bodyData, int32 numBones) const;
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void copyStateToKeyFrame(KeyFrame *keyframe, const BodyData &bodyData) const;
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bool doSetInterAnimObjet(int32 keyframeIdx, const AnimData &animData, BodyData &bodyData, AnimTimerDataStruct *animTimerDataPt, bool global);
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int _animKeyframeBufIdx = 0;
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KeyFrame _animKeyframeBuf[32];
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/** Rotation by anim and not by engine */
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int16 _animMasterRot = 0;
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/** Last rotation angle */
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int16 _animStepBeta = 0;
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int16 _animStepAlpha = 0;
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int16 _animStepGamma = 0;
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/** Current step coordinates */
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IVec3 _animStep;
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public:
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Animations(TwinEEngine *engine);
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/** Current actor anim extra pointer */
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AnimationTypes _currentActorAnimExtraPtr = AnimationTypes::kAnimNone;
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/**
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* Set animation keyframe
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* @param keyframIdx Animation keyframe index
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* @param animData Animation data
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* @param bodyData Body model data
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* @param animTimerDataPtr Animation time data
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*/
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void setAnimObjet(int32 keyframeIdx, const AnimData &animData, BodyData &bodyData, AnimTimerDataStruct *animTimerDataPtr);
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/**
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* Set new body animation
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* @param keyframeIdx Animation key frame index
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* @param animData Animation data
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* @param bodyData Body model data
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* @param animTimerDataPtr Animation time data
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*/
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bool setInterAnimObjet(int32 keyframeIdx, const AnimData &animData, BodyData &bodyData, AnimTimerDataStruct *animTimerDataPtr) {
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return doSetInterAnimObjet(keyframeIdx, animData, bodyData, animTimerDataPtr, true);
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}
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bool setInterAnimObjet2(int32 keyframeIdx, const AnimData &animData, BodyData &bodyData, AnimTimerDataStruct *animTimerDataPtr) {
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return doSetInterAnimObjet(keyframeIdx, animData, bodyData, animTimerDataPtr, false);
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}
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/**
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* Get entity anim index (This is taken from File3D entities)
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* @param animIdx Entity animation index
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* @param actorIdx Actor index
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*/
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int32 searchAnim(AnimationTypes animIdx, int32 actorIdx = OWN_ACTOR_SCENE_INDEX);
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/**
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* Stock animation - copy the next keyFrame from a different buffer
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* @param bodyData Body model data
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* @param animTimerDataPtr Animation time data
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*/
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void stockInterAnim(const BodyData &bodyData, AnimTimerDataStruct *animTimerDataPtr);
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/**
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* Initialize animation
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* @param newAnim animation to init
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* @param animType animation type
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* @param animExtra animation actions extra data
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* @param actorIdx actor index
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*/
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bool initAnim(AnimationTypes newAnim, AnimType animType, AnimationTypes animExtra, int32 actorIdx); // InitAnim
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/**
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* Process acotr animation actions
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* @param actorIdx Actor index
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*/
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void processAnimActions(int32 actorIdx);
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/**
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* Process main loop actor animations
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* @param actorIdx Actor index
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*/
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void doAnim(int32 actorIdx);
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};
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} // namespace TwinE
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#endif
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