re3/src/animation/AnimBlendAssociation.cpp

206 lines
4.3 KiB
C++

#include "common.h"
#include "AnimBlendHierarchy.h"
#include "AnimBlendClumpData.h"
#include "RpAnimBlend.h"
#include "AnimManager.h"
#include "AnimBlendAssociation.h"
#include "MemoryMgr.h"
CAnimBlendAssociation::CAnimBlendAssociation(void)
{
nodes = nil;
blendAmount = 1.0f;
blendDelta = 0.0f;
currentTime = 0.0f;
speed = 1.0f;
timeStep = 0.0f;
animId = -1;
flags = 0;
callbackType = CB_NONE;
link.Init();
}
CAnimBlendAssociation::CAnimBlendAssociation(CAnimBlendAssociation &other)
{
nodes = nil;
blendAmount = 1.0f;
blendDelta = 0.0f;
currentTime = 0.0f;
speed = 1.0f;
timeStep = 0.0f;
callbackType = CB_NONE;
link.Init();
Init(other);
}
CAnimBlendAssociation::~CAnimBlendAssociation(void)
{
FreeAnimBlendNodeArray();
link.Remove();
}
void
CAnimBlendAssociation::AllocateAnimBlendNodeArray(int n)
{
int i;
nodes = (CAnimBlendNode*)RwMallocAlign(n*sizeof(CAnimBlendNode), 64);
for(i = 0; i < n; i++)
nodes[i].Init();
}
void
CAnimBlendAssociation::FreeAnimBlendNodeArray(void)
{
assert(nodes != nil);
RwFreeAlign(nodes);
}
void
CAnimBlendAssociation::Init(RpClump *clump, CAnimBlendHierarchy *hier)
{
int i;
AnimBlendFrameData *frame;
CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
numNodes = clumpData->numFrames;
AllocateAnimBlendNodeArray(numNodes);
for(i = 0; i < numNodes; i++)
nodes[i].association = this;
hierarchy = hier;
// Init every node from a sequence and a Clump frame
// NB: This is where the order of nodes is defined
for(i = 0; i < hier->numSequences; i++){
CAnimBlendSequence *seq = &hier->sequences[i];
frame = RpAnimBlendClumpFindFrame(clump, seq->name);
if(frame && seq->numFrames > 0)
nodes[frame - clumpData->frames].sequence = seq;
}
}
void
CAnimBlendAssociation::Init(CAnimBlendAssociation &assoc)
{
int i;
hierarchy = assoc.hierarchy;
numNodes = assoc.numNodes;
flags = assoc.flags;
animId = assoc.animId;
AllocateAnimBlendNodeArray(numNodes);
for(i = 0; i < numNodes; i++){
nodes[i] = assoc.nodes[i];
nodes[i].association = this;
}
}
void
CAnimBlendAssociation::SetBlend(float amount, float delta)
{
blendAmount = amount;
blendDelta = delta;
}
void
CAnimBlendAssociation::SetFinishCallback(void (*cb)(CAnimBlendAssociation*, void*), void *arg)
{
callbackType = CB_FINISH;
callback = cb;
callbackArg = arg;
}
void
CAnimBlendAssociation::SetDeleteCallback(void (*cb)(CAnimBlendAssociation*, void*), void *arg)
{
callbackType = CB_DELETE;
callback = cb;
callbackArg = arg;
}
void
CAnimBlendAssociation::SetCurrentTime(float time)
{
int i;
for(currentTime = time; currentTime >= hierarchy->totalLength; currentTime -= hierarchy->totalLength)
if(!IsRepeating())
return;
CAnimManager::UncompressAnimation(hierarchy);
for(i = 0; i < numNodes; i++)
if(nodes[i].sequence)
nodes[i].FindKeyFrame(currentTime);
}
void
CAnimBlendAssociation::SyncAnimation(CAnimBlendAssociation *other)
{
SetCurrentTime(other->currentTime/other->hierarchy->totalLength * hierarchy->totalLength);
}
void
CAnimBlendAssociation::Start(float time)
{
flags |= ASSOC_RUNNING;
SetCurrentTime(time);
}
bool
CAnimBlendAssociation::UpdateTime(float timeDelta, float relSpeed)
{
if(!IsRunning())
return true;
timeStep = (flags & ASSOC_MOVEMENT ? relSpeed*hierarchy->totalLength : speed) * timeDelta;
currentTime += timeStep;
if(currentTime >= hierarchy->totalLength){
// Ran past end
if(IsRepeating())
currentTime -= hierarchy->totalLength;
else{
currentTime = hierarchy->totalLength;
flags &= ~ASSOC_RUNNING;
if(flags & ASSOC_FADEOUTWHENDONE){
flags |= ASSOC_DELETEFADEDOUT;
blendDelta = -4.0f;
}
if(callbackType == CB_FINISH){
callbackType = CB_NONE;
callback(this, callbackArg);
}
}
}
return true;
}
// return whether we still exist after this function
bool
CAnimBlendAssociation::UpdateBlend(float timeDelta)
{
blendAmount += blendDelta * timeDelta;
if(blendAmount <= 0.0f && blendDelta < 0.0f){
// We're faded out and are not fading in
blendAmount = 0.0f;
blendDelta = Max(0.0f, blendDelta);
if(flags & ASSOC_DELETEFADEDOUT){
if(callbackType == CB_FINISH || callbackType == CB_DELETE)
callback(this, callbackArg);
delete this;
return false;
}
}
if(blendAmount > 1.0f){
// Maximally faded in, clamp values
blendAmount = 1.0f;
blendDelta = Min(0.0f, blendDelta);
}
return true;
}