re3/src/animation/AnimBlendNode.cpp

161 lines
3.5 KiB
C++

#include "common.h"
#include "AnimBlendAssociation.h"
#include "AnimBlendNode.h"
void
CAnimBlendNode::Init(void)
{
frameA = -1;
frameB = -1;
remainingTime = 0.0f;
sequence = nil;
association = nil;
}
bool
CAnimBlendNode::Update(CVector &trans, CQuaternion &rot, float weight)
{
bool looped = false;
trans = CVector(0.0f, 0.0f, 0.0f);
rot = CQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
if(association->IsRunning()){
remainingTime -= association->timeStep;
if(remainingTime <= 0.0f)
looped = NextKeyFrame();
}
float blend = association->GetBlendAmount(weight);
if(blend > 0.0f){
KeyFrameTrans *kfA = (KeyFrameTrans*)sequence->GetKeyFrame(frameA);
KeyFrameTrans *kfB = (KeyFrameTrans*)sequence->GetKeyFrame(frameB);
float t = kfA->deltaTime == 0.0f ? 0.0f : (kfA->deltaTime - remainingTime)/kfA->deltaTime;
if(sequence->type & CAnimBlendSequence::KF_TRANS){
trans = kfB->translation + t*(kfA->translation - kfB->translation);
trans *= blend;
}
if(sequence->type & CAnimBlendSequence::KF_ROT){
rot.Slerp(kfB->rotation, kfA->rotation, theta, invSin, t);
rot *= blend;
}
}
return looped;
}
bool
CAnimBlendNode::NextKeyFrame(void)
{
bool looped;
if(sequence->numFrames <= 1)
return false;
looped = false;
frameB = frameA;
// Advance as long as we have to
while(remainingTime <= 0.0f){
frameA++;
if(frameA >= sequence->numFrames){
// reached end of animation
if(!association->IsRepeating()){
frameA--;
remainingTime = 0.0f;
return false;
}
looped = true;
frameA = 0;
}
remainingTime += sequence->GetKeyFrame(frameA)->deltaTime;
}
frameB = frameA - 1;
if(frameB < 0)
frameB += sequence->numFrames;
CalcDeltas();
return looped;
}
// Set animation to time t
bool
CAnimBlendNode::FindKeyFrame(float t)
{
if(sequence->numFrames < 1)
return false;
frameA = 0;
frameB = frameA;
if(sequence->numFrames >= 2){
frameA++;
// advance until t is between frameB and frameA
while(t > sequence->GetKeyFrame(frameA)->deltaTime){
t -= sequence->GetKeyFrame(frameA)->deltaTime;
frameB = frameA++;
if(frameA >= sequence->numFrames){
// reached end of animation
if(!association->IsRepeating())
return false;
frameA = 0;
frameB = 0;
}
}
remainingTime = sequence->GetKeyFrame(frameA)->deltaTime - t;
}
CalcDeltas();
return true;
}
void
CAnimBlendNode::CalcDeltas(void)
{
if((sequence->type & CAnimBlendSequence::KF_ROT) == 0)
return;
KeyFrame *kfA = sequence->GetKeyFrame(frameA);
KeyFrame *kfB = sequence->GetKeyFrame(frameB);
float cos = DotProduct(kfA->rotation, kfB->rotation);
if(cos > 1.0f)
cos = 1.0f;
theta = Acos(cos);
invSin = theta == 0.0f ? 0.0f : 1.0f/Sin(theta);
}
void
CAnimBlendNode::GetCurrentTranslation(CVector &trans, float weight)
{
trans = CVector(0.0f, 0.0f, 0.0f);
float blend = association->GetBlendAmount(weight);
if(blend > 0.0f){
KeyFrameTrans *kfA = (KeyFrameTrans*)sequence->GetKeyFrame(frameA);
KeyFrameTrans *kfB = (KeyFrameTrans*)sequence->GetKeyFrame(frameB);
float t = (kfA->deltaTime - remainingTime)/kfA->deltaTime;
if(sequence->type & CAnimBlendSequence::KF_TRANS){
trans = kfB->translation + t*(kfA->translation - kfB->translation);
trans *= blend;
}
}
}
void
CAnimBlendNode::GetEndTranslation(CVector &trans, float weight)
{
trans = CVector(0.0f, 0.0f, 0.0f);
float blend = association->GetBlendAmount(weight);
if(blend > 0.0f){
KeyFrameTrans *kf = (KeyFrameTrans*)sequence->GetKeyFrame(sequence->numFrames-1);
if(sequence->type & CAnimBlendSequence::KF_TRANS)
trans = kf->translation * blend;
}
}