re3/src/animation/FrameUpdate.cpp

223 lines
6.2 KiB
C++

#include "common.h"
#include "NodeName.h"
#include "VisibilityPlugins.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "RpAnimBlend.h"
CAnimBlendClumpData *gpAnimBlendClump;
void FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg);
void
FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
RwMatrix *mat = RwFrameGetMatrix(frame->frame);
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
gpAnimBlendClump->velocity){
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D)
FrameUpdateCallBackWith3dVelocityExtraction(frame, arg);
else
FrameUpdateCallBackWithVelocityExtraction(frame, arg);
return;
}
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
(*node)->Update(vec, q, 1.0f-totalBlendAmount);
if((*node)->sequence->HasTranslation())
pos += vec;
rot += q;
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
float norm = rot.MagnitudeSqr();
if(norm == 0.0f)
rot.w = 1.0f;
else
rot *= 1.0f/Sqrt(norm);
rot.Get(mat);
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
mat->pos.x = pos.x;
mat->pos.y = pos.y;
mat->pos.z = pos.z;
mat->pos.x += frame->resetPos.x;
mat->pos.y += frame->resetPos.y;
mat->pos.z += frame->resetPos.z;
}
RwMatrixUpdate(mat);
}
void
FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
float transx = 0.0f, transy = 0.0f;
float curx = 0.0f, cury = 0.0f;
float endx = 0.0f, endy = 0.0f;
bool looped = false;
RwMatrix *mat = RwFrameGetMatrix(frame->frame);
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->sequence->HasTranslation()){
if((*node)->association->HasTranslation()){
(*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
cury += vec.y;
if((*node)->association->HasXTranslation())
curx += vec.x;
}
}
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
rot += q;
if((*node)->sequence->HasTranslation()){
pos += vec;
if((*node)->association->HasTranslation()){
transy += vec.y;
if((*node)->association->HasXTranslation())
transx += vec.x;
looped |= nodelooped;
if(nodelooped){
(*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
endy += vec.y;
if((*node)->association->HasXTranslation())
endx += vec.x;
}
}
}
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
float norm = rot.MagnitudeSqr();
if(norm == 0.0f)
rot.w = 1.0f;
else
rot *= 1.0f/Sqrt(norm);
rot.Get(mat);
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
gpAnimBlendClump->velocity->x = transx - curx;
gpAnimBlendClump->velocity->y = transy - cury;
if(looped){
gpAnimBlendClump->velocity->x += endx;
gpAnimBlendClump->velocity->y += endy;
}
mat->pos.x = pos.x - transx;
mat->pos.y = pos.y - transy;
mat->pos.z = pos.z;
if(mat->pos.z >= -0.8f)
if(mat->pos.z < -0.4f)
mat->pos.z += (2.5f * mat->pos.z + 2.0f) * frame->resetPos.z;
else
mat->pos.z += frame->resetPos.z;
mat->pos.x += frame->resetPos.x;
mat->pos.y += frame->resetPos.y;
}
RwMatrixUpdate(mat);
}
// original code uses do loops?
void
FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
CVector trans(0.0f, 0.0f, 0.0f);
CVector cur(0.0f, 0.0f, 0.0f);
CVector end(0.0f, 0.0f, 0.0f);
bool looped = false;
RwMatrix *mat = RwFrameGetMatrix(frame->frame);
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->sequence->HasTranslation()){
if((*node)->association->HasTranslation()){
(*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount);
cur += vec;
}
}
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
rot += q;
if((*node)->sequence->HasTranslation()){
pos += vec;
if((*node)->association->HasTranslation()){
trans += vec;
looped |= nodelooped;
if(nodelooped){
(*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount);
end += vec;
}
}
}
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
float norm = rot.MagnitudeSqr();
if(norm == 0.0f)
rot.w = 1.0f;
else
rot *= 1.0f/Sqrt(norm);
rot.Get(mat);
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
*gpAnimBlendClump->velocity = trans - cur;
if(looped)
*gpAnimBlendClump->velocity += end;
mat->pos.x = (pos - trans).x + frame->resetPos.x;
mat->pos.y = (pos - trans).y + frame->resetPos.y;
mat->pos.z = (pos - trans).z + frame->resetPos.z;
}
RwMatrixUpdate(mat);
}