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90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
#pragma once
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#include "AnimBlendList.h"
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#include "AnimBlendNode.h"
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#include "AnimBlendHierarchy.h"
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enum {
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// TODO
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ASSOC_RUNNING = 1,
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ASSOC_REPEAT = 2,
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ASSOC_DELETEFADEDOUT = 4,
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ASSOC_FADEOUTWHENDONE = 8,
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ASSOC_PARTIAL = 0x10,
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ASSOC_MOVEMENT = 0x20, // ???
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ASSOC_HAS_TRANSLATION = 0x40,
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ASSOC_FLAG80 = 0x80, // used for footstep sound calculation
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ASSOC_FLAG100 = 0x100,
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ASSOC_FLAG200 = 0x200,
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ASSOC_FLAG400 = 0x400, // unused, blending it with move anims makes them stop. 0x800 in VC
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ASSOC_FLAG800 = 0x800, // anims that we fall to front. 0x1000 in VC
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ASSOC_HAS_X_TRANSLATION = 0x1000,
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// 0x2000 is vehicle anims in VC
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};
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// Anim hierarchy associated with a clump
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// Holds the interpolated state of all nodes.
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// Also used as template for other clumps.
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class CAnimBlendAssociation
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{
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public:
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enum {
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// callbackType
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CB_NONE,
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CB_FINISH,
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CB_DELETE
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};
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CAnimBlendLink link;
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int16 numNodes; // taken from CAnimBlendClumpData::numFrames
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int16 groupId; // ID of CAnimBlendAssocGroup this is in
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// NB: Order of these depends on order of nodes in Clump this was built from
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CAnimBlendNode *nodes;
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CAnimBlendHierarchy *hierarchy;
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float blendAmount;
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float blendDelta; // how much blendAmount changes over time
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float currentTime;
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float speed;
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float timeStep;
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int16 animId;
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int16 flags;
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int32 callbackType;
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void (*callback)(CAnimBlendAssociation*, void*);
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void *callbackArg;
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bool IsRunning(void) { return !!(flags & ASSOC_RUNNING); }
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bool IsRepeating(void) { return !!(flags & ASSOC_REPEAT); }
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bool IsPartial(void) { return !!(flags & ASSOC_PARTIAL); }
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bool IsMovement(void) { return !!(flags & ASSOC_MOVEMENT); }
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bool HasTranslation(void) { return !!(flags & ASSOC_HAS_TRANSLATION); }
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bool HasXTranslation(void) { return !!(flags & ASSOC_HAS_X_TRANSLATION); }
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float GetBlendAmount(float weight) { return IsPartial() ? blendAmount : blendAmount*weight; }
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CAnimBlendNode *GetNode(int i) { return &nodes[i]; }
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CAnimBlendAssociation(void);
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CAnimBlendAssociation(CAnimBlendAssociation &other);
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virtual ~CAnimBlendAssociation(void);
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void AllocateAnimBlendNodeArray(int n);
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void FreeAnimBlendNodeArray(void);
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void Init(RpClump *clump, CAnimBlendHierarchy *hier);
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void Init(CAnimBlendAssociation &assoc);
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void SetBlend(float amount, float delta);
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void SetFinishCallback(void (*callback)(CAnimBlendAssociation*, void*), void *arg);
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void SetDeleteCallback(void (*callback)(CAnimBlendAssociation*, void*), void *arg);
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void SetCurrentTime(float time);
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void SyncAnimation(CAnimBlendAssociation *other);
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void Start(float time);
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bool UpdateTime(float timeDelta, float relSpeed);
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bool UpdateBlend(float timeDelta);
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void SetRun(void) { flags |= ASSOC_RUNNING; }
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inline float GetTimeLeft() { return hierarchy->totalLength - currentTime; }
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static CAnimBlendAssociation *FromLink(CAnimBlendLink *l) {
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return (CAnimBlendAssociation*)((uint8*)l - offsetof(CAnimBlendAssociation, link));
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}
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};
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