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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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235 lines
4.8 KiB
C++
235 lines
4.8 KiB
C++
#include "common.h"
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#include "AnimBlendHierarchy.h"
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#include "AnimBlendClumpData.h"
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#include "RpAnimBlend.h"
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#include "AnimManager.h"
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#include "AnimBlendAssociation.h"
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#include "MemoryMgr.h"
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//--MIAMI: file done
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CAnimBlendAssociation::CAnimBlendAssociation(void)
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{
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groupId = -1;
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nodes = nil;
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blendAmount = 1.0f;
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blendDelta = 0.0f;
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currentTime = 0.0f;
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speed = 1.0f;
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timeStep = 0.0f;
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animId = -1;
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flags = 0;
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callbackType = CB_NONE;
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link.Init();
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}
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CAnimBlendAssociation::CAnimBlendAssociation(CAnimBlendAssociation &other)
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{
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nodes = nil;
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blendAmount = 1.0f;
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blendDelta = 0.0f;
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currentTime = 0.0f;
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speed = 1.0f;
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timeStep = 0.0f;
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callbackType = CB_NONE;
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link.Init();
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Init(other);
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}
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CAnimBlendAssociation::~CAnimBlendAssociation(void)
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{
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FreeAnimBlendNodeArray();
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link.Remove();
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}
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void
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CAnimBlendAssociation::AllocateAnimBlendNodeArray(int n)
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{
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int i;
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nodes = (CAnimBlendNode*)RwMallocAlign(n*sizeof(CAnimBlendNode), 64);
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for(i = 0; i < n; i++)
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nodes[i].Init();
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}
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void
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CAnimBlendAssociation::FreeAnimBlendNodeArray(void)
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{
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if(nodes)
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RwFreeAlign(nodes);
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}
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void
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CAnimBlendAssociation::Init(RpClump *clump, CAnimBlendHierarchy *hier)
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{
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int i;
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AnimBlendFrameData *frame;
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CAnimBlendClumpData *clumpData = *RPANIMBLENDCLUMPDATA(clump);
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numNodes = clumpData->numFrames;
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AllocateAnimBlendNodeArray(numNodes);
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for(i = 0; i < numNodes; i++)
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nodes[i].association = this;
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hierarchy = hier;
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// Init every node from a sequence and a Clump frame
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// NB: This is where the order of nodes is defined
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for(i = 0; i < hier->numSequences; i++){
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CAnimBlendSequence *seq = &hier->sequences[i];
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if(seq->boneTag == -1)
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frame = RpAnimBlendClumpFindFrame(clump, seq->name);
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else
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frame = RpAnimBlendClumpFindBone(clump, seq->boneTag);
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if(frame && seq->numFrames > 0)
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nodes[frame - clumpData->frames].sequence = seq;
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}
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}
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void
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CAnimBlendAssociation::Init(CAnimBlendAssociation &assoc)
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{
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int i;
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hierarchy = assoc.hierarchy;
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numNodes = assoc.numNodes;
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flags = assoc.flags;
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animId = assoc.animId;
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groupId = assoc.groupId;
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AllocateAnimBlendNodeArray(numNodes);
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for(i = 0; i < numNodes; i++){
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nodes[i] = assoc.nodes[i];
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nodes[i].association = this;
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}
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}
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void
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CAnimBlendAssociation::SetBlend(float amount, float delta)
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{
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blendAmount = amount;
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blendDelta = delta;
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}
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void
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CAnimBlendAssociation::SetFinishCallback(void (*cb)(CAnimBlendAssociation*, void*), void *arg)
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{
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callbackType = CB_FINISH;
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callback = cb;
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callbackArg = arg;
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}
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void
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CAnimBlendAssociation::SetDeleteCallback(void (*cb)(CAnimBlendAssociation*, void*), void *arg)
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{
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callbackType = CB_DELETE;
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callback = cb;
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callbackArg = arg;
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}
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void
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CAnimBlendAssociation::SetCurrentTime(float time)
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{
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int i;
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for(currentTime = time; currentTime >= hierarchy->totalLength; currentTime -= hierarchy->totalLength)
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if (!IsRepeating()) {
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currentTime = hierarchy->totalLength;
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break;
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}
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CAnimManager::UncompressAnimation(hierarchy);
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#ifdef ANIM_COMPRESSION
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// strangely PC has this but android doesn't
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if(hierarchy->keepCompressed){
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for(i = 0; i < numNodes; i++)
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if(nodes[i].sequence)
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nodes[i].SetupKeyFrameCompressed();
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}else
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#endif
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{
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for(i = 0; i < numNodes; i++)
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if(nodes[i].sequence)
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nodes[i].FindKeyFrame(currentTime);
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}
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}
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void
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CAnimBlendAssociation::SyncAnimation(CAnimBlendAssociation *other)
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{
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SetCurrentTime(other->currentTime/other->hierarchy->totalLength * hierarchy->totalLength);
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}
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void
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CAnimBlendAssociation::Start(float time)
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{
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flags |= ASSOC_RUNNING;
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SetCurrentTime(time);
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}
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void
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CAnimBlendAssociation::UpdateTimeStep(float timeDelta, float relSpeed)
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{
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if(IsRunning())
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timeStep = (flags & ASSOC_MOVEMENT ? relSpeed*hierarchy->totalLength : speed) * timeDelta;
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}
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bool
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CAnimBlendAssociation::UpdateTime(float timeDelta, float relSpeed)
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{
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if(!IsRunning())
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return true;
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if(currentTime >= hierarchy->totalLength){
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flags &= ~ASSOC_RUNNING;
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return true;
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}
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currentTime += timeStep;
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if(currentTime >= hierarchy->totalLength){
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// Ran past end
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if(IsRepeating())
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currentTime -= hierarchy->totalLength;
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else{
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currentTime = hierarchy->totalLength;
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if(flags & ASSOC_FADEOUTWHENDONE){
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flags |= ASSOC_DELETEFADEDOUT;
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blendDelta = -4.0f;
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}
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if(callbackType == CB_FINISH){
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callbackType = CB_NONE;
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callback(this, callbackArg);
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}
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}
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}
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return true;
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}
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// return whether we still exist after this function
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bool
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CAnimBlendAssociation::UpdateBlend(float timeDelta)
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{
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blendAmount += blendDelta * timeDelta;
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if(blendAmount <= 0.0f && blendDelta < 0.0f){
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// We're faded out and are not fading in
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blendAmount = 0.0f;
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blendDelta = Max(0.0f, blendDelta);
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if(flags & ASSOC_DELETEFADEDOUT){
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if(callbackType == CB_FINISH || callbackType == CB_DELETE)
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callback(this, callbackArg);
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delete this;
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return false;
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}
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}
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if(blendAmount > 1.0f){
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// Maximally faded in, clamp values
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blendAmount = 1.0f;
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blendDelta = Min(0.0f, blendDelta);
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}
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return true;
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}
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