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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /* $Header: /VSS_Sync/ww3d2/htree.h 4 8/29/01 9:49p Vss_sync $ */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando / G 3D Library *
- * *
- * $Archive:: /VSS_Sync/ww3d2/htree.h $*
- * *
- * Author:: Greg_h *
- * *
- * $Modtime:: 8/29/01 7:29p $*
- * *
- * $Revision:: 4 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef HTREE_H
- #define HTREE_H
- #include "always.h"
- #include "pivot.h"
- #include "quat.h"
- #include "matrix3d.h"
- #include "vector3.h"
- #include "w3d_file.h"
- #include "wwdebug.h"
- class HAnimClass;
- class HAnimComboClass;
- class MeshClass;
- class ChunkLoadClass;
- class ChunkSaveClass;
- class HRawAnimClass;
- /*
- HTreeClass
- A hierarchy of coordinate systems in an initial
- configuration. All motion data is applied to one
- of these objects. Motion is stored as deltas from
- the hierarchy tree's initial configuration.
- Normally, the user will probably not deal with
- HTreeClasses; they are used internally
- by the HierarchyModelClass.
- */
- class HTreeClass : public W3DMPO
- {
- W3DMPO_GLUE(HTreeClass)
- public:
- enum
- {
- OK,
- LOAD_ERROR
- };
- HTreeClass(void);
- HTreeClass(const HTreeClass & src);
- ~HTreeClass(void);
-
- int Load_W3D(ChunkLoadClass & cload);
- void Init_Default(void);
- WWINLINE const char * Get_Name(void) const { return Name; }
- WWINLINE int Num_Pivots(void) const { return NumPivots; }
- int Get_Bone_Index(const char * name) const;
- const char * Get_Bone_Name(int boneid) const;
- int Get_Parent_Index(int bone_indx) const;
- void Base_Update(const Matrix3D & root);
- void Anim_Update( const Matrix3D & root,
- HAnimClass * motion,
- float frame);
- void Anim_Update(const Matrix3D & root,HRawAnimClass * motion,float frame);
- void Blend_Update( const Matrix3D & root,
- HAnimClass * motion0,
- float frame0,
- HAnimClass * motion1,
- float frame1,
- float percentage);
- void Combo_Update( const Matrix3D & root,
- HAnimComboClass * anim);
- WWINLINE const Matrix3D & Get_Transform(int pivot) const;
- WWINLINE bool Get_Visibility(int pivot) const;
- WWINLINE const Matrix3D & Get_Root_Transform(void) const;
-
- // User control over a bone. While a bone is captured, you can over-ride the
- // animation transform used by the bone.
- void Capture_Bone(int boneindex);
- void Release_Bone(int boneindex);
- bool Is_Bone_Captured(int boneindex) const;
- void Control_Bone(int boneindex,const Matrix3D & relative_tm,bool world_space_translation = false);
- //
- // Simple pivot evaluation methods for when the caller doesn't want
- // to update the whole animation, but needs to know the transform of
- // a pivot at a given frame.
- //
- bool Simple_Evaluate_Pivot (HAnimClass *motion, int pivot_index, float frame, const Matrix3D &obj_tm, Matrix3D *end_tm) const;
- // Scale this HTree by a constant factor:
- void Scale(float factor);
- // Morph the bones on the HTree using weights from a number of other HTrees
- static HTreeClass * Create_Morphed( int num_morph_sources,
- const float morph_weights[],
- const HTreeClass *tree_array[] );
-
- // Create an HTree by Interpolating between others
- static HTreeClass * Create_Interpolated( const HTreeClass * tree_a0_b0,
- const HTreeClass * tree_a0_b1,
- const HTreeClass * tree_a1_b0,
- const HTreeClass * tree_a1_b1,
- float lerp_a, float lerp_b );
- // Create an HTree by Interpolating between others
- static HTreeClass * Create_Interpolated( const HTreeClass * tree_base,
- const HTreeClass * tree_a,
- const HTreeClass * tree_b,
- float a_scale, float b_scale );
- private:
- char Name[W3D_NAME_LEN];
- int NumPivots;
- PivotClass * Pivot;
- float ScaleFactor;
- void Free(void);
- bool read_pivots(ChunkLoadClass & cload,bool pre30);
- friend class MeshClass;
- };
- WWINLINE const Matrix3D & HTreeClass::Get_Root_Transform(void) const
- {
- return Pivot[0].Transform;
- }
- WWINLINE bool HTreeClass::Get_Visibility(int pivot) const
- {
- WWASSERT(pivot >= 0);
- WWASSERT(pivot < NumPivots);
- return Pivot[pivot].IsVisible;
- }
- /***********************************************************************************************
- * HTreeClass::Get_Transform -- returns the transformation for the desired pivot *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 08/11/1997 GH : Created. *
- *=============================================================================================*/
- WWINLINE const Matrix3D & HTreeClass::Get_Transform(int pivot) const
- {
- assert(pivot >= 0);
- assert(pivot < NumPivots);
- return Pivot[pivot].Transform;
- }
- #endif
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