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- /*
- ** Command & Conquer Renegade(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/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/animobj.h $*
- * *
- * Author:: Greg_h *
- * *
- * $Modtime:: 12/10/01 11:18a $*
- * *
- * $Revision:: 4 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * Animatable3DObjClass::Base_Update -- animation update function for the base pose *
- * Animatable3DObjClass::Anim_Update -- Update function for a single animation *
- * Animatable3DObjClass::Blend_Update -- update function for a blend of two animations *
- * Animatable3DObjClass::Combo_Update -- Animation update for a combination of anims *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef ANIMOBJ_H
- #define ANIMOBJ_H
- #include "always.h"
- #include "composite.h"
- #include "htree.h"
- class SkinClass;
- class RenderInfoClass;
- /**
- ** Animatable3DObjClass
- ** This class performs some of the work necessary to implement hierarchical animation.
- ** It implements much of the bone and animation interface of RenderObjClass.
- */
- class Animatable3DObjClass : public CompositeRenderObjClass
- {
- public:
- Animatable3DObjClass(const char * htree_name);
- Animatable3DObjClass(const Animatable3DObjClass & src);
- Animatable3DObjClass & operator = (const Animatable3DObjClass &);
- virtual ~Animatable3DObjClass(void);
- /////////////////////////////////////////////////////////////////////////////
- // Render Object Interface - Rendering
- /////////////////////////////////////////////////////////////////////////////
- virtual void Render(RenderInfoClass & rinfo);
- virtual void Special_Render(SpecialRenderInfoClass & rinfo);
- /////////////////////////////////////////////////////////////////////////////
- // Render Object Interface - "Scene Graph"
- /////////////////////////////////////////////////////////////////////////////
- virtual void Set_Transform(const Matrix3D &m);
- virtual void Set_Position(const Vector3 &v);
- /////////////////////////////////////////////////////////////////////////////
- // Render Object Interface - Hierarchical Animation
- /////////////////////////////////////////////////////////////////////////////
- virtual void Set_Animation(void);
- virtual void Set_Animation( HAnimClass * motion,
- float frame, int anim_mode = ANIM_MODE_MANUAL);
- virtual void Set_Animation( HAnimClass * motion0,
- float frame0,
- HAnimClass * motion1,
- float frame1,
- float percentage);
- virtual void Set_Animation( HAnimComboClass * anim_combo);
- virtual HAnimClass * Peek_Animation( void );
- virtual bool Is_Animation_Complete( void ) const;
- virtual int Get_Num_Bones(void);
- virtual const char * Get_Bone_Name(int bone_index);
- virtual int Get_Bone_Index(const char * bonename);
- virtual const Matrix3D & Get_Bone_Transform(const char * bonename);
- virtual const Matrix3D & Get_Bone_Transform(int boneindex);
- virtual void Capture_Bone(int boneindex);
- virtual void Release_Bone(int boneindex);
- virtual bool Is_Bone_Captured(int boneindex) const;
- virtual void Control_Bone(int bindex,const Matrix3D & objtm,bool world_space_translation = false);
- virtual const HTreeClass * Get_HTree(void) const { return HTree; }
-
- //
- // Simple bone evaluation methods for when the caller doesn't want
- // to update the heirarchy, but needs to know the transform of
- // a bone at a given frame.
- //
- virtual bool Simple_Evaluate_Bone(int boneindex, Matrix3D *tm) const;
- virtual bool Simple_Evaluate_Bone(int boneindex, float frame, Matrix3D *tm) const;
- // (gth) TESTING DYNAMICALLY SWAPPING SKELETONS!
- virtual void Set_HTree(HTreeClass * htree);
- protected:
- // internally used to compute the current frame if the object is in ANIM_MODE_MANUAL
- float Compute_Current_Frame(void) const;
- // Update the sub-object transforms according to the current anim state and root transform.
- virtual void Update_Sub_Object_Transforms(void);
- // Update the transforms using the base pose only
- void Base_Update(const Matrix3D & root);
- // Update the transforms using a single frame of motion data
- void Anim_Update( const Matrix3D & root,
- HAnimClass * motion,
- float frame);
- // Update the transforms blending two frames of motion data
- void Blend_Update( const Matrix3D & root,
- HAnimClass * motion0,
- float frame0,
- HAnimClass * motion1,
- float frame1,
- float percentage);
- // Update the transforms with an AnimationCombination
- void Combo_Update( const Matrix3D & root,
- HAnimComboClass *anim);
- // flag to kep track of whether the hierarchy tree transforms are currently valid
- bool Is_Hierarchy_Valid(void) const { return IsTreeValid; }
- void Set_Hierarchy_Valid(bool onoff) const { IsTreeValid = onoff; }
- // Progress anims for single anim (loop and once)
- void Single_Anim_Progress( void );
- // Release any anims
- void Release( void );
- protected:
- // Is the hierarchy tree currently valid
- mutable bool IsTreeValid;
- // Hierarchy Tree
- HTreeClass * HTree;
-
- // Animation state for the next frame. When we add more flexible motion
- // compositing, add a new state and its associated data to the union below
- enum {
- NONE = 0,
- BASE_POSE,
- SINGLE_ANIM,
- DOUBLE_ANIM,
- MULTIPLE_ANIM,
- };
- int CurMotionMode;
- union {
- // CurMotionMode == SINGLE_ANIM
- struct {
- HAnimClass * Motion;
- float Frame;
- float PrevFrame;
- int AnimMode;
- mutable int LastSyncTime;
- } ModeAnim;
- // CurMotionMode == DOUBLE_ANIM
- struct {
-
- HAnimClass * Motion0;
- HAnimClass * Motion1;
- float Frame0;
- float Frame1;
- float PrevFrame0;
- float PrevFrame1;
- float Percentage;
- } ModeInterp;
- // CurMotionMode == MULTIPLE_ANIM
- struct {
- HAnimComboClass * AnimCombo;
- } ModeCombo;
-
- };
-
- friend class SkinClass;
- };
- /***********************************************************************************************
- * Animatable3DObjClass::Base_Update -- animation update function for the base pose *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/2/99 GTH : Created. *
- *=============================================================================================*/
- inline void Animatable3DObjClass::Base_Update(const Matrix3D & root)
- {
- /*
- ** This method simply puts the meshes in the base pose's configuration
- */
- if (HTree) {
- HTree->Base_Update(root);
- }
- Set_Hierarchy_Valid(true);
- }
- /***********************************************************************************************
- * Animatable3DObjClass::Anim_Update -- Update function for a single animation *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/2/99 GTH : Created. *
- *=============================================================================================*/
- inline void Animatable3DObjClass::Anim_Update(const Matrix3D & root,HAnimClass * motion,float frame)
- {
- /*
- ** Apply motion to the base pose
- */
- if ((motion) && (HTree)) {
- HTree->Anim_Update(root,motion,frame);
- }
- Set_Hierarchy_Valid(true);
- }
- /***********************************************************************************************
- * Animatable3DObjClass::Blend_Update -- update function for a blend of two animations *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/2/99 GTH : Created. *
- *=============================================================================================*/
- inline void Animatable3DObjClass::Blend_Update
- (
- const Matrix3D & root,
- HAnimClass * motion0,
- float frame0,
- HAnimClass * motion1,
- float frame1,
- float percentage
- )
- {
- /*
- ** Apply motion to the base pose
- */
- if (HTree) {
- HTree->Blend_Update(root,motion0,frame0,motion1,frame1,percentage);
- }
- Set_Hierarchy_Valid(true);
- }
- /***********************************************************************************************
- * Animatable3DObjClass::Combo_Update -- Animation update for a combination of anims *
- * *
- * INPUT: *
- * *
- * OUTPUT: *
- * *
- * WARNINGS: *
- * *
- * HISTORY: *
- * 3/2/99 GTH : Created. *
- *=============================================================================================*/
- inline void Animatable3DObjClass::Combo_Update( const Matrix3D & root, HAnimComboClass *anim )
- {
- if (HTree) {
- HTree->Combo_Update(root, anim);
- }
- Set_Hierarchy_Valid(true);
- }
- #endif //ANIMOBJ_H
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