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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/hmorphanim.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Jani_p $*
- * *
- * $Modtime:: 6/27/01 7:41p $*
- * *
- * $Revision:: 4 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef HMORPHANIM_H
- #define HMORPHANIM_H
- #include "always.h"
- #include "hanim.h"
- #include "simplevec.h"
- class TimeCodedMorphKeysClass;
- class ChunkLoadClass;
- class ChunkSaveClass;
- class TextFileClass;
- /**********************************************************************************
- HMorphAnimClass
- This is an animation format designed for facial animation. It basically morphs the
- htree between a set of poses. These animations are created by exporting an
- HRawAnimClass which contains the poses, using Magpie to create a text file
- describing which pose to use on each frame, and finally using W3dView to combine
- the data into an HMorphAnimClass.
- There can be multiple channels for the morphing. For example, some of the
- bones can be controlled by the "phoneme" poses (e.g. mouth) while other bones are
- controlled by the "expression" poses (e.g. eyebrows)
- **********************************************************************************/
- class HMorphAnimClass : public HAnimClass
- {
- public:
-
- enum
- {
- OK,
- LOAD_ERROR
- };
-
- HMorphAnimClass(void);
- ~HMorphAnimClass(void);
- void Free_Morph(void);
- int Create_New_Morph(const int channels, HAnimClass *anim[]);
- int Load_W3D(ChunkLoadClass & cload);
- int Save_W3D(ChunkSaveClass & csave);
- const char * Get_Name(void) const { return Name; }
- const char * Get_HName(void) const { return HierarchyName; }
- int Get_Num_Frames(void) { return FrameCount; }
- float Get_Frame_Rate() { return FrameRate; }
- float Get_Total_Time() { return (float)FrameCount / FrameRate; }
- // Vector3 Get_Translation(int pividx,float frame);
- // Quaternion Get_Orientation(int pividx,float frame);
- void Get_Translation(Vector3& translation, int pividx,float frame) const;
- void Get_Orientation(Quaternion& orientation, int pividx,float frame) const;
- void Get_Transform(Matrix3D& transform, int pividx,float frame) const;
- bool Get_Visibility(int pividx,float frame) { return true; }
- void Insert_Morph_Key (const int channel, uint32 morph_frame, uint32 pose_frame);
- void Release_Keys (void);
- bool Is_Node_Motion_Present(int pividx) { return true; }
- int Get_Num_Pivots(void) const { return NumNodes; }
- void Set_Name(const char * name);
- void Set_HName(const char * hname);
- bool Import(const char *hierarchy_name, TextFileClass &text_desc);
- protected:
- void Free(void);
- void read_channel(ChunkLoadClass & cload,int channel);
- void write_channel(ChunkSaveClass & csave,int channel);
- void Resolve_Pivot_Channels(void);
- char Name[2*W3D_NAME_LEN];
- char AnimName[W3D_NAME_LEN];
- char HierarchyName[W3D_NAME_LEN];
-
- int FrameCount; // number of frames in the animation
- float FrameRate; // framerate for playback
- int ChannelCount; // number of independent morphing channels
- int NumNodes;
- HAnimClass ** PoseData; // pointer to pose for each morph channel
- TimeCodedMorphKeysClass * MorphKeyData; // morph keys for each channel
- uint32 * PivotChannel; // controlling channel for each pivot/bone
-
- };
- /*********************************************************************************************
- **
- ** TimeCodedMorphKeysClass
- ** This class basically stores a vector of morph keys. An HMorphAnimClass contains
- ** one of these for each independent morphing channel. For example, the facial animation
- ** stuff generates HMorphAnims which contain 2 channels, one which specifies what the
- ** "phoneme" bones are doing and one which specifies what the "expression" bones are doing.
- **
- *********************************************************************************************/
- class TimeCodedMorphKeysClass
- {
- public:
- TimeCodedMorphKeysClass(void);
- ~TimeCodedMorphKeysClass(void);
- bool Load_W3D(ChunkLoadClass & cload);
- bool Save_W3D(ChunkSaveClass & csave);
- void Get_Morph_Info(float morph_frame,int * pose_frame0,int * pose_frame1,float * fraction);
- void Add_Key (uint32 morph_frame, uint32 pose_frame);
- private:
- struct MorphKeyStruct
- {
- MorphKeyStruct (void)
- : MorphFrame (0),
- PoseFrame (0) {}
- MorphKeyStruct (uint32 _morph, uint32 _pose)
- : MorphFrame (_morph),
- PoseFrame (_pose) {}
- uint32 MorphFrame; // morph animation frame index
- uint32 PoseFrame; // which pose frame to use at this time
- };
-
- SimpleDynVecClass<MorphKeyStruct> Keys; // morph key data
- uint32 CachedIdx; // last accessed index
- void Free(void);
- uint32 get_index(float time);
- uint32 binary_search_index(float time);
- friend class HMorphAnimClass;
- };
- #endif
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