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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/hrawanim.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Jani_p $*
- * *
- * $Modtime:: 6/27/01 7:50p $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef HRAWANIM_H
- #define HRAWANIM_H
- #include "always.h"
- #include "hanim.h"
-
-
- /**********************************************************************************
- HRawAnimClass
- Stores motion data to be applied to a HierarchyTree. Each frame
- of the motion contains deltas from the HierarchyTree's base position
- to the desired position.
- **********************************************************************************/
- class HRawAnimClass : public HAnimClass
- {
- public:
-
- enum
- {
- OK,
- LOAD_ERROR
- };
-
- HRawAnimClass(void);
- ~HRawAnimClass(void);
- int Load_W3D(ChunkLoadClass & cload);
- const char * Get_Name(void) const { return Name; }
- const char * Get_HName(void) const { return HierarchyName; }
- int Get_Num_Frames(void) { return NumFrames; }
- float Get_Frame_Rate() { return FrameRate; }
- float Get_Total_Time() { return (float)NumFrames / 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);
- bool Is_Node_Motion_Present(int pividx);
- int Get_Num_Pivots(void) const { return NumNodes; }
- // Methods that test the presence of a certain motion channel.
- bool Has_X_Translation (int pividx);
- bool Has_Y_Translation (int pividx);
- bool Has_Z_Translation (int pividx);
- bool Has_Rotation (int pividx);
- bool Has_Visibility (int pividx);
- private:
- char Name[2*W3D_NAME_LEN];
- char HierarchyName[W3D_NAME_LEN];
-
- int NumFrames;
- int NumNodes;
- float FrameRate;
- NodeMotionStruct * NodeMotion;
- void Free(void);
- bool read_channel(ChunkLoadClass & cload,MotionChannelClass * * newchan,bool pre30);
- void add_channel(MotionChannelClass * newchan);
- bool read_bit_channel(ChunkLoadClass & cload,BitChannelClass * * newchan,bool pre30);
- void add_bit_channel(BitChannelClass * newchan);
- };
- #endif
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