153 lines
4.1 KiB
C++
153 lines
4.1 KiB
C++
/*
|
|
Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
|
|
|
|
This file is part of Lugaru.
|
|
|
|
Lugaru 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 2 of the License, or
|
|
(at your option) any later version.
|
|
|
|
Lugaru 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 Lugaru. If not, see <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#include "Animation/Animation.hpp"
|
|
|
|
#include "Animation/Skeleton.hpp"
|
|
#include "Game.hpp"
|
|
#include "Utils/Folders.hpp"
|
|
|
|
std::vector<Animation> Animation::animations;
|
|
|
|
void Animation::loadAll()
|
|
{
|
|
#define DECLARE_ANIM(id, file, height, attack, ...) \
|
|
if (id < loadable_anim_end) \
|
|
animations.emplace_back(file, height, attack);
|
|
#include "Animation.def"
|
|
#undef DECLARE_ANIM
|
|
}
|
|
|
|
void AnimationFrame::loadBaseInfo(FILE* tfile)
|
|
{
|
|
// for each joint in the skeleton...
|
|
for (unsigned j = 0; j < joints.size(); j++) {
|
|
// read joint position
|
|
funpackf(tfile, "Bf Bf Bf", &joints[j].position.x, &joints[j].position.y, &joints[j].position.z);
|
|
}
|
|
for (unsigned j = 0; j < joints.size(); j++) {
|
|
// read twist
|
|
funpackf(tfile, "Bf", &joints[j].twist);
|
|
}
|
|
for (unsigned j = 0; j < joints.size(); j++) {
|
|
// read onground (boolean)
|
|
unsigned char uch;
|
|
funpackf(tfile, "Bb", &uch);
|
|
joints[j].onground = (uch != 0);
|
|
}
|
|
// read frame speed (?)
|
|
funpackf(tfile, "Bf", &speed);
|
|
}
|
|
|
|
void AnimationFrame::loadTwist2(FILE* tfile)
|
|
{
|
|
for (unsigned j = 0; j < joints.size(); j++) {
|
|
funpackf(tfile, "Bf", &joints[j].twist2);
|
|
}
|
|
}
|
|
|
|
void AnimationFrame::loadLabel(FILE* tfile)
|
|
{
|
|
funpackf(tfile, "Bf", &label);
|
|
}
|
|
|
|
void AnimationFrame::loadWeaponTarget(FILE* tfile)
|
|
{
|
|
funpackf(tfile, "Bf Bf Bf", &weapontarget.x, &weapontarget.y, &weapontarget.z);
|
|
}
|
|
|
|
Animation::Animation()
|
|
: height(lowheight)
|
|
, attack(neutral)
|
|
, numjoints(0)
|
|
{
|
|
}
|
|
|
|
/* EFFECT
|
|
* load an animation from file
|
|
*/
|
|
Animation::Animation(const std::string& filename, anim_height_type aheight, anim_attack_type aattack)
|
|
: Animation()
|
|
{
|
|
FILE* tfile;
|
|
int numframes;
|
|
unsigned i;
|
|
|
|
LOGFUNC;
|
|
|
|
// Changing the filename into something the OS can understand
|
|
std::string filepath = Folders::getResourcePath("Animations/" + filename);
|
|
|
|
LOG(std::string("Loading animation...") + filepath);
|
|
|
|
height = aheight;
|
|
attack = aattack;
|
|
|
|
Game::LoadingScreen();
|
|
|
|
// read file in binary mode
|
|
tfile = Folders::openMandatoryFile(filepath, "rb");
|
|
|
|
// read numframes, joints to know how much memory to allocate
|
|
funpackf(tfile, "Bi Bi", &numframes, &numjoints);
|
|
|
|
// allocate memory for everything
|
|
|
|
frames.resize(numframes);
|
|
|
|
// read binary data as animation
|
|
|
|
// for each frame...
|
|
for (i = 0; i < frames.size(); i++) {
|
|
frames[i].joints.resize(numjoints);
|
|
frames[i].loadBaseInfo(tfile);
|
|
}
|
|
// read twist2 for whole animation
|
|
for (i = 0; i < frames.size(); i++) {
|
|
frames[i].loadTwist2(tfile);
|
|
}
|
|
// read label for each frame
|
|
for (i = 0; i < frames.size(); i++) {
|
|
frames[i].loadLabel(tfile);
|
|
}
|
|
// read unused weapontargetnum
|
|
int weapontargetnum;
|
|
funpackf(tfile, "Bi", &weapontargetnum);
|
|
// read weapontarget positions for each frame
|
|
for (i = 0; i < frames.size(); i++) {
|
|
frames[i].loadWeaponTarget(tfile);
|
|
}
|
|
|
|
fclose(tfile);
|
|
|
|
XYZ endoffset;
|
|
endoffset = 0;
|
|
// find average position of certain joints on last frames
|
|
// and save in endoffset
|
|
// (not sure what exactly this accomplishes. the y < 1 test confuses me.)
|
|
for (i = 0; i < frames.back().joints.size(); i++) {
|
|
if (frames.back().joints[i].position.y < 1) {
|
|
endoffset += frames.back().joints[i].position;
|
|
}
|
|
}
|
|
endoffset /= numjoints;
|
|
offset = endoffset;
|
|
offset.y = 0;
|
|
}
|