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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "hsTimer.h"
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#include "plAnimTimeConvertSDLModifier.h"
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#include "plSDL/plSDL.h"
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#include "plInterp/plAnimTimeConvert.h"
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// static vars
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char plAnimTimeConvertSDLModifier::AnimTimeConvertVarNames::kStrFlags[]="flags";
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char plAnimTimeConvertSDLModifier::AnimTimeConvertVarNames::kStrLastStateAnimTime[]="lastStateAnimTime";
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char plAnimTimeConvertSDLModifier::AnimTimeConvertVarNames::kStrLoopBegin[]="loopBegin";
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char plAnimTimeConvertSDLModifier::AnimTimeConvertVarNames::kStrLoopEnd[]="loopEnd";
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char plAnimTimeConvertSDLModifier::AnimTimeConvertVarNames::kStrSpeed[]="speed";
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char plAnimTimeConvertSDLModifier::AnimTimeConvertVarNames::kStrCurrentEaseCurve[]="currentEaseCurve";
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char plAnimTimeConvertSDLModifier::AnimTimeConvertVarNames::kStrCurrentEaseBeginWorldTime[]="currentEaseBeginWorldTime";
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char plAnimTimeConvertSDLModifier::AnimTimeConvertVarNames::kStrLastStateChange[]="lastStateChange";
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//
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// Copy atcs from current state into sdl
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//
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void plAnimTimeConvertSDLModifier::IPutATC(plStateDataRecord* atcStateDataRec, plAnimTimeConvert* animTimeConvert)
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{
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plATCState *lastState = animTimeConvert->fStates.front();
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atcStateDataRec->FindVar(AnimTimeConvertVarNames::kStrFlags)->Set(animTimeConvert->fFlags);
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atcStateDataRec->FindVar(AnimTimeConvertVarNames::kStrLastStateAnimTime)->Set(lastState->fStartAnimTime);
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atcStateDataRec->FindVar(AnimTimeConvertVarNames::kStrLoopEnd)->Set(animTimeConvert->fLoopEnd);
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atcStateDataRec->FindVar(AnimTimeConvertVarNames::kStrLoopBegin)->Set(animTimeConvert->fLoopBegin);
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atcStateDataRec->FindVar(AnimTimeConvertVarNames::kStrSpeed)->Set(animTimeConvert->fSpeed);
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atcStateDataRec->FindVar(AnimTimeConvertVarNames::kStrLastStateChange)->Set(lastState->fStartWorldTime);
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int curEaseCurve = animTimeConvert->GetCurrentEaseCurve();
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atcStateDataRec->FindVar(AnimTimeConvertVarNames::kStrCurrentEaseCurve)->Set(curEaseCurve);
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atcStateDataRec->FindVar(AnimTimeConvertVarNames::kStrCurrentEaseBeginWorldTime)->Set(curEaseCurve ?
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animTimeConvert->fCurrentEaseCurve->fBeginWorldTime : 0);
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}
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//
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// Apply state in SDL record to current animation state
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//
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void plAnimTimeConvertSDLModifier::ISetCurrentATC(const plStateDataRecord* atcStateDataRec, plAnimTimeConvert* objAtc)
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{
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// if ( GetTarget(0)->GetKeyName() && stricmp( GetTarget(0)->GetKeyName(), "RTDirLight01" )==0 )
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// {
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// int xx=0;
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// }
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if (atcStateDataRec->IsUsed())
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{
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plStateDataRecord::SimpleVarsList vars;
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int num=atcStateDataRec->GetUsedVars(&vars);
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int j;
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float lastStateAnimTime = 0;
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double lastStateChange = 0;
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for(j=0;j<num;j++)
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{
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if (vars[j]->IsNamed(AnimTimeConvertVarNames::kStrFlags))
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{
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int f;
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vars[j]->Get(&f);
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objAtc->fFlags=f;
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}
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else
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if (vars[j]->IsNamed(AnimTimeConvertVarNames::kStrLastStateAnimTime))
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vars[j]->Get(&lastStateAnimTime);
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else
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if (vars[j]->IsNamed(AnimTimeConvertVarNames::kStrLoopBegin))
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vars[j]->Get(&objAtc->fLoopBegin);
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else
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if (vars[j]->IsNamed(AnimTimeConvertVarNames::kStrLoopEnd))
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vars[j]->Get(&objAtc->fLoopEnd);
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else
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if (vars[j]->IsNamed(AnimTimeConvertVarNames::kStrSpeed))
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vars[j]->Get(&objAtc->fSpeed);
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else
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if (vars[j]->IsNamed(AnimTimeConvertVarNames::kStrLastStateChange))
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vars[j]->Get(&lastStateChange);
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else
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if (vars[j]->IsNamed(AnimTimeConvertVarNames::kStrCurrentEaseCurve))
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{
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int ces;
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vars[j]->Get(&ces);
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if (ces == plAnimTimeConvert::kEaseSpeed)
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{
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// I don't think this ever happens in practice. If it becomes necessary,
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// we can work around it. But unless it's actually used, I don't want
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// to waste the space storing a speed ease curve.
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objAtc->SetCurrentEaseCurve(plAnimTimeConvert::kEaseNone);
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}
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else
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objAtc->SetCurrentEaseCurve(ces); // The ATC will ignore an index out of range
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}
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else
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if (vars[j]->IsNamed(AnimTimeConvertVarNames::kStrCurrentEaseBeginWorldTime) && objAtc->fCurrentEaseCurve)
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vars[j]->Get(&objAtc->fCurrentEaseCurve->fBeginWorldTime);
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}
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objAtc->IClearAllStates();
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objAtc->IProcessStateChange(lastStateChange, lastStateAnimTime);
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objAtc->fCurrentAnimTime = lastStateAnimTime;
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objAtc->fLastEvalWorldTime = lastStateChange;
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objAtc->SetFlag(plAnimTimeConvert::kForcedMove, true);
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}
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}
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