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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
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Eliminate hsScalar and hsFixed
Modern CPUs support floats just fine... hsFixed was crazy.
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@ -144,22 +144,22 @@ public:
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virtual const char * GetName() const { return fName; }
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/** Return the length of the animation; end - start. */
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virtual hsScalar GetLength() const { return fEnd - fStart; }
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virtual float GetLength() const { return fEnd - fStart; }
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/** Hacky function to extend the length of the animation to some minimum
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length. Does nothing if the animation is already longer than this. */
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void ExtendToLength(hsScalar length);
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void ExtendToLength(float length);
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/** Return the start time for the beginning of the animation. The animation
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contains no data prior to this time.
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In practice, this always returns 0.0f and this function may be deprecated. */
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virtual hsScalar GetStart() const { return fStart; }
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void SetStart(hsScalar start) { fStart = start; }
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virtual float GetStart() const { return fStart; }
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void SetStart(float start) { fStart = start; }
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/** Return the end time of the animation. Since start is typically 0, this usually
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serves as the length of the animation as well. */
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virtual hsScalar GetEnd() const { return fEnd; }
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void SetEnd(hsScalar end) { fEnd = end; }
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virtual float GetEnd() const { return fEnd; }
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void SetEnd(float end) { fEnd = end; }
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/** Returns true if any applicator on the arg anim tries to use the
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@ -199,8 +199,8 @@ protected:
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ApplicatorVec fApps; /// our animation channels
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float fBlend; /// requested blend factor
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hsScalar fStart; /// the start time of the beginning of the animation (usually 0)
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hsScalar fEnd; /// the end time of the animation
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float fStart; /// the start time of the beginning of the animation (usually 0)
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float fEnd; /// the end time of the animation
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char *fName; /// the name of our animation
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@ -238,8 +238,8 @@ public:
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Animations are not required to start at their actual beginning but can,
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for instance, start in the middle, play to the end, and then loop to the
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beginning or to their loop start point. */
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virtual hsScalar GetInitial() const { return fInitial; }
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void SetInitial(hsScalar initial) { fInitial = initial; }
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virtual float GetInitial() const { return fInitial; }
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void SetInitial(float initial) { fInitial = initial; }
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/** Does this animation start automatically when it's applied? */
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virtual bool GetAutoStart() const { return fAutoStart; }
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@ -247,13 +247,13 @@ public:
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/** If the animation loops, this is where it will restart the loop. Note that
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loops do not have to start at the beginning of the animation. */
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virtual hsScalar GetLoopStart() const { return fLoopStart; }
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void SetLoopStart(hsScalar start) { fLoopStart = start; }
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virtual float GetLoopStart() const { return fLoopStart; }
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void SetLoopStart(float start) { fLoopStart = start; }
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/** If the animation loops, this is the end point of the loop. After passing
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this point, the animation will cycle around to GetLoopStart */
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virtual hsScalar GetLoopEnd() const { return fLoopEnd; }
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void SetLoopEnd(hsScalar end) { fLoopEnd = end; }
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virtual float GetLoopEnd() const { return fLoopEnd; }
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void SetLoopEnd(float end) { fLoopEnd = end; }
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/** Does this animation loop?. Note that there may be multiple loop segments defined
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within a given animation. */
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@ -268,19 +268,19 @@ public:
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void SetEaseInType(uint8_t type) { fEaseInType = type; }
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/** Set the length of time the ease-in should take. */
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virtual hsScalar GetEaseInLength() const { return fEaseInLength; }
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virtual float GetEaseInLength() const { return fEaseInLength; }
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/** Set the length of time the ease-in should take. */
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void SetEaseInLength(hsScalar length) { fEaseInLength = length; }
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void SetEaseInLength(float length) { fEaseInLength = length; }
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/** The minimum value used at the start of the ease in. */
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virtual hsScalar GetEaseInMin() const { return fEaseInMin; }
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virtual float GetEaseInMin() const { return fEaseInMin; }
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/** The minimum value used at the start of the ease in. */
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void SetEaseInMin(hsScalar length) { fEaseInMin = length; }
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void SetEaseInMin(float length) { fEaseInMin = length; }
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/** The maximum value reached at the end of the ease in. */
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virtual hsScalar GetEaseInMax() const { return fEaseInMax; }
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virtual float GetEaseInMax() const { return fEaseInMax; }
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/** The maximum value reached at the end of the ease in. */
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void SetEaseInMax(hsScalar length) { fEaseInMax = length; }
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void SetEaseInMax(float length) { fEaseInMax = length; }
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/** The curve type for the ease out. */
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virtual uint8_t GetEaseOutType() const { return fEaseOutType; }
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@ -288,19 +288,19 @@ public:
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void SetEaseOutType(uint8_t type) { fEaseOutType = type; }
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/** The length of time for the ease out. */
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virtual hsScalar GetEaseOutLength() const { return fEaseOutLength; }
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virtual float GetEaseOutLength() const { return fEaseOutLength; }
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/** The length of time for the ease out. */
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void SetEaseOutLength(hsScalar length) { fEaseOutLength = length; }
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void SetEaseOutLength(float length) { fEaseOutLength = length; }
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/** Minimum value reached in ease-out */
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virtual hsScalar GetEaseOutMin() const { return fEaseOutMin; }
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virtual float GetEaseOutMin() const { return fEaseOutMin; }
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/** Minimum value reached in ease-out */
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void SetEaseOutMin(hsScalar length) { fEaseOutMin = length; }
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void SetEaseOutMin(float length) { fEaseOutMin = length; }
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/** Maximum value reached in ease-in */
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virtual hsScalar GetEaseOutMax() const { return fEaseOutMax; }
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virtual float GetEaseOutMax() const { return fEaseOutMax; }
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/** Maximum value reached in ease-in */
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void SetEaseOutMax(hsScalar length) { fEaseOutMax = length; }
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void SetEaseOutMax(float length) { fEaseOutMax = length; }
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/** Animations can have multiple defined loop segments; these
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are selected using animation control messages.
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@ -327,12 +327,12 @@ public:
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near a stop point and fading out, the stop point will
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override the fade, so that the animation stops precisely
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at the defined time. */
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void AddStopPoint(hsScalar time);
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void AddStopPoint(float time);
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/** Return the number of stop points defined for this animation. */
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uint32_t NumStopPoints();
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/** Get the time corresponding to the given stop point. Stop points
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are numbered in the order they were added. */
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hsScalar GetStopPoint(uint32_t i);
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float GetStopPoint(uint32_t i);
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/** Function to check for a zero-length loop, and set it to
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the anim's start/end instead */
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void CheckLoop();
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@ -347,20 +347,20 @@ public:
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virtual void Write(hsStream* stream, hsResMgr* mgr);
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protected:
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hsScalar fInitial; /// the position of the playback head
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float fInitial; /// the position of the playback head
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bool fAutoStart; /// does the animation start automatically?
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hsScalar fLoopStart; /// when wrapping a loop, start here
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hsScalar fLoopEnd; /// when you reach this point, loop back
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float fLoopStart; /// when wrapping a loop, start here
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float fLoopEnd; /// when you reach this point, loop back
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bool fLoop; /// do we loop?
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uint8_t fEaseInType; /// the type (none/linear/spline) of our ease-in curve, if any
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uint8_t fEaseOutType; /// the type (none/linear/spline) of our ease-out curve, if any
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hsScalar fEaseInLength; /// the length of time our ease-in curve takes
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hsScalar fEaseInMin; /// minimum (initial) value of our ease-in
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hsScalar fEaseInMax; /// maximum (final) value of our ease-in
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hsScalar fEaseOutLength; /// the length of time our ease-out curve takes
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hsScalar fEaseOutMin; /// minimum (final) value of our ease-out
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hsScalar fEaseOutMax; /// maximum (initial) value of our ease-out
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float fEaseInLength; /// the length of time our ease-in curve takes
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float fEaseInMin; /// minimum (initial) value of our ease-in
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float fEaseInMax; /// maximum (final) value of our ease-in
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float fEaseOutLength; /// the length of time our ease-out curve takes
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float fEaseOutMin; /// minimum (final) value of our ease-out
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float fEaseOutMax; /// maximum (initial) value of our ease-out
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// a map from segment names to times
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typedef std::map<const char *, float, stringSorter> MarkerMap;
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@ -369,7 +369,7 @@ protected:
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typedef std::map<const char *, std::pair<float,float>, stringSorter> LoopMap;
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LoopMap fLoops;
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typedef std::vector<hsScalar> ScalarMap;
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typedef std::vector<float> ScalarMap;
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ScalarMap fStopPoints; /// vector of stop points
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};
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@ -387,8 +387,8 @@ public:
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plEmoteAnim(const char *animName, double begin, double end, float fadeIn, float fadeOut, BodyUsage bodyUsage);
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BodyUsage GetBodyUsage() const;
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hsScalar GetFadeIn() const;
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hsScalar GetFadeOut() const;
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float GetFadeIn() const;
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float GetFadeOut() const;
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CLASSNAME_REGISTER( plEmoteAnim );
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GETINTERFACE_ANY( plEmoteAnim, plATCAnim );
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@ -398,8 +398,8 @@ public:
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protected:
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BodyUsage fBodyUsage; // how much of the body is used by this emote?
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hsScalar fFadeIn; // how fast to fade in the emote
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hsScalar fFadeOut; // how fast to fade out the emote
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float fFadeIn; // how fast to fade in the emote
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float fFadeOut; // how fast to fade out the emote
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};
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//////////////////
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