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added animation system (with skin support for now)
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23 changed files with 3075 additions and 2 deletions
55
src/animation/AnimBlendSequence.h
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55
src/animation/AnimBlendSequence.h
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#pragma once
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#include "math/Quaternion.h"
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// TODO: put them somewhere else?
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struct KeyFrame {
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CQuaternion rotation;
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float deltaTime; // relative to previous key frame
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};
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struct KeyFrameTrans : KeyFrame {
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CVector translation;
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};
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// The sequence of key frames of one animated node
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class CAnimBlendSequence
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{
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public:
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enum {
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KF_ROT = 1,
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KF_TRANS = 2
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};
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int32 type;
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char name[24];
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int32 numFrames;
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#ifdef PED_SKIN
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int16 boneTag;
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#endif
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void *keyFrames;
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void *keyFramesCompressed;
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CAnimBlendSequence(void);
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virtual ~CAnimBlendSequence(void);
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void SetName(char *name);
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void SetNumFrames(int numFrames, bool translation);
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void RemoveQuaternionFlips(void);
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KeyFrame *GetKeyFrame(int n) {
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return type & KF_TRANS ?
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&((KeyFrameTrans*)keyFrames)[n] :
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&((KeyFrame*)keyFrames)[n];
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}
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bool HasTranslation(void) { return !!(type & KF_TRANS); }
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// TODO? these are unused
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// void Uncompress(void);
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// void CompressKeyframes(void);
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// void RemoveUncompressedData(void);
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#ifdef PED_SKIN
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void SetBoneTag(int tag) { boneTag = tag; }
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#endif
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};
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#ifndef PED_SKIN
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static_assert(sizeof(CAnimBlendSequence) == 0x2C, "CAnimBlendSequence: error");
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#endif
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