khanat-opennel-code/code/nel/src/3d/track_sampled_vector.cpp

153 lines
4 KiB
C++
Raw Normal View History

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/misc/common.h"
#include "nel/3d/track_sampled_vector.h"
using namespace NLMISC;
using namespace std;
namespace NL3D
{
// ***************************************************************************
// ***************************************************************************
// CTrackSampledVector
// ***************************************************************************
// ***************************************************************************
// ***************************************************************************
CTrackSampledVector::CTrackSampledVector()
{
}
// ***************************************************************************
CTrackSampledVector::~CTrackSampledVector()
{
}
// ***************************************************************************
void CTrackSampledVector::serial(NLMISC::IStream &f)
{
/*
Version 0:
- base version.
*/
(void)f.serialVersion(0);
// serial Time infos.
CTrackSampledCommon::serialCommon(f);
// serial Keys.
f.serial(_Keys);
}
// ***************************************************************************
void CTrackSampledVector::build(const std::vector<uint16> &timeList, const std::vector<CVector> &keyList,
float beginTime, float endTime)
{
nlassert( endTime>beginTime || (beginTime==endTime && keyList.size()<=1) );
nlassert( keyList.size()==timeList.size() );
uint i;
// reset.
uint numKeys= (uint)keyList.size();
_Keys.clear();
_TimeBlocks.clear();
// Build Common time information
CTrackSampledCommon::buildCommon(timeList, beginTime, endTime);
// Compute All Key values.
//===================
_Keys.resize(numKeys);
for(i=0; i<numKeys;i++)
{
// no compression for now
_Keys[i]= keyList[i];
}
}
// ***************************************************************************
const IAnimatedValue &CTrackSampledVector::eval (const TAnimationTime& date, CAnimatedValueBlock &avBlock)
{
// Eval time, and get key interpolation info
uint keyId0;
uint keyId1;
float interpValue;
TEvalType evalType= evalTime(date, _Keys.size(), keyId0, keyId1, interpValue);
// Discard?
if( evalType==EvalDiscard )
return avBlock.ValVector;
// One Key? easy, and quit.
else if( evalType==EvalKey0 )
{
avBlock.ValVector.Value= _Keys[keyId0];
}
// interpolate
else if( evalType==EvalInterpolate )
{
const CVector &valueKey0= _Keys[keyId0];
const CVector &valueKey1= _Keys[keyId1];
// interpolate
avBlock.ValVector.Value= valueKey0*(1-interpValue) + valueKey1*interpValue;
}
else
{
nlstop;
}
return avBlock.ValVector;
}
// ***************************************************************************
void CTrackSampledVector::applySampleDivisor(uint sampleDivisor)
{
if(sampleDivisor<=1)
return;
// **** build the key indices to keep, and rebuild the timeBlocks
static std::vector<uint32> keepKeys;
applySampleDivisorCommon(sampleDivisor, keepKeys);
// **** rebuild the keys
NLMISC::CObjectVector<CVector, false> newKeys;
newKeys.resize((uint32)keepKeys.size());
for(uint i=0;i<newKeys.size();i++)
{
newKeys[i]= _Keys[keepKeys[i]];
}
// copy
_Keys= newKeys;
// TestYoyo
/*nlinfo("ANIMQUAT:\t%d\t%d\t%d\t%d", sizeof(*this), _TimeBlocks.size(),
_TimeBlocks.size()?_TimeBlocks[0].Times.size():0,
_Keys.size() * sizeof(CVector));*/
}
} // NL3D