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323 lines
11 KiB
C++
323 lines
11 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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/////////////
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// INCLUDE //
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/////////////
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// client
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#include "animation_misc.h"
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#include "animation.h"
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// 3d
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#include "nel/3d/u_track.h"
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///////////
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// USING //
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///////////
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using namespace NL3D;
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////////////
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// METHOD //
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////////////
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//---------------------------------------------------
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// CAnimationMisc :
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// Constructor.
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//---------------------------------------------------
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CAnimationMisc::CAnimationMisc()
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{
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}// CAnimationMisc //
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//---------------------------------------------------
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// interpolate :
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// Function to get the position in animation at timeOffset.
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// \param idAnim : id of the animation.
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// \param timeOffset : time for the interpolation.
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// \param result : is the reference on the value to get the result (position).
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// \return bool : true if the parameter result is valid.
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//---------------------------------------------------
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bool CAnimationMisc::interpolate(UAnimationSet *animationSet, uint idAnim, double timeOffset, NLMISC::CVector &result)
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{
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// Get the animation set.
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if(!animationSet)
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{
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nlwarning("CAnimationMisc::interpolate(CVector) : AnimationSet not allocated.");
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return false;
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}
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// Check the Animation
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if(idAnim == UAnimationSet::NotFound)
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return false;
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// Get the animation pointer.
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UAnimation *anim = animationSet->getAnimation(idAnim);
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if(!anim)
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{
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nlwarning("CAnimationMisc::interpolate(CVector) : animationSet.getAnimation(%d) return NULL.", idAnim);
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return false;
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}
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// Get the track for the position.
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UTrack* Track = anim->getTrackByName("pos");
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if(!Track)
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{
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nlwarning("CAnimationMisc::interpolate(CVector) : track with the name 'pos' does not exist.");
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return false;
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}
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// Get the result.
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return Track->interpolate((CAnimationTime)timeOffset, result);
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}// interpolate //
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//---------------------------------------------------
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// interpolate :
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// Function to get the rotation in an animation at timeOffset.
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// \param animationSet : search the animation in this set.
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// \param idAnim : id of the animation.
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// \param timeOffset : time for the interpolation.
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// \param result : is the reference on the value to get the result (rotation).
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// \return bool : true if the parameter result is valid.
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//---------------------------------------------------
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bool CAnimationMisc::interpolate(UAnimationSet *animationSet, uint idAnim, double timeOffset, NLMISC::CQuat &result)
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{
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// Get the animation set.
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if(!animationSet)
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{
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nlwarning("CAnimationMisc::interpolate(CQuat) : AnimationSet not allocated.");
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return false;
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}
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// Check the Animation
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if(idAnim == UAnimationSet::NotFound)
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return false;
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// Get the animation pointer.
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UAnimation *anim = animationSet->getAnimation(idAnim);
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if(!anim)
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{
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nlwarning("CAnimationMisc::interpolate(CQuat) : animationSet.getAnimation(%d) return NULL.", idAnim);
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return false;
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}
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// Get the track for the position.
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UTrack* Track = anim->getTrackByName("rotquat");
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if(!Track)
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{
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//nlwarning("CAnimationMisc::interpolate(CQuat) : track with the name 'PathRotQuat' or 'rotquat' does not exist.");
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return false;
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}
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// Get the result.
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return Track->interpolate((CAnimationTime)timeOffset, result);
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}// interpolate //
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//---------------------------------------------------
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// getAnimationLength :
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// Return an animation length (in sec).
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// \param animationSet : search the animation in this set.
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// \param string animName : Animation Name.
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// \return double : the length of the animation or 0 if any pb.
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// \warning This Method is slower than the one with the animation Id instead of the animation Name.
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//---------------------------------------------------
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double CAnimationMisc::getAnimationLength(UAnimationSet *animationSet, const std::string &animName)
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{
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// Initialize the length to 0.0 like if there is an error.
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double length = 0.0;
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if(animationSet)
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{
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// Get the animation Id.
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uint idAnim = animationSet->getAnimationIdByName(animName);
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if(idAnim != UAnimationSet::NotFound)
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length = getAnimationLength(animationSet, idAnim);
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}
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// Return the lenght of the animation or 0 is any pb.
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return length;
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}// getAnimationLength //
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//---------------------------------------------------
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// getAnimationLength :
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// Return an animation length (in sec).
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// \param animationSet : search the animation in this set.
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// \param idAnim : id of the animation.
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// \return double : the length of the animation or 0 if any pb.
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//---------------------------------------------------
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double CAnimationMisc::getAnimationLength(UAnimationSet *animationSet, uint idAnim)
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{
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// Initialize the length to 0.0 like if there is an error.
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double length = 0.0;
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// Check _AnimationSet.
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if(animationSet)
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{
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// Check idAnim
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if(idAnim != UAnimationSet::NotFound)
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{
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// Get the animation pointer and get the length.
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UAnimation *anim = animationSet->getAnimation(idAnim);
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if(anim)
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length = anim->getEndTime() - anim->getBeginTime();
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}
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}
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// Return the lenght of the animation or 0 is any pb.
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return length;
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}// getAnimationLength //
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//---------------------------------------------------
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// getAnimationAverageSpeed :
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// Get the average speed of an animation (in meters/sec).
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// \param animationSet : search the animation in this set.
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// \param string animName : Animation Name.
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// \return double : the average speed (in m/s).
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//---------------------------------------------------
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double CAnimationMisc::getAnimationAverageSpeed(UAnimationSet *animationSet, const std::string &animName)
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{
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if(animationSet)
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{
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// Get the animation Id.
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uint idAnim = animationSet->getAnimationIdByName(animName);
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if(idAnim != UAnimationSet::NotFound)
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return getAnimationAverageSpeed(animationSet, idAnim);
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}
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else
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nlwarning("CAnimationMisc::getAnimationAverageSpeed : animationSet is NULL");
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// Return the animation average speed.
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return 0.0;
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}// getAnimationAverageSpeed //
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//---------------------------------------------------
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// getAnimationAverageSpeed :
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// Get the average speed of an animation (in meters/sec).
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// \param animationSet : search the animation in this set.
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// \param idAnim : id of the animation.
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// \return double : the average speed (in m/s).
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//---------------------------------------------------
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double CAnimationMisc::getAnimationAverageSpeed(UAnimationSet *animationSet, uint idAnim)
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{
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// Initialize the length to 0.0 like if there is an error.
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double length = getAnimationLength(animationSet, idAnim);
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// Check the length.
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if(length <= 0.0)
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{
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nlwarning("CEntityAnimationManager::getAnimationAverageSpeed : length <= 0.0 -> return speed = 0.0");
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return 0.0;
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}
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// Get the distance done by the animation.
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double move = 0.0;
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NLMISC::CVector startPos, endPos;
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if(interpolate(animationSet, idAnim, 0.0, startPos))
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{
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if(interpolate(animationSet, idAnim, length, endPos))
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{
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NLMISC::CVector mov = endPos - startPos;
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move = mov.norm();
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}
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}
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// Return the animation average speed.
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return (move / length);
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}// getAnimationAverageSpeed //
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//---------------------------------------------------
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// getAnimationRotation :
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// Get the rotation done by the animation (in radian).
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// \param animationSet : search the animation in this set.
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// \param string animName : Animation Name.
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// \return double : the rotation (in radian).
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//---------------------------------------------------
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double CAnimationMisc::getAnimationRotation(NL3D::UAnimationSet *animationSet, const std::string &animName)
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{
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if(animationSet)
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{
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// Get the animation Id.
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uint idAnim = animationSet->getAnimationIdByName(animName);
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if(idAnim != UAnimationSet::NotFound)
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return getAnimationRotation(animationSet, idAnim);
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}
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else
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nlwarning("CAnimationMisc::getAnimationRotation : animationSet is NULL");
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// Return the animation average speed.
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return 0.0;
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}// getAnimationRotation //
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//---------------------------------------------------
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// getAnimationRotation :
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// Get the rotation done by the animation (in radian).
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// \param animationSet : search the animation in this set.
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// \param idAnim : id of the animation.
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// \return double : the rotation (in radian).
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//---------------------------------------------------
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double CAnimationMisc::getAnimationRotation(NL3D::UAnimationSet *animationSet, uint idAnim)
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{
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// Check the animation Id.
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if(idAnim != CAnimation::UnknownAnim)
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{
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CQuat currentAnimRotStart, currentAnimRotEnd;
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if(CAnimationMisc::interpolate(animationSet, idAnim, 0.0, currentAnimRotStart))
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{
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double animLength = CAnimationMisc::getAnimationLength(animationSet, idAnim);
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if(CAnimationMisc::interpolate(animationSet, idAnim, animLength, currentAnimRotEnd))
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{
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currentAnimRotStart.invert();
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CQuat currentAnimRot = currentAnimRotStart * currentAnimRotEnd;
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return fabs(currentAnimRot.getAngle());
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}
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}
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}
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return 0.f;
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}// getAnimationRotation //
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//-----------------------------------------------
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// Get the vector covered by the given animation.
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// \param animationSet : search the animation in this set.
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// \param idAnim : id of the animation.
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// \param move : filled with the vector of the move if possible
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// \return bool : true if 'move' has been filled, else false.
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//-----------------------------------------------
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bool CAnimationMisc::getAnimationMove(NL3D::UAnimationSet *animationSet, uint idAnim, NLMISC::CVector &move) // static
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{
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CVector startPos, endPos;
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if(CAnimationMisc::interpolate(animationSet, idAnim, 0.0, startPos))
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{
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double animLength = CAnimationMisc::getAnimationLength(animationSet, idAnim);
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if(animLength)
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{
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if(CAnimationMisc::interpolate(animationSet, idAnim, animLength, endPos))
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{
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// Well Done.
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move = endPos - startPos;
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return true;
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}
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}
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}
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// Something Wrong -> return false.
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return false;
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}// getAnimationMove //
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