scummvm/engines/grim/keyframe.cpp
Paweł Kołodziejski 06902574b4
GRIM: Janitorial
2022-06-08 01:12:00 +02:00

305 lines
9.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU 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 General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "common/endian.h"
#include "engines/grim/debug.h"
#include "engines/grim/keyframe.h"
#include "engines/grim/textsplit.h"
#include "engines/grim/resource.h"
#include "engines/grim/model.h"
namespace Grim {
KeyframeAnim::KeyframeAnim(const Common::String &fname, Common::SeekableReadStream *data) :
Object(), _fname(fname) {
uint32 tag = data->readUint32BE();
if (tag == MKTAG('F','Y','E','K'))
loadBinary(data);
else {
data->seek(0, SEEK_SET);
TextSplitter ts(fname, data);
loadText(ts);
}
}
void KeyframeAnim::loadBinary(Common::SeekableReadStream *data) {
// First four bytes are the FYEK Keyframe identifier code
// Next 36 bytes are the filename
Debug::debug(Debug::Keyframes, "Loading Keyframe '%s'.", _fname.c_str());
// Next four bytes are the flags
data->seek(40, SEEK_SET);
_flags = data->readUint32LE();
// Next four bytes are a duplicate of _numJoints (?)
// Next four bytes are the type
data->readUint32LE();
_type = data->readUint32LE();
// Next four bytes are the frames per second
// The fps value seems to be ignored and causes the animation the first time manny
// enters the kitchen of the Blue Casket to go out of sync. So we force it to 15.
//_fps = data->readFloatLE();
_fps = 15.;
// Next four bytes are the number of frames
data->seek(56, SEEK_SET);
_numFrames = data->readUint32LE();
// Next four bytes are the number of joints
_numJoints = data->readUint32LE();
// Next four bytes are unknown (?)
// Next four bytes are the number of markers
data->readUint32LE();
_numMarkers = data->readUint32LE();
_markers = new Marker[_numMarkers];
data->seek(72, SEEK_SET);
for (int i = 0; i < _numMarkers; i++) {
_markers[i].frame = data->readFloatLE();
}
data->seek(104, SEEK_SET);
for (int i = 0; i < _numMarkers; i++)
_markers[i].val = data->readUint32LE();
_nodes = new KeyframeNode *[_numJoints];
// The first 136 bytes are for the header, this was originally
// listed as 180 bytes since the first operation is usually a
// "null" key, however ma_card_hold.key showed that this is
// not always the case so we should not skip this operation
data->seek(136, SEEK_SET);
for (int i = 0; i < _numJoints; i++) {
_nodes[i] = nullptr;
int nodeNum;
// The first 32 bytes (of a keyframe) are the name handle
char nameHandle[32];
data->read(nameHandle, 32);
// If the name handle is entirely null (like ma_rest.key)
// then we shouldn't try to set the name
if (nameHandle[0] == 0)
memcpy(nameHandle, "(null)", 7);
// The next four bytes are the node number identifier
nodeNum = data->readUint32LE();
// Because of the issue above ma_card_hold.key used to crash
// at this part without checking to make sure nodeNum is a
// valid number, we'll leave this in just in case something
// else is still wrong but it should now load correctly in
// all cases
if (nodeNum >= _numJoints) {
Debug::warning(Debug::Keyframes, "A node number was greater than the maximum number of nodes (%d/%d)", nodeNum, _numJoints);
return;
}
if (_nodes[nodeNum]) {
// Null node. Usually 7, 13 and 27 are null nodes.
data->seek(8, SEEK_CUR);
continue;
}
_nodes[nodeNum] = new KeyframeNode();
_nodes[nodeNum]->loadBinary(data, nameHandle);
}
}
void KeyframeAnim::loadText(TextSplitter &ts) {
ts.expectString("section: header");
ts.scanString("flags %x", 1, &_flags);
ts.scanString("type %x", 1, &_type);
ts.scanString("frames %d", 1, &_numFrames);
ts.scanString("fps %f", 1, &_fps);
ts.scanString("joints %d", 1, &_numJoints);
if (scumm_stricmp(ts.getCurrentLine(), "section: markers") == 0) {
ts.nextLine();
ts.scanString("markers %d", 1, &_numMarkers);
_markers = new Marker[_numMarkers];
for (int i = 0; i < _numMarkers; i++)
ts.scanString("%f %d", 2, &_markers[i].frame, &_markers[i].val);
} else {
_numMarkers = 0;
_markers = nullptr;
}
ts.expectString("section: keyframe nodes");
int numNodes;
ts.scanString("nodes %d", 1, &numNodes);
_nodes = new KeyframeNode *[_numJoints];
for (int i = 0; i < _numJoints; i++)
_nodes[i] = nullptr;
for (int i = 0; i < numNodes; i++) {
int which;
ts.scanString("node %d", 1, &which);
_nodes[which] = new KeyframeNode;
_nodes[which]->loadText(ts);
}
}
KeyframeAnim::~KeyframeAnim() {
for (int i = 0; i < _numJoints; i++)
delete _nodes[i];
delete[] _nodes;
delete[] _markers;
g_resourceloader->uncacheKeyframe(this);
}
bool KeyframeAnim::isNodeAnimated(ModelNode *nodes, int num, float time, bool tagged) const {
// Without this sending the bread down the tube in "mo" often crashes,
// because it goes outside the bounds of the array of the nodes.
if (num >= _numJoints)
return false;
float frame = time * _fps;
if (frame > _numFrames)
frame = _numFrames;
if (_nodes[num] && tagged == ((_type & nodes[num]._type) != 0)) {
return _nodes[num]->_numEntries != 0;
} else {
return false;
}
}
void KeyframeAnim::animate(ModelNode *nodes, int num, float time, float fade, bool tagged) const {
// Without this sending the bread down the tube in "mo" often crashes,
// because it goes outside the bounds of the array of the nodes.
if (num >= _numJoints)
return;
float frame = time * _fps;
if (frame > _numFrames)
frame = _numFrames;
if (_nodes[num] && tagged == ((_type & nodes[num]._type) != 0)) {
_nodes[num]->animate(nodes[num], frame, fade, (_flags & 256) == 0);
}
}
int KeyframeAnim::getMarker(float startTime, float stopTime) const {
if (!_markers)
return 0;
startTime *= _fps;
stopTime *= _fps ;
for (int i = 0; i < _numMarkers; ++i) {
Marker &m = _markers[i];
if (m.frame >= startTime && m.frame < stopTime) {
return m.val;
}
}
return 0;
}
void KeyframeAnim::KeyframeEntry::loadBinary(Common::SeekableReadStream *data) {
_frame = data->readFloatLE();
_flags = data->readUint32LE();
_pos.readFromStream(data);
_pitch = data->readFloatLE();
_yaw = data->readFloatLE();
_roll = data->readFloatLE();
_dpos.readFromStream(data);
_dpitch = data->readFloatLE();
_dyaw = data->readFloatLE();
_droll = data->readFloatLE();
}
void KeyframeAnim::KeyframeNode::loadBinary(Common::SeekableReadStream *data, char *meshName) {
memcpy(_meshName, meshName, 32);
_numEntries = data->readUint32LE();
data->seek(4, SEEK_CUR);
_entries = new KeyframeEntry[_numEntries];
for (int i = 0; i < _numEntries; i++) {
_entries[i].loadBinary(data);
}
}
void KeyframeAnim::KeyframeNode::loadText(TextSplitter &ts) {
ts.scanString("mesh name %s", 1, _meshName);
ts.scanString("entries %d", 1, &_numEntries);
_entries = new KeyframeEntry[_numEntries];
for (int i = 0; i < _numEntries; i++) {
int which;
unsigned flags;
float frame, x, y, z, p, yaw, r, dx, dy, dz, dp, dyaw, dr;
ts.scanString(" %d: %f %x %f %f %f %f %f %f", 9, &which, &frame, &flags, &x, &y, &z, &p, &yaw, &r);
ts.scanString(" %f %f %f %f %f %f", 6, &dx, &dy, &dz, &dp, &dyaw, &dr);
_entries[which]._frame = frame;
_entries[which]._flags = (int)flags;
_entries[which]._pos = Math::Vector3d(x, y, z);
_entries[which]._dpos = Math::Vector3d(dx, dy, dz);
_entries[which]._pitch = p;
_entries[which]._yaw = yaw;
_entries[which]._roll = r;
_entries[which]._dpitch = dp;
_entries[which]._dyaw = dyaw;
_entries[which]._droll = dr;
}
}
KeyframeAnim::KeyframeNode::~KeyframeNode() {
delete[] _entries;
}
void KeyframeAnim::KeyframeNode::animate(ModelNode &node, float frame, float fade, bool useDelta) const {
if (_numEntries == 0)
return;
// Do a binary search for the nearest previous frame
// Loop invariant: entries_[low].frame_ <= frame < entries_[high].frame_
int low = 0, high = _numEntries;
while (high > low + 1) {
int mid = (low + high) / 2;
if (_entries[mid]._frame <= frame)
low = mid;
else
high = mid;
}
float dt = frame - _entries[low]._frame;
Math::Vector3d pos = _entries[low]._pos;
Math::Angle pitch = _entries[low]._pitch;
Math::Angle yaw = _entries[low]._yaw;
Math::Angle roll = _entries[low]._roll;
/** @bug Interpolating between two orientations specified by Euler angles (yaw/pitch/roll)
* by linearly interpolating the YPR values does not compute proper in-between
* poses, i.e. the rotation from start to finish does not go via the shortest arc.
* Though, if the start and end poses are very similar to each other, this can look
* acceptable without visual artifacts.
*/
if (useDelta) {
pos += dt * _entries[low]._dpos;
pitch += dt * _entries[low]._dpitch;
yaw += dt * _entries[low]._dyaw;
roll += dt * _entries[low]._droll;
}
node._animPos += (pos - node._pos) * fade;
Math::Quaternion rotQuat = Math::Quaternion::fromEuler(yaw, pitch, roll, Math::EO_ZXY);
rotQuat = node._animRot * node._rot.inverse() * rotQuat;
node._animRot = node._animRot.slerpQuat(rotQuat, fade);
}
} // end of namespace Grim