scummvm/engines/grim/emi/animationemi.cpp
2012-01-30 22:24:09 +01:00

98 lines
3.0 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM 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 library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
* This library 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
* Lesser General Public License for more details.
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "common/stream.h"
#include "math/vector3d.h"
#include "math/quat.h"
#include "engines/grim/emi/animationemi.h"
namespace Grim {
// Use modelemi's solution for the LA-strings.
void AnimationEmi::loadAnimation(Common::SeekableReadStream *data) {
int len = data->readUint32LE();
char *inString = new char[len];
data->read(inString, len);
_name = inString;
delete[] inString;
char temp[4];
data->read(temp, 4);
_duration = get_float(temp);
_numBones = data->readUint32LE();;
_bones = new Bone*[_numBones];
for (int i = 0; i < _numBones; i++) {
_bones[i] = new Bone();
len = data->readUint32LE();
inString = new char[len];
data->read(inString, len);
_bones[i]->_boneName = inString;
_bones[i]->_operation = data->readUint32LE();;
_bones[i]->_b = data->readUint32LE();;
_bones[i]->_c = data->readUint32LE();;
_bones[i]->_count = data->readUint32LE();;
if (_bones[i]->_operation == 3) { // Translation
_bones[i]->_translations = new AnimTranslation*[_bones[i]->_count];
for(int j = 0; j < _bones[i]->_count; j++) {
_bones[i]->_translations[j] = new AnimTranslation();
_bones[i]->_translations[j]->_vec.readFromStream(data);
data->read(temp, 4);
_bones[i]->_translations[j]->_time = get_float(temp);
}
} else if (_bones[i]->_operation == 4) { // Rotation
_bones[i]->_rotations = new AnimRotation*[_bones[i]->_count];
for(int j = 0; j < _bones[i]->_count; j++) {
_bones[i]->_rotations[j] = new AnimRotation();
_bones[i]->_rotations[j]->_quat.readFromStream(data);
data->read(temp, 4);
_bones[i]->_rotations[j]->_time = get_float(temp);
}
} else {
error("Unknown animation-operation %d", _bones[i]->_operation);
}
}
}
AnimationEmi::~AnimationEmi() {
for (int i = 0; i < _numBones; i++) {
delete _bones[i];
}
delete[] _bones;
}
Bone::~Bone() {
if (_operation == 3) {
for(int i = 0; i < _count; i++) {
delete _translations[i];
}
delete[] _translations;
} else if (_operation == 4) {
for(int i = 0; i < _count; i++) {
delete _rotations[i];
}
delete[] _rotations;
}
}
} // end of namespace Grim