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