scummvm/engines/stark/model/animhandler.cpp
2021-12-26 21:19:38 +01:00

199 lines
5.4 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 "engines/stark/model/animhandler.h"
#include "engines/stark/model/model.h"
#include "engines/stark/model/skeleton_anim.h"
namespace Stark {
AnimHandler::AnimHandler() :
_model(nullptr),
_anim(nullptr),
_animTime(-1),
_framesBeforeCandidateReady(0),
_candidateAnim(nullptr),
_candidateAnimTime(-1),
_blendAnim(nullptr),
_blendAnimTime(-1),
_blendTimeRemaining(0) {
}
AnimHandler::~AnimHandler() {
}
void AnimHandler::setAnim(SkeletonAnim *anim) {
if (_candidateAnim == anim) {
return;
}
if (_anim == anim) {
// If we already have the correct anim, clean any candidates
// that may have been set but not yet enacted as the active anim.
_candidateAnim = nullptr;
_candidateAnimTime = -1;
_framesBeforeCandidateReady = 0;
return;
}
// Don't use new animations the first frame they are set.
// Scripts may change animation the very next frame,
// causing animations to blend with animations that
// were only visible for one frame, leading to animation
// jumps. Instead store them as candidates.
_framesBeforeCandidateReady = 2; // 2 because we are at the end of the frame
_candidateAnim = anim;
_candidateAnimTime = 0;
}
void AnimHandler::setModel(Model *model) {
_model = model;
}
void AnimHandler::setNode(uint32 time, BoneNode *bone, const BoneNode *parent) {
const Common::Array<BoneNode *> &bones = _model->getBones();
if (_blendTimeRemaining <= 0) {
_anim->getCoordForBone(time, bone->_idx, bone->_animPos, bone->_animRot);
} else {
// Blend the coordinates of the previous and the current animation
Math::Vector3d previousAnimPos, animPos;
Math::Quaternion previousAnimRot, animRot;
_blendAnim->getCoordForBone(_blendAnimTime, bone->_idx, previousAnimPos, previousAnimRot);
_anim->getCoordForBone(time, bone->_idx, animPos, animRot);
float blendingRatio = 1.0 - _blendTimeRemaining / (float)_blendDuration;
bone->_animPos = previousAnimPos + (animPos - previousAnimPos) * blendingRatio;
bone->_animRot = previousAnimRot.slerpQuat(animRot, blendingRatio);
}
if (parent) {
parent->_animRot.transform(bone->_animPos);
bone->_animPos = parent->_animPos + bone->_animPos;
bone->_animRot = parent->_animRot * bone->_animRot;
}
for (uint i = 0; i < bone->_children.size(); ++i) {
setNode(time, bones[bone->_children[i]], bone);
}
}
void AnimHandler::animate(uint32 time) {
if (!_anim && _candidateAnim) {
// This is the first time we animate this item.
enactCandidate();
}
if (_candidateAnim && _anim && _anim->getBoneCount() != _model->getBones().size()) {
// We changed to an incompatible model
enactCandidate();
// And the anim we were previously blending with is incompatible as well
if (_blendAnim && _blendAnim->getBoneCount() != _model->getBones().size()) {
stopBlending();
}
}
if (_candidateAnim && _framesBeforeCandidateReady > 0) {
_candidateAnimTime = time;
_framesBeforeCandidateReady--;
// We need to animate here, because the model may have
// changed from under us.
const Common::Array<BoneNode *> &bones = _model->getBones();
setNode(_animTime, bones[0], nullptr);
return;
}
if (_candidateAnim && _framesBeforeCandidateReady <= 0) {
if (_anim) {
startBlending();
}
enactCandidate();
}
int32 deltaTime = time - _animTime;
if (deltaTime < 0 || time > _blendDuration / 2) {
deltaTime = 33;
}
updateBlending(deltaTime);
// Start at root bone
// For each child
// - Set childs animation coordinate
// - Process that childs children
const Common::Array<BoneNode *> &bones = _model->getBones();
if (deltaTime >= 0) {
setNode(time, bones[0], nullptr);
_animTime = time;
}
}
void AnimHandler::enactCandidate() {
_anim = _candidateAnim;
_animTime = _candidateAnimTime;
_candidateAnim = nullptr;
_candidateAnimTime = -1;
_framesBeforeCandidateReady = 0;
}
void AnimHandler::startBlending() {
_blendTimeRemaining = _blendDuration;
_blendAnim = _anim;
_blendAnimTime = _animTime;
}
void AnimHandler::updateBlending(int32 deltaTime) {
_blendTimeRemaining -= deltaTime;
if (_blendTimeRemaining > 0) {
// If we are blending, also update the previous animation's time
_blendAnimTime += deltaTime;
if (_blendAnimTime >= (int32) _blendAnim->getLength()) {
_blendAnimTime = _blendAnim->getLength() - 1;
}
} else {
// Otherwise make sure blending is not enabled
stopBlending();
}
}
void AnimHandler::stopBlending() {
_blendAnim = nullptr;
_blendAnimTime = -1;
_blendTimeRemaining = 0;
}
void AnimHandler::resetBlending() {
stopBlending();
if (_candidateAnim) {
enactCandidate();
}
}
} // End of namespace Stark