mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
This cleans up many un-necessary header includes, either simply providing nothing or forward declarations in their place. No major compilation time change here, though this does reduce depencies in some headers. Also fix up old MacOS STL-include fixes that are no longer relevant. Differential Revision: https://code.wildfiregames.com/D3128 This was SVN commit r24227.
136 lines
4.3 KiB
C++
136 lines
4.3 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. 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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Raw description of a skeleton animation
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*/
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#include "precompiled.h"
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#include "SkeletonAnimDef.h"
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#include "maths/MathUtil.h"
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#include "maths/Matrix3D.h"
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#include "ps/FileIo.h"
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///////////////////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimDef constructor
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CSkeletonAnimDef::CSkeletonAnimDef() : m_FrameTime(0), m_NumKeys(0), m_NumFrames(0), m_Keys(0)
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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// CSkeletonAnimDef destructor
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CSkeletonAnimDef::~CSkeletonAnimDef()
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{
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delete[] m_Keys;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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// BuildBoneMatrices: build matrices for all bones at the given time (in MS) in this
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// animation
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void CSkeletonAnimDef::BuildBoneMatrices(float time, CMatrix3D* matrices, bool loop) const
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{
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float fstartframe = time/m_FrameTime;
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size_t startframe = (size_t)(int)(time/m_FrameTime);
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float deltatime = fstartframe-startframe;
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startframe %= m_NumFrames;
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size_t endframe = startframe + 1;
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endframe %= m_NumFrames;
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if (!loop && endframe == 0)
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{
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// This might be something like a death animation, and interpolating
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// between the final frame and the initial frame is wrong, because they're
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// totally different. So if we've looped around to endframe==0, just display
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// the animation's final frame with no interpolation.
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for (size_t i = 0; i < m_NumKeys; i++)
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{
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const Key& key = GetKey(startframe, i);
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matrices[i].SetIdentity();
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matrices[i].Rotate(key.m_Rotation);
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matrices[i].Translate(key.m_Translation);
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}
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}
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else
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{
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for (size_t i = 0; i < m_NumKeys; i++)
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{
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const Key& startkey = GetKey(startframe, i);
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const Key& endkey = GetKey(endframe, i);
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CVector3D trans = Interpolate(startkey.m_Translation, endkey.m_Translation, deltatime);
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// TODO: is slerp the best thing to use here?
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CQuaternion rot;
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rot.Slerp(startkey.m_Rotation, endkey.m_Rotation, deltatime);
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rot.ToMatrix(matrices[i]);
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matrices[i].Translate(trans);
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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// Load: try to load the anim from given file; return a new anim if successful
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CSkeletonAnimDef* CSkeletonAnimDef::Load(const VfsPath& filename)
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{
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CFileUnpacker unpacker;
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unpacker.Read(filename,"PSSA");
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// check version
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if (unpacker.GetVersion()<FILE_READ_VERSION) {
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throw PSERROR_File_InvalidVersion();
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}
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// unpack the data
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CSkeletonAnimDef* anim=new CSkeletonAnimDef;
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try {
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CStr name; // unused - just here to maintain compatibility with the animation files
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unpacker.UnpackString(name);
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unpacker.UnpackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
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anim->m_NumKeys = unpacker.UnpackSize();
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anim->m_NumFrames = unpacker.UnpackSize();
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anim->m_Keys=new Key[anim->m_NumKeys*anim->m_NumFrames];
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unpacker.UnpackRaw(anim->m_Keys,anim->m_NumKeys*anim->m_NumFrames*sizeof(Key));
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} catch (PSERROR_File&) {
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delete anim;
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throw;
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}
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return anim;
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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// Save: try to save anim to file
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void CSkeletonAnimDef::Save(const VfsPath& pathname,const CSkeletonAnimDef* anim)
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{
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CFilePacker packer(FILE_VERSION, "PSSA");
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// pack up all the data
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packer.PackString("");
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packer.PackRaw(&anim->m_FrameTime,sizeof(anim->m_FrameTime));
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const size_t numKeys = anim->m_NumKeys;
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packer.PackSize(numKeys);
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const size_t numFrames = anim->m_NumFrames;
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packer.PackSize(numFrames);
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packer.PackRaw(anim->m_Keys,numKeys*numFrames*sizeof(Key));
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// now write it
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packer.Write(pathname);
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}
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