ddnet/src/game/client/animstate.cpp
2010-11-20 21:26:06 +01:00

97 lines
2.5 KiB
C++

/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */
/* If you are missing that file, acquire a complete release at teeworlds.com. */
#include <base/math.h>
#include <game/generated/protocol.h>
#include <game/generated/client_data.h>
#include "animstate.h"
static void AnimSeqEval(ANIM_SEQUENCE *pSeq, float Time, ANIM_KEYFRAME *pFrame)
{
if(pSeq->m_NumFrames == 0)
{
pFrame->m_Time = 0;
pFrame->m_X = 0;
pFrame->m_Y = 0;
pFrame->m_Angle = 0;
}
else if(pSeq->m_NumFrames == 1)
{
*pFrame = pSeq->m_aFrames[0];
}
else
{
//time = max(0.0f, min(1.0f, time / duration)); // TODO: use clamp
ANIM_KEYFRAME *pFrame1 = 0;
ANIM_KEYFRAME *pFrame2 = 0;
float Blend = 0.0f;
// TODO: make this smarter.. binary search
for (int i = 1; i < pSeq->m_NumFrames; i++)
{
if (pSeq->m_aFrames[i-1].m_Time <= Time && pSeq->m_aFrames[i].m_Time >= Time)
{
pFrame1 = &pSeq->m_aFrames[i-1];
pFrame2 = &pSeq->m_aFrames[i];
Blend = (Time - pFrame1->m_Time) / (pFrame2->m_Time - pFrame1->m_Time);
break;
}
}
if (pFrame1 && pFrame2)
{
pFrame->m_Time = Time;
pFrame->m_X = mix(pFrame1->m_X, pFrame2->m_X, Blend);
pFrame->m_Y = mix(pFrame1->m_Y, pFrame2->m_Y, Blend);
pFrame->m_Angle = mix(pFrame1->m_Angle, pFrame2->m_Angle, Blend);
}
}
}
static void AnimAddKeyframe(ANIM_KEYFRAME *pSeq, ANIM_KEYFRAME *pAdded, float Amount)
{
pSeq->m_X += pAdded->m_X*Amount;
pSeq->m_Y += pAdded->m_Y*Amount;
pSeq->m_Angle += pAdded->m_Angle*Amount;
}
static void AnimAdd(CAnimState *pState, CAnimState *pAdded, float Amount)
{
AnimAddKeyframe(pState->GetBody(), pAdded->GetBody(), Amount);
AnimAddKeyframe(pState->GetBackFoot(), pAdded->GetBackFoot(), Amount);
AnimAddKeyframe(pState->GetFrontFoot(), pAdded->GetFrontFoot(), Amount);
AnimAddKeyframe(pState->GetAttach(), pAdded->GetAttach(), Amount);
}
void CAnimState::Set(ANIMATION *pAnim, float Time)
{
AnimSeqEval(&pAnim->m_Body, Time, &m_Body);
AnimSeqEval(&pAnim->m_BackFoot, Time, &m_BackFoot);
AnimSeqEval(&pAnim->m_FrontFoot, Time, &m_FrontFoot);
AnimSeqEval(&pAnim->m_Attach, Time, &m_Attach);
}
void CAnimState::Add(ANIMATION *pAnim, float Time, float Amount)
{
CAnimState Add;
Add.Set(pAnim, Time);
AnimAdd(this, &Add, Amount);
}
CAnimState *CAnimState::GetIdle()
{
static CAnimState State;
static bool Init = true;
if(Init)
{
State.Set(&g_pData->m_aAnimations[ANIM_BASE], 0);
State.Add(&g_pData->m_aAnimations[ANIM_IDLE], 0, 1.0f);
Init = false;
}
return &State;
}