#ifndef NW4R_G3D_ANM_OBJ_H #define NW4R_G3D_ANM_OBJ_H #include #include "nw4r/g3d/g3d_obj.h" #include "nw4r/g3d/res/g3d_resanm.h" namespace nw4r { namespace g3d { /****************************************************************************** * * AnmObj * ******************************************************************************/ class AnmObj : public G3dObj { NW4R_G3D_RTTI_DECL_DERIVED(AnmObj, G3dObj); public: enum AnmFlag { FLAG_NEED_UPDATE = (1 << 0), FLAG_CACHE_OBSOLETE = (1 << 1), FLAG_ANM_BOUND = (1 << 2), FLAG_USE_QUATERNION_ROTATION_BLEND = (1 << 3), FLAG_USE_ACCURATE_SCALE_BLEND = (1 << 4) }; public: AnmObj(MEMAllocator *pAllocator, G3dObj *pParent) : G3dObj(pAllocator, pParent), mFlags(0) {} virtual void G3dProc(u32 task, u32 param, void *pInfo) = 0; // at 0xC virtual ~AnmObj() {} // at 0x10 virtual void SetFrame(f32 frame) = 0; // at 0x1C virtual f32 GetFrame() const = 0; // at 0x20 virtual void UpdateFrame() = 0; // at 0x24 virtual void SetUpdateRate(f32 rate) = 0; // at 0x28 virtual f32 GetUpdateRate() const = 0; // at 0x2C virtual bool Bind(const ResMdl mdl) = 0; // at 0x30 virtual void Release(); // at 0x34 void SetAnmFlag(AnmFlag flag, bool value); bool TestAnmFlag(AnmFlag flag) const; bool IsBound() const { return TestAnmFlag(FLAG_ANM_BOUND); } private: u32 mFlags; // at 0xC }; /****************************************************************************** * * PlayPolicy * ******************************************************************************/ f32 PlayPolicy_Onetime(f32 start, f32 end, f32 frame); f32 PlayPolicy_Loop(f32 start, f32 end, f32 frame); typedef f32 (*PlayPolicyFunc)(f32 start, f32 end, f32 frame); inline PlayPolicyFunc GetAnmPlayPolicy(AnmPolicy policy) { static PlayPolicyFunc policyTable[ANM_POLICY_MAX] = {PlayPolicy_Onetime, PlayPolicy_Loop}; return policyTable[policy]; } /****************************************************************************** * * FrameCtrl * ******************************************************************************/ class FrameCtrl { public: FrameCtrl(f32 start, f32 end, PlayPolicyFunc pPolicy) : mFrame(0.0f), mUpdateRate(1.0f), mStartFrame(start), mEndFrame(end), mpPlayPolicy(pPolicy) {} f32 GetFrm() const { return mFrame; } void SetFrm(f32 frame) { mFrame = mpPlayPolicy(mStartFrame, mEndFrame, frame); } void UpdateFrm() { SetFrm(mUpdateRate * smBaseUpdateRate + mFrame); } f32 GetRate() const { return mUpdateRate; } void SetRate(f32 rate) { mUpdateRate = rate; } void SetPlayPolicy(PlayPolicyFunc func) { mpPlayPolicy = func; } private: f32 mFrame; // at 0x0 f32 mUpdateRate; // at 0x4 f32 mStartFrame; // at 0x8 f32 mEndFrame; // at 0xC PlayPolicyFunc mpPlayPolicy; // at 0x10 static f32 smBaseUpdateRate; }; } // namespace g3d } // namespace nw4r #endif