move most of Model::LoadMilkshapeAsciiBones into msAnimation::LoadMilkshapeAsciiBones

This commit is contained in:
Glenn Maynard
2004-08-19 08:29:16 +00:00
parent bbc55a3a1a
commit 6fec08bba8
3 changed files with 149 additions and 130 deletions
+140
View File
@@ -2,6 +2,8 @@
#include "ModelTypes.h"
#include "IniFile.h"
#include "RageUtil.h"
#include "RageFile.h"
#include "RageMath.h"
#include "RageTexture.h"
#include "RageTextureManager.h"
#include "RageLog.h"
@@ -177,6 +179,144 @@ msMesh::~msMesh()
{
}
#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: '%s'", sPath.c_str(), iLineNum, sLine.c_str() )
bool msAnimation::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
{
FixSlashesInPlace(sPath);
const CString sDir = Dirname( sPath );
RageFile f;
if ( !f.Open(sPath) )
RageException::Throw( "Model:: Could not open \"%s\": %s", sPath.c_str(), f.GetError().c_str() );
CString sLine;
int iLineNum = 0;
msAnimation &Animation = *this;
bool bLoaded = false;
while( f.GetLine( sLine ) > 0 )
{
iLineNum++;
if (!strncmp (sLine, "//", 2))
continue;
//
// bones
//
int nNumBones = 0;
if( sscanf (sLine, "Bones: %d", &nNumBones) != 1 )
continue;
char szName[MS_MAX_NAME];
Animation.Bones.resize( nNumBones );
for( int i = 0; i < nNumBones; i++ )
{
msBone& Bone = Animation.Bones[i];
// name
if( f.GetLine( sLine ) <= 0 )
THROW;
if (sscanf (sLine, "\"%[^\"]\"", szName) != 1)
THROW;
strcpy( Bone.szName, szName );
// parent
if( f.GetLine( sLine ) <= 0 )
THROW;
strcpy (szName, "");
sscanf (sLine, "\"%[^\"]\"", szName);
strcpy( Bone.szParentName, szName );
// flags, position, rotation
RageVector3 Position, Rotation;
if( f.GetLine( sLine ) <= 0 )
THROW;
int nFlags;
if (sscanf (sLine, "%d %f %f %f %f %f %f",
&nFlags,
&Position[0], &Position[1], &Position[2],
&Rotation[0], &Rotation[1], &Rotation[2]) != 7)
{
THROW;
}
Rotation = RadianToDegree(Rotation);
Bone.nFlags = nFlags;
memcpy( &Bone.Position, &Position, sizeof(Bone.Position) );
memcpy( &Bone.Rotation, &Rotation, sizeof(Bone.Rotation) );
// position key count
if( f.GetLine( sLine ) <= 0 )
THROW;
int nNumPositionKeys = 0;
if (sscanf (sLine, "%d", &nNumPositionKeys) != 1)
THROW;
Bone.PositionKeys.resize( nNumPositionKeys );
for( int j = 0; j < nNumPositionKeys; ++j )
{
if( f.GetLine( sLine ) <= 0 )
THROW;
float fTime;
if (sscanf (sLine, "%f %f %f %f", &fTime, &Position[0], &Position[1], &Position[2]) != 4)
THROW;
msPositionKey key;
key.fTime = fTime;
key.Position = RageVector3( Position[0], Position[1], Position[2] );
Bone.PositionKeys[j] = key;
}
// rotation key count
if( f.GetLine( sLine ) <= 0 )
THROW;
int nNumRotationKeys = 0;
if (sscanf (sLine, "%d", &nNumRotationKeys) != 1)
THROW;
Bone.RotationKeys.resize( nNumRotationKeys );
for( int j = 0; j < nNumRotationKeys; ++j )
{
if( f.GetLine( sLine ) <= 0 )
THROW;
float fTime;
if (sscanf (sLine, "%f %f %f %f", &fTime, &Rotation[0], &Rotation[1], &Rotation[2]) != 4)
THROW;
Rotation = RadianToDegree(Rotation);
msRotationKey key;
key.fTime = fTime;
key.Rotation = RageVector3( Rotation[0], Rotation[1], Rotation[2] );
Bone.RotationKeys[j] = key;
}
}
// Ignore "Frames:" in file. Calculate it ourself
Animation.nTotalFrames = 0;
for( int i = 0; i < (int)Animation.Bones.size(); i++ )
{
msBone& Bone = Animation.Bones[i];
for( unsigned j = 0; j < Bone.PositionKeys.size(); ++j )
Animation.nTotalFrames = max( Animation.nTotalFrames, (int)Bone.PositionKeys[j].fTime );
for( unsigned j = 0; j < Bone.RotationKeys.size(); ++j )
Animation.nTotalFrames = max( Animation.nTotalFrames, (int)Bone.RotationKeys[j].fTime );
}
}
return bLoaded;
}
/*
* (c) 2003-2004 Chris Danford
* All rights reserved.