Files
itgmania212121/stepmania/src/ModelTypes.cpp
T
Andrew Arsenault b3f472ae8c Ym2413a: Here are two files of a new feature I've wrote.
It's called Character Scaling and has been in DDR since the 1st mix.
What it does is read the dancing character's "character.ini" file and uses
attributes stored there to adjust height, width and depth of the 3D object
and animation bones thus adjusting the size of the character on screen.
2004-10-16 10:29:56 +00:00

371 lines
9.6 KiB
C++

#include "global.h"
#include "ModelTypes.h"
#include "IniFile.h"
#include "RageUtil.h"
#include "RageFile.h"
#include "RageMath.h"
#include "RageTexture.h"
#include "RageTextureManager.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "Foreach.h"
AnimatedTexture::AnimatedTexture()
{
m_iCurState = 0;
m_fSecsIntoFrame = 0;
m_bSphereMapped = false;
m_fTexVelocityX = 0;
m_fTexVelocityY = 0;
m_BlendMode = BLEND_NORMAL;
}
AnimatedTexture::~AnimatedTexture()
{
Unload();
}
void AnimatedTexture::Load( CString sTexOrIniPath )
{
ASSERT( vFrames.empty() ); // don't load more than once
m_bSphereMapped = sTexOrIniPath.Find("sphere") != -1;
if( sTexOrIniPath.Find("add") != -1 )
m_BlendMode = BLEND_ADD;
else
m_BlendMode = BLEND_NORMAL;
if( GetExtension(sTexOrIniPath).CompareNoCase("ini")==0 )
{
IniFile ini;
if( !ini.ReadFile( sTexOrIniPath ) )
RageException::Throw( "Error reading %s: %s", sTexOrIniPath.c_str(), ini.GetError().c_str() );
if( !ini.GetKey("AnimatedTexture") )
RageException::Throw( "The animated texture file '%s' doesn't contain a section called 'AnimatedTexture'.", sTexOrIniPath.c_str() );
ini.GetValue( "AnimatedTexture", "TexVelocityX", m_fTexVelocityX );
ini.GetValue( "AnimatedTexture", "TexVelocityY", m_fTexVelocityY );
for( int i=0; i<1000; i++ )
{
CString sFileKey = ssprintf( "Frame%04d", i );
CString sDelayKey = ssprintf( "Delay%04d", i );
CString sFileName;
float fDelay = 0;
if( ini.GetValue( "AnimatedTexture", sFileKey, sFileName ) &&
ini.GetValue( "AnimatedTexture", sDelayKey, fDelay ) )
{
RageTextureID ID;
ID.filename = Dirname(sTexOrIniPath) + sFileName;
ID.bStretch = true;
ID.bHotPinkColorKey = true;
ID.bMipMaps = true; // use mipmaps in Models
AnimatedTextureState state = {
TEXTUREMAN->LoadTexture( ID ),
fDelay
};
vFrames.push_back( state );
}
else
break;
}
}
else
{
RageTextureID ID;
ID.filename = sTexOrIniPath;
ID.bHotPinkColorKey = true;
ID.bStretch = true;
ID.bMipMaps = true; // use mipmaps in Models
AnimatedTextureState state = {
TEXTUREMAN->LoadTexture( ID ),
1
};
vFrames.push_back( state );
}
}
void AnimatedTexture::Update( float fDelta )
{
if( vFrames.empty() )
return;
ASSERT( m_iCurState < (int)vFrames.size() );
m_fSecsIntoFrame += fDelta;
if( m_fSecsIntoFrame > vFrames[m_iCurState].fDelaySecs )
{
m_fSecsIntoFrame -= vFrames[m_iCurState].fDelaySecs;
m_iCurState = (m_iCurState+1) % vFrames.size();
}
}
RageTexture* AnimatedTexture::GetCurrentTexture()
{
if( vFrames.empty() )
return NULL;
ASSERT( m_iCurState < (int)vFrames.size() );
return vFrames[m_iCurState].pTexture;
}
int AnimatedTexture::GetNumStates() const
{
return vFrames.size();
}
void AnimatedTexture::SetState( int iState )
{
CLAMP( iState, 0, GetNumStates()-1 );
m_iCurState = iState;
}
float AnimatedTexture::GetAnimationLengthSeconds() const
{
float fTotalSeconds = 0;
FOREACH_CONST( AnimatedTextureState, vFrames, ats )
fTotalSeconds += ats->fDelaySecs;
return fTotalSeconds;
}
void AnimatedTexture::SetSecondsIntoAnimation( float fSeconds )
{
fSeconds = fmodf( fSeconds, GetAnimationLengthSeconds() );
m_iCurState = 0;
for( unsigned i=0; i<vFrames.size(); i++ )
{
AnimatedTextureState& ats = vFrames[i];
if( fSeconds > ats.fDelaySecs )
{
fSeconds -= ats.fDelaySecs;
m_iCurState = i+1;
}
}
m_fSecsIntoFrame = fSeconds; // remainder
}
float AnimatedTexture::GetSecondsIntoAnimation() const
{
float fSeconds = 0;
for( unsigned i=0; i<vFrames.size(); i++ )
{
const AnimatedTextureState& ats = vFrames[i];
if( int(i) >= m_iCurState )
break;
fSeconds += ats.fDelaySecs;
}
fSeconds += m_fSecsIntoFrame;
return fSeconds;
}
void AnimatedTexture::Unload()
{
for(unsigned i = 0; i < vFrames.size(); ++i)
TEXTUREMAN->UnloadTexture(vFrames[i].pTexture);
vFrames.clear();
m_iCurState = 0;
m_fSecsIntoFrame = 0;
}
msMesh::msMesh()
{
ZERO( szName );
}
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;
//Ym2413a Added: Start
//Bone scaling loader.
static float fXScale = 1;
static float fYScale = 1;
static float fZScale = 1;
if( sAniName == "default" ){
IniFile ini;
if( ini.ReadFile( sDir+"character.ini" ) )
{
if ( !ini.GetValue( "Attributes", "ScaleX", fXScale ) ) {
fXScale = 1; }
if ( !ini.GetValue( "Attributes", "ScaleY", fYScale ) ) {
fYScale = 1; }
if ( !ini.GetValue( "Attributes", "ScaleZ", fZScale ) ) {
fZScale = 1; }
}
}
//Ym2413a Added: End
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;
//Ym2413a Added: Start
//Perform rescaling of bone vectors.
Position[0] = Position[0]*fXScale;
Position[1] = Position[1]*fYScale;
Position[2] = Position[2]*fZScale;
//Ym2413a Added: End
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.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/