360 lines
10 KiB
C++
Executable File
360 lines
10 KiB
C++
Executable File
#ifndef RC_ACTOR_ANIMATION_H_INCLUDED
|
|
#define RC_ACTOR_ANIMATION_H_INCLUDED
|
|
|
|
//set actor animation [TODO]
|
|
int rc_createActorAnimation(int actor, int start_frame, int end_frame, double speed)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return -1;
|
|
|
|
rc_actor_animation_obj animation;
|
|
animation.active = true;
|
|
animation.start_frame = start_frame;
|
|
animation.end_frame = end_frame;
|
|
animation.fps = speed;
|
|
animation.frame_swap_time = 1000/speed;
|
|
|
|
int animation_id = rc_actor[actor].animation.size();
|
|
|
|
if(rc_actor[actor].deleted_animation.size() > 0)
|
|
{
|
|
animation_id = rc_actor[actor].deleted_animation[0];
|
|
rc_actor[actor].deleted_animation.erase(0);
|
|
rc_actor[actor].animation[animation_id] = animation;
|
|
}
|
|
else
|
|
rc_actor[actor].animation.push_back(animation);
|
|
|
|
return animation_id;
|
|
}
|
|
|
|
void rc_deleteActorAnimation(int actor, int animation)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return;
|
|
|
|
if(animation < 0 || animation >= rc_actor[actor].animation.size())
|
|
return;
|
|
|
|
if(!rc_actor[actor].animation[animation].active)
|
|
return;
|
|
|
|
rc_actor[actor].animation[animation].active = false;
|
|
rc_actor[actor].deleted_animation.push_back(animation);
|
|
}
|
|
|
|
void rc_setActorAnimation(int actor, int animation, int num_loops)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return;
|
|
|
|
if(animation < 0 || animation >= rc_actor[actor].animation.size())
|
|
return;
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
int start_frame = rc_actor[actor].animation[animation].start_frame;
|
|
int end_frame = rc_actor[actor].animation[animation].end_frame;
|
|
rc_actor[actor].current_animation = animation;
|
|
rc_actor[actor].current_animation_loop = 0;
|
|
rc_actor[actor].num_animation_loops = num_loops;
|
|
rc_actor[actor].isPlaying = true;
|
|
node->setCurrentFrame(start_frame);
|
|
node->setFrameLoop((irr::s32)start_frame, (irr::s32)end_frame );
|
|
node->setAnimationSpeed(rc_actor[actor].animation[animation].fps);
|
|
break;
|
|
}
|
|
}
|
|
|
|
int rc_getActorCurrentAnimation(int actor)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return -1;
|
|
|
|
return rc_actor[actor].current_animation;
|
|
}
|
|
|
|
int rc_numActorAnimationLoops(int actor)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return -1;
|
|
|
|
return rc_actor[actor].num_animation_loops;
|
|
}
|
|
|
|
bool rc_actorAnimationIsPlaying(int actor)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return -1;
|
|
|
|
return rc_actor[actor].isPlaying;
|
|
}
|
|
|
|
void rc_setActorMD2Animation(int actor, int md2_animation, int num_loops)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return;
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
node->setMD2Animation( (irr::scene::EMD2_ANIMATION_TYPE) md2_animation );
|
|
|
|
//int start_frame = node->getStartFrame();
|
|
//int end_frame = node->getEndFrame();
|
|
rc_actor[actor].current_animation = RC_ANIMATION_MD2;
|
|
rc_actor[actor].current_animation_loop = 0;
|
|
rc_actor[actor].num_animation_loops = num_loops;
|
|
rc_actor[actor].isPlaying = true;
|
|
//node->setCurrentFrame(start_frame);
|
|
//node->setFrameLoop((irr::s32)start_frame, (irr::s32)end_frame ); //setMD2Animation() does this for me
|
|
node->setAnimationSpeed(node->getMesh()->getAnimationSpeed());
|
|
break;
|
|
}
|
|
}
|
|
|
|
void rc_setActorMD2AnimationByName(int actor, std::string animation_name, int num_loops)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return;
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
node->setMD2Animation( animation_name.c_str() );
|
|
|
|
//int start_frame = node->getStartFrame();
|
|
//int end_frame = node->getEndFrame();
|
|
rc_actor[actor].current_animation = RC_ANIMATION_MD2;
|
|
rc_actor[actor].current_animation_loop = 0;
|
|
rc_actor[actor].num_animation_loops = num_loops;
|
|
rc_actor[actor].isPlaying = true;
|
|
//node->setCurrentFrame(start_frame);
|
|
//node->setFrameLoop((irr::s32)start_frame, (irr::s32)end_frame ); //setMD2Animation() does this for me
|
|
//node->setAnimationSpeed(node->getMesh()->getAnimationSpeed());
|
|
break;
|
|
}
|
|
}
|
|
|
|
int rc_getActorAnimationStartFrame(int actor, int animation)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return 0;
|
|
|
|
if(animation < 0 || animation >= rc_actor[actor].animation.size())
|
|
return 0;
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
if(rc_actor[actor].current_animation == animation)
|
|
{
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
return node->getStartFrame();
|
|
}
|
|
else
|
|
{
|
|
return rc_actor[actor].animation[animation].start_frame;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int rc_getActorAnimationEndFrame(int actor, int animation)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return 0;
|
|
|
|
if(animation < 0 || animation >= rc_actor[actor].animation.size())
|
|
return 0;
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
if(rc_actor[actor].current_animation == animation)
|
|
{
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
return node->getEndFrame();
|
|
}
|
|
else
|
|
{
|
|
return rc_actor[actor].animation[animation].end_frame;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int rc_getActorFrame(int actor)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return 0;
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
return node->getFrameNr();
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//set actor animation speed
|
|
void rc_setActorAnimationSpeed(int actor, int animation, double speed)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return;
|
|
|
|
if(animation < 0 || animation >= rc_actor[actor].animation.size())
|
|
return;
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
rc_actor[actor].animation[animation].fps = speed;
|
|
|
|
if(animation == rc_actor[actor].current_animation)
|
|
{
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
node->setAnimationSpeed( (irr::f32)speed );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
double rc_getActorAnimationSpeed(int actor, int animation)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return 0;
|
|
|
|
if(animation < 0 || animation >= rc_actor[actor].animation.size())
|
|
return 0;
|
|
|
|
return rc_actor[actor].animation[animation].fps;
|
|
}
|
|
|
|
void rc_setActorFrame(int actor, int frame)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return;
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
rc_actor[actor].animation[0].start_frame = frame;
|
|
rc_actor[actor].animation[0].end_frame = frame;
|
|
rc_actor[actor].animation[0].fps = 0;
|
|
rc_actor[actor].current_animation_loop = 0;
|
|
rc_actor[actor].isPlaying = true;
|
|
rc_actor[actor].current_animation = 0;
|
|
node->setCurrentFrame(frame);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void rc_setActorAnimationFrames(int actor, int animation, int start_frame, int end_frame)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return;
|
|
|
|
if(animation < 0 || animation >= rc_actor[actor].animation.size())
|
|
return;
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
rc_actor[actor].animation[animation].start_frame = start_frame;
|
|
rc_actor[actor].animation[animation].end_frame = end_frame;
|
|
|
|
if(animation == rc_actor[actor].current_animation)
|
|
{
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
node->setFrameLoop(start_frame, end_frame);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
void rc_startActorTransition(int actor, double frame, double transition_time)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return;
|
|
|
|
if(rc_actor[actor].transition)
|
|
return;
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
node->setTransitionTime(transition_time);
|
|
//node->setJointMode(irr::scene::EJUOR_CONTROL); //This is actually called in setTransitionTime()
|
|
node->setCurrentFrame(frame);
|
|
rc_actor[actor].transition_frame = frame;
|
|
rc_actor[actor].transition = true;
|
|
rc_actor[actor].transition_time = transition_time;
|
|
rc_actor[actor].transition_start_time = ((double)SDL_GetTicks())/1000.0;
|
|
rc_actor[actor].current_animation = RC_ANIMATION_TRANSITION;
|
|
rc_transition_actor.push_back(actor);
|
|
}
|
|
}
|
|
|
|
double rc_getActorTransitionTime(int actor)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return 0;
|
|
|
|
if(rc_actor[actor].transition)
|
|
return rc_actor[actor].transition_time;
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
void rc_stopActorTransition(int actor)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return;
|
|
|
|
|
|
switch(rc_actor[actor].node_type)
|
|
{
|
|
case RC_NODE_TYPE_MESH:
|
|
irr::scene::IAnimatedMeshSceneNode* node = (irr::scene::IAnimatedMeshSceneNode*)rc_actor[actor].mesh_node;
|
|
node->setTransitionTime(0);
|
|
node->setJointMode(irr::scene::EJUOR_NONE);
|
|
rc_actor[actor].transition = false;
|
|
rc_actor[actor].transition_time = 0;
|
|
|
|
rc_setActorFrame(actor, rc_actor[actor].transition_frame);
|
|
|
|
for(int i = 0; i < rc_transition_actor.size();)
|
|
{
|
|
if(rc_transition_actor[i] == actor)
|
|
{
|
|
rc_transition_actor.erase(i);
|
|
}
|
|
else
|
|
i++;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool rc_actorIsInTransition(int actor)
|
|
{
|
|
if(actor < 0 || actor >= rc_actor.size())
|
|
return false;
|
|
|
|
return rc_actor[actor].transition;
|
|
}
|
|
|
|
|
|
#endif // RC_ACTOR_ANIMATION_H_INCLUDED
|