mirror of https://github.com/AxioDL/metaforce.git
256 lines
11 KiB
C++
256 lines
11 KiB
C++
#pragma once
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#include <memory>
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#include <set>
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#include <vector>
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#include "Runtime/CToken.hpp"
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#include "Runtime/RetroTypes.hpp"
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#include "Runtime/rstl.hpp"
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#include "Runtime/Character/CAdditiveAnimPlayback.hpp"
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#include "Runtime/Character/CAnimPlaybackParms.hpp"
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#include "Runtime/Character/CCharLayoutInfo.hpp"
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#include "Runtime/Character/CCharacterFactory.hpp"
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#include "Runtime/Character/CCharacterInfo.hpp"
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#include "Runtime/Character/CHierarchyPoseBuilder.hpp"
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#include "Runtime/Character/CParticleDatabase.hpp"
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#include "Runtime/Character/CPoseAsTransforms.hpp"
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#include "Runtime/Character/IAnimReader.hpp"
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#include "Runtime/Graphics/CSkinnedModel.hpp"
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#include <zeus/CAABox.hpp>
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#include <zeus/CQuaternion.hpp>
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#include <zeus/CVector3f.hpp>
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enum class EUserEventType {
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Projectile = 0,
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EggLay = 1,
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LoopedSoundStop = 2,
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AlignTargetPos = 3,
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AlignTargetRot = 4,
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ChangeMaterial = 5,
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Delete = 6,
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GenerateEnd = 7,
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DamageOn = 8,
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DamageOff = 9,
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AlignTargetPosStart = 10,
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DeGenerate = 11,
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Landing = 12,
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TakeOff = 13,
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FadeIn = 14,
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FadeOut = 15,
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ScreenShake = 16,
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BeginAction = 17,
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EndAction = 18,
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BecomeRagDoll = 19,
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IkLock = 20,
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IkRelease = 21,
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BreakLockOn = 22,
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BecomeShootThrough = 23,
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RemoveCollision = 24,
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ObjectPickUp = 25,
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ObjectDrop = 26,
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EventStart = 27,
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EventStop = 28,
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Activate = 29,
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Deactivate = 30,
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SoundPlay = 31,
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SoundStop = 32,
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EffectOn = 33,
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EffectOff = 34
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};
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namespace metaforce {
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class CAnimTreeNode;
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class CAnimationManager;
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class CBoolPOINode;
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class CCharAnimTime;
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class CCharLayoutInfo;
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class CInt32POINode;
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class CModel;
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class CMorphableSkinnedModel;
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class CParticlePOINode;
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class CPrimitive;
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class CRandom16;
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class CSegIdList;
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class CSegStatementSet;
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class CSkinRules;
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class CSoundPOINode;
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class CStateManager;
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class CTransitionManager;
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class CVertexMorphEffect;
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class IAnimReader;
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class IMetaAnim;
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struct CAnimSysContext;
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struct CModelFlags;
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struct SAdvancementDeltas;
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struct SAdvancementResults;
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class CAnimData {
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friend class CModelData;
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friend class CActor;
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friend class CPlayerGun;
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friend class CGrappleArm;
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friend class CWallCrawlerSwarm;
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public:
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enum class EAnimDir { Forward, Backward };
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private:
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TLockedToken<CCharacterFactory> x0_charFactory;
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CCharacterInfo xc_charInfo;
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TLockedToken<CCharLayoutInfo> xcc_layoutData;
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TLockedToken<CSkinnedModel> xd8_modelData;
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TLockedToken<CMorphableSkinnedModel> xe4_iceModelData;
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std::shared_ptr<CSkinnedModel> xf4_xrayModel;
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std::shared_ptr<CSkinnedModel> xf8_infraModel;
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std::shared_ptr<CAnimSysContext> xfc_animCtx;
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std::shared_ptr<CAnimationManager> x100_animMgr;
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EAnimDir x104_animDir = EAnimDir::Forward;
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zeus::CAABox x108_aabb;
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CParticleDatabase x120_particleDB;
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CAssetId x1d8_selfId;
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zeus::CVector3f x1dc_alignPos;
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zeus::CQuaternion x1e8_alignRot;
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std::shared_ptr<CAnimTreeNode> x1f8_animRoot;
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std::shared_ptr<CTransitionManager> x1fc_transMgr;
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float x200_speedScale = 1.f;
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s32 x204_charIdx;
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s32 x208_defaultAnim;
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u32 x20c_passedBoolCount = 0;
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u32 x210_passedIntCount = 0;
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u32 x214_passedParticleCount = 0;
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u32 x218_passedSoundCount = 0;
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s32 x21c_particleLightIdx = 0;
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bool x220_24_animating : 1 = false;
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bool x220_25_loop : 1 = false;
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bool x220_26_aligningPos : 1 = false;
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bool x220_27_ : 1 = false;
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bool x220_28_ : 1 = false;
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bool x220_29_animationJustStarted : 1 = false;
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bool x220_30_poseBuilt : 1 = false;
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bool x220_31_poseCached : 1 = false;
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CPoseAsTransforms x224_pose;
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CHierarchyPoseBuilder x2fc_poseBuilder;
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CAnimPlaybackParms x40c_playbackParms;
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rstl::reserved_vector<std::pair<s32, CAdditiveAnimPlayback>, 8> x434_additiveAnims;
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static rstl::reserved_vector<CBoolPOINode, 8> g_BoolPOINodes;
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static rstl::reserved_vector<CInt32POINode, 16> g_Int32POINodes;
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static rstl::reserved_vector<CParticlePOINode, 20> g_ParticlePOINodes;
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static rstl::reserved_vector<CSoundPOINode, 20> g_SoundPOINodes;
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static rstl::reserved_vector<CInt32POINode, 16> g_TransientInt32POINodes;
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int m_drawInstCount;
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public:
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CAnimData(CAssetId, const CCharacterInfo& character, int defaultAnim, int charIdx, bool loop,
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TLockedToken<CCharLayoutInfo> layout, TToken<CSkinnedModel> model,
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const std::optional<TToken<CMorphableSkinnedModel>>& iceModel, const std::weak_ptr<CAnimSysContext>& ctx,
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std::shared_ptr<CAnimationManager> animMgr, std::shared_ptr<CTransitionManager> transMgr,
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TLockedToken<CCharacterFactory> charFactory, int drawInstCount);
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void SetParticleEffectState(std::string_view effectName, bool active, CStateManager& mgr);
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void InitializeEffects(CStateManager& mgr, TAreaId aId, const zeus::CVector3f& scale);
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CAssetId GetEventResourceIdForAnimResourceId(CAssetId id) const;
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void AddAdditiveSegData(const CSegIdList& list, CSegStatementSet& stSet);
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static SAdvancementResults AdvanceAdditiveAnim(std::shared_ptr<CAnimTreeNode>& anim, const CCharAnimTime& time);
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SAdvancementDeltas AdvanceAdditiveAnims(float dt);
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SAdvancementDeltas UpdateAdditiveAnims(float dt);
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bool IsAdditiveAnimation(s32 idx) const;
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bool IsAdditiveAnimationAdded(s32 idx) const;
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const std::shared_ptr<CAnimTreeNode>& GetRootAnimationTree() const { return x1f8_animRoot; }
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const std::shared_ptr<CAnimTreeNode>& GetAdditiveAnimationTree(s32 idx) const;
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bool IsAdditiveAnimationActive(s32 idx) const;
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void DelAdditiveAnimation(s32 idx);
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void AddAdditiveAnimation(s32 idx, float weight, bool active, bool fadeOut);
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float GetAdditiveAnimationWeight(s32 idx) const;
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std::shared_ptr<CAnimationManager> GetAnimationManager();
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const CCharacterInfo& GetCharacterInfo() const { return xc_charInfo; }
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const CCharLayoutInfo& GetCharLayoutInfo() const { return *xcc_layoutData.GetObj(); }
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void SetPhase(float ph);
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void Touch(const CSkinnedModel& model, int shaderIdx) const;
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SAdvancementDeltas GetAdvancementDeltas(const CCharAnimTime& a, const CCharAnimTime& b) const;
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CCharAnimTime GetTimeOfUserEvent(EUserEventType type, const CCharAnimTime& time) const;
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void MultiplyPlaybackRate(float mul);
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void SetPlaybackRate(float set);
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void SetRandomPlaybackRate(CRandom16& r);
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void CalcPlaybackAlignmentParms(const CAnimPlaybackParms& parms, const std::shared_ptr<CAnimTreeNode>& node);
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zeus::CTransform GetLocatorTransform(CSegId id, const CCharAnimTime* time) const;
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zeus::CTransform GetLocatorTransform(std::string_view name, const CCharAnimTime* time) const;
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bool IsAnimTimeRemaining(float rem, std::string_view name) const;
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float GetAnimTimeRemaining(std::string_view name) const;
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float GetAnimationDuration(int animIn) const;
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bool GetIsLoop() const { return x220_25_loop; }
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void EnableLooping(bool val) {
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x220_25_loop = val;
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x220_24_animating = true;
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}
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void EnableAnimation(bool val) { x220_24_animating = val; }
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bool IsAnimating() const { return x220_24_animating; }
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void SetAnimDir(EAnimDir dir) { x104_animDir = dir; }
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std::shared_ptr<CAnimSysContext> GetAnimSysContext() const;
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std::shared_ptr<CAnimationManager> GetAnimationManager() const;
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void RecalcPoseBuilder(const CCharAnimTime* time);
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void RenderAuxiliary(const zeus::CFrustum& frustum) const;
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void Render(CSkinnedModel& model, const CModelFlags& drawFlags, const std::optional<CVertexMorphEffect>& morphEffect,
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const float* morphMagnitudes);
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void SetupRender(CSkinnedModel& model, const CModelFlags& drawFlags,
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const std::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes);
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static void DrawSkinnedModel(CSkinnedModel& model, const CModelFlags& flags);
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void PreRender();
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void BuildPose();
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const CPoseAsTransforms& GetPose() const { return x224_pose; }
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static void PrimitiveSetToTokenVector(const std::set<CPrimitive>& primSet, std::vector<CToken>& tokensOut,
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bool preLock);
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void GetAnimationPrimitives(const CAnimPlaybackParms& parms, std::set<CPrimitive>& primsOut) const;
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void SetAnimation(const CAnimPlaybackParms& parms, bool noTrans);
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SAdvancementDeltas DoAdvance(float dt, bool& suspendParticles, CRandom16& random, bool advTree);
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SAdvancementDeltas Advance(float dt, const zeus::CVector3f& scale, CStateManager& stateMgr, TAreaId aid,
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bool advTree);
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SAdvancementDeltas AdvanceIgnoreParticles(float dt, CRandom16& random, bool advTree);
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void AdvanceAnim(CCharAnimTime& time, zeus::CVector3f& offset, zeus::CQuaternion& quat);
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void SetXRayModel(const TLockedToken<CModel>& model, const TLockedToken<CSkinRules>& skinRules);
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std::shared_ptr<CSkinnedModel> GetXRayModel() const { return xf4_xrayModel; }
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void SetInfraModel(const TLockedToken<CModel>& model, const TLockedToken<CSkinRules>& skinRules);
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std::shared_ptr<CSkinnedModel> GetInfraModel() const { return xf8_infraModel; }
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TLockedToken<CSkinnedModel>& GetModelData() { return xd8_modelData; }
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const TLockedToken<CSkinnedModel>& GetModelData() const { return xd8_modelData; }
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static void PoseSkinnedModel(CSkinnedModel& model, const CPoseAsTransforms& pose, const CModelFlags& drawFlags,
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const std::optional<CVertexMorphEffect>& morphEffect, const float* morphMagnitudes);
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void AdvanceParticles(const zeus::CTransform& xf, float dt, const zeus::CVector3f&, CStateManager& stateMgr);
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float GetAverageVelocity(int animIn) const;
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void ResetPOILists();
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CSegId GetLocatorSegId(std::string_view name) const;
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zeus::CAABox GetBoundingBox(const zeus::CTransform& xf) const;
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zeus::CAABox GetBoundingBox() const;
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void SubstituteModelData(const TCachedToken<CSkinnedModel>& model);
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static void FreeCache();
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static void InitializeCache();
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CHierarchyPoseBuilder& PoseBuilder() { return x2fc_poseBuilder; }
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const CHierarchyPoseBuilder& GetPoseBuilder() const { return x2fc_poseBuilder; }
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const CParticleDatabase& GetParticleDB() const { return x120_particleDB; }
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CParticleDatabase& GetParticleDB() { return x120_particleDB; }
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void SetParticleCEXTValue(std::string_view name, int idx, float value);
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float GetSpeedScale() const { return x200_speedScale; }
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u32 GetPassedBoolPOICount() const { return x20c_passedBoolCount; }
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u32 GetPassedIntPOICount() const { return x210_passedIntCount; }
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u32 GetPassedParticlePOICount() const { return x214_passedParticleCount; }
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u32 GetPassedSoundPOICount() const { return x218_passedSoundCount; }
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s32 GetCharacterIndex() const { return x204_charIdx; }
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u16 GetDefaultAnimation() const { return x208_defaultAnim; }
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TLockedToken<CMorphableSkinnedModel>& GetIceModel() { return xe4_iceModelData; }
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const TLockedToken<CMorphableSkinnedModel>& GetIceModel() const { return xe4_iceModelData; }
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void SetParticleLightIdx(s32 idx) { x21c_particleLightIdx = idx; }
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void MarkPoseDirty() { x220_30_poseBuilt = false; }
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};
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} // namespace metaforce
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