#pragma once
#include "AnimBlendList.h"
#include "AnimBlendNode.h"
#include "AnimBlendHierarchy.h"
enum {
// TODO
ASSOC_RUNNING = 1,
ASSOC_REPEAT = 2,
ASSOC_DELETEFADEDOUT = 4,
ASSOC_FADEOUTWHENDONE = 8,
ASSOC_PARTIAL = 0x10,
ASSOC_MOVEMENT = 0x20, // ???
ASSOC_HAS_TRANSLATION = 0x40,
ASSOC_FLAG80 = 0x80, // used for footstep sound calculation
ASSOC_FLAG100 = 0x100,
ASSOC_FLAG200 = 0x200,
ASSOC_FLAG400 = 0x400, // unused, blending it with move anims makes them stop. 0x800 in VC
ASSOC_FLAG800 = 0x800, // anims that we fall to front. 0x1000 in VC
ASSOC_HAS_X_TRANSLATION = 0x1000,
// 0x2000 is vehicle anims in VC
};
// Anim hierarchy associated with a clump
// Holds the interpolated state of all nodes.
// Also used as template for other clumps.
class CAnimBlendAssociation
{
public:
enum {
// callbackType
CB_NONE,
CB_FINISH,
CB_DELETE
};
CAnimBlendLink link;
int16 numNodes; // taken from CAnimBlendClumpData::numFrames
int16 groupId; // ID of CAnimBlendAssocGroup this is in
// NB: Order of these depends on order of nodes in Clump this was built from
CAnimBlendNode *nodes;
CAnimBlendHierarchy *hierarchy;
float blendAmount;
float blendDelta; // how much blendAmount changes over time
float currentTime;
float speed;
float timeStep;
int16 animId;
int16 flags;
int32 callbackType;
void (*callback)(CAnimBlendAssociation*, void*);
void *callbackArg;
bool IsRunning(void) { return !!(flags & ASSOC_RUNNING); }
bool IsRepeating(void) { return !!(flags & ASSOC_REPEAT); }
bool IsPartial(void) { return !!(flags & ASSOC_PARTIAL); }
bool IsMovement(void) { return !!(flags & ASSOC_MOVEMENT); }
bool HasTranslation(void) { return !!(flags & ASSOC_HAS_TRANSLATION); }
bool HasXTranslation(void) { return !!(flags & ASSOC_HAS_X_TRANSLATION); }
float GetBlendAmount(float weight) { return IsPartial() ? blendAmount : blendAmount*weight; }
CAnimBlendNode *GetNode(int i) { return &nodes[i]; }
CAnimBlendAssociation(void);
CAnimBlendAssociation(CAnimBlendAssociation &other);
virtual ~CAnimBlendAssociation(void);
void AllocateAnimBlendNodeArray(int n);
void FreeAnimBlendNodeArray(void);
void Init(RpClump *clump, CAnimBlendHierarchy *hier);
void Init(CAnimBlendAssociation &assoc);
void SetBlend(float amount, float delta);
void SetFinishCallback(void (*callback)(CAnimBlendAssociation*, void*), void *arg);
void SetDeleteCallback(void (*callback)(CAnimBlendAssociation*, void*), void *arg);
void SetCurrentTime(float time);
void SyncAnimation(CAnimBlendAssociation *other);
void Start(float time);
bool UpdateTime(float timeDelta, float relSpeed);
bool UpdateBlend(float timeDelta);
void SetRun(void) { flags |= ASSOC_RUNNING; }
inline float GetTimeLeft() { return hierarchy->totalLength - currentTime; }
static CAnimBlendAssociation *FromLink(CAnimBlendLink *l) {
return (CAnimBlendAssociation*)((uint8*)l - offsetof(CAnimBlendAssociation, link));
}
};