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#ifndef NW4R_G3D_ANM_OBJ_H
#define NW4R_G3D_ANM_OBJ_H
#include <nw4r/types_nw4r.h>
#include "nw4r/g3d/g3d_obj.h"
#include "nw4r/g3d/res/g3d_resanm.h"
namespace nw4r {
namespace g3d {
/******************************************************************************
*
* AnmObj
*
******************************************************************************/
class AnmObj : public G3dObj {
NW4R_G3D_RTTI_DECL_DERIVED(AnmObj, G3dObj);
public:
enum AnmFlag {
FLAG_NEED_UPDATE = (1 << 0),
FLAG_CACHE_OBSOLETE = (1 << 1),
FLAG_ANM_BOUND = (1 << 2),
FLAG_USE_QUATERNION_ROTATION_BLEND = (1 << 3),
FLAG_USE_ACCURATE_SCALE_BLEND = (1 << 4)
};
public:
AnmObj(MEMAllocator *pAllocator, G3dObj *pParent) : G3dObj(pAllocator, pParent), mFlags(0) {}
virtual void G3dProc(u32 task, u32 param, void *pInfo) = 0; // at 0xC
virtual ~AnmObj() {} // at 0x10
virtual void SetFrame(f32 frame) = 0; // at 0x1C
virtual f32 GetFrame() const = 0; // at 0x20
virtual void UpdateFrame() = 0; // at 0x24
virtual void SetUpdateRate(f32 rate) = 0; // at 0x28
virtual f32 GetUpdateRate() const = 0; // at 0x2C
virtual bool Bind(const ResMdl mdl) = 0; // at 0x30
virtual void Release(); // at 0x34
void SetAnmFlag(AnmFlag flag, bool value);
bool TestAnmFlag(AnmFlag flag) const;
bool IsBound() const {
return TestAnmFlag(FLAG_ANM_BOUND);
}
private:
u32 mFlags; // at 0xC
};
/******************************************************************************
*
* PlayPolicy
*
******************************************************************************/
f32 PlayPolicy_Onetime(f32 start, f32 end, f32 frame);
f32 PlayPolicy_Loop(f32 start, f32 end, f32 frame);
typedef f32 (*PlayPolicyFunc)(f32 start, f32 end, f32 frame);
inline PlayPolicyFunc GetAnmPlayPolicy(AnmPolicy policy) {
static PlayPolicyFunc policyTable[ANM_POLICY_MAX] = {PlayPolicy_Onetime, PlayPolicy_Loop};
return policyTable[policy];
}
/******************************************************************************
*
* FrameCtrl
*
******************************************************************************/
class FrameCtrl {
public:
FrameCtrl(f32 start, f32 end, PlayPolicyFunc pPolicy)
: mFrame(0.0f), mUpdateRate(1.0f), mStartFrame(start), mEndFrame(end), mpPlayPolicy(pPolicy) {}
f32 GetFrm() const {
return mFrame;
}
void SetFrm(f32 frame) {
mFrame = mpPlayPolicy(mStartFrame, mEndFrame, frame);
}
void UpdateFrm() {
SetFrm(mUpdateRate * smBaseUpdateRate + mFrame);
}
f32 GetRate() const {
return mUpdateRate;
}
void SetRate(f32 rate) {
mUpdateRate = rate;
}
void SetPlayPolicy(PlayPolicyFunc func) {
mpPlayPolicy = func;
}
private:
f32 mFrame; // at 0x0
f32 mUpdateRate; // at 0x4
f32 mStartFrame; // at 0x8
f32 mEndFrame; // at 0xC
PlayPolicyFunc mpPlayPolicy; // at 0x10
static f32 smBaseUpdateRate;
};
} // namespace g3d
} // namespace nw4r
#endif
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