Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
176 lines
4.4 KiB
C++
176 lines
4.4 KiB
C++
// Z3DAnimationController.cpp: implementation of the CZ3DAnimationController class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "Z3DAnimationController.h"
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#include "misc.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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void Z3DAnimationController::GetInterpolatedKeyframe(float t, vector3 &v, quaternion &q)
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{
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static int i;
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static float f;
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// over-the-end-of-the-data
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if( t < m_pPosKeys[0].tick )
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{
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v = m_pPosKeys[0].pos;
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}
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else if( t >= m_pPosKeys[m_sPosKeyCount-1].tick ) // require pos-keyframe past the end of the data
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{
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v = m_pPosKeys[m_sPosKeyCount-1].pos;
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}
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else // do interpolation for inbetween keyframe
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{
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for( i = 0; i < m_sPosKeyCount-1; i++ ) // last item was processed by above portion of code
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{
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if( m_pPosKeys[i].tick == t )
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{
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v = m_pPosKeys[i].pos;
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break;
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}
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else if( m_pPosKeys[i].tick < t && t < m_pPosKeys[i+1].tick )
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{
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f = (float)(t - m_pPosKeys[i].tick) /
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(float)(m_pPosKeys[i+1].tick - m_pPosKeys[i].tick);
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z3d::VectorLerp( v, m_pPosKeys[i].pos, m_pPosKeys[i+1].pos, f );
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break;
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}
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}
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}
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if( t < m_pRotKeys[0].tick )
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{
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q = m_pRotKeys[0].rot;
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}
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else if( t >= m_pRotKeys[m_sRotKeyCount-1].tick ) // require rot-keyframe past the end of the data
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{
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q = m_pRotKeys[m_sRotKeyCount-1].rot;
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}
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else
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{
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for( i = 0; i < m_sRotKeyCount-1; i++ ) // last item was processed by above portion of code
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{
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if( m_pRotKeys[i].tick == t )
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{
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q = m_pRotKeys[i].rot;
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break;
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}
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else if( m_pRotKeys[i].tick < t && t < m_pRotKeys[i+1].tick )
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{
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f = (float)(t - m_pRotKeys[i].tick) /
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(float)(m_pRotKeys[i+1].tick - m_pRotKeys[i].tick);
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z3d::QuaternionSlerp( q, m_pRotKeys[i].rot, m_pRotKeys[i+1].rot, f );
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break;
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}
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}
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}
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}
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// 이동값에 대해서만 이전 프레임과의 차이값을 반환한다.(회전은 GetInterpol..과 같음)
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void Z3DAnimationController::GetDifferentiatedKeyframe( float t, float t_prev, vector3& vDiff,
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quaternion& q )
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{
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static int i;
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static float f;
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vector3 v1, v2;
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// 위치값 증감치 계산 - 현재 프레임의 위치값을 v1에 저장
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if( t < m_pPosKeys[0].tick )
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{
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v1 = m_pPosKeys[0].pos;
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}
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else if( t >= m_pPosKeys[m_sPosKeyCount-1].tick ) // require pos-keyframe past the end of the data
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{
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v1 = m_pPosKeys[m_sPosKeyCount-1].pos;
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}
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else // do interpolation for inbetween keyframe
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{
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for( i = 0; i < m_sPosKeyCount-1; i++ ) // last item was processed by above portion of code
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{
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if( m_pPosKeys[i].tick == t )
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{
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v1 = m_pPosKeys[i].pos;
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break;
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}
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else if( m_pPosKeys[i].tick < t && t < m_pPosKeys[i+1].tick )
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{
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f = (float)(t - m_pPosKeys[i].tick) /
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(float)(m_pPosKeys[i+1].tick - m_pPosKeys[i].tick);
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z3d::VectorLerp( v1, m_pPosKeys[i].pos, m_pPosKeys[i+1].pos, f );
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break;
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}
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}
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}
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// 현재 틱 바로 앞의 틱에 대한 값을 v2에 저장
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if( t_prev < m_pPosKeys[0].tick )
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{
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v2 = m_pPosKeys[0].pos;
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}
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else if( t_prev >= m_pPosKeys[m_sPosKeyCount-1].tick ) // require pos-keyframe past the end of the data
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{
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v2 = m_pPosKeys[m_sPosKeyCount-1].pos;
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}
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else // do interpolation for inbetween keyframe
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{
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for( i = 0; i < m_sPosKeyCount-1; i++ ) // last item was processed by above portion of code
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{
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if( m_pPosKeys[i].tick == t_prev )
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{
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v2 = m_pPosKeys[i].pos;
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break;
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}
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else if( m_pPosKeys[i].tick < t_prev && t_prev < m_pPosKeys[i+1].tick )
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{
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f = (float)(t_prev - m_pPosKeys[i].tick) /
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(float)(m_pPosKeys[i+1].tick - m_pPosKeys[i].tick);
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z3d::VectorLerp( v2, m_pPosKeys[i].pos, m_pPosKeys[i+1].pos, f );
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break;
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}
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}
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}
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// 차분
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vDiff.x = v1.x - v2.x;
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vDiff.y = v1.y;// - v2.y; y값은 *차분치가 아니다*
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vDiff.z = v1.z - v2.z;
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// 회전키 구함(GetInterpol.. 과 동일)
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if( t < m_pRotKeys[0].tick )
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{
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q = m_pRotKeys[0].rot;
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}
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else if( t >= m_pRotKeys[m_sRotKeyCount-1].tick ) // require rot-keyframe past the end of the data
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{
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q = m_pRotKeys[m_sRotKeyCount-1].rot;
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}
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else
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{
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for( i = 0; i < m_sRotKeyCount-1; i++ ) // last item was processed by above portion of code
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{
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if( m_pRotKeys[i].tick == t )
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{
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q = m_pRotKeys[i].rot;
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break;
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}
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else if( m_pRotKeys[i].tick < t && t < m_pRotKeys[i+1].tick )
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{
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f = (float)(t - m_pRotKeys[i].tick) /
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(float)(m_pRotKeys[i+1].tick - m_pRotKeys[i].tick);
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z3d::QuaternionSlerp( q, m_pRotKeys[i].rot, m_pRotKeys[i+1].rot, f );
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break;
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}
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}
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}
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}
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