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https://port.numenaute.org/aleajactaest/khanat-code-old.git
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152 lines
4.2 KiB
C++
152 lines
4.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/misc/common.h"
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#include "nel/3d/track_sampled_vector.h"
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using namespace NLMISC;
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using namespace std;
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// CTrackSampledVector
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CTrackSampledVector::CTrackSampledVector()
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{
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}
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// ***************************************************************************
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CTrackSampledVector::~CTrackSampledVector()
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{
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}
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// ***************************************************************************
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void CTrackSampledVector::serial(NLMISC::IStream &f)
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{
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/*
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Version 0:
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- base version.
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*/
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(void)f.serialVersion(0);
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// serial Time infos.
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CTrackSampledCommon::serialCommon(f);
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// serial Keys.
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f.serial(_Keys);
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}
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// ***************************************************************************
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void CTrackSampledVector::build(const std::vector<uint16> &timeList, const std::vector<CVector> &keyList,
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float beginTime, float endTime)
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{
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nlassert( endTime>beginTime || (beginTime==endTime && keyList.size()<=1) );
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nlassert( keyList.size()==timeList.size() );
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uint i;
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// reset.
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uint numKeys= (uint)keyList.size();
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_Keys.clear();
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_TimeBlocks.clear();
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// Build Common time information
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CTrackSampledCommon::buildCommon(timeList, beginTime, endTime);
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// Compute All Key values.
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//===================
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_Keys.resize(numKeys);
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for(i=0; i<numKeys;i++)
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{
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// no compression for now
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_Keys[i]= keyList[i];
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}
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}
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// ***************************************************************************
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const IAnimatedValue &CTrackSampledVector::eval (const TAnimationTime& date, CAnimatedValueBlock &avBlock)
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{
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// Eval time, and get key interpolation info
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uint keyId0;
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uint keyId1;
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float interpValue;
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TEvalType evalType= evalTime(date, _Keys.size(), keyId0, keyId1, interpValue);
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// Discard?
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if( evalType==EvalDiscard )
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return avBlock.ValVector;
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// One Key? easy, and quit.
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else if( evalType==EvalKey0 )
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{
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avBlock.ValVector.Value= _Keys[keyId0];
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}
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// interpolate
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else if( evalType==EvalInterpolate )
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{
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const CVector &valueKey0= _Keys[keyId0];
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const CVector &valueKey1= _Keys[keyId1];
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// interpolate
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avBlock.ValVector.Value= valueKey0*(1-interpValue) + valueKey1*interpValue;
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}
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else
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{
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nlstop;
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}
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return avBlock.ValVector;
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}
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// ***************************************************************************
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void CTrackSampledVector::applySampleDivisor(uint sampleDivisor)
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{
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if(sampleDivisor<=1)
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return;
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// **** build the key indices to keep, and rebuild the timeBlocks
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static std::vector<uint32> keepKeys;
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applySampleDivisorCommon(sampleDivisor, keepKeys);
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// **** rebuild the keys
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NLMISC::CObjectVector<CVector, false> newKeys;
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newKeys.resize((uint32)keepKeys.size());
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for(uint i=0;i<newKeys.size();i++)
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{
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newKeys[i]= _Keys[keepKeys[i]];
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}
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// copy
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_Keys= newKeys;
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// TestYoyo
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/*nlinfo("ANIMQUAT:\t%d\t%d\t%d\t%d", sizeof(*this), _TimeBlocks.size(),
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_TimeBlocks.size()?_TimeBlocks[0].Times.size():0,
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_Keys.size() * sizeof(CVector));*/
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}
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} // NL3D
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