ACE3/extensions/common/p3d/animation.cpp

72 lines
2.2 KiB
C++

#pragma once
#include "p3d/animation.hpp"
#include "read_helpers.hpp"
#include "..\simulation\object.hpp"
namespace ace {
namespace p3d {
animation::animation() {}
animation::animation(std::istream &stream_, uint32_t version = 68) {
float tvalue = 0;
stream_.read((char *)&type, sizeof(uint32_t));
READ_STRING(name);
READ_STRING(source);
stream_.read((char *)&min_value, sizeof(float));
stream_.read((char *)&max_value, sizeof(float));
stream_.read((char *)&min_phase, sizeof(float));
stream_.read((char *)&max_phase, sizeof(float));
stream_.read((char *)&junk, sizeof(uint32_t));
stream_.read((char *)&junk2, sizeof(uint32_t));
stream_.read((char *)&source_address, sizeof(uint32_t));
// This always adds up to 2*4 more bytes unless its direct apparently
switch (type) {
// rotations
case 0:
case 1:
case 2:
case 3:
stream_.read((char *)&angle0, sizeof(float));
stream_.read((char *)&angle1, sizeof(float));
break;
// translations
case 4:
case 5:
case 6:
case 7: // also do the hide here, it'll always be 0
stream_.read((char *)&offset0, sizeof(float));
stream_.read((char *)&offset1, sizeof(float));
break;
case 8:
float pos[3];
stream_.read((char *)&pos, sizeof(float) * 3);
direct_axis_pos = ace::vector3<float>(pos);
float dir[3];
stream_.read((char *)&dir, sizeof(float) * 3);
direct_axis_dir = ace::vector3<float>(dir);
stream_.read((char *)&direct_angle, sizeof(float));
stream_.read((char *)&direct_axis_offset, sizeof(float));
break;
case 9: // fucking hides...
stream_.read((char *)&hide_value, sizeof(float));
stream_.read((char *)&offset1, sizeof(float)); // this is junk throw it in offset1 for hides
break;
default:
stream_.read((char *)&offset0, sizeof(float));
stream_.read((char *)&offset1, sizeof(float));
break;
}
LOG(DEBUG) << "Animation loaded: " << name << ", source=" << source;
}
animation::~animation() {
}
};
};