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206 lines
4.9 KiB
C++
206 lines
4.9 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/3d/track.h"
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#include "nel/misc/rgba.h"
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#include "nel/misc/hierarchical_timer.h"
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using namespace NLMISC;
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namespace NL3D
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{
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H_AUTO_DECL( NL3D_UTrack_interpolate )
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#define NL3D_HAUTO_UTRACK_INTERPOLATE H_AUTO_USE( NL3D_UTrack_interpolate )
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// ***************************************************************************
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/*
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// Some compilation check: force Visual to compile to template
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CTrackDefaultFloat ttoto10;
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CTrackDefaultVector ttoto11;
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CTrackDefaultQuat ttoto12;
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CTrackDefaultInt ttoto13;
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CTrackDefaultRGBA ttoto16;
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CTrackDefaultString ttoto14;
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CTrackDefaultBool ttoto15;
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*/
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// ***************************************************************************
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static CAnimatedValueBlock AnimatedValueBlock;
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// ***************************************************************************
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bool ITrack::interpolate (TAnimationTime time, float& res)
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{
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NL3D_HAUTO_UTRACK_INTERPOLATE;
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// Evaluate it
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const CAnimatedValueFloat *value;
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value= dynamic_cast<const CAnimatedValueFloat*>(&eval (time, AnimatedValueBlock));
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// Type is good ?
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if (value)
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{
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// Ok, return the value
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res=value->Value;
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return true;
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}
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else
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// No, return false
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return false;
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}
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// ***************************************************************************
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bool ITrack::interpolate (TAnimationTime time, sint32& res)
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{
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NL3D_HAUTO_UTRACK_INTERPOLATE;
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// Evaluate it
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const CAnimatedValueInt *value;
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value= dynamic_cast<const CAnimatedValueInt*>(&eval (time, AnimatedValueBlock));
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// Type is good ?
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if (value)
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{
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// Ok, return the value
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res=value->Value;
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return true;
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}
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else
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// No, return false
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return false;
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}
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// ***************************************************************************
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bool ITrack::interpolate (TAnimationTime time, CRGBA& res)
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{
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NL3D_HAUTO_UTRACK_INTERPOLATE;
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// Evaluate it
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const CAnimatedValueRGBA *value;
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value= dynamic_cast<const CAnimatedValueRGBA*>(&eval (time, AnimatedValueBlock));
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// Type is good ?
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if (value)
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{
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// Ok, return the value
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res=value->Value;
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return true;
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}
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else
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// No, return false
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return false;
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}
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// ***************************************************************************
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bool ITrack::interpolate (TAnimationTime time, CVector& res)
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{
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NL3D_HAUTO_UTRACK_INTERPOLATE;
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// Evaluate it
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const CAnimatedValueVector *value;
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value= dynamic_cast<const CAnimatedValueVector*>(&eval (time, AnimatedValueBlock));
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// Type is good ?
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if (value)
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{
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// Ok, return the value
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res=value->Value;
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return true;
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}
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else
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// No, return false
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return false;
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}
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// ***************************************************************************
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bool ITrack::interpolate (TAnimationTime time, CQuat& res)
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{
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NL3D_HAUTO_UTRACK_INTERPOLATE;
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// Evaluate it
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const CAnimatedValueQuat *value;
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value= dynamic_cast<const CAnimatedValueQuat*>(&eval (time, AnimatedValueBlock));
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// Type is good ?
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if (value)
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{
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// Ok, return the value
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res=value->Value;
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return true;
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}
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else
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// No, return false
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return false;
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}
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// ***************************************************************************
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bool ITrack::interpolate (TAnimationTime time, std::string& res)
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{
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NL3D_HAUTO_UTRACK_INTERPOLATE;
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// Evaluate it
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const CAnimatedValueString *value;
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value= dynamic_cast<const CAnimatedValueString*>(&eval (time, AnimatedValueBlock));
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// Type is good ?
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if (value)
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{
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// Ok, return the value
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res=value->Value;
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return true;
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}
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else
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// No, return false
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return false;
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}
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// ***************************************************************************
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bool ITrack::interpolate (TAnimationTime time, bool& res)
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{
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NL3D_HAUTO_UTRACK_INTERPOLATE;
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// Evaluate it
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const CAnimatedValueBool *value;
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value= dynamic_cast<const CAnimatedValueBool*>(&eval (time, AnimatedValueBlock));
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// Type is good ?
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if (value)
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{
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// Ok, return the value
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res=value->Value;
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return true;
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}
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else
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// No, return false
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return false;
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}
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// ***************************************************************************
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} // NL3D
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