khanat-opennel-code/code/nel/src/3d/track.cpp

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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/track.h"
#include "nel/misc/rgba.h"
#include "nel/misc/hierarchical_timer.h"
using namespace NLMISC;
namespace NL3D
{
H_AUTO_DECL( NL3D_UTrack_interpolate )
#define NL3D_HAUTO_UTRACK_INTERPOLATE H_AUTO_USE( NL3D_UTrack_interpolate )
// ***************************************************************************
/*
// Some compilation check: force Visual to compile to template
CTrackDefaultFloat ttoto10;
CTrackDefaultVector ttoto11;
CTrackDefaultQuat ttoto12;
CTrackDefaultInt ttoto13;
CTrackDefaultRGBA ttoto16;
CTrackDefaultString ttoto14;
CTrackDefaultBool ttoto15;
*/
// ***************************************************************************
static CAnimatedValueBlock AnimatedValueBlock;
// ***************************************************************************
bool ITrack::interpolate (TAnimationTime time, float& res)
{
NL3D_HAUTO_UTRACK_INTERPOLATE;
// Evaluate it
const CAnimatedValueFloat *value;
value= dynamic_cast<const CAnimatedValueFloat*>(&eval (time, AnimatedValueBlock));
// Type is good ?
if (value)
{
// Ok, return the value
res=value->Value;
return true;
}
else
// No, return false
return false;
}
// ***************************************************************************
bool ITrack::interpolate (TAnimationTime time, sint32& res)
{
NL3D_HAUTO_UTRACK_INTERPOLATE;
// Evaluate it
const CAnimatedValueInt *value;
value= dynamic_cast<const CAnimatedValueInt*>(&eval (time, AnimatedValueBlock));
// Type is good ?
if (value)
{
// Ok, return the value
res=value->Value;
return true;
}
else
// No, return false
return false;
}
// ***************************************************************************
bool ITrack::interpolate (TAnimationTime time, CRGBA& res)
{
NL3D_HAUTO_UTRACK_INTERPOLATE;
// Evaluate it
const CAnimatedValueRGBA *value;
value= dynamic_cast<const CAnimatedValueRGBA*>(&eval (time, AnimatedValueBlock));
// Type is good ?
if (value)
{
// Ok, return the value
res=value->Value;
return true;
}
else
// No, return false
return false;
}
// ***************************************************************************
bool ITrack::interpolate (TAnimationTime time, CVector& res)
{
NL3D_HAUTO_UTRACK_INTERPOLATE;
// Evaluate it
const CAnimatedValueVector *value;
value= dynamic_cast<const CAnimatedValueVector*>(&eval (time, AnimatedValueBlock));
// Type is good ?
if (value)
{
// Ok, return the value
res=value->Value;
return true;
}
else
// No, return false
return false;
}
// ***************************************************************************
bool ITrack::interpolate (TAnimationTime time, CQuat& res)
{
NL3D_HAUTO_UTRACK_INTERPOLATE;
// Evaluate it
const CAnimatedValueQuat *value;
value= dynamic_cast<const CAnimatedValueQuat*>(&eval (time, AnimatedValueBlock));
// Type is good ?
if (value)
{
// Ok, return the value
res=value->Value;
return true;
}
else
// No, return false
return false;
}
// ***************************************************************************
bool ITrack::interpolate (TAnimationTime time, std::string& res)
{
NL3D_HAUTO_UTRACK_INTERPOLATE;
// Evaluate it
const CAnimatedValueString *value;
value= dynamic_cast<const CAnimatedValueString*>(&eval (time, AnimatedValueBlock));
// Type is good ?
if (value)
{
// Ok, return the value
res=value->Value;
return true;
}
else
// No, return false
return false;
}
// ***************************************************************************
bool ITrack::interpolate (TAnimationTime time, bool& res)
{
NL3D_HAUTO_UTRACK_INTERPOLATE;
// Evaluate it
const CAnimatedValueBool *value;
value= dynamic_cast<const CAnimatedValueBool*>(&eval (time, AnimatedValueBlock));
// Type is good ?
if (value)
{
// Ok, return the value
res=value->Value;
return true;
}
else
// No, return false
return false;
}
// ***************************************************************************
} // NL3D