// NeL - MMORPG Framework // 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 . #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(&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(&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(&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(&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(&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(&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(&eval (time, AnimatedValueBlock)); // Type is good ? if (value) { // Ok, return the value res=value->Value; return true; } else // No, return false return false; } // *************************************************************************** } // NL3D