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198 lines
5.7 KiB
C++
198 lines
5.7 KiB
C++
/*************************************************************************
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tmpl.h: Actor template class
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Primary Author: ******
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Review Status: REVIEWED - any changes to this file must be reviewed!
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BASE ---> BACO ---> ACTN
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BASE ---> BACO ---> TMPL
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A TMPL encapsulates all the data that distinguishes one actor
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"species" from another, including the species' models, actions,
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and custom texture maps. One or more BODY classes are created based
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on a TMPL, and the TMPL attaches models and materials to the body
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based on more abstract concepts like actions and costumes.
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*************************************************************************/
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#ifndef TMPL_H
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#define TMPL_H
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/****************************************
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Cel part spec: tells what model and
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xfrm to apply to a body part for
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one cel
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****************************************/
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struct CPS
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{
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short chidModl; // CHID (under TMPL chunk) of model for this body part
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short imat34; // index into ACTN's GL of transforms
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};
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const BOM kbomCps = 0x50000000;
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/****************************************
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Cel: tells what CPS's to apply to an
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actor for one cel. It also tells
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what sound to play (if any), and how
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far the actor should move from the
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previous cel (dwr).
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****************************************/
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struct CEL
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{
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CHID chidSnd; // sound to play at this cel (CHID under ACTN chunk)
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BRS dwr; // distance from previous cel
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// CPS rgcps[]; // list of cel part specs (variable part of pggcel)
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};
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const BOM kbomCel = 0xf0000000;
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// template on file
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struct TMPLF
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{
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short bo;
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short osk;
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BRA xaRest; // reminder: BRAs are shorts
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BRA yaRest;
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BRA zaRest;
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short swPad; // so grftmpl (and the whole TMPLF) is long-aligned
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ulong grftmpl;
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};
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#define kbomTmplf 0x554c0000
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// action chunk on file
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struct ACTNF
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{
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short bo;
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short osk;
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long grfactn;
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};
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const ulong kbomActnf = 0x5c000000;
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// grfactn flags
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enum
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{
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factnRotateX = 1, // Tells whether actor should rotate around this
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factnRotateY = 2, // axis when following a path
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factnRotateZ = 4,
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factnStatic = 8, // Tells whether this is a stationary action
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};
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/****************************************
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ACTN (action): all the information
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for an action like 'rest' or 'walk'.
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****************************************/
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typedef class ACTN *PACTN;
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#define ACTN_PAR BACO
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#define kclsACTN 'ACTN'
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class ACTN : public ACTN_PAR
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{
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RTCLASS_DEC
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ASSERT
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MARKMEM
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protected:
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PGG _pggcel; // GG of CELs; variable part is a rgcps[]
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PGL _pglbmat34; // GL of transformation matrices used in this action
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PGL _pgltagSnd; // GL of motion-match sounds for this action
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ulong _grfactn; // various flags for this action
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protected:
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ACTN(void) {} // can't instantiate directly; must use FReadActn
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bool _FInit(PCFL pcfl, CTG ctg, CNO cno);
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public:
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static PACTN PactnNew(PGG pggcel, PGL pglbmat34, ulong grfactn);
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static bool FReadActn(PCRF pcrf, CTG ctg, CNO cno, PBLCK pblck,
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PBACO *ppbaco, long *pcb);
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~ACTN(void);
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ulong Grfactn(void) { return _grfactn; }
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long Ccel(void) { return _pggcel->IvMac(); }
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void GetCel(long icel, CEL *pcel);
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void GetCps(long icel, long icps, CPS *pcps);
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void GetMatrix(long imat34, BMAT34 *pbmat34);
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void GetSnd(long icel, PTAG ptagSnd);
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};
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// grftmpl flags
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enum
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{
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ftmplOnlyCustomCostumes = 1, // fTrue means don't apply generic MTRLs
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ftmplTdt = 2, // fTrue means this is a 3-D Text object
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ftmplProp = 4, // fTrue means this is a "prop" actor
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};
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/****************************************
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TMPL: The template class.
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anid is an action ID.
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cmid is a costume ID.
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celn is a cel number.
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****************************************/
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typedef class TMPL *PTMPL;
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#define TMPL_PAR BACO
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#define kclsTMPL 'TMPL'
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class TMPL : public TMPL_PAR
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{
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RTCLASS_DEC
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ASSERT
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MARKMEM
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protected:
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BRA _xaRest; // Rest orientation
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BRA _yaRest;
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BRA _zaRest;
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ulong _grftmpl;
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PGL _pglibactPar; // GL of parent IDs (shorts) to build BODY
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PGL _pglibset; // GL of body-part-set IDs to build BODY
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PGG _pggcmid; // List of costumes for each body part set
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long _ccmid; // Count of custom costumes
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long _cbset; // Count of body part sets
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long _cactn; // Count of actions
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STN _stn; // Template name
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protected:
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TMPL(void) {} // can't instantiate directly; must use FReadTmpl
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bool _FReadTmplf(PCFL pcfl, CTG ctg, CNO cno);
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virtual bool _FInit(PCFL pcfl, CTG ctgTmpl, CNO cnoTmpl);
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virtual PACTN _PactnFetch(long anid);
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virtual PMODL _PmodlFetch(CHID chidModl);
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bool _FWriteTmplf(PCFL pcfl, CTG ctg, CNO *pcno);
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public:
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static bool FReadTmpl(PCRF pcrf, CTG ctg, CNO cno, PBLCK pblck,
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PBACO *ppbaco, long *pcb);
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~TMPL(void);
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static PGL PgltagFetch(PCFL pcfl, CTG ctg, CNO cno, bool *pfError);
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// TMPL / BODY stuff
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void GetName(PSTN pstn); // default name of actor or text of the TDT
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PBODY PbodyCreate(void); // Creates a body based on this TMPL
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void GetRestOrien(BRA *pxa, BRA *pya, BRA *pza);
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bool FIsTdt(void) { return FPure(_grftmpl & ftmplTdt); }
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bool FIsProp(void) { return FPure(_grftmpl & ftmplProp); }
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// Action stuff
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long Cactn(void) { return _cactn; } // count of actions
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virtual bool FGetActnName(long anid, PSTN pstn);
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bool FSetActnCel(PBODY pbody, long anid, long celn, BRS *pdwr = pvNil);
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bool FGetGrfactn(long anid, ulong *pgrfactn);
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bool FGetDwrActnCel(long anid, long celn, BRS *pdwr);
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bool FGetCcelActn(long anid, long *pccel);
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bool FGetSndActnCel(long anid, long celn, bool *pfSoundExists,
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PTAG ptag);
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// Costume stuff
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virtual bool FSetDefaultCost(PBODY pbody); // applies default costume
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virtual PCMTL PcmtlFetch(long cmid);
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long CcmidOfBset(long ibset);
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long CmidOfBset(long ibset, long icmid);
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bool FBsetIsAccessory(long ibset); // whether ibset holds accessories
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bool FIbsetAccOfIbset(long ibset, long *pibsetAcc);
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bool FSameAccCmids(long cmid1, long cmid2);
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};
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#endif TMPL_H
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