added animation system (with skin support for now)

This commit is contained in:
aap
2019-06-11 08:59:28 +02:00
parent a600fa9976
commit e7ed4d0096
23 changed files with 3075 additions and 2 deletions

83
src/math/Quaternion.h Normal file
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#pragma once
// TODO: actually implement this
class CQuaternion
{
public:
float x, y, z, w;
CQuaternion(void) {}
CQuaternion(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
float Magnitude(void) const { return sqrt(x*x + y*y + z*z + w*w); }
float MagnitudeSqr(void) const { return x*x + y*y + z*z + w*w; }
const CQuaternion &operator+=(CQuaternion const &right) {
x += right.x;
y += right.y;
z += right.z;
w += right.w;
return *this;
}
const CQuaternion &operator-=(CQuaternion const &right) {
x -= right.x;
y -= right.y;
z -= right.z;
w -= right.w;
return *this;
}
const CQuaternion &operator*=(float right) {
x *= right;
y *= right;
z *= right;
w *= right;
return *this;
}
const CQuaternion &operator/=(float right) {
x /= right;
y /= right;
z /= right;
w /= right;
return *this;
}
CQuaternion operator-() const {
return CQuaternion(-x, -y, -z, -w);
}
void Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t);
void Get(RwMatrix *matrix);
};
inline float
DotProduct(const CQuaternion &q1, const CQuaternion &q2)
{
return q1.x*q2.x + q1.y*q2.y + q1.z*q2.z + q1.w*q2.w;
}
inline CQuaternion operator+(const CQuaternion &left, const CQuaternion &right)
{
return CQuaternion(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w);
}
inline CQuaternion operator-(const CQuaternion &left, const CQuaternion &right)
{
return CQuaternion(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w);
}
inline CQuaternion operator*(const CQuaternion &left, float right)
{
return CQuaternion(left.x * right, left.y * right, left.z * right, left.w * right);
}
inline CQuaternion operator*(float left, const CQuaternion &right)
{
return CQuaternion(left * right.x, left * right.y, left * right.z, left * right.w);
}
inline CQuaternion operator/(const CQuaternion &left, float right)
{
return CQuaternion(left.x / right, left.y / right, left.z / right, left.w / right);
}

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src/math/math.cpp Normal file
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#include "common.h"
#include "patcher.h"
#include "Quaternion.h"
// TODO: move more stuff into here
void
CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
{
if(theta == 0.0f)
*this = q2;
else{
float w1, w2;
if(theta > PI/2){
theta = PI - theta;
w1 = sin((1.0f - t) * theta) * invSin;
w2 = -sin(t * theta) * invSin;
}else{
w1 = sin((1.0f - t) * theta) * invSin;
w2 = sin(t * theta) * invSin;
}
*this = w1*q1 + w2*q2;
}
}
void
CQuaternion::Get(RwMatrix *matrix)
{
float x2 = x+x;
float y2 = y+y;
float z2 = z+z;
float x_2x = x * x2;
float x_2y = x * y2;
float x_2z = x * z2;
float y_2y = y * y2;
float y_2z = y * z2;
float z_2z = z * z2;
float w_2x = w * x2;
float w_2y = w * y2;
float w_2z = w * z2;
matrix->right.x = 1.0f - (y_2y + z_2z);
matrix->up.x = x_2y - w_2z;
matrix->at.x = x_2z + w_2y;
matrix->right.y = x_2y + w_2z;
matrix->up.y = 1.0f - (x_2x + z_2z);
matrix->at.y = y_2z - w_2x;
matrix->right.z = x_2z - w_2y;
matrix->up.z = y_2z + w_2x;
matrix->at.z = 1.0f - (x_2x + y_2y);
}
STARTPATCHES
InjectHook(0x4BA1C0, &CQuaternion::Slerp, PATCH_JUMP);
InjectHook(0x4BA0D0, &CQuaternion::Get, PATCH_JUMP);
ENDPATCHES