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📄 interpolator.cpp

📁 骨骼动画....把魔兽模型解出的代码..
💻 CPP
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				if(!TokenStream.ReadVector2(Node.OutTan)) return FALSE;
				if(!TokenStream.ExpectChar(',')) return FALSE;

				break;
			}

			case INTERPOLATOR_TYPE_VECTOR3:
			{
				if(!TokenStream.ReadVector3(Node.Vector)) return FALSE;
				if(!TokenStream.ExpectChar(',')) return FALSE;

				if(InterpolationType == INTERPOLATION_TYPE_NONE) break;
				if(InterpolationType == INTERPOLATION_TYPE_LINEAR) break;

				if(!TokenStream.ExpectWord("InTan")) return FALSE;
				if(!TokenStream.ReadVector3(Node.InTan)) return FALSE;
				if(!TokenStream.ExpectChar(',')) return FALSE;

				if(!TokenStream.ExpectWord("OutTan")) return FALSE;
				if(!TokenStream.ReadVector3(Node.OutTan)) return FALSE;
				if(!TokenStream.ExpectChar(',')) return FALSE;

				break;
			}

			case INTERPOLATOR_TYPE_VECTOR4:
			{
				if(!TokenStream.ReadVector4(Node.Vector)) return FALSE;
				if(!TokenStream.ExpectChar(',')) return FALSE;

				if(InterpolationType == INTERPOLATION_TYPE_NONE) break;
				if(InterpolationType == INTERPOLATION_TYPE_LINEAR) break;

				if(!TokenStream.ExpectWord("InTan")) return FALSE;
				if(!TokenStream.ReadVector4(Node.InTan)) return FALSE;
				if(!TokenStream.ExpectChar(',')) return FALSE;

				if(!TokenStream.ExpectWord("OutTan")) return FALSE;
				if(!TokenStream.ReadVector4(Node.OutTan)) return FALSE;
				if(!TokenStream.ExpectChar(',')) return FALSE;

				break;
			}
		}

		NodeList.push_back(Node);
	}

	if(!TokenStream.ExpectChar('}')) return FALSE;

	Static = FALSE;

	return TRUE;
}


//+-----------------------------------------------------------------------------
//| Retrieves the scalar at a certain timepoint
//+-----------------------------------------------------------------------------
FLOAT INTERPOLATOR::GetScalar(CONST SEQUENCE_TIME& Time)
{
	D3DXVECTOR4 TempVector;

	if(Static) return StaticVector.x;
	if(NodeList.size() <= 0) return 0.0f;

	GetInterpolatedValue(TempVector, Time);

	return TempVector.x;
}


//+-----------------------------------------------------------------------------
//| Retrieves the vector at a certain timepoint
//+-----------------------------------------------------------------------------
D3DXVECTOR2 INTERPOLATOR::GetVector2(CONST SEQUENCE_TIME& Time)
{
	D3DXVECTOR2 Vector2;
	D3DXVECTOR4 TempVector;

	if(Static) return D3DXVECTOR2(StaticVector.x, StaticVector.y);
	if(NodeList.size() <= 0) return D3DXVECTOR2(0.0f, 0.0f);

	GetInterpolatedValue(TempVector, Time);

	Vector2.x = TempVector.x;
	Vector2.y = TempVector.y;

	return Vector2;
}


//+-----------------------------------------------------------------------------
//| Retrieves the vector at a certain timepoint
//+-----------------------------------------------------------------------------
D3DXVECTOR3 INTERPOLATOR::GetVector3(CONST SEQUENCE_TIME& Time)
{
	D3DXVECTOR3 Vector3;
	D3DXVECTOR4 TempVector;

	if(Static) return D3DXVECTOR3(StaticVector.x, StaticVector.y, StaticVector.z);
	if(NodeList.size() <= 0) return D3DXVECTOR3(0.0f, 0.0f, 0.0f);

	GetInterpolatedValue(TempVector, Time);

	Vector3.x = TempVector.x;
	Vector3.y = TempVector.y;
	Vector3.z = TempVector.z;

	return Vector3;
}


//+-----------------------------------------------------------------------------
//| Retrieves the vector at a certain timepoint
//+-----------------------------------------------------------------------------
D3DXVECTOR4 INTERPOLATOR::GetVector4(CONST SEQUENCE_TIME& Time)
{
	D3DXVECTOR4 Vector4;

	if(Static) return StaticVector;
	if(NodeList.size() <= 0) return D3DXVECTOR4(0.0f, 0.0f, 0.0f, 1.0f);

	GetQuaternionValue(Vector4, Time);

	return Vector4;
}


//+-----------------------------------------------------------------------------
//| Sets a static scalar
//+-----------------------------------------------------------------------------
VOID INTERPOLATOR::SetStaticScalar(FLOAT NewScalar, CONST std::string& NewName)
{
	Clear();

	Type = INTERPOLATOR_TYPE_SCALAR;
	StaticVector = D3DXVECTOR4(NewScalar, 0.0f, 0.0f, 0.0f);
	Static = TRUE;

	if(NewName != "")
	{
		Name = NewName;
		DefaultVector = StaticVector;
	}
}


//+-----------------------------------------------------------------------------
//| Sets a static integer scalar
//+-----------------------------------------------------------------------------
VOID INTERPOLATOR::SetStaticScalarInt(INT NewScalar, CONST std::string& NewName)
{
	Clear();

	Type = INTERPOLATOR_TYPE_SCALAR_INT;
	StaticVector = D3DXVECTOR4(static_cast<FLOAT>(NewScalar), 0.0f, 0.0f, 0.0f);
	Static = TRUE;

	if(NewName != "")
	{
		Name = NewName;
		DefaultVector = StaticVector;
	}
}


//+-----------------------------------------------------------------------------
//| Sets a static vector
//+-----------------------------------------------------------------------------
VOID INTERPOLATOR::SetStaticVector2(CONST D3DXVECTOR2& NewVector2, CONST std::string& NewName)
{
	Clear();

	Type = INTERPOLATOR_TYPE_VECTOR2;
	StaticVector = D3DXVECTOR4(NewVector2.x, NewVector2.y, 0.0f, 0.0f);
	Static = TRUE;

	if(NewName != "")
	{
		Name = NewName;
		DefaultVector = StaticVector;
	}
}


//+-----------------------------------------------------------------------------
//| Sets a static vector
//+-----------------------------------------------------------------------------
VOID INTERPOLATOR::SetStaticVector3(CONST D3DXVECTOR3& NewVector3, CONST std::string& NewName)
{
	Clear();

	Type = INTERPOLATOR_TYPE_VECTOR3;
	StaticVector = D3DXVECTOR4(NewVector3.x, NewVector3.y, NewVector3.z, 0.0f);
	Static = TRUE;

	if(NewName != "")
	{
		Name = NewName;
		DefaultVector = StaticVector;
	}
}


//+-----------------------------------------------------------------------------
//| Sets a static vector
//+-----------------------------------------------------------------------------
VOID INTERPOLATOR::SetStaticVector4(CONST D3DXVECTOR4& NewVector4, CONST std::string& NewName)
{
	Clear();

	Type = INTERPOLATOR_TYPE_VECTOR4;
	StaticVector = NewVector4;
	Static = TRUE;

	if(NewName != "")
	{
		Name = NewName;
		DefaultVector = StaticVector;
	}
}


//+-----------------------------------------------------------------------------
//| Retrieves the interpolated value
//+-----------------------------------------------------------------------------
VOID INTERPOLATOR::GetInterpolatedValue(D3DXVECTOR4& Vector, CONST SEQUENCE_TIME& Time)
{
	FLOAT Factor;
	FLOAT InverseFactor;
	SEQUENCE_TIME TempTime;
	MODEL_GLOBAL_SEQUENCE* GlobalSequence;
	std::list<INTERPOLATOR_NODE>::iterator Node1;
	std::list<INTERPOLATOR_NODE>::iterator Node2;

	if(GlobalSequenceNode.IsAttached())
	{
		GlobalSequence = GlobalSequenceNode.GetObjectData();
		TempTime.IntervalStart = 0;
		TempTime.IntervalEnd = GlobalSequence->Data().Duration;
		TempTime.Time = GlobalSequence->Data().Time;
	}
	else
	{
		TempTime = Time;
	}

	GetSurroundingNodes(TempTime, Node1, Node2);

	if(Node1 == NodeList.end())
	{
		Vector = DefaultVector;
		return;
	}

	if(Node2 == NodeList.end())
	{
		Vector = Node1->Vector;
		return;
	}

	if(Node1->Time >= Node2->Time)
	{
		Vector = Node1->Vector;
		return;
	}

	Factor = static_cast<FLOAT>(TempTime.Time - Node1->Time) / static_cast<FLOAT>(Node2->Time - Node1->Time);
	InverseFactor = (1.0f - Factor);

	switch(InterpolationType)
	{
		case INTERPOLATION_TYPE_NONE:
		{
			Vector = Node1->Vector;
			break;
		}

		case INTERPOLATION_TYPE_LINEAR:
		{
			Vector = (InverseFactor * Node1->Vector) + (Factor * Node2->Vector);
			break;
		}

		case INTERPOLATION_TYPE_HERMITE:
		{
			FLOAT Factor1;
			FLOAT Factor2;
			FLOAT Factor3;
			FLOAT Factor4;
			FLOAT FactorTimesTwo;

			FactorTimesTwo = Factor * Factor;

			Factor1 = FactorTimesTwo * (2.0f * Factor - 3.0f) + 1;
			Factor2 = FactorTimesTwo * (Factor - 2.0f) + Factor;
			Factor3 = FactorTimesTwo * (Factor - 1.0f);
			Factor4 = FactorTimesTwo * (3.0f - 2.0f * Factor);

			Vector = (Factor1 * Node1->Vector) + (Factor2 * Node1->OutTan) + (Factor3 * Node2->InTan) + (Factor4 * Node2->Vector);

			break;
		}

		case INTERPOLATION_TYPE_BEZIER:
		{
			FLOAT Factor1;
			FLOAT Factor2;
			FLOAT Factor3;
			FLOAT Factor4;
			FLOAT FactorTimesTwo;
			FLOAT InverseFactorTimesTwo;

			FactorTimesTwo = Factor * Factor;
			InverseFactorTimesTwo = InverseFactor * InverseFactor;

			Factor1 = InverseFactorTimesTwo * InverseFactor;
			Factor2 = 3.0f * Factor * InverseFactorTimesTwo;
			Factor3 = 3.0f * FactorTimesTwo * InverseFactor;
			Factor4 = FactorTimesTwo * Factor;

			Vector = (Factor1 * Node1->Vector) + (Factor2 * Node1->OutTan) + (Factor3 * Node2->InTan) + (Factor4 * Node2->Vector);

			break;
		}
	}
}


//+-----------------------------------------------------------------------------
//| Retrieves the interpolated quaternion value
//+-----------------------------------------------------------------------------
VOID INTERPOLATOR::GetQuaternionValue(D3DXVECTOR4& Vector, CONST SEQUENCE_TIME& Time)
{
	FLOAT Factor;
	SEQUENCE_TIME TempTime;
	MODEL_GLOBAL_SEQUENCE* GlobalSequence;
	std::list<INTERPOLATOR_NODE>::iterator Node1;
	std::list<INTERPOLATOR_NODE>::iterator Node2;

	if(GlobalSequenceNode.IsAttached())
	{
		GlobalSequence = GlobalSequenceNode.GetObjectData();
		TempTime.IntervalStart = 0;
		TempTime.IntervalEnd = GlobalSequence->Data().Duration;
		TempTime.Time = GlobalSequence->Data().Time;
	}
	else
	{
		TempTime = Time;
	}

	GetSurroundingNodes(TempTime, Node1, Node2);

	if(Node1 == NodeList.end())
	{
		if(Node2 == NodeList.end())
		{
			Vector = DefaultVector;
		}
		else
		{
			Vector = Node2->Vector;
		}
		return;
	}

	if(Node2 == NodeList.end())
	{
		Vector = Node1->Vector;
		return;
	}

	if(Node1->Time >= Node2->Time)
	{
		Vector = Node1->Vector;
		return;
	}

	Factor = static_cast<FLOAT>(TempTime.Time - Node1->Time) / static_cast<FLOAT>(Node2->Time - Node1->Time);

	switch(InterpolationType)
	{
		case INTERPOLATION_TYPE_NONE:
		{
			Vector = Node1->Vector;
			break;
		}

		case INTERPOLATION_TYPE_LINEAR:
		{
			D3DXQUATERNION* Quaternion;
			D3DXQUATERNION* Quaternion1;
			D3DXQUATERNION* Quaternion2;

			Quaternion = reinterpret_cast<D3DXQUATERNION*>(&Vector);
			Quaternion1 = reinterpret_cast<D3DXQUATERNION*>(&Node1->Vector);
			Quaternion2 = reinterpret_cast<D3DXQUATERNION*>(&Node2->Vector);

			D3DXQuaternionSlerp(Quaternion, Quaternion1, Quaternion2, Factor);

			break;
		}

		case INTERPOLATION_TYPE_HERMITE:
		case INTERPOLATION_TYPE_BEZIER:
		{
			D3DXQUATERNION* Quaternion;
			D3DXQUATERNION* Quaternion1;
			D3DXQUATERNION* Quaternion2;
			D3DXQUATERNION* Quaternion3;
			D3DXQUATERNION* Quaternion4;
			D3DXQUATERNION QuaternionA;
			D3DXQUATERNION QuaternionB;
			D3DXQUATERNION QuaternionC;

			Quaternion = reinterpret_cast<D3DXQUATERNION*>(&Vector);
			Quaternion1 = reinterpret_cast<D3DXQUATERNION*>(&Node1->Vector);
			Quaternion2 = reinterpret_cast<D3DXQUATERNION*>(&Node1->InTan);
			Quaternion3 = reinterpret_cast<D3DXQUATERNION*>(&Node2->Vector);
			Quaternion4 = reinterpret_cast<D3DXQUATERNION*>(&Node2->OutTan);

			D3DXQuaternionSquadSetup(&QuaternionA, &QuaternionB, &QuaternionC, Quaternion1, Quaternion2, Quaternion3, Quaternion4);
			D3DXQuaternionSquad(Quaternion, Quaternion1, &QuaternionA, &QuaternionB, &QuaternionC, Factor);

			break;
		}
	}
}


//+-----------------------------------------------------------------------------
//| Retrieves the surrounding nodes
//+-----------------------------------------------------------------------------
VOID INTERPOLATOR::GetSurroundingNodes(CONST SEQUENCE_TIME& Time, std::list<INTERPOLATOR_NODE>::iterator& Node1, std::list<INTERPOLATOR_NODE>::iterator& Node2)
{
	Node1 = NodeList.end();
	Node2 = NodeList.begin();

	while(TRUE)
	{
		if(Node2 == NodeList.end()) break;
		if(Time.Time < Node2->Time) break;

		Node1 = Node2;
		Node2++;
	}

	if((Node1 != NodeList.end()) && (Node1->Time < Time.IntervalStart)) Node1 = NodeList.end();
	if((Node2 != NodeList.end()) && (Node2->Time > Time.IntervalEnd)) Node2 = NodeList.end();
}

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