mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2025-02-04 23:56:40 -05:00
Split up DCC/DC6 animation implementations, decode directions on demand (#548)
* Split DCC and decode direction on demand * Clean up * More cleanup * Make dc6 animation it's own type * Make base animation private * Also decode DC6 directions on demand
This commit is contained in:
parent
e473dc2cc5
commit
5212270c44
@ -15,12 +15,15 @@ type DCC struct {
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Version int
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NumberOfDirections int
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FramesPerDirection int
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Directions []*DCCDirection
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directionOffsets []int
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fileData []byte
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}
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// Load loads a DCC file.
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func Load(fileData []byte) (*DCC, error) {
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result := &DCC{}
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result := &DCC{
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fileData: fileData,
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}
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var bm = d2common.CreateBitMuncher(fileData, 0)
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@ -40,18 +43,17 @@ func Load(fileData []byte) (*DCC, error) {
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bm.GetInt32() // TotalSizeCoded
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directionOffsets := make([]int, result.NumberOfDirections)
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result.directionOffsets = make([]int, result.NumberOfDirections)
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for i := 0; i < result.NumberOfDirections; i++ {
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directionOffsets[i] = int(bm.GetInt32())
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}
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result.Directions = make([]*DCCDirection, result.NumberOfDirections)
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for i := 0; i < result.NumberOfDirections; i++ {
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result.Directions[i] = CreateDCCDirection(d2common.CreateBitMuncher(
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fileData, directionOffsets[i]*directionOffsetMultiplier), result)
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result.directionOffsets[i] = int(bm.GetInt32())
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}
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return result, nil
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}
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// DecodeDirection decodes and returns the given direction
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func (dcc *DCC) DecodeDirection(direction int) *DCCDirection {
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return CreateDCCDirection(d2common.CreateBitMuncher(dcc.fileData,
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dcc.directionOffsets[direction]*directionOffsetMultiplier), dcc)
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}
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@ -4,14 +4,12 @@ import (
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"errors"
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"image"
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"image/color"
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"math"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
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d2iface "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
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"github.com/OpenDiablo2/OpenDiablo2/d2common"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dc6"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
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)
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@ -35,12 +33,13 @@ type animationFrame struct {
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}
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type animationDirection struct {
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frames []*animationFrame
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decoded bool
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frames []*animationFrame
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}
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// Animation has directionality, play modes, and frame counting
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type Animation struct {
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directions []*animationDirection
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// animation has directionality, play modes, and frame counting
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type animation struct {
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directions []animationDirection
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colorMod color.Color
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frameIndex int
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directionIndex int
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@ -56,179 +55,15 @@ type Animation struct {
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hasSubLoop bool // runs after first animation ends
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}
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// CreateAnimationFromDCC creates an animation from d2dcc.DCC and d2dat.DATPalette
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func CreateAnimationFromDCC(renderer d2iface.Renderer, dcc *d2dcc.DCC, palette d2iface.Palette,
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transparency int) (d2iface.Animation, error) {
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animation := &Animation{
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playLength: defaultPlayLength,
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playLoop: true,
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}
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for directionIndex, dccDirection := range dcc.Directions {
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for _, dccFrame := range dccDirection.Frames {
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minX, minY := math.MaxInt32, math.MaxInt32
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maxX, maxY := math.MinInt32, math.MinInt32
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for _, dccFrame := range dccDirection.Frames {
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minX = d2common.MinInt(minX, dccFrame.Box.Left)
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minY = d2common.MinInt(minY, dccFrame.Box.Top)
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maxX = d2common.MaxInt(maxX, dccFrame.Box.Right())
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maxY = d2common.MaxInt(maxY, dccFrame.Box.Bottom())
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}
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frameWidth := maxX - minX
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frameHeight := maxY - minY
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const bytesPerPixel = 4
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pixels := make([]byte, frameWidth*frameHeight*bytesPerPixel)
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for y := 0; y < frameHeight; y++ {
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for x := 0; x < frameWidth; x++ {
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paletteIndex := dccFrame.PixelData[y*frameWidth+x]
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if paletteIndex == 0 {
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continue
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}
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palColor := palette.GetColors()[paletteIndex]
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offset := (x + y*frameWidth) * bytesPerPixel
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pixels[offset] = palColor.R()
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pixels[offset+1] = palColor.G()
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pixels[offset+2] = palColor.B()
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pixels[offset+3] = byte(transparency)
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}
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}
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sfc, err := renderer.NewSurface(frameWidth, frameHeight, d2iface.FilterNearest)
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if err != nil {
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return nil, err
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}
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if err := sfc.ReplacePixels(pixels); err != nil {
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return nil, err
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}
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if directionIndex >= len(animation.directions) {
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animation.directions = append(animation.directions, new(animationDirection))
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}
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direction := animation.directions[directionIndex]
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direction.frames = append(direction.frames, &animationFrame{
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width: dccFrame.Width,
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height: dccFrame.Height,
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offsetX: minX,
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offsetY: minY,
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image: sfc,
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})
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}
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}
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return animation, nil
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}
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// CreateAnimationFromDC6 creates an Animation from d2dc6.DC6 and d2dat.DATPalette
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func CreateAnimationFromDC6(renderer d2iface.Renderer, dc6 *d2dc6.DC6,
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palette d2iface.Palette) (d2iface.Animation, error) {
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animation := &Animation{
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playLength: defaultPlayLength,
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playLoop: true,
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originAtBottom: true,
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}
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for frameIndex, dc6Frame := range dc6.Frames {
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sfc, err := renderer.NewSurface(int(dc6Frame.Width), int(dc6Frame.Height),
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d2iface.FilterNearest)
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if err != nil {
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return nil, err
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}
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indexData := make([]int, dc6Frame.Width*dc6Frame.Height)
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for i := range indexData {
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indexData[i] = -1
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}
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x := 0
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y := int(dc6Frame.Height) - 1
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offset := 0
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for {
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b := int(dc6Frame.FrameData[offset])
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offset++
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if b == 0x80 {
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if y == 0 {
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break
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}
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y--
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x = 0
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} else if b&0x80 > 0 {
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transparentPixels := b & 0x7f
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for i := 0; i < transparentPixels; i++ {
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indexData[x+y*int(dc6Frame.Width)+i] = -1
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}
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x += transparentPixels
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} else {
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for i := 0; i < b; i++ {
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indexData[x+y*int(dc6Frame.Width)+i] = int(dc6Frame.FrameData[offset])
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offset++
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}
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x += b
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}
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}
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bytesPerPixel := 4
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colorData := make([]byte, int(dc6Frame.Width)*int(dc6Frame.Height)*bytesPerPixel)
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for i := 0; i < int(dc6Frame.Width*dc6Frame.Height); i++ {
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// TODO: Is this == -1 or < 1?
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if indexData[i] < 1 {
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continue
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}
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c := palette.GetColors()[indexData[i]]
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colorData[i*bytesPerPixel] = c.R()
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colorData[i*bytesPerPixel+1] = c.G()
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colorData[i*bytesPerPixel+2] = c.B()
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colorData[i*bytesPerPixel+3] = c.A()
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}
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if err := sfc.ReplacePixels(colorData); err != nil {
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return nil, err
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}
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directionIndex := frameIndex / int(dc6.FramesPerDirection)
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if directionIndex >= len(animation.directions) {
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animation.directions = append(animation.directions, new(animationDirection))
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}
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direction := animation.directions[directionIndex]
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direction.frames = append(direction.frames, &animationFrame{
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width: int(dc6Frame.Width),
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height: int(dc6Frame.Height),
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offsetX: int(dc6Frame.OffsetX),
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offsetY: int(dc6Frame.OffsetY),
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image: sfc,
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})
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}
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return animation, nil
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}
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// Clone creates a copy of the animation
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func (a *Animation) Clone() d2iface.Animation {
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animation := *a
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return &animation
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}
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// SetSubLoop sets a sub loop for the animation
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func (a *Animation) SetSubLoop(startFrame, endFrame int) {
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func (a *animation) SetSubLoop(startFrame, endFrame int) {
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a.subStartingFrame = startFrame
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a.subEndingFrame = endFrame
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a.hasSubLoop = true
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}
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// Advance advances the animation state
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func (a *Animation) Advance(elapsed float64) error {
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func (a *animation) Advance(elapsed float64) error {
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if a.playMode == playModePause {
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return nil
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}
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@ -278,7 +113,7 @@ func (a *Animation) Advance(elapsed float64) error {
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}
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// Render renders the animation to the given surface
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func (a *Animation) Render(target d2iface.Surface) error {
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func (a *animation) Render(target d2iface.Surface) error {
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direction := a.directions[a.directionIndex]
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frame := direction.frames[a.frameIndex]
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@ -295,7 +130,7 @@ func (a *Animation) Render(target d2iface.Surface) error {
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}
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// RenderFromOrigin renders the animation from the animation origin
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func (a *Animation) RenderFromOrigin(target d2iface.Surface) error {
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func (a *animation) RenderFromOrigin(target d2iface.Surface) error {
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if a.originAtBottom {
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direction := a.directions[a.directionIndex]
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frame := direction.frames[a.frameIndex]
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@ -308,7 +143,7 @@ func (a *Animation) RenderFromOrigin(target d2iface.Surface) error {
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}
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// RenderSection renders the section of the animation frame enclosed by bounds
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func (a *Animation) RenderSection(sfc d2iface.Surface, bound image.Rectangle) error {
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func (a *animation) RenderSection(sfc d2iface.Surface, bound image.Rectangle) error {
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direction := a.directions[a.directionIndex]
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frame := direction.frames[a.frameIndex]
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@ -322,7 +157,7 @@ func (a *Animation) RenderSection(sfc d2iface.Surface, bound image.Rectangle) er
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}
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// GetFrameSize gets the Size(width, height) of a indexed frame.
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func (a *Animation) GetFrameSize(frameIndex int) (width, height int, err error) {
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func (a *animation) GetFrameSize(frameIndex int) (width, height int, err error) {
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direction := a.directions[a.directionIndex]
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if frameIndex >= len(direction.frames) {
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return 0, 0, errors.New("invalid frame index")
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@ -334,13 +169,13 @@ func (a *Animation) GetFrameSize(frameIndex int) (width, height int, err error)
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}
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// GetCurrentFrameSize gets the Size(width, height) of the current frame.
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func (a *Animation) GetCurrentFrameSize() (width, height int) {
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func (a *animation) GetCurrentFrameSize() (width, height int) {
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width, height, _ = a.GetFrameSize(a.frameIndex)
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return width, height
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}
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// GetFrameBounds gets maximum Size(width, height) of all frame.
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func (a *Animation) GetFrameBounds() (maxWidth, maxHeight int) {
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func (a *animation) GetFrameBounds() (maxWidth, maxHeight int) {
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maxWidth, maxHeight = 0, 0
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direction := a.directions[a.directionIndex]
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@ -353,33 +188,33 @@ func (a *Animation) GetFrameBounds() (maxWidth, maxHeight int) {
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}
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// GetCurrentFrame gets index of current frame in animation
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func (a *Animation) GetCurrentFrame() int {
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func (a *animation) GetCurrentFrame() int {
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return a.frameIndex
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}
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// GetFrameCount gets number of frames in animation
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func (a *Animation) GetFrameCount() int {
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func (a *animation) GetFrameCount() int {
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direction := a.directions[a.directionIndex]
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return len(direction.frames)
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}
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// IsOnFirstFrame gets if the animation on its first frame
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func (a *Animation) IsOnFirstFrame() bool {
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func (a *animation) IsOnFirstFrame() bool {
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return a.frameIndex == 0
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}
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// IsOnLastFrame gets if the animation on its last frame
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func (a *Animation) IsOnLastFrame() bool {
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func (a *animation) IsOnLastFrame() bool {
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return a.frameIndex == a.GetFrameCount()-1
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}
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// GetDirectionCount gets the number of animation direction
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func (a *Animation) GetDirectionCount() int {
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func (a *animation) GetDirectionCount() int {
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return len(a.directions)
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}
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// SetDirection places the animation in the direction of an animation
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func (a *Animation) SetDirection(directionIndex int) error {
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func (a *animation) SetDirection(directionIndex int) error {
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const smallestInvalidDirectionIndex = 64
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if directionIndex >= smallestInvalidDirectionIndex {
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return errors.New("invalid direction index")
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@ -392,12 +227,12 @@ func (a *Animation) SetDirection(directionIndex int) error {
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}
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// GetDirection get the current animation direction
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func (a *Animation) GetDirection() int {
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func (a *animation) GetDirection() int {
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return a.directionIndex
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}
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// SetCurrentFrame sets animation at a specific frame
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func (a *Animation) SetCurrentFrame(frameIndex int) error {
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func (a *animation) SetCurrentFrame(frameIndex int) error {
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if frameIndex >= a.GetFrameCount() {
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return errors.New("invalid frame index")
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}
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@ -409,69 +244,69 @@ func (a *Animation) SetCurrentFrame(frameIndex int) error {
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}
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// Rewind animation to beginning
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func (a *Animation) Rewind() {
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func (a *animation) Rewind() {
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_ = a.SetCurrentFrame(0)
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}
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// PlayForward plays animation forward
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func (a *Animation) PlayForward() {
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func (a *animation) PlayForward() {
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a.playMode = playModeForward
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a.lastFrameTime = 0
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}
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// PlayBackward plays animation backward
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func (a *Animation) PlayBackward() {
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func (a *animation) PlayBackward() {
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a.playMode = playModeBackward
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a.lastFrameTime = 0
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}
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// Pause animation
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func (a *Animation) Pause() {
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func (a *animation) Pause() {
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a.playMode = playModePause
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a.lastFrameTime = 0
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}
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// SetPlayLoop sets whether to loop the animation
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func (a *Animation) SetPlayLoop(loop bool) {
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func (a *animation) SetPlayLoop(loop bool) {
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a.playLoop = loop
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}
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// SetPlaySpeed sets play speed of the animation
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func (a *Animation) SetPlaySpeed(playSpeed float64) {
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func (a *animation) SetPlaySpeed(playSpeed float64) {
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a.SetPlayLength(playSpeed * float64(a.GetFrameCount()))
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}
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// SetPlayLength sets the Animation's play length in seconds
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func (a *Animation) SetPlayLength(playLength float64) {
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func (a *animation) SetPlayLength(playLength float64) {
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// TODO refactor to use time.Duration instead of float64
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a.playLength = playLength
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a.lastFrameTime = 0
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}
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// SetPlayLengthMs sets the Animation's play length in milliseconds
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func (a *Animation) SetPlayLengthMs(playLengthMs int) {
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func (a *animation) SetPlayLengthMs(playLengthMs int) {
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// TODO remove this method
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const millisecondsPerSecond = 1000.0
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a.SetPlayLength(float64(playLengthMs) / millisecondsPerSecond)
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}
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// SetColorMod sets the Animation's color mod
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func (a *Animation) SetColorMod(colorMod color.Color) {
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func (a *animation) SetColorMod(colorMod color.Color) {
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a.colorMod = colorMod
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}
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// GetPlayedCount gets the number of times the application played
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func (a *Animation) GetPlayedCount() int {
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func (a *animation) GetPlayedCount() int {
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return a.playedCount
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}
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// ResetPlayedCount resets the play count
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func (a *Animation) ResetPlayedCount() {
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func (a *animation) ResetPlayedCount() {
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a.playedCount = 0
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}
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// SetBlend sets the Animation alpha blending status
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func (a *Animation) SetBlend(blend bool) {
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func (a *animation) SetBlend(blend bool) {
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if blend {
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a.compositeMode = d2enum.CompositeModeLighter
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} else {
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@ -39,7 +39,7 @@ func (am *animationManager) LoadAnimation(
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transparency int ) (d2interface.Animation, error) {
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cachePath := fmt.Sprintf("%s;%s;%d", animationPath, palettePath, transparency)
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if animation, found := am.cache.Retrieve(cachePath); found {
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return animation.(*Animation).Clone(), nil
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return animation.(d2interface.Animation).Clone(), nil
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}
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var animation d2interface.Animation
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@ -47,32 +47,22 @@ func (am *animationManager) LoadAnimation(
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ext := strings.ToLower(filepath.Ext(animationPath))
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switch ext {
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case ".dc6":
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dc6, err := loadDC6(animationPath)
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if err != nil {
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return nil, err
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}
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palette, err := LoadPalette(palettePath)
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||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
animation, err = CreateAnimationFromDC6(am.renderer, dc6, palette)
|
||||
animation, err = CreateDC6Animation(am.renderer, animationPath, palette)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
case ".dcc":
|
||||
dcc, err := loadDCC(animationPath)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
palette, err := LoadPalette(palettePath)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
animation, err = CreateAnimationFromDCC(am.renderer, dcc, palette, transparency)
|
||||
animation, err = CreateDCCAnimation(am.renderer, animationPath, palette, transparency)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
@ -3,6 +3,7 @@ package d2asset
|
||||
import (
|
||||
"errors"
|
||||
"fmt"
|
||||
"log"
|
||||
"strings"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data"
|
||||
@ -249,6 +250,8 @@ func (c *Composite) createMode(animationMode, weaponClass string) (*compositeMod
|
||||
transparency = 192
|
||||
case d2enum.DrawEffectModulate:
|
||||
blend = true
|
||||
default:
|
||||
log.Println("Unhandled DrawEffect ", cofLayer.DrawEffect, " requested for layer ", cofLayer.Type.String(), " of ", c.token)
|
||||
}
|
||||
}
|
||||
|
||||
|
154
d2core/d2asset/dc6_animation.go
Normal file
154
d2core/d2asset/dc6_animation.go
Normal file
@ -0,0 +1,154 @@
|
||||
package d2asset
|
||||
|
||||
import (
|
||||
"errors"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
|
||||
d2iface "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
||||
)
|
||||
|
||||
// DC6Animation is an animation made from a DC6 file
|
||||
type DC6Animation struct {
|
||||
animation
|
||||
dc6Path string
|
||||
palette d2iface.Palette
|
||||
renderer d2iface.Renderer
|
||||
}
|
||||
|
||||
// CreateDC6Animation creates an Animation from d2dc6.DC6 and d2dat.DATPalette
|
||||
func CreateDC6Animation(renderer d2iface.Renderer, dc6Path string,
|
||||
palette d2iface.Palette) (d2iface.Animation, error) {
|
||||
dc6, err := loadDC6(dc6Path)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
animation := animation{
|
||||
directions: make([]animationDirection, dc6.Directions),
|
||||
playLength: defaultPlayLength,
|
||||
playLoop: true,
|
||||
originAtBottom: true,
|
||||
}
|
||||
|
||||
anim := DC6Animation{
|
||||
animation: animation,
|
||||
dc6Path: dc6Path,
|
||||
palette: palette,
|
||||
renderer: renderer,
|
||||
}
|
||||
|
||||
err = anim.SetDirection(0)
|
||||
|
||||
return &anim, err
|
||||
}
|
||||
|
||||
// SetDirection decodes and sets the direction
|
||||
func (a *DC6Animation) SetDirection(directionIndex int) error {
|
||||
const smallestInvalidDirectionIndex = 64
|
||||
if directionIndex >= smallestInvalidDirectionIndex {
|
||||
return errors.New("invalid direction index")
|
||||
}
|
||||
|
||||
direction := d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
|
||||
if !a.directions[direction].decoded {
|
||||
err := a.decodeDirection(direction)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
|
||||
a.directionIndex = direction
|
||||
a.frameIndex = 0
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (a *DC6Animation) decodeDirection(directionIndex int) error {
|
||||
dc6, err := loadDC6(a.dc6Path)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
startFrame := directionIndex * int(dc6.FramesPerDirection)
|
||||
|
||||
for i := 0; i < int(dc6.FramesPerDirection); i++ {
|
||||
dc6Frame := dc6.Frames[startFrame+i]
|
||||
|
||||
sfc, err := a.renderer.NewSurface(int(dc6Frame.Width), int(dc6Frame.Height),
|
||||
d2iface.FilterNearest)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
indexData := make([]int, dc6Frame.Width*dc6Frame.Height)
|
||||
for i := range indexData {
|
||||
indexData[i] = -1
|
||||
}
|
||||
|
||||
x := 0
|
||||
y := int(dc6Frame.Height) - 1
|
||||
offset := 0
|
||||
|
||||
for {
|
||||
b := int(dc6Frame.FrameData[offset])
|
||||
offset++
|
||||
|
||||
if b == 0x80 {
|
||||
if y == 0 {
|
||||
break
|
||||
}
|
||||
y--
|
||||
x = 0
|
||||
} else if b&0x80 > 0 {
|
||||
transparentPixels := b & 0x7f
|
||||
for i := 0; i < transparentPixels; i++ {
|
||||
indexData[x+y*int(dc6Frame.Width)+i] = -1
|
||||
}
|
||||
x += transparentPixels
|
||||
} else {
|
||||
for i := 0; i < b; i++ {
|
||||
indexData[x+y*int(dc6Frame.Width)+i] = int(dc6Frame.FrameData[offset])
|
||||
offset++
|
||||
}
|
||||
x += b
|
||||
}
|
||||
}
|
||||
|
||||
bytesPerPixel := 4
|
||||
colorData := make([]byte, int(dc6Frame.Width)*int(dc6Frame.Height)*bytesPerPixel)
|
||||
|
||||
for i := 0; i < int(dc6Frame.Width*dc6Frame.Height); i++ {
|
||||
// TODO: Is this == -1 or < 1?
|
||||
if indexData[i] < 1 {
|
||||
continue
|
||||
}
|
||||
|
||||
c := a.palette.GetColors()[indexData[i]]
|
||||
colorData[i*bytesPerPixel] = c.R()
|
||||
colorData[i*bytesPerPixel+1] = c.G()
|
||||
colorData[i*bytesPerPixel+2] = c.B()
|
||||
colorData[i*bytesPerPixel+3] = c.A()
|
||||
}
|
||||
|
||||
if err := sfc.ReplacePixels(colorData); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
a.directions[directionIndex].decoded = true
|
||||
a.directions[directionIndex].frames = append(a.directions[directionIndex].frames, &animationFrame{
|
||||
width: int(dc6Frame.Width),
|
||||
height: int(dc6Frame.Height),
|
||||
offsetX: int(dc6Frame.OffsetX),
|
||||
offsetY: int(dc6Frame.OffsetY),
|
||||
image: sfc,
|
||||
})
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
// Clone creates a copy of the animation
|
||||
func (a *DC6Animation) Clone() d2iface.Animation {
|
||||
animation := *a
|
||||
return &animation
|
||||
}
|
141
d2core/d2asset/dcc_animation.go
Normal file
141
d2core/d2asset/dcc_animation.go
Normal file
@ -0,0 +1,141 @@
|
||||
package d2asset
|
||||
|
||||
import (
|
||||
"errors"
|
||||
"math"
|
||||
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common"
|
||||
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2fileformats/d2dcc"
|
||||
d2iface "github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
|
||||
)
|
||||
|
||||
// DCCAnimation represens an animation decoded from DCC
|
||||
type DCCAnimation struct {
|
||||
animation
|
||||
dccPath string
|
||||
transparency int
|
||||
palette d2iface.Palette
|
||||
renderer d2iface.Renderer
|
||||
}
|
||||
|
||||
// CreateAnimationFromDCC creates an animation from d2dcc.DCC and d2dat.DATPalette
|
||||
func CreateDCCAnimation(renderer d2iface.Renderer, dccPath string, palette d2iface.Palette,
|
||||
transparency int) (d2iface.Animation, error) {
|
||||
|
||||
dcc, err := loadDCC(dccPath)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
anim := animation{
|
||||
playLength: defaultPlayLength,
|
||||
playLoop: true,
|
||||
directions: make([]animationDirection, dcc.NumberOfDirections),
|
||||
}
|
||||
|
||||
DCC := DCCAnimation{
|
||||
animation: anim,
|
||||
dccPath: dccPath,
|
||||
palette: palette,
|
||||
renderer: renderer,
|
||||
transparency: transparency,
|
||||
}
|
||||
|
||||
err = DCC.SetDirection(0)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
|
||||
return &DCC, nil
|
||||
}
|
||||
|
||||
// Clone creates a copy of the animation
|
||||
func (a *DCCAnimation) Clone() d2iface.Animation {
|
||||
animation := *a
|
||||
return &animation
|
||||
}
|
||||
|
||||
// SetDirection places the animation in the direction of an animation
|
||||
func (a *DCCAnimation) SetDirection(directionIndex int) error {
|
||||
const smallestInvalidDirectionIndex = 64
|
||||
if directionIndex >= smallestInvalidDirectionIndex {
|
||||
return errors.New("invalid direction index")
|
||||
}
|
||||
|
||||
direction := d2dcc.Dir64ToDcc(directionIndex, len(a.directions))
|
||||
if !a.directions[direction].decoded {
|
||||
err := a.decodeDirection(direction)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
}
|
||||
|
||||
a.directionIndex = direction
|
||||
a.frameIndex = 0
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (a *DCCAnimation) decodeDirection(directionIndex int) error {
|
||||
dcc, err := loadDCC(a.dccPath)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
direction := dcc.DecodeDirection(directionIndex)
|
||||
|
||||
minX, minY := math.MaxInt32, math.MaxInt32
|
||||
maxX, maxY := math.MinInt32, math.MinInt32
|
||||
|
||||
for _, dccFrame := range direction.Frames {
|
||||
minX = d2common.MinInt(minX, dccFrame.Box.Left)
|
||||
minY = d2common.MinInt(minY, dccFrame.Box.Top)
|
||||
maxX = d2common.MaxInt(maxX, dccFrame.Box.Right())
|
||||
maxY = d2common.MaxInt(maxY, dccFrame.Box.Bottom())
|
||||
}
|
||||
|
||||
for _, dccFrame := range direction.Frames {
|
||||
frameWidth := maxX - minX
|
||||
frameHeight := maxY - minY
|
||||
|
||||
const bytesPerPixel = 4
|
||||
pixels := make([]byte, frameWidth*frameHeight*bytesPerPixel)
|
||||
|
||||
for y := 0; y < frameHeight; y++ {
|
||||
for x := 0; x < frameWidth; x++ {
|
||||
paletteIndex := dccFrame.PixelData[y*frameWidth+x]
|
||||
|
||||
if paletteIndex == 0 {
|
||||
continue
|
||||
}
|
||||
|
||||
palColor := a.palette.GetColors()[paletteIndex]
|
||||
offset := (x + y*frameWidth) * bytesPerPixel
|
||||
pixels[offset] = palColor.R()
|
||||
pixels[offset+1] = palColor.G()
|
||||
pixels[offset+2] = palColor.B()
|
||||
pixels[offset+3] = byte(a.transparency)
|
||||
}
|
||||
}
|
||||
|
||||
sfc, err := a.renderer.NewSurface(frameWidth, frameHeight, d2iface.FilterNearest)
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
if err := sfc.ReplacePixels(pixels); err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
a.directions[directionIndex].decoded = true
|
||||
a.directions[directionIndex].frames = append(a.directions[directionIndex].frames, &animationFrame{
|
||||
width: dccFrame.Width,
|
||||
height: dccFrame.Height,
|
||||
offsetX: minX,
|
||||
offsetY: minY,
|
||||
image: sfc,
|
||||
})
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
Loading…
Reference in New Issue
Block a user