OpenDiablo2/d2core/d2asset/dc6_animation.go

156 lines
3.5 KiB
Go

package d2asset
import (
"errors"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2enum"
"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),
d2enum.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
}