dhewm3-sdk/game/anim/Anim_Blend.cpp
Daniel Gibson 51064bef93 Fix/work around other misc. compiler warnings
or, in the case of AF.cpp, at least comment on them

I think this fixes most of the remaining "interesting" GCC 12 on Linux
warnings
2024-03-18 23:01:31 +01:00

5035 lines
118 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "sys/platform.h"
#include "idlib/containers/BinSearch.h"
#include "idlib/geometry/JointTransform.h"
#include "idlib/math/Quat.h"
#include "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "ai/AI.h"
#include "Entity.h"
#include "Fx.h"
#include "Game_local.h"
#include "anim/Anim.h"
static const char *channelNames[ ANIM_NumAnimChannels ] = {
"all", "torso", "legs", "head", "eyelids"
};
/***********************************************************************
idAnim
***********************************************************************/
/*
=====================
idAnim::idAnim
=====================
*/
idAnim::idAnim() {
modelDef = NULL;
numAnims = 0;
memset( anims, 0, sizeof( anims ) );
memset( &flags, 0, sizeof( flags ) );
}
/*
=====================
idAnim::idAnim
=====================
*/
idAnim::idAnim( const idDeclModelDef *modelDef, const idAnim *anim ) {
int i;
this->modelDef = modelDef;
numAnims = anim->numAnims;
name = anim->name;
realname = anim->realname;
flags = anim->flags;
memset( anims, 0, sizeof( anims ) );
for( i = 0; i < numAnims; i++ ) {
anims[ i ] = anim->anims[ i ];
anims[ i ]->IncreaseRefs();
}
frameLookup.SetNum( anim->frameLookup.Num() );
memcpy( frameLookup.Ptr(), anim->frameLookup.Ptr(), frameLookup.MemoryUsed() );
frameCommands.SetNum( anim->frameCommands.Num() );
for( i = 0; i < frameCommands.Num(); i++ ) {
frameCommands[ i ] = anim->frameCommands[ i ];
if ( anim->frameCommands[ i ].string ) {
frameCommands[ i ].string = new idStr( *anim->frameCommands[ i ].string );
}
}
}
/*
=====================
idAnim::~idAnim
=====================
*/
idAnim::~idAnim() {
int i;
for( i = 0; i < numAnims; i++ ) {
anims[ i ]->DecreaseRefs();
}
for( i = 0; i < frameCommands.Num(); i++ ) {
delete frameCommands[ i ].string;
}
}
/*
=====================
idAnim::SetAnim
=====================
*/
void idAnim::SetAnim( const idDeclModelDef *modelDef, const char *sourcename, const char *animname, int num, const idMD5Anim *md5anims[ ANIM_MaxSyncedAnims ] ) {
int i;
this->modelDef = modelDef;
for( i = 0; i < numAnims; i++ ) {
anims[ i ]->DecreaseRefs();
anims[ i ] = NULL;
}
assert( ( num > 0 ) && ( num <= ANIM_MaxSyncedAnims ) );
numAnims = num;
realname = sourcename;
name = animname;
for( i = 0; i < num; i++ ) {
anims[ i ] = md5anims[ i ];
anims[ i ]->IncreaseRefs();
}
memset( &flags, 0, sizeof( flags ) );
for( i = 0; i < frameCommands.Num(); i++ ) {
delete frameCommands[ i ].string;
}
frameLookup.Clear();
frameCommands.Clear();
}
/*
=====================
idAnim::Name
=====================
*/
const char *idAnim::Name( void ) const {
return name;
}
/*
=====================
idAnim::FullName
=====================
*/
const char *idAnim::FullName( void ) const {
return realname;
}
/*
=====================
idAnim::MD5Anim
index 0 will never be NULL. Any anim >= NumAnims will return NULL.
=====================
*/
const idMD5Anim *idAnim::MD5Anim( int num ) const {
if ( anims[0] == NULL ) {
return NULL;
}
return anims[ num ];
}
/*
=====================
idAnim::ModelDef
=====================
*/
const idDeclModelDef *idAnim::ModelDef( void ) const {
return modelDef;
}
/*
=====================
idAnim::Length
=====================
*/
int idAnim::Length( void ) const {
if ( !anims[ 0 ] ) {
return 0;
}
return anims[ 0 ]->Length();
}
/*
=====================
idAnim::NumFrames
=====================
*/
int idAnim::NumFrames( void ) const {
if ( !anims[ 0 ] ) {
return 0;
}
return anims[ 0 ]->NumFrames();
}
/*
=====================
idAnim::NumAnims
=====================
*/
int idAnim::NumAnims( void ) const {
return numAnims;
}
/*
=====================
idAnim::TotalMovementDelta
=====================
*/
const idVec3 &idAnim::TotalMovementDelta( void ) const {
if ( !anims[ 0 ] ) {
return vec3_zero;
}
return anims[ 0 ]->TotalMovementDelta();
}
/*
=====================
idAnim::GetOrigin
=====================
*/
bool idAnim::GetOrigin( idVec3 &offset, int animNum, int currentTime, int cyclecount ) const {
if ( !anims[ animNum ] ) {
offset.Zero();
return false;
}
anims[ animNum ]->GetOrigin( offset, currentTime, cyclecount );
return true;
}
/*
=====================
idAnim::GetOriginRotation
=====================
*/
bool idAnim::GetOriginRotation( idQuat &rotation, int animNum, int currentTime, int cyclecount ) const {
if ( !anims[ animNum ] ) {
rotation.Set( 0.0f, 0.0f, 0.0f, 1.0f );
return false;
}
anims[ animNum ]->GetOriginRotation( rotation, currentTime, cyclecount );
return true;
}
/*
=====================
idAnim::GetBounds
=====================
*/
ID_INLINE bool idAnim::GetBounds( idBounds &bounds, int animNum, int currentTime, int cyclecount ) const {
if ( !anims[ animNum ] ) {
return false;
}
anims[ animNum ]->GetBounds( bounds, currentTime, cyclecount );
return true;
}
/*
=====================
idAnim::AddFrameCommand
Returns NULL if no error.
=====================
*/
const char *idAnim::AddFrameCommand( const idDeclModelDef *modelDef, int framenum, idLexer &src, const idDict *def ) {
int i;
int index;
idStr text;
idStr funcname;
frameCommand_t fc;
idToken token;
const jointInfo_t *jointInfo;
// make sure we're within bounds
if ( ( framenum < 1 ) || ( framenum > anims[ 0 ]->NumFrames() ) ) {
return va( "Frame %d out of range", framenum );
}
// frame numbers are 1 based in .def files, but 0 based internally
framenum--;
memset( &fc, 0, sizeof( fc ) );
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
if ( token == "call" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SCRIPTFUNCTION;
fc.function = gameLocal.program.FindFunction( token );
if ( !fc.function ) {
return va( "Function '%s' not found", token.c_str() );
}
} else if ( token == "object_call" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SCRIPTFUNCTIONOBJECT;
fc.string = new idStr( token );
} else if ( token == "event" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_EVENTFUNCTION;
const idEventDef *ev = idEventDef::FindEvent( token );
if ( !ev ) {
return va( "Event '%s' not found", token.c_str() );
}
if ( ev->GetNumArgs() != 0 ) {
return va( "Event '%s' has arguments", token.c_str() );
}
fc.string = new idStr( token );
} else if ( token == "sound" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SOUND;
if ( !token.Cmpn( "snd_", 4 ) ) {
fc.string = new idStr( token );
} else {
fc.soundShader = declManager->FindSound( token );
if ( fc.soundShader->GetState() == DS_DEFAULTED ) {
gameLocal.Warning( "Sound '%s' not found", token.c_str() );
}
}
} else if ( token == "sound_voice" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SOUND_VOICE;
if ( !token.Cmpn( "snd_", 4 ) ) {
fc.string = new idStr( token );
} else {
fc.soundShader = declManager->FindSound( token );
if ( fc.soundShader->GetState() == DS_DEFAULTED ) {
gameLocal.Warning( "Sound '%s' not found", token.c_str() );
}
}
} else if ( token == "sound_voice2" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SOUND_VOICE2;
if ( !token.Cmpn( "snd_", 4 ) ) {
fc.string = new idStr( token );
} else {
fc.soundShader = declManager->FindSound( token );
if ( fc.soundShader->GetState() == DS_DEFAULTED ) {
gameLocal.Warning( "Sound '%s' not found", token.c_str() );
}
}
} else if ( token == "sound_body" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SOUND_BODY;
if ( !token.Cmpn( "snd_", 4 ) ) {
fc.string = new idStr( token );
} else {
fc.soundShader = declManager->FindSound( token );
if ( fc.soundShader->GetState() == DS_DEFAULTED ) {
gameLocal.Warning( "Sound '%s' not found", token.c_str() );
}
}
} else if ( token == "sound_body2" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SOUND_BODY2;
if ( !token.Cmpn( "snd_", 4 ) ) {
fc.string = new idStr( token );
} else {
fc.soundShader = declManager->FindSound( token );
if ( fc.soundShader->GetState() == DS_DEFAULTED ) {
gameLocal.Warning( "Sound '%s' not found", token.c_str() );
}
}
} else if ( token == "sound_body3" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SOUND_BODY3;
if ( !token.Cmpn( "snd_", 4 ) ) {
fc.string = new idStr( token );
} else {
fc.soundShader = declManager->FindSound( token );
if ( fc.soundShader->GetState() == DS_DEFAULTED ) {
gameLocal.Warning( "Sound '%s' not found", token.c_str() );
}
}
} else if ( token == "sound_weapon" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SOUND_WEAPON;
if ( !token.Cmpn( "snd_", 4 ) ) {
fc.string = new idStr( token );
} else {
fc.soundShader = declManager->FindSound( token );
if ( fc.soundShader->GetState() == DS_DEFAULTED ) {
gameLocal.Warning( "Sound '%s' not found", token.c_str() );
}
}
} else if ( token == "sound_global" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SOUND_GLOBAL;
if ( !token.Cmpn( "snd_", 4 ) ) {
fc.string = new idStr( token );
} else {
fc.soundShader = declManager->FindSound( token );
if ( fc.soundShader->GetState() == DS_DEFAULTED ) {
gameLocal.Warning( "Sound '%s' not found", token.c_str() );
}
}
} else if ( token == "sound_item" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SOUND_ITEM;
if ( !token.Cmpn( "snd_", 4 ) ) {
fc.string = new idStr( token );
} else {
fc.soundShader = declManager->FindSound( token );
if ( fc.soundShader->GetState() == DS_DEFAULTED ) {
gameLocal.Warning( "Sound '%s' not found", token.c_str() );
}
}
} else if ( token == "sound_chatter" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SOUND_CHATTER;
if ( !token.Cmpn( "snd_", 4 ) ) {
fc.string = new idStr( token );
} else {
fc.soundShader = declManager->FindSound( token );
if ( fc.soundShader->GetState() == DS_DEFAULTED ) {
gameLocal.Warning( "Sound '%s' not found", token.c_str() );
}
}
} else if ( token == "skin" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_SKIN;
if ( token == "none" ) {
fc.skin = NULL;
} else {
fc.skin = declManager->FindSkin( token );
if ( !fc.skin ) {
return va( "Skin '%s' not found", token.c_str() );
}
}
} else if ( token == "fx" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_FX;
if ( !declManager->FindType( DECL_FX, token.c_str() ) ) {
return va( "fx '%s' not found", token.c_str() );
}
fc.string = new idStr( token );
} else if ( token == "trigger" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_TRIGGER;
fc.string = new idStr( token );
} else if ( token == "triggerSmokeParticle" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_TRIGGER_SMOKE_PARTICLE;
fc.string = new idStr( token );
} else if ( token == "melee" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_MELEE;
if ( !gameLocal.FindEntityDef( token.c_str(), false ) ) {
return va( "Unknown entityDef '%s'", token.c_str() );
}
fc.string = new idStr( token );
} else if ( token == "direct_damage" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_DIRECTDAMAGE;
if ( !gameLocal.FindEntityDef( token.c_str(), false ) ) {
return va( "Unknown entityDef '%s'", token.c_str() );
}
fc.string = new idStr( token );
} else if ( token == "attack_begin" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_BEGINATTACK;
if ( !gameLocal.FindEntityDef( token.c_str(), false ) ) {
return va( "Unknown entityDef '%s'", token.c_str() );
}
fc.string = new idStr( token );
} else if ( token == "attack_end" ) {
fc.type = FC_ENDATTACK;
} else if ( token == "muzzle_flash" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
if ( ( token != "" ) && !modelDef->FindJoint( token ) ) {
return va( "Joint '%s' not found", token.c_str() );
}
fc.type = FC_MUZZLEFLASH;
fc.string = new idStr( token );
} else if ( token == "muzzle_flash" ) {
fc.type = FC_MUZZLEFLASH;
fc.string = new idStr( "" );
} else if ( token == "create_missile" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
if ( !modelDef->FindJoint( token ) ) {
return va( "Joint '%s' not found", token.c_str() );
}
fc.type = FC_CREATEMISSILE;
fc.string = new idStr( token );
} else if ( token == "launch_missile" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
if ( !modelDef->FindJoint( token ) ) {
return va( "Joint '%s' not found", token.c_str() );
}
fc.type = FC_LAUNCHMISSILE;
fc.string = new idStr( token );
} else if ( token == "fire_missile_at_target" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
jointInfo = modelDef->FindJoint( token );
if ( !jointInfo ) {
return va( "Joint '%s' not found", token.c_str() );
}
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_FIREMISSILEATTARGET;
fc.string = new idStr( token );
fc.index = jointInfo->num;
} else if ( token == "footstep" ) {
fc.type = FC_FOOTSTEP;
} else if ( token == "leftfoot" ) {
fc.type = FC_LEFTFOOT;
} else if ( token == "rightfoot" ) {
fc.type = FC_RIGHTFOOT;
} else if ( token == "enableEyeFocus" ) {
fc.type = FC_ENABLE_EYE_FOCUS;
} else if ( token == "disableEyeFocus" ) {
fc.type = FC_DISABLE_EYE_FOCUS;
} else if ( token == "disableGravity" ) {
fc.type = FC_DISABLE_GRAVITY;
} else if ( token == "enableGravity" ) {
fc.type = FC_ENABLE_GRAVITY;
} else if ( token == "jump" ) {
fc.type = FC_JUMP;
} else if ( token == "enableClip" ) {
fc.type = FC_ENABLE_CLIP;
} else if ( token == "disableClip" ) {
fc.type = FC_DISABLE_CLIP;
} else if ( token == "enableWalkIK" ) {
fc.type = FC_ENABLE_WALK_IK;
} else if ( token == "disableWalkIK" ) {
fc.type = FC_DISABLE_WALK_IK;
} else if ( token == "enableLegIK" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_ENABLE_LEG_IK;
fc.index = atoi( token );
} else if ( token == "disableLegIK" ) {
if( !src.ReadTokenOnLine( &token ) ) {
return "Unexpected end of line";
}
fc.type = FC_DISABLE_LEG_IK;
fc.index = atoi( token );
} else if ( token == "recordDemo" ) {
fc.type = FC_RECORDDEMO;
if( src.ReadTokenOnLine( &token ) ) {
fc.string = new idStr( token );
}
} else if ( token == "aviGame" ) {
fc.type = FC_AVIGAME;
if( src.ReadTokenOnLine( &token ) ) {
fc.string = new idStr( token );
}
} else {
return va( "Unknown command '%s'", token.c_str() );
}
// check if we've initialized the frame loopup table
if ( !frameLookup.Num() ) {
// we haven't, so allocate the table and initialize it
frameLookup.SetGranularity( 1 );
frameLookup.SetNum( anims[ 0 ]->NumFrames() );
for( i = 0; i < frameLookup.Num(); i++ ) {
frameLookup[ i ].num = 0;
frameLookup[ i ].firstCommand = 0;
}
}
// allocate space for a new command
frameCommands.Alloc();
// calculate the index of the new command
index = frameLookup[ framenum ].firstCommand + frameLookup[ framenum ].num;
// move all commands from our index onward up one to give us space for our new command
for( i = frameCommands.Num() - 1; i > index; i-- ) {
frameCommands[ i ] = frameCommands[ i - 1 ];
}
// fix the indices of any later frames to account for the inserted command
for( i = framenum + 1; i < frameLookup.Num(); i++ ) {
frameLookup[ i ].firstCommand++;
}
// store the new command
frameCommands[ index ] = fc;
// increase the number of commands on this frame
frameLookup[ framenum ].num++;
// return with no error
return NULL;
}
/*
=====================
idAnim::CallFrameCommands
=====================
*/
void idAnim::CallFrameCommands( idEntity *ent, int from, int to ) const {
int index;
int end;
int frame;
int numframes;
numframes = anims[ 0 ]->NumFrames();
frame = from;
while( frame != to ) {
frame++;
if ( frame >= numframes ) {
frame = 0;
}
index = frameLookup[ frame ].firstCommand;
end = index + frameLookup[ frame ].num;
while( index < end ) {
const frameCommand_t &command = frameCommands[ index++ ];
switch( command.type ) {
case FC_SCRIPTFUNCTION: {
gameLocal.CallFrameCommand( ent, command.function );
break;
}
case FC_SCRIPTFUNCTIONOBJECT: {
gameLocal.CallObjectFrameCommand( ent, command.string->c_str() );
break;
}
case FC_EVENTFUNCTION: {
const idEventDef *ev = idEventDef::FindEvent( command.string->c_str() );
ent->ProcessEvent( ev );
break;
}
case FC_SOUND: {
if ( !command.soundShader ) {
if ( !ent->StartSound( command.string->c_str(), SND_CHANNEL_ANY, 0, false, NULL ) ) {
gameLocal.Warning( "Framecommand 'sound' on entity '%s', anim '%s', frame %d: Could not find sound '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
} else {
ent->StartSoundShader( command.soundShader, SND_CHANNEL_ANY, 0, false, NULL );
}
break;
}
case FC_SOUND_VOICE: {
if ( !command.soundShader ) {
if ( !ent->StartSound( command.string->c_str(), SND_CHANNEL_VOICE, 0, false, NULL ) ) {
gameLocal.Warning( "Framecommand 'sound_voice' on entity '%s', anim '%s', frame %d: Could not find sound '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
} else {
ent->StartSoundShader( command.soundShader, SND_CHANNEL_VOICE, 0, false, NULL );
}
break;
}
case FC_SOUND_VOICE2: {
if ( !command.soundShader ) {
if ( !ent->StartSound( command.string->c_str(), SND_CHANNEL_VOICE2, 0, false, NULL ) ) {
gameLocal.Warning( "Framecommand 'sound_voice2' on entity '%s', anim '%s', frame %d: Could not find sound '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
} else {
ent->StartSoundShader( command.soundShader, SND_CHANNEL_VOICE2, 0, false, NULL );
}
break;
}
case FC_SOUND_BODY: {
if ( !command.soundShader ) {
if ( !ent->StartSound( command.string->c_str(), SND_CHANNEL_BODY, 0, false, NULL ) ) {
gameLocal.Warning( "Framecommand 'sound_body' on entity '%s', anim '%s', frame %d: Could not find sound '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
} else {
ent->StartSoundShader( command.soundShader, SND_CHANNEL_BODY, 0, false, NULL );
}
break;
}
case FC_SOUND_BODY2: {
if ( !command.soundShader ) {
if ( !ent->StartSound( command.string->c_str(), SND_CHANNEL_BODY2, 0, false, NULL ) ) {
gameLocal.Warning( "Framecommand 'sound_body2' on entity '%s', anim '%s', frame %d: Could not find sound '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
} else {
ent->StartSoundShader( command.soundShader, SND_CHANNEL_BODY2, 0, false, NULL );
}
break;
}
case FC_SOUND_BODY3: {
if ( !command.soundShader ) {
if ( !ent->StartSound( command.string->c_str(), SND_CHANNEL_BODY3, 0, false, NULL ) ) {
gameLocal.Warning( "Framecommand 'sound_body3' on entity '%s', anim '%s', frame %d: Could not find sound '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
} else {
ent->StartSoundShader( command.soundShader, SND_CHANNEL_BODY3, 0, false, NULL );
}
break;
}
case FC_SOUND_WEAPON: {
if ( !command.soundShader ) {
if ( !ent->StartSound( command.string->c_str(), SND_CHANNEL_WEAPON, 0, false, NULL ) ) {
gameLocal.Warning( "Framecommand 'sound_weapon' on entity '%s', anim '%s', frame %d: Could not find sound '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
} else {
ent->StartSoundShader( command.soundShader, SND_CHANNEL_WEAPON, 0, false, NULL );
}
break;
}
case FC_SOUND_GLOBAL: {
if ( !command.soundShader ) {
if ( !ent->StartSound( command.string->c_str(), SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL ) ) {
gameLocal.Warning( "Framecommand 'sound_global' on entity '%s', anim '%s', frame %d: Could not find sound '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
} else {
ent->StartSoundShader( command.soundShader, SND_CHANNEL_ANY, SSF_GLOBAL, false, NULL );
}
break;
}
case FC_SOUND_ITEM: {
if ( !command.soundShader ) {
if ( !ent->StartSound( command.string->c_str(), SND_CHANNEL_ITEM, 0, false, NULL ) ) {
gameLocal.Warning( "Framecommand 'sound_item' on entity '%s', anim '%s', frame %d: Could not find sound '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
} else {
ent->StartSoundShader( command.soundShader, SND_CHANNEL_ITEM, 0, false, NULL );
}
break;
}
case FC_SOUND_CHATTER: {
if ( ent->CanPlayChatterSounds() ) {
if ( !command.soundShader ) {
if ( !ent->StartSound( command.string->c_str(), SND_CHANNEL_VOICE, 0, false, NULL ) ) {
gameLocal.Warning( "Framecommand 'sound_chatter' on entity '%s', anim '%s', frame %d: Could not find sound '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
} else {
ent->StartSoundShader( command.soundShader, SND_CHANNEL_VOICE, 0, false, NULL );
}
}
break;
}
case FC_FX: {
idEntityFx::StartFx( command.string->c_str(), NULL, NULL, ent, true );
break;
}
case FC_SKIN: {
ent->SetSkin( command.skin );
break;
}
case FC_TRIGGER: {
idEntity *target;
target = gameLocal.FindEntity( command.string->c_str() );
if ( target ) {
target->Signal( SIG_TRIGGER );
target->ProcessEvent( &EV_Activate, ent );
target->TriggerGuis();
} else {
gameLocal.Warning( "Framecommand 'trigger' on entity '%s', anim '%s', frame %d: Could not find entity '%s'",
ent->name.c_str(), FullName(), frame + 1, command.string->c_str() );
}
break;
}
case FC_TRIGGER_SMOKE_PARTICLE: {
ent->ProcessEvent( &AI_TriggerParticles, command.string->c_str() );
break;
}
case FC_MELEE: {
ent->ProcessEvent( &AI_AttackMelee, command.string->c_str() );
break;
}
case FC_DIRECTDAMAGE: {
ent->ProcessEvent( &AI_DirectDamage, command.string->c_str() );
break;
}
case FC_BEGINATTACK: {
ent->ProcessEvent( &AI_BeginAttack, command.string->c_str() );
break;
}
case FC_ENDATTACK: {
ent->ProcessEvent( &AI_EndAttack );
break;
}
case FC_MUZZLEFLASH: {
ent->ProcessEvent( &AI_MuzzleFlash, command.string->c_str() );
break;
}
case FC_CREATEMISSILE: {
ent->ProcessEvent( &AI_CreateMissile, command.string->c_str() );
break;
}
case FC_LAUNCHMISSILE: {
ent->ProcessEvent( &AI_AttackMissile, command.string->c_str() );
break;
}
case FC_FIREMISSILEATTARGET: {
ent->ProcessEvent( &AI_FireMissileAtTarget, modelDef->GetJointName( command.index ), command.string->c_str() );
break;
}
case FC_FOOTSTEP : {
ent->ProcessEvent( &EV_Footstep );
break;
}
case FC_LEFTFOOT: {
ent->ProcessEvent( &EV_FootstepLeft );
break;
}
case FC_RIGHTFOOT: {
ent->ProcessEvent( &EV_FootstepRight );
break;
}
case FC_ENABLE_EYE_FOCUS: {
ent->ProcessEvent( &AI_EnableEyeFocus );
break;
}
case FC_DISABLE_EYE_FOCUS: {
ent->ProcessEvent( &AI_DisableEyeFocus );
break;
}
case FC_DISABLE_GRAVITY: {
ent->ProcessEvent( &AI_DisableGravity );
break;
}
case FC_ENABLE_GRAVITY: {
ent->ProcessEvent( &AI_EnableGravity );
break;
}
case FC_JUMP: {
ent->ProcessEvent( &AI_JumpFrame );
break;
}
case FC_ENABLE_CLIP: {
ent->ProcessEvent( &AI_EnableClip );
break;
}
case FC_DISABLE_CLIP: {
ent->ProcessEvent( &AI_DisableClip );
break;
}
case FC_ENABLE_WALK_IK: {
ent->ProcessEvent( &EV_EnableWalkIK );
break;
}
case FC_DISABLE_WALK_IK: {
ent->ProcessEvent( &EV_DisableWalkIK );
break;
}
case FC_ENABLE_LEG_IK: {
ent->ProcessEvent( &EV_EnableLegIK, command.index );
break;
}
case FC_DISABLE_LEG_IK: {
ent->ProcessEvent( &EV_DisableLegIK, command.index );
break;
}
case FC_RECORDDEMO: {
if ( command.string ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "recordDemo %s", command.string->c_str() ) );
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "stoprecording" );
}
break;
}
case FC_AVIGAME: {
if ( command.string ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, va( "aviGame %s", command.string->c_str() ) );
} else {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "aviGame" );
}
break;
}
}
}
}
}
/*
=====================
idAnim::FindFrameForFrameCommand
=====================
*/
int idAnim::FindFrameForFrameCommand( frameCommandType_t framecommand, const frameCommand_t **command ) const {
int frame;
int index;
int numframes;
int end;
if ( !frameCommands.Num() ) {
return -1;
}
numframes = anims[ 0 ]->NumFrames();
for( frame = 0; frame < numframes; frame++ ) {
end = frameLookup[ frame ].firstCommand + frameLookup[ frame ].num;
for( index = frameLookup[ frame ].firstCommand; index < end; index++ ) {
if ( frameCommands[ index ].type == framecommand ) {
if ( command ) {
*command = &frameCommands[ index ];
}
return frame;
}
}
}
if ( command ) {
*command = NULL;
}
return -1;
}
/*
=====================
idAnim::HasFrameCommands
=====================
*/
bool idAnim::HasFrameCommands( void ) const {
if ( !frameCommands.Num() ) {
return false;
}
return true;
}
/*
=====================
idAnim::SetAnimFlags
=====================
*/
void idAnim::SetAnimFlags( const animFlags_t &animflags ) {
flags = animflags;
}
/*
=====================
idAnim::GetAnimFlags
=====================
*/
const animFlags_t &idAnim::GetAnimFlags( void ) const {
return flags;
}
/***********************************************************************
idAnimBlend
***********************************************************************/
/*
=====================
idAnimBlend::idAnimBlend
=====================
*/
idAnimBlend::idAnimBlend( void ) {
Reset( NULL );
}
/*
=====================
idAnimBlend::Save
archives object for save game file
=====================
*/
void idAnimBlend::Save( idSaveGame *savefile ) const {
int i;
savefile->WriteInt( starttime );
savefile->WriteInt( endtime );
savefile->WriteInt( timeOffset );
savefile->WriteFloat( rate );
savefile->WriteInt( blendStartTime );
savefile->WriteInt( blendDuration );
savefile->WriteFloat( blendStartValue );
savefile->WriteFloat( blendEndValue );
for( i = 0; i < ANIM_MaxSyncedAnims; i++ ) {
savefile->WriteFloat( animWeights[ i ] );
}
savefile->WriteShort( cycle );
savefile->WriteShort( frame );
savefile->WriteShort( animNum );
savefile->WriteBool( allowMove );
savefile->WriteBool( allowFrameCommands );
}
/*
=====================
idAnimBlend::Restore
unarchives object from save game file
=====================
*/
void idAnimBlend::Restore( idRestoreGame *savefile, const idDeclModelDef *modelDef ) {
int i;
this->modelDef = modelDef;
savefile->ReadInt( starttime );
savefile->ReadInt( endtime );
savefile->ReadInt( timeOffset );
savefile->ReadFloat( rate );
savefile->ReadInt( blendStartTime );
savefile->ReadInt( blendDuration );
savefile->ReadFloat( blendStartValue );
savefile->ReadFloat( blendEndValue );
for( i = 0; i < ANIM_MaxSyncedAnims; i++ ) {
savefile->ReadFloat( animWeights[ i ] );
}
savefile->ReadShort( cycle );
savefile->ReadShort( frame );
savefile->ReadShort( animNum );
if ( !modelDef ) {
animNum = 0;
} else if ( ( animNum < 0 ) || ( animNum > modelDef->NumAnims() ) ) {
gameLocal.Warning( "Anim number %d out of range for model '%s' during save game", animNum, modelDef->GetModelName() );
animNum = 0;
}
savefile->ReadBool( allowMove );
savefile->ReadBool( allowFrameCommands );
}
/*
=====================
idAnimBlend::Reset
=====================
*/
void idAnimBlend::Reset( const idDeclModelDef *_modelDef ) {
modelDef = _modelDef;
cycle = 1;
starttime = 0;
endtime = 0;
timeOffset = 0;
rate = 1.0f;
frame = 0;
allowMove = true;
allowFrameCommands = true;
animNum = 0;
memset( animWeights, 0, sizeof( animWeights ) );
blendStartValue = 0.0f;
blendEndValue = 0.0f;
blendStartTime = 0;
blendDuration = 0;
}
/*
=====================
idAnimBlend::FullName
=====================
*/
const char *idAnimBlend::AnimFullName( void ) const {
const idAnim *anim = Anim();
if ( !anim ) {
return "";
}
return anim->FullName();
}
/*
=====================
idAnimBlend::AnimName
=====================
*/
const char *idAnimBlend::AnimName( void ) const {
const idAnim *anim = Anim();
if ( !anim ) {
return "";
}
return anim->Name();
}
/*
=====================
idAnimBlend::NumFrames
=====================
*/
int idAnimBlend::NumFrames( void ) const {
const idAnim *anim = Anim();
if ( !anim ) {
return 0;
}
return anim->NumFrames();
}
/*
=====================
idAnimBlend::Length
=====================
*/
int idAnimBlend::Length( void ) const {
const idAnim *anim = Anim();
if ( !anim ) {
return 0;
}
return anim->Length();
}
/*
=====================
idAnimBlend::GetWeight
=====================
*/
float idAnimBlend::GetWeight( int currentTime ) const {
int timeDelta;
float frac;
float w;
timeDelta = currentTime - blendStartTime;
if ( timeDelta <= 0 ) {
w = blendStartValue;
} else if ( timeDelta >= blendDuration ) {
w = blendEndValue;
} else {
frac = ( float )timeDelta / ( float )blendDuration;
w = blendStartValue + ( blendEndValue - blendStartValue ) * frac;
}
return w;
}
/*
=====================
idAnimBlend::GetFinalWeight
=====================
*/
float idAnimBlend::GetFinalWeight( void ) const {
return blendEndValue;
}
/*
=====================
idAnimBlend::SetWeight
=====================
*/
void idAnimBlend::SetWeight( float newweight, int currentTime, int blendTime ) {
blendStartValue = GetWeight( currentTime );
blendEndValue = newweight;
blendStartTime = currentTime - 1;
blendDuration = blendTime;
if ( !newweight ) {
endtime = currentTime + blendTime;
}
}
/*
=====================
idAnimBlend::NumSyncedAnims
=====================
*/
int idAnimBlend::NumSyncedAnims( void ) const {
const idAnim *anim = Anim();
if ( !anim ) {
return 0;
}
return anim->NumAnims();
}
/*
=====================
idAnimBlend::SetSyncedAnimWeight
=====================
*/
bool idAnimBlend::SetSyncedAnimWeight( int num, float weight ) {
const idAnim *anim = Anim();
if ( !anim ) {
return false;
}
if ( ( num < 0 ) || ( num > anim->NumAnims() ) ) {
return false;
}
animWeights[ num ] = weight;
return true;
}
/*
=====================
idAnimBlend::SetFrame
=====================
*/
void idAnimBlend::SetFrame( const idDeclModelDef *modelDef, int _animNum, int _frame, int currentTime, int blendTime ) {
Reset( modelDef );
if ( !modelDef ) {
return;
}
const idAnim *_anim = modelDef->GetAnim( _animNum );
if ( !_anim ) {
return;
}
const idMD5Anim *md5anim = _anim->MD5Anim( 0 );
if ( modelDef->Joints().Num() != md5anim->NumJoints() ) {
gameLocal.Warning( "Model '%s' has different # of joints than anim '%s'", modelDef->GetModelName(), md5anim->Name() );
return;
}
animNum = _animNum;
starttime = currentTime;
endtime = -1;
cycle = -1;
animWeights[ 0 ] = 1.0f;
frame = _frame;
// a frame of 0 means it's not a single frame blend, so we set it to frame + 1
if ( frame <= 0 ) {
frame = 1;
} else if ( frame > _anim->NumFrames() ) {
frame = _anim->NumFrames();
}
// set up blend
blendEndValue = 1.0f;
blendStartTime = currentTime - 1;
blendDuration = blendTime;
blendStartValue = 0.0f;
}
/*
=====================
idAnimBlend::CycleAnim
=====================
*/
void idAnimBlend::CycleAnim( const idDeclModelDef *modelDef, int _animNum, int currentTime, int blendTime ) {
Reset( modelDef );
if ( !modelDef ) {
return;
}
const idAnim *_anim = modelDef->GetAnim( _animNum );
if ( !_anim ) {
return;
}
const idMD5Anim *md5anim = _anim->MD5Anim( 0 );
if ( modelDef->Joints().Num() != md5anim->NumJoints() ) {
gameLocal.Warning( "Model '%s' has different # of joints than anim '%s'", modelDef->GetModelName(), md5anim->Name() );
return;
}
animNum = _animNum;
animWeights[ 0 ] = 1.0f;
endtime = -1;
cycle = -1;
if ( _anim->GetAnimFlags().random_cycle_start ) {
// start the animation at a random time so that characters don't walk in sync
starttime = currentTime - gameLocal.random.RandomFloat() * _anim->Length();
} else {
starttime = currentTime;
}
// set up blend
blendEndValue = 1.0f;
blendStartTime = currentTime - 1;
blendDuration = blendTime;
blendStartValue = 0.0f;
}
/*
=====================
idAnimBlend::PlayAnim
=====================
*/
void idAnimBlend::PlayAnim( const idDeclModelDef *modelDef, int _animNum, int currentTime, int blendTime ) {
Reset( modelDef );
if ( !modelDef ) {
return;
}
const idAnim *_anim = modelDef->GetAnim( _animNum );
if ( !_anim ) {
return;
}
const idMD5Anim *md5anim = _anim->MD5Anim( 0 );
if ( modelDef->Joints().Num() != md5anim->NumJoints() ) {
gameLocal.Warning( "Model '%s' has different # of joints than anim '%s'", modelDef->GetModelName(), md5anim->Name() );
return;
}
animNum = _animNum;
starttime = currentTime;
endtime = starttime + _anim->Length();
cycle = 1;
animWeights[ 0 ] = 1.0f;
// set up blend
blendEndValue = 1.0f;
blendStartTime = currentTime - 1;
blendDuration = blendTime;
blendStartValue = 0.0f;
}
/*
=====================
idAnimBlend::Clear
=====================
*/
void idAnimBlend::Clear( int currentTime, int clearTime ) {
if ( !clearTime ) {
Reset( modelDef );
} else {
SetWeight( 0.0f, currentTime, clearTime );
}
}
/*
=====================
idAnimBlend::IsDone
=====================
*/
bool idAnimBlend::IsDone( int currentTime ) const {
if ( !frame && ( endtime > 0 ) && ( currentTime >= endtime ) ) {
return true;
}
if ( ( blendEndValue <= 0.0f ) && ( currentTime >= ( blendStartTime + blendDuration ) ) ) {
return true;
}
return false;
}
/*
=====================
idAnimBlend::FrameHasChanged
=====================
*/
bool idAnimBlend::FrameHasChanged( int currentTime ) const {
// if we don't have an anim, no change
if ( !animNum ) {
return false;
}
// if anim is done playing, no change
if ( ( endtime > 0 ) && ( currentTime > endtime ) ) {
return false;
}
// if our blend weight changes, we need to update
if ( ( currentTime < ( blendStartTime + blendDuration ) && ( blendStartValue != blendEndValue ) ) ) {
return true;
}
// if we're a single frame anim and this isn't the frame we started on, we don't need to update
if ( ( frame || ( NumFrames() == 1 ) ) && ( currentTime != starttime ) ) {
return false;
}
return true;
}
/*
=====================
idAnimBlend::GetCycleCount
=====================
*/
int idAnimBlend::GetCycleCount( void ) const {
return cycle;
}
/*
=====================
idAnimBlend::SetCycleCount
=====================
*/
void idAnimBlend::SetCycleCount( int count ) {
const idAnim *anim = Anim();
if ( !anim ) {
cycle = -1;
endtime = 0;
} else {
cycle = count;
if ( cycle < 0 ) {
cycle = -1;
endtime = -1;
} else if ( cycle == 0 ) {
cycle = 1;
// most of the time we're running at the original frame rate, so avoid the int-to-float-to-int conversion
if ( rate == 1.0f ) {
endtime = starttime - timeOffset + anim->Length();
} else if ( rate != 0.0f ) {
endtime = starttime - timeOffset + anim->Length() / rate;
} else {
endtime = -1;
}
} else {
// most of the time we're running at the original frame rate, so avoid the int-to-float-to-int conversion
if ( rate == 1.0f ) {
endtime = starttime - timeOffset + anim->Length() * cycle;
} else if ( rate != 0.0f ) {
endtime = starttime - timeOffset + ( anim->Length() * cycle ) / rate;
} else {
endtime = -1;
}
}
}
}
/*
=====================
idAnimBlend::SetPlaybackRate
=====================
*/
void idAnimBlend::SetPlaybackRate( int currentTime, float newRate ) {
int animTime;
if ( rate == newRate ) {
return;
}
animTime = AnimTime( currentTime );
if ( newRate == 1.0f ) {
timeOffset = animTime - ( currentTime - starttime );
} else {
timeOffset = animTime - ( currentTime - starttime ) * newRate;
}
rate = newRate;
// update the anim endtime
SetCycleCount( cycle );
}
/*
=====================
idAnimBlend::GetPlaybackRate
=====================
*/
float idAnimBlend::GetPlaybackRate( void ) const {
return rate;
}
/*
=====================
idAnimBlend::SetStartTime
=====================
*/
void idAnimBlend::SetStartTime( int _startTime ) {
starttime = _startTime;
// update the anim endtime
SetCycleCount( cycle );
}
/*
=====================
idAnimBlend::GetStartTime
=====================
*/
int idAnimBlend::GetStartTime( void ) const {
if ( !animNum ) {
return 0;
}
return starttime;
}
/*
=====================
idAnimBlend::GetEndTime
=====================
*/
int idAnimBlend::GetEndTime( void ) const {
if ( !animNum ) {
return 0;
}
return endtime;
}
/*
=====================
idAnimBlend::PlayLength
=====================
*/
int idAnimBlend::PlayLength( void ) const {
if ( !animNum ) {
return 0;
}
if ( endtime < 0 ) {
return -1;
}
return endtime - starttime + timeOffset;
}
/*
=====================
idAnimBlend::AllowMovement
=====================
*/
void idAnimBlend::AllowMovement( bool allow ) {
allowMove = allow;
}
/*
=====================
idAnimBlend::AllowFrameCommands
=====================
*/
void idAnimBlend::AllowFrameCommands( bool allow ) {
allowFrameCommands = allow;
}
/*
=====================
idAnimBlend::Anim
=====================
*/
const idAnim *idAnimBlend::Anim( void ) const {
if ( !modelDef ) {
return NULL;
}
const idAnim *anim = modelDef->GetAnim( animNum );
return anim;
}
/*
=====================
idAnimBlend::AnimNum
=====================
*/
int idAnimBlend::AnimNum( void ) const {
return animNum;
}
/*
=====================
idAnimBlend::AnimTime
=====================
*/
int idAnimBlend::AnimTime( int currentTime ) const {
int time;
int length;
const idAnim *anim = Anim();
if ( anim ) {
if ( frame ) {
return FRAME2MS( frame - 1 );
}
// most of the time we're running at the original frame rate, so avoid the int-to-float-to-int conversion
if ( rate == 1.0f ) {
time = currentTime - starttime + timeOffset;
} else {
time = static_cast<int>( ( currentTime - starttime ) * rate ) + timeOffset;
}
// given enough time, we can easily wrap time around in our frame calculations, so
// keep cycling animations' time within the length of the anim.
length = anim->Length();
if ( ( cycle < 0 ) && ( length > 0 ) ) {
time %= length;
// time will wrap after 24 days (oh no!), resulting in negative results for the %.
// adding the length gives us the proper result.
if ( time < 0 ) {
time += length;
}
}
return time;
} else {
return 0;
}
}
/*
=====================
idAnimBlend::GetFrameNumber
=====================
*/
int idAnimBlend::GetFrameNumber( int currentTime ) const {
const idMD5Anim *md5anim;
frameBlend_t frameinfo;
int animTime;
const idAnim *anim = Anim();
if ( !anim ) {
return 1;
}
if ( frame ) {
return frame;
}
md5anim = anim->MD5Anim( 0 );
animTime = AnimTime( currentTime );
md5anim->ConvertTimeToFrame( animTime, cycle, frameinfo );
return frameinfo.frame1 + 1;
}
/*
=====================
idAnimBlend::CallFrameCommands
=====================
*/
void idAnimBlend::CallFrameCommands( idEntity *ent, int fromtime, int totime ) const {
const idMD5Anim *md5anim;
frameBlend_t frame1;
frameBlend_t frame2;
int fromFrameTime;
int toFrameTime;
if ( !allowFrameCommands || !ent || frame || ( ( endtime > 0 ) && ( fromtime > endtime ) ) ) {
return;
}
const idAnim *anim = Anim();
if ( !anim || !anim->HasFrameCommands() ) {
return;
}
if ( totime <= starttime ) {
// don't play until next frame or we'll play commands twice.
// this happens on the player sometimes.
return;
}
fromFrameTime = AnimTime( fromtime );
toFrameTime = AnimTime( totime );
if ( toFrameTime < fromFrameTime ) {
toFrameTime += anim->Length();
}
md5anim = anim->MD5Anim( 0 );
md5anim->ConvertTimeToFrame( fromFrameTime, cycle, frame1 );
md5anim->ConvertTimeToFrame( toFrameTime, cycle, frame2 );
if ( fromFrameTime <= 0 ) {
// make sure first frame is called
anim->CallFrameCommands( ent, -1, frame2.frame1 );
} else {
anim->CallFrameCommands( ent, frame1.frame1, frame2.frame1 );
}
}
/*
=====================
idAnimBlend::BlendAnim
=====================
*/
bool idAnimBlend::BlendAnim( int currentTime, int channel, int numJoints, idJointQuat *blendFrame, float &blendWeight, bool removeOriginOffset, bool overrideBlend, bool printInfo ) const {
int i;
float lerp;
float mixWeight;
const idMD5Anim *md5anim;
idJointQuat *ptr;
frameBlend_t frametime;
idJointQuat *jointFrame;
idJointQuat *mixFrame;
int numAnims;
int time;
const idAnim *anim = Anim();
if ( !anim ) {
return false;
}
float weight = GetWeight( currentTime );
if ( blendWeight > 0.0f ) {
if ( ( endtime >= 0 ) && ( currentTime >= endtime ) ) {
return false;
}
if ( !weight ) {
return false;
}
if ( overrideBlend ) {
blendWeight = 1.0f - weight;
}
}
if ( ( channel == ANIMCHANNEL_ALL ) && !blendWeight ) {
// we don't need a temporary buffer, so just store it directly in the blend frame
jointFrame = blendFrame;
} else {
// allocate a temporary buffer to copy the joints from
jointFrame = ( idJointQuat * )_alloca16( numJoints * sizeof( *jointFrame ) );
}
time = AnimTime( currentTime );
numAnims = anim->NumAnims();
if ( numAnims == 1 ) {
md5anim = anim->MD5Anim( 0 );
if ( frame ) {
md5anim->GetSingleFrame( frame - 1, jointFrame, modelDef->GetChannelJoints( channel ), modelDef->NumJointsOnChannel( channel ) );
} else {
md5anim->ConvertTimeToFrame( time, cycle, frametime );
md5anim->GetInterpolatedFrame( frametime, jointFrame, modelDef->GetChannelJoints( channel ), modelDef->NumJointsOnChannel( channel ) );
}
} else {
//
// need to mix the multipoint anim together first
//
// allocate a temporary buffer to copy the joints to
mixFrame = ( idJointQuat * )_alloca16( numJoints * sizeof( *jointFrame ) );
if ( !frame ) {
anim->MD5Anim( 0 )->ConvertTimeToFrame( time, cycle, frametime );
}
ptr = jointFrame;
mixWeight = 0.0f;
for( i = 0; i < numAnims; i++ ) {
if ( animWeights[ i ] > 0.0f ) {
mixWeight += animWeights[ i ];
lerp = animWeights[ i ] / mixWeight;
md5anim = anim->MD5Anim( i );
if ( frame ) {
md5anim->GetSingleFrame( frame - 1, ptr, modelDef->GetChannelJoints( channel ), modelDef->NumJointsOnChannel( channel ) );
} else {
md5anim->GetInterpolatedFrame( frametime, ptr, modelDef->GetChannelJoints( channel ), modelDef->NumJointsOnChannel( channel ) );
}
// only blend after the first anim is mixed in
if ( ptr != jointFrame ) {
SIMDProcessor->BlendJoints( jointFrame, ptr, lerp, modelDef->GetChannelJoints( channel ), modelDef->NumJointsOnChannel( channel ) );
}
ptr = mixFrame;
}
}
if ( !mixWeight ) {
return false;
}
}
if ( removeOriginOffset ) {
if ( allowMove ) {
#ifdef VELOCITY_MOVE
jointFrame[ 0 ].t.x = 0.0f;
#else
jointFrame[ 0 ].t.Zero();
#endif
}
if ( anim->GetAnimFlags().anim_turn ) {
jointFrame[ 0 ].q.Set( -0.70710677f, 0.0f, 0.0f, 0.70710677f );
}
}
if ( !blendWeight ) {
blendWeight = weight;
if ( channel != ANIMCHANNEL_ALL ) {
const int *index = modelDef->GetChannelJoints( channel );
const int num = modelDef->NumJointsOnChannel( channel );
for( i = 0; i < num; i++ ) {
int j = index[i];
blendFrame[j].t = jointFrame[j].t;
blendFrame[j].q = jointFrame[j].q;
}
}
} else {
blendWeight += weight;
lerp = weight / blendWeight;
SIMDProcessor->BlendJoints( blendFrame, jointFrame, lerp, modelDef->GetChannelJoints( channel ), modelDef->NumJointsOnChannel( channel ) );
}
if ( printInfo ) {
if ( frame ) {
gameLocal.Printf( " %s: '%s', %d, %.2f%%\n", channelNames[ channel ], anim->FullName(), frame, weight * 100.0f );
} else {
gameLocal.Printf( " %s: '%s', %.3f, %.2f%%\n", channelNames[ channel ], anim->FullName(), ( float )frametime.frame1 + frametime.backlerp, weight * 100.0f );
}
}
return true;
}
/*
=====================
idAnimBlend::BlendOrigin
=====================
*/
void idAnimBlend::BlendOrigin( int currentTime, idVec3 &blendPos, float &blendWeight, bool removeOriginOffset ) const {
float lerp;
idVec3 animpos;
idVec3 pos;
int time;
int num;
int i;
if ( frame || ( ( endtime > 0 ) && ( currentTime > endtime ) ) ) {
return;
}
const idAnim *anim = Anim();
if ( !anim ) {
return;
}
if ( allowMove && removeOriginOffset ) {
return;
}
float weight = GetWeight( currentTime );
if ( !weight ) {
return;
}
time = AnimTime( currentTime );
pos.Zero();
num = anim->NumAnims();
for( i = 0; i < num; i++ ) {
anim->GetOrigin( animpos, i, time, cycle );
pos += animpos * animWeights[ i ];
}
if ( !blendWeight ) {
blendPos = pos;
blendWeight = weight;
} else {
lerp = weight / ( blendWeight + weight );
blendPos += lerp * ( pos - blendPos );
blendWeight += weight;
}
}
/*
=====================
idAnimBlend::BlendDelta
=====================
*/
void idAnimBlend::BlendDelta( int fromtime, int totime, idVec3 &blendDelta, float &blendWeight ) const {
idVec3 pos1;
idVec3 pos2;
idVec3 animpos;
idVec3 delta;
int time1;
int time2;
float lerp;
int num;
int i;
if ( frame || !allowMove || ( ( endtime > 0 ) && ( fromtime > endtime ) ) ) {
return;
}
const idAnim *anim = Anim();
if ( !anim ) {
return;
}
float weight = GetWeight( totime );
if ( !weight ) {
return;
}
time1 = AnimTime( fromtime );
time2 = AnimTime( totime );
if ( time2 < time1 ) {
time2 += anim->Length();
}
num = anim->NumAnims();
pos1.Zero();
pos2.Zero();
for( i = 0; i < num; i++ ) {
anim->GetOrigin( animpos, i, time1, cycle );
pos1 += animpos * animWeights[ i ];
anim->GetOrigin( animpos, i, time2, cycle );
pos2 += animpos * animWeights[ i ];
}
delta = pos2 - pos1;
if ( !blendWeight ) {
blendDelta = delta;
blendWeight = weight;
} else {
lerp = weight / ( blendWeight + weight );
blendDelta += lerp * ( delta - blendDelta );
blendWeight += weight;
}
}
/*
=====================
idAnimBlend::BlendDeltaRotation
=====================
*/
void idAnimBlend::BlendDeltaRotation( int fromtime, int totime, idQuat &blendDelta, float &blendWeight ) const {
idQuat q1;
idQuat q2;
idQuat q3;
int time1;
int time2;
float lerp;
float mixWeight;
int num;
int i;
if ( frame || !allowMove || ( ( endtime > 0 ) && ( fromtime > endtime ) ) ) {
return;
}
const idAnim *anim = Anim();
if ( !anim || !anim->GetAnimFlags().anim_turn ) {
return;
}
float weight = GetWeight( totime );
if ( !weight ) {
return;
}
time1 = AnimTime( fromtime );
time2 = AnimTime( totime );
if ( time2 < time1 ) {
time2 += anim->Length();
}
q1.Set( 0.0f, 0.0f, 0.0f, 1.0f );
q2.Set( 0.0f, 0.0f, 0.0f, 1.0f );
mixWeight = 0.0f;
num = anim->NumAnims();
for( i = 0; i < num; i++ ) {
if ( animWeights[ i ] > 0.0f ) {
mixWeight += animWeights[ i ];
if ( animWeights[ i ] == mixWeight ) {
anim->GetOriginRotation( q1, i, time1, cycle );
anim->GetOriginRotation( q2, i, time2, cycle );
} else {
lerp = animWeights[ i ] / mixWeight;
anim->GetOriginRotation( q3, i, time1, cycle );
q1.Slerp( q1, q3, lerp );
anim->GetOriginRotation( q3, i, time2, cycle );
q2.Slerp( q1, q3, lerp );
}
}
}
q3 = q1.Inverse() * q2;
if ( !blendWeight ) {
blendDelta = q3;
blendWeight = weight;
} else {
lerp = weight / ( blendWeight + weight );
blendDelta.Slerp( blendDelta, q3, lerp );
blendWeight += weight;
}
}
/*
=====================
idAnimBlend::AddBounds
=====================
*/
bool idAnimBlend::AddBounds( int currentTime, idBounds &bounds, bool removeOriginOffset ) const {
int i;
int num;
idBounds b;
int time;
idVec3 pos;
bool addorigin;
if ( ( endtime > 0 ) && ( currentTime > endtime ) ) {
return false;
}
const idAnim *anim = Anim();
if ( !anim ) {
return false;
}
float weight = GetWeight( currentTime );
if ( !weight ) {
return false;
}
time = AnimTime( currentTime );
num = anim->NumAnims();
addorigin = !allowMove || !removeOriginOffset;
for( i = 0; i < num; i++ ) {
if ( anim->GetBounds( b, i, time, cycle ) ) {
if ( addorigin ) {
anim->GetOrigin( pos, i, time, cycle );
b.TranslateSelf( pos );
}
bounds.AddBounds( b );
}
}
return true;
}
/***********************************************************************
idDeclModelDef
***********************************************************************/
/*
=====================
idDeclModelDef::idDeclModelDef
=====================
*/
idDeclModelDef::idDeclModelDef() {
modelHandle = NULL;
skin = NULL;
offset.Zero();
for ( int i = 0; i < ANIM_NumAnimChannels; i++ ) {
channelJoints[i].Clear();
}
}
/*
=====================
idDeclModelDef::~idDeclModelDef
=====================
*/
idDeclModelDef::~idDeclModelDef() {
FreeData();
}
/*
=================
idDeclModelDef::Size
=================
*/
size_t idDeclModelDef::Size( void ) const {
return sizeof( idDeclModelDef );
}
/*
=====================
idDeclModelDef::CopyDecl
=====================
*/
void idDeclModelDef::CopyDecl( const idDeclModelDef *decl ) {
int i;
FreeData();
offset = decl->offset;
modelHandle = decl->modelHandle;
skin = decl->skin;
anims.SetNum( decl->anims.Num() );
for( i = 0; i < anims.Num(); i++ ) {
anims[ i ] = new idAnim( this, decl->anims[ i ] );
}
joints.SetNum( decl->joints.Num() );
memcpy( joints.Ptr(), decl->joints.Ptr(), decl->joints.Num() * sizeof( joints[0] ) );
jointParents.SetNum( decl->jointParents.Num() );
memcpy( jointParents.Ptr(), decl->jointParents.Ptr(), decl->jointParents.Num() * sizeof( jointParents[0] ) );
for ( i = 0; i < ANIM_NumAnimChannels; i++ ) {
channelJoints[i] = decl->channelJoints[i];
}
}
/*
=====================
idDeclModelDef::FreeData
=====================
*/
void idDeclModelDef::FreeData( void ) {
anims.DeleteContents( true );
joints.Clear();
jointParents.Clear();
modelHandle = NULL;
skin = NULL;
offset.Zero();
for ( int i = 0; i < ANIM_NumAnimChannels; i++ ) {
channelJoints[i].Clear();
}
}
/*
================
idDeclModelDef::DefaultDefinition
================
*/
const char *idDeclModelDef::DefaultDefinition( void ) const {
return "{ }";
}
/*
====================
idDeclModelDef::FindJoint
====================
*/
const jointInfo_t *idDeclModelDef::FindJoint( const char *name ) const {
int i;
const idMD5Joint *joint;
if ( !modelHandle ) {
return NULL;
}
joint = modelHandle->GetJoints();
for( i = 0; i < joints.Num(); i++, joint++ ) {
if ( !joint->name.Icmp( name ) ) {
return &joints[ i ];
}
}
return NULL;
}
/*
=====================
idDeclModelDef::ModelHandle
=====================
*/
idRenderModel *idDeclModelDef::ModelHandle( void ) const {
return ( idRenderModel * )modelHandle;
}
/*
=====================
idDeclModelDef::GetJointList
=====================
*/
void idDeclModelDef::GetJointList( const char *jointnames, idList<jointHandle_t> &jointList ) const {
const char *pos;
idStr jointname;
const jointInfo_t *joint;
const jointInfo_t *child;
int i;
int num;
bool getChildren;
bool subtract;
if ( !modelHandle ) {
return;
}
jointList.Clear();
num = modelHandle->NumJoints();
// scan through list of joints and add each to the joint list
pos = jointnames;
while( *pos ) {
// skip over whitespace
while( ( *pos != 0 ) && isspace( *pos ) ) {
pos++;
}
if ( !*pos ) {
// no more names
break;
}
// copy joint name
jointname = "";
if ( *pos == '-' ) {
subtract = true;
pos++;
} else {
subtract = false;
}
if ( *pos == '*' ) {
getChildren = true;
pos++;
} else {
getChildren = false;
}
while( ( *pos != 0 ) && !isspace( *pos ) ) {
jointname += *pos;
pos++;
}
joint = FindJoint( jointname );
if ( !joint ) {
gameLocal.Warning( "Unknown joint '%s' in '%s' for model '%s'", jointname.c_str(), jointnames, GetName() );
continue;
}
if ( !subtract ) {
jointList.AddUnique( joint->num );
} else {
jointList.Remove( joint->num );
}
if ( getChildren ) {
// include all joint's children
child = joint + 1;
for( i = joint->num + 1; i < num; i++, child++ ) {
// all children of the joint should follow it in the list.
// once we reach a joint without a parent or with a parent
// who is earlier in the list than the specified joint, then
// we've gone through all it's children.
if ( child->parentNum < joint->num ) {
break;
}
if ( !subtract ) {
jointList.AddUnique( child->num );
} else {
jointList.Remove( child->num );
}
}
}
}
}
/*
=====================
idDeclModelDef::Touch
=====================
*/
void idDeclModelDef::Touch( void ) const {
if ( modelHandle ) {
renderModelManager->FindModel( modelHandle->Name() );
}
}
/*
=====================
idDeclModelDef::GetDefaultSkin
=====================
*/
const idDeclSkin *idDeclModelDef::GetDefaultSkin( void ) const {
return skin;
}
/*
=====================
idDeclModelDef::GetDefaultPose
=====================
*/
const idJointQuat *idDeclModelDef::GetDefaultPose( void ) const {
return modelHandle->GetDefaultPose();
}
/*
=====================
idDeclModelDef::SetupJoints
=====================
*/
void idDeclModelDef::SetupJoints( int *numJoints, idJointMat **jointList, idBounds &frameBounds, bool removeOriginOffset ) const {
int num;
const idJointQuat *pose;
idJointMat *list;
if ( !modelHandle || modelHandle->IsDefaultModel() ) {
Mem_Free16( (*jointList) );
(*jointList) = NULL;
frameBounds.Clear();
return;
}
// get the number of joints
num = modelHandle->NumJoints();
if ( !num ) {
gameLocal.Error( "model '%s' has no joints", modelHandle->Name() );
}
// set up initial pose for model (with no pose, model is just a jumbled mess)
list = (idJointMat *) Mem_Alloc16( num * sizeof( list[0] ) );
pose = GetDefaultPose();
// convert the joint quaternions to joint matrices
SIMDProcessor->ConvertJointQuatsToJointMats( list, pose, joints.Num() );
// check if we offset the model by the origin joint
if ( removeOriginOffset ) {
#ifdef VELOCITY_MOVE
list[ 0 ].SetTranslation( idVec3( offset.x, offset.y + pose[0].t.y, offset.z + pose[0].t.z ) );
#else
list[ 0 ].SetTranslation( offset );
#endif
} else {
list[ 0 ].SetTranslation( pose[0].t + offset );
}
// transform the joint hierarchy
SIMDProcessor->TransformJoints( list, jointParents.Ptr(), 1, joints.Num() - 1 );
*numJoints = num;
*jointList = list;
// get the bounds of the default pose
frameBounds = modelHandle->Bounds( NULL );
}
/*
=====================
idDeclModelDef::ParseAnim
=====================
*/
bool idDeclModelDef::ParseAnim( idLexer &src, int numDefaultAnims ) {
int i;
int len;
idAnim *anim;
const idMD5Anim *md5anims[ ANIM_MaxSyncedAnims ];
const idMD5Anim *md5anim;
idStr alias;
idToken realname;
idToken token;
int numAnims;
animFlags_t flags;
numAnims = 0;
memset( md5anims, 0, sizeof( md5anims ) );
if( !src.ReadToken( &realname ) ) {
src.Warning( "Unexpected end of file" );
MakeDefault();
return false;
}
alias = realname;
for( i = 0; i < anims.Num(); i++ ) {
if ( !strcmp( anims[ i ]->FullName(), realname ) ) {
break;
}
}
if ( ( i < anims.Num() ) && ( i >= numDefaultAnims ) ) {
src.Warning( "Duplicate anim '%s'", realname.c_str() );
MakeDefault();
return false;
}
if ( i < numDefaultAnims ) {
anim = anims[ i ];
} else {
// create the alias associated with this animation
anim = new idAnim();
anims.Append( anim );
}
// random anims end with a number. find the numeric suffix of the animation.
len = alias.Length();
for( i = len - 1; i > 0; i-- ) {
if ( !isdigit( alias[ i ] ) ) {
break;
}
}
// check for zero length name, or a purely numeric name
if ( i <= 0 ) {
src.Warning( "Invalid animation name '%s'", alias.c_str() );
MakeDefault();
return false;
}
// remove the numeric suffix
alias.CapLength( i + 1 );
// parse the anims from the string
do {
if( !src.ReadToken( &token ) ) {
src.Warning( "Unexpected end of file" );
MakeDefault();
return false;
}
// lookup the animation
md5anim = animationLib.GetAnim( token );
if ( !md5anim ) {
src.Warning( "Couldn't load anim '%s'", token.c_str() );
MakeDefault();
return false;
}
md5anim->CheckModelHierarchy( modelHandle );
if ( numAnims > 0 ) {
// make sure it's the same length as the other anims
if ( md5anim->Length() != md5anims[ 0 ]->Length() ) {
src.Warning( "Anim '%s' does not match length of anim '%s'", md5anim->Name(), md5anims[ 0 ]->Name() );
MakeDefault();
return false;
}
}
if ( numAnims >= ANIM_MaxSyncedAnims ) {
src.Warning( "Exceeded max synced anims (%d)", ANIM_MaxSyncedAnims );
MakeDefault();
return false;
}
// add it to our list
md5anims[ numAnims ] = md5anim;
numAnims++;
} while ( src.CheckTokenString( "," ) );
if ( !numAnims ) {
src.Warning( "No animation specified" );
MakeDefault();
return false;
}
anim->SetAnim( this, realname, alias, numAnims, md5anims );
memset( &flags, 0, sizeof( flags ) );
// parse any frame commands or animflags
if ( src.CheckTokenString( "{" ) ) {
while( 1 ) {
if( !src.ReadToken( &token ) ) {
src.Warning( "Unexpected end of file" );
MakeDefault();
return false;
}
if ( token == "}" ) {
break;
}else if ( token == "prevent_idle_override" ) {
flags.prevent_idle_override = true;
} else if ( token == "random_cycle_start" ) {
flags.random_cycle_start = true;
} else if ( token == "ai_no_turn" ) {
flags.ai_no_turn = true;
} else if ( token == "anim_turn" ) {
flags.anim_turn = true;
} else if ( token == "frame" ) {
// create a frame command
int framenum;
const char *err;
// make sure we don't have any line breaks while reading the frame command so the error line # will be correct
if ( !src.ReadTokenOnLine( &token ) ) {
src.Warning( "Missing frame # after 'frame'" );
MakeDefault();
return false;
}
if ( token.type == TT_PUNCTUATION && token == "-" ) {
src.Warning( "Invalid frame # after 'frame'" );
MakeDefault();
return false;
} else if ( token.type != TT_NUMBER || token.subtype == TT_FLOAT ) {
src.Error( "expected integer value, found '%s'", token.c_str() );
}
// get the frame number
framenum = token.GetIntValue();
// put the command on the specified frame of the animation
err = anim->AddFrameCommand( this, framenum, src, NULL );
if ( err ) {
src.Warning( "%s", err );
MakeDefault();
return false;
}
} else {
src.Warning( "Unknown command '%s'", token.c_str() );
MakeDefault();
return false;
}
}
}
// set the flags
anim->SetAnimFlags( flags );
return true;
}
/*
================
idDeclModelDef::Parse
================
*/
bool idDeclModelDef::Parse( const char *text, const int textLength ) {
int i;
int num;
idStr filename;
idStr extension;
const idMD5Joint *md5joint;
const idMD5Joint *md5joints;
idLexer src;
idToken token;
idToken token2;
idStr jointnames;
int channel;
jointHandle_t jointnum;
idList<jointHandle_t> jointList;
int numDefaultAnims;
src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
src.SetFlags( DECL_LEXER_FLAGS );
src.SkipUntilString( "{" );
numDefaultAnims = 0;
while( 1 ) {
if ( !src.ReadToken( &token ) ) {
break;
}
if ( !token.Icmp( "}" ) ) {
break;
}
if ( token == "inherit" ) {
if( !src.ReadToken( &token2 ) ) {
src.Warning( "Unexpected end of file" );
MakeDefault();
return false;
}
const idDeclModelDef *copy = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, token2, false ) );
if ( !copy ) {
common->Warning( "Unknown model definition '%s'", token2.c_str() );
} else if ( copy->GetState() == DS_DEFAULTED ) {
common->Warning( "inherited model definition '%s' defaulted", token2.c_str() );
MakeDefault();
return false;
} else {
CopyDecl( copy );
numDefaultAnims = anims.Num();
}
} else if ( token == "skin" ) {
if( !src.ReadToken( &token2 ) ) {
src.Warning( "Unexpected end of file" );
MakeDefault();
return false;
}
skin = declManager->FindSkin( token2 );
if ( !skin ) {
src.Warning( "Skin '%s' not found", token2.c_str() );
MakeDefault();
return false;
}
} else if ( token == "mesh" ) {
if( !src.ReadToken( &token2 ) ) {
src.Warning( "Unexpected end of file" );
MakeDefault();
return false;
}
filename = token2;
filename.ExtractFileExtension( extension );
if ( extension != MD5_MESH_EXT ) {
src.Warning( "Invalid model for MD5 mesh" );
MakeDefault();
return false;
}
modelHandle = renderModelManager->FindModel( filename );
if ( !modelHandle ) {
src.Warning( "Model '%s' not found", filename.c_str() );
MakeDefault();
return false;
}
if ( modelHandle->IsDefaultModel() ) {
src.Warning( "Model '%s' defaulted", filename.c_str() );
MakeDefault();
return false;
}
// get the number of joints
num = modelHandle->NumJoints();
if ( !num ) {
src.Warning( "Model '%s' has no joints", filename.c_str() );
}
// set up the joint hierarchy
joints.SetGranularity( 1 );
joints.SetNum( num );
jointParents.SetNum( num );
channelJoints[0].SetNum( num );
md5joints = modelHandle->GetJoints();
md5joint = md5joints;
for( i = 0; i < num; i++, md5joint++ ) {
joints[i].channel = ANIMCHANNEL_ALL;
joints[i].num = static_cast<jointHandle_t>( i );
if ( md5joint->parent ) {
joints[i].parentNum = static_cast<jointHandle_t>( md5joint->parent - md5joints );
} else {
joints[i].parentNum = INVALID_JOINT;
}
jointParents[i] = joints[i].parentNum;
channelJoints[0][i] = i;
}
} else if ( token == "remove" ) {
// removes any anims whos name matches
if( !src.ReadToken( &token2 ) ) {
src.Warning( "Unexpected end of file" );
MakeDefault();
return false;
}
num = 0;
for( i = 0; i < anims.Num(); i++ ) {
if ( ( token2 == anims[ i ]->Name() ) || ( token2 == anims[ i ]->FullName() ) ) {
delete anims[ i ];
anims.RemoveIndex( i );
if ( i >= numDefaultAnims ) {
src.Warning( "Anim '%s' was not inherited. Anim should be removed from the model def.", token2.c_str() );
MakeDefault();
return false;
}
i--;
numDefaultAnims--;
num++;
continue;
}
}
if ( !num ) {
src.Warning( "Couldn't find anim '%s' to remove", token2.c_str() );
MakeDefault();
return false;
}
} else if ( token == "anim" ) {
if ( !modelHandle ) {
src.Warning( "Must specify mesh before defining anims" );
MakeDefault();
return false;
}
if ( !ParseAnim( src, numDefaultAnims ) ) {
MakeDefault();
return false;
}
} else if ( token == "offset" ) {
if ( !src.Parse1DMatrix( 3, offset.ToFloatPtr() ) ) {
src.Warning( "Expected vector following 'offset'" );
MakeDefault();
return false;
}
} else if ( token == "channel" ) {
if ( !modelHandle ) {
src.Warning( "Must specify mesh before defining channels" );
MakeDefault();
return false;
}
// set the channel for a group of joints
if( !src.ReadToken( &token2 ) ) {
src.Warning( "Unexpected end of file" );
MakeDefault();
return false;
}
if ( !src.CheckTokenString( "(" ) ) {
src.Warning( "Expected { after '%s'\n", token2.c_str() );
MakeDefault();
return false;
}
for( i = ANIMCHANNEL_ALL + 1; i < ANIM_NumAnimChannels; i++ ) {
if ( !idStr::Icmp( channelNames[ i ], token2 ) ) {
break;
}
}
if ( i >= ANIM_NumAnimChannels ) {
src.Warning( "Unknown channel '%s'", token2.c_str() );
MakeDefault();
return false;
}
channel = i;
jointnames = "";
while( !src.CheckTokenString( ")" ) ) {
if( !src.ReadToken( &token2 ) ) {
src.Warning( "Unexpected end of file" );
MakeDefault();
return false;
}
jointnames += token2;
if ( ( token2 != "*" ) && ( token2 != "-" ) ) {
jointnames += " ";
}
}
GetJointList( jointnames, jointList );
channelJoints[ channel ].SetNum( jointList.Num() );
for( num = i = 0; i < jointList.Num(); i++ ) {
jointnum = jointList[ i ];
if ( joints[ jointnum ].channel != ANIMCHANNEL_ALL ) {
src.Warning( "Joint '%s' assigned to multiple channels", modelHandle->GetJointName( jointnum ) );
continue;
}
joints[ jointnum ].channel = channel;
channelJoints[ channel ][ num++ ] = jointnum;
}
channelJoints[ channel ].SetNum( num );
} else {
src.Warning( "unknown token '%s'", token.c_str() );
MakeDefault();
return false;
}
}
// shrink the anim list down to save space
anims.SetGranularity( 1 );
anims.SetNum( anims.Num() );
return true;
}
/*
=====================
idDeclModelDef::HasAnim
=====================
*/
bool idDeclModelDef::HasAnim( const char *name ) const {
int i;
// find any animations with same name
for( i = 0; i < anims.Num(); i++ ) {
if ( !strcmp( anims[ i ]->Name(), name ) ) {
return true;
}
}
return false;
}
/*
=====================
idDeclModelDef::NumAnims
=====================
*/
int idDeclModelDef::NumAnims( void ) const {
return anims.Num() + 1;
}
/*
=====================
idDeclModelDef::GetSpecificAnim
Gets the exact anim for the name, without randomization.
=====================
*/
int idDeclModelDef::GetSpecificAnim( const char *name ) const {
int i;
// find a specific animation
for( i = 0; i < anims.Num(); i++ ) {
if ( !strcmp( anims[ i ]->FullName(), name ) ) {
return i + 1;
}
}
// didn't find it
return 0;
}
/*
=====================
idDeclModelDef::GetAnim
=====================
*/
const idAnim *idDeclModelDef::GetAnim( int index ) const {
if ( ( index < 1 ) || ( index > anims.Num() ) ) {
return NULL;
}
return anims[ index - 1 ];
}
/*
=====================
idDeclModelDef::GetAnim
=====================
*/
int idDeclModelDef::GetAnim( const char *name ) const {
int i;
int which;
const int MAX_ANIMS = 64;
int animList[ MAX_ANIMS ];
int numAnims;
int len;
len = strlen( name );
if ( len && idStr::CharIsNumeric( name[ len - 1 ] ) ) {
// find a specific animation
return GetSpecificAnim( name );
}
// find all animations with same name
numAnims = 0;
for( i = 0; i < anims.Num(); i++ ) {
if ( !strcmp( anims[ i ]->Name(), name ) ) {
animList[ numAnims++ ] = i;
if ( numAnims >= MAX_ANIMS ) {
break;
}
}
}
if ( !numAnims ) {
return 0;
}
// get a random anim
//FIXME: don't access gameLocal here?
which = gameLocal.random.RandomInt( numAnims );
return animList[ which ] + 1;
}
/*
=====================
idDeclModelDef::GetSkin
=====================
*/
const idDeclSkin *idDeclModelDef::GetSkin( void ) const {
return skin;
}
/*
=====================
idDeclModelDef::GetModelName
=====================
*/
const char *idDeclModelDef::GetModelName( void ) const {
if ( modelHandle ) {
return modelHandle->Name();
} else {
return "";
}
}
/*
=====================
idDeclModelDef::Joints
=====================
*/
const idList<jointInfo_t> &idDeclModelDef::Joints( void ) const {
return joints;
}
/*
=====================
idDeclModelDef::JointParents
=====================
*/
const int * idDeclModelDef::JointParents( void ) const {
return jointParents.Ptr();
}
/*
=====================
idDeclModelDef::NumJoints
=====================
*/
int idDeclModelDef::NumJoints( void ) const {
return joints.Num();
}
/*
=====================
idDeclModelDef::GetJoint
=====================
*/
const jointInfo_t *idDeclModelDef::GetJoint( int jointHandle ) const {
if ( ( jointHandle < 0 ) || ( jointHandle > joints.Num() ) ) {
gameLocal.Error( "idDeclModelDef::GetJoint : joint handle out of range" );
}
return &joints[ jointHandle ];
}
/*
====================
idDeclModelDef::GetJointName
====================
*/
const char *idDeclModelDef::GetJointName( int jointHandle ) const {
const idMD5Joint *joint;
if ( !modelHandle ) {
return NULL;
}
if ( ( jointHandle < 0 ) || ( jointHandle > joints.Num() ) ) {
gameLocal.Error( "idDeclModelDef::GetJointName : joint handle out of range" );
}
joint = modelHandle->GetJoints();
return joint[ jointHandle ].name.c_str();
}
/*
=====================
idDeclModelDef::NumJointsOnChannel
=====================
*/
int idDeclModelDef::NumJointsOnChannel( int channel ) const {
if ( ( channel < 0 ) || ( channel >= ANIM_NumAnimChannels ) ) {
gameLocal.Error( "idDeclModelDef::NumJointsOnChannel : channel out of range" );
return 0; // unreachable, (Error() doesn't return) just to shut up compiler
}
return channelJoints[ channel ].Num();
}
/*
=====================
idDeclModelDef::GetChannelJoints
=====================
*/
const int * idDeclModelDef::GetChannelJoints( int channel ) const {
if ( ( channel < 0 ) || ( channel >= ANIM_NumAnimChannels ) ) {
gameLocal.Error( "idDeclModelDef::GetChannelJoints : channel out of range" );
return NULL; // unreachable, (Error() doesn't return) just to shut up compiler
}
return channelJoints[ channel ].Ptr();
}
/*
=====================
idDeclModelDef::GetVisualOffset
=====================
*/
const idVec3 &idDeclModelDef::GetVisualOffset( void ) const {
return offset;
}
/***********************************************************************
idAnimator
***********************************************************************/
/*
=====================
idAnimator::idAnimator
=====================
*/
idAnimator::idAnimator() {
int i, j;
modelDef = NULL;
entity = NULL;
numJoints = 0;
joints = NULL;
lastTransformTime = -1;
stoppedAnimatingUpdate = false;
removeOriginOffset = false;
forceUpdate = false;
frameBounds.Clear();
AFPoseJoints.SetGranularity( 1 );
AFPoseJointMods.SetGranularity( 1 );
AFPoseJointFrame.SetGranularity( 1 );
ClearAFPose();
for( i = ANIMCHANNEL_ALL; i < ANIM_NumAnimChannels; i++ ) {
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++ ) {
channels[ i ][ j ].Reset( NULL );
}
}
}
/*
=====================
idAnimator::~idAnimator
=====================
*/
idAnimator::~idAnimator() {
FreeData();
}
/*
=====================
idAnimator::Allocated
=====================
*/
size_t idAnimator::Allocated( void ) const {
size_t size;
size = jointMods.Allocated() + numJoints * sizeof( joints[0] ) + jointMods.Num() * sizeof( jointMods[ 0 ] ) + AFPoseJointMods.Allocated() + AFPoseJointFrame.Allocated() + AFPoseJoints.Allocated();
return size;
}
/*
=====================
idAnimator::Save
archives object for save game file
=====================
*/
void idAnimator::Save( idSaveGame *savefile ) const {
int i;
int j;
savefile->WriteModelDef( modelDef );
savefile->WriteObject( entity );
savefile->WriteInt( jointMods.Num() );
for( i = 0; i < jointMods.Num(); i++ ) {
savefile->WriteInt( jointMods[ i ]->jointnum );
savefile->WriteMat3( jointMods[ i ]->mat );
savefile->WriteVec3( jointMods[ i ]->pos );
savefile->WriteInt( (int&)jointMods[ i ]->transform_pos );
savefile->WriteInt( (int&)jointMods[ i ]->transform_axis );
}
savefile->WriteInt( numJoints );
for ( i = 0; i < numJoints; i++ ) {
float *data = joints[i].ToFloatPtr();
for ( j = 0; j < 12; j++ ) {
savefile->WriteFloat( data[j] );
}
}
savefile->WriteInt( lastTransformTime );
savefile->WriteBool( stoppedAnimatingUpdate );
savefile->WriteBool( forceUpdate );
savefile->WriteBounds( frameBounds );
savefile->WriteFloat( AFPoseBlendWeight );
savefile->WriteInt( AFPoseJoints.Num() );
for ( i = 0; i < AFPoseJoints.Num(); i++ ) {
savefile->WriteInt( AFPoseJoints[i] );
}
savefile->WriteInt( AFPoseJointMods.Num() );
for ( i = 0; i < AFPoseJointMods.Num(); i++ ) {
savefile->WriteInt( (int&)AFPoseJointMods[i].mod );
savefile->WriteMat3( AFPoseJointMods[i].axis );
savefile->WriteVec3( AFPoseJointMods[i].origin );
}
savefile->WriteInt( AFPoseJointFrame.Num() );
for ( i = 0; i < AFPoseJointFrame.Num(); i++ ) {
savefile->WriteFloat( AFPoseJointFrame[i].q.x );
savefile->WriteFloat( AFPoseJointFrame[i].q.y );
savefile->WriteFloat( AFPoseJointFrame[i].q.z );
savefile->WriteFloat( AFPoseJointFrame[i].q.w );
savefile->WriteVec3( AFPoseJointFrame[i].t );
}
savefile->WriteBounds( AFPoseBounds );
savefile->WriteInt( AFPoseTime );
savefile->WriteBool( removeOriginOffset );
for( i = ANIMCHANNEL_ALL; i < ANIM_NumAnimChannels; i++ ) {
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++ ) {
channels[ i ][ j ].Save( savefile );
}
}
}
/*
=====================
idAnimator::Restore
unarchives object from save game file
=====================
*/
void idAnimator::Restore( idRestoreGame *savefile ) {
int i;
int j;
int num;
savefile->ReadModelDef( modelDef );
savefile->ReadObject( reinterpret_cast<idClass *&>( entity ) );
savefile->ReadInt( num );
jointMods.SetNum( num );
for( i = 0; i < num; i++ ) {
jointMods[ i ] = new jointMod_t;
savefile->ReadInt( (int&)jointMods[ i ]->jointnum );
savefile->ReadMat3( jointMods[ i ]->mat );
savefile->ReadVec3( jointMods[ i ]->pos );
savefile->ReadInt( (int&)jointMods[ i ]->transform_pos );
savefile->ReadInt( (int&)jointMods[ i ]->transform_axis );
}
savefile->ReadInt( numJoints );
joints = (idJointMat *) Mem_Alloc16( numJoints * sizeof( joints[0] ) );
for ( i = 0; i < numJoints; i++ ) {
float *data = joints[i].ToFloatPtr();
for ( j = 0; j < 12; j++ ) {
savefile->ReadFloat( data[j] );
}
}
savefile->ReadInt( lastTransformTime );
savefile->ReadBool( stoppedAnimatingUpdate );
savefile->ReadBool( forceUpdate );
savefile->ReadBounds( frameBounds );
savefile->ReadFloat( AFPoseBlendWeight );
savefile->ReadInt( num );
AFPoseJoints.SetGranularity( 1 );
AFPoseJoints.SetNum( num );
for ( i = 0; i < AFPoseJoints.Num(); i++ ) {
savefile->ReadInt( AFPoseJoints[i] );
}
savefile->ReadInt( num );
AFPoseJointMods.SetGranularity( 1 );
AFPoseJointMods.SetNum( num );
for ( i = 0; i < AFPoseJointMods.Num(); i++ ) {
savefile->ReadInt( (int&)AFPoseJointMods[i].mod );
savefile->ReadMat3( AFPoseJointMods[i].axis );
savefile->ReadVec3( AFPoseJointMods[i].origin );
}
savefile->ReadInt( num );
AFPoseJointFrame.SetGranularity( 1 );
AFPoseJointFrame.SetNum( num );
for ( i = 0; i < AFPoseJointFrame.Num(); i++ ) {
savefile->ReadFloat( AFPoseJointFrame[i].q.x );
savefile->ReadFloat( AFPoseJointFrame[i].q.y );
savefile->ReadFloat( AFPoseJointFrame[i].q.z );
savefile->ReadFloat( AFPoseJointFrame[i].q.w );
savefile->ReadVec3( AFPoseJointFrame[i].t );
}
savefile->ReadBounds( AFPoseBounds );
savefile->ReadInt( AFPoseTime );
savefile->ReadBool( removeOriginOffset );
for( i = ANIMCHANNEL_ALL; i < ANIM_NumAnimChannels; i++ ) {
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++ ) {
channels[ i ][ j ].Restore( savefile, modelDef );
}
}
}
/*
=====================
idAnimator::FreeData
=====================
*/
void idAnimator::FreeData( void ) {
int i, j;
if ( entity ) {
entity->BecomeInactive( TH_ANIMATE );
}
for( i = ANIMCHANNEL_ALL; i < ANIM_NumAnimChannels; i++ ) {
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++ ) {
channels[ i ][ j ].Reset( NULL );
}
}
jointMods.DeleteContents( true );
Mem_Free16( joints );
joints = NULL;
numJoints = 0;
modelDef = NULL;
ForceUpdate();
}
/*
=====================
idAnimator::PushAnims
=====================
*/
void idAnimator::PushAnims( int channelNum, int currentTime, int blendTime ) {
int i;
idAnimBlend *channel;
channel = channels[ channelNum ];
if ( !channel[ 0 ].GetWeight( currentTime ) || ( channel[ 0 ].starttime == currentTime ) ) {
return;
}
for( i = ANIM_MaxAnimsPerChannel - 1; i > 0; i-- ) {
channel[ i ] = channel[ i - 1 ];
}
channel[ 0 ].Reset( modelDef );
channel[ 1 ].Clear( currentTime, blendTime );
ForceUpdate();
}
/*
=====================
idAnimator::SetModel
=====================
*/
idRenderModel *idAnimator::SetModel( const char *modelname ) {
int i, j;
FreeData();
// check if we're just clearing the model
if ( !modelname || !*modelname ) {
return NULL;
}
modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, modelname, false ) );
if ( !modelDef ) {
return NULL;
}
idRenderModel *renderModel = modelDef->ModelHandle();
if ( !renderModel ) {
modelDef = NULL;
return NULL;
}
// make sure model hasn't been purged
modelDef->Touch();
modelDef->SetupJoints( &numJoints, &joints, frameBounds, removeOriginOffset );
modelDef->ModelHandle()->Reset();
// set the modelDef on all channels
for( i = ANIMCHANNEL_ALL; i < ANIM_NumAnimChannels; i++ ) {
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++ ) {
channels[ i ][ j ].Reset( modelDef );
}
}
return modelDef->ModelHandle();
}
/*
=====================
idAnimator::Size
=====================
*/
size_t idAnimator::Size( void ) const {
return sizeof( *this ) + Allocated();
}
/*
=====================
idAnimator::SetEntity
=====================
*/
void idAnimator::SetEntity( idEntity *ent ) {
entity = ent;
}
/*
=====================
idAnimator::GetEntity
=====================
*/
idEntity *idAnimator::GetEntity( void ) const {
return entity;
}
/*
=====================
idAnimator::RemoveOriginOffset
=====================
*/
void idAnimator::RemoveOriginOffset( bool remove ) {
removeOriginOffset = remove;
}
/*
=====================
idAnimator::RemoveOrigin
=====================
*/
bool idAnimator::RemoveOrigin( void ) const {
return removeOriginOffset;
}
/*
=====================
idAnimator::GetJointList
=====================
*/
void idAnimator::GetJointList( const char *jointnames, idList<jointHandle_t> &jointList ) const {
if ( modelDef ) {
modelDef->GetJointList( jointnames, jointList );
}
}
/*
=====================
idAnimator::NumAnims
=====================
*/
int idAnimator::NumAnims( void ) const {
if ( !modelDef ) {
return 0;
}
return modelDef->NumAnims();
}
/*
=====================
idAnimator::GetAnim
=====================
*/
const idAnim *idAnimator::GetAnim( int index ) const {
if ( !modelDef ) {
return NULL;
}
return modelDef->GetAnim( index );
}
/*
=====================
idAnimator::GetAnim
=====================
*/
int idAnimator::GetAnim( const char *name ) const {
if ( !modelDef ) {
return 0;
}
return modelDef->GetAnim( name );
}
/*
=====================
idAnimator::HasAnim
=====================
*/
bool idAnimator::HasAnim( const char *name ) const {
if ( !modelDef ) {
return false;
}
return modelDef->HasAnim( name );
}
/*
=====================
idAnimator::NumJoints
=====================
*/
int idAnimator::NumJoints( void ) const {
return numJoints;
}
/*
=====================
idAnimator::ModelHandle
=====================
*/
idRenderModel *idAnimator::ModelHandle( void ) const {
if ( !modelDef ) {
return NULL;
}
return modelDef->ModelHandle();
}
/*
=====================
idAnimator::ModelDef
=====================
*/
const idDeclModelDef *idAnimator::ModelDef( void ) const {
return modelDef;
}
/*
=====================
idAnimator::CurrentAnim
=====================
*/
idAnimBlend *idAnimator::CurrentAnim( int channelNum ) {
if ( ( channelNum < 0 ) || ( channelNum >= ANIM_NumAnimChannels ) ) {
gameLocal.Error( "idAnimator::CurrentAnim : channel out of range" );
}
return &channels[ channelNum ][ 0 ];
}
/*
=====================
idAnimator::Clear
=====================
*/
void idAnimator::Clear( int channelNum, int currentTime, int cleartime ) {
int i;
idAnimBlend *blend;
if ( ( channelNum < 0 ) || ( channelNum >= ANIM_NumAnimChannels ) ) {
gameLocal.Error( "idAnimator::Clear : channel out of range" );
}
blend = channels[ channelNum ];
for( i = 0; i < ANIM_MaxAnimsPerChannel; i++, blend++ ) {
blend->Clear( currentTime, cleartime );
}
ForceUpdate();
}
/*
=====================
idAnimator::SetFrame
=====================
*/
void idAnimator::SetFrame( int channelNum, int animNum, int frame, int currentTime, int blendTime ) {
if ( ( channelNum < 0 ) || ( channelNum >= ANIM_NumAnimChannels ) ) {
gameLocal.Error( "idAnimator::SetFrame : channel out of range" );
}
if ( !modelDef || !modelDef->GetAnim( animNum ) ) {
return;
}
PushAnims( channelNum, currentTime, blendTime );
channels[ channelNum ][ 0 ].SetFrame( modelDef, animNum, frame, currentTime, blendTime );
if ( entity ) {
entity->BecomeActive( TH_ANIMATE );
}
}
/*
=====================
idAnimator::CycleAnim
=====================
*/
void idAnimator::CycleAnim( int channelNum, int animNum, int currentTime, int blendTime ) {
if ( ( channelNum < 0 ) || ( channelNum >= ANIM_NumAnimChannels ) ) {
gameLocal.Error( "idAnimator::CycleAnim : channel out of range" );
}
if ( !modelDef || !modelDef->GetAnim( animNum ) ) {
return;
}
PushAnims( channelNum, currentTime, blendTime );
channels[ channelNum ][ 0 ].CycleAnim( modelDef, animNum, currentTime, blendTime );
if ( entity ) {
entity->BecomeActive( TH_ANIMATE );
}
}
/*
=====================
idAnimator::PlayAnim
=====================
*/
void idAnimator::PlayAnim( int channelNum, int animNum, int currentTime, int blendTime ) {
if ( ( channelNum < 0 ) || ( channelNum >= ANIM_NumAnimChannels ) ) {
gameLocal.Error( "idAnimator::PlayAnim : channel out of range" );
}
if ( !modelDef || !modelDef->GetAnim( animNum ) ) {
return;
}
PushAnims( channelNum, currentTime, blendTime );
channels[ channelNum ][ 0 ].PlayAnim( modelDef, animNum, currentTime, blendTime );
if ( entity ) {
entity->BecomeActive( TH_ANIMATE );
}
}
/*
=====================
idAnimator::SyncAnimChannels
=====================
*/
void idAnimator::SyncAnimChannels( int channelNum, int fromChannelNum, int currentTime, int blendTime ) {
if ( ( channelNum < 0 ) || ( channelNum >= ANIM_NumAnimChannels ) || ( fromChannelNum < 0 ) || ( fromChannelNum >= ANIM_NumAnimChannels ) ) {
gameLocal.Error( "idAnimator::SyncToChannel : channel out of range" );
}
idAnimBlend &fromBlend = channels[ fromChannelNum ][ 0 ];
idAnimBlend &toBlend = channels[ channelNum ][ 0 ];
float weight = fromBlend.blendEndValue;
if ( ( fromBlend.Anim() != toBlend.Anim() ) || ( fromBlend.GetStartTime() != toBlend.GetStartTime() ) || ( fromBlend.GetEndTime() != toBlend.GetEndTime() ) ) {
PushAnims( channelNum, currentTime, blendTime );
toBlend = fromBlend;
toBlend.blendStartValue = 0.0f;
toBlend.blendEndValue = 0.0f;
}
toBlend.SetWeight( weight, currentTime - 1, blendTime );
// disable framecommands on the current channel so that commands aren't called twice
toBlend.AllowFrameCommands( false );
if ( entity ) {
entity->BecomeActive( TH_ANIMATE );
}
}
/*
=====================
idAnimator::SetJointPos
=====================
*/
void idAnimator::SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos ) {
int i;
jointMod_t *jointMod;
if ( !modelDef || !modelDef->ModelHandle() || ( jointnum < 0 ) || ( jointnum >= numJoints ) ) {
return;
}
jointMod = NULL;
for( i = 0; i < jointMods.Num(); i++ ) {
if ( jointMods[ i ]->jointnum == jointnum ) {
jointMod = jointMods[ i ];
break;
} else if ( jointMods[ i ]->jointnum > jointnum ) {
break;
}
}
if ( !jointMod ) {
jointMod = new jointMod_t;
jointMod->jointnum = jointnum;
jointMod->mat.Identity();
jointMod->transform_axis = JOINTMOD_NONE;
jointMods.Insert( jointMod, i );
}
jointMod->pos = pos;
jointMod->transform_pos = transform_type;
if ( entity ) {
entity->BecomeActive( TH_ANIMATE );
}
ForceUpdate();
}
/*
=====================
idAnimator::SetJointAxis
=====================
*/
void idAnimator::SetJointAxis( jointHandle_t jointnum, jointModTransform_t transform_type, const idMat3 &mat ) {
int i;
jointMod_t *jointMod;
if ( !modelDef || !modelDef->ModelHandle() || ( jointnum < 0 ) || ( jointnum >= numJoints ) ) {
return;
}
jointMod = NULL;
for( i = 0; i < jointMods.Num(); i++ ) {
if ( jointMods[ i ]->jointnum == jointnum ) {
jointMod = jointMods[ i ];
break;
} else if ( jointMods[ i ]->jointnum > jointnum ) {
break;
}
}
if ( !jointMod ) {
jointMod = new jointMod_t;
jointMod->jointnum = jointnum;
jointMod->pos.Zero();
jointMod->transform_pos = JOINTMOD_NONE;
jointMods.Insert( jointMod, i );
}
jointMod->mat = mat;
jointMod->transform_axis = transform_type;
if ( entity ) {
entity->BecomeActive( TH_ANIMATE );
}
ForceUpdate();
}
/*
=====================
idAnimator::ClearJoint
=====================
*/
void idAnimator::ClearJoint( jointHandle_t jointnum ) {
int i;
if ( !modelDef || !modelDef->ModelHandle() || ( jointnum < 0 ) || ( jointnum >= numJoints ) ) {
return;
}
for( i = 0; i < jointMods.Num(); i++ ) {
if ( jointMods[ i ]->jointnum == jointnum ) {
delete jointMods[ i ];
jointMods.RemoveIndex( i );
ForceUpdate();
break;
} else if ( jointMods[ i ]->jointnum > jointnum ) {
break;
}
}
}
/*
=====================
idAnimator::ClearAllJoints
=====================
*/
void idAnimator::ClearAllJoints( void ) {
if ( jointMods.Num() ) {
ForceUpdate();
}
jointMods.DeleteContents( true );
}
/*
=====================
idAnimator::ClearAllAnims
=====================
*/
void idAnimator::ClearAllAnims( int currentTime, int cleartime ) {
int i;
for( i = 0; i < ANIM_NumAnimChannels; i++ ) {
Clear( i, currentTime, cleartime );
}
ClearAFPose();
ForceUpdate();
}
/*
====================
idAnimator::GetDelta
====================
*/
void idAnimator::GetDelta( int fromtime, int totime, idVec3 &delta ) const {
int i;
const idAnimBlend *blend;
float blendWeight;
if ( !modelDef || !modelDef->ModelHandle() || ( fromtime == totime ) ) {
delta.Zero();
return;
}
delta.Zero();
blendWeight = 0.0f;
blend = channels[ ANIMCHANNEL_ALL ];
for( i = 0; i < ANIM_MaxAnimsPerChannel; i++, blend++ ) {
blend->BlendDelta( fromtime, totime, delta, blendWeight );
}
if ( modelDef->Joints()[ 0 ].channel ) {
blend = channels[ modelDef->Joints()[ 0 ].channel ];
for( i = 0; i < ANIM_MaxAnimsPerChannel; i++, blend++ ) {
blend->BlendDelta( fromtime, totime, delta, blendWeight );
}
}
}
/*
====================
idAnimator::GetDeltaRotation
====================
*/
bool idAnimator::GetDeltaRotation( int fromtime, int totime, idMat3 &delta ) const {
int i;
const idAnimBlend *blend;
float blendWeight;
idQuat q;
if ( !modelDef || !modelDef->ModelHandle() || ( fromtime == totime ) ) {
delta.Identity();
return false;
}
q.Set( 0.0f, 0.0f, 0.0f, 1.0f );
blendWeight = 0.0f;
blend = channels[ ANIMCHANNEL_ALL ];
for( i = 0; i < ANIM_MaxAnimsPerChannel; i++, blend++ ) {
blend->BlendDeltaRotation( fromtime, totime, q, blendWeight );
}
if ( modelDef->Joints()[ 0 ].channel ) {
blend = channels[ modelDef->Joints()[ 0 ].channel ];
for( i = 0; i < ANIM_MaxAnimsPerChannel; i++, blend++ ) {
blend->BlendDeltaRotation( fromtime, totime, q, blendWeight );
}
}
if ( blendWeight > 0.0f ) {
delta = q.ToMat3();
return true;
} else {
delta.Identity();
return false;
}
}
/*
====================
idAnimator::GetOrigin
====================
*/
void idAnimator::GetOrigin( int currentTime, idVec3 &pos ) const {
int i;
const idAnimBlend *blend;
float blendWeight;
if ( !modelDef || !modelDef->ModelHandle() ) {
pos.Zero();
return;
}
pos.Zero();
blendWeight = 0.0f;
blend = channels[ ANIMCHANNEL_ALL ];
for( i = 0; i < ANIM_MaxAnimsPerChannel; i++, blend++ ) {
blend->BlendOrigin( currentTime, pos, blendWeight, removeOriginOffset );
}
if ( modelDef->Joints()[ 0 ].channel ) {
blend = channels[ modelDef->Joints()[ 0 ].channel ];
for( i = 0; i < ANIM_MaxAnimsPerChannel; i++, blend++ ) {
blend->BlendOrigin( currentTime, pos, blendWeight, removeOriginOffset );
}
}
pos += modelDef->GetVisualOffset();
}
/*
====================
idAnimator::GetBounds
====================
*/
bool idAnimator::GetBounds( int currentTime, idBounds &bounds ) {
int i, j;
const idAnimBlend *blend;
int count;
if ( !modelDef || !modelDef->ModelHandle() ) {
return false;
}
if ( AFPoseJoints.Num() ) {
bounds = AFPoseBounds;
count = 1;
} else {
bounds.Clear();
count = 0;
}
blend = channels[ 0 ];
for( i = ANIMCHANNEL_ALL; i < ANIM_NumAnimChannels; i++ ) {
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++, blend++ ) {
if ( blend->AddBounds( currentTime, bounds, removeOriginOffset ) ) {
count++;
}
}
}
if ( !count ) {
if ( !frameBounds.IsCleared() ) {
bounds = frameBounds;
return true;
} else {
bounds.Zero();
return false;
}
}
bounds.TranslateSelf( modelDef->GetVisualOffset() );
if ( g_debugBounds.GetBool() ) {
if ( bounds[1][0] - bounds[0][0] > 2048 || bounds[1][1] - bounds[0][1] > 2048 ) {
if ( entity ) {
gameLocal.Warning( "big frameBounds on entity '%s' with model '%s': %f,%f", entity->name.c_str(), modelDef->ModelHandle()->Name(), bounds[1][0] - bounds[0][0], bounds[1][1] - bounds[0][1] );
} else {
gameLocal.Warning( "big frameBounds on model '%s': %f,%f", modelDef->ModelHandle()->Name(), bounds[1][0] - bounds[0][0], bounds[1][1] - bounds[0][1] );
}
}
}
frameBounds = bounds;
return true;
}
/*
=====================
idAnimator::InitAFPose
=====================
*/
void idAnimator::InitAFPose( void ) {
if ( !modelDef ) {
return;
}
AFPoseJoints.SetNum( modelDef->Joints().Num(), false );
AFPoseJoints.SetNum( 0, false );
AFPoseJointMods.SetNum( modelDef->Joints().Num(), false );
AFPoseJointFrame.SetNum( modelDef->Joints().Num(), false );
}
/*
=====================
idAnimator::SetAFPoseJointMod
=====================
*/
void idAnimator::SetAFPoseJointMod( const jointHandle_t jointNum, const AFJointModType_t mod, const idMat3 &axis, const idVec3 &origin ) {
AFPoseJointMods[jointNum].mod = mod;
AFPoseJointMods[jointNum].axis = axis;
AFPoseJointMods[jointNum].origin = origin;
int index = idBinSearch_GreaterEqual<int>( AFPoseJoints.Ptr(), AFPoseJoints.Num(), jointNum );
if ( index >= AFPoseJoints.Num() || jointNum != AFPoseJoints[index] ) {
AFPoseJoints.Insert( jointNum, index );
}
}
/*
=====================
idAnimator::FinishAFPose
=====================
*/
void idAnimator::FinishAFPose( int animNum, const idBounds &bounds, const int time ) {
int i, j;
int numJoints;
int parentNum;
int jointMod;
int jointNum;
const int * jointParent;
if ( !modelDef ) {
return;
}
const idAnim *anim = modelDef->GetAnim( animNum );
if ( !anim ) {
return;
}
numJoints = modelDef->Joints().Num();
if ( !numJoints ) {
return;
}
idRenderModel *md5 = modelDef->ModelHandle();
const idMD5Anim *md5anim = anim->MD5Anim( 0 );
if ( numJoints != md5anim->NumJoints() ) {
gameLocal.Warning( "Model '%s' has different # of joints than anim '%s'", md5->Name(), md5anim->Name() );
return;
}
idJointQuat *jointFrame = ( idJointQuat * )_alloca16( numJoints * sizeof( *jointFrame ) );
md5anim->GetSingleFrame( 0, jointFrame, modelDef->GetChannelJoints( ANIMCHANNEL_ALL ), modelDef->NumJointsOnChannel( ANIMCHANNEL_ALL ) );
if ( removeOriginOffset ) {
#ifdef VELOCITY_MOVE
jointFrame[ 0 ].t.x = 0.0f;
#else
jointFrame[ 0 ].t.Zero();
#endif
}
idJointMat *joints = ( idJointMat * )_alloca16( numJoints * sizeof( *joints ) );
// convert the joint quaternions to joint matrices
SIMDProcessor->ConvertJointQuatsToJointMats( joints, jointFrame, numJoints );
// first joint is always root of entire hierarchy
if ( AFPoseJoints.Num() && AFPoseJoints[0] == 0 ) {
switch( AFPoseJointMods[0].mod ) {
case AF_JOINTMOD_AXIS: {
joints[0].SetRotation( AFPoseJointMods[0].axis );
break;
}
case AF_JOINTMOD_ORIGIN: {
joints[0].SetTranslation( AFPoseJointMods[0].origin );
break;
}
case AF_JOINTMOD_BOTH: {
joints[0].SetRotation( AFPoseJointMods[0].axis );
joints[0].SetTranslation( AFPoseJointMods[0].origin );
break;
}
}
j = 1;
} else {
j = 0;
}
// pointer to joint info
jointParent = modelDef->JointParents();
// transform the child joints
for( i = 1; j < AFPoseJoints.Num(); j++, i++ ) {
jointMod = AFPoseJoints[j];
// transform any joints preceding the joint modifier
SIMDProcessor->TransformJoints( joints, jointParent, i, jointMod - 1 );
i = jointMod;
parentNum = jointParent[i];
switch( AFPoseJointMods[jointMod].mod ) {
case AF_JOINTMOD_AXIS: {
joints[i].SetRotation( AFPoseJointMods[jointMod].axis );
joints[i].SetTranslation( joints[parentNum].ToVec3() + joints[i].ToVec3() * joints[parentNum].ToMat3() );
break;
}
case AF_JOINTMOD_ORIGIN: {
joints[i].SetRotation( joints[i].ToMat3() * joints[parentNum].ToMat3() );
joints[i].SetTranslation( AFPoseJointMods[jointMod].origin );
break;
}
case AF_JOINTMOD_BOTH: {
joints[i].SetRotation( AFPoseJointMods[jointMod].axis );
joints[i].SetTranslation( AFPoseJointMods[jointMod].origin );
break;
}
}
}
// transform the rest of the hierarchy
SIMDProcessor->TransformJoints( joints, jointParent, i, numJoints - 1 );
// untransform hierarchy
SIMDProcessor->UntransformJoints( joints, jointParent, 1, numJoints - 1 );
// convert joint matrices back to joint quaternions
SIMDProcessor->ConvertJointMatsToJointQuats( AFPoseJointFrame.Ptr(), joints, numJoints );
// find all modified joints and their parents
bool *blendJoints = (bool *) _alloca16( numJoints * sizeof( bool ) );
memset( blendJoints, 0, numJoints * sizeof( bool ) );
// mark all modified joints and their parents
for( i = 0; i < AFPoseJoints.Num(); i++ ) {
for( jointNum = AFPoseJoints[i]; jointNum != INVALID_JOINT; jointNum = jointParent[jointNum] ) {
blendJoints[jointNum] = true;
}
}
// lock all parents of modified joints
AFPoseJoints.SetNum( 0, false );
for ( i = 0; i < numJoints; i++ ) {
if ( blendJoints[i] ) {
AFPoseJoints.Append( i );
}
}
AFPoseBounds = bounds;
AFPoseTime = time;
ForceUpdate();
}
/*
=====================
idAnimator::SetAFPoseBlendWeight
=====================
*/
void idAnimator::SetAFPoseBlendWeight( float blendWeight ) {
AFPoseBlendWeight = blendWeight;
}
/*
=====================
idAnimator::BlendAFPose
=====================
*/
bool idAnimator::BlendAFPose( idJointQuat *blendFrame ) const {
if ( !AFPoseJoints.Num() ) {
return false;
}
SIMDProcessor->BlendJoints( blendFrame, AFPoseJointFrame.Ptr(), AFPoseBlendWeight, AFPoseJoints.Ptr(), AFPoseJoints.Num() );
return true;
}
/*
=====================
idAnimator::ClearAFPose
=====================
*/
void idAnimator::ClearAFPose( void ) {
if ( AFPoseJoints.Num() ) {
ForceUpdate();
}
AFPoseBlendWeight = 1.0f;
AFPoseJoints.SetNum( 0, false );
AFPoseBounds.Clear();
AFPoseTime = 0;
}
/*
=====================
idAnimator::ServiceAnims
=====================
*/
void idAnimator::ServiceAnims( int fromtime, int totime ) {
int i, j;
idAnimBlend *blend;
if ( !modelDef ) {
return;
}
if ( modelDef->ModelHandle() ) {
blend = channels[ 0 ];
for( i = 0; i < ANIM_NumAnimChannels; i++ ) {
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++, blend++ ) {
blend->CallFrameCommands( entity, fromtime, totime );
}
}
}
if ( !IsAnimating( totime ) ) {
stoppedAnimatingUpdate = true;
if ( entity ) {
entity->BecomeInactive( TH_ANIMATE );
// present one more time with stopped animations so the renderer can properly recreate interactions
entity->BecomeActive( TH_UPDATEVISUALS );
}
}
}
/*
=====================
idAnimator::IsAnimating
=====================
*/
bool idAnimator::IsAnimating( int currentTime ) const {
int i, j;
const idAnimBlend *blend;
if ( !modelDef || !modelDef->ModelHandle() ) {
return false;
}
// if animating with an articulated figure
if ( AFPoseJoints.Num() && currentTime <= AFPoseTime ) {
return true;
}
blend = channels[ 0 ];
for( i = 0; i < ANIM_NumAnimChannels; i++ ) {
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++, blend++ ) {
if ( !blend->IsDone( currentTime ) ) {
return true;
}
}
}
return false;
}
/*
=====================
idAnimator::FrameHasChanged
=====================
*/
bool idAnimator::FrameHasChanged( int currentTime ) const {
int i, j;
const idAnimBlend *blend;
if ( !modelDef || !modelDef->ModelHandle() ) {
return false;
}
// if animating with an articulated figure
if ( AFPoseJoints.Num() && currentTime <= AFPoseTime ) {
return true;
}
blend = channels[ 0 ];
for( i = 0; i < ANIM_NumAnimChannels; i++ ) {
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++, blend++ ) {
if ( blend->FrameHasChanged( currentTime ) ) {
return true;
}
}
}
if ( forceUpdate && IsAnimating( currentTime ) ) {
return true;
}
return false;
}
/*
=====================
idAnimator::CreateFrame
=====================
*/
bool idAnimator::CreateFrame( int currentTime, bool force ) {
int i, j;
int numJoints;
int parentNum;
bool hasAnim;
bool debugInfo;
float baseBlend;
float blendWeight;
const idAnimBlend * blend;
const int * jointParent;
const jointMod_t * jointMod;
const idJointQuat * defaultPose;
static idCVar r_showSkel( "r_showSkel", "0", CVAR_RENDERER | CVAR_INTEGER, "", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
if ( gameLocal.inCinematic && gameLocal.skipCinematic ) {
return false;
}
if ( !modelDef || !modelDef->ModelHandle() ) {
return false;
}
if ( !force && !r_showSkel.GetInteger() ) {
if ( lastTransformTime == currentTime ) {
return false;
}
if ( lastTransformTime != -1 && !stoppedAnimatingUpdate && !IsAnimating( currentTime ) ) {
return false;
}
}
lastTransformTime = currentTime;
stoppedAnimatingUpdate = false;
if ( entity && ( ( g_debugAnim.GetInteger() == entity->entityNumber ) || ( g_debugAnim.GetInteger() == -2 ) ) ) {
debugInfo = true;
gameLocal.Printf( "---------------\n%d: entity '%s':\n", gameLocal.time, entity->GetName() );
gameLocal.Printf( "model '%s':\n", modelDef->GetModelName() );
} else {
debugInfo = false;
}
// init the joint buffer
if ( AFPoseJoints.Num() ) {
// initialize with AF pose anim for the case where there are no other animations and no AF pose joint modifications
defaultPose = AFPoseJointFrame.Ptr();
} else {
defaultPose = modelDef->GetDefaultPose();
}
if ( !defaultPose ) {
//gameLocal.Warning( "idAnimator::CreateFrame: no defaultPose on '%s'", modelDef->Name() );
return false;
}
numJoints = modelDef->Joints().Num();
idJointQuat *jointFrame = ( idJointQuat * )_alloca16( numJoints * sizeof( jointFrame[0] ) );
SIMDProcessor->Memcpy( jointFrame, defaultPose, numJoints * sizeof( jointFrame[0] ) );
hasAnim = false;
// blend the all channel
baseBlend = 0.0f;
blend = channels[ ANIMCHANNEL_ALL ];
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++, blend++ ) {
if ( blend->BlendAnim( currentTime, ANIMCHANNEL_ALL, numJoints, jointFrame, baseBlend, removeOriginOffset, false, debugInfo ) ) {
hasAnim = true;
if ( baseBlend >= 1.0f ) {
break;
}
}
}
// only blend other channels if there's enough space to blend into
if ( baseBlend < 1.0f ) {
for( i = ANIMCHANNEL_ALL + 1; i < ANIM_NumAnimChannels; i++ ) {
if ( !modelDef->NumJointsOnChannel( i ) ) {
continue;
}
if ( i == ANIMCHANNEL_EYELIDS ) {
// eyelids blend over any previous anims, so skip it and blend it later
continue;
}
blendWeight = baseBlend;
blend = channels[ i ];
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++, blend++ ) {
if ( blend->BlendAnim( currentTime, i, numJoints, jointFrame, blendWeight, removeOriginOffset, false, debugInfo ) ) {
hasAnim = true;
if ( blendWeight >= 1.0f ) {
// fully blended
break;
}
}
}
if ( debugInfo && !AFPoseJoints.Num() && !blendWeight ) {
gameLocal.Printf( "%d: %s using default pose in model '%s'\n", gameLocal.time, channelNames[ i ], modelDef->GetModelName() );
}
}
}
// blend in the eyelids
if ( modelDef->NumJointsOnChannel( ANIMCHANNEL_EYELIDS ) ) {
blend = channels[ ANIMCHANNEL_EYELIDS ];
blendWeight = baseBlend;
for( j = 0; j < ANIM_MaxAnimsPerChannel; j++, blend++ ) {
if ( blend->BlendAnim( currentTime, ANIMCHANNEL_EYELIDS, numJoints, jointFrame, blendWeight, removeOriginOffset, true, debugInfo ) ) {
hasAnim = true;
if ( blendWeight >= 1.0f ) {
// fully blended
break;
}
}
}
}
// blend the articulated figure pose
if ( BlendAFPose( jointFrame ) ) {
hasAnim = true;
}
if ( !hasAnim && !jointMods.Num() ) {
// no animations were updated
return false;
}
// convert the joint quaternions to rotation matrices
SIMDProcessor->ConvertJointQuatsToJointMats( joints, jointFrame, numJoints );
// check if we need to modify the origin
if ( jointMods.Num() && ( jointMods[0]->jointnum == 0 ) ) {
jointMod = jointMods[0];
switch( jointMod->transform_axis ) {
case JOINTMOD_NONE:
break;
case JOINTMOD_LOCAL:
joints[0].SetRotation( jointMod->mat * joints[0].ToMat3() );
break;
case JOINTMOD_WORLD:
joints[0].SetRotation( joints[0].ToMat3() * jointMod->mat );
break;
case JOINTMOD_LOCAL_OVERRIDE:
case JOINTMOD_WORLD_OVERRIDE:
joints[0].SetRotation( jointMod->mat );
break;
}
switch( jointMod->transform_pos ) {
case JOINTMOD_NONE:
break;
case JOINTMOD_LOCAL:
joints[0].SetTranslation( joints[0].ToVec3() + jointMod->pos );
break;
case JOINTMOD_LOCAL_OVERRIDE:
case JOINTMOD_WORLD:
case JOINTMOD_WORLD_OVERRIDE:
joints[0].SetTranslation( jointMod->pos );
break;
}
j = 1;
} else {
j = 0;
}
// add in the model offset
joints[0].SetTranslation( joints[0].ToVec3() + modelDef->GetVisualOffset() );
// pointer to joint info
jointParent = modelDef->JointParents();
// add in any joint modifications
for( i = 1; j < jointMods.Num(); j++, i++ ) {
jointMod = jointMods[j];
// transform any joints preceding the joint modifier
SIMDProcessor->TransformJoints( joints, jointParent, i, jointMod->jointnum - 1 );
i = jointMod->jointnum;
parentNum = jointParent[i];
// modify the axis
switch( jointMod->transform_axis ) {
case JOINTMOD_NONE:
joints[i].SetRotation( joints[i].ToMat3() * joints[ parentNum ].ToMat3() );
break;
case JOINTMOD_LOCAL:
joints[i].SetRotation( jointMod->mat * ( joints[i].ToMat3() * joints[parentNum].ToMat3() ) );
break;
case JOINTMOD_LOCAL_OVERRIDE:
joints[i].SetRotation( jointMod->mat * joints[parentNum].ToMat3() );
break;
case JOINTMOD_WORLD:
joints[i].SetRotation( ( joints[i].ToMat3() * joints[parentNum].ToMat3() ) * jointMod->mat );
break;
case JOINTMOD_WORLD_OVERRIDE:
joints[i].SetRotation( jointMod->mat );
break;
}
// modify the position
switch( jointMod->transform_pos ) {
case JOINTMOD_NONE:
joints[i].SetTranslation( joints[parentNum].ToVec3() + joints[i].ToVec3() * joints[parentNum].ToMat3() );
break;
case JOINTMOD_LOCAL:
joints[i].SetTranslation( joints[parentNum].ToVec3() + ( joints[i].ToVec3() + jointMod->pos ) * joints[parentNum].ToMat3() );
break;
case JOINTMOD_LOCAL_OVERRIDE:
joints[i].SetTranslation( joints[parentNum].ToVec3() + jointMod->pos * joints[parentNum].ToMat3() );
break;
case JOINTMOD_WORLD:
joints[i].SetTranslation( joints[parentNum].ToVec3() + joints[i].ToVec3() * joints[parentNum].ToMat3() + jointMod->pos );
break;
case JOINTMOD_WORLD_OVERRIDE:
joints[i].SetTranslation( jointMod->pos );
break;
}
}
// transform the rest of the hierarchy
SIMDProcessor->TransformJoints( joints, jointParent, i, numJoints - 1 );
return true;
}
/*
=====================
idAnimator::ForceUpdate
=====================
*/
void idAnimator::ForceUpdate( void ) {
lastTransformTime = -1;
forceUpdate = true;
}
/*
=====================
idAnimator::ClearForceUpdate
=====================
*/
void idAnimator::ClearForceUpdate( void ) {
forceUpdate = false;
}
/*
=====================
idAnimator::GetJointTransform> gamex86.dll!idAnimator::ForceUpdate() Line 4268 C++
=====================
*/
bool idAnimator::GetJointTransform( jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis ) {
if ( !modelDef || ( jointHandle < 0 ) || ( jointHandle >= modelDef->NumJoints() ) ) {
return false;
}
CreateFrame( currentTime, false );
offset = joints[ jointHandle ].ToVec3();
axis = joints[ jointHandle ].ToMat3();
return true;
}
/*
=====================
idAnimator::GetJointLocalTransform
=====================
*/
bool idAnimator::GetJointLocalTransform( jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis ) {
if ( !modelDef ) {
return false;
}
const idList<jointInfo_t> &modelJoints = modelDef->Joints();
if ( ( jointHandle < 0 ) || ( jointHandle >= modelJoints.Num() ) ) {
return false;
}
// FIXME: overkill
CreateFrame( currentTime, false );
if ( jointHandle == 0 ) {
offset = joints[ jointHandle ].ToVec3();
axis = joints[ jointHandle ].ToMat3();
return true;
}
idJointMat m = joints[ jointHandle ];
m /= joints[ modelJoints[ jointHandle ].parentNum ];
offset = m.ToVec3();
axis = m.ToMat3();
return true;
}
/*
=====================
idAnimator::GetJointHandle
=====================
*/
jointHandle_t idAnimator::GetJointHandle( const char *name ) const {
if ( !modelDef || !modelDef->ModelHandle() ) {
return INVALID_JOINT;
}
return modelDef->ModelHandle()->GetJointHandle( name );
}
/*
=====================
idAnimator::GetJointName
=====================
*/
const char *idAnimator::GetJointName( jointHandle_t handle ) const {
if ( !modelDef || !modelDef->ModelHandle() ) {
return "";
}
return modelDef->ModelHandle()->GetJointName( handle );
}
/*
=====================
idAnimator::GetChannelForJoint
=====================
*/
int idAnimator::GetChannelForJoint( jointHandle_t joint ) const {
if ( !modelDef ) {
gameLocal.Error( "idAnimator::GetChannelForJoint: NULL model" );
}
if ( ( joint < 0 ) || ( joint >= numJoints ) ) {
gameLocal.Error( "idAnimator::GetChannelForJoint: invalid joint num (%d)", joint );
}
return modelDef->GetJoint( joint )->channel;
}
/*
=====================
idAnimator::GetFirstChild
=====================
*/
jointHandle_t idAnimator::GetFirstChild( const char *name ) const {
return GetFirstChild( GetJointHandle( name ) );
}
/*
=====================
idAnimator::GetFirstChild
=====================
*/
jointHandle_t idAnimator::GetFirstChild( jointHandle_t jointnum ) const {
int i;
int num;
const jointInfo_t *joint;
if ( !modelDef ) {
return INVALID_JOINT;
}
num = modelDef->NumJoints();
if ( !num ) {
return jointnum;
}
joint = modelDef->GetJoint( 0 );
for( i = 0; i < num; i++, joint++ ) {
if ( joint->parentNum == jointnum ) {
return ( jointHandle_t )joint->num;
}
}
return jointnum;
}
/*
=====================
idAnimator::GetJoints
=====================
*/
void idAnimator::GetJoints( int *numJoints, idJointMat **jointsPtr ) {
*numJoints = this->numJoints;
*jointsPtr = this->joints;
}
/*
=====================
idAnimator::GetAnimFlags
=====================
*/
const animFlags_t idAnimator::GetAnimFlags( int animNum ) const {
animFlags_t result;
const idAnim *anim = GetAnim( animNum );
if ( anim ) {
return anim->GetAnimFlags();
}
memset( &result, 0, sizeof( result ) );
return result;
}
/*
=====================
idAnimator::NumFrames
=====================
*/
int idAnimator::NumFrames( int animNum ) const {
const idAnim *anim = GetAnim( animNum );
if ( anim ) {
return anim->NumFrames();
} else {
return 0;
}
}
/*
=====================
idAnimator::NumSyncedAnims
=====================
*/
int idAnimator::NumSyncedAnims( int animNum ) const {
const idAnim *anim = GetAnim( animNum );
if ( anim ) {
return anim->NumAnims();
} else {
return 0;
}
}
/*
=====================
idAnimator::AnimName
=====================
*/
const char *idAnimator::AnimName( int animNum ) const {
const idAnim *anim = GetAnim( animNum );
if ( anim ) {
return anim->Name();
} else {
return "";
}
}
/*
=====================
idAnimator::AnimFullName
=====================
*/
const char *idAnimator::AnimFullName( int animNum ) const {
const idAnim *anim = GetAnim( animNum );
if ( anim ) {
return anim->FullName();
} else {
return "";
}
}
/*
=====================
idAnimator::AnimLength
=====================
*/
int idAnimator::AnimLength( int animNum ) const {
const idAnim *anim = GetAnim( animNum );
if ( anim ) {
return anim->Length();
} else {
return 0;
}
}
/*
=====================
idAnimator::TotalMovementDelta
=====================
*/
const idVec3 &idAnimator::TotalMovementDelta( int animNum ) const {
const idAnim *anim = GetAnim( animNum );
if ( anim ) {
return anim->TotalMovementDelta();
} else {
return vec3_origin;
}
}
/***********************************************************************
Util functions
***********************************************************************/
/*
=====================
ANIM_GetModelDefFromEntityDef
=====================
*/
const idDeclModelDef *ANIM_GetModelDefFromEntityDef( const idDict *args ) {
const idDeclModelDef *modelDef;
idStr name = args->GetString( "model" );
modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, name, false ) );
if ( modelDef && modelDef->ModelHandle() ) {
return modelDef;
}
return NULL;
}
/*
=====================
idGameEdit::ANIM_GetModelFromEntityDef
=====================
*/
idRenderModel *idGameEdit::ANIM_GetModelFromEntityDef( const idDict *args ) {
idRenderModel *model;
const idDeclModelDef *modelDef;
model = NULL;
idStr name = args->GetString( "model" );
modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, name, false ) );
if ( modelDef ) {
model = modelDef->ModelHandle();
}
if ( !model ) {
model = renderModelManager->FindModel( name );
}
if ( model && model->IsDefaultModel() ) {
return NULL;
}
return model;
}
/*
=====================
idGameEdit::ANIM_GetModelFromEntityDef
=====================
*/
idRenderModel *idGameEdit::ANIM_GetModelFromEntityDef( const char *classname ) {
const idDict *args;
args = gameLocal.FindEntityDefDict( classname, false );
if ( !args ) {
return NULL;
}
return ANIM_GetModelFromEntityDef( args );
}
/*
=====================
idGameEdit::ANIM_GetModelOffsetFromEntityDef
=====================
*/
const idVec3 &idGameEdit::ANIM_GetModelOffsetFromEntityDef( const char *classname ) {
const idDict *args;
const idDeclModelDef *modelDef;
args = gameLocal.FindEntityDefDict( classname, false );
if ( !args ) {
return vec3_origin;
}
modelDef = ANIM_GetModelDefFromEntityDef( args );
if ( !modelDef ) {
return vec3_origin;
}
return modelDef->GetVisualOffset();
}
/*
=====================
idGameEdit::ANIM_GetModelFromName
=====================
*/
idRenderModel *idGameEdit::ANIM_GetModelFromName( const char *modelName ) {
const idDeclModelDef *modelDef;
idRenderModel *model;
model = NULL;
modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, modelName, false ) );
if ( modelDef ) {
model = modelDef->ModelHandle();
}
if ( !model ) {
model = renderModelManager->FindModel( modelName );
}
return model;
}
/*
=====================
idGameEdit::ANIM_GetAnimFromEntityDef
=====================
*/
const idMD5Anim *idGameEdit::ANIM_GetAnimFromEntityDef( const char *classname, const char *animname ) {
const idDict *args;
const idMD5Anim *md5anim;
const idAnim *anim;
int animNum;
const char *modelname;
const idDeclModelDef *modelDef;
args = gameLocal.FindEntityDefDict( classname, false );
if ( !args ) {
return NULL;
}
md5anim = NULL;
modelname = args->GetString( "model" );
modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, modelname, false ) );
if ( modelDef ) {
animNum = modelDef->GetAnim( animname );
if ( animNum ) {
anim = modelDef->GetAnim( animNum );
if ( anim ) {
md5anim = anim->MD5Anim( 0 );
}
}
}
return md5anim;
}
/*
=====================
idGameEdit::ANIM_GetNumAnimsFromEntityDef
=====================
*/
int idGameEdit::ANIM_GetNumAnimsFromEntityDef( const idDict *args ) {
const char *modelname;
const idDeclModelDef *modelDef;
modelname = args->GetString( "model" );
modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, modelname, false ) );
if ( modelDef ) {
return modelDef->NumAnims();
}
return 0;
}
/*
=====================
idGameEdit::ANIM_GetAnimNameFromEntityDef
=====================
*/
const char *idGameEdit::ANIM_GetAnimNameFromEntityDef( const idDict *args, int animNum ) {
const char *modelname;
const idDeclModelDef *modelDef;
modelname = args->GetString( "model" );
modelDef = static_cast<const idDeclModelDef *>( declManager->FindType( DECL_MODELDEF, modelname, false ) );
if ( modelDef ) {
const idAnim* anim = modelDef->GetAnim( animNum );
if ( anim ) {
return anim->FullName();
}
}
return "";
}
/*
=====================
idGameEdit::ANIM_GetAnim
=====================
*/
const idMD5Anim *idGameEdit::ANIM_GetAnim( const char *fileName ) {
return animationLib.GetAnim( fileName );
}
/*
=====================
idGameEdit::ANIM_GetLength
=====================
*/
int idGameEdit::ANIM_GetLength( const idMD5Anim *anim ) {
if ( !anim ) {
return 0;
}
return anim->Length();
}
/*
=====================
idGameEdit::ANIM_GetNumFrames
=====================
*/
int idGameEdit::ANIM_GetNumFrames( const idMD5Anim *anim ) {
if ( !anim ) {
return 0;
}
return anim->NumFrames();
}
/*
=====================
idGameEdit::ANIM_CreateAnimFrame
=====================
*/
void idGameEdit::ANIM_CreateAnimFrame( const idRenderModel *model, const idMD5Anim *anim, int numJoints, idJointMat *joints, int time, const idVec3 &offset, bool remove_origin_offset ) {
int i;
frameBlend_t frame;
const idMD5Joint *md5joints;
int *index;
if ( !model || model->IsDefaultModel() || !anim ) {
return;
}
if ( numJoints != model->NumJoints() ) {
gameLocal.Error( "ANIM_CreateAnimFrame: different # of joints in renderEntity_t than in model (%s)", model->Name() );
}
if ( !model->NumJoints() ) {
// FIXME: Print out a warning?
return;
}
if ( !joints ) {
gameLocal.Error( "ANIM_CreateAnimFrame: NULL joint frame pointer on model (%s)", model->Name() );
}
if ( numJoints != anim->NumJoints() ) {
gameLocal.Warning( "Model '%s' has different # of joints than anim '%s'", model->Name(), anim->Name() );
for( i = 0; i < numJoints; i++ ) {
joints[i].SetRotation( mat3_identity );
joints[i].SetTranslation( offset );
}
return;
}
// create index for all joints
index = ( int * )_alloca16( numJoints * sizeof( int ) );
for ( i = 0; i < numJoints; i++ ) {
index[i] = i;
}
// create the frame
anim->ConvertTimeToFrame( time, 1, frame );
idJointQuat *jointFrame = ( idJointQuat * )_alloca16( numJoints * sizeof( *jointFrame ) );
anim->GetInterpolatedFrame( frame, jointFrame, index, numJoints );
// convert joint quaternions to joint matrices
SIMDProcessor->ConvertJointQuatsToJointMats( joints, jointFrame, numJoints );
// first joint is always root of entire hierarchy
if ( remove_origin_offset ) {
joints[0].SetTranslation( offset );
} else {
joints[0].SetTranslation( joints[0].ToVec3() + offset );
}
// transform the children
md5joints = model->GetJoints();
for( i = 1; i < numJoints; i++ ) {
joints[i] *= joints[ md5joints[i].parent - md5joints ];
}
}
/*
=====================
idGameEdit::ANIM_CreateMeshForAnim
=====================
*/
idRenderModel *idGameEdit::ANIM_CreateMeshForAnim( idRenderModel *model, const char *classname, const char *animname, int frame, bool remove_origin_offset ) {
renderEntity_t ent;
const idDict *args;
const char *temp;
idRenderModel *newmodel;
const idMD5Anim *md5anim;
idStr filename;
idStr extension;
const idAnim *anim;
int animNum;
idVec3 offset;
const idDeclModelDef *modelDef;
if ( !model || model->IsDefaultModel() ) {
return NULL;
}
args = gameLocal.FindEntityDefDict( classname, false );
if ( !args ) {
return NULL;
}
memset( &ent, 0, sizeof( ent ) );
ent.bounds.Clear();
ent.suppressSurfaceInViewID = 0;
modelDef = ANIM_GetModelDefFromEntityDef( args );
if ( modelDef ) {
animNum = modelDef->GetAnim( animname );
if ( !animNum ) {
return NULL;
}
anim = modelDef->GetAnim( animNum );
if ( !anim ) {
return NULL;
}
md5anim = anim->MD5Anim( 0 );
ent.customSkin = modelDef->GetDefaultSkin();
offset = modelDef->GetVisualOffset();
} else {
filename = animname;
filename.ExtractFileExtension( extension );
if ( !extension.Length() ) {
animname = args->GetString( va( "anim %s", animname ) );
}
md5anim = animationLib.GetAnim( animname );
offset.Zero();
}
if ( !md5anim ) {
return NULL;
}
temp = args->GetString( "skin", "" );
if ( temp[ 0 ] ) {
ent.customSkin = declManager->FindSkin( temp );
}
ent.numJoints = model->NumJoints();
ent.joints = ( idJointMat * )Mem_Alloc16( ent.numJoints * sizeof( *ent.joints ) );
ANIM_CreateAnimFrame( model, md5anim, ent.numJoints, ent.joints, FRAME2MS( frame ), offset, remove_origin_offset );
newmodel = model->InstantiateDynamicModel( &ent, NULL, NULL );
Mem_Free16( ent.joints );
ent.joints = NULL;
return newmodel;
}