dhewm3/neo/game/anim/Anim.h

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2011-11-22 21:28:15 +00:00
/*
===========================================================================
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.
===========================================================================
*/
#ifndef __ANIM_H__
#define __ANIM_H__
//
// animation channels
// these can be changed by modmakers and licensees to be whatever they need.
const int ANIM_NumAnimChannels = 5;
const int ANIM_MaxAnimsPerChannel = 3;
const int ANIM_MaxSyncedAnims = 3;
//
// animation channels. make sure to change script/doom_defs.script if you add any channels, or change their order
//
const int ANIMCHANNEL_ALL = 0;
const int ANIMCHANNEL_TORSO = 1;
const int ANIMCHANNEL_LEGS = 2;
const int ANIMCHANNEL_HEAD = 3;
const int ANIMCHANNEL_EYELIDS = 4;
// for converting from 24 frames per second to milliseconds
ID_INLINE int FRAME2MS( int framenum ) {
return ( framenum * 1000 ) / 24;
}
class idRenderModel;
class idAnimator;
class idAnimBlend;
class function_t;
class idEntity;
class idSaveGame;
class idRestoreGame;
typedef struct {
int cycleCount; // how many times the anim has wrapped to the begining (0 for clamped anims)
int frame1;
int frame2;
float frontlerp;
float backlerp;
} frameBlend_t;
typedef struct {
int nameIndex;
int parentNum;
int animBits;
int firstComponent;
} jointAnimInfo_t;
typedef struct {
jointHandle_t num;
jointHandle_t parentNum;
int channel;
} jointInfo_t;
//
// joint modifier modes. make sure to change script/doom_defs.script if you add any, or change their order.
//
typedef enum {
JOINTMOD_NONE, // no modification
JOINTMOD_LOCAL, // modifies the joint's position or orientation in joint local space
JOINTMOD_LOCAL_OVERRIDE, // sets the joint's position or orientation in joint local space
JOINTMOD_WORLD, // modifies joint's position or orientation in model space
JOINTMOD_WORLD_OVERRIDE // sets the joint's position or orientation in model space
} jointModTransform_t;
typedef struct {
jointHandle_t jointnum;
idMat3 mat;
idVec3 pos;
jointModTransform_t transform_pos;
jointModTransform_t transform_axis;
} jointMod_t;
#define ANIM_TX BIT( 0 )
#define ANIM_TY BIT( 1 )
#define ANIM_TZ BIT( 2 )
#define ANIM_QX BIT( 3 )
#define ANIM_QY BIT( 4 )
#define ANIM_QZ BIT( 5 )
typedef enum {
FC_SCRIPTFUNCTION,
FC_SCRIPTFUNCTIONOBJECT,
FC_EVENTFUNCTION,
FC_SOUND,
FC_SOUND_VOICE,
FC_SOUND_VOICE2,
FC_SOUND_BODY,
FC_SOUND_BODY2,
FC_SOUND_BODY3,
FC_SOUND_WEAPON,
FC_SOUND_ITEM,
FC_SOUND_GLOBAL,
FC_SOUND_CHATTER,
FC_SKIN,
FC_TRIGGER,
FC_TRIGGER_SMOKE_PARTICLE,
FC_MELEE,
FC_DIRECTDAMAGE,
FC_BEGINATTACK,
FC_ENDATTACK,
FC_MUZZLEFLASH,
FC_CREATEMISSILE,
FC_LAUNCHMISSILE,
FC_FIREMISSILEATTARGET,
FC_FOOTSTEP,
FC_LEFTFOOT,
FC_RIGHTFOOT,
FC_ENABLE_EYE_FOCUS,
FC_DISABLE_EYE_FOCUS,
FC_FX,
FC_DISABLE_GRAVITY,
FC_ENABLE_GRAVITY,
FC_JUMP,
FC_ENABLE_CLIP,
FC_DISABLE_CLIP,
FC_ENABLE_WALK_IK,
FC_DISABLE_WALK_IK,
FC_ENABLE_LEG_IK,
FC_DISABLE_LEG_IK,
FC_RECORDDEMO,
FC_AVIGAME
} frameCommandType_t;
typedef struct {
int num;
int firstCommand;
} frameLookup_t;
typedef struct {
frameCommandType_t type;
idStr *string;
union {
const idSoundShader *soundShader;
const function_t *function;
const idDeclSkin *skin;
int index;
};
} frameCommand_t;
typedef struct {
bool prevent_idle_override : 1;
bool random_cycle_start : 1;
bool ai_no_turn : 1;
bool anim_turn : 1;
} animFlags_t;
/*
==============================================================================================
idModelExport
==============================================================================================
*/
class idModelExport {
private:
void Reset( void );
bool ParseOptions( idLexer &lex );
int ParseExportSection( idParser &parser );
static bool CheckMayaInstall( void );
static void LoadMayaDll( void );
bool ConvertMayaToMD5( void );
static bool initialized;
public:
idStr commandLine;
idStr src;
idStr dest;
bool force;
idModelExport();
static void Shutdown( void );
int ExportDefFile( const char *filename );
bool ExportModel( const char *model );
bool ExportAnim( const char *anim );
int ExportModels( const char *pathname, const char *extension );
};
/*
==============================================================================================
idMD5Anim
==============================================================================================
*/
class idMD5Anim {
private:
int numFrames;
int frameRate;
int animLength;
int numJoints;
int numAnimatedComponents;
idList<idBounds> bounds;
idList<jointAnimInfo_t> jointInfo;
idList<idJointQuat> baseFrame;
idList<float> componentFrames;
idStr name;
idVec3 totaldelta;
mutable int ref_count;
public:
idMD5Anim();
~idMD5Anim();
void Free( void );
bool Reload( void );
size_t Allocated( void ) const;
size_t Size( void ) const { return sizeof( *this ) + Allocated(); };
bool LoadAnim( const char *filename );
void IncreaseRefs( void ) const;
void DecreaseRefs( void ) const;
int NumRefs( void ) const;
void CheckModelHierarchy( const idRenderModel *model ) const;
void GetInterpolatedFrame( frameBlend_t &frame, idJointQuat *joints, const int *index, int numIndexes ) const;
void GetSingleFrame( int framenum, idJointQuat *joints, const int *index, int numIndexes ) const;
int Length( void ) const;
int NumFrames( void ) const;
int NumJoints( void ) const;
const idVec3 &TotalMovementDelta( void ) const;
const char *Name( void ) const;
void GetFrameBlend( int framenum, frameBlend_t &frame ) const; // frame 1 is first frame
void ConvertTimeToFrame( int time, int cyclecount, frameBlend_t &frame ) const;
void GetOrigin( idVec3 &offset, int currentTime, int cyclecount ) const;
void GetOriginRotation( idQuat &rotation, int time, int cyclecount ) const;
void GetBounds( idBounds &bounds, int currentTime, int cyclecount ) const;
};
/*
==============================================================================================
idAnim
==============================================================================================
*/
class idAnim {
private:
const class idDeclModelDef *modelDef;
const idMD5Anim *anims[ ANIM_MaxSyncedAnims ];
int numAnims;
idStr name;
idStr realname;
idList<frameLookup_t> frameLookup;
idList<frameCommand_t> frameCommands;
animFlags_t flags;
public:
idAnim();
idAnim( const idDeclModelDef *modelDef, const idAnim *anim );
~idAnim();
void SetAnim( const idDeclModelDef *modelDef, const char *sourcename, const char *animname, int num, const idMD5Anim *md5anims[ ANIM_MaxSyncedAnims ] );
const char *Name( void ) const;
const char *FullName( void ) const;
const idMD5Anim *MD5Anim( int num ) const;
const idDeclModelDef *ModelDef( void ) const;
int Length( void ) const;
int NumFrames( void ) const;
int NumAnims( void ) const;
const idVec3 &TotalMovementDelta( void ) const;
bool GetOrigin( idVec3 &offset, int animNum, int time, int cyclecount ) const;
bool GetOriginRotation( idQuat &rotation, int animNum, int currentTime, int cyclecount ) const;
bool GetBounds( idBounds &bounds, int animNum, int time, int cyclecount ) const;
const char *AddFrameCommand( const class idDeclModelDef *modelDef, int framenum, idLexer &src, const idDict *def );
void CallFrameCommands( idEntity *ent, int from, int to ) const;
bool HasFrameCommands( void ) const;
// returns first frame (zero based) that command occurs. returns -1 if not found.
int FindFrameForFrameCommand( frameCommandType_t framecommand, const frameCommand_t **command ) const;
void SetAnimFlags( const animFlags_t &animflags );
const animFlags_t &GetAnimFlags( void ) const;
};
/*
==============================================================================================
idDeclModelDef
==============================================================================================
*/
class idDeclModelDef : public idDecl {
public:
idDeclModelDef();
~idDeclModelDef();
virtual size_t Size( void ) const;
virtual const char * DefaultDefinition( void ) const;
virtual bool Parse( const char *text, const int textLength );
virtual void FreeData( void );
void Touch( void ) const;
const idDeclSkin * GetDefaultSkin( void ) const;
const idJointQuat * GetDefaultPose( void ) const;
void SetupJoints( int *numJoints, idJointMat **jointList, idBounds &frameBounds, bool removeOriginOffset ) const;
idRenderModel * ModelHandle( void ) const;
void GetJointList( const char *jointnames, idList<jointHandle_t> &jointList ) const;
const jointInfo_t * FindJoint( const char *name ) const;
int NumAnims( void ) const;
const idAnim * GetAnim( int index ) const;
int GetSpecificAnim( const char *name ) const;
int GetAnim( const char *name ) const;
bool HasAnim( const char *name ) const;
const idDeclSkin * GetSkin( void ) const;
const char * GetModelName( void ) const;
const idList<jointInfo_t> & Joints( void ) const;
const int * JointParents( void ) const;
int NumJoints( void ) const;
const jointInfo_t * GetJoint( int jointHandle ) const;
const char * GetJointName( int jointHandle ) const;
int NumJointsOnChannel( int channel ) const;
const int * GetChannelJoints( int channel ) const;
const idVec3 & GetVisualOffset( void ) const;
private:
void CopyDecl( const idDeclModelDef *decl );
bool ParseAnim( idLexer &src, int numDefaultAnims );
private:
idVec3 offset;
idList<jointInfo_t> joints;
idList<int> jointParents;
idList<int> channelJoints[ ANIM_NumAnimChannels ];
idRenderModel * modelHandle;
idList<idAnim *> anims;
const idDeclSkin * skin;
};
/*
==============================================================================================
idAnimBlend
==============================================================================================
*/
class idAnimBlend {
private:
const class idDeclModelDef *modelDef;
int starttime;
int endtime;
int timeOffset;
float rate;
int blendStartTime;
int blendDuration;
float blendStartValue;
float blendEndValue;
float animWeights[ ANIM_MaxSyncedAnims ];
short cycle;
short frame;
short animNum;
bool allowMove;
bool allowFrameCommands;
friend class idAnimator;
void Reset( const idDeclModelDef *_modelDef );
void CallFrameCommands( idEntity *ent, int fromtime, int totime ) const;
void SetFrame( const idDeclModelDef *modelDef, int animnum, int frame, int currenttime, int blendtime );
void CycleAnim( const idDeclModelDef *modelDef, int animnum, int currenttime, int blendtime );
void PlayAnim( const idDeclModelDef *modelDef, int animnum, int currenttime, int blendtime );
bool BlendAnim( int currentTime, int channel, int numJoints, idJointQuat *blendFrame, float &blendWeight, bool removeOrigin, bool overrideBlend, bool printInfo ) const;
void BlendOrigin( int currentTime, idVec3 &blendPos, float &blendWeight, bool removeOriginOffset ) const;
void BlendDelta( int fromtime, int totime, idVec3 &blendDelta, float &blendWeight ) const;
void BlendDeltaRotation( int fromtime, int totime, idQuat &blendDelta, float &blendWeight ) const;
bool AddBounds( int currentTime, idBounds &bounds, bool removeOriginOffset ) const;
public:
idAnimBlend();
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile, const idDeclModelDef *modelDef );
const char *AnimName( void ) const;
const char *AnimFullName( void ) const;
float GetWeight( int currenttime ) const;
float GetFinalWeight( void ) const;
void SetWeight( float newweight, int currenttime, int blendtime );
int NumSyncedAnims( void ) const;
bool SetSyncedAnimWeight( int num, float weight );
void Clear( int currentTime, int clearTime );
bool IsDone( int currentTime ) const;
bool FrameHasChanged( int currentTime ) const;
int GetCycleCount( void ) const;
void SetCycleCount( int count );
void SetPlaybackRate( int currentTime, float newRate );
float GetPlaybackRate( void ) const;
void SetStartTime( int startTime );
int GetStartTime( void ) const;
int GetEndTime( void ) const;
int GetFrameNumber( int currenttime ) const;
int AnimTime( int currenttime ) const;
int NumFrames( void ) const;
int Length( void ) const;
int PlayLength( void ) const;
void AllowMovement( bool allow );
void AllowFrameCommands( bool allow );
const idAnim *Anim( void ) const;
int AnimNum( void ) const;
};
/*
==============================================================================================
idAFPoseJointMod
==============================================================================================
*/
typedef enum {
AF_JOINTMOD_AXIS,
AF_JOINTMOD_ORIGIN,
AF_JOINTMOD_BOTH
} AFJointModType_t;
class idAFPoseJointMod {
public:
idAFPoseJointMod( void );
AFJointModType_t mod;
idMat3 axis;
idVec3 origin;
};
ID_INLINE idAFPoseJointMod::idAFPoseJointMod( void ) {
mod = AF_JOINTMOD_AXIS;
axis.Identity();
origin.Zero();
}
/*
==============================================================================================
idAnimator
==============================================================================================
*/
class idAnimator {
public:
idAnimator();
~idAnimator();
size_t Allocated( void ) const;
size_t Size( void ) const;
void Save( idSaveGame *savefile ) const; // archives object for save game file
void Restore( idRestoreGame *savefile ); // unarchives object from save game file
void SetEntity( idEntity *ent );
idEntity *GetEntity( void ) const ;
void RemoveOriginOffset( bool remove );
bool RemoveOrigin( void ) const;
void GetJointList( const char *jointnames, idList<jointHandle_t> &jointList ) const;
int NumAnims( void ) const;
const idAnim *GetAnim( int index ) const;
int GetAnim( const char *name ) const;
bool HasAnim( const char *name ) const;
void ServiceAnims( int fromtime, int totime );
bool IsAnimating( int currentTime ) const;
void GetJoints( int *numJoints, idJointMat **jointsPtr );
int NumJoints( void ) const;
jointHandle_t GetFirstChild( jointHandle_t jointnum ) const;
jointHandle_t GetFirstChild( const char *name ) const;
idRenderModel *SetModel( const char *modelname );
idRenderModel *ModelHandle( void ) const;
const idDeclModelDef *ModelDef( void ) const;
void ForceUpdate( void );
void ClearForceUpdate( void );
bool CreateFrame( int animtime, bool force );
bool FrameHasChanged( int animtime ) const;
void GetDelta( int fromtime, int totime, idVec3 &delta ) const;
bool GetDeltaRotation( int fromtime, int totime, idMat3 &delta ) const;
void GetOrigin( int currentTime, idVec3 &pos ) const;
bool GetBounds( int currentTime, idBounds &bounds );
idAnimBlend *CurrentAnim( int channelNum );
void Clear( int channelNum, int currentTime, int cleartime );
void SetFrame( int channelNum, int animnum, int frame, int currenttime, int blendtime );
void CycleAnim( int channelNum, int animnum, int currenttime, int blendtime );
void PlayAnim( int channelNum, int animnum, int currenttime, int blendTime );
// copies the current anim from fromChannelNum to channelNum.
// the copied anim will have frame commands disabled to avoid executing them twice.
void SyncAnimChannels( int channelNum, int fromChannelNum, int currenttime, int blendTime );
void SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos );
void SetJointAxis( jointHandle_t jointnum, jointModTransform_t transform_type, const idMat3 &mat );
void ClearJoint( jointHandle_t jointnum );
void ClearAllJoints( void );
void InitAFPose( void );
void SetAFPoseJointMod( const jointHandle_t jointNum, const AFJointModType_t mod, const idMat3 &axis, const idVec3 &origin );
void FinishAFPose( int animnum, const idBounds &bounds, const int time );
void SetAFPoseBlendWeight( float blendWeight );
bool BlendAFPose( idJointQuat *blendFrame ) const;
void ClearAFPose( void );
void ClearAllAnims( int currentTime, int cleartime );
jointHandle_t GetJointHandle( const char *name ) const;
const char * GetJointName( jointHandle_t handle ) const;
int GetChannelForJoint( jointHandle_t joint ) const;
bool GetJointTransform( jointHandle_t jointHandle, int currenttime, idVec3 &offset, idMat3 &axis );
bool GetJointLocalTransform( jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis );
const animFlags_t GetAnimFlags( int animnum ) const;
int NumFrames( int animnum ) const;
int NumSyncedAnims( int animnum ) const;
const char *AnimName( int animnum ) const;
const char *AnimFullName( int animnum ) const;
int AnimLength( int animnum ) const;
const idVec3 &TotalMovementDelta( int animnum ) const;
private:
void FreeData( void );
void PushAnims( int channel, int currentTime, int blendTime );
private:
const idDeclModelDef * modelDef;
idEntity * entity;
idAnimBlend channels[ ANIM_NumAnimChannels ][ ANIM_MaxAnimsPerChannel ];
idList<jointMod_t *> jointMods;
int numJoints;
idJointMat * joints;
mutable int lastTransformTime; // mutable because the value is updated in CreateFrame
mutable bool stoppedAnimatingUpdate;
bool removeOriginOffset;
bool forceUpdate;
idBounds frameBounds;
float AFPoseBlendWeight;
idList<int> AFPoseJoints;
idList<idAFPoseJointMod> AFPoseJointMods;
idList<idJointQuat> AFPoseJointFrame;
idBounds AFPoseBounds;
int AFPoseTime;
};
/*
==============================================================================================
idAnimManager
==============================================================================================
*/
class idAnimManager {
public:
idAnimManager();
~idAnimManager();
static bool forceExport;
void Shutdown( void );
idMD5Anim * GetAnim( const char *name );
void ReloadAnims( void );
void ListAnims( void ) const;
int JointIndex( const char *name );
const char * JointName( int index ) const;
void ClearAnimsInUse( void );
void FlushUnusedAnims( void );
private:
idHashTable<idMD5Anim *> animations;
idStrList jointnames;
idHashIndex jointnamesHash;
};
#endif /* !__ANIM_H__ */