dhewm3/neo/game/anim/Anim.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

1090 lines
26 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/geometry/JointTransform.h"
#include "idlib/math/Quat.h"
#include "Game_local.h"
#include "anim/Anim.h"
bool idAnimManager::forceExport = false;
/***********************************************************************
idMD5Anim
***********************************************************************/
/*
====================
idMD5Anim::idMD5Anim
====================
*/
idMD5Anim::idMD5Anim() {
ref_count = 0;
numFrames = 0;
numJoints = 0;
frameRate = 24;
animLength = 0;
totaldelta.Zero();
}
/*
====================
idMD5Anim::idMD5Anim
====================
*/
idMD5Anim::~idMD5Anim() {
Free();
}
/*
====================
idMD5Anim::Free
====================
*/
void idMD5Anim::Free( void ) {
numFrames = 0;
numJoints = 0;
frameRate = 24;
animLength = 0;
name = "";
totaldelta.Zero();
jointInfo.Clear();
bounds.Clear();
componentFrames.Clear();
}
/*
====================
idMD5Anim::NumFrames
====================
*/
int idMD5Anim::NumFrames( void ) const {
return numFrames;
}
/*
====================
idMD5Anim::NumJoints
====================
*/
int idMD5Anim::NumJoints( void ) const {
return numJoints;
}
/*
====================
idMD5Anim::Length
====================
*/
int idMD5Anim::Length( void ) const {
return animLength;
}
/*
=====================
idMD5Anim::TotalMovementDelta
=====================
*/
const idVec3 &idMD5Anim::TotalMovementDelta( void ) const {
return totaldelta;
}
/*
=====================
idMD5Anim::TotalMovementDelta
=====================
*/
const char *idMD5Anim::Name( void ) const {
return name;
}
/*
====================
idMD5Anim::Reload
====================
*/
bool idMD5Anim::Reload( void ) {
idStr filename;
filename = name;
Free();
return LoadAnim( filename );
}
/*
====================
idMD5Anim::Allocated
====================
*/
size_t idMD5Anim::Allocated( void ) const {
size_t size = bounds.Allocated() + jointInfo.Allocated() + componentFrames.Allocated() + name.Allocated();
return size;
}
/*
====================
idMD5Anim::LoadAnim
====================
*/
bool idMD5Anim::LoadAnim( const char *filename ) {
int version;
idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS | LEXFL_NOSTRINGCONCAT );
idToken token;
int i, j;
int num;
if ( !parser.LoadFile( filename ) ) {
return false;
}
Free();
name = filename;
parser.ExpectTokenString( MD5_VERSION_STRING );
version = parser.ParseInt();
if ( version != MD5_VERSION ) {
parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
}
// skip the commandline
parser.ExpectTokenString( "commandline" );
parser.ReadToken( &token );
// parse num frames
parser.ExpectTokenString( "numFrames" );
numFrames = parser.ParseInt();
if ( numFrames <= 0 ) {
parser.Error( "Invalid number of frames: %d", numFrames );
}
// parse num joints
parser.ExpectTokenString( "numJoints" );
numJoints = parser.ParseInt();
if ( numJoints <= 0 ) {
parser.Error( "Invalid number of joints: %d", numJoints );
}
// parse frame rate
parser.ExpectTokenString( "frameRate" );
frameRate = parser.ParseInt();
if ( frameRate < 0 ) {
parser.Error( "Invalid frame rate: %d", frameRate );
}
// parse number of animated components
parser.ExpectTokenString( "numAnimatedComponents" );
numAnimatedComponents = parser.ParseInt();
if ( ( numAnimatedComponents < 0 ) || ( numAnimatedComponents > numJoints * 6 ) ) {
parser.Error( "Invalid number of animated components: %d", numAnimatedComponents );
}
// parse the hierarchy
jointInfo.SetGranularity( 1 );
jointInfo.SetNum( numJoints );
parser.ExpectTokenString( "hierarchy" );
parser.ExpectTokenString( "{" );
for( i = 0; i < numJoints; i++ ) {
parser.ReadToken( &token );
jointInfo[ i ].nameIndex = animationLib.JointIndex( token );
// parse parent num
jointInfo[ i ].parentNum = parser.ParseInt();
if ( jointInfo[ i ].parentNum >= i ) {
parser.Error( "Invalid parent num: %d", jointInfo[ i ].parentNum );
}
if ( ( i != 0 ) && ( jointInfo[ i ].parentNum < 0 ) ) {
parser.Error( "Animations may have only one root joint" );
}
// parse anim bits
jointInfo[ i ].animBits = parser.ParseInt();
if ( jointInfo[ i ].animBits & ~63 ) {
parser.Error( "Invalid anim bits: %d", jointInfo[ i ].animBits );
}
// parse first component
jointInfo[ i ].firstComponent = parser.ParseInt();
if ( ( numAnimatedComponents > 0 ) && ( ( jointInfo[ i ].firstComponent < 0 ) || ( jointInfo[ i ].firstComponent >= numAnimatedComponents ) ) ) {
parser.Error( "Invalid first component: %d", jointInfo[ i ].firstComponent );
}
}
parser.ExpectTokenString( "}" );
// parse bounds
parser.ExpectTokenString( "bounds" );
parser.ExpectTokenString( "{" );
bounds.SetGranularity( 1 );
bounds.SetNum( numFrames );
for( i = 0; i < numFrames; i++ ) {
parser.Parse1DMatrix( 3, bounds[ i ][ 0 ].ToFloatPtr() );
parser.Parse1DMatrix( 3, bounds[ i ][ 1 ].ToFloatPtr() );
}
parser.ExpectTokenString( "}" );
// parse base frame
baseFrame.SetGranularity( 1 );
baseFrame.SetNum( numJoints );
parser.ExpectTokenString( "baseframe" );
parser.ExpectTokenString( "{" );
for( i = 0; i < numJoints; i++ ) {
idCQuat q;
parser.Parse1DMatrix( 3, baseFrame[ i ].t.ToFloatPtr() );
parser.Parse1DMatrix( 3, q.ToFloatPtr() );//baseFrame[ i ].q.ToFloatPtr() );
baseFrame[ i ].q = q.ToQuat();//.w = baseFrame[ i ].q.CalcW();
}
parser.ExpectTokenString( "}" );
// parse frames
componentFrames.SetGranularity( 1 );
componentFrames.SetNum( numAnimatedComponents * numFrames );
float *componentPtr = componentFrames.Ptr();
for( i = 0; i < numFrames; i++ ) {
parser.ExpectTokenString( "frame" );
num = parser.ParseInt();
if ( num != i ) {
parser.Error( "Expected frame number %d", i );
}
parser.ExpectTokenString( "{" );
for( j = 0; j < numAnimatedComponents; j++, componentPtr++ ) {
*componentPtr = parser.ParseFloat();
}
parser.ExpectTokenString( "}" );
}
// get total move delta
if ( !numAnimatedComponents ) {
totaldelta.Zero();
} else {
componentPtr = &componentFrames[ jointInfo[ 0 ].firstComponent ];
if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
for( i = 0; i < numFrames; i++ ) {
componentPtr[ numAnimatedComponents * i ] -= baseFrame[ 0 ].t.x;
}
totaldelta.x = componentPtr[ numAnimatedComponents * ( numFrames - 1 ) ];
componentPtr++;
} else {
totaldelta.x = 0.0f;
}
if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
for( i = 0; i < numFrames; i++ ) {
componentPtr[ numAnimatedComponents * i ] -= baseFrame[ 0 ].t.y;
}
totaldelta.y = componentPtr[ numAnimatedComponents * ( numFrames - 1 ) ];
componentPtr++;
} else {
totaldelta.y = 0.0f;
}
if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
for( i = 0; i < numFrames; i++ ) {
componentPtr[ numAnimatedComponents * i ] -= baseFrame[ 0 ].t.z;
}
totaldelta.z = componentPtr[ numAnimatedComponents * ( numFrames - 1 ) ];
} else {
totaldelta.z = 0.0f;
}
}
baseFrame[ 0 ].t.Zero();
// we don't count last frame because it would cause a 1 frame pause at the end
animLength = ( ( numFrames - 1 ) * 1000 + frameRate - 1 ) / frameRate;
// done
return true;
}
/*
====================
idMD5Anim::IncreaseRefs
====================
*/
void idMD5Anim::IncreaseRefs( void ) const {
ref_count++;
}
/*
====================
idMD5Anim::DecreaseRefs
====================
*/
void idMD5Anim::DecreaseRefs( void ) const {
ref_count--;
}
/*
====================
idMD5Anim::NumRefs
====================
*/
int idMD5Anim::NumRefs( void ) const {
return ref_count;
}
/*
====================
idMD5Anim::GetFrameBlend
====================
*/
void idMD5Anim::GetFrameBlend( int framenum, frameBlend_t &frame ) const {
frame.cycleCount = 0;
frame.backlerp = 0.0f;
frame.frontlerp = 1.0f;
// frame 1 is first frame
framenum--;
if ( framenum < 0 ) {
framenum = 0;
} else if ( framenum >= numFrames ) {
framenum = numFrames - 1;
}
frame.frame1 = framenum;
frame.frame2 = framenum;
}
/*
====================
idMD5Anim::ConvertTimeToFrame
====================
*/
void idMD5Anim::ConvertTimeToFrame( int time, int cyclecount, frameBlend_t &frame ) const {
int frameTime;
int frameNum;
if ( numFrames <= 1 ) {
frame.frame1 = 0;
frame.frame2 = 0;
frame.backlerp = 0.0f;
frame.frontlerp = 1.0f;
frame.cycleCount = 0;
return;
}
if ( time <= 0 ) {
frame.frame1 = 0;
frame.frame2 = 1;
frame.backlerp = 0.0f;
frame.frontlerp = 1.0f;
frame.cycleCount = 0;
return;
}
frameTime = time * frameRate;
frameNum = frameTime / 1000;
frame.cycleCount = frameNum / ( numFrames - 1 );
if ( ( cyclecount > 0 ) && ( frame.cycleCount >= cyclecount ) ) {
frame.cycleCount = cyclecount - 1;
frame.frame1 = numFrames - 1;
frame.frame2 = frame.frame1;
frame.backlerp = 0.0f;
frame.frontlerp = 1.0f;
return;
}
frame.frame1 = frameNum % ( numFrames - 1 );
frame.frame2 = frame.frame1 + 1;
if ( frame.frame2 >= numFrames ) {
frame.frame2 = 0;
}
frame.backlerp = ( frameTime % 1000 ) * 0.001f;
frame.frontlerp = 1.0f - frame.backlerp;
}
/*
====================
idMD5Anim::GetOrigin
====================
*/
void idMD5Anim::GetOrigin( idVec3 &offset, int time, int cyclecount ) const {
frameBlend_t frame;
offset = baseFrame[ 0 ].t;
if ( !( jointInfo[ 0 ].animBits & ( ANIM_TX | ANIM_TY | ANIM_TZ ) ) ) {
// just use the baseframe
return;
}
ConvertTimeToFrame( time, cyclecount, frame );
const float *componentPtr1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
const float *componentPtr2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];
if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
offset.x = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
componentPtr1++;
componentPtr2++;
}
if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
offset.y = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
componentPtr1++;
componentPtr2++;
}
if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
offset.z = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
}
if ( frame.cycleCount ) {
offset += totaldelta * ( float )frame.cycleCount;
}
}
/*
====================
idMD5Anim::GetOriginRotation
====================
*/
void idMD5Anim::GetOriginRotation( idQuat &rotation, int time, int cyclecount ) const {
frameBlend_t frame;
int animBits;
animBits = jointInfo[ 0 ].animBits;
if ( !( animBits & ( ANIM_QX | ANIM_QY | ANIM_QZ ) ) ) {
// just use the baseframe
rotation = baseFrame[ 0 ].q;
return;
}
ConvertTimeToFrame( time, cyclecount, frame );
const float *jointframe1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
const float *jointframe2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];
if ( animBits & ANIM_TX ) {
jointframe1++;
jointframe2++;
}
if ( animBits & ANIM_TY ) {
jointframe1++;
jointframe2++;
}
if ( animBits & ANIM_TZ ) {
jointframe1++;
jointframe2++;
}
idQuat q1;
idQuat q2;
switch( animBits & (ANIM_QX|ANIM_QY|ANIM_QZ) ) {
case ANIM_QX:
q1.x = jointframe1[0];
q2.x = jointframe2[0];
q1.y = baseFrame[ 0 ].q.y;
q2.y = q1.y;
q1.z = baseFrame[ 0 ].q.z;
q2.z = q1.z;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QY:
q1.y = jointframe1[0];
q2.y = jointframe2[0];
q1.x = baseFrame[ 0 ].q.x;
q2.x = q1.x;
q1.z = baseFrame[ 0 ].q.z;
q2.z = q1.z;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QZ:
q1.z = jointframe1[0];
q2.z = jointframe2[0];
q1.x = baseFrame[ 0 ].q.x;
q2.x = q1.x;
q1.y = baseFrame[ 0 ].q.y;
q2.y = q1.y;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QX|ANIM_QY:
q1.x = jointframe1[0];
q1.y = jointframe1[1];
q2.x = jointframe2[0];
q2.y = jointframe2[1];
q1.z = baseFrame[ 0 ].q.z;
q2.z = q1.z;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QX|ANIM_QZ:
q1.x = jointframe1[0];
q1.z = jointframe1[1];
q2.x = jointframe2[0];
q2.z = jointframe2[1];
q1.y = baseFrame[ 0 ].q.y;
q2.y = q1.y;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QY|ANIM_QZ:
q1.y = jointframe1[0];
q1.z = jointframe1[1];
q2.y = jointframe2[0];
q2.z = jointframe2[1];
q1.x = baseFrame[ 0 ].q.x;
q2.x = q1.x;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QX|ANIM_QY|ANIM_QZ:
q1.x = jointframe1[0];
q1.y = jointframe1[1];
q1.z = jointframe1[2];
q2.x = jointframe2[0];
q2.y = jointframe2[1];
q2.z = jointframe2[2];
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
}
rotation.Slerp( q1, q2, frame.backlerp );
}
/*
====================
idMD5Anim::GetBounds
====================
*/
void idMD5Anim::GetBounds( idBounds &bnds, int time, int cyclecount ) const {
frameBlend_t frame;
idVec3 offset;
ConvertTimeToFrame( time, cyclecount, frame );
bnds = bounds[ frame.frame1 ];
bnds.AddBounds( bounds[ frame.frame2 ] );
// origin position
offset = baseFrame[ 0 ].t;
if ( jointInfo[ 0 ].animBits & ( ANIM_TX | ANIM_TY | ANIM_TZ ) ) {
const float *componentPtr1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
const float *componentPtr2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];
if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
offset.x = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
componentPtr1++;
componentPtr2++;
}
if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
offset.y = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
componentPtr1++;
componentPtr2++;
}
if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
offset.z = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
}
}
bnds[ 0 ] -= offset;
bnds[ 1 ] -= offset;
}
/*
====================
idMD5Anim::GetInterpolatedFrame
====================
*/
void idMD5Anim::GetInterpolatedFrame( frameBlend_t &frame, idJointQuat *joints, const int *index, int numIndexes ) const {
int i, numLerpJoints;
const float *frame1;
const float *frame2;
const float *jointframe1;
const float *jointframe2;
const jointAnimInfo_t *infoPtr;
int animBits;
idJointQuat *blendJoints;
idJointQuat *jointPtr;
idJointQuat *blendPtr;
int *lerpIndex;
// copy the baseframe
SIMDProcessor->Memcpy( joints, baseFrame.Ptr(), baseFrame.Num() * sizeof( baseFrame[ 0 ] ) );
if ( !numAnimatedComponents ) {
// just use the base frame
return;
}
blendJoints = (idJointQuat *)_alloca16( baseFrame.Num() * sizeof( blendPtr[ 0 ] ) );
lerpIndex = (int *)_alloca16( baseFrame.Num() * sizeof( lerpIndex[ 0 ] ) );
numLerpJoints = 0;
frame1 = &componentFrames[ frame.frame1 * numAnimatedComponents ];
frame2 = &componentFrames[ frame.frame2 * numAnimatedComponents ];
for ( i = 0; i < numIndexes; i++ ) {
int j = index[i];
jointPtr = &joints[j];
blendPtr = &blendJoints[j];
infoPtr = &jointInfo[j];
animBits = infoPtr->animBits;
if ( animBits ) {
lerpIndex[numLerpJoints++] = j;
jointframe1 = frame1 + infoPtr->firstComponent;
jointframe2 = frame2 + infoPtr->firstComponent;
switch( animBits & (ANIM_TX|ANIM_TY|ANIM_TZ) ) {
case 0:
blendPtr->t = jointPtr->t;
break;
case ANIM_TX:
jointPtr->t.x = jointframe1[0];
blendPtr->t.x = jointframe2[0];
blendPtr->t.y = jointPtr->t.y;
blendPtr->t.z = jointPtr->t.z;
jointframe1++;
jointframe2++;
break;
case ANIM_TY:
jointPtr->t.y = jointframe1[0];
blendPtr->t.y = jointframe2[0];
blendPtr->t.x = jointPtr->t.x;
blendPtr->t.z = jointPtr->t.z;
jointframe1++;
jointframe2++;
break;
case ANIM_TZ:
jointPtr->t.z = jointframe1[0];
blendPtr->t.z = jointframe2[0];
blendPtr->t.x = jointPtr->t.x;
blendPtr->t.y = jointPtr->t.y;
jointframe1++;
jointframe2++;
break;
case ANIM_TX|ANIM_TY:
jointPtr->t.x = jointframe1[0];
jointPtr->t.y = jointframe1[1];
blendPtr->t.x = jointframe2[0];
blendPtr->t.y = jointframe2[1];
blendPtr->t.z = jointPtr->t.z;
jointframe1 += 2;
jointframe2 += 2;
break;
case ANIM_TX|ANIM_TZ:
jointPtr->t.x = jointframe1[0];
jointPtr->t.z = jointframe1[1];
blendPtr->t.x = jointframe2[0];
blendPtr->t.z = jointframe2[1];
blendPtr->t.y = jointPtr->t.y;
jointframe1 += 2;
jointframe2 += 2;
break;
case ANIM_TY|ANIM_TZ:
jointPtr->t.y = jointframe1[0];
jointPtr->t.z = jointframe1[1];
blendPtr->t.y = jointframe2[0];
blendPtr->t.z = jointframe2[1];
blendPtr->t.x = jointPtr->t.x;
jointframe1 += 2;
jointframe2 += 2;
break;
case ANIM_TX|ANIM_TY|ANIM_TZ:
jointPtr->t.x = jointframe1[0];
jointPtr->t.y = jointframe1[1];
jointPtr->t.z = jointframe1[2];
blendPtr->t.x = jointframe2[0];
blendPtr->t.y = jointframe2[1];
blendPtr->t.z = jointframe2[2];
jointframe1 += 3;
jointframe2 += 3;
break;
}
switch( animBits & (ANIM_QX|ANIM_QY|ANIM_QZ) ) {
case 0:
blendPtr->q = jointPtr->q;
break;
case ANIM_QX:
jointPtr->q.x = jointframe1[0];
blendPtr->q.x = jointframe2[0];
blendPtr->q.y = jointPtr->q.y;
blendPtr->q.z = jointPtr->q.z;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QY:
jointPtr->q.y = jointframe1[0];
blendPtr->q.y = jointframe2[0];
blendPtr->q.x = jointPtr->q.x;
blendPtr->q.z = jointPtr->q.z;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QZ:
jointPtr->q.z = jointframe1[0];
blendPtr->q.z = jointframe2[0];
blendPtr->q.x = jointPtr->q.x;
blendPtr->q.y = jointPtr->q.y;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QX|ANIM_QY:
jointPtr->q.x = jointframe1[0];
jointPtr->q.y = jointframe1[1];
blendPtr->q.x = jointframe2[0];
blendPtr->q.y = jointframe2[1];
blendPtr->q.z = jointPtr->q.z;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QX|ANIM_QZ:
jointPtr->q.x = jointframe1[0];
jointPtr->q.z = jointframe1[1];
blendPtr->q.x = jointframe2[0];
blendPtr->q.z = jointframe2[1];
blendPtr->q.y = jointPtr->q.y;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QY|ANIM_QZ:
jointPtr->q.y = jointframe1[0];
jointPtr->q.z = jointframe1[1];
blendPtr->q.y = jointframe2[0];
blendPtr->q.z = jointframe2[1];
blendPtr->q.x = jointPtr->q.x;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QX|ANIM_QY|ANIM_QZ:
jointPtr->q.x = jointframe1[0];
jointPtr->q.y = jointframe1[1];
jointPtr->q.z = jointframe1[2];
blendPtr->q.x = jointframe2[0];
blendPtr->q.y = jointframe2[1];
blendPtr->q.z = jointframe2[2];
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
}
}
}
SIMDProcessor->BlendJoints( joints, blendJoints, frame.backlerp, lerpIndex, numLerpJoints );
if ( frame.cycleCount ) {
joints[ 0 ].t += totaldelta * ( float )frame.cycleCount;
}
}
/*
====================
idMD5Anim::GetSingleFrame
====================
*/
void idMD5Anim::GetSingleFrame( int framenum, idJointQuat *joints, const int *index, int numIndexes ) const {
int i;
const float *frame;
const float *jointframe;
int animBits;
idJointQuat *jointPtr;
const jointAnimInfo_t *infoPtr;
// copy the baseframe
SIMDProcessor->Memcpy( joints, baseFrame.Ptr(), baseFrame.Num() * sizeof( baseFrame[ 0 ] ) );
if ( ( framenum == 0 ) || !numAnimatedComponents ) {
// just use the base frame
return;
}
frame = &componentFrames[ framenum * numAnimatedComponents ];
for ( i = 0; i < numIndexes; i++ ) {
int j = index[i];
jointPtr = &joints[j];
infoPtr = &jointInfo[j];
animBits = infoPtr->animBits;
if ( animBits ) {
jointframe = frame + infoPtr->firstComponent;
if ( animBits & (ANIM_TX|ANIM_TY|ANIM_TZ) ) {
if ( animBits & ANIM_TX ) {
jointPtr->t.x = *jointframe++;
}
if ( animBits & ANIM_TY ) {
jointPtr->t.y = *jointframe++;
}
if ( animBits & ANIM_TZ ) {
jointPtr->t.z = *jointframe++;
}
}
if ( animBits & (ANIM_QX|ANIM_QY|ANIM_QZ) ) {
if ( animBits & ANIM_QX ) {
jointPtr->q.x = *jointframe++;
}
if ( animBits & ANIM_QY ) {
jointPtr->q.y = *jointframe++;
}
if ( animBits & ANIM_QZ ) {
jointPtr->q.z = *jointframe;
}
jointPtr->q.w = jointPtr->q.CalcW();
}
}
}
}
/*
====================
idMD5Anim::CheckModelHierarchy
====================
*/
void idMD5Anim::CheckModelHierarchy( const idRenderModel *model ) const {
int i;
int jointNum;
int parent;
if ( jointInfo.Num() != model->NumJoints() ) {
gameLocal.Error( "Model '%s' has different # of joints than anim '%s'", model->Name(), name.c_str() );
}
const idMD5Joint *modelJoints = model->GetJoints();
for( i = 0; i < jointInfo.Num(); i++ ) {
jointNum = jointInfo[ i ].nameIndex;
if ( modelJoints[ i ].name != animationLib.JointName( jointNum ) ) {
gameLocal.Error( "Model '%s''s joint names don't match anim '%s''s", model->Name(), name.c_str() );
}
if ( modelJoints[ i ].parent ) {
parent = modelJoints[ i ].parent - modelJoints;
} else {
parent = -1;
}
if ( parent != jointInfo[ i ].parentNum ) {
gameLocal.Error( "Model '%s' has different joint hierarchy than anim '%s'", model->Name(), name.c_str() );
}
}
}
/***********************************************************************
idAnimManager
***********************************************************************/
/*
====================
idAnimManager::idAnimManager
====================
*/
idAnimManager::idAnimManager() {
}
/*
====================
idAnimManager::~idAnimManager
====================
*/
idAnimManager::~idAnimManager() {
Shutdown();
}
/*
====================
idAnimManager::Shutdown
====================
*/
void idAnimManager::Shutdown( void ) {
animations.DeleteContents();
jointnames.Clear();
jointnamesHash.Free();
}
/*
====================
idAnimManager::GetAnim
====================
*/
idMD5Anim *idAnimManager::GetAnim( const char *name ) {
idMD5Anim **animptrptr;
idMD5Anim *anim;
// see if it has been asked for before
animptrptr = NULL;
if ( animations.Get( name, &animptrptr ) ) {
anim = *animptrptr;
} else {
idStr extension;
idStr filename = name;
filename.ExtractFileExtension( extension );
if ( extension != MD5_ANIM_EXT ) {
return NULL;
}
anim = new idMD5Anim();
if ( !anim->LoadAnim( filename ) ) {
gameLocal.Warning( "Couldn't load anim: '%s'", filename.c_str() );
delete anim;
anim = NULL;
}
animations.Set( filename, anim );
}
return anim;
}
/*
================
idAnimManager::ReloadAnims
================
*/
void idAnimManager::ReloadAnims( void ) {
int i;
idMD5Anim **animptr;
for( i = 0; i < animations.Num(); i++ ) {
animptr = animations.GetIndex( i );
if ( animptr && *animptr ) {
( *animptr )->Reload();
}
}
}
/*
================
idAnimManager::JointIndex
================
*/
int idAnimManager::JointIndex( const char *name ) {
int i, hash;
hash = jointnamesHash.GenerateKey( name );
for ( i = jointnamesHash.First( hash ); i != -1; i = jointnamesHash.Next( i ) ) {
if ( jointnames[i].Cmp( name ) == 0 ) {
return i;
}
}
i = jointnames.Append( name );
jointnamesHash.Add( hash, i );
return i;
}
/*
================
idAnimManager::JointName
================
*/
const char *idAnimManager::JointName( int index ) const {
return jointnames[ index ];
}
/*
================
idAnimManager::ListAnims
================
*/
void idAnimManager::ListAnims( void ) const {
int i;
idMD5Anim **animptr;
idMD5Anim *anim;
size_t size;
size_t s;
size_t namesize;
int num;
num = 0;
size = 0;
for( i = 0; i < animations.Num(); i++ ) {
animptr = animations.GetIndex( i );
if ( animptr && *animptr ) {
anim = *animptr;
s = anim->Size();
gameLocal.Printf( "%8zd bytes : %2d refs : %s\n", s, anim->NumRefs(), anim->Name() );
size += s;
num++;
}
}
namesize = jointnames.Size() + jointnamesHash.Size();
for( i = 0; i < jointnames.Num(); i++ ) {
namesize += jointnames[ i ].Size();
}
gameLocal.Printf( "\n%zd memory used in %d anims\n", size, num );
gameLocal.Printf( "%zd memory used in %d joint names\n", namesize, jointnames.Num() );
}
/*
================
idAnimManager::FlushUnusedAnims
================
*/
void idAnimManager::FlushUnusedAnims( void ) {
int i;
idMD5Anim **animptr;
idList<idMD5Anim *> removeAnims;
for( i = 0; i < animations.Num(); i++ ) {
animptr = animations.GetIndex( i );
if ( animptr && *animptr ) {
if ( ( *animptr )->NumRefs() <= 0 ) {
removeAnims.Append( *animptr );
}
}
}
for( i = 0; i < removeAnims.Num(); i++ ) {
animations.Remove( removeAnims[ i ]->Name() );
delete removeAnims[ i ];
}
}