mirror of
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4f13237895
Change CRLF to LF in repo.
669 lines
18 KiB
C++
669 lines
18 KiB
C++
#include <math.h>
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#include <string.h>
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#include "../types.h"
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#ifdef AVH_CLIENT
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#include "cl_dll/wrect.h"
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#include "cl_dll/cl_dll.h"
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#include "cl_dll/r_studioint.h"
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#include "../common/com_model.h"
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#include "../common/cl_entity.h"
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#include "../common/vec_op.h"
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#include "cl_dll/studio_util.h"
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extern engine_studio_api_t IEngineStudio;
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#endif
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#ifdef AVH_SERVER
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#include "../common/mathlib.h"
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#include "../common/const.h"
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#include "../engine/eiface.h"
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#include "../engine/edict.h"
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#include "../dlls/enginecallback.h"
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#endif
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#include "AnimationUtil.h"
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#include "AvHSpecials.h"
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#include "../util/MathUtil.h"
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#define PITCH 0
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#define YAW 1
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#define ROLL 2
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//-----------------------------------------------------------------------------
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void NS_AngleMatrix (const float *angles, float (*matrix)[4] )
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{
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float angle;
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float sr, sp, sy, cr, cp, cy;
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angle = angles[YAW] * (float(M_PI)*2 / 360);
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sy = sinf(angle);
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cy = cosf(angle);
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angle = angles[PITCH] * (float(M_PI)*2 / 360);
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sp = sinf(angle);
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cp = cosf(angle);
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angle = angles[ROLL] * (float(M_PI)*2 / 360);
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sr = sinf(angle);
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cr = cosf(angle);
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// matrix = (YAW * PITCH) * ROLL
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matrix[0][0] = cp*cy;
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matrix[1][0] = cp*sy;
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matrix[2][0] = -sp;
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matrix[0][1] = sr*sp*cy+cr*-sy;
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matrix[1][1] = sr*sp*sy+cr*cy;
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matrix[2][1] = sr*cp;
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matrix[0][2] = (cr*sp*cy+-sr*-sy);
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matrix[1][2] = (cr*sp*sy+-sr*cy);
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matrix[2][2] = cr*cp;
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matrix[0][3] = 0.0;
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matrix[1][3] = 0.0;
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matrix[2][3] = 0.0;
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}
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//-----------------------------------------------------------------------------
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#ifdef AVH_SERVER
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bool NS_GetEntityAnimationData(int inEntityIndex, NS_AnimationData& outAnimationData)
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{
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edict_t* theEdict = g_engfuncs.pfnPEntityOfEntIndex(inEntityIndex);
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if (theEdict == NULL)
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{
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return false;
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}
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vec3_t theAngles;
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if (theEdict->v.iuser3 == AVH_USER3_ALIEN_PLAYER1)
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{
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VectorCopy(theEdict->v.vuser1, theAngles);
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}
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else
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{
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VectorCopy(theEdict->v.angles, theAngles);
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}
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NS_AngleMatrix(theAngles, outAnimationData.mMatrix);
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outAnimationData.mMatrix[0][3] = theEdict->v.origin[0];
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outAnimationData.mMatrix[1][3] = theEdict->v.origin[1];
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outAnimationData.mMatrix[2][3] = theEdict->v.origin[2];
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outAnimationData.mTime = theEdict->v.animtime;
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outAnimationData.mFrame = theEdict->v.frame;
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outAnimationData.mFrameRate = theEdict->v.framerate;
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outAnimationData.mModelHeader = (studiohdr_t*)(GET_MODEL_PTR(theEdict));
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outAnimationData.mSequence = theEdict->v.sequence;
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outAnimationData.mGaitSequence = theEdict->v.gaitsequence;
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// Get the bounding box for the sequence.
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studiohdr_t* theModelHeader = outAnimationData.mModelHeader;
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if (outAnimationData.mModelHeader != NULL)
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{
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mstudioseqdesc_t* theSequence = (mstudioseqdesc_t*)((byte*)theModelHeader + theModelHeader->seqindex) + outAnimationData.mSequence;
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VectorCopy(theSequence->bbmin, outAnimationData.mMins);
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VectorCopy(theSequence->bbmax, outAnimationData.mMaxs);
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}
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return true;
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}
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#endif
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//-----------------------------------------------------------------------------
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#ifdef AVH_CLIENT
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bool NS_GetEntityAnimationData(int inEntityIndex, NS_AnimationData& outAnimationData)
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{
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cl_entity_t* theEntity = gEngfuncs.GetEntityByIndex(inEntityIndex);
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if (theEntity == NULL || theEntity->model == NULL)
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{
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return false;
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}
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vec3_t theAngles;
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if (theEntity->curstate.iuser3 == AVH_USER3_ALIEN_PLAYER1)
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{
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VectorCopy(theEntity->curstate.vuser1, theAngles);
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}
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else
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{
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VectorCopy(theEntity->curstate.angles, theAngles);
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}
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NS_AngleMatrix(theAngles, outAnimationData.mMatrix);
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outAnimationData.mMatrix[0][3] = theEntity->curstate.origin[0];
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outAnimationData.mMatrix[1][3] = theEntity->curstate.origin[1];
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outAnimationData.mMatrix[2][3] = theEntity->curstate.origin[2];
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outAnimationData.mTime = theEntity->curstate.animtime;
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outAnimationData.mFrame = theEntity->curstate.frame;
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outAnimationData.mFrameRate = theEntity->curstate.framerate;
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outAnimationData.mModelHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata(theEntity->model);
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outAnimationData.mSequence = theEntity->curstate.sequence;
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outAnimationData.mGaitSequence = theEntity->curstate.gaitsequence;
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// Get the bounding box for the sequence.
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studiohdr_t* theModelHeader = outAnimationData.mModelHeader;
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if (outAnimationData.mModelHeader != NULL)
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{
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mstudioseqdesc_t* theSequence = (mstudioseqdesc_t*)((byte*)theModelHeader + theModelHeader->seqindex) + outAnimationData.mSequence;
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VectorCopy(theSequence->bbmin, outAnimationData.mMins);
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VectorCopy(theSequence->bbmax, outAnimationData.mMaxs);
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}
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return true;
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}
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#endif
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//-----------------------------------------------------------------------------
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void NS_AngleQuaternion( float *angles, vec4_t quaternion )
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{
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float angle;
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float sr, sp, sy, cr, cp, cy;
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// FIXME: rescale the inputs to 1/2 angle
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angle = angles[2] * 0.5f;
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sy = sinf(angle);
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cy = cosf(angle);
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angle = angles[1] * 0.5f;
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sp = sinf(angle);
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cp = cosf(angle);
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angle = angles[0] * 0.5f;
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sr = sinf(angle);
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cr = cosf(angle);
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quaternion[0] = sr*cp*cy-cr*sp*sy; // X
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quaternion[1] = cr*sp*cy+sr*cp*sy; // Y
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quaternion[2] = cr*cp*sy-sr*sp*cy; // Z
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quaternion[3] = cr*cp*cy+sr*sp*sy; // W
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}
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//-----------------------------------------------------------------------------
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void NS_QuaternionSlerp( vec4_t p, vec4_t q, float t, vec4_t qt )
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{
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int i;
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float omega, cosom, sinom, sclp, sclq;
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// decide if one of the quaternions is backwards
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float a = 0;
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float b = 0;
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for (i = 0; i < 4; i++)
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{
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a += (p[i]-q[i])*(p[i]-q[i]);
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b += (p[i]+q[i])*(p[i]+q[i]);
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}
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if (a > b)
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{
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for (i = 0; i < 4; i++)
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{
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q[i] = -q[i];
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}
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}
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cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
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if ((1.0 + cosom) > 0.000001f)
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{
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if ((1.0 - cosom) > 0.000001f)
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{
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omega = acosf( cosom );
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sinom = sinf( omega );
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sclp = sinf( (1.0f - t)*omega) / sinom;
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sclq = sinf( t*omega ) / sinom;
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}
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else
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{
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sclp = 1.0f - t;
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sclq = t;
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}
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for (i = 0; i < 4; i++) {
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qt[i] = sclp * p[i] + sclq * q[i];
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}
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}
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else
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{
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qt[0] = -q[1];
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qt[1] = q[0];
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qt[2] = -q[3];
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qt[3] = q[2];
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sclp = sinf( (1.0f - t) * (0.5f * float(M_PI)));
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sclq = sinf( t * (0.5f * float(M_PI)));
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for (i = 0; i < 3; i++)
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{
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qt[i] = sclp * p[i] + sclq * qt[i];
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}
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}
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}
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//-----------------------------------------------------------------------------
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void NS_QuaternionMatrix( vec4_t quaternion, float (*matrix)[4] )
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{
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matrix[0][0] = 1.0f - 2.0f * quaternion[1] * quaternion[1] - 2.0f * quaternion[2] * quaternion[2];
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matrix[1][0] = 2.0f * quaternion[0] * quaternion[1] + 2.0f * quaternion[3] * quaternion[2];
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matrix[2][0] = 2.0f * quaternion[0] * quaternion[2] - 2.0f * quaternion[3] * quaternion[1];
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matrix[0][1] = 2.0f * quaternion[0] * quaternion[1] - 2.0f * quaternion[3] * quaternion[2];
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matrix[1][1] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[2] * quaternion[2];
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matrix[2][1] = 2.0f * quaternion[1] * quaternion[2] + 2.0f * quaternion[3] * quaternion[0];
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matrix[0][2] = 2.0f * quaternion[0] * quaternion[2] + 2.0f * quaternion[3] * quaternion[1];
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matrix[1][2] = 2.0f * quaternion[1] * quaternion[2] - 2.0f * quaternion[3] * quaternion[0];
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matrix[2][2] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[1] * quaternion[1];
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}
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//-----------------------------------------------------------------------------
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void NS_ConcatTransforms (const float in1[3][4], const float in2[3][4], float out[3][4])
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{
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out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] +
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in1[0][2] * in2[2][0];
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out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] +
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in1[0][2] * in2[2][1];
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out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] +
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in1[0][2] * in2[2][2];
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out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] +
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in1[0][2] * in2[2][3] + in1[0][3];
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out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] +
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in1[1][2] * in2[2][0];
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out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] +
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in1[1][2] * in2[2][1];
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out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] +
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in1[1][2] * in2[2][2];
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out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] +
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in1[1][2] * in2[2][3] + in1[1][3];
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out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] +
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in1[2][2] * in2[2][0];
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out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] +
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in1[2][2] * in2[2][1];
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out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] +
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in1[2][2] * in2[2][2];
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out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] +
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in1[2][2] * in2[2][3] + in1[2][3];
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}
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//-----------------------------------------------------------------------------
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void NS_CalcBonePosition(int frame, float s, mstudiobone_t* pbone, mstudioanim_t* panim, float* adj, float* pos)
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{
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// This is ripped out of StudioModelRenderer.
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int j, k;
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mstudioanimvalue_t *panimvalue;
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for (j = 0; j < 3; j++)
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{
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pos[j] = pbone->value[j]; // default;
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if (panim->offset[j] != 0)
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{
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panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]);
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/*
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if (i == 0 && j == 0)
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Con_DPrintf("%d %d:%d %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s );
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*/
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k = frame;
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// DEBUG
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if (panimvalue->num.total < panimvalue->num.valid)
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k = 0;
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// find span of values that includes the frame we want
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while (panimvalue->num.total <= k)
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{
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k -= panimvalue->num.total;
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panimvalue += panimvalue->num.valid + 1;
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// DEBUG
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if (panimvalue->num.total < panimvalue->num.valid)
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k = 0;
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}
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// if we're inside the span
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if (panimvalue->num.valid > k)
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{
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// and there's more data in the span
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if (panimvalue->num.valid > k + 1)
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{
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pos[j] += (panimvalue[k+1].value * (1.0f - s) + s * panimvalue[k+2].value) * pbone->scale[j];
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}
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else
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{
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pos[j] += panimvalue[k+1].value * pbone->scale[j];
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}
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}
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else
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{
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// are we at the end of the repeating values section and there's another section with data?
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if (panimvalue->num.total <= k + 1)
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{
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pos[j] += (panimvalue[panimvalue->num.valid].value * (1.0f - s) + s * panimvalue[panimvalue->num.valid + 2].value) * pbone->scale[j];
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}
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else
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{
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pos[j] += panimvalue[panimvalue->num.valid].value * pbone->scale[j];
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}
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}
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}
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if ( pbone->bonecontroller[j] != -1 && adj )
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{
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pos[j] += adj[pbone->bonecontroller[j]];
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}
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}
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}
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//-----------------------------------------------------------------------------
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void NS_CalcBoneAngles( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q )
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{
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int j, k;
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vec4_t q1, q2;
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vec3_t angle1, angle2;
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mstudioanimvalue_t *panimvalue;
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for (j = 0; j < 3; j++)
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{
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if (panim->offset[j+3] == 0)
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{
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angle2[j] = angle1[j] = pbone->value[j+3]; // default;
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}
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else
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{
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panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]);
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k = frame;
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// DEBUG
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if (panimvalue->num.total < panimvalue->num.valid)
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k = 0;
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while (panimvalue->num.total <= k)
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{
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k -= panimvalue->num.total;
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panimvalue += panimvalue->num.valid + 1;
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// DEBUG
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if (panimvalue->num.total < panimvalue->num.valid)
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k = 0;
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}
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// Bah, missing blend!
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if (panimvalue->num.valid > k)
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{
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angle1[j] = panimvalue[k+1].value;
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if (panimvalue->num.valid > k + 1)
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{
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angle2[j] = panimvalue[k+2].value;
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}
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else
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{
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if (panimvalue->num.total > k + 1)
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angle2[j] = angle1[j];
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else
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angle2[j] = panimvalue[panimvalue->num.valid+2].value;
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}
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}
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else
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{
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angle1[j] = panimvalue[panimvalue->num.valid].value;
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if (panimvalue->num.total > k + 1)
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{
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angle2[j] = angle1[j];
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}
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else
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{
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angle2[j] = panimvalue[panimvalue->num.valid + 2].value;
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}
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}
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angle1[j] = pbone->value[j+3] + angle1[j] * pbone->scale[j+3];
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angle2[j] = pbone->value[j+3] + angle2[j] * pbone->scale[j+3];
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}
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/*
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if (pbone->bonecontroller[j+3] != -1)
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{
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angle1[j] += adj[pbone->bonecontroller[j+3]];
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angle2[j] += adj[pbone->bonecontroller[j+3]];
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}
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*/
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}
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if (!VectorCompare( angle1, angle2 ))
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{
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NS_AngleQuaternion( angle1, q1 );
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NS_AngleQuaternion( angle2, q2 );
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NS_QuaternionSlerp( q1, q2, s, q );
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}
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else
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{
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NS_AngleQuaternion( angle1, q );
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}
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}
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//-----------------------------------------------------------------------------
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float NS_StudioEstimateFrame( mstudioseqdesc_t *pseqdesc, const NS_AnimationData& inAnimationData, float time, float inFrame)
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{
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|
float dfdt;
|
|
float f;
|
|
|
|
if ( /*m_fDoInterp*/ 1 )
|
|
{
|
|
if ( time < inAnimationData.mTime )
|
|
{
|
|
dfdt = 0;
|
|
}
|
|
else
|
|
{
|
|
dfdt = (time - inAnimationData.mTime) * inAnimationData.mFrameRate * pseqdesc->fps;
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
dfdt = 0;
|
|
}
|
|
|
|
if (pseqdesc->numframes <= 1)
|
|
{
|
|
f = 0;
|
|
}
|
|
else
|
|
{
|
|
f = (inFrame * (pseqdesc->numframes - 1)) / 256.0f;
|
|
}
|
|
|
|
f += dfdt;
|
|
|
|
if (pseqdesc->flags & STUDIO_LOOPING)
|
|
{
|
|
if (pseqdesc->numframes > 1)
|
|
{
|
|
f -= (int)(f / (pseqdesc->numframes - 1)) * (pseqdesc->numframes - 1);
|
|
}
|
|
if (f < 0)
|
|
{
|
|
f += (pseqdesc->numframes - 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (f >= pseqdesc->numframes - 1.001f)
|
|
{
|
|
f = pseqdesc->numframes - 1.001f;
|
|
}
|
|
if (f < 0.0)
|
|
{
|
|
f = 0.0;
|
|
}
|
|
}
|
|
|
|
// This logic is from CStudioModelRenderer::StudioCalcRotations.
|
|
|
|
if (f > pseqdesc->numframes - 1)
|
|
{
|
|
f = 0;
|
|
}
|
|
else if (f < -0.01f)
|
|
{
|
|
f = -0.01f;
|
|
}
|
|
|
|
return f;
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
mstudioanim_t* NS_GetAnimation(studiohdr_t* inModelHeader, mstudioseqdesc_t* inSequence)
|
|
{
|
|
mstudioseqgroup_t* theSequenceGroup = (mstudioseqgroup_t*)((byte *)inModelHeader + inModelHeader->seqgroupindex) + inSequence->seqgroup;
|
|
// : 0000573
|
|
// Unless we actually check for null, we can get null references...
|
|
if (theSequenceGroup) {
|
|
return (mstudioanim_t*)((byte*)inModelHeader + inSequence->animindex);
|
|
}
|
|
else {
|
|
return NULL;
|
|
}
|
|
// :
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void NS_GetBoneMatrices(const NS_AnimationData& inAnimationData, float time, NS_Matrix3x4 outBoneMatrix[])
|
|
{
|
|
if (!inAnimationData.mModelHeader || inAnimationData.mSequence < 0 || inAnimationData.mFrame < 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
studiohdr_t* theModelHeader = inAnimationData.mModelHeader;
|
|
|
|
// Get the world to object space transformation for the entity.
|
|
|
|
mstudioseqdesc_t* theSequence = (mstudioseqdesc_t*)((byte*)theModelHeader + theModelHeader->seqindex) + inAnimationData.mSequence;
|
|
|
|
if (!theSequence) {
|
|
return;
|
|
}
|
|
|
|
float f = NS_StudioEstimateFrame(theSequence, inAnimationData, time, inAnimationData.mFrame);
|
|
|
|
int frame = (int)f;
|
|
float s = (f - frame);
|
|
|
|
mstudiobone_t* theBones = (mstudiobone_t*)((byte*)theModelHeader + theModelHeader->boneindex);
|
|
mstudiobbox_t* theHitBoxes = (mstudiobbox_t*)((byte*)theModelHeader + theModelHeader->hitboxindex);
|
|
|
|
// : 0000573
|
|
// Unless we actually check for null, we can get null references...
|
|
// Regardless if the model is borked, the server shouldn't crash.
|
|
// Also, why have NS_GetAnimation when it's not used?
|
|
mstudioanim_t* theAnimation = NS_GetAnimation(theModelHeader,theSequence);
|
|
|
|
if (!theBones|| !theHitBoxes|| !theAnimation)
|
|
{
|
|
return;
|
|
}
|
|
// :
|
|
|
|
// Get the position and orientation of all of the bones in the skeleton.
|
|
|
|
vec3_t theBonePos[MAXSTUDIOBONES];
|
|
vec4_t theBoneAngles[MAXSTUDIOBONES];
|
|
|
|
int i;
|
|
|
|
for (i = 0; i < theModelHeader->numbones; ++i)
|
|
{
|
|
NS_CalcBonePosition(frame, s, &theBones[i], &theAnimation[i], NULL, theBonePos[i]);
|
|
NS_CalcBoneAngles(frame, s, &theBones[i], &theAnimation[i], NULL, theBoneAngles[i]);
|
|
}
|
|
|
|
// Take the gait sequence into account.
|
|
|
|
if (inAnimationData.mGaitSequence != 0 && inAnimationData.mGaitSequence != 255)
|
|
{
|
|
|
|
int theGaitSequenceIndex = max(min(inAnimationData.mGaitSequence, theModelHeader->numseq - 1), 0);
|
|
|
|
mstudioseqdesc_t* theGaitSequence = (mstudioseqdesc_t*)((byte*)theModelHeader + theModelHeader->seqindex) + theGaitSequenceIndex;
|
|
mstudioanim_t* theGaitAnimation = NS_GetAnimation(theModelHeader, theGaitSequence);
|
|
|
|
// Compute the frame in the gait animation.
|
|
|
|
float theGaitFrame = time * theGaitSequence->fps;
|
|
|
|
while (theGaitFrame >= theGaitSequence->numframes)
|
|
{
|
|
theGaitFrame -= theGaitSequence->numframes;
|
|
}
|
|
|
|
theGaitFrame = theGaitFrame * 256 / (theGaitSequence->numframes - 1);
|
|
|
|
float f = NS_StudioEstimateFrame(theGaitSequence, inAnimationData, time, theGaitFrame);
|
|
|
|
int frame = (int)f;
|
|
float s = (f - frame);
|
|
|
|
for (i = 0; i < theModelHeader->numbones; i++)
|
|
{
|
|
|
|
if (strcmp(theBones[i].name, "Bip01 Spine") == 0)
|
|
{
|
|
break;
|
|
}
|
|
|
|
NS_CalcBonePosition(frame, s, &theBones[i], &theGaitAnimation[i], NULL, theBonePos[i]);
|
|
NS_CalcBoneAngles(frame, s, &theBones[i], &theGaitAnimation[i], NULL, theBoneAngles[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for (i = 0; i < theModelHeader->numbones; i++)
|
|
{
|
|
|
|
NS_Matrix3x4 theRelMatrix;
|
|
NS_QuaternionMatrix(theBoneAngles[i], theRelMatrix);
|
|
|
|
theRelMatrix[0][3] = theBonePos[i][0];
|
|
theRelMatrix[1][3] = theBonePos[i][1];
|
|
theRelMatrix[2][3] = theBonePos[i][2];
|
|
|
|
if (theBones[i].parent == -1)
|
|
{
|
|
NS_ConcatTransforms(inAnimationData.mMatrix, theRelMatrix, outBoneMatrix[i]);
|
|
}
|
|
else
|
|
{
|
|
NS_ConcatTransforms(outBoneMatrix[theBones[i].parent], theRelMatrix, outBoneMatrix[i]);
|
|
}
|
|
|
|
}
|
|
|
|
}
|