forked from valve/halflife-sdk
992 lines
25 KiB
C++
992 lines
25 KiB
C++
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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#include <assert.h>
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#include "hud.h"
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#include "cl_util.h"
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#include "const.h"
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#include "com_model.h"
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#include "studio.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "dlight.h"
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#include "triangleapi.h"
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#include <stdio.h>
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#include <string.h>
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#include <memory.h>
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#include <math.h>
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#include "studio_util.h"
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#include "r_studioint.h"
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#include "StudioModelRenderer.h"
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#include "GameStudioModelRenderer.h"
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// Predicted values saved off in hl_weapons.cpp
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void Game_GetSequence( int *seq, int *gaitseq );
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void Game_GetOrientation( float *o, float *a );
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float g_flStartScaleTime;
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int iPrevRenderState;
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int iRenderStateChanged;
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// Global engine <-> studio model rendering code interface
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extern engine_studio_api_t IEngineStudio;
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typedef struct
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{
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vec3_t origin;
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vec3_t angles;
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vec3_t realangles;
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float animtime;
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float frame;
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int sequence;
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int gaitsequence;
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float framerate;
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int m_fSequenceLoops;
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int m_fSequenceFinished;
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byte controller[ 4 ];
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byte blending[ 2 ];
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latchedvars_t lv;
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} client_anim_state_t;
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static client_anim_state_t g_state;
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static client_anim_state_t g_clientstate;
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// The renderer object, created on the stack.
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CGameStudioModelRenderer g_StudioRenderer;
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/*
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====================
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CGameStudioModelRenderer
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====================
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*/
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CGameStudioModelRenderer::CGameStudioModelRenderer( void )
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{
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// If you want to predict animations locally, set this to TRUE
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// NOTE: The animation code is somewhat broken, but gives you a sense for how
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// to do client side animation of the predicted player in a third person game.
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m_bLocal = false;
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}
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/*
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====================
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StudioSetupBones
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====================
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*/
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void CGameStudioModelRenderer::StudioSetupBones ( void )
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{
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int i;
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double f;
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mstudiobone_t *pbones;
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mstudioseqdesc_t *pseqdesc;
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mstudioanim_t *panim;
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static float pos[MAXSTUDIOBONES][3];
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static vec4_t q[MAXSTUDIOBONES];
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float bonematrix[3][4];
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static float pos2[MAXSTUDIOBONES][3];
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static vec4_t q2[MAXSTUDIOBONES];
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static float pos3[MAXSTUDIOBONES][3];
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static vec4_t q3[MAXSTUDIOBONES];
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static float pos4[MAXSTUDIOBONES][3];
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static vec4_t q4[MAXSTUDIOBONES];
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// Use default bone setup for nonplayers
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if ( !m_pCurrentEntity->player )
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{
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CStudioModelRenderer::StudioSetupBones();
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return;
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}
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// Bound sequence number.
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if ( m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq )
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{
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m_pCurrentEntity->curstate.sequence = 0;
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}
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
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if ( m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0 )
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{
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f = m_pPlayerInfo->gaitframe;
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}
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else
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{
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f = StudioEstimateFrame( pseqdesc );
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}
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// This game knows how to do three way blending
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if ( pseqdesc->numblends == 3 )
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{
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float s;
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// Get left anim
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panim = StudioGetAnim( m_pRenderModel, pseqdesc );
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// Blending is 0-127 == Left to Middle, 128 to 255 == Middle to right
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if ( m_pCurrentEntity->curstate.blending[0] <= 127 )
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{
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StudioCalcRotations( pos, q, pseqdesc, panim, f );
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// Scale 0-127 blending up to 0-255
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s = m_pCurrentEntity->curstate.blending[0];
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s = ( s * 2.0 );
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}
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else
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{
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// Skip ahead to middle
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panim += m_pStudioHeader->numbones;
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StudioCalcRotations( pos, q, pseqdesc, panim, f );
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// Scale 127-255 blending up to 0-255
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s = m_pCurrentEntity->curstate.blending[0];
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s = 2.0 * ( s - 127.0 );
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}
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// Normalize interpolant
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s /= 255.0;
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// Go to middle or right
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panim += m_pStudioHeader->numbones;
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StudioCalcRotations( pos2, q2, pseqdesc, panim, f );
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// Spherically interpolate the bones
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StudioSlerpBones( q, pos, q2, pos2, s );
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}
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else
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{
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panim = StudioGetAnim( m_pRenderModel, pseqdesc );
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StudioCalcRotations( pos, q, pseqdesc, panim, f );
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}
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// Are we in the process of transitioning from one sequence to another.
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if ( m_fDoInterp &&
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m_pCurrentEntity->latched.sequencetime &&
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( m_pCurrentEntity->latched.sequencetime + 0.2 > m_clTime ) &&
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( m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq ))
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{
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// blend from last sequence
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static float pos1b[MAXSTUDIOBONES][3];
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static vec4_t q1b[MAXSTUDIOBONES];
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float s;
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// Blending value into last sequence
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unsigned char prevseqblending = m_pCurrentEntity->latched.prevseqblending[ 0 ];
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// Point at previous sequenece
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->latched.prevsequence;
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// Know how to do three way blends
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if ( pseqdesc->numblends == 3 )
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{
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float s;
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// Get left animation
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panim = StudioGetAnim( m_pRenderModel, pseqdesc );
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if ( prevseqblending <= 127 )
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{
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// Set up bones based on final frame of previous sequence
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StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
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s = prevseqblending;
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s = ( s * 2.0 );
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}
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else
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{
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// Skip to middle blend
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panim += m_pStudioHeader->numbones;
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StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
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s = prevseqblending;
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s = 2.0 * ( s - 127.0 );
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}
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// Normalize
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s /= 255.0;
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panim += m_pStudioHeader->numbones;
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StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
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// Interpolate bones
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StudioSlerpBones( q1b, pos1b, q2, pos2, s );
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}
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else
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{
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panim = StudioGetAnim( m_pRenderModel, pseqdesc );
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// clip prevframe
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StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe );
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}
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// Now blend last frame of previous sequence with current sequence.
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s = 1.0 - (m_clTime - m_pCurrentEntity->latched.sequencetime) / 0.2;
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StudioSlerpBones( q, pos, q1b, pos1b, s );
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}
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else
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{
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m_pCurrentEntity->latched.prevframe = f;
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}
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// Now convert quaternions and bone positions into matrices
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pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
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for (i = 0; i < m_pStudioHeader->numbones; i++)
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{
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QuaternionMatrix( q[i], bonematrix );
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bonematrix[0][3] = pos[i][0];
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bonematrix[1][3] = pos[i][1];
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bonematrix[2][3] = pos[i][2];
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if (pbones[i].parent == -1)
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{
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if ( IEngineStudio.IsHardware() )
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{
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ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]);
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ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
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}
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else
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{
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ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]);
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ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]);
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}
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// Apply client-side effects to the transformation matrix
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StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] );
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}
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else
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{
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ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]);
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ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]);
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}
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}
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}
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/*
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====================
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StudioEstimateGait
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====================
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*/
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void CGameStudioModelRenderer::StudioEstimateGait( entity_state_t *pplayer )
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{
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float dt;
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vec3_t est_velocity;
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dt = (m_clTime - m_clOldTime);
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dt = max( 0.0, dt );
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dt = min( 1.0, dt );
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if (dt == 0 || m_pPlayerInfo->renderframe == m_nFrameCount)
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{
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m_flGaitMovement = 0;
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return;
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}
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// VectorAdd( pplayer->velocity, pplayer->prediction_error, est_velocity );
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if ( m_fGaitEstimation )
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{
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VectorSubtract( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity );
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VectorCopy( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin );
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m_flGaitMovement = Length( est_velocity );
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if (dt <= 0 || m_flGaitMovement / dt < 5)
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{
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m_flGaitMovement = 0;
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est_velocity[0] = 0;
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est_velocity[1] = 0;
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}
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}
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else
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{
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VectorCopy( pplayer->velocity, est_velocity );
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m_flGaitMovement = Length( est_velocity ) * dt;
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}
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if (est_velocity[1] == 0 && est_velocity[0] == 0)
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{
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float flYawDiff = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
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flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360;
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if (flYawDiff > 180)
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flYawDiff -= 360;
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if (flYawDiff < -180)
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flYawDiff += 360;
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if (dt < 0.25)
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flYawDiff *= dt * 4;
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else
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flYawDiff *= dt;
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m_pPlayerInfo->gaityaw += flYawDiff;
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m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360;
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m_flGaitMovement = 0;
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}
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else
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{
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m_pPlayerInfo->gaityaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI);
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if (m_pPlayerInfo->gaityaw > 180)
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m_pPlayerInfo->gaityaw = 180;
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if (m_pPlayerInfo->gaityaw < -180)
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m_pPlayerInfo->gaityaw = -180;
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}
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}
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/*
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====================
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StudioProcessGait
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====================
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*/
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void CGameStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer )
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{
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mstudioseqdesc_t *pseqdesc;
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float dt;
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float flYaw; // view direction relative to movement
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence;
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m_pCurrentEntity->angles[PITCH] = 0;
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m_pCurrentEntity->latched.prevangles[PITCH] = m_pCurrentEntity->angles[PITCH];
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dt = (m_clTime - m_clOldTime);
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dt = max( 0.0, dt );
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dt = min( 1.0, dt );
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StudioEstimateGait( pplayer );
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// calc side to side turning
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flYaw = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw;
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flYaw = fmod( flYaw, 360.0 );
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if (flYaw < -180)
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{
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flYaw = flYaw + 360;
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}
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else if (flYaw > 180)
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{
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flYaw = flYaw - 360;
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}
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float maxyaw = 120.0;
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if (flYaw > maxyaw)
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{
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m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180;
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m_flGaitMovement = -m_flGaitMovement;
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flYaw = flYaw - 180;
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}
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else if (flYaw < -maxyaw)
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{
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m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180;
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m_flGaitMovement = -m_flGaitMovement;
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flYaw = flYaw + 180;
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}
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float blend_yaw = ( flYaw / 90.0 ) * 128.0 + 127.0;
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blend_yaw = min( 255.0, blend_yaw );
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blend_yaw = max( 0.0, blend_yaw );
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blend_yaw = 255.0 - blend_yaw;
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m_pCurrentEntity->curstate.blending[0] = (int)(blend_yaw);
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m_pCurrentEntity->latched.prevblending[0] = m_pCurrentEntity->curstate.blending[0];
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m_pCurrentEntity->latched.prevseqblending[0] = m_pCurrentEntity->curstate.blending[0];
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m_pCurrentEntity->angles[YAW] = m_pPlayerInfo->gaityaw;
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if (m_pCurrentEntity->angles[YAW] < -0)
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{
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m_pCurrentEntity->angles[YAW] += 360;
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}
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m_pCurrentEntity->latched.prevangles[YAW] = m_pCurrentEntity->angles[YAW];
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pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->gaitsequence;
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// Calc gait frame
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if (pseqdesc->linearmovement[0] > 0)
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{
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m_pPlayerInfo->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes;
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}
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else
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{
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m_pPlayerInfo->gaitframe += pseqdesc->fps * dt * m_pCurrentEntity->curstate.framerate;
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}
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// Do modulo
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m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes;
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if (m_pPlayerInfo->gaitframe < 0)
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{
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m_pPlayerInfo->gaitframe += pseqdesc->numframes;
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}
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}
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/*
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==============================
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SavePlayerState
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For local player, in third person, we need to store real render data and then
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setup for with fake/client side animation data
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==============================
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*/
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void CGameStudioModelRenderer::SavePlayerState( entity_state_t *pplayer )
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{
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client_anim_state_t *st;
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cl_entity_t *ent = IEngineStudio.GetCurrentEntity();
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assert( ent );
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if ( !ent )
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return;
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st = &g_state;
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st->angles = ent->curstate.angles;
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st->origin = ent->curstate.origin;
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st->realangles = ent->angles;
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st->sequence = ent->curstate.sequence;
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st->gaitsequence = pplayer->gaitsequence;
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st->animtime = ent->curstate.animtime;
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st->frame = ent->curstate.frame;
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st->framerate = ent->curstate.framerate;
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memcpy( st->blending, ent->curstate.blending, 2 );
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memcpy( st->controller, ent->curstate.controller, 4 );
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st->lv = ent->latched;
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}
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void GetSequenceInfo( void *pmodel, client_anim_state_t *pev, float *pflFrameRate, float *pflGroundSpeed )
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{
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studiohdr_t *pstudiohdr;
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pstudiohdr = (studiohdr_t *)pmodel;
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if (! pstudiohdr)
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return;
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mstudioseqdesc_t *pseqdesc;
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if (pev->sequence >= pstudiohdr->numseq)
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{
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*pflFrameRate = 0.0;
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*pflGroundSpeed = 0.0;
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return;
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}
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pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
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if (pseqdesc->numframes > 1)
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{
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*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
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*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
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*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
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}
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else
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{
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*pflFrameRate = 256.0;
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*pflGroundSpeed = 0.0;
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}
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}
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int GetSequenceFlags( void *pmodel, client_anim_state_t *pev )
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{
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studiohdr_t *pstudiohdr;
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pstudiohdr = (studiohdr_t *)pmodel;
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if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq )
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|
return 0;
|
|
|
|
mstudioseqdesc_t *pseqdesc;
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
|
|
|
return pseqdesc->flags;
|
|
}
|
|
|
|
float StudioFrameAdvance ( client_anim_state_t *st, float framerate, float flInterval )
|
|
{
|
|
if (flInterval == 0.0)
|
|
{
|
|
flInterval = (gEngfuncs.GetClientTime() - st->animtime);
|
|
if (flInterval <= 0.001)
|
|
{
|
|
st->animtime = gEngfuncs.GetClientTime();
|
|
return 0.0;
|
|
}
|
|
}
|
|
if (!st->animtime)
|
|
flInterval = 0.0;
|
|
|
|
st->frame += flInterval * framerate * st->framerate;
|
|
st->animtime = gEngfuncs.GetClientTime();
|
|
|
|
if (st->frame < 0.0 || st->frame >= 256.0)
|
|
{
|
|
if ( st->m_fSequenceLoops )
|
|
st->frame -= (int)(st->frame / 256.0) * 256.0;
|
|
else
|
|
st->frame = (st->frame < 0.0) ? 0 : 255;
|
|
st->m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents
|
|
}
|
|
|
|
return flInterval;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
SetupClientAnimation
|
|
|
|
Called to set up local player's animation values
|
|
==============================
|
|
*/
|
|
void CGameStudioModelRenderer::SetupClientAnimation( entity_state_t *pplayer )
|
|
{
|
|
static double oldtime;
|
|
double curtime, dt;
|
|
|
|
client_anim_state_t *st;
|
|
float fr, gs;
|
|
|
|
cl_entity_t *ent = IEngineStudio.GetCurrentEntity();
|
|
assert( ent );
|
|
if ( !ent )
|
|
return;
|
|
|
|
curtime = gEngfuncs.GetClientTime();
|
|
dt = curtime - oldtime;
|
|
dt = min( 1.0, max( 0.0, dt ) );
|
|
|
|
oldtime = curtime;
|
|
st = &g_clientstate;
|
|
|
|
st->framerate = 1.0;
|
|
|
|
int oldseq = st->sequence;
|
|
Game_GetSequence( &st->sequence, &st->gaitsequence ); //CVAR_GET_FLOAT( "sequence" );
|
|
Game_GetOrientation( (float *)&st->origin, (float *)&st->angles );
|
|
st->realangles = st->angles;
|
|
|
|
if ( st->sequence != oldseq )
|
|
{
|
|
st->frame = 0.0;
|
|
st->lv.prevsequence = oldseq;
|
|
st->lv.sequencetime = st->animtime;
|
|
|
|
memcpy( st->lv.prevseqblending, st->blending, 2 );
|
|
memcpy( st->lv.prevcontroller, st->controller, 4 );
|
|
}
|
|
|
|
void *pmodel = (studiohdr_t *)IEngineStudio.Mod_Extradata( ent->model );
|
|
|
|
GetSequenceInfo( pmodel, st, &fr, &gs );
|
|
st->m_fSequenceLoops = ((GetSequenceFlags( pmodel, st ) & STUDIO_LOOPING) != 0);
|
|
StudioFrameAdvance( st, fr, dt );
|
|
|
|
// gEngfuncs.Con_Printf( "gs %i frame %f\n", st->gaitsequence, st->frame );
|
|
|
|
ent->angles = st->realangles;
|
|
ent->curstate.angles = st->angles;
|
|
ent->curstate.origin = st->origin;
|
|
|
|
ent->curstate.sequence = st->sequence;
|
|
pplayer->gaitsequence = st->gaitsequence;
|
|
ent->curstate.animtime = st->animtime;
|
|
ent->curstate.frame = st->frame;
|
|
ent->curstate.framerate = st->framerate;
|
|
memcpy( ent->curstate.blending, st->blending, 2 );
|
|
memcpy( ent->curstate.controller, st->controller, 4 );
|
|
|
|
ent->latched = st->lv;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
RestorePlayerState
|
|
|
|
Called to restore original player state information
|
|
==============================
|
|
*/
|
|
void CGameStudioModelRenderer::RestorePlayerState( entity_state_t *pplayer )
|
|
{
|
|
client_anim_state_t *st;
|
|
cl_entity_t *ent = IEngineStudio.GetCurrentEntity();
|
|
assert( ent );
|
|
if ( !ent )
|
|
return;
|
|
|
|
st = &g_clientstate;
|
|
|
|
st->angles = ent->curstate.angles;
|
|
st->origin = ent->curstate.origin;
|
|
st->realangles = ent->angles;
|
|
|
|
st->sequence = ent->curstate.sequence;
|
|
st->gaitsequence = pplayer->gaitsequence;
|
|
st->animtime = ent->curstate.animtime;
|
|
st->frame = ent->curstate.frame;
|
|
st->framerate = ent->curstate.framerate;
|
|
memcpy( st->blending, ent->curstate.blending, 2 );
|
|
memcpy( st->controller, ent->curstate.controller, 4 );
|
|
|
|
st->lv = ent->latched;
|
|
|
|
st = &g_state;
|
|
|
|
ent->curstate.angles = st->angles;
|
|
ent->curstate.origin = st->origin;
|
|
ent->angles = st->realangles;
|
|
|
|
ent->curstate.sequence = st->sequence;
|
|
pplayer->gaitsequence = st->gaitsequence;
|
|
ent->curstate.animtime = st->animtime;
|
|
ent->curstate.frame = st->frame;
|
|
ent->curstate.framerate = st->framerate;
|
|
memcpy( ent->curstate.blending, st->blending, 2 );
|
|
memcpy( ent->curstate.controller, st->controller, 4 );
|
|
|
|
ent->latched = st->lv;
|
|
}
|
|
|
|
/*
|
|
==============================
|
|
StudioDrawPlayer
|
|
|
|
==============================
|
|
*/
|
|
int CGameStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t *pplayer )
|
|
{
|
|
int iret = 0;
|
|
|
|
bool isLocalPlayer = false;
|
|
|
|
// Set up for client?
|
|
if ( m_bLocal && IEngineStudio.GetCurrentEntity() == gEngfuncs.GetLocalPlayer() )
|
|
{
|
|
isLocalPlayer = true;
|
|
}
|
|
|
|
if ( isLocalPlayer )
|
|
{
|
|
// Store original data
|
|
SavePlayerState( pplayer );
|
|
|
|
// Copy in client side animation data
|
|
SetupClientAnimation( pplayer );
|
|
}
|
|
|
|
// Call real draw function
|
|
iret = _StudioDrawPlayer( flags, pplayer );
|
|
|
|
// Restore for client?
|
|
if ( isLocalPlayer )
|
|
{
|
|
// Restore the original data for the player
|
|
RestorePlayerState( pplayer );
|
|
}
|
|
|
|
return iret;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
_StudioDrawPlayer
|
|
|
|
====================
|
|
*/
|
|
int CGameStudioModelRenderer::_StudioDrawPlayer( int flags, entity_state_t *pplayer )
|
|
{
|
|
alight_t lighting;
|
|
vec3_t dir;
|
|
|
|
m_pCurrentEntity = IEngineStudio.GetCurrentEntity();
|
|
IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime );
|
|
IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal );
|
|
IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale );
|
|
|
|
m_nPlayerIndex = pplayer->number - 1;
|
|
|
|
if (m_nPlayerIndex < 0 || m_nPlayerIndex >= gEngfuncs.GetMaxClients())
|
|
return 0;
|
|
|
|
m_pRenderModel = IEngineStudio.SetupPlayerModel( m_nPlayerIndex );
|
|
if (m_pRenderModel == NULL)
|
|
return 0;
|
|
|
|
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel);
|
|
IEngineStudio.StudioSetHeader( m_pStudioHeader );
|
|
IEngineStudio.SetRenderModel( m_pRenderModel );
|
|
|
|
if (pplayer->gaitsequence)
|
|
{
|
|
vec3_t orig_angles;
|
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
|
|
|
|
VectorCopy( m_pCurrentEntity->angles, orig_angles );
|
|
|
|
StudioProcessGait( pplayer );
|
|
|
|
m_pPlayerInfo->gaitsequence = pplayer->gaitsequence;
|
|
m_pPlayerInfo = NULL;
|
|
|
|
StudioSetUpTransform( 0 );
|
|
VectorCopy( orig_angles, m_pCurrentEntity->angles );
|
|
}
|
|
else
|
|
{
|
|
m_pCurrentEntity->curstate.controller[0] = 127;
|
|
m_pCurrentEntity->curstate.controller[1] = 127;
|
|
m_pCurrentEntity->curstate.controller[2] = 127;
|
|
m_pCurrentEntity->curstate.controller[3] = 127;
|
|
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0];
|
|
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1];
|
|
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2];
|
|
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3];
|
|
|
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
|
|
m_pPlayerInfo->gaitsequence = 0;
|
|
|
|
StudioSetUpTransform( 0 );
|
|
}
|
|
|
|
if (flags & STUDIO_RENDER)
|
|
{
|
|
// see if the bounding box lets us trivially reject, also sets
|
|
if (!IEngineStudio.StudioCheckBBox ())
|
|
return 0;
|
|
|
|
(*m_pModelsDrawn)++;
|
|
(*m_pStudioModelCount)++; // render data cache cookie
|
|
|
|
if (m_pStudioHeader->numbodyparts == 0)
|
|
return 1;
|
|
}
|
|
|
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
|
|
StudioSetupBones( );
|
|
StudioSaveBones( );
|
|
m_pPlayerInfo->renderframe = m_nFrameCount;
|
|
|
|
m_pPlayerInfo = NULL;
|
|
|
|
if (flags & STUDIO_EVENTS)
|
|
{
|
|
StudioCalcAttachments( );
|
|
IEngineStudio.StudioClientEvents( );
|
|
// copy attachments into global entity array
|
|
if ( m_pCurrentEntity->index > 0 )
|
|
{
|
|
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index );
|
|
|
|
memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 );
|
|
}
|
|
}
|
|
|
|
if (flags & STUDIO_RENDER)
|
|
{
|
|
/*
|
|
if (m_pCvarHiModels->value && m_pRenderModel != m_pCurrentEntity->model )
|
|
{
|
|
// show highest resolution multiplayer model
|
|
m_pCurrentEntity->curstate.body = 255;
|
|
}
|
|
|
|
if (!(m_pCvarDeveloper->value == 0 && gEngfuncs.GetMaxClients() == 1 ) && ( m_pRenderModel == m_pCurrentEntity->model ) )
|
|
{
|
|
m_pCurrentEntity->curstate.body = 1; // force helmet
|
|
}
|
|
*/
|
|
|
|
lighting.plightvec = dir;
|
|
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting );
|
|
|
|
IEngineStudio.StudioEntityLight( &lighting );
|
|
|
|
// model and frame independant
|
|
IEngineStudio.StudioSetupLighting (&lighting);
|
|
|
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex );
|
|
|
|
// get remap colors
|
|
m_nTopColor = m_pPlayerInfo->topcolor;
|
|
if (m_nTopColor < 0)
|
|
m_nTopColor = 0;
|
|
if (m_nTopColor > 360)
|
|
m_nTopColor = 360;
|
|
m_nBottomColor = m_pPlayerInfo->bottomcolor;
|
|
if (m_nBottomColor < 0)
|
|
m_nBottomColor = 0;
|
|
if (m_nBottomColor > 360)
|
|
m_nBottomColor = 360;
|
|
|
|
IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor );
|
|
|
|
StudioRenderModel( );
|
|
m_pPlayerInfo = NULL;
|
|
|
|
if (pplayer->weaponmodel)
|
|
{
|
|
cl_entity_t saveent = *m_pCurrentEntity;
|
|
|
|
model_t *pweaponmodel = IEngineStudio.GetModelByIndex( pplayer->weaponmodel );
|
|
|
|
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (pweaponmodel);
|
|
IEngineStudio.StudioSetHeader( m_pStudioHeader );
|
|
|
|
StudioMergeBones( pweaponmodel);
|
|
|
|
IEngineStudio.StudioSetupLighting (&lighting);
|
|
|
|
StudioRenderModel( );
|
|
|
|
StudioCalcAttachments( );
|
|
|
|
*m_pCurrentEntity = saveent;
|
|
}
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
Studio_FxTransform
|
|
|
|
====================
|
|
*/
|
|
void CGameStudioModelRenderer::StudioFxTransform( cl_entity_t *ent, float transform[3][4] )
|
|
{
|
|
switch( ent->curstate.renderfx )
|
|
{
|
|
case kRenderFxDistort:
|
|
case kRenderFxHologram:
|
|
if ( gEngfuncs.pfnRandomLong(0,49) == 0 )
|
|
{
|
|
int axis = gEngfuncs.pfnRandomLong(0,1);
|
|
if ( axis == 1 ) // Choose between x & z
|
|
axis = 2;
|
|
VectorScale( transform[axis], gEngfuncs.pfnRandomFloat(1,1.484), transform[axis] );
|
|
}
|
|
else if ( gEngfuncs.pfnRandomLong(0,49) == 0 )
|
|
{
|
|
float offset;
|
|
int axis = gEngfuncs.pfnRandomLong(0,1);
|
|
if ( axis == 1 ) // Choose between x & z
|
|
axis = 2;
|
|
offset = gEngfuncs.pfnRandomFloat(-10,10);
|
|
transform[gEngfuncs.pfnRandomLong(0,2)][3] += offset;
|
|
}
|
|
break;
|
|
case kRenderFxExplode:
|
|
{
|
|
if ( iRenderStateChanged )
|
|
{
|
|
g_flStartScaleTime = m_clTime;
|
|
iRenderStateChanged = FALSE;
|
|
}
|
|
|
|
// Make the Model continue to shrink
|
|
float flTimeDelta = m_clTime - g_flStartScaleTime;
|
|
if ( flTimeDelta > 0 )
|
|
{
|
|
float flScale = 0.001;
|
|
// Goes almost all away
|
|
if ( flTimeDelta <= 2.0 )
|
|
flScale = 1.0 - (flTimeDelta / 2.0);
|
|
|
|
for (int i = 0; i < 3; i++)
|
|
{
|
|
for (int j = 0; j < 3; j++)
|
|
transform[i][j] *= flScale;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////
|
|
// Hooks to class implementation
|
|
////////////////////////////////////
|
|
|
|
/*
|
|
====================
|
|
R_StudioDrawPlayer
|
|
|
|
====================
|
|
*/
|
|
int R_StudioDrawPlayer( int flags, entity_state_t *pplayer )
|
|
{
|
|
return g_StudioRenderer.StudioDrawPlayer( flags, pplayer );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_StudioDrawModel
|
|
|
|
====================
|
|
*/
|
|
int R_StudioDrawModel( int flags )
|
|
{
|
|
return g_StudioRenderer.StudioDrawModel( flags );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_StudioInit
|
|
|
|
====================
|
|
*/
|
|
void R_StudioInit( void )
|
|
{
|
|
g_StudioRenderer.Init();
|
|
}
|
|
|
|
// The simple drawing interface we'll pass back to the engine
|
|
r_studio_interface_t studio =
|
|
{
|
|
STUDIO_INTERFACE_VERSION,
|
|
R_StudioDrawModel,
|
|
R_StudioDrawPlayer,
|
|
};
|
|
|
|
/*
|
|
====================
|
|
HUD_GetStudioModelInterface
|
|
|
|
Export this function for the engine to use the studio renderer class to render objects.
|
|
====================
|
|
*/
|
|
#define DLLEXPORT __declspec( dllexport )
|
|
extern "C" int DLLEXPORT HUD_GetStudioModelInterface( int version, struct r_studio_interface_s **ppinterface, struct engine_studio_api_s *pstudio )
|
|
{
|
|
if ( version != STUDIO_INTERFACE_VERSION )
|
|
return 0;
|
|
|
|
// Point the engine to our callbacks
|
|
*ppinterface = &studio;
|
|
|
|
// Copy in engine helper functions
|
|
memcpy( &IEngineStudio, pstudio, sizeof( IEngineStudio ) );
|
|
|
|
// Initialize local variables, etc.
|
|
R_StudioInit();
|
|
|
|
// Success
|
|
return 1;
|
|
}
|