doom3-bfg/neo/d3xp/anim/Anim.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
#pragma hdrstop
#include "../../idlib/precompiled.h"
#include "../Game_local.h"
idCVar binaryLoadAnim( "binaryLoadAnim", "1", 0, "enable binary load/write of idMD5Anim" );
static const byte B_ANIM_MD5_VERSION = 101;
static const unsigned int B_ANIM_MD5_MAGIC = ( 'B' << 24 ) | ( 'M' << 16 ) | ( 'D' << 8 ) | B_ANIM_MD5_VERSION;
static const int JOINT_FRAME_PAD = 1; // one extra to be able to read one more float than is necessary
bool idAnimManager::forceExport = false;
/***********************************************************************
idMD5Anim
***********************************************************************/
/*
====================
idMD5Anim::idMD5Anim
====================
*/
idMD5Anim::idMD5Anim() {
ref_count = 0;
numFrames = 0;
numJoints = 0;
frameRate = 24;
animLength = 0;
numAnimatedComponents = 0;
totaldelta.Zero();
}
/*
====================
idMD5Anim::idMD5Anim
====================
*/
idMD5Anim::~idMD5Anim() {
Free();
}
/*
====================
idMD5Anim::Free
====================
*/
void idMD5Anim::Free() {
numFrames = 0;
numJoints = 0;
frameRate = 24;
animLength = 0;
numAnimatedComponents = 0;
//name = "";
totaldelta.Zero();
jointInfo.Clear();
bounds.Clear();
componentFrames.Clear();
}
/*
====================
idMD5Anim::NumFrames
====================
*/
int idMD5Anim::NumFrames() const {
return numFrames;
}
/*
====================
idMD5Anim::NumJoints
====================
*/
int idMD5Anim::NumJoints() const {
return numJoints;
}
/*
====================
idMD5Anim::Length
====================
*/
int idMD5Anim::Length() const {
return animLength;
}
/*
=====================
idMD5Anim::TotalMovementDelta
=====================
*/
const idVec3 &idMD5Anim::TotalMovementDelta() const {
return totaldelta;
}
/*
=====================
idMD5Anim::TotalMovementDelta
=====================
*/
const char *idMD5Anim::Name() const {
return name;
}
/*
====================
idMD5Anim::Reload
====================
*/
bool idMD5Anim::Reload() {
idStr filename;
filename = name;
Free();
return LoadAnim( filename );
}
/*
====================
idMD5Anim::Allocated
====================
*/
size_t idMD5Anim::Allocated() const {
size_t size = bounds.Allocated() + jointInfo.Allocated() + componentFrames.Allocated() + name.Allocated();
return size;
}
/*
====================
idMD5Anim::LoadAnim
====================
*/
bool idMD5Anim::LoadAnim( const char * filename ) {
idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS | LEXFL_NOSTRINGCONCAT );
idToken token;
idStr generatedFileName = "generated/anim/";
generatedFileName.AppendPath( filename );
generatedFileName.SetFileExtension( ".bMD5anim" );
// Get the timestamp on the original file, if it's newer than what is stored in binary model, regenerate it
ID_TIME_T sourceTimeStamp = fileSystem->GetTimestamp( filename );
idFileLocal file( fileSystem->OpenFileReadMemory( generatedFileName ) );
if ( binaryLoadAnim.GetBool() && LoadBinary( file, sourceTimeStamp ) ) {
name = filename;
if ( cvarSystem->GetCVarBool( "fs_buildresources" ) ) {
// for resource gathering write this anim to the preload file for this map
fileSystem->AddAnimPreload( name );
}
return true;
}
if ( !parser.LoadFile( filename ) ) {
return false;
}
name = filename;
Free();
parser.ExpectTokenString( MD5_VERSION_STRING );
int 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 ( int 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 ( int 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 ( int 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();
baseFrame[ i ].w = 0.0f;
}
parser.ExpectTokenString( "}" );
// parse frames
componentFrames.SetGranularity( 1 );
componentFrames.SetNum( numAnimatedComponents * numFrames + JOINT_FRAME_PAD );
componentFrames[numAnimatedComponents * numFrames + JOINT_FRAME_PAD - 1] = 0.0f;
float *componentPtr = componentFrames.Ptr();
for ( int i = 0; i < numFrames; i++ ) {
parser.ExpectTokenString( "frame" );
int num = parser.ParseInt();
if ( num != i ) {
parser.Error( "Expected frame number %d", i );
}
parser.ExpectTokenString( "{" );
for ( int 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 ( int 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 ( int 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 ( int 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;
if ( binaryLoadAnim.GetBool() ) {
idLib::Printf( "Writing %s\n", generatedFileName.c_str() );
idFileLocal outputFile( fileSystem->OpenFileWrite( generatedFileName, "fs_basepath" ) );
WriteBinary( outputFile, sourceTimeStamp );
}
// done
return true;
}
/*
========================
idMD5Anim::LoadBinary
========================
*/
bool idMD5Anim::LoadBinary( idFile * file, ID_TIME_T sourceTimeStamp ) {
if ( file == NULL ) {
return false;
}
unsigned int magic = 0;
file->ReadBig( magic );
if ( magic != B_ANIM_MD5_MAGIC ) {
return false;
}
ID_TIME_T loadedTimeStamp;
file->ReadBig( loadedTimeStamp );
if ( !fileSystem->InProductionMode() && sourceTimeStamp != loadedTimeStamp ) {
return false;
}
file->ReadBig( numFrames );
file->ReadBig( frameRate );
file->ReadBig( animLength );
file->ReadBig( numJoints );
file->ReadBig( numAnimatedComponents );
int num;
file->ReadBig( num );
bounds.SetNum( num );
for ( int i = 0; i < num; i++ ) {
idBounds & b = bounds[i];
file->ReadBig( b[0] );
file->ReadBig( b[1] );
}
file->ReadBig( num );
jointInfo.SetNum( num );
for ( int i = 0; i < num; i++ ) {
jointAnimInfo_t & j = jointInfo[i];
idStr jointName;
file->ReadString( jointName );
if ( jointName.IsEmpty() ) {
j.nameIndex = -1;
} else {
j.nameIndex = animationLib.JointIndex( jointName.c_str() );
}
file->ReadBig( j.parentNum );
file->ReadBig( j.animBits );
file->ReadBig( j.firstComponent );
}
file->ReadBig( num );
baseFrame.SetNum( num );
for ( int i = 0; i < num; i++ ) {
idJointQuat & j = baseFrame[i];
file->ReadBig( j.q.x );
file->ReadBig( j.q.y );
file->ReadBig( j.q.z );
file->ReadBig( j.q.w );
file->ReadVec3( j.t );
j.w = 0.0f;
}
file->ReadBig( num );
componentFrames.SetNum( num + JOINT_FRAME_PAD );
for ( int i = 0; i < componentFrames.Num(); i++ ) {
file->ReadFloat( componentFrames[i] );
}
//file->ReadString( name );
file->ReadVec3( totaldelta );
//file->ReadBig( ref_count );
return true;
}
/*
========================
idMD5Anim::WriteBinary
========================
*/
void idMD5Anim::WriteBinary( idFile * file, ID_TIME_T sourceTimeStamp ) {
if ( file == NULL ) {
return;
}
file->WriteBig( B_ANIM_MD5_MAGIC );
file->WriteBig( sourceTimeStamp );
file->WriteBig( numFrames );
file->WriteBig( frameRate );
file->WriteBig( animLength );
file->WriteBig( numJoints );
file->WriteBig( numAnimatedComponents );
file->WriteBig( bounds.Num() );
for ( int i = 0; i < bounds.Num(); i++ ) {
idBounds & b = bounds[i];
file->WriteBig( b[0] );
file->WriteBig( b[1] );
}
file->WriteBig( jointInfo.Num() );
for ( int i = 0; i < jointInfo.Num(); i++ ) {
jointAnimInfo_t & j = jointInfo[i];
idStr jointName = animationLib.JointName( j.nameIndex );
file->WriteString( jointName );
file->WriteBig( j.parentNum );
file->WriteBig( j.animBits );
file->WriteBig( j.firstComponent );
}
file->WriteBig( baseFrame.Num() );
for ( int i = 0; i < baseFrame.Num(); i++ ) {
idJointQuat & j = baseFrame[i];
file->WriteBig( j.q.x );
file->WriteBig( j.q.y );
file->WriteBig( j.q.z );
file->WriteBig( j.q.w );
file->WriteVec3( j.t );
}
file->WriteBig( componentFrames.Num() - JOINT_FRAME_PAD );
for ( int i = 0; i < componentFrames.Num(); i++ ) {
file->WriteFloat( componentFrames[i] );
}
//file->WriteString( name );
file->WriteVec3( totaldelta );
//file->WriteBig( ref_count );
}
/*
====================
idMD5Anim::IncreaseRefs
====================
*/
void idMD5Anim::IncreaseRefs() const {
ref_count++;
}
/*
====================
idMD5Anim::DecreaseRefs
====================
*/
void idMD5Anim::DecreaseRefs() const {
ref_count--;
}
/*
====================
idMD5Anim::NumRefs
====================
*/
int idMD5Anim::NumRefs() 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 {
offset = baseFrame[ 0 ].t;
if ( !( jointInfo[ 0 ].animBits & ( ANIM_TX | ANIM_TY | ANIM_TZ ) ) ) {
// just use the baseframe
return;
}
frameBlend_t frame;
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 {
int animBits = jointInfo[ 0 ].animBits;
if ( !( animBits & ( ANIM_QX | ANIM_QY | ANIM_QZ ) ) ) {
// just use the baseframe
rotation = baseFrame[ 0 ].q;
return;
}
frameBlend_t frame;
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;
ConvertTimeToFrame( time, cyclecount, frame );
bnds = bounds[ frame.frame1 ];
bnds.AddBounds( bounds[ frame.frame2 ] );
// origin position
idVec3 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;
}
/*
====================
DecodeInterpolatedFrames
====================
*/
int DecodeInterpolatedFrames( idJointQuat * joints, idJointQuat * blendJoints, int * lerpIndex, const float * frame1, const float * frame2,
const jointAnimInfo_t * jointInfo, const int * index, const int numIndexes ) {
int numLerpJoints = 0;
for ( int i = 0; i < numIndexes; i++ ) {
const int j = index[i];
const jointAnimInfo_t * infoPtr = &jointInfo[j];
const int animBits = infoPtr->animBits;
if ( animBits != 0 ) {
lerpIndex[numLerpJoints++] = j;
idJointQuat * jointPtr = &joints[j];
idJointQuat * blendPtr = &blendJoints[j];
*blendPtr = *jointPtr;
const float * jointframe1 = frame1 + infoPtr->firstComponent;
const float * jointframe2 = frame2 + infoPtr->firstComponent;
if ( animBits & (ANIM_TX|ANIM_TY|ANIM_TZ) ) {
if ( animBits & ANIM_TX ) {
jointPtr->t.x = *jointframe1++;
blendPtr->t.x = *jointframe2++;
}
if ( animBits & ANIM_TY ) {
jointPtr->t.y = *jointframe1++;
blendPtr->t.y = *jointframe2++;
}
if ( animBits & ANIM_TZ ) {
jointPtr->t.z = *jointframe1++;
blendPtr->t.z = *jointframe2++;
}
}
if ( animBits & (ANIM_QX|ANIM_QY|ANIM_QZ) ) {
if ( animBits & ANIM_QX ) {
jointPtr->q.x = *jointframe1++;
blendPtr->q.x = *jointframe2++;
}
if ( animBits & ANIM_QY ) {
jointPtr->q.y = *jointframe1++;
blendPtr->q.y = *jointframe2++;
}
if ( animBits & ANIM_QZ ) {
jointPtr->q.z = *jointframe1++;
blendPtr->q.z = *jointframe2++;
}
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
}
}
}
return numLerpJoints;
}
/*
====================
idMD5Anim::GetInterpolatedFrame
====================
*/
void idMD5Anim::GetInterpolatedFrame( frameBlend_t &frame, idJointQuat *joints, const int *index, int numIndexes ) const {
// copy the baseframe
SIMDProcessor->Memcpy( joints, baseFrame.Ptr(), baseFrame.Num() * sizeof( baseFrame[ 0 ] ) );
if ( numAnimatedComponents == 0 ) {
// just use the base frame
return;
}
idJointQuat * blendJoints = (idJointQuat *)_alloca16( baseFrame.Num() * sizeof( blendJoints[ 0 ] ) );
int * lerpIndex = (int *)_alloca16( baseFrame.Num() * sizeof( lerpIndex[ 0 ] ) );
const float * frame1 = &componentFrames[frame.frame1 * numAnimatedComponents];
const float * frame2 = &componentFrames[frame.frame2 * numAnimatedComponents];
int numLerpJoints = DecodeInterpolatedFrames( joints, blendJoints, lerpIndex, frame1, frame2, jointInfo.Ptr(), index, numIndexes );
SIMDProcessor->BlendJoints( joints, blendJoints, frame.backlerp, lerpIndex, numLerpJoints );
if ( frame.cycleCount ) {
joints[ 0 ].t += totaldelta * ( float )frame.cycleCount;
}
}
/*
====================
DecodeSingleFrame
====================
*/
void DecodeSingleFrame( idJointQuat * joints, const float * frame,
const jointAnimInfo_t * jointInfo, const int * index, const int numIndexes ) {
for ( int i = 0; i < numIndexes; i++ ) {
const int j = index[i];
const jointAnimInfo_t * infoPtr = &jointInfo[j];
const int animBits = infoPtr->animBits;
if ( animBits != 0 ) {
idJointQuat * jointPtr = &joints[j];
const float * 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::GetSingleFrame
====================
*/
void idMD5Anim::GetSingleFrame( int framenum, idJointQuat *joints, const int *index, int numIndexes ) const {
// copy the baseframe
SIMDProcessor->Memcpy( joints, baseFrame.Ptr(), baseFrame.Num() * sizeof( baseFrame[ 0 ] ) );
if ( framenum == 0 || numAnimatedComponents == 0 ) {
// just use the base frame
return;
}
const float * frame = &componentFrames[framenum * numAnimatedComponents];
DecodeSingleFrame( joints, frame, jointInfo.Ptr(), index, numIndexes );
}
/*
====================
idMD5Anim::CheckModelHierarchy
====================
*/
void idMD5Anim::CheckModelHierarchy( const idRenderModel *model ) const {
if ( jointInfo.Num() != model->NumJoints() ) {
if ( !fileSystem->InProductionMode() ) {
gameLocal.Warning( "Model '%s' has different # of joints than anim '%s'", model->Name(), name.c_str() );
} else {
//gameLocal.Warning( "Model '%s' has different # of joints than anim '%s'", model->Name(), name.c_str() );
return;
}
}
const idMD5Joint *modelJoints = model->GetJoints();
for( int i = 0; i < jointInfo.Num(); i++ ) {
int 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() );
}
int parent;
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() {
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 (TAG_ANIM) 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::Preload
================
*/
void idAnimManager::Preload( const idPreloadManifest &manifest ) {
if ( manifest.NumResources() >= 0 ) {
common->Printf( "Preloading anims...\n" );
int start = Sys_Milliseconds();
int numLoaded = 0;
for ( int i = 0; i < manifest.NumResources(); i++ ) {
const preloadEntry_s & p = manifest.GetPreloadByIndex( i );
if ( p.resType == PRELOAD_ANIM ) {
GetAnim( p.resourceName );
numLoaded++;
}
}
int end = Sys_Milliseconds();
common->Printf( "%05d anims preloaded ( or were already loaded ) in %5.1f seconds\n", numLoaded, ( end - start ) * 0.001 );
common->Printf( "----------------------------------------\n" );
}
}
/*
================
idAnimManager::ReloadAnims
================
*/
void idAnimManager::ReloadAnims() {
int i;
idMD5Anim **animptr;
for( i = 0; i < animations.Num(); i++ ) {
animptr = animations.GetIndex( i );
if ( animptr != NULL && *animptr != NULL ) {
( *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() 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 != NULL && *animptr != NULL ) {
anim = *animptr;
s = anim->Size();
gameLocal.Printf( "%8d 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%d memory used in %d anims\n", size, num );
gameLocal.Printf( "%d memory used in %d joint names\n", namesize, jointnames.Num() );
}
/*
================
idAnimManager::FlushUnusedAnims
================
*/
void idAnimManager::FlushUnusedAnims() {
int i;
idMD5Anim **animptr;
idList<idMD5Anim *> removeAnims;
for( i = 0; i < animations.Num(); i++ ) {
animptr = animations.GetIndex( i );
if ( animptr != NULL && *animptr != NULL ) {
if ( ( *animptr )->NumRefs() <= 0 ) {
removeAnims.Append( *animptr );
}
}
}
for( i = 0; i < removeAnims.Num(); i++ ) {
animations.Remove( removeAnims[ i ]->Name() );
delete removeAnims[ i ];
}
}