mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
1034 lines
26 KiB
C++
1034 lines
26 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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/*
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=============================================================================
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MODEL TESTING
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Model viewing can begin with either "testmodel <modelname>"
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The names must be the full pathname after the basedir, like
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"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
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Extension will default to ".ase" if not specified.
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Testmodel will create a fake entity 100 units in front of the current view
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position, directly facing the viewer. It will remain immobile, so you can
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move around it to view it from different angles.
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g_testModelRotate
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g_testModelAnimate
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g_testModelBlend
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=============================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idAnimatedEntity, idTestModel )
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EVENT( EV_FootstepLeft, idTestModel::Event_Footstep )
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EVENT( EV_FootstepRight, idTestModel::Event_Footstep )
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END_CLASS
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/*
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================
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idTestModel::idTestModel
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================
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*/
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idTestModel::idTestModel()
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{
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head = NULL;
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headAnimator = NULL;
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anim = 0;
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headAnim = 0;
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starttime = 0;
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animtime = 0;
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mode = 0;
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frame = 0;
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}
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/*
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================
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idTestModel::Save
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================
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*/
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void idTestModel::Save( idSaveGame* savefile )
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{
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}
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/*
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================
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idTestModel::Restore
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================
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*/
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void idTestModel::Restore( idRestoreGame* savefile )
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{
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// FIXME: one day we may actually want to save/restore test models, but for now we'll just delete them
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delete this;
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}
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/*
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================
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idTestModel::Spawn
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================
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*/
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void idTestModel::Spawn()
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{
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idVec3 size;
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idBounds bounds;
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const char* headModel;
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jointHandle_t joint;
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idStr jointName;
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idVec3 origin, modelOffset;
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idMat3 axis;
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const idKeyValue* kv;
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copyJoints_t copyJoint;
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if( renderEntity.hModel && renderEntity.hModel->IsDefaultModel() && !animator.ModelDef() )
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{
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gameLocal.Warning( "Unable to create testmodel for '%s' : model defaulted", spawnArgs.GetString( "model" ) );
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PostEventMS( &EV_Remove, 0 );
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return;
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}
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mode = g_testModelAnimate.GetInteger();
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animator.RemoveOriginOffset( g_testModelAnimate.GetInteger() == 1 );
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physicsObj.SetSelf( this );
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physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
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physicsObj.SetAxis( GetPhysics()->GetAxis() );
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if( spawnArgs.GetVector( "mins", NULL, bounds[0] ) )
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{
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spawnArgs.GetVector( "maxs", NULL, bounds[1] );
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physicsObj.SetClipBox( bounds, 1.0f );
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physicsObj.SetContents( 0 );
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}
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else if( spawnArgs.GetVector( "size", NULL, size ) )
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{
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bounds[ 0 ].Set( size.x * -0.5f, size.y * -0.5f, 0.0f );
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bounds[ 1 ].Set( size.x * 0.5f, size.y * 0.5f, size.z );
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physicsObj.SetClipBox( bounds, 1.0f );
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physicsObj.SetContents( 0 );
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}
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spawnArgs.GetVector( "offsetModel", "0 0 0", modelOffset );
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// add the head model if it has one
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headModel = spawnArgs.GetString( "def_head", "" );
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if( headModel[ 0 ] )
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{
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jointName = spawnArgs.GetString( "head_joint" );
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joint = animator.GetJointHandle( jointName );
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if( joint == INVALID_JOINT )
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{
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gameLocal.Warning( "Joint '%s' not found for 'head_joint'", jointName.c_str() );
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}
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else
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{
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// copy any sounds in case we have frame commands on the head
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idDict args;
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const idKeyValue* sndKV = spawnArgs.MatchPrefix( "snd_", NULL );
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while( sndKV )
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{
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args.Set( sndKV->GetKey(), sndKV->GetValue() );
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sndKV = spawnArgs.MatchPrefix( "snd_", sndKV );
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}
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head = gameLocal.SpawnEntityType( idAnimatedEntity::Type, &args );
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animator.GetJointTransform( joint, gameLocal.time, origin, axis );
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origin = GetPhysics()->GetOrigin() + ( origin + modelOffset ) * GetPhysics()->GetAxis();
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head.GetEntity()->SetModel( headModel );
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head.GetEntity()->SetOrigin( origin );
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head.GetEntity()->SetAxis( GetPhysics()->GetAxis() );
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head.GetEntity()->BindToJoint( this, animator.GetJointName( joint ), true );
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headAnimator = head.GetEntity()->GetAnimator();
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// set up the list of joints to copy to the head
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for( kv = spawnArgs.MatchPrefix( "copy_joint", NULL ); kv != NULL; kv = spawnArgs.MatchPrefix( "copy_joint", kv ) )
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{
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jointName = kv->GetKey();
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if( jointName.StripLeadingOnce( "copy_joint_world " ) )
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{
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copyJoint.mod = JOINTMOD_WORLD_OVERRIDE;
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}
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else
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{
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jointName.StripLeadingOnce( "copy_joint " );
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copyJoint.mod = JOINTMOD_LOCAL_OVERRIDE;
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}
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copyJoint.from = animator.GetJointHandle( jointName );
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if( copyJoint.from == INVALID_JOINT )
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{
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gameLocal.Warning( "Unknown copy_joint '%s'", jointName.c_str() );
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continue;
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}
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copyJoint.to = headAnimator->GetJointHandle( jointName );
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if( copyJoint.to == INVALID_JOINT )
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{
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gameLocal.Warning( "Unknown copy_joint '%s' on head", jointName.c_str() );
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continue;
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}
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copyJoints.Append( copyJoint );
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}
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}
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}
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// start any shader effects based off of the spawn time
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renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.time );
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SetPhysics( &physicsObj );
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gameLocal.Printf( "Added testmodel at origin = '%s', angles = '%s'\n", GetPhysics()->GetOrigin().ToString(), GetPhysics()->GetAxis().ToAngles().ToString() );
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BecomeActive( TH_THINK );
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}
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/*
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================
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idTestModel::~idTestModel
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================
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*/
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idTestModel::~idTestModel()
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{
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StopSound( SND_CHANNEL_ANY, false );
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if( renderEntity.hModel )
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{
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gameLocal.Printf( "Removing testmodel %s\n", renderEntity.hModel->Name() );
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}
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else
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{
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gameLocal.Printf( "Removing testmodel\n" );
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}
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if( gameLocal.testmodel == this )
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{
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gameLocal.testmodel = NULL;
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}
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if( head.GetEntity() )
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{
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head.GetEntity()->StopSound( SND_CHANNEL_ANY, false );
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head.GetEntity()->PostEventMS( &EV_Remove, 0 );
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}
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}
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/*
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===============
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idTestModel::Event_Footstep
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===============
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*/
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void idTestModel::Event_Footstep()
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{
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StartSound( "snd_footstep", SND_CHANNEL_BODY, 0, false, NULL );
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}
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/*
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================
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idTestModel::ShouldConstructScriptObjectAtSpawn
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Called during idEntity::Spawn to see if it should construct the script object or not.
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Overridden by subclasses that need to spawn the script object themselves.
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================
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*/
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bool idTestModel::ShouldConstructScriptObjectAtSpawn() const
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{
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return false;
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}
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/*
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================
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idTestModel::Think
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================
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*/
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void idTestModel::Think()
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{
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idVec3 pos;
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idMat3 axis;
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idAngles ang;
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int i;
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if( thinkFlags & TH_THINK )
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{
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if( anim && ( gameLocal.testmodel == this ) && ( mode != g_testModelAnimate.GetInteger() ) )
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{
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StopSound( SND_CHANNEL_ANY, false );
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if( head.GetEntity() )
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{
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head.GetEntity()->StopSound( SND_CHANNEL_ANY, false );
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}
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switch( g_testModelAnimate.GetInteger() )
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{
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default:
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case 0:
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// cycle anim with origin reset
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if( animator.NumFrames( anim ) <= 1 )
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{
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// single frame animations end immediately, so just cycle it since it's the same result
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animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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if( headAnim )
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{
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headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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}
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}
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else
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{
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animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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if( headAnim )
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{
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headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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if( headAnimator->AnimLength( headAnim ) > animator.AnimLength( anim ) )
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{
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// loop the body anim when the head anim is longer
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animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( -1 );
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}
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}
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}
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animator.RemoveOriginOffset( false );
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break;
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case 1:
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// cycle anim with fixed origin
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animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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animator.RemoveOriginOffset( true );
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if( headAnim )
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{
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headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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}
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break;
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case 2:
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// cycle anim with continuous origin
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animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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animator.RemoveOriginOffset( false );
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if( headAnim )
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{
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headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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}
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break;
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case 3:
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// frame by frame with continuous origin
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animator.SetFrame( ANIMCHANNEL_ALL, anim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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animator.RemoveOriginOffset( false );
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if( headAnim )
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{
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headAnimator->SetFrame( ANIMCHANNEL_ALL, headAnim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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}
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break;
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case 4:
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// play anim once
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animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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animator.RemoveOriginOffset( false );
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if( headAnim )
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{
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headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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}
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break;
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case 5:
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// frame by frame with fixed origin
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animator.SetFrame( ANIMCHANNEL_ALL, anim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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animator.RemoveOriginOffset( true );
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if( headAnim )
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{
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headAnimator->SetFrame( ANIMCHANNEL_ALL, headAnim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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}
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break;
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}
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mode = g_testModelAnimate.GetInteger();
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}
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if( ( mode == 0 ) && ( gameLocal.time >= starttime + animtime ) )
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{
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starttime = gameLocal.time;
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StopSound( SND_CHANNEL_ANY, false );
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animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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if( headAnim )
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{
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headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) );
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if( headAnimator->AnimLength( headAnim ) > animator.AnimLength( anim ) )
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{
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// loop the body anim when the head anim is longer
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animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( -1 );
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}
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}
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}
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if( headAnimator )
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{
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// copy the animation from the body to the head
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for( i = 0; i < copyJoints.Num(); i++ )
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{
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if( copyJoints[ i ].mod == JOINTMOD_WORLD_OVERRIDE )
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{
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idMat3 mat = head.GetEntity()->GetPhysics()->GetAxis().Transpose();
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GetJointWorldTransform( copyJoints[ i ].from, gameLocal.time, pos, axis );
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pos -= head.GetEntity()->GetPhysics()->GetOrigin();
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headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos * mat );
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headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis * mat );
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}
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else
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{
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animator.GetJointLocalTransform( copyJoints[ i ].from, gameLocal.time, pos, axis );
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headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos );
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headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis );
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}
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}
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}
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// update rotation
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RunPhysics();
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physicsObj.GetAngles( ang );
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physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.time, 0, ang, idAngles( 0, g_testModelRotate.GetFloat() * 360.0f / 60.0f, 0 ), ang_zero );
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idClipModel* clip = physicsObj.GetClipModel();
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if( clip != NULL && animator.ModelDef() )
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{
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idVec3 neworigin;
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idMat3 axis;
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jointHandle_t joint;
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joint = animator.GetJointHandle( "origin" );
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animator.GetJointTransform( joint, gameLocal.time, neworigin, axis );
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neworigin = ( ( neworigin - animator.ModelDef()->GetVisualOffset() ) * physicsObj.GetAxis() ) + GetPhysics()->GetOrigin();
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clip->Link( gameLocal.clip, this, 0, neworigin, clip->GetAxis() );
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}
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}
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UpdateAnimation();
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Present();
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if( ( gameLocal.testmodel == this ) && g_showTestModelFrame.GetInteger() && anim )
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{
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gameLocal.Printf( "^5 Anim: ^7%s ^5Frame: ^7%d/%d Time: %.3f\n", animator.AnimFullName( anim ), animator.CurrentAnim( ANIMCHANNEL_ALL )->GetFrameNumber( gameLocal.time ),
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animator.CurrentAnim( ANIMCHANNEL_ALL )->NumFrames(), MS2SEC( gameLocal.time - animator.CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime() ) );
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if( headAnim )
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{
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gameLocal.Printf( "^5 Head: ^7%s ^5Frame: ^7%d/%d Time: %.3f\n\n", headAnimator->AnimFullName( headAnim ), headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetFrameNumber( gameLocal.time ),
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headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->NumFrames(), MS2SEC( gameLocal.time - headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime() ) );
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}
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else
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{
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gameLocal.Printf( "\n\n" );
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}
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}
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}
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/*
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================
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idTestModel::NextAnim
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================
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*/
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|
void idTestModel::NextAnim( const idCmdArgs& args )
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{
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if( !animator.NumAnims() )
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{
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return;
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}
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anim++;
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if( anim >= animator.NumAnims() )
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{
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// anim 0 is no anim
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anim = 1;
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}
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starttime = gameLocal.time;
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animtime = animator.AnimLength( anim );
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animname = animator.AnimFullName( anim );
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headAnim = 0;
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if( headAnimator )
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{
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headAnimator->ClearAllAnims( gameLocal.time, 0 );
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headAnim = headAnimator->GetAnim( animname );
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if( !headAnim )
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{
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headAnim = headAnimator->GetAnim( "idle" );
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}
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if( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) )
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{
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animtime = headAnimator->AnimLength( headAnim );
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}
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}
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gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) );
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if( headAnim )
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{
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gameLocal.Printf( "head '%s', %d.%03d seconds, %d frames\n", headAnimator->AnimFullName( headAnim ), headAnimator->AnimLength( headAnim ) / 1000, headAnimator->AnimLength( headAnim ) % 1000, headAnimator->NumFrames( headAnim ) );
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}
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// reset the anim
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mode = -1;
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frame = 1;
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}
|
|
|
|
/*
|
|
================
|
|
idTestModel::PrevAnim
|
|
================
|
|
*/
|
|
void idTestModel::PrevAnim( const idCmdArgs& args )
|
|
{
|
|
if( !animator.NumAnims() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
anim--;
|
|
if( anim < 0 )
|
|
{
|
|
anim = animator.NumAnims() - 1;
|
|
}
|
|
|
|
starttime = gameLocal.time;
|
|
animtime = animator.AnimLength( anim );
|
|
animname = animator.AnimFullName( anim );
|
|
headAnim = 0;
|
|
if( headAnimator )
|
|
{
|
|
headAnimator->ClearAllAnims( gameLocal.time, 0 );
|
|
headAnim = headAnimator->GetAnim( animname );
|
|
if( !headAnim )
|
|
{
|
|
headAnim = headAnimator->GetAnim( "idle" );
|
|
}
|
|
|
|
if( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) )
|
|
{
|
|
animtime = headAnimator->AnimLength( headAnim );
|
|
}
|
|
}
|
|
|
|
gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) );
|
|
if( headAnim )
|
|
{
|
|
gameLocal.Printf( "head '%s', %d.%03d seconds, %d frames\n", headAnimator->AnimFullName( headAnim ), headAnimator->AnimLength( headAnim ) / 1000, headAnimator->AnimLength( headAnim ) % 1000, headAnimator->NumFrames( headAnim ) );
|
|
}
|
|
|
|
// reset the anim
|
|
mode = -1;
|
|
frame = 1;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTestModel::NextFrame
|
|
================
|
|
*/
|
|
void idTestModel::NextFrame( const idCmdArgs& args )
|
|
{
|
|
if( !anim || ( ( g_testModelAnimate.GetInteger() != 3 ) && ( g_testModelAnimate.GetInteger() != 5 ) ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
frame++;
|
|
if( frame > animator.NumFrames( anim ) )
|
|
{
|
|
frame = 1;
|
|
}
|
|
|
|
gameLocal.Printf( "^5 Anim: ^7%s\n^5Frame: ^7%d/%d\n\n", animator.AnimFullName( anim ), frame, animator.NumFrames( anim ) );
|
|
|
|
// reset the anim
|
|
mode = -1;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTestModel::PrevFrame
|
|
================
|
|
*/
|
|
void idTestModel::PrevFrame( const idCmdArgs& args )
|
|
{
|
|
if( !anim || ( ( g_testModelAnimate.GetInteger() != 3 ) && ( g_testModelAnimate.GetInteger() != 5 ) ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
frame--;
|
|
if( frame < 1 )
|
|
{
|
|
frame = animator.NumFrames( anim );
|
|
}
|
|
|
|
gameLocal.Printf( "^5 Anim: ^7%s\n^5Frame: ^7%d/%d\n\n", animator.AnimFullName( anim ), frame, animator.NumFrames( anim ) );
|
|
|
|
// reset the anim
|
|
mode = -1;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idTestModel::TestAnim
|
|
================
|
|
*/
|
|
void idTestModel::TestAnim( const idCmdArgs& args )
|
|
{
|
|
idStr name;
|
|
int animNum;
|
|
const idAnim* newanim;
|
|
|
|
if( args.Argc() < 2 )
|
|
{
|
|
gameLocal.Printf( "usage: testanim <animname>\n" );
|
|
return;
|
|
}
|
|
|
|
newanim = NULL;
|
|
|
|
name = args.Argv( 1 );
|
|
animNum = animator.GetAnim( name );
|
|
|
|
if( !animNum )
|
|
{
|
|
gameLocal.Printf( "Animation '%s' not found.\n", name.c_str() );
|
|
return;
|
|
}
|
|
|
|
anim = animNum;
|
|
starttime = gameLocal.time;
|
|
animtime = animator.AnimLength( anim );
|
|
headAnim = 0;
|
|
if( headAnimator )
|
|
{
|
|
headAnimator->ClearAllAnims( gameLocal.time, 0 );
|
|
headAnim = headAnimator->GetAnim( animname );
|
|
if( !headAnim )
|
|
{
|
|
headAnim = headAnimator->GetAnim( "idle" );
|
|
if( !headAnim )
|
|
{
|
|
gameLocal.Printf( "Missing 'idle' anim for head.\n" );
|
|
}
|
|
}
|
|
|
|
if( headAnim && ( headAnimator->AnimLength( headAnim ) > animtime ) )
|
|
{
|
|
animtime = headAnimator->AnimLength( headAnim );
|
|
}
|
|
}
|
|
|
|
animname = name;
|
|
gameLocal.Printf( "anim '%s', %d.%03d seconds, %d frames\n", animname.c_str(), animator.AnimLength( anim ) / 1000, animator.AnimLength( anim ) % 1000, animator.NumFrames( anim ) );
|
|
|
|
// reset the anim
|
|
mode = -1;
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idTestModel::BlendAnim
|
|
=====================
|
|
*/
|
|
void idTestModel::BlendAnim( const idCmdArgs& args )
|
|
{
|
|
int anim1;
|
|
int anim2;
|
|
|
|
if( args.Argc() < 4 )
|
|
{
|
|
gameLocal.Printf( "usage: testblend <anim1> <anim2> <frames>\n" );
|
|
return;
|
|
}
|
|
|
|
anim1 = gameLocal.testmodel->animator.GetAnim( args.Argv( 1 ) );
|
|
if( !anim1 )
|
|
{
|
|
gameLocal.Printf( "Animation '%s' not found.\n", args.Argv( 1 ) );
|
|
return;
|
|
}
|
|
|
|
anim2 = gameLocal.testmodel->animator.GetAnim( args.Argv( 2 ) );
|
|
if( !anim2 )
|
|
{
|
|
gameLocal.Printf( "Animation '%s' not found.\n", args.Argv( 2 ) );
|
|
return;
|
|
}
|
|
|
|
animname = args.Argv( 2 );
|
|
animator.CycleAnim( ANIMCHANNEL_ALL, anim1, gameLocal.time, 0 );
|
|
animator.CycleAnim( ANIMCHANNEL_ALL, anim2, gameLocal.time, FRAME2MS( atoi( args.Argv( 3 ) ) ) );
|
|
|
|
anim = anim2;
|
|
headAnim = 0;
|
|
}
|
|
|
|
/***********************************************************************
|
|
|
|
Testmodel console commands
|
|
|
|
***********************************************************************/
|
|
|
|
/*
|
|
=================
|
|
idTestModel::KeepTestModel_f
|
|
|
|
Makes the current test model permanent, allowing you to place
|
|
multiple test models
|
|
=================
|
|
*/
|
|
void idTestModel::KeepTestModel_f( const idCmdArgs& args )
|
|
{
|
|
if( !gameLocal.testmodel )
|
|
{
|
|
gameLocal.Printf( "No active testModel.\n" );
|
|
return;
|
|
}
|
|
|
|
gameLocal.Printf( "modelDef %p kept\n", gameLocal.testmodel->renderEntity.hModel );
|
|
|
|
gameLocal.testmodel = NULL;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idTestModel::TestSkin_f
|
|
|
|
Sets a skin on an existing testModel
|
|
=================
|
|
*/
|
|
void idTestModel::TestSkin_f( const idCmdArgs& args )
|
|
{
|
|
idVec3 offset;
|
|
idStr name;
|
|
idPlayer* player;
|
|
idDict dict;
|
|
|
|
player = gameLocal.GetLocalPlayer();
|
|
if( !player || !gameLocal.CheatsOk() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// delete the testModel if active
|
|
if( !gameLocal.testmodel )
|
|
{
|
|
common->Printf( "No active testModel\n" );
|
|
return;
|
|
}
|
|
|
|
if( args.Argc() < 2 )
|
|
{
|
|
common->Printf( "removing testSkin.\n" );
|
|
gameLocal.testmodel->SetSkin( NULL );
|
|
return;
|
|
}
|
|
|
|
name = args.Argv( 1 );
|
|
gameLocal.testmodel->SetSkin( declManager->FindSkin( name ) );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idTestModel::TestShaderParm_f
|
|
|
|
Sets a shaderParm on an existing testModel
|
|
=================
|
|
*/
|
|
void idTestModel::TestShaderParm_f( const idCmdArgs& args )
|
|
{
|
|
idVec3 offset;
|
|
idStr name;
|
|
idPlayer* player;
|
|
idDict dict;
|
|
|
|
player = gameLocal.GetLocalPlayer();
|
|
if( !player || !gameLocal.CheatsOk() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// delete the testModel if active
|
|
if( !gameLocal.testmodel )
|
|
{
|
|
common->Printf( "No active testModel\n" );
|
|
return;
|
|
}
|
|
|
|
if( args.Argc() != 3 )
|
|
{
|
|
common->Printf( "USAGE: testShaderParm <parmNum> <float | \"time\">\n" );
|
|
return;
|
|
}
|
|
|
|
int parm = atoi( args.Argv( 1 ) );
|
|
if( parm < 0 || parm >= MAX_ENTITY_SHADER_PARMS )
|
|
{
|
|
common->Printf( "parmNum %i out of range\n", parm );
|
|
return;
|
|
}
|
|
|
|
float value;
|
|
if( !idStr::Icmp( args.Argv( 2 ), "time" ) )
|
|
{
|
|
value = gameLocal.time * -0.001;
|
|
}
|
|
else
|
|
{
|
|
value = atof( args.Argv( 2 ) );
|
|
}
|
|
|
|
gameLocal.testmodel->SetShaderParm( parm, value );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idTestModel::TestModel_f
|
|
|
|
Creates a static modelDef in front of the current position, which
|
|
can then be moved around
|
|
=================
|
|
*/
|
|
void idTestModel::TestModel_f( const idCmdArgs& args )
|
|
{
|
|
idVec3 offset;
|
|
idStr name;
|
|
idPlayer* player;
|
|
const idDict* entityDef;
|
|
idDict dict;
|
|
|
|
player = gameLocal.GetLocalPlayer();
|
|
if( !player || !gameLocal.CheatsOk() )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// delete the testModel if active
|
|
if( gameLocal.testmodel )
|
|
{
|
|
delete gameLocal.testmodel;
|
|
gameLocal.testmodel = NULL;
|
|
}
|
|
|
|
if( args.Argc() < 2 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
name = args.Argv( 1 );
|
|
|
|
entityDef = gameLocal.FindEntityDefDict( name, false );
|
|
if( entityDef )
|
|
{
|
|
dict = *entityDef;
|
|
}
|
|
else
|
|
{
|
|
if( declManager->FindType( DECL_MODELDEF, name, false ) )
|
|
{
|
|
dict.Set( "model", name );
|
|
}
|
|
else
|
|
{
|
|
// allow map models with underscore prefixes to be tested during development
|
|
// without appending an ase
|
|
if( name[ 0 ] != '_' )
|
|
{
|
|
name.DefaultFileExtension( ".ase" );
|
|
}
|
|
if( !renderModelManager->CheckModel( name ) )
|
|
{
|
|
gameLocal.Printf( "Can't register model\n" );
|
|
return;
|
|
}
|
|
dict.Set( "model", name );
|
|
}
|
|
}
|
|
|
|
offset = player->GetPhysics()->GetOrigin() + player->viewAngles.ToForward() * 100.0f;
|
|
|
|
dict.Set( "origin", offset.ToString() );
|
|
dict.Set( "angle", va( "%f", player->viewAngles.yaw + 180.0f ) );
|
|
gameLocal.testmodel = ( idTestModel* )gameLocal.SpawnEntityType( idTestModel::Type, &dict );
|
|
gameLocal.testmodel->renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idTestModel::ArgCompletion_TestModel
|
|
=====================
|
|
*/
|
|
void idTestModel::ArgCompletion_TestModel( const idCmdArgs& args, void( *callback )( const char* s ) )
|
|
{
|
|
int i, num;
|
|
|
|
num = declManager->GetNumDecls( DECL_ENTITYDEF );
|
|
for( i = 0; i < num; i++ )
|
|
{
|
|
callback( idStr( args.Argv( 0 ) ) + " " + declManager->DeclByIndex( DECL_ENTITYDEF, i , false )->GetName() );
|
|
}
|
|
num = declManager->GetNumDecls( DECL_MODELDEF );
|
|
for( i = 0; i < num; i++ )
|
|
{
|
|
callback( idStr( args.Argv( 0 ) ) + " " + declManager->DeclByIndex( DECL_MODELDEF, i , false )->GetName() );
|
|
}
|
|
cmdSystem->ArgCompletion_FolderExtension( args, callback, "models/", false, ".lwo", ".ase", ".md5mesh", ".ma", ".mb", NULL );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idTestModel::TestParticleStopTime_f
|
|
=====================
|
|
*/
|
|
void idTestModel::TestParticleStopTime_f( const idCmdArgs& args )
|
|
{
|
|
if( !gameLocal.testmodel )
|
|
{
|
|
gameLocal.Printf( "No testModel active.\n" );
|
|
return;
|
|
}
|
|
|
|
gameLocal.testmodel->renderEntity.shaderParms[SHADERPARM_PARTICLE_STOPTIME] = MS2SEC( gameLocal.time );
|
|
gameLocal.testmodel->UpdateVisuals();
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idTestModel::TestAnim_f
|
|
=====================
|
|
*/
|
|
void idTestModel::TestAnim_f( const idCmdArgs& args )
|
|
{
|
|
if( !gameLocal.testmodel )
|
|
{
|
|
gameLocal.Printf( "No testModel active.\n" );
|
|
return;
|
|
}
|
|
|
|
gameLocal.testmodel->TestAnim( args );
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
idTestModel::ArgCompletion_TestAnim
|
|
=====================
|
|
*/
|
|
void idTestModel::ArgCompletion_TestAnim( const idCmdArgs& args, void( *callback )( const char* s ) )
|
|
{
|
|
if( gameLocal.testmodel )
|
|
{
|
|
idAnimator* animator = gameLocal.testmodel->GetAnimator();
|
|
for( int i = 0; i < animator->NumAnims(); i++ )
|
|
{
|
|
callback( va( "%s %s", args.Argv( 0 ), animator->AnimFullName( i ) ) );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idTestModel::TestBlend_f
|
|
=====================
|
|
*/
|
|
void idTestModel::TestBlend_f( const idCmdArgs& args )
|
|
{
|
|
if( !gameLocal.testmodel )
|
|
{
|
|
gameLocal.Printf( "No testModel active.\n" );
|
|
return;
|
|
}
|
|
|
|
gameLocal.testmodel->BlendAnim( args );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idTestModel::TestModelNextAnim_f
|
|
=====================
|
|
*/
|
|
void idTestModel::TestModelNextAnim_f( const idCmdArgs& args )
|
|
{
|
|
if( !gameLocal.testmodel )
|
|
{
|
|
gameLocal.Printf( "No testModel active.\n" );
|
|
return;
|
|
}
|
|
|
|
gameLocal.testmodel->NextAnim( args );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idTestModel::TestModelPrevAnim_f
|
|
=====================
|
|
*/
|
|
void idTestModel::TestModelPrevAnim_f( const idCmdArgs& args )
|
|
{
|
|
if( !gameLocal.testmodel )
|
|
{
|
|
gameLocal.Printf( "No testModel active.\n" );
|
|
return;
|
|
}
|
|
|
|
gameLocal.testmodel->PrevAnim( args );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idTestModel::TestModelNextFrame_f
|
|
=====================
|
|
*/
|
|
void idTestModel::TestModelNextFrame_f( const idCmdArgs& args )
|
|
{
|
|
if( !gameLocal.testmodel )
|
|
{
|
|
gameLocal.Printf( "No testModel active.\n" );
|
|
return;
|
|
}
|
|
|
|
gameLocal.testmodel->NextFrame( args );
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
idTestModel::TestModelPrevFrame_f
|
|
=====================
|
|
*/
|
|
void idTestModel::TestModelPrevFrame_f( const idCmdArgs& args )
|
|
{
|
|
if( !gameLocal.testmodel )
|
|
{
|
|
gameLocal.Printf( "No testModel active.\n" );
|
|
return;
|
|
}
|
|
|
|
gameLocal.testmodel->PrevFrame( args );
|
|
}
|