doom3/neo/d3xp/anim/Anim.cpp

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2011-11-22 21:28:15 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
bool idAnimManager::forceExport = false;
/***********************************************************************
idMD5Anim
***********************************************************************/
/*
====================
idMD5Anim::idMD5Anim
====================
*/
idMD5Anim::idMD5Anim() {
ref_count = 0;
numFrames = 0;
numJoints = 0;
frameRate = 24;
animLength = 0;
totaldelta.Zero();
}
/*
====================
idMD5Anim::idMD5Anim
====================
*/
idMD5Anim::~idMD5Anim() {
Free();
}
/*
====================
idMD5Anim::Free
====================
*/
void idMD5Anim::Free( void ) {
numFrames = 0;
numJoints = 0;
frameRate = 24;
animLength = 0;
name = "";
totaldelta.Zero();
jointInfo.Clear();
bounds.Clear();
componentFrames.Clear();
}
/*
====================
idMD5Anim::NumFrames
====================
*/
int idMD5Anim::NumFrames( void ) const {
return numFrames;
}
/*
====================
idMD5Anim::NumJoints
====================
*/
int idMD5Anim::NumJoints( void ) const {
return numJoints;
}
/*
====================
idMD5Anim::Length
====================
*/
int idMD5Anim::Length( void ) const {
return animLength;
}
/*
=====================
idMD5Anim::TotalMovementDelta
=====================
*/
const idVec3 &idMD5Anim::TotalMovementDelta( void ) const {
return totaldelta;
}
/*
=====================
idMD5Anim::TotalMovementDelta
=====================
*/
const char *idMD5Anim::Name( void ) const {
return name;
}
/*
====================
idMD5Anim::Reload
====================
*/
bool idMD5Anim::Reload( void ) {
idStr filename;
filename = name;
Free();
return LoadAnim( filename );
}
/*
====================
idMD5Anim::Allocated
====================
*/
size_t idMD5Anim::Allocated( void ) const {
size_t size = bounds.Allocated() + jointInfo.Allocated() + componentFrames.Allocated() + name.Allocated();
return size;
}
/*
====================
idMD5Anim::LoadAnim
====================
*/
bool idMD5Anim::LoadAnim( const char *filename ) {
int version;
idLexer parser( LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS | LEXFL_NOSTRINGCONCAT );
idToken token;
int i, j;
int num;
if ( !parser.LoadFile( filename ) ) {
return false;
}
Free();
name = filename;
parser.ExpectTokenString( MD5_VERSION_STRING );
version = parser.ParseInt();
if ( version != MD5_VERSION ) {
parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
}
// skip the commandline
parser.ExpectTokenString( "commandline" );
parser.ReadToken( &token );
// parse num frames
parser.ExpectTokenString( "numFrames" );
numFrames = parser.ParseInt();
if ( numFrames <= 0 ) {
parser.Error( "Invalid number of frames: %d", numFrames );
}
// parse num joints
parser.ExpectTokenString( "numJoints" );
numJoints = parser.ParseInt();
if ( numJoints <= 0 ) {
parser.Error( "Invalid number of joints: %d", numJoints );
}
// parse frame rate
parser.ExpectTokenString( "frameRate" );
frameRate = parser.ParseInt();
if ( frameRate < 0 ) {
parser.Error( "Invalid frame rate: %d", frameRate );
}
// parse number of animated components
parser.ExpectTokenString( "numAnimatedComponents" );
numAnimatedComponents = parser.ParseInt();
if ( ( numAnimatedComponents < 0 ) || ( numAnimatedComponents > numJoints * 6 ) ) {
parser.Error( "Invalid number of animated components: %d", numAnimatedComponents );
}
// parse the hierarchy
jointInfo.SetGranularity( 1 );
jointInfo.SetNum( numJoints );
parser.ExpectTokenString( "hierarchy" );
parser.ExpectTokenString( "{" );
for( i = 0; i < numJoints; i++ ) {
parser.ReadToken( &token );
jointInfo[ i ].nameIndex = animationLib.JointIndex( token );
// parse parent num
jointInfo[ i ].parentNum = parser.ParseInt();
if ( jointInfo[ i ].parentNum >= i ) {
parser.Error( "Invalid parent num: %d", jointInfo[ i ].parentNum );
}
if ( ( i != 0 ) && ( jointInfo[ i ].parentNum < 0 ) ) {
parser.Error( "Animations may have only one root joint" );
}
// parse anim bits
jointInfo[ i ].animBits = parser.ParseInt();
if ( jointInfo[ i ].animBits & ~63 ) {
parser.Error( "Invalid anim bits: %d", jointInfo[ i ].animBits );
}
// parse first component
jointInfo[ i ].firstComponent = parser.ParseInt();
if ( ( numAnimatedComponents > 0 ) && ( ( jointInfo[ i ].firstComponent < 0 ) || ( jointInfo[ i ].firstComponent >= numAnimatedComponents ) ) ) {
parser.Error( "Invalid first component: %d", jointInfo[ i ].firstComponent );
}
}
parser.ExpectTokenString( "}" );
// parse bounds
parser.ExpectTokenString( "bounds" );
parser.ExpectTokenString( "{" );
bounds.SetGranularity( 1 );
bounds.SetNum( numFrames );
for( i = 0; i < numFrames; i++ ) {
parser.Parse1DMatrix( 3, bounds[ i ][ 0 ].ToFloatPtr() );
parser.Parse1DMatrix( 3, bounds[ i ][ 1 ].ToFloatPtr() );
}
parser.ExpectTokenString( "}" );
// parse base frame
baseFrame.SetGranularity( 1 );
baseFrame.SetNum( numJoints );
parser.ExpectTokenString( "baseframe" );
parser.ExpectTokenString( "{" );
for( i = 0; i < numJoints; i++ ) {
idCQuat q;
parser.Parse1DMatrix( 3, baseFrame[ i ].t.ToFloatPtr() );
parser.Parse1DMatrix( 3, q.ToFloatPtr() );//baseFrame[ i ].q.ToFloatPtr() );
baseFrame[ i ].q = q.ToQuat();//.w = baseFrame[ i ].q.CalcW();
}
parser.ExpectTokenString( "}" );
// parse frames
componentFrames.SetGranularity( 1 );
componentFrames.SetNum( numAnimatedComponents * numFrames );
float *componentPtr = componentFrames.Ptr();
for( i = 0; i < numFrames; i++ ) {
parser.ExpectTokenString( "frame" );
num = parser.ParseInt();
if ( num != i ) {
parser.Error( "Expected frame number %d", i );
}
parser.ExpectTokenString( "{" );
for( j = 0; j < numAnimatedComponents; j++, componentPtr++ ) {
*componentPtr = parser.ParseFloat();
}
parser.ExpectTokenString( "}" );
}
// get total move delta
if ( !numAnimatedComponents ) {
totaldelta.Zero();
} else {
componentPtr = &componentFrames[ jointInfo[ 0 ].firstComponent ];
if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
for( i = 0; i < numFrames; i++ ) {
componentPtr[ numAnimatedComponents * i ] -= baseFrame[ 0 ].t.x;
}
totaldelta.x = componentPtr[ numAnimatedComponents * ( numFrames - 1 ) ];
componentPtr++;
} else {
totaldelta.x = 0.0f;
}
if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
for( i = 0; i < numFrames; i++ ) {
componentPtr[ numAnimatedComponents * i ] -= baseFrame[ 0 ].t.y;
}
totaldelta.y = componentPtr[ numAnimatedComponents * ( numFrames - 1 ) ];
componentPtr++;
} else {
totaldelta.y = 0.0f;
}
if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
for( i = 0; i < numFrames; i++ ) {
componentPtr[ numAnimatedComponents * i ] -= baseFrame[ 0 ].t.z;
}
totaldelta.z = componentPtr[ numAnimatedComponents * ( numFrames - 1 ) ];
} else {
totaldelta.z = 0.0f;
}
}
baseFrame[ 0 ].t.Zero();
// we don't count last frame because it would cause a 1 frame pause at the end
animLength = ( ( numFrames - 1 ) * 1000 + frameRate - 1 ) / frameRate;
// done
return true;
}
/*
====================
idMD5Anim::IncreaseRefs
====================
*/
void idMD5Anim::IncreaseRefs( void ) const {
ref_count++;
}
/*
====================
idMD5Anim::DecreaseRefs
====================
*/
void idMD5Anim::DecreaseRefs( void ) const {
ref_count--;
}
/*
====================
idMD5Anim::NumRefs
====================
*/
int idMD5Anim::NumRefs( void ) const {
return ref_count;
}
/*
====================
idMD5Anim::GetFrameBlend
====================
*/
void idMD5Anim::GetFrameBlend( int framenum, frameBlend_t &frame ) const {
frame.cycleCount = 0;
frame.backlerp = 0.0f;
frame.frontlerp = 1.0f;
// frame 1 is first frame
framenum--;
if ( framenum < 0 ) {
framenum = 0;
} else if ( framenum >= numFrames ) {
framenum = numFrames - 1;
}
frame.frame1 = framenum;
frame.frame2 = framenum;
}
/*
====================
idMD5Anim::ConvertTimeToFrame
====================
*/
void idMD5Anim::ConvertTimeToFrame( int time, int cyclecount, frameBlend_t &frame ) const {
int frameTime;
int frameNum;
if ( numFrames <= 1 ) {
frame.frame1 = 0;
frame.frame2 = 0;
frame.backlerp = 0.0f;
frame.frontlerp = 1.0f;
frame.cycleCount = 0;
return;
}
if ( time <= 0 ) {
frame.frame1 = 0;
frame.frame2 = 1;
frame.backlerp = 0.0f;
frame.frontlerp = 1.0f;
frame.cycleCount = 0;
return;
}
frameTime = time * frameRate;
frameNum = frameTime / 1000;
frame.cycleCount = frameNum / ( numFrames - 1 );
if ( ( cyclecount > 0 ) && ( frame.cycleCount >= cyclecount ) ) {
frame.cycleCount = cyclecount - 1;
frame.frame1 = numFrames - 1;
frame.frame2 = frame.frame1;
frame.backlerp = 0.0f;
frame.frontlerp = 1.0f;
return;
}
frame.frame1 = frameNum % ( numFrames - 1 );
frame.frame2 = frame.frame1 + 1;
if ( frame.frame2 >= numFrames ) {
frame.frame2 = 0;
}
frame.backlerp = ( frameTime % 1000 ) * 0.001f;
frame.frontlerp = 1.0f - frame.backlerp;
}
/*
====================
idMD5Anim::GetOrigin
====================
*/
void idMD5Anim::GetOrigin( idVec3 &offset, int time, int cyclecount ) const {
frameBlend_t frame;
offset = baseFrame[ 0 ].t;
if ( !( jointInfo[ 0 ].animBits & ( ANIM_TX | ANIM_TY | ANIM_TZ ) ) ) {
// just use the baseframe
return;
}
ConvertTimeToFrame( time, cyclecount, frame );
const float *componentPtr1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
const float *componentPtr2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];
if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
offset.x = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
componentPtr1++;
componentPtr2++;
}
if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
offset.y = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
componentPtr1++;
componentPtr2++;
}
if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
offset.z = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
}
if ( frame.cycleCount ) {
offset += totaldelta * ( float )frame.cycleCount;
}
}
/*
====================
idMD5Anim::GetOriginRotation
====================
*/
void idMD5Anim::GetOriginRotation( idQuat &rotation, int time, int cyclecount ) const {
frameBlend_t frame;
int animBits;
animBits = jointInfo[ 0 ].animBits;
if ( !( animBits & ( ANIM_QX | ANIM_QY | ANIM_QZ ) ) ) {
// just use the baseframe
rotation = baseFrame[ 0 ].q;
return;
}
ConvertTimeToFrame( time, cyclecount, frame );
const float *jointframe1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
const float *jointframe2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];
if ( animBits & ANIM_TX ) {
jointframe1++;
jointframe2++;
}
if ( animBits & ANIM_TY ) {
jointframe1++;
jointframe2++;
}
if ( animBits & ANIM_TZ ) {
jointframe1++;
jointframe2++;
}
idQuat q1;
idQuat q2;
switch( animBits & (ANIM_QX|ANIM_QY|ANIM_QZ) ) {
case ANIM_QX:
q1.x = jointframe1[0];
q2.x = jointframe2[0];
q1.y = baseFrame[ 0 ].q.y;
q2.y = q1.y;
q1.z = baseFrame[ 0 ].q.z;
q2.z = q1.z;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QY:
q1.y = jointframe1[0];
q2.y = jointframe2[0];
q1.x = baseFrame[ 0 ].q.x;
q2.x = q1.x;
q1.z = baseFrame[ 0 ].q.z;
q2.z = q1.z;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QZ:
q1.z = jointframe1[0];
q2.z = jointframe2[0];
q1.x = baseFrame[ 0 ].q.x;
q2.x = q1.x;
q1.y = baseFrame[ 0 ].q.y;
q2.y = q1.y;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QX|ANIM_QY:
q1.x = jointframe1[0];
q1.y = jointframe1[1];
q2.x = jointframe2[0];
q2.y = jointframe2[1];
q1.z = baseFrame[ 0 ].q.z;
q2.z = q1.z;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QX|ANIM_QZ:
q1.x = jointframe1[0];
q1.z = jointframe1[1];
q2.x = jointframe2[0];
q2.z = jointframe2[1];
q1.y = baseFrame[ 0 ].q.y;
q2.y = q1.y;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QY|ANIM_QZ:
q1.y = jointframe1[0];
q1.z = jointframe1[1];
q2.y = jointframe2[0];
q2.z = jointframe2[1];
q1.x = baseFrame[ 0 ].q.x;
q2.x = q1.x;
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
case ANIM_QX|ANIM_QY|ANIM_QZ:
q1.x = jointframe1[0];
q1.y = jointframe1[1];
q1.z = jointframe1[2];
q2.x = jointframe2[0];
q2.y = jointframe2[1];
q2.z = jointframe2[2];
q1.w = q1.CalcW();
q2.w = q2.CalcW();
break;
}
rotation.Slerp( q1, q2, frame.backlerp );
}
/*
====================
idMD5Anim::GetBounds
====================
*/
void idMD5Anim::GetBounds( idBounds &bnds, int time, int cyclecount ) const {
frameBlend_t frame;
idVec3 offset;
ConvertTimeToFrame( time, cyclecount, frame );
bnds = bounds[ frame.frame1 ];
bnds.AddBounds( bounds[ frame.frame2 ] );
// origin position
offset = baseFrame[ 0 ].t;
if ( jointInfo[ 0 ].animBits & ( ANIM_TX | ANIM_TY | ANIM_TZ ) ) {
const float *componentPtr1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
const float *componentPtr2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];
if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
offset.x = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
componentPtr1++;
componentPtr2++;
}
if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
offset.y = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
componentPtr1++;
componentPtr2++;
}
if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
offset.z = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
}
}
bnds[ 0 ] -= offset;
bnds[ 1 ] -= offset;
}
/*
====================
idMD5Anim::GetInterpolatedFrame
====================
*/
void idMD5Anim::GetInterpolatedFrame( frameBlend_t &frame, idJointQuat *joints, const int *index, int numIndexes ) const {
int i, numLerpJoints;
const float *frame1;
const float *frame2;
const float *jointframe1;
const float *jointframe2;
const jointAnimInfo_t *infoPtr;
int animBits;
idJointQuat *blendJoints;
idJointQuat *jointPtr;
idJointQuat *blendPtr;
int *lerpIndex;
// copy the baseframe
SIMDProcessor->Memcpy( joints, baseFrame.Ptr(), baseFrame.Num() * sizeof( baseFrame[ 0 ] ) );
if ( !numAnimatedComponents ) {
// just use the base frame
return;
}
blendJoints = (idJointQuat *)_alloca16( baseFrame.Num() * sizeof( blendPtr[ 0 ] ) );
lerpIndex = (int *)_alloca16( baseFrame.Num() * sizeof( lerpIndex[ 0 ] ) );
numLerpJoints = 0;
frame1 = &componentFrames[ frame.frame1 * numAnimatedComponents ];
frame2 = &componentFrames[ frame.frame2 * numAnimatedComponents ];
for ( i = 0; i < numIndexes; i++ ) {
int j = index[i];
jointPtr = &joints[j];
blendPtr = &blendJoints[j];
infoPtr = &jointInfo[j];
animBits = infoPtr->animBits;
if ( animBits ) {
lerpIndex[numLerpJoints++] = j;
jointframe1 = frame1 + infoPtr->firstComponent;
jointframe2 = frame2 + infoPtr->firstComponent;
switch( animBits & (ANIM_TX|ANIM_TY|ANIM_TZ) ) {
case 0:
blendPtr->t = jointPtr->t;
break;
case ANIM_TX:
jointPtr->t.x = jointframe1[0];
blendPtr->t.x = jointframe2[0];
blendPtr->t.y = jointPtr->t.y;
blendPtr->t.z = jointPtr->t.z;
jointframe1++;
jointframe2++;
break;
case ANIM_TY:
jointPtr->t.y = jointframe1[0];
blendPtr->t.y = jointframe2[0];
blendPtr->t.x = jointPtr->t.x;
blendPtr->t.z = jointPtr->t.z;
jointframe1++;
jointframe2++;
break;
case ANIM_TZ:
jointPtr->t.z = jointframe1[0];
blendPtr->t.z = jointframe2[0];
blendPtr->t.x = jointPtr->t.x;
blendPtr->t.y = jointPtr->t.y;
jointframe1++;
jointframe2++;
break;
case ANIM_TX|ANIM_TY:
jointPtr->t.x = jointframe1[0];
jointPtr->t.y = jointframe1[1];
blendPtr->t.x = jointframe2[0];
blendPtr->t.y = jointframe2[1];
blendPtr->t.z = jointPtr->t.z;
jointframe1 += 2;
jointframe2 += 2;
break;
case ANIM_TX|ANIM_TZ:
jointPtr->t.x = jointframe1[0];
jointPtr->t.z = jointframe1[1];
blendPtr->t.x = jointframe2[0];
blendPtr->t.z = jointframe2[1];
blendPtr->t.y = jointPtr->t.y;
jointframe1 += 2;
jointframe2 += 2;
break;
case ANIM_TY|ANIM_TZ:
jointPtr->t.y = jointframe1[0];
jointPtr->t.z = jointframe1[1];
blendPtr->t.y = jointframe2[0];
blendPtr->t.z = jointframe2[1];
blendPtr->t.x = jointPtr->t.x;
jointframe1 += 2;
jointframe2 += 2;
break;
case ANIM_TX|ANIM_TY|ANIM_TZ:
jointPtr->t.x = jointframe1[0];
jointPtr->t.y = jointframe1[1];
jointPtr->t.z = jointframe1[2];
blendPtr->t.x = jointframe2[0];
blendPtr->t.y = jointframe2[1];
blendPtr->t.z = jointframe2[2];
jointframe1 += 3;
jointframe2 += 3;
break;
}
switch( animBits & (ANIM_QX|ANIM_QY|ANIM_QZ) ) {
case 0:
blendPtr->q = jointPtr->q;
break;
case ANIM_QX:
jointPtr->q.x = jointframe1[0];
blendPtr->q.x = jointframe2[0];
blendPtr->q.y = jointPtr->q.y;
blendPtr->q.z = jointPtr->q.z;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QY:
jointPtr->q.y = jointframe1[0];
blendPtr->q.y = jointframe2[0];
blendPtr->q.x = jointPtr->q.x;
blendPtr->q.z = jointPtr->q.z;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QZ:
jointPtr->q.z = jointframe1[0];
blendPtr->q.z = jointframe2[0];
blendPtr->q.x = jointPtr->q.x;
blendPtr->q.y = jointPtr->q.y;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QX|ANIM_QY:
jointPtr->q.x = jointframe1[0];
jointPtr->q.y = jointframe1[1];
blendPtr->q.x = jointframe2[0];
blendPtr->q.y = jointframe2[1];
blendPtr->q.z = jointPtr->q.z;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QX|ANIM_QZ:
jointPtr->q.x = jointframe1[0];
jointPtr->q.z = jointframe1[1];
blendPtr->q.x = jointframe2[0];
blendPtr->q.z = jointframe2[1];
blendPtr->q.y = jointPtr->q.y;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QY|ANIM_QZ:
jointPtr->q.y = jointframe1[0];
jointPtr->q.z = jointframe1[1];
blendPtr->q.y = jointframe2[0];
blendPtr->q.z = jointframe2[1];
blendPtr->q.x = jointPtr->q.x;
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
case ANIM_QX|ANIM_QY|ANIM_QZ:
jointPtr->q.x = jointframe1[0];
jointPtr->q.y = jointframe1[1];
jointPtr->q.z = jointframe1[2];
blendPtr->q.x = jointframe2[0];
blendPtr->q.y = jointframe2[1];
blendPtr->q.z = jointframe2[2];
jointPtr->q.w = jointPtr->q.CalcW();
blendPtr->q.w = blendPtr->q.CalcW();
break;
}
}
}
SIMDProcessor->BlendJoints( joints, blendJoints, frame.backlerp, lerpIndex, numLerpJoints );
if ( frame.cycleCount ) {
joints[ 0 ].t += totaldelta * ( float )frame.cycleCount;
}
}
/*
====================
idMD5Anim::GetSingleFrame
====================
*/
void idMD5Anim::GetSingleFrame( int framenum, idJointQuat *joints, const int *index, int numIndexes ) const {
int i;
const float *frame;
const float *jointframe;
int animBits;
idJointQuat *jointPtr;
const jointAnimInfo_t *infoPtr;
// copy the baseframe
SIMDProcessor->Memcpy( joints, baseFrame.Ptr(), baseFrame.Num() * sizeof( baseFrame[ 0 ] ) );
if ( ( framenum == 0 ) || !numAnimatedComponents ) {
// just use the base frame
return;
}
frame = &componentFrames[ framenum * numAnimatedComponents ];
for ( i = 0; i < numIndexes; i++ ) {
int j = index[i];
jointPtr = &joints[j];
infoPtr = &jointInfo[j];
animBits = infoPtr->animBits;
if ( animBits ) {
jointframe = frame + infoPtr->firstComponent;
if ( animBits & (ANIM_TX|ANIM_TY|ANIM_TZ) ) {
if ( animBits & ANIM_TX ) {
jointPtr->t.x = *jointframe++;
}
if ( animBits & ANIM_TY ) {
jointPtr->t.y = *jointframe++;
}
if ( animBits & ANIM_TZ ) {
jointPtr->t.z = *jointframe++;
}
}
if ( animBits & (ANIM_QX|ANIM_QY|ANIM_QZ) ) {
if ( animBits & ANIM_QX ) {
jointPtr->q.x = *jointframe++;
}
if ( animBits & ANIM_QY ) {
jointPtr->q.y = *jointframe++;
}
if ( animBits & ANIM_QZ ) {
jointPtr->q.z = *jointframe;
}
jointPtr->q.w = jointPtr->q.CalcW();
}
}
}
}
/*
====================
idMD5Anim::CheckModelHierarchy
====================
*/
void idMD5Anim::CheckModelHierarchy( const idRenderModel *model ) const {
int i;
int jointNum;
int parent;
if ( jointInfo.Num() != model->NumJoints() ) {
gameLocal.Error( "Model '%s' has different # of joints than anim '%s'", model->Name(), name.c_str() );
}
const idMD5Joint *modelJoints = model->GetJoints();
for( i = 0; i < jointInfo.Num(); i++ ) {
jointNum = jointInfo[ i ].nameIndex;
if ( modelJoints[ i ].name != animationLib.JointName( jointNum ) ) {
gameLocal.Error( "Model '%s''s joint names don't match anim '%s''s", model->Name(), name.c_str() );
}
if ( modelJoints[ i ].parent ) {
parent = modelJoints[ i ].parent - modelJoints;
} else {
parent = -1;
}
if ( parent != jointInfo[ i ].parentNum ) {
gameLocal.Error( "Model '%s' has different joint hierarchy than anim '%s'", model->Name(), name.c_str() );
}
}
}
/***********************************************************************
idAnimManager
***********************************************************************/
/*
====================
idAnimManager::idAnimManager
====================
*/
idAnimManager::idAnimManager() {
}
/*
====================
idAnimManager::~idAnimManager
====================
*/
idAnimManager::~idAnimManager() {
Shutdown();
}
/*
====================
idAnimManager::Shutdown
====================
*/
void idAnimManager::Shutdown( void ) {
animations.DeleteContents();
jointnames.Clear();
jointnamesHash.Free();
}
/*
====================
idAnimManager::GetAnim
====================
*/
idMD5Anim *idAnimManager::GetAnim( const char *name ) {
idMD5Anim **animptrptr;
idMD5Anim *anim;
// see if it has been asked for before
animptrptr = NULL;
if ( animations.Get( name, &animptrptr ) ) {
anim = *animptrptr;
} else {
idStr extension;
idStr filename = name;
filename.ExtractFileExtension( extension );
if ( extension != MD5_ANIM_EXT ) {
return NULL;
}
anim = new idMD5Anim();
if ( !anim->LoadAnim( filename ) ) {
gameLocal.Warning( "Couldn't load anim: '%s'", filename.c_str() );
delete anim;
anim = NULL;
}
animations.Set( filename, anim );
}
return anim;
}
/*
================
idAnimManager::ReloadAnims
================
*/
void idAnimManager::ReloadAnims( void ) {
int i;
idMD5Anim **animptr;
for( i = 0; i < animations.Num(); i++ ) {
animptr = animations.GetIndex( i );
if ( animptr && *animptr ) {
( *animptr )->Reload();
}
}
}
/*
================
idAnimManager::JointIndex
================
*/
int idAnimManager::JointIndex( const char *name ) {
int i, hash;
hash = jointnamesHash.GenerateKey( name );
for ( i = jointnamesHash.First( hash ); i != -1; i = jointnamesHash.Next( i ) ) {
if ( jointnames[i].Cmp( name ) == 0 ) {
return i;
}
}
i = jointnames.Append( name );
jointnamesHash.Add( hash, i );
return i;
}
/*
================
idAnimManager::JointName
================
*/
const char *idAnimManager::JointName( int index ) const {
return jointnames[ index ];
}
/*
================
idAnimManager::ListAnims
================
*/
void idAnimManager::ListAnims( void ) const {
int i;
idMD5Anim **animptr;
idMD5Anim *anim;
size_t size;
size_t s;
size_t namesize;
int num;
num = 0;
size = 0;
for( i = 0; i < animations.Num(); i++ ) {
animptr = animations.GetIndex( i );
if ( animptr && *animptr ) {
anim = *animptr;
s = anim->Size();
gameLocal.Printf( "%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( void ) {
int i;
idMD5Anim **animptr;
idList<idMD5Anim *> removeAnims;
for( i = 0; i < animations.Num(); i++ ) {
animptr = animations.GetIndex( i );
if ( animptr && *animptr ) {
if ( ( *animptr )->NumRefs() <= 0 ) {
removeAnims.Append( *animptr );
}
}
}
for( i = 0; i < removeAnims.Num(); i++ ) {
animations.Remove( removeAnims[ i ]->Name() );
delete removeAnims[ i ];
}
}