jedioutcast/code/ghoul2/g2_bones.cpp

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// leave this as first line for PCH reasons...
//
#include "../server/exe_headers.h"
#ifndef __Q_SHARED_H
#include "../game/q_shared.h"
#endif
#if !defined(TR_LOCAL_H)
#include "../renderer/tr_local.h"
#endif
#if !defined(_QCOMMON_H_)
#include "../qcommon/qcommon.h"
#endif
#include "../renderer/MatComp.h"
#if !defined(G2_H_INC)
#include "G2.h"
#endif
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extern cvar_t *r_Ghoul2BlendMultiplier;
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void G2_Bone_Not_Found(const char *boneName,const char *modName);
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//=====================================================================================================================
// Bone List handling routines - so entities can override bone info on a bone by bone level, and also interrogate this info
// Given a bone name, see if that bone is already in our bone list - note the model_t pointer that gets passed in here MUST point at the
// gla file, not the glm file type.
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int G2_Find_Bone(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
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{
int i;
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
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offsets = (mdxaSkelOffsets_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[0]);
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// look through entire list
for(i=0; i<blist.size(); i++)
{
// if this bone entry has no info in it, bounce over it
if (blist[i].boneNumber == -1)
{
continue;
}
// figure out what skeletal info structure this bone entry is looking at
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skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[blist[i].boneNumber]);
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// if name is the same, we found it
if (!stricmp(skel->name, boneName))
{
return i;
}
}
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#if _DEBUG
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G2_Bone_Not_Found(boneName,ghlInfo->mFileName);
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#endif
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// didn't find it
return -1;
}
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#define DEBUG_G2_BONES (0)
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// we need to add a bone to the list - find a free one and see if we can find a corresponding bone in the gla file
int G2_Add_Bone (const model_t *mod, boneInfo_v &blist, const char *boneName)
{
int i, x;
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
boneInfo_t tempBone;
offsets = (mdxaSkelOffsets_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t));
// walk the entire list of bones in the gla file for this model and see if any match the name of the bone we want to find
for (x=0; x< mod->mdxa->numBones; x++)
{
skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[x]);
// if name is the same, we found it
if (!stricmp(skel->name, boneName))
{
break;
}
}
// check to see we did actually make a match with a bone in the model
if (x == mod->mdxa->numBones)
{
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#if _DEBUG
G2_Bone_Not_Found(boneName,mod->name);
#endif
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return -1;
}
// look through entire list - see if it's already there first
for(i=0; i<blist.size(); i++)
{
// if this bone entry has info in it, bounce over it
if (blist[i].boneNumber != -1)
{
skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[blist[i].boneNumber]);
// if name is the same, we found it
if (!stricmp(skel->name, boneName))
{
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#if DEBUG_G2_BONES
{
char mess[1000];
sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n",
i,
x,
boneName);
OutputDebugString(mess);
}
#endif
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return i;
}
}
else
{
// if we found an entry that had a -1 for the bonenumber, then we hit a bone slot that was empty
blist[i].boneNumber = x;
blist[i].flags = 0;
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#if DEBUG_G2_BONES
{
char mess[1000];
sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n",
i,
x,
boneName);
OutputDebugString(mess);
}
#endif
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return i;
}
}
// ok, we didn't find an existing bone of that name, or an empty slot. Lets add an entry
tempBone.boneNumber = x;
tempBone.flags = 0;
blist.push_back(tempBone);
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#if DEBUG_G2_BONES
{
char mess[1000];
sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n",
blist.size()-1,
x,
boneName);
OutputDebugString(mess);
}
#endif
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return blist.size()-1;
}
// Given a model handle, and a bone name, we want to remove this bone from the bone override list
qboolean G2_Remove_Bone_Index ( boneInfo_v &blist, int index)
{
// did we find it?
if (index != -1)
{
// check the flags first - if it's still being used Do NOT remove it
if (!blist[index].flags)
{
// set this bone to not used
blist[index].boneNumber = -1;
}
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return qtrue;
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}
return qfalse;
}
// given a bone number, see if there is an override bone in the bone list
int G2_Find_Bone_In_List(boneInfo_v &blist, const int boneNum)
{
int i;
// look through entire list
for(i=0; i<blist.size(); i++)
{
if (blist[i].boneNumber == boneNum)
{
return i;
}
}
return -1;
}
// given a model, bonelist and bonename, lets stop an anim if it's playing.
qboolean G2_Stop_Bone_Index( boneInfo_v &blist, int index, int flags)
{
// did we find it?
if (index != -1)
{
blist[index].flags &= ~(flags);
// try and remove this bone if we can
return G2_Remove_Bone_Index(blist, index);
}
assert(0);
return qfalse;
}
// generate a matrix for a given bone given some new angles for it.
void G2_Generate_Matrix(const model_t *mod, boneInfo_v &blist, int index, const float *angles, int flags,
const Eorientations up, const Eorientations left, const Eorientations forward)
{
mdxaSkel_t *skel;
mdxaSkelOffsets_t *offsets;
mdxaBone_t temp1;
mdxaBone_t permutation;
mdxaBone_t *boneOverride = &blist[index].matrix;
vec3_t newAngles;
if (flags & (BONE_ANGLES_PREMULT | BONE_ANGLES_POSTMULT))
{
// build us a matrix out of the angles we are fed - but swap y and z because of wacky Quake setup
vec3_t newAngles;
// determine what axis newAngles Yaw should revolve around
switch (up)
{
case NEGATIVE_X:
newAngles[1] = angles[2] + 180;
break;
case POSITIVE_X:
newAngles[1] = angles[2];
break;
case NEGATIVE_Y:
newAngles[1] = angles[0];
break;
case POSITIVE_Y:
newAngles[1] = angles[0];
break;
case NEGATIVE_Z:
newAngles[1] = angles[1] + 180;
break;
case POSITIVE_Z:
newAngles[1] = angles[1];
break;
}
// determine what axis newAngles pitch should revolve around
switch (left)
{
case NEGATIVE_X:
newAngles[0] = angles[2];
break;
case POSITIVE_X:
newAngles[0] = angles[2] + 180;
break;
case NEGATIVE_Y:
newAngles[0] = angles[0];
break;
case POSITIVE_Y:
newAngles[0] = angles[0] + 180;
break;
case NEGATIVE_Z:
newAngles[0] = angles[1];
break;
case POSITIVE_Z:
newAngles[0] = angles[1];
break;
}
// determine what axis newAngles Roll should revolve around
switch (forward)
{
case NEGATIVE_X:
newAngles[2] = angles[2];
break;
case POSITIVE_X:
newAngles[2] = angles[2];
break;
case NEGATIVE_Y:
newAngles[2] = angles[0];
break;
case POSITIVE_Y:
newAngles[2] = angles[0] + 180;
break;
case NEGATIVE_Z:
newAngles[2] = angles[1];
break;
case POSITIVE_Z:
newAngles[2] = angles[1] + 180;
break;
}
Create_Matrix(newAngles, boneOverride);
// figure out where the bone hirearchy info is
offsets = (mdxaSkelOffsets_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t));
skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[blist[index].boneNumber]);
Multiply_3x4Matrix(&temp1, boneOverride,&skel->BasePoseMatInv);
Multiply_3x4Matrix(boneOverride,&skel->BasePoseMat, &temp1);
}
else
{
VectorCopy(angles, newAngles);
// why I should need do this Fuck alone knows. But I do.
if (left == POSITIVE_Y)
{
newAngles[0] +=180;
}
Create_Matrix(newAngles, &temp1);
permutation.matrix[0][0] = permutation.matrix[0][1] = permutation.matrix[0][2] = permutation.matrix[0][3] = 0;
permutation.matrix[1][0] = permutation.matrix[1][1] = permutation.matrix[1][2] = permutation.matrix[1][3] = 0;
permutation.matrix[2][0] = permutation.matrix[2][1] = permutation.matrix[2][2] = permutation.matrix[2][3] = 0;
// determine what axis newAngles Yaw should revolve around
switch (forward)
{
case NEGATIVE_X:
permutation.matrix[0][0] = -1; // works
break;
case POSITIVE_X:
permutation.matrix[0][0] = 1; // works
break;
case NEGATIVE_Y:
permutation.matrix[1][0] = -1;
break;
case POSITIVE_Y:
permutation.matrix[1][0] = 1;
break;
case NEGATIVE_Z:
permutation.matrix[2][0] = -1;
break;
case POSITIVE_Z:
permutation.matrix[2][0] = 1;
break;
}
// determine what axis newAngles pitch should revolve around
switch (left)
{
case NEGATIVE_X:
permutation.matrix[0][1] = -1;
break;
case POSITIVE_X:
permutation.matrix[0][1] = 1;
break;
case NEGATIVE_Y:
permutation.matrix[1][1] = -1; // works
break;
case POSITIVE_Y:
permutation.matrix[1][1] = 1; // works
break;
case NEGATIVE_Z:
permutation.matrix[2][1] = -1;
break;
case POSITIVE_Z:
permutation.matrix[2][1] = 1;
break;
}
// determine what axis newAngles Roll should revolve around
switch (up)
{
case NEGATIVE_X:
permutation.matrix[0][2] = -1;
break;
case POSITIVE_X:
permutation.matrix[0][2] = 1;
break;
case NEGATIVE_Y:
permutation.matrix[1][2] = -1;
break;
case POSITIVE_Y:
permutation.matrix[1][2] = 1;
break;
case NEGATIVE_Z:
permutation.matrix[2][2] = -1; // works
break;
case POSITIVE_Z:
permutation.matrix[2][2] = 1; // works
break;
}
Multiply_3x4Matrix(boneOverride, &temp1,&permutation);
}
// keep a copy of the matrix in the newmatrix which is actually what we use
memcpy(&blist[index].newMatrix, &blist[index].matrix, sizeof(mdxaBone_t));
}
//=========================================================================================
//// Public Bone Routines
// Given a model handle, and a bone name, we want to remove this bone from the bone override list
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qboolean G2_Remove_Bone (CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
if (index==-1)
{
return false;
}
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return G2_Remove_Bone_Index(blist, index);
}
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#define DEBUG_PCJ (0)
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// Given a model handle, and a bone name, we want to set angles specifically for overriding
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qboolean G2_Set_Bone_Angles_Index(CGhoul2Info *ghlInfo, boneInfo_v &blist, const int index,
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const float *angles, const int flags, const Eorientations yaw,
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const Eorientations pitch, const Eorientations roll,
const int blendTime, const int currentTime)
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{
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if (index<0||(index >= blist.size()) || (blist[index].boneNumber == -1))
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{
return qfalse;
}
// yes, so set the angles and flags correctly
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
blist[index].flags |= flags;
blist[index].boneBlendStart = currentTime;
blist[index].boneBlendTime = blendTime;
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#if DEBUG_PCJ
OutputDebugString(va("%8x %2d %6d (%6.2f,%6.2f,%6.2f) %d %d %d %d\n",(int)ghlInfo,index,currentTime,angles[0],angles[1],angles[2],yaw,pitch,roll,flags));
#endif
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G2_Generate_Matrix(ghlInfo->animModel, blist, index, angles, flags, yaw, pitch, roll);
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return qtrue;
}
// Given a model handle, and a bone name, we want to set angles specifically for overriding
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qboolean G2_Set_Bone_Angles(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const float *angles,
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const int flags, const Eorientations up, const Eorientations left, const Eorientations forward,
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const int blendTime, const int currentTime)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
if (index == -1)
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{
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index = G2_Add_Bone(ghlInfo->animModel, blist, boneName);
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}
if (index != -1)
{
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
blist[index].flags |= flags;
blist[index].boneBlendStart = currentTime;
blist[index].boneBlendTime = blendTime;
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G2_Generate_Matrix(ghlInfo->animModel, blist, index, angles, flags, up, left, forward);
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return qtrue;
}
return qfalse;
}
// Given a model handle, and a bone name, we want to set angles specifically for overriding - using a matrix directly
qboolean G2_Set_Bone_Angles_Matrix_Index(boneInfo_v &blist, const int index,
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const mdxaBone_t &matrix, const int flags,
const int blendTime, const int currentTime)
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{
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if (index<0||(index >= blist.size()) || (blist[index].boneNumber == -1))
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{
// we are attempting to set a bone override that doesn't exist
assert(0);
return qfalse;
}
// yes, so set the angles and flags correctly
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
blist[index].flags |= flags;
blist[index].boneBlendStart = currentTime;
blist[index].boneBlendTime = blendTime;
memcpy(&blist[index].matrix, &matrix, sizeof(mdxaBone_t));
memcpy(&blist[index].newMatrix, &matrix, sizeof(mdxaBone_t));
return qtrue;
}
// Given a model handle, and a bone name, we want to set angles specifically for overriding - using a matrix directly
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qboolean G2_Set_Bone_Angles_Matrix(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const mdxaBone_t &matrix,
const int flags,const int blendTime, const int currentTime)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
if (index == -1)
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{
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index = G2_Add_Bone(ghlInfo->animModel, blist, boneName);
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}
if (index != -1)
{
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
blist[index].flags |= flags;
memcpy(&blist[index].matrix, &matrix, sizeof(mdxaBone_t));
memcpy(&blist[index].newMatrix, &matrix, sizeof(mdxaBone_t));
return qtrue;
}
return qfalse;
}
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#define DEBUG_G2_TIMING (0)
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// given a model, bone name, a bonelist, a start/end frame number, a anim speed and some anim flags, set up or modify an existing bone entry for a new set of anims
qboolean G2_Set_Bone_Anim_Index(boneInfo_v &blist, const int index, const int startFrame,
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const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int AblendTime,int numFrames)
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{
int modFlags = flags;
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int blendTime=AblendTime;
if (r_Ghoul2BlendMultiplier)
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{
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if (r_Ghoul2BlendMultiplier->value!=1.0f)
{
if (r_Ghoul2BlendMultiplier->value<=0.0f)
{
modFlags&=~BONE_ANIM_BLEND;
}
else
{
blendTime=ceil(float(AblendTime)*r_Ghoul2BlendMultiplier->value);
}
}
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}
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if (index<0||index >= blist.size()||blist[index].boneNumber<0)
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{
return qfalse;
}
// sanity check to see if setfram is within animation bounds
if (setFrame != -1)
{
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assert((setFrame >= startFrame) && (setFrame < endFrame));
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}
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// since we already existed, we can check to see if we want to start some blending
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if (modFlags & BONE_ANIM_BLEND)
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{
float currentFrame, animSpeed;
int startFrame, endFrame, flags;
// figure out where we are now
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if (G2_Get_Bone_Anim_Index(blist, index, currentTime, &currentFrame, &startFrame, &endFrame, &flags, &animSpeed,numFrames))
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{
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if (blist[index].blendStart == currentTime) //we're replacing a blend in progress which hasn't started
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{
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// set the amount of time it's going to take to blend this anim with the last frame of the last one
blist[index].blendTime = blendTime;
}
else
{
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if (animSpeed<0.0f)
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{
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blist[index].blendFrame = floor(currentFrame);
blist[index].blendLerpFrame = floor(currentFrame);
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}
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else
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{
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blist[index].blendFrame = currentFrame;
blist[index].blendLerpFrame = currentFrame+1;
// cope with if the lerp frame is actually off the end of the anim
if (blist[index].blendFrame >= blist[index].endFrame )
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{
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// we only want to lerp with the first frame of the anim if we are looping
if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP)
{
blist[index].blendFrame = blist[index].startFrame;
}
// if we intend to end this anim or freeze after this, then just keep on the last frame
else
{
assert(blist[index].endFrame>0);
blist[index].blendFrame = blist[index].endFrame -1;
}
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}
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// cope with if the lerp frame is actually off the end of the anim
if (blist[index].blendLerpFrame >= blist[index].endFrame )
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{
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// we only want to lerp with the first frame of the anim if we are looping
if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP)
{
blist[index].blendLerpFrame = blist[index].startFrame;
}
// if we intend to end this anim or freeze after this, then just keep on the last frame
else
{
assert(blist[index].endFrame>0);
blist[index].blendLerpFrame = blist[index].endFrame - 1;
}
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}
}
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// set the amount of time it's going to take to blend this anim with the last frame of the last one
blist[index].blendTime = blendTime;
blist[index].blendStart = currentTime;
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}
}
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// hmm, we weren't animating on this bone. In which case disable the blend
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else
{
blist[index].blendFrame = blist[index].blendLerpFrame = 0;
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blist[index].blendTime = 0;
// we aren't blending, so remove the option to do so
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modFlags &= ~BONE_ANIM_BLEND;
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//return qfalse;
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}
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}
else
{
blist[index].blendFrame = blist[index].blendLerpFrame = 0;
blist[index].blendTime = blist[index].blendStart = 0;
// we aren't blending, so remove the option to do so
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modFlags &= ~BONE_ANIM_BLEND;
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}
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// yes, so set the anim data and flags correctly
blist[index].endFrame = endFrame;
blist[index].startFrame = startFrame;
blist[index].animSpeed = animSpeed;
blist[index].pauseTime = 0;
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assert(blist[index].blendFrame>=0&&blist[index].blendFrame<numFrames);
assert(blist[index].blendLerpFrame>=0&&blist[index].blendLerpFrame<numFrames);
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// start up the animation:)
if (setFrame != -1)
{
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blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed));
/*
setFrame = bone.startFrame + ((currentTime - bone.startTime) / 50.0f * animSpeed);
(setFrame - bone.startFrame) = ((currentTime - bone.startTime) / 50.0f * animSpeed);
(setFrame - bone.startFrame)*50/animSpeed - currentTime = - bone.startTime;
currentTime - (setFrame - bone.startFrame)*50/animSpeed = bone.startTime;
*/
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}
else
{
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blist[index].startTime = currentTime;
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}
blist[index].flags &= ~(BONE_ANIM_TOTAL);
blist[index].flags |= modFlags;
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#if DEBUG_G2_TIMING
if (index>-10)
{
const boneInfo_t &bone=blist[index];
char mess[1000];
if (bone.flags&BONE_ANIM_BLEND)
{
sprintf(mess,"sab[%2d] %5d %5d (%5d-%5d) %4.2f %4x bt(%5d-%5d) %7.2f %5d\n",
index,
currentTime,
bone.startTime,
bone.startFrame,
bone.endFrame,
bone.animSpeed,
bone.flags,
bone.blendStart,
bone.blendStart+bone.blendTime,
bone.blendFrame,
bone.blendLerpFrame
);
}
else
{
sprintf(mess,"saa[%2d] %5d %5d (%5d-%5d) %4.2f %4x\n",
index,
currentTime,
bone.startTime,
bone.startFrame,
bone.endFrame,
bone.animSpeed,
bone.flags
);
}
OutputDebugString(mess);
}
#endif
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// assert(blist[index].startTime <= currentTime);
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return qtrue;
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}
// given a model, bone name, a bonelist, a start/end frame number, a anim speed and some anim flags, set up or modify an existing bone entry for a new set of anims
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qboolean G2_Set_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int startFrame,
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const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime)
{
int modFlags = flags;
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
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// sanity check to see if setfram is within animation bounds
if (setFrame != -1)
{
assert((setFrame >= startFrame) && (setFrame <= endFrame));
}
// did we find it?
if (index != -1)
{
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return G2_Set_Bone_Anim_Index(blist, index, startFrame, endFrame, flags, animSpeed, currentTime, setFrame, blendTime,ghlInfo->aHeader->numFrames);
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}
// no - lets try and add this bone in
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index = G2_Add_Bone(ghlInfo->animModel, blist, boneName);
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// did we find a free one?
if (index != -1)
{
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blist[index].blendFrame = blist[index].blendLerpFrame = 0;
blist[index].blendTime = 0;
// we aren't blending, so remove the option to do so
modFlags &= ~BONE_ANIM_BLEND;
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// yes, so set the anim data and flags correctly
blist[index].endFrame = endFrame;
blist[index].startFrame = startFrame;
blist[index].animSpeed = animSpeed;
blist[index].pauseTime = 0;
// start up the animation:)
if (setFrame != -1)
{
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blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed));
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}
else
{
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blist[index].startTime = currentTime;
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}
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blist[index].flags &= ~BONE_ANIM_TOTAL;
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blist[index].flags |= modFlags;
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assert(blist[index].blendFrame>=0&&blist[index].blendFrame<ghlInfo->aHeader->numFrames);
assert(blist[index].blendLerpFrame>=0&&blist[index].blendLerpFrame<ghlInfo->aHeader->numFrames);
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#if DEBUG_G2_TIMING
if (index>-10)
{
const boneInfo_t &bone=blist[index];
char mess[1000];
if (bone.flags&BONE_ANIM_BLEND)
{
sprintf(mess,"s2b[%2d] %5d %5d (%5d-%5d) %4.2f %4x bt(%5d-%5d) %7.2f %5d\n",
index,
currentTime,
bone.startTime,
bone.startFrame,
bone.endFrame,
bone.animSpeed,
bone.flags,
bone.blendStart,
bone.blendStart+bone.blendTime,
bone.blendFrame,
bone.blendLerpFrame
);
}
else
{
sprintf(mess,"s2a[%2d] %5d %5d (%5d-%5d) %4.2f %4x\n",
index,
currentTime,
bone.startTime,
bone.startFrame,
bone.endFrame,
bone.animSpeed,
bone.flags
);
}
OutputDebugString(mess);
}
#endif
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return qtrue;
}
//assert(index != -1);
// no
return qfalse;
}
qboolean G2_Get_Bone_Anim_Range_Index(boneInfo_v &blist, const int boneIndex, int *startFrame, int *endFrame)
{
if (boneIndex != -1)
{
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assert(boneIndex>=0&&boneIndex<blist.size());
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// are we an animating bone?
if (blist[boneIndex].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
{
*startFrame = blist[boneIndex].startFrame;
*endFrame = blist[boneIndex].endFrame;
return qtrue;
}
}
return qfalse;
}
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qboolean G2_Get_Bone_Anim_Range(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, int *startFrame, int *endFrame)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
if (index==-1)
{
return qfalse;
}
if (G2_Get_Bone_Anim_Range_Index( blist, index, startFrame, endFrame))
{
assert(*startFrame>=0&&*startFrame<ghlInfo->aHeader->numFrames);
assert(*endFrame>0&&*endFrame<=ghlInfo->aHeader->numFrames);
return qtrue;
}
return qfalse;
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}
// given a model, bonelist and bonename, return the current frame, startframe and endframe of the current animation
// NOTE if we aren't running an animation, then qfalse is returned
qboolean G2_Get_Bone_Anim_Index( boneInfo_v &blist, const int index, const int currentTime,
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float *retcurrentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed,int numFrames)
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{
// did we find it?
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if ((index>=0) && !((index >= blist.size()) || (blist[index].boneNumber == -1)))
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{
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// are we an animating bone?
if (blist[index].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
{
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int currentFrame,newFrame;
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float lerp;
G2_TimingModel(blist[index],currentTime,numFrames,currentFrame,newFrame,lerp);
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*retcurrentFrame =float(currentFrame)+lerp;
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*startFrame = blist[index].startFrame;
*endFrame = blist[index].endFrame;
*flags = blist[index].flags;
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*retAnimSpeed = blist[index].animSpeed;
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return qtrue;
}
}
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*startFrame=0;
*endFrame=1;
*retcurrentFrame=0.0f;
*flags=0;
*retAnimSpeed=0.0f;
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return qfalse;
}
// given a model, bonelist and bonename, return the current frame, startframe and endframe of the current animation
// NOTE if we aren't running an animation, then qfalse is returned
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qboolean G2_Get_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int currentTime,
float *currentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
if (index==-1)
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{
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return qfalse;
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}
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assert(ghlInfo->aHeader);
if (G2_Get_Bone_Anim_Index(blist, index, currentTime, currentFrame, startFrame, endFrame, flags, retAnimSpeed,ghlInfo->aHeader->numFrames))
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{
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assert(*startFrame>=0&&*startFrame<ghlInfo->aHeader->numFrames);
assert(*endFrame>0&&*endFrame<=ghlInfo->aHeader->numFrames);
assert(*currentFrame>=0.0f&&((int)(*currentFrame))<ghlInfo->aHeader->numFrames);
return qtrue;
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}
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return qfalse;
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}
// given a model, bonelist and bonename, lets pause an anim if it's playing.
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qboolean G2_Pause_Bone_Anim_Index( boneInfo_v &blist, const int boneIndex, const int currentTime,int numFrames)
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{
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if (boneIndex>=0&&boneIndex<blist.size())
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{
// are we pausing or un pausing?
if (blist[boneIndex].pauseTime)
{
int startFrame, endFrame, flags;
float currentFrame, animSpeed;
// figure out what frame we are on now
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if (G2_Get_Bone_Anim_Index( blist, boneIndex, blist[boneIndex].pauseTime, &currentFrame, &startFrame, &endFrame, &flags, &animSpeed,numFrames))
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{
// reset start time so we are actually on this frame right now
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G2_Set_Bone_Anim_Index( blist, boneIndex, startFrame, endFrame, flags, animSpeed, currentTime, currentFrame, 0,numFrames);
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// no pausing anymore
blist[boneIndex].pauseTime = 0;
}
else
{
return qfalse;
}
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}
// ahh, just pausing, the easy bit
else
{
blist[boneIndex].pauseTime = currentTime;
}
return qtrue;
}
assert(0);
return qfalse;
}
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qboolean G2_Pause_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int currentTime)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
if (index==-1)
{
return qfalse;
}
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return (G2_Pause_Bone_Anim_Index( blist, index, currentTime,ghlInfo->aHeader->numFrames) );
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}
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qboolean G2_IsPaused(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
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if (index != -1)
{
// are we paused?
if (blist[index].pauseTime)
{
// yup. paused.
return qtrue;
}
return qfalse;
}
return qfalse;
}
// given a model, bonelist and bonename, lets stop an anim if it's playing.
qboolean G2_Stop_Bone_Anim_Index(boneInfo_v &blist, const int index)
{
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if (index<0 || (index >= blist.size()) || (blist[index].boneNumber == -1))
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{
// we are attempting to set a bone override that doesn't exist
return qfalse;
}
blist[index].flags &= ~(BONE_ANIM_TOTAL);
return G2_Remove_Bone_Index(blist, index);
}
// given a model, bonelist and bonename, lets stop an anim if it's playing.
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qboolean G2_Stop_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
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if (index != -1)
{
blist[index].flags &= ~(BONE_ANIM_TOTAL);
return G2_Remove_Bone_Index(blist, index);
}
assert(0);
return qfalse;
}
// given a model, bonelist and bonename, lets stop an anim if it's playing.
qboolean G2_Stop_Bone_Angles_Index(boneInfo_v &blist, const int index)
{
if ((index >= blist.size()) || (blist[index].boneNumber == -1))
{
// we are attempting to set a bone override that doesn't exist
assert(0);
return qfalse;
}
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
return G2_Remove_Bone_Index(blist, index);
}
// given a model, bonelist and bonename, lets stop an anim if it's playing.
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qboolean G2_Stop_Bone_Angles(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
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if (index != -1)
{
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
return G2_Remove_Bone_Index(blist, index);
}
assert(0);
return qfalse;
}
// set the bone list to all unused so the bone transformation routine ignores it.
void G2_Init_Bone_List(boneInfo_v &blist)
{
blist.clear();
}
int G2_Get_Bone_Index(CGhoul2Info *ghoul2, const char *boneName, qboolean bAddIfNotFound)
{
if (bAddIfNotFound)
{
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return G2_Add_Bone(ghoul2->animModel, ghoul2->mBlist, boneName);
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}
else
{
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return G2_Find_Bone(ghoul2, ghoul2->mBlist, boneName);
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}
}