1002 lines
No EOL
28 KiB
C++
1002 lines
No EOL
28 KiB
C++
// leave this as first line for PCH reasons...
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//
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#include "../server/exe_headers.h"
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#ifndef __Q_SHARED_H
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#include "../game/q_shared.h"
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#endif
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#if !defined(TR_LOCAL_H)
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#include "../renderer/tr_local.h"
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#endif
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#if !defined(_QCOMMON_H_)
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#include "../qcommon/qcommon.h"
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#endif
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#include "../renderer/MatComp.h"
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#if !defined(G2_H_INC)
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#include "G2.h"
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#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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//=====================================================================================================================
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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
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// 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
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// 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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{
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int i;
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mdxaSkel_t *skel;
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mdxaSkelOffsets_t *offsets;
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offsets = (mdxaSkelOffsets_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t));
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skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[0]);
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// look through entire list
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for(i=0; i<blist.size(); i++)
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{
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// if this bone entry has no info in it, bounce over it
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if (blist[i].boneNumber == -1)
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{
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continue;
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}
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// 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
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if (!stricmp(skel->name, boneName))
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{
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return i;
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}
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}
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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
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return -1;
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}
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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
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int G2_Add_Bone (const model_t *mod, boneInfo_v &blist, const char *boneName)
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{
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int i, x;
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mdxaSkel_t *skel;
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mdxaSkelOffsets_t *offsets;
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boneInfo_t tempBone;
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offsets = (mdxaSkelOffsets_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t));
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// 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
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for (x=0; x< mod->mdxa->numBones; x++)
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{
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skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[x]);
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// if name is the same, we found it
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if (!stricmp(skel->name, boneName))
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{
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break;
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}
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}
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// check to see we did actually make a match with a bone in the model
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if (x == mod->mdxa->numBones)
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{
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#if _DEBUG
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G2_Bone_Not_Found(boneName,mod->name);
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#endif
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return -1;
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}
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// look through entire list - see if it's already there first
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for(i=0; i<blist.size(); i++)
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{
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// if this bone entry has info in it, bounce over it
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if (blist[i].boneNumber != -1)
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{
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skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[blist[i].boneNumber]);
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// if name is the same, we found it
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if (!stricmp(skel->name, boneName))
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{
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#if DEBUG_G2_BONES
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{
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char mess[1000];
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sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n",
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i,
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x,
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boneName);
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OutputDebugString(mess);
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}
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#endif
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return i;
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}
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}
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else
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{
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// if we found an entry that had a -1 for the bonenumber, then we hit a bone slot that was empty
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blist[i].boneNumber = x;
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blist[i].flags = 0;
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#if DEBUG_G2_BONES
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{
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char mess[1000];
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sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n",
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i,
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x,
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boneName);
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OutputDebugString(mess);
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}
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#endif
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return i;
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}
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}
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// ok, we didn't find an existing bone of that name, or an empty slot. Lets add an entry
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tempBone.boneNumber = x;
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tempBone.flags = 0;
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blist.push_back(tempBone);
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#if DEBUG_G2_BONES
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{
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char mess[1000];
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sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n",
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blist.size()-1,
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x,
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boneName);
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OutputDebugString(mess);
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}
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#endif
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return blist.size()-1;
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}
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// 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_Index ( boneInfo_v &blist, int index)
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{
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// did we find it?
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if (index != -1)
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{
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// check the flags first - if it's still being used Do NOT remove it
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if (!blist[index].flags)
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{
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// set this bone to not used
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blist[index].boneNumber = -1;
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}
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return qtrue;
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}
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return qfalse;
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}
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// given a bone number, see if there is an override bone in the bone list
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int G2_Find_Bone_In_List(boneInfo_v &blist, const int boneNum)
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{
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int i;
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// look through entire list
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for(i=0; i<blist.size(); i++)
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{
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if (blist[i].boneNumber == boneNum)
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{
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return i;
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}
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}
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return -1;
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}
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// given a model, bonelist and bonename, lets stop an anim if it's playing.
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qboolean G2_Stop_Bone_Index( boneInfo_v &blist, int index, int flags)
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{
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// did we find it?
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if (index != -1)
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{
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blist[index].flags &= ~(flags);
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// try and remove this bone if we can
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return G2_Remove_Bone_Index(blist, index);
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}
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assert(0);
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return qfalse;
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}
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// generate a matrix for a given bone given some new angles for it.
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void G2_Generate_Matrix(const model_t *mod, boneInfo_v &blist, int index, const float *angles, int flags,
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const Eorientations up, const Eorientations left, const Eorientations forward)
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{
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mdxaSkel_t *skel;
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mdxaSkelOffsets_t *offsets;
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mdxaBone_t temp1;
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mdxaBone_t permutation;
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mdxaBone_t *boneOverride = &blist[index].matrix;
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vec3_t newAngles;
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if (flags & (BONE_ANGLES_PREMULT | BONE_ANGLES_POSTMULT))
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{
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// build us a matrix out of the angles we are fed - but swap y and z because of wacky Quake setup
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vec3_t newAngles;
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// determine what axis newAngles Yaw should revolve around
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switch (up)
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{
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case NEGATIVE_X:
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newAngles[1] = angles[2] + 180;
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break;
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case POSITIVE_X:
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newAngles[1] = angles[2];
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break;
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case NEGATIVE_Y:
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newAngles[1] = angles[0];
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break;
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case POSITIVE_Y:
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newAngles[1] = angles[0];
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break;
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case NEGATIVE_Z:
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newAngles[1] = angles[1] + 180;
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break;
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case POSITIVE_Z:
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newAngles[1] = angles[1];
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break;
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}
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// determine what axis newAngles pitch should revolve around
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switch (left)
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{
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case NEGATIVE_X:
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newAngles[0] = angles[2];
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break;
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case POSITIVE_X:
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newAngles[0] = angles[2] + 180;
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break;
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case NEGATIVE_Y:
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newAngles[0] = angles[0];
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break;
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case POSITIVE_Y:
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newAngles[0] = angles[0] + 180;
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break;
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case NEGATIVE_Z:
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newAngles[0] = angles[1];
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break;
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case POSITIVE_Z:
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newAngles[0] = angles[1];
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break;
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}
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// determine what axis newAngles Roll should revolve around
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switch (forward)
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{
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case NEGATIVE_X:
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newAngles[2] = angles[2];
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break;
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case POSITIVE_X:
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newAngles[2] = angles[2];
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break;
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case NEGATIVE_Y:
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newAngles[2] = angles[0];
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break;
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case POSITIVE_Y:
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newAngles[2] = angles[0] + 180;
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break;
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case NEGATIVE_Z:
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newAngles[2] = angles[1];
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break;
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case POSITIVE_Z:
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newAngles[2] = angles[1] + 180;
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break;
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}
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Create_Matrix(newAngles, boneOverride);
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// figure out where the bone hirearchy info is
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offsets = (mdxaSkelOffsets_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t));
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skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[blist[index].boneNumber]);
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Multiply_3x4Matrix(&temp1, boneOverride,&skel->BasePoseMatInv);
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Multiply_3x4Matrix(boneOverride,&skel->BasePoseMat, &temp1);
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}
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else
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{
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VectorCopy(angles, newAngles);
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// why I should need do this Fuck alone knows. But I do.
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if (left == POSITIVE_Y)
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{
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newAngles[0] +=180;
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}
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Create_Matrix(newAngles, &temp1);
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permutation.matrix[0][0] = permutation.matrix[0][1] = permutation.matrix[0][2] = permutation.matrix[0][3] = 0;
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permutation.matrix[1][0] = permutation.matrix[1][1] = permutation.matrix[1][2] = permutation.matrix[1][3] = 0;
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permutation.matrix[2][0] = permutation.matrix[2][1] = permutation.matrix[2][2] = permutation.matrix[2][3] = 0;
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// determine what axis newAngles Yaw should revolve around
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switch (forward)
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{
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case NEGATIVE_X:
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permutation.matrix[0][0] = -1; // works
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break;
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case POSITIVE_X:
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permutation.matrix[0][0] = 1; // works
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break;
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case NEGATIVE_Y:
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permutation.matrix[1][0] = -1;
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break;
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case POSITIVE_Y:
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permutation.matrix[1][0] = 1;
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break;
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case NEGATIVE_Z:
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permutation.matrix[2][0] = -1;
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break;
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case POSITIVE_Z:
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permutation.matrix[2][0] = 1;
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break;
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}
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// determine what axis newAngles pitch should revolve around
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switch (left)
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{
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case NEGATIVE_X:
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permutation.matrix[0][1] = -1;
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break;
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case POSITIVE_X:
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permutation.matrix[0][1] = 1;
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break;
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case NEGATIVE_Y:
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permutation.matrix[1][1] = -1; // works
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break;
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case POSITIVE_Y:
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permutation.matrix[1][1] = 1; // works
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break;
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case NEGATIVE_Z:
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permutation.matrix[2][1] = -1;
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break;
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case POSITIVE_Z:
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permutation.matrix[2][1] = 1;
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break;
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}
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// determine what axis newAngles Roll should revolve around
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switch (up)
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{
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case NEGATIVE_X:
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permutation.matrix[0][2] = -1;
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break;
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case POSITIVE_X:
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permutation.matrix[0][2] = 1;
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break;
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case NEGATIVE_Y:
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permutation.matrix[1][2] = -1;
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break;
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case POSITIVE_Y:
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permutation.matrix[1][2] = 1;
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break;
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case NEGATIVE_Z:
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permutation.matrix[2][2] = -1; // works
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break;
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case POSITIVE_Z:
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permutation.matrix[2][2] = 1; // works
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break;
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}
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Multiply_3x4Matrix(boneOverride, &temp1,&permutation);
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}
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// keep a copy of the matrix in the newmatrix which is actually what we use
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memcpy(&blist[index].newMatrix, &blist[index].matrix, sizeof(mdxaBone_t));
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}
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//=========================================================================================
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//// Public Bone Routines
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// 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);
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if (index==-1)
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{
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return false;
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}
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return G2_Remove_Bone_Index(blist, index);
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}
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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,
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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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{
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return qfalse;
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}
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// yes, so set the angles and flags correctly
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blist[index].flags &= ~(BONE_ANGLES_TOTAL);
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blist[index].flags |= flags;
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blist[index].boneBlendStart = currentTime;
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blist[index].boneBlendTime = blendTime;
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#if DEBUG_PCJ
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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));
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#endif
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G2_Generate_Matrix(ghlInfo->animModel, blist, index, angles, flags, yaw, pitch, roll);
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return qtrue;
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}
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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(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);
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if (index == -1)
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{
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index = G2_Add_Bone(ghlInfo->animModel, blist, boneName);
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}
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if (index != -1)
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{
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blist[index].flags &= ~(BONE_ANGLES_TOTAL);
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blist[index].flags |= flags;
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blist[index].boneBlendStart = currentTime;
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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;
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}
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return qfalse;
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}
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// 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_Index(boneInfo_v &blist, const int index,
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const mdxaBone_t &matrix, const int flags,
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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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{
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// we are attempting to set a bone override that doesn't exist
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assert(0);
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return qfalse;
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}
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// yes, so set the angles and flags correctly
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blist[index].flags &= ~(BONE_ANGLES_TOTAL);
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blist[index].flags |= flags;
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blist[index].boneBlendStart = currentTime;
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blist[index].boneBlendTime = blendTime;
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memcpy(&blist[index].matrix, &matrix, sizeof(mdxaBone_t));
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memcpy(&blist[index].newMatrix, &matrix, sizeof(mdxaBone_t));
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return qtrue;
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}
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// 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,
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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);
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if (index == -1)
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{
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index = G2_Add_Bone(ghlInfo->animModel, blist, boneName);
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}
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if (index != -1)
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{
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blist[index].flags &= ~(BONE_ANGLES_TOTAL);
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blist[index].flags |= flags;
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memcpy(&blist[index].matrix, &matrix, sizeof(mdxaBone_t));
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memcpy(&blist[index].newMatrix, &matrix, sizeof(mdxaBone_t));
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return qtrue;
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}
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return qfalse;
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}
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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,
|
|
const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int AblendTime,int numFrames)
|
|
{
|
|
int modFlags = flags;
|
|
int blendTime=AblendTime;
|
|
|
|
if (r_Ghoul2BlendMultiplier)
|
|
{
|
|
if (r_Ghoul2BlendMultiplier->value!=1.0f)
|
|
{
|
|
if (r_Ghoul2BlendMultiplier->value<=0.0f)
|
|
{
|
|
modFlags&=~BONE_ANIM_BLEND;
|
|
}
|
|
else
|
|
{
|
|
blendTime=ceil(float(AblendTime)*r_Ghoul2BlendMultiplier->value);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (index<0||index >= blist.size()||blist[index].boneNumber<0)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
// sanity check to see if setfram is within animation bounds
|
|
if (setFrame != -1)
|
|
{
|
|
assert((setFrame >= startFrame) && (setFrame < endFrame));
|
|
}
|
|
|
|
|
|
// since we already existed, we can check to see if we want to start some blending
|
|
if (modFlags & BONE_ANIM_BLEND)
|
|
{
|
|
float currentFrame, animSpeed;
|
|
int startFrame, endFrame, flags;
|
|
// figure out where we are now
|
|
if (G2_Get_Bone_Anim_Index(blist, index, currentTime, ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed,numFrames))
|
|
{
|
|
if (blist[index].blendStart == currentTime) //we're replacing a blend in progress which hasn't started
|
|
{
|
|
// 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
|
|
{
|
|
if (animSpeed<0.0f)
|
|
{
|
|
blist[index].blendFrame = floor(currentFrame);
|
|
blist[index].blendLerpFrame = floor(currentFrame);
|
|
}
|
|
else
|
|
{
|
|
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 )
|
|
{
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
// cope with if the lerp frame is actually off the end of the anim
|
|
if (blist[index].blendLerpFrame >= blist[index].endFrame )
|
|
{
|
|
// 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;
|
|
}
|
|
}
|
|
}
|
|
// 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;
|
|
}
|
|
}
|
|
// hmm, we weren't animating on this bone. In which case disable the blend
|
|
else
|
|
{
|
|
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;
|
|
//return qfalse;
|
|
}
|
|
}
|
|
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
|
|
modFlags &= ~BONE_ANIM_BLEND;
|
|
}
|
|
|
|
// 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;
|
|
assert(blist[index].blendFrame>=0&&blist[index].blendFrame<numFrames);
|
|
assert(blist[index].blendLerpFrame>=0&&blist[index].blendLerpFrame<numFrames);
|
|
// start up the animation:)
|
|
if (setFrame != -1)
|
|
{
|
|
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;
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
blist[index].startTime = currentTime;
|
|
}
|
|
blist[index].flags &= ~(BONE_ANIM_TOTAL);
|
|
blist[index].flags |= modFlags;
|
|
|
|
#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
|
|
// assert(blist[index].startTime <= currentTime);
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
// 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(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int startFrame,
|
|
const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime)
|
|
{
|
|
int modFlags = flags;
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
|
|
// 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)
|
|
{
|
|
return G2_Set_Bone_Anim_Index(blist, index, startFrame, endFrame, flags, animSpeed, currentTime, setFrame, blendTime,ghlInfo->aHeader->numFrames);
|
|
}
|
|
// no - lets try and add this bone in
|
|
index = G2_Add_Bone(ghlInfo->animModel, blist, boneName);
|
|
|
|
// did we find a free one?
|
|
if (index != -1)
|
|
{
|
|
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;
|
|
// 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)
|
|
{
|
|
blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed));
|
|
}
|
|
else
|
|
{
|
|
blist[index].startTime = currentTime;
|
|
}
|
|
blist[index].flags &= ~BONE_ANIM_TOTAL;
|
|
blist[index].flags |= modFlags;
|
|
assert(blist[index].blendFrame>=0&&blist[index].blendFrame<ghlInfo->aHeader->numFrames);
|
|
assert(blist[index].blendLerpFrame>=0&&blist[index].blendLerpFrame<ghlInfo->aHeader->numFrames);
|
|
#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
|
|
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)
|
|
{
|
|
assert(boneIndex>=0&&boneIndex<blist.size());
|
|
// 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;
|
|
}
|
|
qboolean G2_Get_Bone_Anim_Range(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, int *startFrame, int *endFrame)
|
|
{
|
|
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;
|
|
}
|
|
|
|
// 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,
|
|
float *retcurrentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed,int numFrames)
|
|
{
|
|
|
|
// did we find it?
|
|
if ((index>=0) && !((index >= blist.size()) || (blist[index].boneNumber == -1)))
|
|
{
|
|
|
|
// are we an animating bone?
|
|
if (blist[index].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
|
|
{
|
|
int currentFrame,newFrame;
|
|
float lerp;
|
|
G2_TimingModel(blist[index],currentTime,numFrames,currentFrame,newFrame,lerp);
|
|
|
|
*retcurrentFrame =float(currentFrame)+lerp;
|
|
*startFrame = blist[index].startFrame;
|
|
*endFrame = blist[index].endFrame;
|
|
*flags = blist[index].flags;
|
|
*retAnimSpeed = blist[index].animSpeed;
|
|
return qtrue;
|
|
}
|
|
}
|
|
*startFrame=0;
|
|
*endFrame=1;
|
|
*retcurrentFrame=0.0f;
|
|
*flags=0;
|
|
*retAnimSpeed=0.0f;
|
|
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
|
|
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)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
if (index==-1)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
assert(ghlInfo->aHeader);
|
|
if (G2_Get_Bone_Anim_Index(blist, index, currentTime, currentFrame, startFrame, endFrame, flags, retAnimSpeed,ghlInfo->aHeader->numFrames))
|
|
{
|
|
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;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
// given a model, bonelist and bonename, lets pause an anim if it's playing.
|
|
qboolean G2_Pause_Bone_Anim_Index( boneInfo_v &blist, const int boneIndex, const int currentTime,int numFrames)
|
|
{
|
|
if (boneIndex>=0&&boneIndex<blist.size())
|
|
{
|
|
// 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
|
|
if (G2_Get_Bone_Anim_Index( blist, boneIndex, blist[boneIndex].pauseTime, ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed,numFrames))
|
|
{
|
|
// reset start time so we are actually on this frame right now
|
|
G2_Set_Bone_Anim_Index( blist, boneIndex, startFrame, endFrame, flags, animSpeed, currentTime, currentFrame, 0,numFrames);
|
|
// no pausing anymore
|
|
blist[boneIndex].pauseTime = 0;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
// ahh, just pausing, the easy bit
|
|
else
|
|
{
|
|
blist[boneIndex].pauseTime = currentTime;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
assert(0);
|
|
return qfalse;
|
|
}
|
|
qboolean G2_Pause_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int currentTime)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
if (index==-1)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
return (G2_Pause_Bone_Anim_Index( blist, index, currentTime,ghlInfo->aHeader->numFrames) );
|
|
}
|
|
|
|
qboolean G2_IsPaused(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
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)
|
|
{
|
|
|
|
if (index<0 || (index >= blist.size()) || (blist[index].boneNumber == -1))
|
|
{
|
|
// 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.
|
|
qboolean G2_Stop_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
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.
|
|
qboolean G2_Stop_Bone_Angles(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
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)
|
|
{
|
|
return G2_Add_Bone(ghoul2->animModel, ghoul2->mBlist, boneName);
|
|
}
|
|
else
|
|
{
|
|
return G2_Find_Bone(ghoul2, ghoul2->mBlist, boneName);
|
|
}
|
|
} |