1398 lines
No EOL
42 KiB
C++
1398 lines
No EOL
42 KiB
C++
// leave this as first line for PCH reasons...
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//
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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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#include "G2_local.h"
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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(const model_t *mod, 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 *)mod->mdxa + sizeof(mdxaHeader_t));
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skel = (mdxaSkel_t *)((byte *)mod->mdxa + 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 *)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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return i;
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}
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}
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// didn't find it
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return -1;
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}
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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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// didn't find it? Error
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assert(0);
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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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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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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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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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int newSize = blist.size();
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// now look through the list from the back and see if there is a block of -1's we can resize off the end of the list
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for (int i=blist.size()-1; i>-1; i--)
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{
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if (blist[i].boneNumber == -1)
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{
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newSize = i;
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}
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// once we hit one that isn't a -1, we are done.
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else
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{
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break;
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}
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}
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// do we need to resize?
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if (newSize != blist.size())
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{
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// yes, so lets do it
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blist.resize(newSize);
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}
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return qtrue;
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}
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}
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// assert(0);
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// no
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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 (const char *fileName, boneInfo_v &blist, const char *boneName)
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{
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model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
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model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
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int index = G2_Find_Bone(mod_a, blist, boneName);
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return G2_Remove_Bone_Index(blist, index);
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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_Index( 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, qhandle_t *modelList,
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const int modelIndex, const int blendTime, const int currentTime)
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{
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if ((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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if (flags & (BONE_ANGLES_PREMULT | BONE_ANGLES_POSTMULT))
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{
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// you CANNOT call this with an index with these kinds of bone overrides - we need the model details for these kinds of bone angle overrides
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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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G2_Generate_Matrix(NULL, 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(const char *fileName, 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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qhandle_t *modelList, const int modelIndex, const int blendTime, const int currentTime)
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{
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model_t *mod_m;
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if (!fileName[0])
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{
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mod_m = R_GetModelByHandle(modelList[modelIndex]);
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}
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else
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{
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mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
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}
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model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
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int index = G2_Find_Bone(mod_a, blist, boneName);
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// did we find it?
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if (index != -1)
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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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G2_Generate_Matrix(mod_a, blist, index, angles, flags, up, left, forward);
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return qtrue;
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}
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// no - lets try and add this bone in
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index = G2_Add_Bone(mod_a, blist, boneName);
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// did we find a free one?
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if (index != -1)
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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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G2_Generate_Matrix(mod_a, blist, index, angles, flags, up, left, forward);
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return qtrue;
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}
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assert(0);
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// no
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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, qhandle_t *modelList,
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const int modelIndex, const int blendTime, const int currentTime)
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{
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if ((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(const char *fileName, boneInfo_v &blist, const char *boneName, const mdxaBone_t &matrix,
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const int flags, qhandle_t *modelList, const int modelIndex, const int blendTime, const int currentTime)
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{
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model_t *mod_m;
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if (!fileName[0])
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|
{
|
|
mod_m = R_GetModelByHandle(modelList[modelIndex]);
|
|
}
|
|
else
|
|
{
|
|
mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
|
|
}
|
|
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
|
|
int index = G2_Find_Bone(mod_a, blist, boneName);
|
|
|
|
// did we find it?
|
|
if (index != -1)
|
|
{
|
|
// yes, so set the angles and flags correctly
|
|
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;
|
|
}
|
|
|
|
// no - lets try and add this bone in
|
|
index = G2_Add_Bone(mod_a, blist, boneName);
|
|
|
|
// did we find a free one?
|
|
if (index != -1)
|
|
{
|
|
// yes, so set the angles and flags correctly
|
|
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;
|
|
}
|
|
assert(0);
|
|
|
|
// no
|
|
return qfalse;
|
|
}
|
|
|
|
// 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 blendTime)
|
|
{
|
|
int modFlags = flags;
|
|
|
|
// sanity check some stuff
|
|
//assert(startFrame < 1000);//do we really need this???
|
|
//assert((animSpeed > 0.01) && (animSpeed < 20.0));
|
|
|
|
if ((index >= blist.size()) || (blist[index].boneNumber == -1))
|
|
{
|
|
// we are attempting to set a bone override that doesn't exist
|
|
assert(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 (flags & (BONE_ANIM_BLEND|BONE_ANIM_BLEND_TO_PARENT))
|
|
{
|
|
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, NULL, 0))
|
|
{
|
|
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
|
|
{
|
|
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
|
|
{
|
|
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|BONE_ANIM_BLEND_TO_PARENT);
|
|
}
|
|
}
|
|
else
|
|
// if we are doing it from parent, then we only care about blendtime and blend start, since the rest gets constructed in the renderer
|
|
if (flags & BONE_ANIM_BLEND_FROM_PARENT)
|
|
{
|
|
// if we hit this, someone put a BLEND_FROM_PARENT on a root bone - that's a no no
|
|
assert(blist[index].boneNumber);
|
|
// 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;
|
|
}
|
|
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|BONE_ANIM_BLEND_TO_PARENT);
|
|
}
|
|
|
|
// 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].lastTime = blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed));
|
|
}
|
|
else
|
|
{
|
|
blist[index].lastTime = blist[index].startTime = currentTime;
|
|
}
|
|
blist[index].flags &= ~(BONE_ANIM_TOTAL);
|
|
blist[index].flags |= modFlags;
|
|
|
|
// 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(const char *fileName, 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)
|
|
{
|
|
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
|
|
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
|
|
int index = G2_Find_Bone(mod_a, blist, boneName);
|
|
int modFlags = flags;
|
|
|
|
// sanity check some stuff
|
|
//assert(startFrame < 1000);//do we really need this???
|
|
//assert((animSpeed > 0.01) && (animSpeed < 20.0));
|
|
|
|
// 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)
|
|
{
|
|
// since we already existed, we can check to see if we want to start some blending
|
|
if (flags & (BONE_ANIM_BLEND|BONE_ANIM_BLEND_TO_PARENT))
|
|
{
|
|
float currentFrame, animSpeed;
|
|
int startFrame, endFrame, flags;
|
|
// figure out where we are now
|
|
if (G2_Get_Bone_Anim(fileName, blist, boneName, currentTime, ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed, NULL, 0))
|
|
{
|
|
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
|
|
{
|
|
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
|
|
{
|
|
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|BONE_ANIM_BLEND_TO_PARENT);
|
|
}
|
|
}
|
|
else
|
|
// if we are doing it from parent, then we only care about blendtime and blend start, since the rest gets constructed in the renderer
|
|
if (flags & BONE_ANIM_BLEND_FROM_PARENT)
|
|
{
|
|
// if we hit this, someone put a BLEND_FROM_PARENT on a root bone - that's a no no
|
|
assert(blist[index].boneNumber);
|
|
// 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;
|
|
}
|
|
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|BONE_ANIM_BLEND_TO_PARENT);
|
|
}
|
|
|
|
// 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].lastTime = blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed));
|
|
}
|
|
else
|
|
{
|
|
blist[index].lastTime = blist[index].startTime = currentTime;
|
|
}
|
|
blist[index].flags &= ~(BONE_ANIM_TOTAL);
|
|
blist[index].flags |= modFlags;
|
|
|
|
// assert(blist[index].startTime <= currentTime);
|
|
return qtrue;
|
|
}
|
|
|
|
// no - lets try and add this bone in
|
|
index = G2_Add_Bone(mod_a, blist, boneName);
|
|
|
|
// did we find a free one?
|
|
if (index != -1)
|
|
{
|
|
// if we are doing it from parent, then we only care about blendtime and blend start, since the rest gets constructed in the renderer
|
|
if (flags & BONE_ANIM_BLEND_FROM_PARENT)
|
|
{
|
|
// if we hit this, someone put a BLEND_FROM_PARENT on a root bone - that's a no no
|
|
assert(blist[index].boneNumber);
|
|
// 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;
|
|
}
|
|
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|BONE_ANIM_BLEND_TO_PARENT);
|
|
}
|
|
// 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].lastTime = blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed));
|
|
}
|
|
else
|
|
{
|
|
blist[index].lastTime = blist[index].startTime = currentTime;
|
|
}
|
|
blist[index].flags &= ~(BONE_ANIM_TOTAL);
|
|
blist[index].flags |= modFlags;
|
|
// assert(blist[index].startTime <= currentTime);
|
|
return qtrue;
|
|
}
|
|
|
|
assert(0);
|
|
// no
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G2_Get_Bone_Anim_Range(const char *fileName, boneInfo_v &blist, const char *boneName, int *startFrame, int *endFrame)
|
|
{
|
|
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
|
|
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
|
|
int index = G2_Find_Bone(mod_a, blist, boneName);
|
|
|
|
// did we find it?
|
|
if (index != -1)
|
|
{
|
|
// are we an animating bone?
|
|
if (blist[index].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
|
|
{
|
|
*startFrame = blist[index].startFrame;
|
|
*endFrame = blist[index].endFrame;
|
|
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 *currentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed, qhandle_t *modelList, int modelIndex)
|
|
{
|
|
|
|
// did we find it?
|
|
if ((index != -1) && !((index >= blist.size()) || (blist[index].boneNumber == -1)))
|
|
{
|
|
// are we an animating bone?
|
|
if (blist[index].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
|
|
{
|
|
// yes - add in animation speed to current frame
|
|
float animSpeed = blist[index].animSpeed;
|
|
float time = (currentTime - blist[index].startTime) / 50.0f;
|
|
float mendFrame = (float)blist[index].endFrame ;
|
|
|
|
// are we a paused anim?
|
|
if (blist[index].pauseTime)
|
|
{
|
|
time = (blist[index].pauseTime - blist[index].startTime) / 50.0f;
|
|
}
|
|
|
|
float newFrame_g = blist[index].startFrame + (time * animSpeed);
|
|
*currentFrame = newFrame_g;
|
|
|
|
int animSize = blist[index].endFrame - blist[index].startFrame;
|
|
// we are supposed to be animating right?
|
|
if (animSize)
|
|
{
|
|
// did we run off the end?
|
|
if (((animSpeed > 0.0f) && (newFrame_g > mendFrame)) ||
|
|
((animSpeed < 0.0f) && (newFrame_g < mendFrame)))
|
|
{
|
|
// yep - decide what to do
|
|
if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP)
|
|
{
|
|
|
|
// get our new animation frame back within the bounds of the animation set
|
|
if (animSpeed < 0.0f)
|
|
{
|
|
while (newFrame_g <= mendFrame)
|
|
{
|
|
newFrame_g -= animSize;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (newFrame_g >= mendFrame)
|
|
{
|
|
newFrame_g -= animSize;
|
|
}
|
|
}
|
|
|
|
*currentFrame = newFrame_g;
|
|
}
|
|
else
|
|
{
|
|
// nope, we ran off the end of the current anim
|
|
if (blist[index].flags & BONE_ANIM_OVERRIDE_FREEZE)
|
|
{
|
|
if (animSpeed > 0.0f)
|
|
{
|
|
*currentFrame = blist[index].endFrame -1;
|
|
}
|
|
else
|
|
{
|
|
*currentFrame = blist[index].endFrame +1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*currentFrame = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*currentFrame = blist[index].startFrame;
|
|
}
|
|
|
|
*startFrame = blist[index].startFrame;
|
|
*endFrame = blist[index].endFrame;
|
|
*flags = blist[index].flags;
|
|
*retAnimSpeed = animSpeed;
|
|
return qtrue;
|
|
}
|
|
}
|
|
*startFrame = *endFrame = *currentFrame = *flags = -1;
|
|
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(const char *fileName, boneInfo_v &blist, const char *boneName, const int currentTime,
|
|
float *currentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed, qhandle_t *modelList, int modelIndex)
|
|
{
|
|
model_t *mod_m;
|
|
if (!fileName[0])
|
|
{
|
|
mod_m = R_GetModelByHandle(modelList[modelIndex]);
|
|
}
|
|
else
|
|
{
|
|
mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
|
|
}
|
|
|
|
|
|
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
|
|
int index = G2_Find_Bone(mod_a, blist, boneName);
|
|
|
|
// did we find it?
|
|
if (index != -1)
|
|
{
|
|
// are we an animating bone?
|
|
if (blist[index].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
|
|
{
|
|
// yes - add in animation speed to current frame
|
|
float animSpeed = blist[index].animSpeed;
|
|
float time = (currentTime - blist[index].startTime) / 50.0f;
|
|
float mendFrame = (float)blist[index].endFrame ;
|
|
|
|
// are we a paused anim?
|
|
if (blist[index].pauseTime)
|
|
{
|
|
time = (blist[index].pauseTime - blist[index].startTime) / 50.0f;
|
|
}
|
|
|
|
float newFrame_g = blist[index].startFrame + (time * animSpeed);
|
|
*currentFrame = newFrame_g;
|
|
|
|
int animSize = blist[index].endFrame - blist[index].startFrame;
|
|
// we are supposed to be animating right?
|
|
if (animSize)
|
|
{
|
|
// did we run off the end?
|
|
if (((animSpeed > 0.0f) && (newFrame_g > mendFrame)) ||
|
|
((animSpeed < 0.0f) && (newFrame_g < mendFrame)))
|
|
{
|
|
// yep - decide what to do
|
|
if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP)
|
|
{
|
|
|
|
// get our new animation frame back within the bounds of the animation set
|
|
if (animSpeed < 0.0f)
|
|
{
|
|
while (newFrame_g <= mendFrame)
|
|
{
|
|
newFrame_g -= animSize;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (newFrame_g >= mendFrame)
|
|
{
|
|
newFrame_g -= animSize;
|
|
}
|
|
}
|
|
|
|
*currentFrame = newFrame_g;
|
|
}
|
|
else
|
|
{
|
|
// nope, we ran off the end of the current anim
|
|
if (blist[index].flags & BONE_ANIM_OVERRIDE_FREEZE)
|
|
{
|
|
if (animSpeed > 0.0f)
|
|
{
|
|
*currentFrame = blist[index].endFrame -1;
|
|
}
|
|
else
|
|
{
|
|
*currentFrame = blist[index].endFrame +1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*currentFrame = -1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
*currentFrame = blist[index].startFrame;
|
|
}
|
|
|
|
*startFrame = blist[index].startFrame;
|
|
*endFrame = blist[index].endFrame;
|
|
*flags = blist[index].flags;
|
|
*retAnimSpeed = animSpeed;
|
|
return qtrue;
|
|
}
|
|
}
|
|
*startFrame = *endFrame = *currentFrame = *flags = -1;
|
|
return qfalse;
|
|
}
|
|
|
|
// given a model, bonelist and bonename, lets pause an anim if it's playing.
|
|
qboolean G2_Pause_Bone_Anim(const char *fileName, boneInfo_v &blist, const char *boneName, const int currentTime)
|
|
{
|
|
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
|
|
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
|
|
int index = G2_Find_Bone(mod_a, blist, boneName);
|
|
|
|
// did we find it?
|
|
if (index != -1)
|
|
{
|
|
// are we pausing or un pausing?
|
|
if (blist[index].pauseTime)
|
|
{
|
|
int startFrame, endFrame, flags;
|
|
float currentFrame, animSpeed;
|
|
|
|
// figure out what frame we are on now
|
|
G2_Get_Bone_Anim(fileName, blist, boneName, blist[index].pauseTime, ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed, NULL, 0);
|
|
// reset start time so we are actually on this frame right now
|
|
G2_Set_Bone_Anim(fileName, blist, boneName, startFrame, endFrame, flags, animSpeed, currentTime, currentFrame, 0);
|
|
// no pausing anymore
|
|
blist[index].pauseTime = 0;
|
|
}
|
|
// ahh, just pausing, the easy bit
|
|
else
|
|
{
|
|
blist[index].pauseTime = currentTime;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
assert(0);
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G2_IsPaused(const char *fileName, boneInfo_v &blist, const char *boneName)
|
|
{
|
|
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
|
|
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
|
|
int index = G2_Find_Bone(mod_a, blist, boneName);
|
|
|
|
// did we find it?
|
|
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 >= 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_ANIM_TOTAL);
|
|
// try and remove this bone if we can
|
|
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(const char *fileName, boneInfo_v &blist, const char *boneName)
|
|
{
|
|
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
|
|
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
|
|
int index = G2_Find_Bone(mod_a, blist, boneName);
|
|
|
|
// did we find it?
|
|
if (index != -1)
|
|
{
|
|
blist[index].flags &= ~(BONE_ANIM_TOTAL);
|
|
// try and remove this bone if we can
|
|
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);
|
|
// try and remove this bone if we can
|
|
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(const char *fileName, boneInfo_v &blist, const char *boneName)
|
|
{
|
|
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(fileName));
|
|
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
|
|
int index = G2_Find_Bone(mod_a, blist, boneName);
|
|
|
|
// did we find it?
|
|
if (index != -1)
|
|
{
|
|
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
|
|
// try and remove this bone if we can
|
|
return G2_Remove_Bone_Index(blist, index);
|
|
}
|
|
assert(0);
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
// actually walk the bone list and update each and every bone if we have ended an animation for them.
|
|
void G2_Animate_Bone_List(CGhoul2Info_v &ghoul2, const int currentTime, const int index )
|
|
{
|
|
int i;
|
|
boneInfo_v &blist = ghoul2[index].mBlist;
|
|
|
|
|
|
#if 0
|
|
// look through entire list
|
|
for(i=0; i<blist.size(); i++)
|
|
{
|
|
// we we a valid bone override?
|
|
if (blist[i].boneNumber != -1)
|
|
{
|
|
// are we animating?
|
|
if (blist[i].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
|
|
{
|
|
// yes - add in animation speed to current frame
|
|
int callbackCurrentTime = currentTime;
|
|
|
|
// cope with note tracks here
|
|
// do we have a note track?
|
|
if (blist[i].boneMap)
|
|
{
|
|
// are we a paused anim?
|
|
if (blist[i].pauseTime)
|
|
{
|
|
callbackCurrentTime = (blist[i].pauseTime - blist[i].startTime);
|
|
}
|
|
|
|
// yes. Ok, lets see if we can find the correct entry for the last time we checked
|
|
int adjustedLastTime = (blist[i].lastTime - blist[i].startTime);
|
|
int adjustedCurrentTime = (callbackCurrentTime - blist[i].startTime);
|
|
|
|
CWInstBoneMap::TBoneMapIter itCur = blist[i].boneMap->mMap.lower_bound(adjustedLastTime);
|
|
CWInstBoneMap::TBoneMapIter itStop = blist[i].boneMap->mMap.upper_bound(adjustedCurrentTime);
|
|
vector<WraithCallInstID> callbacksToFire;
|
|
|
|
boneInfo_t *bone = &blist[i];
|
|
|
|
// walk through the map list of call backs we should hit this frame
|
|
while (itCur != itStop)
|
|
{
|
|
|
|
int calltime = (*itCur).first;
|
|
|
|
// push it into the list ready to fire off later.
|
|
callbacksToFire.push_back((*itCur).second);
|
|
|
|
// did we hit an exact match?
|
|
if ((*itCur).first == adjustedCurrentTime)
|
|
{
|
|
// adjust the next time by the anim speed, so if we are running fast we won't lose this jumping of one millisecond
|
|
int adjuster = 1;
|
|
if (blist[i].animSpeed > 1)
|
|
{
|
|
adjuster = blist[i].animSpeed + 1;
|
|
}
|
|
callbackCurrentTime += adjuster;
|
|
}
|
|
// select next call back to check against
|
|
itCur++;
|
|
|
|
// have we run off the end of the map?
|
|
if (itCur == blist[i].boneMap->mMap.end())
|
|
{
|
|
// does the map loop back to the beginning?
|
|
if (itCur != itStop)
|
|
{
|
|
itCur = blist[i].boneMap->mMap.begin();
|
|
}
|
|
}
|
|
}
|
|
|
|
// fire off all the call backs we have selected for this bone.
|
|
for (int cllbks = 0; cllbks < callbacksToFire.size(); cllbks++)
|
|
{
|
|
TheGhoul2Wraith()->FireCallback(ghoul2, index, callbacksToFire[cllbks], callbackCurrentTime);
|
|
}
|
|
callbacksToFire.clear();
|
|
|
|
// assuming the bone is still here, set the last time to current time
|
|
if (blist[i].boneNumber != -1)
|
|
{
|
|
blist[i].lastTime = callbackCurrentTime;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// look through entire list
|
|
for(i=0; i<blist.size(); i++)
|
|
{
|
|
// we we a valid bone override?
|
|
if (blist[i].boneNumber != -1)
|
|
{
|
|
// are we animating?
|
|
if (blist[i].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
|
|
{
|
|
// yes - add in animation speed to current frame
|
|
float animSpeed = blist[i].animSpeed;
|
|
float endFrame = (float)blist[i].endFrame ;
|
|
float time = (currentTime - blist[i].startTime) / 50.0f;
|
|
// are we a paused anim?
|
|
if (blist[i].pauseTime)
|
|
{
|
|
time = (blist[i].pauseTime - blist[i].startTime) / 50.0f;
|
|
}
|
|
float newFrame_g = blist[i].startFrame + (time * animSpeed);
|
|
|
|
int animSize = endFrame - blist[i].startFrame;
|
|
// we are supposed to be animating right?
|
|
if (animSize)
|
|
{
|
|
// did we run off the end?
|
|
if (((animSpeed > 0.0f) && (newFrame_g > endFrame )) ||
|
|
((animSpeed < 0.0f) && (newFrame_g < endFrame )))
|
|
{
|
|
// yep - decide what to do
|
|
if (blist[i].flags & BONE_ANIM_OVERRIDE_LOOP)
|
|
{
|
|
// get our new animation frame back within the bounds of the animation set
|
|
if (animSpeed < 0.0f)
|
|
{
|
|
while (newFrame_g <= endFrame)
|
|
{
|
|
newFrame_g -= animSize;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while (newFrame_g >= endFrame)
|
|
{
|
|
newFrame_g -= animSize;
|
|
}
|
|
}
|
|
// figure out new start time
|
|
float frameTime = newFrame_g - blist[i].startFrame ;
|
|
blist[i].startTime = currentTime - (int)((frameTime / animSpeed) * 50.0f);
|
|
assert(blist[i].startTime <= currentTime);
|
|
blist[i].lastTime = blist[i].startTime;
|
|
}
|
|
else
|
|
{
|
|
if ((blist[i].flags & (BONE_ANIM_OVERRIDE_FREEZE)) != (BONE_ANIM_OVERRIDE_FREEZE))
|
|
{
|
|
// if we are supposed to reset the default anim, then do so
|
|
if (blist[i].flags & (BONE_ANIM_OVERRIDE_DEFAULT))
|
|
{
|
|
if (animSpeed > 0.0f)
|
|
{
|
|
ghoul2[index].mAnimFrameDefault = blist[i].endFrame -1;
|
|
}
|
|
else
|
|
{
|
|
ghoul2[index].mAnimFrameDefault = blist[i].endFrame + 1;
|
|
}
|
|
}
|
|
// nope, just stop it. And remove the bone if possible
|
|
G2_Stop_Bone_Index(blist, i, (BONE_ANIM_TOTAL));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// else lets see if we are blending to a parent - if so we should stop the anim once the blend is done
|
|
else if (blist[i].flags & BONE_ANIM_BLEND_TO_PARENT)
|
|
{
|
|
// are we done yet?
|
|
if ((blist[i].blendTime + blist[i].blendStart) < currentTime)
|
|
{
|
|
G2_Stop_Bone_Index(blist, i, (BONE_ANIM_TOTAL));
|
|
}
|
|
}
|
|
|
|
// also, lets check to see if this bone might have been doing a bone override that we need to dispose of?
|
|
// we might have deleted this bone?
|
|
if ((blist.size() > i) && (blist[i].flags & BONE_ANGLES_REPLACE_TO_ANIM))
|
|
{
|
|
// are we done yet?
|
|
if ((blist[i].boneBlendTime + blist[i].boneBlendStart) < currentTime)
|
|
{
|
|
G2_Stop_Bone_Index(blist, i, (BONE_ANGLES_TOTAL));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// set the bone list to all unused so the bone transformation routine ignores it.
|
|
void G2_Init_Bone_List(boneInfo_v &blist)
|
|
{
|
|
blist.clear();
|
|
}
|
|
|
|
void G2_RemoveRedundantBoneOverrides(boneInfo_v &blist, int *activeBones)
|
|
{
|
|
int i;
|
|
|
|
// walk the surface list, removing surface overrides or generated surfaces that are pointing at surfaces that aren't active anymore
|
|
for (i=0; i<blist.size(); i++)
|
|
{
|
|
if (blist[i].boneNumber != -1)
|
|
{
|
|
if (!activeBones[blist[i].boneNumber])
|
|
{
|
|
blist[i].flags = 0;
|
|
G2_Remove_Bone_Index(blist, i);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
int G2_Get_Bone_Index(CGhoul2Info *ghoul2, const char *boneName)
|
|
{
|
|
model_t *mod_m = R_GetModelByHandle(RE_RegisterModel(ghoul2->mFileName));
|
|
model_t *mod_a = R_GetModelByHandle(mod_m->mdxm->animIndex);
|
|
|
|
return (G2_Find_Bone(mod_a, ghoul2->mBlist, boneName));
|
|
} |