1182 lines
28 KiB
C++
1182 lines
28 KiB
C++
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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bool idAnimManager::forceExport = false;
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/***********************************************************************
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idMD5Anim
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***********************************************************************/
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/*
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====================
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idMD5Anim::idMD5Anim
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====================
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*/
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idMD5Anim::idMD5Anim() {
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ref_count = 0;
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numFrames = 0;
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numJoints = 0;
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frameRate = 24;
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animLength = 0;
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totaldelta.Zero();
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}
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/*
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====================
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idMD5Anim::idMD5Anim
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====================
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*/
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idMD5Anim::~idMD5Anim() {
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Free();
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}
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/*
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====================
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idMD5Anim::Free
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====================
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*/
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void idMD5Anim::Free( void ) {
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numFrames = 0;
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numJoints = 0;
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frameRate = 24;
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animLength = 0;
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name = "";
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totaldelta.Zero();
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jointInfo.Clear();
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bounds.Clear();
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componentFrames.Clear();
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}
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/*
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====================
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idMD5Anim::NumFrames
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====================
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*/
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int idMD5Anim::NumFrames( void ) const {
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return numFrames;
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}
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/*
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====================
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idMD5Anim::NumJoints
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====================
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*/
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int idMD5Anim::NumJoints( void ) const {
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return numJoints;
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}
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/*
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====================
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idMD5Anim::Length
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====================
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*/
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int idMD5Anim::Length( void ) const {
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return animLength;
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}
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/*
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=====================
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idMD5Anim::TotalMovementDelta
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=====================
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*/
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const idVec3 &idMD5Anim::TotalMovementDelta( void ) const {
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return totaldelta;
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}
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/*
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=====================
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idMD5Anim::TotalMovementDelta
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=====================
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*/
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const char *idMD5Anim::Name( void ) const {
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return name;
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}
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/*
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====================
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idMD5Anim::Reload
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====================
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*/
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bool idMD5Anim::Reload( void ) {
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TIME_THIS_SCOPE( __FUNCLINE__);
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idStr filename;
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filename = name;
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Free();
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return LoadAnim( filename );
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}
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/*
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====================
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idMD5Anim::Allocated
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====================
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*/
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size_t idMD5Anim::Allocated( void ) const {
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size_t size = bounds.Allocated() + jointInfo.Allocated() + componentFrames.Allocated() + name.Allocated();
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return size;
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}
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/*
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====================
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idMD5Anim::LoadAnim
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====================
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*/
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bool idMD5Anim::LoadAnim( const char *filename ) {
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int version;
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// RAVEN BEGIN
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// jsinger: done this way to minimize amount of code change
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idAutoPtr<Lexer> lexer( LexerFactory::MakeLexer(LEXFL_ALLOWPATHNAMES | LEXFL_NOSTRINGESCAPECHARS | LEXFL_NOSTRINGCONCAT) );
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Lexer &parser(*lexer);
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// RAVEN END
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idToken token;
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int i, j;
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int num;
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if ( !parser.LoadFile( filename ) ) {
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return false;
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}
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Free();
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name = filename;
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parser.ExpectTokenString( MD5_VERSION_STRING );
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version = parser.ParseInt();
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if ( version != MD5_VERSION ) {
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parser.Error( "Invalid version %d. Should be version %d\n", version, MD5_VERSION );
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}
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// skip the commandline
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parser.ExpectTokenString( "commandline" );
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parser.ReadToken( &token );
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// parse num frames
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parser.ExpectTokenString( "numFrames" );
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numFrames = parser.ParseInt();
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if ( numFrames <= 0 ) {
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parser.Error( "Invalid number of frames: %d", numFrames );
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}
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// parse num joints
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parser.ExpectTokenString( "numJoints" );
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numJoints = parser.ParseInt();
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if ( numJoints <= 0 ) {
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parser.Error( "Invalid number of joints: %d", numJoints );
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}
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// parse frame rate
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parser.ExpectTokenString( "frameRate" );
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frameRate = parser.ParseInt();
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if ( frameRate < 0 ) {
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parser.Error( "Invalid frame rate: %d", frameRate );
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}
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// parse number of animated components
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parser.ExpectTokenString( "numAnimatedComponents" );
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numAnimatedComponents = parser.ParseInt();
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if ( ( numAnimatedComponents < 0 ) || ( numAnimatedComponents > numJoints * 6 ) ) {
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parser.Error( "Invalid number of animated components: %d", numAnimatedComponents );
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}
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// parse the hierarchy
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jointInfo.SetGranularity( 1 );
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jointInfo.SetNum( numJoints );
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parser.ExpectTokenString( "hierarchy" );
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parser.ExpectTokenString( "{" );
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for( i = 0; i < numJoints; i++ ) {
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parser.ReadToken( &token );
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// RAVEN BEGIN
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// jsinger: animationLib changed to a pointer
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jointInfo[ i ].nameIndex = animationLib->JointIndex( token );
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// RAVEN END
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// parse parent num
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jointInfo[ i ].parentNum = parser.ParseInt();
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if ( jointInfo[ i ].parentNum >= i ) {
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parser.Error( "Invalid parent num: %d", jointInfo[ i ].parentNum );
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}
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if ( ( i != 0 ) && ( jointInfo[ i ].parentNum < 0 ) ) {
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parser.Error( "Animations may have only one root joint" );
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}
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// parse anim bits
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jointInfo[ i ].animBits = parser.ParseInt();
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if ( jointInfo[ i ].animBits & ~63 ) {
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parser.Error( "Invalid anim bits: %d", jointInfo[ i ].animBits );
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}
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// parse first component
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jointInfo[ i ].firstComponent = parser.ParseInt();
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if ( ( numAnimatedComponents > 0 ) && ( ( jointInfo[ i ].firstComponent < 0 ) || ( jointInfo[ i ].firstComponent >= numAnimatedComponents ) ) ) {
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parser.Error( "Invalid first component: %d", jointInfo[ i ].firstComponent );
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}
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}
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parser.ExpectTokenString( "}" );
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// parse bounds
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parser.ExpectTokenString( "bounds" );
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parser.ExpectTokenString( "{" );
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bounds.SetGranularity( 1 );
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bounds.SetNum( numFrames );
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for( i = 0; i < numFrames; i++ ) {
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parser.Parse1DMatrix( 3, bounds[ i ][ 0 ].ToFloatPtr() );
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parser.Parse1DMatrix( 3, bounds[ i ][ 1 ].ToFloatPtr() );
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}
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parser.ExpectTokenString( "}" );
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// parse base frame
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baseFrame.SetGranularity( 1 );
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baseFrame.SetNum( numJoints );
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parser.ExpectTokenString( "baseframe" );
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parser.ExpectTokenString( "{" );
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for( i = 0; i < numJoints; i++ ) {
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idCQuat q;
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parser.Parse1DMatrix( 3, baseFrame[ i ].t.ToFloatPtr() );
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parser.Parse1DMatrix( 3, q.ToFloatPtr() );//baseFrame[ i ].q.ToFloatPtr() );
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baseFrame[ i ].q = q.ToQuat();//.w = baseFrame[ i ].q.CalcW();
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}
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parser.ExpectTokenString( "}" );
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// parse frames
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componentFrames.SetGranularity( 1 );
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componentFrames.SetNum( numAnimatedComponents * numFrames );
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float *componentPtr = componentFrames.Ptr();
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for( i = 0; i < numFrames; i++ ) {
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parser.ExpectTokenString( "frame" );
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num = parser.ParseInt();
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if ( num != i ) {
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parser.Error( "Expected frame number %d", i );
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}
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parser.ExpectTokenString( "{" );
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for( j = 0; j < numAnimatedComponents; j++, componentPtr++ ) {
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*componentPtr = parser.ParseFloat();
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}
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parser.ExpectTokenString( "}" );
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}
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// get total move delta
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if ( !numAnimatedComponents ) {
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totaldelta.Zero();
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} else {
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componentPtr = &componentFrames[ jointInfo[ 0 ].firstComponent ];
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if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
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for( i = 0; i < numFrames; i++ ) {
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componentPtr[ numAnimatedComponents * i ] -= baseFrame[ 0 ].t.x;
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}
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totaldelta.x = componentPtr[ numAnimatedComponents * ( numFrames - 1 ) ];
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componentPtr++;
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} else {
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totaldelta.x = 0.0f;
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}
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if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
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for( i = 0; i < numFrames; i++ ) {
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componentPtr[ numAnimatedComponents * i ] -= baseFrame[ 0 ].t.y;
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}
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totaldelta.y = componentPtr[ numAnimatedComponents * ( numFrames - 1 ) ];
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componentPtr++;
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} else {
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totaldelta.y = 0.0f;
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}
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if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
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for( i = 0; i < numFrames; i++ ) {
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componentPtr[ numAnimatedComponents * i ] -= baseFrame[ 0 ].t.z;
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}
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totaldelta.z = componentPtr[ numAnimatedComponents * ( numFrames - 1 ) ];
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} else {
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totaldelta.z = 0.0f;
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}
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}
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baseFrame[ 0 ].t.Zero();
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// we don't count last frame because it would cause a 1 frame pause at the end
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animLength = ( ( numFrames - 1 ) * 1000 + frameRate - 1 ) / frameRate;
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// done
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return true;
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}
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/*
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====================
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idMD5Anim::IncreaseRefs
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====================
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*/
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void idMD5Anim::IncreaseRefs( void ) const {
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ref_count++;
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}
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/*
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====================
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idMD5Anim::DecreaseRefs
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====================
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*/
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void idMD5Anim::DecreaseRefs( void ) const {
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ref_count--;
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}
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/*
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====================
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idMD5Anim::NumRefs
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====================
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*/
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int idMD5Anim::NumRefs( void ) const {
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return ref_count;
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}
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/*
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====================
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idMD5Anim::ConvertTimeToFrame
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====================
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*/
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void idMD5Anim::ConvertTimeToFrame( int time, int cyclecount, frameBlend_t &frame ) const {
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int frameTime;
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int frameNum;
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if ( numFrames <= 1 ) {
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frame.frame1 = 0;
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frame.frame2 = 0;
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frame.backlerp = 0.0f;
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frame.frontlerp = 1.0f;
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frame.cycleCount = 0;
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return;
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}
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if ( time <= 0 ) {
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frame.frame1 = 0;
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frame.frame2 = 1;
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frame.backlerp = 0.0f;
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frame.frontlerp = 1.0f;
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frame.cycleCount = 0;
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return;
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}
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frameTime = time * frameRate;
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frameNum = frameTime / 1000;
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frame.cycleCount = frameNum / ( numFrames - 1 );
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if ( ( cyclecount > 0 ) && ( frame.cycleCount >= cyclecount ) ) {
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frame.cycleCount = cyclecount - 1;
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frame.frame1 = numFrames - 1;
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frame.frame2 = frame.frame1;
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frame.backlerp = 0.0f;
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frame.frontlerp = 1.0f;
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return;
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}
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frame.frame1 = frameNum % ( numFrames - 1 );
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frame.frame2 = frame.frame1 + 1;
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if ( frame.frame2 >= numFrames ) {
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frame.frame2 = 0;
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}
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frame.backlerp = ( frameTime % 1000 ) * 0.001f;
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frame.frontlerp = 1.0f - frame.backlerp;
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}
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// RAVEN BEGIN
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// jscott: added block
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/*
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====================
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idMD5Anim::ConvertFrameToTime
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MD5_FRAMERATE is always 24
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====================
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*/
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int idMD5Anim::ConvertFrameToTime( frameBlend_t &frame ) const {
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int time;
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// Adjust the time so the lerping doesn't break the reverse calc
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time = ( ( frame.frame1 % (numFrames - 1)) * 1000 ) / frameRate;
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time += 500 / frameRate;
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return( time );
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}
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// RAVEN END
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/*
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====================
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idMD5Anim::GetOrigin
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====================
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*/
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void idMD5Anim::GetOrigin( idVec3 &offset, int time, int cyclecount ) const {
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frameBlend_t frame;
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offset = baseFrame[ 0 ].t;
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if ( !( jointInfo[ 0 ].animBits & ( ANIM_TX | ANIM_TY | ANIM_TZ ) ) ) {
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// just use the baseframe
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return;
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}
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ConvertTimeToFrame( time, cyclecount, frame );
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const float *componentPtr1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
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const float *componentPtr2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];
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if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
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offset.x = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
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componentPtr1++;
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componentPtr2++;
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}
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if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
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offset.y = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
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componentPtr1++;
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componentPtr2++;
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}
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if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
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offset.z = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
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}
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if ( frame.cycleCount ) {
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offset += totaldelta * ( float )frame.cycleCount;
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}
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}
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/*
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====================
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idMD5Anim::GetOriginRotation
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====================
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*/
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void idMD5Anim::GetOriginRotation( idQuat &rotation, int time, int cyclecount ) const {
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frameBlend_t frame;
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int animBits;
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animBits = jointInfo[ 0 ].animBits;
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if ( !( animBits & ( ANIM_QX | ANIM_QY | ANIM_QZ ) ) ) {
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// just use the baseframe
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rotation = baseFrame[ 0 ].q;
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return;
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}
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ConvertTimeToFrame( time, cyclecount, frame );
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const float *jointframe1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
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const float *jointframe2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];
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if ( animBits & ANIM_TX ) {
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jointframe1++;
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jointframe2++;
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}
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if ( animBits & ANIM_TY ) {
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jointframe1++;
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jointframe2++;
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}
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if ( animBits & ANIM_TZ ) {
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jointframe1++;
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jointframe2++;
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}
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idQuat q1;
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idQuat q2;
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switch( animBits & (ANIM_QX|ANIM_QY|ANIM_QZ) ) {
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case ANIM_QX:
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q1.x = jointframe1[0];
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q2.x = jointframe2[0];
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q1.y = baseFrame[ 0 ].q.y;
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q2.y = q1.y;
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q1.z = baseFrame[ 0 ].q.z;
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q2.z = q1.z;
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q1.w = q1.CalcW();
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q2.w = q2.CalcW();
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break;
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case ANIM_QY:
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q1.y = jointframe1[0];
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q2.y = jointframe2[0];
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q1.x = baseFrame[ 0 ].q.x;
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q2.x = q1.x;
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q1.z = baseFrame[ 0 ].q.z;
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q2.z = q1.z;
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q1.w = q1.CalcW();
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q2.w = q2.CalcW();
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break;
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case ANIM_QZ:
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q1.z = jointframe1[0];
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q2.z = jointframe2[0];
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q1.x = baseFrame[ 0 ].q.x;
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q2.x = q1.x;
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q1.y = baseFrame[ 0 ].q.y;
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q2.y = q1.y;
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q1.w = q1.CalcW();
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q2.w = q2.CalcW();
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break;
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case ANIM_QX|ANIM_QY:
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q1.x = jointframe1[0];
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q1.y = jointframe1[1];
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q2.x = jointframe2[0];
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q2.y = jointframe2[1];
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q1.z = baseFrame[ 0 ].q.z;
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q2.z = q1.z;
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q1.w = q1.CalcW();
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q2.w = q2.CalcW();
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break;
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case ANIM_QX|ANIM_QZ:
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q1.x = jointframe1[0];
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q1.z = jointframe1[1];
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q2.x = jointframe2[0];
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q2.z = jointframe2[1];
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q1.y = baseFrame[ 0 ].q.y;
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q2.y = q1.y;
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q1.w = q1.CalcW();
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q2.w = q2.CalcW();
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break;
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case ANIM_QY|ANIM_QZ:
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q1.y = jointframe1[0];
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q1.z = jointframe1[1];
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q2.y = jointframe2[0];
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q2.z = jointframe2[1];
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q1.x = baseFrame[ 0 ].q.x;
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q2.x = q1.x;
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q1.w = q1.CalcW();
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q2.w = q2.CalcW();
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break;
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case ANIM_QX|ANIM_QY|ANIM_QZ:
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q1.x = jointframe1[0];
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q1.y = jointframe1[1];
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q1.z = jointframe1[2];
|
|
q2.x = jointframe2[0];
|
|
q2.y = jointframe2[1];
|
|
q2.z = jointframe2[2];
|
|
q1.w = q1.CalcW();
|
|
q2.w = q2.CalcW();
|
|
break;
|
|
}
|
|
|
|
rotation.Slerp( q1, q2, frame.backlerp );
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idMD5Anim::GetBounds
|
|
====================
|
|
*/
|
|
void idMD5Anim::GetBounds( idBounds &bnds, int time, int cyclecount ) const {
|
|
frameBlend_t frame;
|
|
idVec3 offset;
|
|
|
|
ConvertTimeToFrame( time, cyclecount, frame );
|
|
|
|
bnds = bounds[ frame.frame1 ];
|
|
bnds.AddBounds( bounds[ frame.frame2 ] );
|
|
|
|
// origin position
|
|
offset = baseFrame[ 0 ].t;
|
|
if ( jointInfo[ 0 ].animBits & ( ANIM_TX | ANIM_TY | ANIM_TZ ) ) {
|
|
const float *componentPtr1 = &componentFrames[ numAnimatedComponents * frame.frame1 + jointInfo[ 0 ].firstComponent ];
|
|
const float *componentPtr2 = &componentFrames[ numAnimatedComponents * frame.frame2 + jointInfo[ 0 ].firstComponent ];
|
|
|
|
if ( jointInfo[ 0 ].animBits & ANIM_TX ) {
|
|
offset.x = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
|
|
componentPtr1++;
|
|
componentPtr2++;
|
|
}
|
|
|
|
if ( jointInfo[ 0 ].animBits & ANIM_TY ) {
|
|
offset.y = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
|
|
componentPtr1++;
|
|
componentPtr2++;
|
|
}
|
|
|
|
if ( jointInfo[ 0 ].animBits & ANIM_TZ ) {
|
|
offset.z = *componentPtr1 * frame.frontlerp + *componentPtr2 * frame.backlerp;
|
|
}
|
|
}
|
|
|
|
bnds[ 0 ] -= offset;
|
|
bnds[ 1 ] -= offset;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idMD5Anim::GetInterpolatedFrame
|
|
====================
|
|
*/
|
|
void idMD5Anim::GetInterpolatedFrame( const frameBlend_t &frame, idJointQuat *joints, const int *index, int numIndexes ) const {
|
|
int i, numLerpJoints;
|
|
const float *frame1;
|
|
const float *frame2;
|
|
const float *jointframe1;
|
|
const float *jointframe2;
|
|
const jointAnimInfo_t *infoPtr;
|
|
int animBits;
|
|
idJointQuat *blendJoints;
|
|
idJointQuat *jointPtr;
|
|
idJointQuat *blendPtr;
|
|
int *lerpIndex;
|
|
|
|
// copy the baseframe
|
|
SIMDProcessor->Memcpy( joints, baseFrame.Ptr(), baseFrame.Num() * sizeof( baseFrame[ 0 ] ) );
|
|
|
|
#if 0
|
|
if ( !gameLocal.isLastPredictFrame ) {
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
if ( !numAnimatedComponents ) {
|
|
// just use the base frame
|
|
return;
|
|
}
|
|
|
|
blendJoints = (idJointQuat *)_alloca16( baseFrame.Num() * sizeof( blendPtr[ 0 ] ) );
|
|
lerpIndex = (int *)_alloca16( baseFrame.Num() * sizeof( lerpIndex[ 0 ] ) );
|
|
numLerpJoints = 0;
|
|
|
|
frame1 = &componentFrames[ frame.frame1 * numAnimatedComponents ];
|
|
frame2 = &componentFrames[ frame.frame2 * numAnimatedComponents ];
|
|
|
|
for ( i = 0; i < numIndexes; i++ ) {
|
|
int j = index[i];
|
|
jointPtr = &joints[j];
|
|
blendPtr = &blendJoints[j];
|
|
infoPtr = &jointInfo[j];
|
|
|
|
animBits = infoPtr->animBits;
|
|
if ( animBits ) {
|
|
|
|
lerpIndex[numLerpJoints++] = j;
|
|
|
|
jointframe1 = frame1 + infoPtr->firstComponent;
|
|
jointframe2 = frame2 + infoPtr->firstComponent;
|
|
|
|
switch( animBits & (ANIM_TX|ANIM_TY|ANIM_TZ) ) {
|
|
case 0:
|
|
blendPtr->t = jointPtr->t;
|
|
break;
|
|
case ANIM_TX:
|
|
jointPtr->t.x = jointframe1[0];
|
|
blendPtr->t.x = jointframe2[0];
|
|
blendPtr->t.y = jointPtr->t.y;
|
|
blendPtr->t.z = jointPtr->t.z;
|
|
jointframe1++;
|
|
jointframe2++;
|
|
break;
|
|
case ANIM_TY:
|
|
jointPtr->t.y = jointframe1[0];
|
|
blendPtr->t.y = jointframe2[0];
|
|
blendPtr->t.x = jointPtr->t.x;
|
|
blendPtr->t.z = jointPtr->t.z;
|
|
jointframe1++;
|
|
jointframe2++;
|
|
break;
|
|
case ANIM_TZ:
|
|
jointPtr->t.z = jointframe1[0];
|
|
blendPtr->t.z = jointframe2[0];
|
|
blendPtr->t.x = jointPtr->t.x;
|
|
blendPtr->t.y = jointPtr->t.y;
|
|
jointframe1++;
|
|
jointframe2++;
|
|
break;
|
|
case ANIM_TX|ANIM_TY:
|
|
jointPtr->t.x = jointframe1[0];
|
|
jointPtr->t.y = jointframe1[1];
|
|
blendPtr->t.x = jointframe2[0];
|
|
blendPtr->t.y = jointframe2[1];
|
|
blendPtr->t.z = jointPtr->t.z;
|
|
jointframe1 += 2;
|
|
jointframe2 += 2;
|
|
break;
|
|
case ANIM_TX|ANIM_TZ:
|
|
jointPtr->t.x = jointframe1[0];
|
|
jointPtr->t.z = jointframe1[1];
|
|
blendPtr->t.x = jointframe2[0];
|
|
blendPtr->t.z = jointframe2[1];
|
|
blendPtr->t.y = jointPtr->t.y;
|
|
jointframe1 += 2;
|
|
jointframe2 += 2;
|
|
break;
|
|
case ANIM_TY|ANIM_TZ:
|
|
jointPtr->t.y = jointframe1[0];
|
|
jointPtr->t.z = jointframe1[1];
|
|
blendPtr->t.y = jointframe2[0];
|
|
blendPtr->t.z = jointframe2[1];
|
|
blendPtr->t.x = jointPtr->t.x;
|
|
jointframe1 += 2;
|
|
jointframe2 += 2;
|
|
break;
|
|
case ANIM_TX|ANIM_TY|ANIM_TZ:
|
|
jointPtr->t.x = jointframe1[0];
|
|
jointPtr->t.y = jointframe1[1];
|
|
jointPtr->t.z = jointframe1[2];
|
|
blendPtr->t.x = jointframe2[0];
|
|
blendPtr->t.y = jointframe2[1];
|
|
blendPtr->t.z = jointframe2[2];
|
|
jointframe1 += 3;
|
|
jointframe2 += 3;
|
|
break;
|
|
}
|
|
|
|
switch( animBits & (ANIM_QX|ANIM_QY|ANIM_QZ) ) {
|
|
case 0:
|
|
blendPtr->q = jointPtr->q;
|
|
break;
|
|
case ANIM_QX:
|
|
jointPtr->q.x = jointframe1[0];
|
|
blendPtr->q.x = jointframe2[0];
|
|
blendPtr->q.y = jointPtr->q.y;
|
|
blendPtr->q.z = jointPtr->q.z;
|
|
jointPtr->q.w = jointPtr->q.CalcW();
|
|
blendPtr->q.w = blendPtr->q.CalcW();
|
|
break;
|
|
case ANIM_QY:
|
|
jointPtr->q.y = jointframe1[0];
|
|
blendPtr->q.y = jointframe2[0];
|
|
blendPtr->q.x = jointPtr->q.x;
|
|
blendPtr->q.z = jointPtr->q.z;
|
|
jointPtr->q.w = jointPtr->q.CalcW();
|
|
blendPtr->q.w = blendPtr->q.CalcW();
|
|
break;
|
|
case ANIM_QZ:
|
|
jointPtr->q.z = jointframe1[0];
|
|
blendPtr->q.z = jointframe2[0];
|
|
blendPtr->q.x = jointPtr->q.x;
|
|
blendPtr->q.y = jointPtr->q.y;
|
|
jointPtr->q.w = jointPtr->q.CalcW();
|
|
blendPtr->q.w = blendPtr->q.CalcW();
|
|
break;
|
|
case ANIM_QX|ANIM_QY:
|
|
jointPtr->q.x = jointframe1[0];
|
|
jointPtr->q.y = jointframe1[1];
|
|
blendPtr->q.x = jointframe2[0];
|
|
blendPtr->q.y = jointframe2[1];
|
|
blendPtr->q.z = jointPtr->q.z;
|
|
jointPtr->q.w = jointPtr->q.CalcW();
|
|
blendPtr->q.w = blendPtr->q.CalcW();
|
|
break;
|
|
case ANIM_QX|ANIM_QZ:
|
|
jointPtr->q.x = jointframe1[0];
|
|
jointPtr->q.z = jointframe1[1];
|
|
blendPtr->q.x = jointframe2[0];
|
|
blendPtr->q.z = jointframe2[1];
|
|
blendPtr->q.y = jointPtr->q.y;
|
|
jointPtr->q.w = jointPtr->q.CalcW();
|
|
blendPtr->q.w = blendPtr->q.CalcW();
|
|
break;
|
|
case ANIM_QY|ANIM_QZ:
|
|
jointPtr->q.y = jointframe1[0];
|
|
jointPtr->q.z = jointframe1[1];
|
|
blendPtr->q.y = jointframe2[0];
|
|
blendPtr->q.z = jointframe2[1];
|
|
blendPtr->q.x = jointPtr->q.x;
|
|
jointPtr->q.w = jointPtr->q.CalcW();
|
|
blendPtr->q.w = blendPtr->q.CalcW();
|
|
break;
|
|
case ANIM_QX|ANIM_QY|ANIM_QZ:
|
|
jointPtr->q.x = jointframe1[0];
|
|
jointPtr->q.y = jointframe1[1];
|
|
jointPtr->q.z = jointframe1[2];
|
|
blendPtr->q.x = jointframe2[0];
|
|
blendPtr->q.y = jointframe2[1];
|
|
blendPtr->q.z = jointframe2[2];
|
|
jointPtr->q.w = jointPtr->q.CalcW();
|
|
blendPtr->q.w = blendPtr->q.CalcW();
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
SIMDProcessor->BlendJoints( joints, blendJoints, frame.backlerp, lerpIndex, numLerpJoints );
|
|
|
|
if ( frame.cycleCount ) {
|
|
joints[ 0 ].t += totaldelta * ( float )frame.cycleCount;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idMD5Anim::GetSingleFrame
|
|
====================
|
|
*/
|
|
void idMD5Anim::GetSingleFrame( int framenum, idJointQuat *joints, const int *index, int numIndexes ) const {
|
|
int i;
|
|
const float *frame;
|
|
const float *jointframe;
|
|
int animBits;
|
|
idJointQuat *jointPtr;
|
|
const jointAnimInfo_t *infoPtr;
|
|
|
|
// copy the baseframe
|
|
SIMDProcessor->Memcpy( joints, baseFrame.Ptr(), baseFrame.Num() * sizeof( baseFrame[ 0 ] ) );
|
|
|
|
if ( ( framenum == 0 ) || !numAnimatedComponents ) {
|
|
// just use the base frame
|
|
return;
|
|
}
|
|
|
|
frame = &componentFrames[ framenum * numAnimatedComponents ];
|
|
|
|
for ( i = 0; i < numIndexes; i++ ) {
|
|
int j = index[i];
|
|
jointPtr = &joints[j];
|
|
infoPtr = &jointInfo[j];
|
|
|
|
animBits = infoPtr->animBits;
|
|
if ( animBits ) {
|
|
|
|
jointframe = frame + infoPtr->firstComponent;
|
|
|
|
if ( animBits & (ANIM_TX|ANIM_TY|ANIM_TZ) ) {
|
|
|
|
if ( animBits & ANIM_TX ) {
|
|
jointPtr->t.x = *jointframe++;
|
|
}
|
|
|
|
if ( animBits & ANIM_TY ) {
|
|
jointPtr->t.y = *jointframe++;
|
|
}
|
|
|
|
if ( animBits & ANIM_TZ ) {
|
|
jointPtr->t.z = *jointframe++;
|
|
}
|
|
}
|
|
|
|
if ( animBits & (ANIM_QX|ANIM_QY|ANIM_QZ) ) {
|
|
|
|
if ( animBits & ANIM_QX ) {
|
|
jointPtr->q.x = *jointframe++;
|
|
}
|
|
|
|
if ( animBits & ANIM_QY ) {
|
|
jointPtr->q.y = *jointframe++;
|
|
}
|
|
|
|
if ( animBits & ANIM_QZ ) {
|
|
jointPtr->q.z = *jointframe;
|
|
}
|
|
|
|
jointPtr->q.w = jointPtr->q.CalcW();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idMD5Anim::CheckModelHierarchy
|
|
====================
|
|
*/
|
|
void idMD5Anim::CheckModelHierarchy( const idRenderModel *model ) const {
|
|
int i;
|
|
int jointNum;
|
|
int parent;
|
|
|
|
if ( jointInfo.Num() != model->NumJoints() ) {
|
|
// RAVEN BEGIN
|
|
// scork: reports the actual joint # mismatch as well
|
|
gameLocal.Error( "Model '%s' has different # of joints (%d) than anim '%s' (%d)", model->Name(), model->NumJoints(), name.c_str(), jointInfo.Num() );
|
|
// scork: if we don't return here, we get dozens of other warnings generated by mismatching models below, one warning is sufficient...
|
|
if (common->DoingDeclValidation()) {
|
|
return;
|
|
}
|
|
// RAVEN END
|
|
}
|
|
|
|
const idMD5Joint *modelJoints = model->GetJoints();
|
|
for( i = 0; i < jointInfo.Num(); i++ ) {
|
|
jointNum = jointInfo[ i ].nameIndex;
|
|
// RAVEN BEGIN
|
|
// jsinger: animationLib changed to a pointer
|
|
if ( modelJoints[ i ].name != animationLib->JointName( jointNum ) ) {
|
|
// RAVEN END
|
|
gameLocal.Error( "Model '%s''s joint names don't match anim '%s''s", model->Name(), name.c_str() );
|
|
}
|
|
if ( modelJoints[ i ].parent ) {
|
|
parent = modelJoints[ i ].parent - modelJoints;
|
|
} else {
|
|
parent = -1;
|
|
}
|
|
if ( parent != jointInfo[ i ].parentNum ) {
|
|
gameLocal.Error( "Model '%s' has different joint hierarchy than anim '%s'", model->Name(), name.c_str() );
|
|
}
|
|
}
|
|
}
|
|
|
|
/***********************************************************************
|
|
|
|
idAnimManager
|
|
|
|
***********************************************************************/
|
|
|
|
/*
|
|
====================
|
|
idAnimManager::idAnimManager
|
|
====================
|
|
*/
|
|
idAnimManager::idAnimManager() {
|
|
// RAVEN BEGIN
|
|
// mwhitlock: Dynamic memory consolidation
|
|
#if defined(_RV_MEM_SYS_SUPPORT)
|
|
insideLevelLoad=false;
|
|
#endif
|
|
// RAVEN END
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idAnimManager::~idAnimManager
|
|
====================
|
|
*/
|
|
idAnimManager::~idAnimManager() {
|
|
Shutdown();
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idAnimManager::Shutdown
|
|
====================
|
|
*/
|
|
void idAnimManager::Shutdown( void ) {
|
|
animations.DeleteContents();
|
|
jointnames.Clear();
|
|
jointnamesHash.Free();
|
|
}
|
|
|
|
// RAVEN BEGIN
|
|
// mwhitlock: Dynamic memory consolidation
|
|
#if defined(_RV_MEM_SYS_SUPPORT)
|
|
/*
|
|
====================
|
|
idAnimManager::BeginLevelLoad
|
|
====================
|
|
*/
|
|
void idAnimManager::BeginLevelLoad( void )
|
|
{
|
|
insideLevelLoad = true;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
idAnimManager::EndLevelLoad
|
|
====================
|
|
*/
|
|
void idAnimManager::EndLevelLoad( void )
|
|
{
|
|
insideLevelLoad = false;
|
|
}
|
|
#endif
|
|
// RAVEN END
|
|
|
|
/*
|
|
====================
|
|
idAnimManager::GetAnim
|
|
====================
|
|
*/
|
|
idMD5Anim *idAnimManager::GetAnim( const char *name ) {
|
|
idMD5Anim **animptrptr;
|
|
idMD5Anim *anim;
|
|
|
|
// see if it has been asked for before
|
|
animptrptr = NULL;
|
|
if ( animations.Get( name, &animptrptr ) ) {
|
|
anim = *animptrptr;
|
|
} else {
|
|
idStr extension;
|
|
idStr filename = name;
|
|
|
|
filename.ExtractFileExtension( extension );
|
|
if ( extension != MD5_ANIM_EXT ) {
|
|
// RAVEN BEGIN
|
|
// nmckenzie: I'm not interested in debugging this blindly again.
|
|
gameLocal.Warning( "Animation '%s' doesn't have the correct extension for an animation file.", filename.c_str() );
|
|
// RAVEN END
|
|
return NULL;
|
|
}
|
|
|
|
// RAVEN BEGIN
|
|
// mwhitlock: Dynamic memory consolidation
|
|
#if defined(_RV_MEM_SYS_SUPPORT)
|
|
RV_PUSH_SYS_HEAP_ID(insideLevelLoad?RV_HEAP_ID_LEVEL:RV_HEAP_ID_PERMANENT);
|
|
#endif
|
|
// RAVEN END
|
|
anim = new idMD5Anim();
|
|
// RAVEN BEGIN
|
|
// mwhitlock: Dynamic memory consolidation
|
|
#if defined(_RV_MEM_SYS_SUPPORT)
|
|
RV_POP_HEAP();
|
|
#endif
|
|
// RAVEN END
|
|
if ( !anim->LoadAnim( filename ) ) {
|
|
gameLocal.Warning( "Couldn't load anim: '%s'", filename.c_str() );
|
|
delete anim;
|
|
anim = NULL;
|
|
}
|
|
animations.Set( filename, anim );
|
|
}
|
|
|
|
return anim;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idAnimManager::ReloadAnims
|
|
================
|
|
*/
|
|
void idAnimManager::ReloadAnims( void ) {
|
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
|
|
|
int i;
|
|
idMD5Anim **animptr;
|
|
|
|
for( i = 0; i < animations.Num(); i++ ) {
|
|
animptr = animations.GetIndex( i );
|
|
if ( animptr && *animptr ) {
|
|
( *animptr )->Reload();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
idAnimManager::JointIndex
|
|
================
|
|
*/
|
|
int idAnimManager::JointIndex( const char *name ) {
|
|
int i, hash;
|
|
|
|
hash = jointnamesHash.GenerateKey( name );
|
|
for ( i = jointnamesHash.First( hash ); i != -1; i = jointnamesHash.Next( i ) ) {
|
|
if ( jointnames[i].Cmp( name ) == 0 ) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
i = jointnames.Append( name );
|
|
jointnamesHash.Add( hash, i );
|
|
return i;
|
|
}
|
|
|
|
/*
|
|
================
|
|
idAnimManager::JointName
|
|
================
|
|
*/
|
|
const char *idAnimManager::JointName( int index ) const {
|
|
return jointnames[ index ];
|
|
}
|
|
|
|
/*
|
|
================
|
|
idAnimManager::ListAnims
|
|
================
|
|
*/
|
|
void idAnimManager::ListAnims( void ) const {
|
|
int i;
|
|
idMD5Anim **animptr;
|
|
idMD5Anim *anim;
|
|
size_t size;
|
|
size_t s;
|
|
size_t namesize;
|
|
int num;
|
|
|
|
num = 0;
|
|
size = 0;
|
|
for( i = 0; i < animations.Num(); i++ ) {
|
|
animptr = animations.GetIndex( i );
|
|
if ( animptr && *animptr ) {
|
|
anim = *animptr;
|
|
s = anim->Size();
|
|
gameLocal.Printf( "%8d bytes : %2d refs : %s\n", s, anim->NumRefs(), anim->Name() );
|
|
size += s;
|
|
num++;
|
|
}
|
|
}
|
|
|
|
namesize = jointnames.Size() + jointnamesHash.Size();
|
|
for( i = 0; i < jointnames.Num(); i++ ) {
|
|
namesize += jointnames[ i ].Size();
|
|
}
|
|
|
|
gameLocal.Printf( "\n%d memory used in %d anims\n", size, num );
|
|
gameLocal.Printf( "%d memory used in %d joint names\n", namesize, jointnames.Num() );
|
|
}
|
|
|
|
// RAVEN BEGIN
|
|
/*
|
|
================
|
|
idAnimManager::PrintMemInfo
|
|
================
|
|
*/
|
|
void idAnimManager::PrintMemInfo( MemInfo *mi ) {
|
|
|
|
int i;
|
|
idMD5Anim **animptr;
|
|
idMD5Anim *anim;
|
|
size_t size;
|
|
size_t namesize;
|
|
int num;
|
|
idFile *f;
|
|
|
|
f = fileSystem->OpenFileWrite( mi->filebase + "_anim.txt" );
|
|
if( !f ) {
|
|
return;
|
|
}
|
|
|
|
num = 0;
|
|
size = 0;
|
|
for( i = 0; i < animations.Num(); i++ ) {
|
|
animptr = animations.GetIndex( i );
|
|
if ( animptr && *animptr ) {
|
|
anim = *animptr;
|
|
size += anim->Size();
|
|
num++;
|
|
|
|
f->Printf( "%8d: %s\n", anim->Size(), anim->Name() );
|
|
}
|
|
}
|
|
|
|
namesize = jointnames.Size() + jointnamesHash.Size();
|
|
for( i = 0; i < jointnames.Num(); i++ ) {
|
|
namesize += jointnames[ i ].Size();
|
|
}
|
|
|
|
mi->animsAssetsCount = num;
|
|
mi->animsAssetsTotal = namesize + size;
|
|
|
|
f->Printf( "\nTotal anim bytes allocated: %s (%s items)\n", idStr::FormatNumber( mi->animsAssetsTotal ).c_str(), idStr::FormatNumber( mi->animsAssetsCount ).c_str() );
|
|
fileSystem->CloseFile( f );
|
|
}
|
|
// RAVEN END
|
|
|
|
/*
|
|
================
|
|
idAnimManager::FlushUnusedAnims
|
|
================
|
|
*/
|
|
void idAnimManager::FlushUnusedAnims( void ) {
|
|
|
|
TIME_THIS_SCOPE( __FUNCLINE__);
|
|
|
|
int i;
|
|
idMD5Anim **animptr;
|
|
idList<idMD5Anim *> removeAnims;
|
|
|
|
for( i = 0; i < animations.Num(); i++ ) {
|
|
animptr = animations.GetIndex( i );
|
|
if ( animptr && *animptr ) {
|
|
if ( ( *animptr )->NumRefs() <= 0 ) {
|
|
removeAnims.Append( *animptr );
|
|
}
|
|
}
|
|
}
|
|
|
|
for( i = 0; i < removeAnims.Num(); i++ ) {
|
|
animations.Remove( removeAnims[ i ]->Name() );
|
|
delete removeAnims[ i ];
|
|
}
|
|
}
|