mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-11 21:21:47 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
4784 lines
139 KiB
C++
4784 lines
139 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "../server/exe_headers.h"
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#ifndef __Q_SHARED_H
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#include "../qcommon/q_shared.h"
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#endif
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#if !defined(TR_LOCAL_H)
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#include "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 "qcommon/matcomp.h"
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#if !defined(G2_H_INC)
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#include "../ghoul2/G2.h"
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#endif
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//rww - RAGDOLL_BEGIN
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#include <float.h>
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#include "../ghoul2/ghoul2_gore.h"
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//rww - RAGDOLL_END
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extern cvar_t *r_Ghoul2BlendMultiplier;
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void G2_Bone_Not_Found(const char *boneName,const char *modName);
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//=====================================================================================================================
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// Bone List handling routines - so entities can override bone info on a bone by bone level, and also interrogate this info
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// Given a bone name, see if that bone is already in our bone list - note the model_t pointer that gets passed in here MUST point at the
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// gla file, not the glm file type.
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int G2_Find_Bone(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
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{
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mdxaSkel_t *skel;
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mdxaSkelOffsets_t *offsets;
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offsets = (mdxaSkelOffsets_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t));
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skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[0]);
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// look through entire list
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for(size_t i=0; i<blist.size(); i++)
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{
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// if this bone entry has no info in it, bounce over it
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if (blist[i].boneNumber == -1)
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{
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continue;
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}
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// figure out what skeletal info structure this bone entry is looking at
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skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[blist[i].boneNumber]);
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// if name is the same, we found it
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if (!Q_stricmp(skel->name, boneName))
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{
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return i;
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}
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}
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#if _DEBUG
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G2_Bone_Not_Found(boneName,ghlInfo->mFileName);
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#endif
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// didn't find it
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return -1;
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}
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#define DEBUG_G2_BONES (0)
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// we need to add a bone to the list - find a free one and see if we can find a corresponding bone in the gla file
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int G2_Add_Bone (const model_t *mod, boneInfo_v &blist, const char *boneName)
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{
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mdxaSkel_t *skel;
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mdxaSkelOffsets_t *offsets;
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boneInfo_t tempBone;
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//rww - RAGDOLL_BEGIN
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memset(&tempBone, 0, sizeof(tempBone));
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//rww - RAGDOLL_END
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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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int x;
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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 (!Q_stricmp(skel->name, boneName))
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{
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break;
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}
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}
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// check to see we did actually make a match with a bone in the model
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if (x == mod->mdxa->numBones)
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{
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#if _DEBUG
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G2_Bone_Not_Found(boneName,mod->name);
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#endif
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return -1;
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}
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// look through entire list - see if it's already there first
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for(size_t 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 (!Q_stricmp(skel->name, boneName))
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{
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#if DEBUG_G2_BONES
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{
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char mess[1000];
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sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n",
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i,
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x,
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boneName);
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OutputDebugString(mess);
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}
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#endif
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return i;
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}
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}
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else
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{
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// if we found an entry that had a -1 for the bonenumber, then we hit a bone slot that was empty
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blist[i].boneNumber = x;
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blist[i].flags = 0;
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#if DEBUG_G2_BONES
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{
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char mess[1000];
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sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n",
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i,
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x,
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boneName);
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OutputDebugString(mess);
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}
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#endif
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return i;
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}
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}
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// ok, we didn't find an existing bone of that name, or an empty slot. Lets add an entry
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tempBone.boneNumber = x;
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tempBone.flags = 0;
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blist.push_back(tempBone);
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#if DEBUG_G2_BONES
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{
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char mess[1000];
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sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n",
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blist.size()-1,
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x,
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boneName);
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OutputDebugString(mess);
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}
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#endif
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return blist.size()-1;
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}
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// Given a model handle, and a bone name, we want to remove this bone from the bone override list
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qboolean G2_Remove_Bone_Index ( boneInfo_v &blist, int index)
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{
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// did we find it?
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if (index != -1)
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{
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// check the flags first - if it's still being used Do NOT remove it
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if (!blist[index].flags)
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{
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// set this bone to not used
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blist[index].boneNumber = -1;
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}
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return qtrue;
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}
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return qfalse;
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}
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// given a bone number, see if there is an override bone in the bone list
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int G2_Find_Bone_In_List(boneInfo_v &blist, const int boneNum)
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{
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// look through entire list
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for(size_t 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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default:
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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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default:
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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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default:
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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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default:
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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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default:
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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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default:
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break;
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}
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Multiply_3x4Matrix(boneOverride, &temp1,&permutation);
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}
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// keep a copy of the matrix in the newmatrix which is actually what we use
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memcpy(&blist[index].newMatrix, &blist[index].matrix, sizeof(mdxaBone_t));
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}
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//=========================================================================================
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//// Public Bone Routines
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// Given a model handle, and a bone name, we want to remove this bone from the bone override list
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qboolean G2_Remove_Bone (CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
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if (index==-1)
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{
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return qfalse;
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}
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return G2_Remove_Bone_Index(blist, index);
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}
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#define DEBUG_PCJ (0)
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// Given a model handle, and a bone name, we want to set angles specifically for overriding
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qboolean G2_Set_Bone_Angles_Index(CGhoul2Info *ghlInfo, boneInfo_v &blist, const int index,
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const float *angles, const int flags, const Eorientations yaw,
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const Eorientations pitch, const Eorientations roll,
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const int blendTime, const int currentTime)
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{
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if (index<0||(index >= (int)blist.size()) || (blist[index].boneNumber == -1))
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{
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return qfalse;
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}
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// yes, so set the angles and flags correctly
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blist[index].flags &= ~(BONE_ANGLES_TOTAL);
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blist[index].flags |= flags;
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blist[index].boneBlendStart = currentTime;
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blist[index].boneBlendTime = blendTime;
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#if DEBUG_PCJ
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OutputDebugString(va("%8x %2d %6d (%6.2f,%6.2f,%6.2f) %d %d %d %d\n",(int)ghlInfo,index,currentTime,angles[0],angles[1],angles[2],yaw,pitch,roll,flags));
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#endif
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G2_Generate_Matrix(ghlInfo->animModel, blist, index, angles, flags, yaw, pitch, roll);
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return qtrue;
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}
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// Given a model handle, and a bone name, we want to set angles specifically for overriding
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qboolean G2_Set_Bone_Angles(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const float *angles,
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const int flags, const Eorientations up, const Eorientations left, const Eorientations forward,
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const int blendTime, const int currentTime)
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{
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int index = G2_Find_Bone(ghlInfo, blist, boneName);
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if (index == -1)
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{
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index = G2_Add_Bone(ghlInfo->animModel, blist, boneName);
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}
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if (index != -1)
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{
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blist[index].flags &= ~(BONE_ANGLES_TOTAL);
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blist[index].flags |= flags;
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blist[index].boneBlendStart = currentTime;
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blist[index].boneBlendTime = blendTime;
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G2_Generate_Matrix(ghlInfo->animModel, blist, index, angles, flags, up, left, forward);
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return qtrue;
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}
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return qfalse;
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}
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// Given a model handle, and a bone name, we want to set angles specifically for overriding - using a matrix directly
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qboolean G2_Set_Bone_Angles_Matrix_Index(boneInfo_v &blist, const int index,
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const mdxaBone_t &matrix, const int flags,
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const int blendTime, const int currentTime)
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{
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if (index<0||(index >= (int)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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}
|
|
// yes, so set the angles and flags correctly
|
|
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
|
|
blist[index].flags |= flags;
|
|
blist[index].boneBlendStart = currentTime;
|
|
blist[index].boneBlendTime = blendTime;
|
|
|
|
memcpy(&blist[index].matrix, &matrix, sizeof(mdxaBone_t));
|
|
memcpy(&blist[index].newMatrix, &matrix, sizeof(mdxaBone_t));
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
// Given a model handle, and a bone name, we want to set angles specifically for overriding - using a matrix directly
|
|
qboolean G2_Set_Bone_Angles_Matrix(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const mdxaBone_t &matrix,
|
|
const int flags,const int blendTime, const int currentTime)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
if (index == -1)
|
|
{
|
|
index = G2_Add_Bone(ghlInfo->animModel, blist, boneName);
|
|
}
|
|
if (index != -1)
|
|
{
|
|
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
|
|
blist[index].flags |= flags;
|
|
memcpy(&blist[index].matrix, &matrix, sizeof(mdxaBone_t));
|
|
memcpy(&blist[index].newMatrix, &matrix, sizeof(mdxaBone_t));
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
#define DEBUG_G2_TIMING (0)
|
|
|
|
// given a model, bone name, a bonelist, a start/end frame number, a anim speed and some anim flags, set up or modify an existing bone entry for a new set of anims
|
|
qboolean G2_Set_Bone_Anim_Index(boneInfo_v &blist, const int index, const int startFrame,
|
|
const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int AblendTime,int numFrames)
|
|
{
|
|
int modFlags = flags;
|
|
int blendTime=AblendTime;
|
|
|
|
if (r_Ghoul2BlendMultiplier)
|
|
{
|
|
if (r_Ghoul2BlendMultiplier->value!=1.0f)
|
|
{
|
|
if (r_Ghoul2BlendMultiplier->value<=0.0f)
|
|
{
|
|
modFlags&=~BONE_ANIM_BLEND;
|
|
}
|
|
else
|
|
{
|
|
blendTime=ceil(float(AblendTime)*r_Ghoul2BlendMultiplier->value);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (index<0||index >= (int)blist.size()||blist[index].boneNumber<0)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
// sanity check to see if setfram is within animation bounds
|
|
assert((setFrame==-1) || ((setFrame>=startFrame) && (setFrame<endFrame)) || ((setFrame>endFrame) && (setFrame<=(startFrame+1))));
|
|
|
|
|
|
// since we already existed, we can check to see if we want to start some blending
|
|
if (modFlags & BONE_ANIM_BLEND)
|
|
{
|
|
float currentFrame, animSpeed;
|
|
int startFrame, endFrame, flags;
|
|
// figure out where we are now
|
|
if (G2_Get_Bone_Anim_Index(blist, index, currentTime, ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed,numFrames))
|
|
{
|
|
if (blist[index].blendStart == currentTime) //we're replacing a blend in progress which hasn't started
|
|
{
|
|
// set the amount of time it's going to take to blend this anim with the last frame of the last one
|
|
blist[index].blendTime = blendTime;
|
|
}
|
|
else
|
|
{
|
|
if (animSpeed<0.0f)
|
|
{
|
|
blist[index].blendFrame = floor(currentFrame);
|
|
blist[index].blendLerpFrame = floor(currentFrame);
|
|
}
|
|
else
|
|
{
|
|
blist[index].blendFrame = currentFrame;
|
|
blist[index].blendLerpFrame = currentFrame+1;
|
|
|
|
// cope with if the lerp frame is actually off the end of the anim
|
|
if (blist[index].blendFrame >= blist[index].endFrame )
|
|
{
|
|
// we only want to lerp with the first frame of the anim if we are looping
|
|
if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP)
|
|
{
|
|
blist[index].blendFrame = blist[index].startFrame;
|
|
}
|
|
// if we intend to end this anim or freeze after this, then just keep on the last frame
|
|
else
|
|
{
|
|
assert(blist[index].endFrame>0);
|
|
blist[index].blendFrame = blist[index].endFrame -1;
|
|
}
|
|
}
|
|
|
|
// cope with if the lerp frame is actually off the end of the anim
|
|
if (blist[index].blendLerpFrame >= blist[index].endFrame )
|
|
{
|
|
// we only want to lerp with the first frame of the anim if we are looping
|
|
if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP)
|
|
{
|
|
blist[index].blendLerpFrame = blist[index].startFrame;
|
|
}
|
|
// if we intend to end this anim or freeze after this, then just keep on the last frame
|
|
else
|
|
{
|
|
assert(blist[index].endFrame>0);
|
|
blist[index].blendLerpFrame = blist[index].endFrame - 1;
|
|
}
|
|
}
|
|
}
|
|
// set the amount of time it's going to take to blend this anim with the last frame of the last one
|
|
blist[index].blendTime = blendTime;
|
|
blist[index].blendStart = currentTime;
|
|
}
|
|
}
|
|
// hmm, we weren't animating on this bone. In which case disable the blend
|
|
else
|
|
{
|
|
blist[index].blendFrame = blist[index].blendLerpFrame = 0;
|
|
blist[index].blendTime = 0;
|
|
// we aren't blending, so remove the option to do so
|
|
modFlags &= ~BONE_ANIM_BLEND;
|
|
//return qfalse;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
blist[index].blendFrame = blist[index].blendLerpFrame = 0;
|
|
blist[index].blendTime = blist[index].blendStart = 0;
|
|
// we aren't blending, so remove the option to do so
|
|
modFlags &= ~BONE_ANIM_BLEND;
|
|
}
|
|
|
|
// yes, so set the anim data and flags correctly
|
|
blist[index].endFrame = endFrame;
|
|
blist[index].startFrame = startFrame;
|
|
blist[index].animSpeed = animSpeed;
|
|
blist[index].pauseTime = 0;
|
|
assert(blist[index].blendFrame>=0&&blist[index].blendFrame<numFrames);
|
|
assert(blist[index].blendLerpFrame>=0&&blist[index].blendLerpFrame<numFrames);
|
|
// start up the animation:)
|
|
if (setFrame != -1)
|
|
{
|
|
blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed));
|
|
/*
|
|
setFrame = bone.startFrame + ((currentTime - bone.startTime) / 50.0f * animSpeed);
|
|
|
|
(setFrame - bone.startFrame) = ((currentTime - bone.startTime) / 50.0f * animSpeed);
|
|
|
|
(setFrame - bone.startFrame)*50/animSpeed - currentTime = - bone.startTime;
|
|
|
|
currentTime - (setFrame - bone.startFrame)*50/animSpeed = bone.startTime;
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
blist[index].startTime = currentTime;
|
|
}
|
|
blist[index].flags &= ~(BONE_ANIM_TOTAL);
|
|
blist[index].flags |= modFlags;
|
|
|
|
#if DEBUG_G2_TIMING
|
|
if (index>-10)
|
|
{
|
|
const boneInfo_t &bone=blist[index];
|
|
char mess[1000];
|
|
if (bone.flags&BONE_ANIM_BLEND)
|
|
{
|
|
sprintf(mess,"sab[%2d] %5d %5d (%5d-%5d) %4.2f %4x bt(%5d-%5d) %7.2f %5d\n",
|
|
index,
|
|
currentTime,
|
|
bone.startTime,
|
|
bone.startFrame,
|
|
bone.endFrame,
|
|
bone.animSpeed,
|
|
bone.flags,
|
|
bone.blendStart,
|
|
bone.blendStart+bone.blendTime,
|
|
bone.blendFrame,
|
|
bone.blendLerpFrame
|
|
);
|
|
}
|
|
else
|
|
{
|
|
sprintf(mess,"saa[%2d] %5d %5d (%5d-%5d) %4.2f %4x\n",
|
|
index,
|
|
currentTime,
|
|
bone.startTime,
|
|
bone.startFrame,
|
|
bone.endFrame,
|
|
bone.animSpeed,
|
|
bone.flags
|
|
);
|
|
}
|
|
OutputDebugString(mess);
|
|
}
|
|
#endif
|
|
// assert(blist[index].startTime <= currentTime);
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
// given a model, bone name, a bonelist, a start/end frame number, a anim speed and some anim flags, set up or modify an existing bone entry for a new set of anims
|
|
qboolean G2_Set_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int startFrame,
|
|
const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime)
|
|
{
|
|
int modFlags = flags;
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
|
|
// sanity check to see if setfram is within animation bounds
|
|
if (setFrame != -1)
|
|
{
|
|
assert((setFrame >= startFrame) && (setFrame <= endFrame));
|
|
}
|
|
|
|
// did we find it?
|
|
if (index != -1)
|
|
{
|
|
return G2_Set_Bone_Anim_Index(blist, index, startFrame, endFrame, flags, animSpeed, currentTime, setFrame, blendTime,ghlInfo->aHeader->numFrames);
|
|
}
|
|
// no - lets try and add this bone in
|
|
index = G2_Add_Bone(ghlInfo->animModel, blist, boneName);
|
|
|
|
// did we find a free one?
|
|
if (index != -1)
|
|
{
|
|
blist[index].blendFrame = blist[index].blendLerpFrame = 0;
|
|
blist[index].blendTime = 0;
|
|
// we aren't blending, so remove the option to do so
|
|
modFlags &= ~BONE_ANIM_BLEND;
|
|
// yes, so set the anim data and flags correctly
|
|
blist[index].endFrame = endFrame;
|
|
blist[index].startFrame = startFrame;
|
|
blist[index].animSpeed = animSpeed;
|
|
blist[index].pauseTime = 0;
|
|
// start up the animation:)
|
|
if (setFrame != -1)
|
|
{
|
|
blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed));
|
|
}
|
|
else
|
|
{
|
|
blist[index].startTime = currentTime;
|
|
}
|
|
blist[index].flags &= ~BONE_ANIM_TOTAL;
|
|
blist[index].flags |= modFlags;
|
|
assert(blist[index].blendFrame>=0&&blist[index].blendFrame<ghlInfo->aHeader->numFrames);
|
|
assert(blist[index].blendLerpFrame>=0&&blist[index].blendLerpFrame<ghlInfo->aHeader->numFrames);
|
|
#if DEBUG_G2_TIMING
|
|
if (index>-10)
|
|
{
|
|
const boneInfo_t &bone=blist[index];
|
|
char mess[1000];
|
|
if (bone.flags&BONE_ANIM_BLEND)
|
|
{
|
|
sprintf(mess,"s2b[%2d] %5d %5d (%5d-%5d) %4.2f %4x bt(%5d-%5d) %7.2f %5d\n",
|
|
index,
|
|
currentTime,
|
|
bone.startTime,
|
|
bone.startFrame,
|
|
bone.endFrame,
|
|
bone.animSpeed,
|
|
bone.flags,
|
|
bone.blendStart,
|
|
bone.blendStart+bone.blendTime,
|
|
bone.blendFrame,
|
|
bone.blendLerpFrame
|
|
);
|
|
}
|
|
else
|
|
{
|
|
sprintf(mess,"s2a[%2d] %5d %5d (%5d-%5d) %4.2f %4x\n",
|
|
index,
|
|
currentTime,
|
|
bone.startTime,
|
|
bone.startFrame,
|
|
bone.endFrame,
|
|
bone.animSpeed,
|
|
bone.flags
|
|
);
|
|
}
|
|
OutputDebugString(mess);
|
|
}
|
|
#endif
|
|
return qtrue;
|
|
}
|
|
|
|
//assert(index != -1);
|
|
// no
|
|
return qfalse;
|
|
}
|
|
|
|
qboolean G2_Get_Bone_Anim_Range_Index(boneInfo_v &blist, const int boneIndex, int *startFrame, int *endFrame)
|
|
{
|
|
if (boneIndex != -1)
|
|
{
|
|
assert(boneIndex>=0&&boneIndex<(int)blist.size());
|
|
// are we an animating bone?
|
|
if (blist[boneIndex].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
|
|
{
|
|
*startFrame = blist[boneIndex].startFrame;
|
|
*endFrame = blist[boneIndex].endFrame;
|
|
return qtrue;
|
|
}
|
|
}
|
|
return qfalse;
|
|
}
|
|
qboolean G2_Get_Bone_Anim_Range(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, int *startFrame, int *endFrame)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
if (index==-1)
|
|
{
|
|
return qfalse;
|
|
}
|
|
if (G2_Get_Bone_Anim_Range_Index( blist, index, startFrame, endFrame))
|
|
{
|
|
assert(*startFrame>=0&&*startFrame<ghlInfo->aHeader->numFrames);
|
|
assert(*endFrame>0&&*endFrame<=ghlInfo->aHeader->numFrames);
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
// given a model, bonelist and bonename, return the current frame, startframe and endframe of the current animation
|
|
// NOTE if we aren't running an animation, then qfalse is returned
|
|
qboolean G2_Get_Bone_Anim_Index( boneInfo_v &blist, const int index, const int currentTime,
|
|
float *retcurrentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed,int numFrames)
|
|
{
|
|
|
|
// did we find it?
|
|
if ((index>=0) && !((index >= (int)blist.size()) || (blist[index].boneNumber == -1)))
|
|
{
|
|
|
|
// are we an animating bone?
|
|
if (blist[index].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE))
|
|
{
|
|
int currentFrame,newFrame;
|
|
float lerp;
|
|
G2_TimingModel(blist[index],currentTime,numFrames,currentFrame,newFrame,lerp);
|
|
|
|
if (retcurrentFrame)
|
|
{
|
|
*retcurrentFrame =float(currentFrame)+lerp;
|
|
}
|
|
if (startFrame)
|
|
{
|
|
*startFrame = blist[index].startFrame;
|
|
}
|
|
if (endFrame)
|
|
{
|
|
*endFrame = blist[index].endFrame;
|
|
}
|
|
if (flags)
|
|
{
|
|
*flags = blist[index].flags;
|
|
}
|
|
if (retAnimSpeed)
|
|
{
|
|
*retAnimSpeed = blist[index].animSpeed;
|
|
}
|
|
return qtrue;
|
|
}
|
|
}
|
|
if (startFrame)
|
|
{
|
|
*startFrame=0;
|
|
}
|
|
if (endFrame)
|
|
{
|
|
*endFrame=1;
|
|
}
|
|
if (retcurrentFrame)
|
|
{
|
|
*retcurrentFrame=0.0f;
|
|
}
|
|
if (flags)
|
|
{
|
|
*flags=0;
|
|
}
|
|
if (retAnimSpeed)
|
|
{
|
|
*retAnimSpeed=0.0f;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
// given a model, bonelist and bonename, return the current frame, startframe and endframe of the current animation
|
|
// NOTE if we aren't running an animation, then qfalse is returned
|
|
qboolean G2_Get_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int currentTime,
|
|
float *currentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
if (index==-1)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
assert(ghlInfo->aHeader);
|
|
if (G2_Get_Bone_Anim_Index(blist, index, currentTime, currentFrame, startFrame, endFrame, flags, retAnimSpeed,ghlInfo->aHeader->numFrames))
|
|
{
|
|
assert(*startFrame>=0&&*startFrame<ghlInfo->aHeader->numFrames);
|
|
assert(*endFrame>0&&*endFrame<=ghlInfo->aHeader->numFrames);
|
|
assert(*currentFrame>=0.0f&&((int)(*currentFrame))<ghlInfo->aHeader->numFrames);
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
// given a model, bonelist and bonename, lets pause an anim if it's playing.
|
|
qboolean G2_Pause_Bone_Anim_Index( boneInfo_v &blist, const int boneIndex, const int currentTime,int numFrames)
|
|
{
|
|
if (boneIndex>=0&&boneIndex<(int)blist.size())
|
|
{
|
|
// are we pausing or un pausing?
|
|
if (blist[boneIndex].pauseTime)
|
|
{
|
|
int startFrame, endFrame, flags;
|
|
float currentFrame, animSpeed;
|
|
|
|
// figure out what frame we are on now
|
|
if (G2_Get_Bone_Anim_Index( blist, boneIndex, blist[boneIndex].pauseTime, ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed,numFrames))
|
|
{
|
|
// reset start time so we are actually on this frame right now
|
|
G2_Set_Bone_Anim_Index( blist, boneIndex, startFrame, endFrame, flags, animSpeed, currentTime, currentFrame, 0,numFrames);
|
|
// no pausing anymore
|
|
blist[boneIndex].pauseTime = 0;
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
// ahh, just pausing, the easy bit
|
|
else
|
|
{
|
|
blist[boneIndex].pauseTime = currentTime;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
assert(0);
|
|
return qfalse;
|
|
}
|
|
qboolean G2_Pause_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName, const int currentTime)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
if (index==-1)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
return (G2_Pause_Bone_Anim_Index( blist, index, currentTime,ghlInfo->aHeader->numFrames) );
|
|
}
|
|
|
|
qboolean G2_IsPaused(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
if (index != -1)
|
|
{
|
|
// are we paused?
|
|
if (blist[index].pauseTime)
|
|
{
|
|
// yup. paused.
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
// given a model, bonelist and bonename, lets stop an anim if it's playing.
|
|
qboolean G2_Stop_Bone_Anim_Index(boneInfo_v &blist, const int index)
|
|
{
|
|
|
|
if (index<0 || (index >= (int)blist.size()) || (blist[index].boneNumber == -1))
|
|
{
|
|
// we are attempting to set a bone override that doesn't exist
|
|
return qfalse;
|
|
}
|
|
|
|
blist[index].flags &= ~(BONE_ANIM_TOTAL);
|
|
return G2_Remove_Bone_Index(blist, index);
|
|
}
|
|
|
|
// given a model, bonelist and bonename, lets stop an anim if it's playing.
|
|
qboolean G2_Stop_Bone_Anim(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
if (index != -1)
|
|
{
|
|
blist[index].flags &= ~(BONE_ANIM_TOTAL);
|
|
return G2_Remove_Bone_Index(blist, index);
|
|
}
|
|
assert(0);
|
|
return qfalse;
|
|
}
|
|
|
|
// given a model, bonelist and bonename, lets stop an anim if it's playing.
|
|
qboolean G2_Stop_Bone_Angles_Index(boneInfo_v &blist, const int index)
|
|
{
|
|
|
|
if ((index >= (int)blist.size()) || (blist[index].boneNumber == -1))
|
|
{
|
|
// we are attempting to set a bone override that doesn't exist
|
|
assert(0);
|
|
return qfalse;
|
|
}
|
|
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
|
|
return G2_Remove_Bone_Index(blist, index);
|
|
|
|
}
|
|
|
|
// given a model, bonelist and bonename, lets stop an anim if it's playing.
|
|
qboolean G2_Stop_Bone_Angles(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
|
|
{
|
|
int index = G2_Find_Bone(ghlInfo, blist, boneName);
|
|
if (index != -1)
|
|
{
|
|
blist[index].flags &= ~(BONE_ANGLES_TOTAL);
|
|
return G2_Remove_Bone_Index(blist, index);
|
|
}
|
|
assert(0);
|
|
return qfalse;
|
|
}
|
|
|
|
//rww - RAGDOLL_BEGIN
|
|
/*
|
|
|
|
|
|
rag stuff
|
|
|
|
*/
|
|
static void G2_RagDollSolve(CGhoul2Info_v &ghoul2V,int g2Index,float decay,int frameNum,const vec3_t currentOrg,bool LimitAngles,CRagDollUpdateParams *params = NULL);
|
|
static void G2_RagDollCurrentPosition(CGhoul2Info_v &ghoul2V,int g2Index,int frameNum,const vec3_t angles,const vec3_t position,const vec3_t scale);
|
|
static bool G2_RagDollSettlePositionNumeroTrois(CGhoul2Info_v &ghoul2V,const vec3_t currentOrg,CRagDollUpdateParams *params, int curTime);
|
|
static bool G2_RagDollSetup(CGhoul2Info &ghoul2,int frameNum,bool resetOrigin,const vec3_t origin,bool anyRendered);
|
|
|
|
void G2_GetBoneBasepose(CGhoul2Info &ghoul2,int boneNum,mdxaBone_t *&retBasepose,mdxaBone_t *&retBaseposeInv);
|
|
int G2_GetBoneDependents(CGhoul2Info &ghoul2,int boneNum,int *tempDependents,int maxDep);
|
|
void G2_GetBoneMatrixLow(CGhoul2Info &ghoul2,int boneNum,const vec3_t scale,mdxaBone_t &retMatrix,mdxaBone_t *&retBasepose,mdxaBone_t *&retBaseposeInv);
|
|
int G2_GetParentBoneMatrixLow(CGhoul2Info &ghoul2,int boneNum,const vec3_t scale,mdxaBone_t &retMatrix,mdxaBone_t *&retBasepose,mdxaBone_t *&retBaseposeInv);
|
|
bool G2_WasBoneRendered(CGhoul2Info &ghoul2,int boneNum);
|
|
|
|
#define MAX_BONES_RAG (256)
|
|
|
|
struct SRagEffector
|
|
{
|
|
vec3_t currentOrigin;
|
|
vec3_t desiredDirection;
|
|
vec3_t desiredOrigin;
|
|
float radius;
|
|
float weight;
|
|
};
|
|
|
|
#define RAG_MASK (CONTENTS_SOLID|CONTENTS_TERRAIN)//|CONTENTS_SHOTCLIP|CONTENTS_TERRAIN//(/*MASK_SOLID|*/CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_SHOTCLIP|CONTENTS_TERRAIN|CONTENTS_BODY)
|
|
|
|
extern cvar_t *broadsword;
|
|
extern cvar_t *broadsword_kickbones;
|
|
extern cvar_t *broadsword_kickorigin;
|
|
extern cvar_t *broadsword_dontstopanim;
|
|
extern cvar_t *broadsword_waitforshot;
|
|
extern cvar_t *broadsword_playflop;
|
|
|
|
extern cvar_t *broadsword_effcorr;
|
|
|
|
extern cvar_t *broadsword_ragtobase;
|
|
|
|
extern cvar_t *broadsword_dircap;
|
|
|
|
extern cvar_t *broadsword_extra1;
|
|
extern cvar_t *broadsword_extra2;
|
|
|
|
#define RAG_PCJ (0x00001)
|
|
#define RAG_PCJ_POST_MULT (0x00002) // has the pcj flag as well
|
|
#define RAG_PCJ_MODEL_ROOT (0x00004) // has the pcj flag as well
|
|
#define RAG_PCJ_PELVIS (0x00008) // has the pcj flag and POST_MULT as well
|
|
#define RAG_EFFECTOR (0x00100)
|
|
#define RAG_WAS_NOT_RENDERED (0x01000) // not particularily reliable, more of a hint
|
|
#define RAG_WAS_EVER_RENDERED (0x02000) // not particularily reliable, more of a hint
|
|
#define RAG_BONE_LIGHTWEIGHT (0x04000) //used to indicate a bone's velocity treatment
|
|
#define RAG_PCJ_IK_CONTROLLED (0x08000) //controlled from IK move input
|
|
#define RAG_UNSNAPPABLE (0x10000) //cannot be broken out of constraints ever
|
|
|
|
// thiese flags are on the model and correspond to...
|
|
//#define GHOUL2_RESERVED_FOR_RAGDOLL 0x0ff0 // these are not defined here for dependecies sake
|
|
#define GHOUL2_RAG_STARTED 0x0010 // we are actually a ragdoll
|
|
#define GHOUL2_RAG_PENDING 0x0100 // got start death anim but not end death anim
|
|
#define GHOUL2_RAG_DONE 0x0200 // got end death anim
|
|
#define GHOUL2_RAG_COLLISION_DURING_DEATH 0x0400 // ever have gotten a collision (da) event
|
|
#define GHOUL2_RAG_COLLISION_SLIDE 0x0800 // ever have gotten a collision (slide) event
|
|
#define GHOUL2_RAG_FORCESOLVE 0x1000 //api-override, determine if ragdoll should be forced to continue solving even if it thinks it is settled
|
|
|
|
#define flrand Q_flrand
|
|
|
|
static mdxaBone_t* ragBasepose[MAX_BONES_RAG];
|
|
static mdxaBone_t* ragBaseposeInv[MAX_BONES_RAG];
|
|
static mdxaBone_t ragBones[MAX_BONES_RAG];
|
|
static SRagEffector ragEffectors[MAX_BONES_RAG];
|
|
static boneInfo_t *ragBoneData[MAX_BONES_RAG];
|
|
static int tempDependents[MAX_BONES_RAG];
|
|
static int ragBlistIndex[MAX_BONES_RAG];
|
|
static int numRags;
|
|
static vec3_t ragBoneMins;
|
|
static vec3_t ragBoneMaxs;
|
|
static vec3_t ragBoneCM;
|
|
static bool haveDesiredPelvisOffset=false;
|
|
static vec3_t desiredPelvisOffset; // this is for the root
|
|
static float ragOriginChange=0.0f;
|
|
static vec3_t ragOriginChangeDir;
|
|
//debug
|
|
//static vec3_t handPos={0,0,0};
|
|
//static vec3_t handPos2={0,0,0};
|
|
|
|
enum ERagState
|
|
{
|
|
ERS_DYNAMIC,
|
|
ERS_SETTLING,
|
|
ERS_SETTLED
|
|
};
|
|
static int ragState;
|
|
|
|
static std::vector<boneInfo_t *> *rag = NULL; // once we get the dependents precomputed this can be local
|
|
|
|
|
|
static void G2_Generate_MatrixRag(
|
|
// caution this must not be called before the whole skeleton is "remembered"
|
|
boneInfo_v &blist,
|
|
int index)
|
|
{
|
|
|
|
|
|
boneInfo_t &bone=blist[index];//.sent;
|
|
|
|
memcpy(&bone.matrix,&bone.ragOverrideMatrix, sizeof(mdxaBone_t));
|
|
#ifdef _DEBUG
|
|
int i,j;
|
|
for (i = 0; i < 3; i++ )
|
|
{
|
|
for (j = 0; j < 4; j++ )
|
|
{
|
|
assert( !Q_isnan(bone.matrix.matrix[i][j]));
|
|
}
|
|
}
|
|
#endif// _DEBUG
|
|
memcpy(&blist[index].newMatrix,&bone.matrix, sizeof(mdxaBone_t));
|
|
}
|
|
|
|
int G2_Find_Bone_Rag(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName)
|
|
{
|
|
mdxaSkel_t *skel;
|
|
mdxaSkelOffsets_t *offsets;
|
|
|
|
offsets = (mdxaSkelOffsets_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t));
|
|
skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[0]);
|
|
|
|
/*
|
|
model_t *currentModel;
|
|
model_t *animModel;
|
|
mdxaHeader_t *aHeader;
|
|
|
|
currentModel = R_GetModelByHandle(RE_RegisterModel(ghlInfo->mFileName));
|
|
assert(currentModel);
|
|
animModel = R_GetModelByHandle(currentModel->mdxm->animIndex);
|
|
assert(animModel);
|
|
aHeader = animModel->mdxa;
|
|
assert(aHeader);
|
|
|
|
offsets = (mdxaSkelOffsets_t *)((byte *)aHeader + sizeof(mdxaHeader_t));
|
|
skel = (mdxaSkel_t *)((byte *)aHeader + sizeof(mdxaHeader_t) + offsets->offsets[0]);
|
|
*/
|
|
|
|
// look through entire list
|
|
for(size_t i=0; i<blist.size(); i++)
|
|
{
|
|
// if this bone entry has no info in it, bounce over it
|
|
if (blist[i].boneNumber == -1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// figure out what skeletal info structure this bone entry is looking at
|
|
skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[blist[i].boneNumber]);
|
|
//skel = (mdxaSkel_t *)((byte *)aHeader + sizeof(mdxaHeader_t) + offsets->offsets[blist[i].boneNumber]);
|
|
|
|
// if name is the same, we found it
|
|
if (!Q_stricmp(skel->name, boneName))
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
#if _DEBUG
|
|
// G2_Bone_Not_Found(boneName,ghlInfo->mFileName);
|
|
#endif
|
|
// didn't find it
|
|
return -1;
|
|
}
|
|
|
|
static int G2_Set_Bone_Rag(const mdxaHeader_t *mod_a,
|
|
boneInfo_v &blist,
|
|
const char *boneName,
|
|
CGhoul2Info &ghoul2,
|
|
const vec3_t scale,
|
|
const vec3_t origin)
|
|
{
|
|
// do not change the state of the skeleton here
|
|
int index = G2_Find_Bone_Rag(&ghoul2, blist, boneName);
|
|
|
|
if (index == -1)
|
|
{
|
|
index = G2_Add_Bone(ghoul2.animModel, blist, boneName);
|
|
}
|
|
|
|
if (index != -1)
|
|
{
|
|
boneInfo_t &bone=blist[index];
|
|
VectorCopy(origin,bone.extraVec1);
|
|
|
|
G2_GetBoneMatrixLow(ghoul2,bone.boneNumber,scale,bone.originalTrueBoneMatrix,bone.basepose,bone.baseposeInv);
|
|
// bone.parentRawBoneIndex=G2_GetParentBoneMatrixLow(ghoul2,bone.boneNumber,scale,bone.parentTrueBoneMatrix,bone.baseposeParent,bone.baseposeInvParent);
|
|
assert( !Q_isnan(bone.originalTrueBoneMatrix.matrix[1][1]));
|
|
assert( !Q_isnan(bone.originalTrueBoneMatrix.matrix[1][3]));
|
|
bone.originalOrigin[0]=bone.originalTrueBoneMatrix.matrix[0][3];
|
|
bone.originalOrigin[1]=bone.originalTrueBoneMatrix.matrix[1][3];
|
|
bone.originalOrigin[2]=bone.originalTrueBoneMatrix.matrix[2][3];
|
|
}
|
|
return index;
|
|
}
|
|
|
|
static int G2_Set_Bone_Angles_Rag(
|
|
CGhoul2Info &ghoul2,
|
|
const mdxaHeader_t *mod_a,
|
|
boneInfo_v &blist,
|
|
const char *boneName,
|
|
const int flags,
|
|
const float radius,
|
|
const vec3_t angleMin=0,
|
|
const vec3_t angleMax=0,
|
|
const int blendTime=500)
|
|
{
|
|
int index = G2_Find_Bone_Rag(&ghoul2, blist, boneName);
|
|
|
|
if (index == -1)
|
|
{
|
|
index = G2_Add_Bone(ghoul2.animModel, blist, boneName);
|
|
}
|
|
if (index != -1)
|
|
{
|
|
boneInfo_t &bone=blist[index];
|
|
bone.flags &= ~(BONE_ANGLES_TOTAL);
|
|
bone.flags |= BONE_ANGLES_RAGDOLL;
|
|
if (flags&RAG_PCJ)
|
|
{
|
|
if (flags&RAG_PCJ_POST_MULT)
|
|
{
|
|
bone.flags |= BONE_ANGLES_POSTMULT;
|
|
}
|
|
else if (flags&RAG_PCJ_MODEL_ROOT)
|
|
{
|
|
bone.flags |= BONE_ANGLES_PREMULT;
|
|
// bone.flags |= BONE_ANGLES_POSTMULT;
|
|
}
|
|
else
|
|
{
|
|
assert(!"Invalid RAG PCJ\n");
|
|
}
|
|
}
|
|
bone.ragStartTime=G2API_GetTime(0);
|
|
bone.boneBlendStart = bone.ragStartTime;
|
|
bone.boneBlendTime = blendTime;
|
|
bone.radius=radius;
|
|
bone.weight=1.0f;
|
|
|
|
//init the others to valid values
|
|
bone.epGravFactor = 0;
|
|
VectorClear(bone.epVelocity);
|
|
bone.solidCount = 0;
|
|
bone.physicsSettled = false;
|
|
bone.snapped = false;
|
|
|
|
bone.parentBoneIndex = -1;
|
|
|
|
bone.offsetRotation = 0.0f;
|
|
|
|
bone.overGradSpeed = 0.0f;
|
|
VectorClear(bone.overGoalSpot);
|
|
bone.hasOverGoal = false;
|
|
bone.hasAnimFrameMatrix = -1;
|
|
|
|
// bone.weight=pow(radius,1.7f); //cubed was too harsh
|
|
// bone.weight=radius*radius*radius;
|
|
if (angleMin&&angleMax)
|
|
{
|
|
VectorCopy(angleMin,bone.minAngles);
|
|
VectorCopy(angleMax,bone.maxAngles);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(bone.currentAngles,bone.minAngles); // I guess this isn't a rag pcj then
|
|
VectorCopy(bone.currentAngles,bone.maxAngles);
|
|
}
|
|
if (!bone.lastTimeUpdated)
|
|
{
|
|
static mdxaBone_t id =
|
|
{
|
|
{
|
|
{ 1.0f, 0.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 1.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 0.0f, 1.0f, 0.0f }
|
|
}
|
|
};
|
|
memcpy(&bone.ragOverrideMatrix,&id, sizeof(mdxaBone_t));
|
|
VectorClear(bone.anglesOffset);
|
|
VectorClear(bone.positionOffset);
|
|
VectorClear(bone.velocityEffector); // this is actually a velocity now
|
|
VectorClear(bone.velocityRoot); // this is actually a velocity now
|
|
VectorClear(bone.lastPosition);
|
|
VectorClear(bone.lastShotDir);
|
|
bone.lastContents=0;
|
|
// if this is non-zero, we are in a dynamic state
|
|
bone.firstCollisionTime=bone.ragStartTime;
|
|
// if this is non-zero, we are in a settling state
|
|
bone.restTime=0;
|
|
// if they are both zero, we are in a settled state
|
|
|
|
bone.firstTime=0;
|
|
|
|
bone.RagFlags=flags;
|
|
bone.DependentRagIndexMask=0;
|
|
|
|
G2_Generate_MatrixRag(blist,index); // set everything to th id
|
|
|
|
#if 0
|
|
VectorClear(bone.currentAngles);
|
|
// VectorAdd(bone.minAngles,bone.maxAngles,bone.currentAngles);
|
|
// VectorScale(bone.currentAngles,0.5f,bone.currentAngles);
|
|
#else
|
|
{
|
|
if (
|
|
(flags&RAG_PCJ_MODEL_ROOT) ||
|
|
(flags&RAG_PCJ_PELVIS) ||
|
|
!(flags&RAG_PCJ))
|
|
{
|
|
VectorClear(bone.currentAngles);
|
|
}
|
|
else
|
|
{
|
|
int k;
|
|
for (k=0;k<3;k++)
|
|
{
|
|
float scalar=flrand(-1.0f,1.0f);
|
|
scalar*=flrand(-1.0f,1.0f)*flrand(-1.0f,1.0f);
|
|
// this is a heavily central distribution
|
|
// center it on .5 (and make it small)
|
|
scalar*=0.5f;
|
|
scalar+=0.5f;
|
|
|
|
bone.currentAngles[k]=(bone.minAngles[k]-bone.maxAngles[k])*scalar+bone.maxAngles[k];
|
|
}
|
|
}
|
|
}
|
|
// VectorClear(bone.currentAngles);
|
|
#endif
|
|
VectorCopy(bone.currentAngles,bone.lastAngles);
|
|
}
|
|
}
|
|
return index;
|
|
}
|
|
|
|
class CRagDollParams;
|
|
const mdxaHeader_t *G2_GetModA(CGhoul2Info &ghoul2);
|
|
|
|
|
|
static void G2_RagDollMatchPosition()
|
|
{
|
|
haveDesiredPelvisOffset=false;
|
|
int i;
|
|
for (i=0;i<numRags;i++)
|
|
{
|
|
boneInfo_t &bone=*ragBoneData[i];
|
|
SRagEffector &e=ragEffectors[i];
|
|
|
|
vec3_t &desiredPos=e.desiredOrigin; // we will save this
|
|
|
|
if (0&&(bone.RagFlags & RAG_PCJ_PELVIS))
|
|
{
|
|
// just move to quake origin
|
|
VectorCopy(bone.originalOrigin,desiredPos);
|
|
VectorSubtract(desiredPos,e.currentOrigin,desiredPelvisOffset); // last arg is dest
|
|
haveDesiredPelvisOffset=true;
|
|
VectorCopy(e.currentOrigin,bone.lastPosition); // last arg is dest
|
|
continue;
|
|
}
|
|
|
|
if (!(bone.RagFlags & RAG_EFFECTOR))
|
|
{
|
|
continue;
|
|
}
|
|
VectorCopy(bone.originalOrigin,desiredPos);
|
|
VectorSubtract(desiredPos,e.currentOrigin,e.desiredDirection);
|
|
VectorCopy(e.currentOrigin,bone.lastPosition); // last arg is dest
|
|
}
|
|
}
|
|
|
|
qboolean G2_Set_Bone_Anim_No_BS(CGhoul2Info &ghoul2, const mdxaHeader_t *mod,boneInfo_v &blist, const char *boneName, const int argStartFrame,
|
|
const int argEndFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame,
|
|
const int blendTime, const int creationID, bool resetBonemap=true)
|
|
{
|
|
int index = G2_Find_Bone_Rag(&ghoul2, blist, boneName);
|
|
int modFlags = flags;
|
|
|
|
int startFrame=argStartFrame;
|
|
int endFrame=argEndFrame;
|
|
|
|
if (index != -1)
|
|
{
|
|
blist[index].blendFrame = blist[index].blendLerpFrame = 0;
|
|
blist[index].blendTime = blist[index].blendStart = 0;
|
|
modFlags &= ~(BONE_ANIM_BLEND);
|
|
|
|
blist[index].endFrame = endFrame;
|
|
blist[index].startFrame = startFrame;
|
|
blist[index].animSpeed = animSpeed;
|
|
blist[index].pauseTime = 0;
|
|
// blist[index].boneMap = NULL;
|
|
// blist[index].lastTime = blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed));
|
|
blist[index].flags &= ~(BONE_ANIM_TOTAL);
|
|
blist[index].flags |= modFlags;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
index = G2_Add_Bone(ghoul2.animModel, blist, boneName);
|
|
|
|
if (index != -1)
|
|
{
|
|
blist[index].blendFrame = blist[index].blendLerpFrame = 0;
|
|
blist[index].blendTime = 0;
|
|
modFlags &= ~(BONE_ANIM_BLEND);
|
|
blist[index].endFrame = endFrame;
|
|
blist[index].startFrame = startFrame;
|
|
blist[index].animSpeed = animSpeed;
|
|
blist[index].pauseTime = 0;
|
|
// blist[index].boneMap = NULL;
|
|
// blist[index].lastTime = blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0f)/ animSpeed));
|
|
blist[index].flags &= ~(BONE_ANIM_TOTAL);
|
|
blist[index].flags |= modFlags;
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
assert(0);
|
|
return qfalse;
|
|
}
|
|
|
|
void G2_ResetRagDoll(CGhoul2Info_v &ghoul2V)
|
|
{
|
|
int model;
|
|
|
|
for (model = 0; model < ghoul2V.size(); model++)
|
|
{
|
|
if (ghoul2V[model].mModelindex != -1)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (model == ghoul2V.size())
|
|
{
|
|
return;
|
|
}
|
|
|
|
CGhoul2Info &ghoul2 = ghoul2V[model];
|
|
|
|
if (!(ghoul2.mFlags & GHOUL2_RAG_STARTED))
|
|
{ //no use in doing anything if we aren't ragging
|
|
return;
|
|
}
|
|
|
|
boneInfo_v &blist = ghoul2.mBlist;
|
|
#if 1
|
|
//Eh, screw it. Ragdoll does a lot of terrible things to the bones that probably aren't directly reversible, so just reset it all.
|
|
//rwwFIXMEFIXME: I think SP might store bone indecies gameside.. which would make this cause terrible terrible things to happen.
|
|
//If so this needs to be done a better way somehow. Providing SP ever even needs to reset ragdoll, it's only used in MP on respawn.
|
|
G2_Init_Bone_List(blist, ghoul2.aHeader->numBones);
|
|
#else //The anims on every bone are messed up too, as are the angles. There's not really any way to get back to a normal state, so just clear the list
|
|
//and let them re-set their anims/angles gameside.
|
|
int i = 0;
|
|
while (i < blist.size())
|
|
{
|
|
boneInfo_t &bone = blist[i];
|
|
if (bone.boneNumber != -1 && (bone.flags & BONE_ANGLES_RAGDOLL))
|
|
{
|
|
bone.flags &= ~BONE_ANGLES_RAGDOLL;
|
|
bone.flags &= ~BONE_ANGLES_IK;
|
|
bone.RagFlags = 0;
|
|
bone.lastTimeUpdated = 0;
|
|
VectorClear(bone.currentAngles);
|
|
bone.ragStartTime = 0;
|
|
}
|
|
i++;
|
|
}
|
|
#endif
|
|
ghoul2.mFlags &= ~(GHOUL2_RAG_PENDING|GHOUL2_RAG_DONE|GHOUL2_RAG_STARTED);
|
|
}
|
|
|
|
//This is just a shell to avoid asserts on the initial position tracing
|
|
class CRagDollInitialUpdateParams : public CRagDollUpdateParams
|
|
{
|
|
public:
|
|
virtual void EffectorCollision(const SRagDollEffectorCollision &data)
|
|
{
|
|
}
|
|
virtual void RagDollBegin()
|
|
{
|
|
}
|
|
virtual void RagDollSettled()
|
|
{
|
|
}
|
|
virtual void Collision()
|
|
{
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
virtual void DebugLine(vec3_t p1,vec3_t p2,int color,bool bbox)
|
|
{
|
|
}
|
|
#endif
|
|
};
|
|
|
|
void G2_SetRagDoll(CGhoul2Info_v &ghoul2V,CRagDollParams *parms)
|
|
{
|
|
if (parms)
|
|
{
|
|
parms->CallRagDollBegin=false;
|
|
}
|
|
if (!broadsword||!broadsword->integer||!parms)
|
|
{
|
|
return;
|
|
}
|
|
int model;
|
|
for (model = 0; model < ghoul2V.size(); model++)
|
|
{
|
|
if (ghoul2V[model].mModelindex != -1)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (model==ghoul2V.size())
|
|
{
|
|
return;
|
|
}
|
|
CGhoul2Info &ghoul2=ghoul2V[model];
|
|
const mdxaHeader_t *mod_a=G2_GetModA(ghoul2);
|
|
if (!mod_a)
|
|
{
|
|
return;
|
|
}
|
|
int curTime=G2API_GetTime(0);
|
|
boneInfo_v &blist = ghoul2.mBlist;
|
|
int index = G2_Find_Bone_Rag(&ghoul2, blist, "model_root");
|
|
switch (parms->RagPhase)
|
|
{
|
|
case CRagDollParams::RP_START_DEATH_ANIM:
|
|
ghoul2.mFlags|=GHOUL2_RAG_PENDING;
|
|
return; /// not doing anything with this yet
|
|
break;
|
|
case CRagDollParams::RP_END_DEATH_ANIM:
|
|
ghoul2.mFlags|=GHOUL2_RAG_PENDING|GHOUL2_RAG_DONE;
|
|
if (broadsword_waitforshot &&
|
|
broadsword_waitforshot->integer)
|
|
{
|
|
if (broadsword_waitforshot->integer==2)
|
|
{
|
|
if (!(ghoul2.mFlags&(GHOUL2_RAG_COLLISION_DURING_DEATH|GHOUL2_RAG_COLLISION_SLIDE)))
|
|
{
|
|
//nothing was encountered, lets just wait for the first shot
|
|
return; // we ain't starting yet
|
|
}
|
|
}
|
|
else
|
|
{
|
|
return; // we ain't starting yet
|
|
}
|
|
}
|
|
break;
|
|
case CRagDollParams::RP_DEATH_COLLISION:
|
|
if (parms->collisionType)
|
|
{
|
|
ghoul2.mFlags|=GHOUL2_RAG_COLLISION_SLIDE;
|
|
}
|
|
else
|
|
{
|
|
ghoul2.mFlags|=GHOUL2_RAG_COLLISION_DURING_DEATH;
|
|
}
|
|
if (broadsword_dontstopanim && broadsword_waitforshot &&
|
|
(broadsword_dontstopanim->integer || broadsword_waitforshot->integer)
|
|
)
|
|
{
|
|
if (!(ghoul2.mFlags&GHOUL2_RAG_DONE))
|
|
{
|
|
return; // we ain't starting yet
|
|
}
|
|
}
|
|
break;
|
|
case CRagDollParams::RP_CORPSE_SHOT:
|
|
if (broadsword_kickorigin &&
|
|
broadsword_kickorigin->integer)
|
|
{
|
|
if (index>=0&&index<(int)blist.size())
|
|
{
|
|
boneInfo_t &bone=blist[index];
|
|
if (bone.boneNumber>=0)
|
|
{
|
|
if (bone.flags & BONE_ANGLES_RAGDOLL)
|
|
{
|
|
//rww - Would need ent pointer here. But.. since this is SW, we aren't even having corpse shooting anyway I'd imagine.
|
|
/*
|
|
float magicFactor14=8.0f; //64.0f; // kick strength
|
|
|
|
if (parms->fShotStrength)
|
|
{ //if there is a shot strength, use it instead
|
|
magicFactor14 = parms->fShotStrength;
|
|
}
|
|
|
|
parms->me->s.pos.trType = TR_GRAVITY;
|
|
parms->me->s.pos.trDelta[0] += bone.lastShotDir[0]*magicFactor14;
|
|
parms->me->s.pos.trDelta[1] += bone.lastShotDir[1]*magicFactor14;
|
|
//parms->me->s.pos.trDelta[2] = fabsf(bone.lastShotDir[2])*magicFactor14;
|
|
//rww - The vertical portion of this doesn't seem to work very well
|
|
//I am just leaving it whatever it is for now, because my velocity scaling
|
|
//only works on x and y and the gravity stuff for NPCs is a bit unpleasent
|
|
//trying to change/work with
|
|
assert( !Q_isnan(bone.lastShotDir[1]));
|
|
*/
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case CRagDollParams::RP_GET_PELVIS_OFFSET:
|
|
if (parms->RagPhase==CRagDollParams::RP_GET_PELVIS_OFFSET)
|
|
{
|
|
VectorClear(parms->pelvisAnglesOffset);
|
|
VectorClear(parms->pelvisPositionOffset);
|
|
}
|
|
// intentional lack of a break
|
|
case CRagDollParams::RP_SET_PELVIS_OFFSET:
|
|
if (index>=0&&index<(int)blist.size())
|
|
{
|
|
boneInfo_t &bone=blist[index];
|
|
if (bone.boneNumber>=0)
|
|
{
|
|
if (bone.flags & BONE_ANGLES_RAGDOLL)
|
|
{
|
|
if (parms->RagPhase==CRagDollParams::RP_GET_PELVIS_OFFSET)
|
|
{
|
|
VectorCopy(bone.anglesOffset,parms->pelvisAnglesOffset);
|
|
VectorCopy(bone.positionOffset,parms->pelvisPositionOffset);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(parms->pelvisAnglesOffset,bone.anglesOffset);
|
|
VectorCopy(parms->pelvisPositionOffset,bone.positionOffset);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
break;
|
|
case CRagDollParams::RP_DISABLE_EFFECTORS:
|
|
// not doing anything with this yet
|
|
return;
|
|
break;
|
|
default:
|
|
assert(0);
|
|
return;
|
|
break;
|
|
}
|
|
|
|
if (ghoul2.mFlags&GHOUL2_RAG_STARTED)
|
|
{
|
|
// only going to begin ragdoll once, everything else depends on what happens to the origin
|
|
return;
|
|
}
|
|
#if 0
|
|
if (index>=0)
|
|
{
|
|
OutputDebugString(va("death %d %d\n",blist[index].startFrame,blist[index].endFrame));
|
|
}
|
|
#endif
|
|
|
|
ghoul2.mFlags|=GHOUL2_RAG_PENDING|GHOUL2_RAG_DONE|GHOUL2_RAG_STARTED; // well anyway we are going live
|
|
parms->CallRagDollBegin=true;
|
|
|
|
G2_GenerateWorldMatrix(parms->angles, parms->position);
|
|
G2_ConstructGhoulSkeleton(ghoul2V, curTime, false, parms->scale);
|
|
#if 1
|
|
G2_Set_Bone_Rag(mod_a,blist,"model_root",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"pelvis",ghoul2,parms->scale,parms->position);
|
|
|
|
G2_Set_Bone_Rag(mod_a,blist,"lower_lumbar",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"upper_lumbar",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"thoracic",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"cranium",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rhumerus",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lhumerus",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rradius",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lradius",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rfemurYZ",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lfemurYZ",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rtibia",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"ltibia",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rhand",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lhand",ghoul2,parms->scale,parms->position);
|
|
//G2_Set_Bone_Rag(mod_a,blist,"rtarsal",ghoul2,parms->scale,parms->position);
|
|
//G2_Set_Bone_Rag(mod_a,blist,"ltarsal",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rtalus",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"ltalus",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rradiusX",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lradiusX",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rfemurX",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lfemurX",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"ceyebrow",ghoul2,parms->scale,parms->position);
|
|
#else
|
|
G2_Set_Bone_Rag(mod_a,blist,"model_root",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"pelvis",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lfemurYZ",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"ltibia",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rfemurYZ",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rtibia",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lower_lumbar",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"upper_lumbar",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"thoracic",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"cervical",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"ceyebrow",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rhumerus",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rradius",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lhumerus",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lradius",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lfemurX",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"ltalus",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rfemurX",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rtalus",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rhumerusX",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rradiusX",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"rhand",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lhumerusX",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lradiusX",ghoul2,parms->scale,parms->position);
|
|
G2_Set_Bone_Rag(mod_a,blist,"lhand",ghoul2,parms->scale,parms->position);
|
|
#endif
|
|
//int startFrame = 3665, endFrame = 3665+1;
|
|
int startFrame = parms->startFrame, endFrame = parms->endFrame;
|
|
assert(startFrame < mod_a->numFrames);
|
|
assert(endFrame < mod_a->numFrames);
|
|
|
|
G2_Set_Bone_Anim_No_BS(ghoul2, mod_a,blist,"upper_lumbar",startFrame,endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f,curTime,float(startFrame),150,0,true);
|
|
G2_Set_Bone_Anim_No_BS(ghoul2, mod_a,blist,"lower_lumbar",startFrame,endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f,curTime,float(startFrame),150,0,true);
|
|
G2_Set_Bone_Anim_No_BS(ghoul2, mod_a,blist,"Motion",startFrame,endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f,curTime,float(startFrame),150,0,true);
|
|
// G2_Set_Bone_Anim_No_BS(ghoul2, mod_a,blist,"model_root",startFrame,endFrame-1,
|
|
// BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
// 1.0f,curTime,float(startFrame),150,0,true);
|
|
G2_Set_Bone_Anim_No_BS(ghoul2, mod_a,blist,"lfemurYZ",startFrame,endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f,curTime,float(startFrame),150,0,true);
|
|
G2_Set_Bone_Anim_No_BS(ghoul2, mod_a,blist,"rfemurYZ",startFrame,endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f,curTime,float(startFrame),150,0,true);
|
|
|
|
G2_Set_Bone_Anim_No_BS(ghoul2, mod_a,blist,"rhumerus",startFrame,endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f,curTime,float(startFrame),150,0,true);
|
|
G2_Set_Bone_Anim_No_BS(ghoul2, mod_a,blist,"lhumerus",startFrame,endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f,curTime,float(startFrame),150,0,true);
|
|
|
|
// should already be set G2_GenerateWorldMatrix(parms->angles, parms->position);
|
|
G2_ConstructGhoulSkeleton(ghoul2V, curTime, false, parms->scale);
|
|
#if 1
|
|
static const float fRadScale = 0.3f;//0.5f;
|
|
|
|
vec3_t pcjMin,pcjMax;
|
|
VectorSet(pcjMin,-90.0f,-45.0f,-45.0f);
|
|
VectorSet(pcjMax,90.0f,45.0f,45.0f);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"model_root",RAG_PCJ_MODEL_ROOT|RAG_PCJ|RAG_UNSNAPPABLE,10.0f*fRadScale,pcjMin,pcjMax,100);
|
|
VectorSet(pcjMin,-45.0f,-45.0f,-45.0f);
|
|
VectorSet(pcjMax,45.0f,45.0f,45.0f);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"pelvis",RAG_PCJ_PELVIS|RAG_PCJ|RAG_PCJ_POST_MULT|RAG_UNSNAPPABLE,10.0f*fRadScale,pcjMin,pcjMax,100);
|
|
|
|
// new base anim, unconscious flop
|
|
int pcjflags=RAG_PCJ|RAG_PCJ_POST_MULT;//|RAG_EFFECTOR;
|
|
|
|
VectorSet(pcjMin,-15.0f,-15.0f,-15.0f);
|
|
VectorSet(pcjMax,15.0f,15.0f,15.0f);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lower_lumbar",pcjflags|RAG_UNSNAPPABLE,10.0f*fRadScale,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"upper_lumbar",pcjflags|RAG_UNSNAPPABLE,10.0f*fRadScale,pcjMin,pcjMax,500);
|
|
VectorSet(pcjMin,-25.0f,-25.0f,-25.0f);
|
|
VectorSet(pcjMax,25.0f,25.0f,25.0f);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"thoracic",pcjflags|RAG_EFFECTOR|RAG_UNSNAPPABLE,12.0f*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
VectorSet(pcjMin,-10.0f,-10.0f,-90.0f);
|
|
VectorSet(pcjMax,10.0f,10.0f,90.0f);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"cranium",pcjflags|RAG_BONE_LIGHTWEIGHT|RAG_UNSNAPPABLE,6.0f*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
static const float sFactLeg = 1.0f;
|
|
static const float sFactArm = 1.0f;
|
|
static const float sRadArm = 1.0f;
|
|
static const float sRadLeg = 1.0f;
|
|
|
|
VectorSet(pcjMin,-100.0f,-40.0f,-15.0f);
|
|
VectorSet(pcjMax,-15.0f,80.0f,15.0f);
|
|
VectorScale(pcjMin, sFactArm, pcjMin);
|
|
VectorScale(pcjMax, sFactArm, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rhumerus",pcjflags|RAG_BONE_LIGHTWEIGHT|RAG_UNSNAPPABLE,(4.0f*sRadArm)*fRadScale,pcjMin,pcjMax,500);
|
|
VectorSet(pcjMin,-50.0f,-80.0f,-15.0f);
|
|
VectorSet(pcjMax,15.0f,40.0f,15.0f);
|
|
VectorScale(pcjMin, sFactArm, pcjMin);
|
|
VectorScale(pcjMax, sFactArm, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lhumerus",pcjflags|RAG_BONE_LIGHTWEIGHT|RAG_UNSNAPPABLE,(4.0f*sRadArm)*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
VectorSet(pcjMin,-25.0f,-20.0f,-20.0f);
|
|
VectorSet(pcjMax,90.0f,20.0f,-20.0f);
|
|
VectorScale(pcjMin, sFactArm, pcjMin);
|
|
VectorScale(pcjMax, sFactArm, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rradius",pcjflags|RAG_BONE_LIGHTWEIGHT,(3.0f*sRadArm)*fRadScale,pcjMin,pcjMax,500);
|
|
VectorSet(pcjMin,-90.0f,-20.0f,-20.0f);
|
|
VectorSet(pcjMax,30.0f,20.0f,-20.0f);
|
|
VectorScale(pcjMin, sFactArm, pcjMin);
|
|
VectorScale(pcjMax, sFactArm, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lradius",pcjflags|RAG_BONE_LIGHTWEIGHT,(3.0f*sRadArm)*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
|
|
VectorSet(pcjMin,-80.0f,-50.0f,-20.0f);
|
|
VectorSet(pcjMax,30.0f,5.0f,20.0f);
|
|
VectorScale(pcjMin, sFactLeg, pcjMin);
|
|
VectorScale(pcjMax, sFactLeg, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rfemurYZ",pcjflags|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadLeg)*fRadScale,pcjMin,pcjMax,500);
|
|
VectorSet(pcjMin,-60.0f,-5.0f,-20.0f);
|
|
VectorSet(pcjMax,50.0f,50.0f,20.0f);
|
|
VectorScale(pcjMin, sFactLeg, pcjMin);
|
|
VectorScale(pcjMax, sFactLeg, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lfemurYZ",pcjflags|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadLeg)*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
VectorSet(pcjMin,-20.0f,-15.0f,-15.0f);
|
|
VectorSet(pcjMax,100.0f,15.0f,15.0f);
|
|
VectorScale(pcjMin, sFactLeg, pcjMin);
|
|
VectorScale(pcjMax, sFactLeg, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rtibia",pcjflags|RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadLeg)*fRadScale,pcjMin,pcjMax,500);
|
|
VectorSet(pcjMin,20.0f,-15.0f,-15.0f);
|
|
VectorSet(pcjMax,100.0f,15.0f,15.0f);
|
|
VectorScale(pcjMin, sFactLeg, pcjMin);
|
|
VectorScale(pcjMax, sFactLeg, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"ltibia",pcjflags|RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadLeg)*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
float sRadEArm = 1.2f;
|
|
float sRadELeg = 1.2f;
|
|
|
|
// int rhand=
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rhand",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadEArm)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lhand",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadEArm)*fRadScale);
|
|
//G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rtarsal",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadELeg)*fRadScale);
|
|
//G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"ltarsal",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadELeg)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rtalus",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadELeg)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"ltalus",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadELeg)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rradiusX",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadEArm)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lradiusX",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadEArm)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rfemurX",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(10.0f*sRadELeg)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lfemurX",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(10.0f*sRadELeg)*fRadScale);
|
|
//G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"ceyebrow",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,10.0f*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"ceyebrow",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,5.0f);
|
|
#else
|
|
static const float fRadScale = 0.3f;//0.5f;
|
|
static int pcjflags = RAG_PCJ|RAG_PCJ_POST_MULT;//|RAG_EFFECTOR;
|
|
static const float sFactLeg = 1.0f;
|
|
static const float sFactArm = 1.0f;
|
|
static const float sRadArm = 1.0f;
|
|
static const float sRadLeg = 1.0f;
|
|
|
|
vec3_t pcjMin,pcjMax;
|
|
VectorSet(pcjMin,-90.0f,-45.0f,-45.0f);
|
|
VectorSet(pcjMax,90.0f,45.0f,45.0f);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"model_root",RAG_PCJ_MODEL_ROOT|RAG_PCJ|RAG_UNSNAPPABLE,10.0f*fRadScale,pcjMin,pcjMax,100);
|
|
VectorSet(pcjMin,-45.0f,-45.0f,-45.0f);
|
|
VectorSet(pcjMax,45.0f,45.0f,45.0f);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"pelvis",RAG_PCJ_PELVIS|RAG_PCJ|RAG_PCJ_POST_MULT|RAG_UNSNAPPABLE,10.0f*fRadScale,pcjMin,pcjMax,100);
|
|
|
|
//PCJ/EFFECTORS
|
|
VectorSet(pcjMin,-80.0f,-50.0f,-20.0f);
|
|
VectorSet(pcjMax,30.0f,5.0f,20.0f);
|
|
VectorScale(pcjMin, sFactLeg, pcjMin);
|
|
VectorScale(pcjMax, sFactLeg, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rfemurYZ",pcjflags|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadLeg)*fRadScale,pcjMin,pcjMax,500);
|
|
VectorSet(pcjMin,-60.0f,-5.0f,-20.0f);
|
|
VectorSet(pcjMax,50.0f,50.0f,20.0f);
|
|
VectorScale(pcjMin, sFactLeg, pcjMin);
|
|
VectorScale(pcjMax, sFactLeg, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lfemurYZ",pcjflags|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadLeg)*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
VectorSet(pcjMin,-20.0f,-15.0f,-15.0f);
|
|
VectorSet(pcjMax,100.0f,15.0f,15.0f);
|
|
VectorScale(pcjMin, sFactLeg, pcjMin);
|
|
VectorScale(pcjMax, sFactLeg, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rtibia",pcjflags|RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadLeg)*fRadScale,pcjMin,pcjMax,500);
|
|
VectorSet(pcjMin,20.0f,-15.0f,-15.0f);
|
|
VectorSet(pcjMax,100.0f,15.0f,15.0f);
|
|
VectorScale(pcjMin, sFactLeg, pcjMin);
|
|
VectorScale(pcjMax, sFactLeg, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"ltibia",pcjflags|RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadLeg)*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
|
|
VectorSet(pcjMin,-15.0f,-15.0f,-15.0f);
|
|
VectorSet(pcjMax,15.0f,15.0f,15.0f);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lower_lumbar",pcjflags|RAG_EFFECTOR|RAG_UNSNAPPABLE,10.0f*fRadScale,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"upper_lumbar",pcjflags|RAG_EFFECTOR|RAG_UNSNAPPABLE,10.0f*fRadScale,pcjMin,pcjMax,500);
|
|
VectorSet(pcjMin,-25.0f,-25.0f,-25.0f);
|
|
VectorSet(pcjMax,25.0f,25.0f,25.0f);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"thoracic",pcjflags|RAG_EFFECTOR|RAG_UNSNAPPABLE,12.0f*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
VectorSet(pcjMin,-10.0f,-10.0f,-90.0f);
|
|
VectorSet(pcjMax,10.0f,10.0f,90.0f);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"cranium",RAG_PCJ|RAG_PCJ_POST_MULT|RAG_BONE_LIGHTWEIGHT|RAG_UNSNAPPABLE,6.0f*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
VectorSet(pcjMin,-100.0f,-40.0f,-15.0f);
|
|
VectorSet(pcjMax,-15.0f,80.0f,15.0f);
|
|
VectorScale(pcjMin, sFactArm, pcjMin);
|
|
VectorScale(pcjMax, sFactArm, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rhumerus",pcjflags|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadArm)*fRadScale,pcjMin,pcjMax,500);
|
|
VectorSet(pcjMin,-50.0f,-80.0f,-15.0f);
|
|
VectorSet(pcjMax,15.0f,40.0f,15.0f);
|
|
VectorScale(pcjMin, sFactArm, pcjMin);
|
|
VectorScale(pcjMax, sFactArm, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lhumerus",pcjflags|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadArm)*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
VectorSet(pcjMin,-25.0f,-20.0f,-20.0f);
|
|
VectorSet(pcjMax,90.0f,20.0f,-20.0f);
|
|
VectorScale(pcjMin, sFactArm, pcjMin);
|
|
VectorScale(pcjMax, sFactArm, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rradius",pcjflags|RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(3.0f*sRadArm)*fRadScale,pcjMin,pcjMax,500);
|
|
VectorSet(pcjMin,-90.0f,-20.0f,-20.0f);
|
|
VectorSet(pcjMax,30.0f,20.0f,-20.0f);
|
|
VectorScale(pcjMin, sFactArm, pcjMin);
|
|
VectorScale(pcjMax, sFactArm, pcjMax);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lradius",pcjflags|RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(3.0f*sRadArm)*fRadScale,pcjMin,pcjMax,500);
|
|
|
|
|
|
//EFFECTORS
|
|
static const float sRadEArm = 1.2f;
|
|
static const float sRadELeg = 1.2f;
|
|
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"cervical",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,10.0f*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"ceyebrow",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,10.0f*fRadScale);
|
|
// G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rfemurX",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(10.0f*sRadELeg)*fRadScale);
|
|
// G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lfemurX",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(10.0f*sRadELeg)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rtalus",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadELeg)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"ltalus",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(4.0f*sRadELeg)*fRadScale);
|
|
// G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rhumerusX",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadEArm)*fRadScale);
|
|
// G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lhumerusX",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadEArm)*fRadScale);
|
|
// G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rradiusX",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadEArm)*fRadScale);
|
|
// G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lradiusX",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadEArm)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"rhand",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadEArm)*fRadScale);
|
|
G2_Set_Bone_Angles_Rag(ghoul2, mod_a,blist,"lhand",RAG_EFFECTOR|RAG_BONE_LIGHTWEIGHT,(6.0f*sRadEArm)*fRadScale);
|
|
#endif
|
|
//match the currrent animation
|
|
if (!G2_RagDollSetup(ghoul2,curTime,true,parms->position,false))
|
|
{
|
|
assert(!"failed to add any rag bones");
|
|
return;
|
|
}
|
|
G2_RagDollCurrentPosition(ghoul2V,model,curTime,parms->angles,parms->position,parms->scale);
|
|
|
|
int k;
|
|
|
|
CRagDollInitialUpdateParams fparms;
|
|
VectorCopy(parms->position, fparms.position);
|
|
VectorCopy(parms->angles, fparms.angles);
|
|
VectorCopy(parms->scale, fparms.scale);
|
|
VectorClear(fparms.velocity);
|
|
fparms.me = parms->me;
|
|
fparms.settleFrame = parms->endFrame;
|
|
fparms.groundEnt = parms->groundEnt;
|
|
|
|
//Guess I don't need to do this, do I?
|
|
G2_ConstructGhoulSkeleton(ghoul2V, curTime, false, parms->scale);
|
|
|
|
vec3_t dPos;
|
|
VectorCopy(parms->position, dPos);
|
|
#ifdef _OLD_STYLE_SETTLE
|
|
dPos[2] -= 6;
|
|
#endif
|
|
|
|
for (k=0;k</*10*/20;k++)
|
|
{
|
|
G2_RagDollSettlePositionNumeroTrois(ghoul2V,dPos,&fparms,curTime);
|
|
|
|
G2_RagDollCurrentPosition(ghoul2V,model,curTime,parms->angles,dPos,parms->scale);
|
|
G2_RagDollMatchPosition();
|
|
G2_RagDollSolve(ghoul2V,model,1.0f*(1.0f-k/40.0f),curTime,dPos,false);
|
|
}
|
|
}
|
|
|
|
void G2_SetRagDollBullet(CGhoul2Info &ghoul2,const vec3_t rayStart,const vec3_t hit)
|
|
{
|
|
if (!broadsword||!broadsword->integer)
|
|
{
|
|
return;
|
|
}
|
|
vec3_t shotDir;
|
|
VectorSubtract(hit,rayStart,shotDir);
|
|
float len=VectorLength(shotDir);
|
|
if (len<1.0f)
|
|
{
|
|
return;
|
|
}
|
|
float lenr=1.0f/len;
|
|
shotDir[0]*=lenr;
|
|
shotDir[1]*=lenr;
|
|
shotDir[2]*=lenr;
|
|
|
|
bool firstOne=false;
|
|
if (broadsword_kickbones&&broadsword_kickbones->integer)
|
|
{
|
|
int i;
|
|
int magicFactor13=150.0f; // squared radius multiplier for shot effects
|
|
boneInfo_v &blist = ghoul2.mBlist;
|
|
for(i=blist.size()-1;i>=0;i--)
|
|
{
|
|
boneInfo_t &bone=blist[i];
|
|
if ((bone.flags & BONE_ANGLES_TOTAL))
|
|
{
|
|
if (bone.flags & BONE_ANGLES_RAGDOLL)
|
|
{
|
|
if (!firstOne)
|
|
{
|
|
firstOne=true;
|
|
#if 0
|
|
int curTime=G2API_GetTime(0);
|
|
const mdxaHeader_t *mod_a=G2_GetModA(ghoul2);
|
|
int startFrame = 0, endFrame = 0;
|
|
#if 1
|
|
TheGhoul2Wraith()->GetAnimFrames(ghoul2.mID, "unconsciousdeadflop01", startFrame, endFrame);
|
|
if (startFrame == -1 && endFrame == -1)
|
|
{ //A bad thing happened! Just use the hardcoded numbers even though they could be wrong.
|
|
startFrame = 3573;
|
|
endFrame = 3583;
|
|
assert(0);
|
|
}
|
|
G2_Set_Bone_Anim_No_BS(mod_a,blist,"upper_lumbar",startFrame,endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f,curTime,float(startFrame),75,0,true);
|
|
G2_Set_Bone_Anim_No_BS(mod_a,blist,"lfemurYZ",startFrame,endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f,curTime,float(startFrame),75,0,true);
|
|
G2_Set_Bone_Anim_No_BS(mod_a,blist,"rfemurYZ",startFrame,endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f,curTime,float(startFrame),75,0,true);
|
|
#else
|
|
TheGhoul2Wraith()->GetAnimFrames(ghoul2.mID, "backdeadflop01", startFrame, endFrame);
|
|
if (startFrame == -1 && endFrame == -1)
|
|
{ //A bad thing happened! Just use the hardcoded numbers even though they could be wrong.
|
|
startFrame = 3581;
|
|
endFrame = 3592;
|
|
assert(0);
|
|
}
|
|
G2_Set_Bone_Anim_No_BS(mod_a,blist,"upper_lumbar",endFrame,startFrame+1,
|
|
BONE_ANIM_OVERRIDE_FREEZE,
|
|
-1.0f,curTime,float(endFrame-1),50,0,true);
|
|
G2_Set_Bone_Anim_No_BS(mod_a,blist,"lfemurYZ",endFrame,startFrame+1,
|
|
BONE_ANIM_OVERRIDE_FREEZE,
|
|
-1.0f,curTime,float(endFrame-1),50,0,true);
|
|
G2_Set_Bone_Anim_No_BS(mod_a,blist,"rfemurYZ",endFrame,startFrame+1,
|
|
BONE_ANIM_OVERRIDE_FREEZE,
|
|
-1.0f,curTime,float(endFrame-1),50,0,true);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
VectorCopy(shotDir,bone.lastShotDir);
|
|
vec3_t dir;
|
|
VectorSubtract(bone.lastPosition,hit,dir);
|
|
len=VectorLength(dir);
|
|
if (len<1.0f)
|
|
{
|
|
len=1.0f;
|
|
}
|
|
lenr=1.0f/len;
|
|
float effect=lenr;
|
|
effect*=magicFactor13*effect; // this is cubed, one of them is absorbed by the next calc
|
|
bone.velocityEffector[0]=shotDir[0]*(effect+flrand(0.0f,0.05f));
|
|
bone.velocityEffector[1]=shotDir[1]*(effect+flrand(0.0f,0.05f));
|
|
bone.velocityEffector[2]=fabs(shotDir[2])*(effect+flrand(0.0f,0.05f));
|
|
// bone.velocityEffector[0]=shotDir[0]*(effect+flrand(0.0f,0.05f))*flrand(-0.1f,3.0f);
|
|
// bone.velocityEffector[1]=shotDir[1]*(effect+flrand(0.0f,0.05f))*flrand(-0.1f,3.0f);
|
|
// bone.velocityEffector[2]=fabs(shotDir[2])*(effect+flrand(0.0f,0.05f))*flrand(-0.1f,3.0f);
|
|
assert( !Q_isnan(shotDir[2]));
|
|
// bone.currentAngles[0]+=flrand(-10.0f*lenr,10.0f*lenr);
|
|
// bone.currentAngles[1]+=flrand(-10.0f*lenr,10.0f*lenr);
|
|
// bone.currentAngles[2]+=flrand(-10.0f*lenr,10.0f*lenr);
|
|
// bone.lastAngles[0]+=flrand(-10.0f*lenr,10.0f*lenr);
|
|
// bone.lastAngles[1]+=flrand(-10.0f*lenr,10.0f*lenr);
|
|
// bone.lastAngles[2]+=flrand(-10.0f*lenr,10.0f*lenr);
|
|
|
|
// go dynamic
|
|
bone.firstCollisionTime=G2API_GetTime(0);
|
|
// bone.firstCollisionTime=0;
|
|
bone.restTime=0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static float G2_RagSetState(CGhoul2Info &ghoul2, boneInfo_t &bone,int frameNum,const vec3_t origin,bool &resetOrigin)
|
|
{
|
|
ragOriginChange=DistanceSquared(origin,bone.extraVec1);
|
|
VectorSubtract(origin,bone.extraVec1,ragOriginChangeDir);
|
|
|
|
float decay=1.0f;
|
|
|
|
int dynamicTime=1000;
|
|
int settleTime=1000;
|
|
|
|
if (ghoul2.mFlags & GHOUL2_RAG_FORCESOLVE)
|
|
{
|
|
ragState=ERS_DYNAMIC;
|
|
if (frameNum>bone.firstCollisionTime+dynamicTime)
|
|
{
|
|
VectorCopy(origin,bone.extraVec1);
|
|
if (ragOriginChange>15.0f)
|
|
{ //if we moved, or if this bone is still in solid
|
|
bone.firstCollisionTime=frameNum;
|
|
}
|
|
else
|
|
{
|
|
// settle out
|
|
bone.firstCollisionTime=0;
|
|
bone.restTime=frameNum;
|
|
ragState=ERS_SETTLING;
|
|
}
|
|
}
|
|
}
|
|
else if (bone.firstCollisionTime>0)
|
|
{
|
|
ragState=ERS_DYNAMIC;
|
|
if (frameNum>bone.firstCollisionTime+dynamicTime)
|
|
{
|
|
VectorCopy(origin,bone.extraVec1);
|
|
if (ragOriginChange>15.0f)
|
|
{ //if we moved
|
|
bone.firstCollisionTime=frameNum;
|
|
}
|
|
else
|
|
{
|
|
// settle out
|
|
bone.firstCollisionTime=0;
|
|
bone.restTime=frameNum;
|
|
ragState=ERS_SETTLING;
|
|
}
|
|
}
|
|
//decay=0.0f;
|
|
}
|
|
else if (bone.restTime>0)
|
|
{
|
|
decay=1.0f-(frameNum-bone.restTime)/float(dynamicTime);
|
|
if (decay<0.0f)
|
|
{
|
|
decay=0.0f;
|
|
}
|
|
if (decay>1.0f)
|
|
{
|
|
decay=1.0f;
|
|
}
|
|
float magicFactor8=1.0f; // Power for decay
|
|
decay=pow(decay,magicFactor8);
|
|
ragState=ERS_SETTLING;
|
|
if (frameNum>bone.restTime+settleTime)
|
|
{
|
|
VectorCopy(origin,bone.extraVec1);
|
|
if (ragOriginChange>15.0f)
|
|
{
|
|
bone.restTime=frameNum;
|
|
}
|
|
else
|
|
{
|
|
// stop
|
|
bone.restTime=0;
|
|
ragState=ERS_SETTLED;
|
|
}
|
|
}
|
|
//decay=0.0f;
|
|
}
|
|
else
|
|
{
|
|
if (bone.RagFlags & RAG_PCJ_IK_CONTROLLED)
|
|
{
|
|
bone.firstCollisionTime=frameNum;
|
|
ragState=ERS_DYNAMIC;
|
|
}
|
|
else if (ragOriginChange>15.0f)
|
|
{
|
|
bone.firstCollisionTime=frameNum;
|
|
ragState=ERS_DYNAMIC;
|
|
}
|
|
else
|
|
{
|
|
ragState=ERS_SETTLED;
|
|
}
|
|
decay=0.0f;
|
|
}
|
|
// ragState=ERS_SETTLED;
|
|
// decay=0.0f;
|
|
return decay;
|
|
}
|
|
|
|
static bool G2_RagDollSetup(CGhoul2Info &ghoul2,int frameNum,bool resetOrigin,const vec3_t origin,bool anyRendered)
|
|
{
|
|
int minSurvivingBone=10000;
|
|
//int minSurvivingBoneAt=-1;
|
|
int minSurvivingBoneAlt=10000;
|
|
//int minSurvivingBoneAtAlt=-1;
|
|
|
|
assert(ghoul2.mFileName[0]);
|
|
boneInfo_v &blist = ghoul2.mBlist;
|
|
if(!rag) {
|
|
rag = new std::vector<boneInfo_t*>;
|
|
}
|
|
rag->clear();
|
|
int numRendered=0;
|
|
int numNotRendered=0;
|
|
//int pelvisAt=-1;
|
|
for(size_t i=0; i<blist.size(); i++)
|
|
{
|
|
boneInfo_t &bone=blist[i];
|
|
if (bone.boneNumber>=0)
|
|
{
|
|
assert(bone.boneNumber<MAX_BONES_RAG);
|
|
if ((bone.flags & BONE_ANGLES_RAGDOLL) || (bone.flags & BONE_ANGLES_IK))
|
|
{
|
|
//rww - this was (!anyRendered) before. Isn't that wrong? (if anyRendered, then wasRendered should be true)
|
|
bool wasRendered=
|
|
(!anyRendered) || // offscreeen or something
|
|
G2_WasBoneRendered(ghoul2,bone.boneNumber);
|
|
if (!wasRendered)
|
|
{
|
|
bone.RagFlags|=RAG_WAS_NOT_RENDERED;
|
|
numNotRendered++;
|
|
}
|
|
else
|
|
{
|
|
bone.RagFlags&=~RAG_WAS_NOT_RENDERED;
|
|
bone.RagFlags|=RAG_WAS_EVER_RENDERED;
|
|
numRendered++;
|
|
}
|
|
if (bone.RagFlags&RAG_PCJ_PELVIS)
|
|
{
|
|
//pelvisAt=i;
|
|
}
|
|
else if (bone.RagFlags&RAG_PCJ_MODEL_ROOT)
|
|
{
|
|
}
|
|
else if (wasRendered && (bone.RagFlags&RAG_PCJ))
|
|
{
|
|
if (minSurvivingBone>bone.boneNumber)
|
|
{
|
|
minSurvivingBone=bone.boneNumber;
|
|
//minSurvivingBoneAt=i;
|
|
}
|
|
}
|
|
else if (wasRendered)
|
|
{
|
|
if (minSurvivingBoneAlt>bone.boneNumber)
|
|
{
|
|
minSurvivingBoneAlt=bone.boneNumber;
|
|
//minSurvivingBoneAtAlt=i;
|
|
}
|
|
}
|
|
if (
|
|
anyRendered &&
|
|
(bone.RagFlags&RAG_WAS_EVER_RENDERED) &&
|
|
!(bone.RagFlags&RAG_PCJ_MODEL_ROOT) &&
|
|
!(bone.RagFlags&RAG_PCJ_PELVIS) &&
|
|
!wasRendered &&
|
|
(bone.RagFlags&RAG_EFFECTOR)
|
|
)
|
|
{
|
|
// this thing was rendered in the past, but wasn't now, although other bones were, lets get rid of it
|
|
// bone.flags &= ~BONE_ANGLES_RAGDOLL;
|
|
// bone.RagFlags = 0;
|
|
//OutputDebugString(va("Deleted Effector %d\n",i));
|
|
// continue;
|
|
}
|
|
if ((int)rag->size()<bone.boneNumber+1)
|
|
{
|
|
rag->resize(bone.boneNumber+1,0);
|
|
}
|
|
(*rag)[bone.boneNumber]=&bone;
|
|
ragBlistIndex[bone.boneNumber]=i;
|
|
|
|
bone.lastTimeUpdated=frameNum;
|
|
if (resetOrigin)
|
|
{
|
|
VectorCopy(origin,bone.extraVec1); // this is only done incase a limb is removed
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#if 0
|
|
if (numRendered<5) // I think this is a limb
|
|
{
|
|
//OutputDebugString(va("limb %3d/%3d (r,N).\n",numRendered,numNotRendered));
|
|
if (minSurvivingBoneAt<0)
|
|
{
|
|
// pelvis is gone, but we have no remaining pcj's
|
|
// just find any remain rag effector
|
|
minSurvivingBoneAt=minSurvivingBoneAtAlt;
|
|
}
|
|
if (
|
|
minSurvivingBoneAt>=0 &&
|
|
pelvisAt>=0)
|
|
{
|
|
{
|
|
// remove the pelvis as a rag
|
|
boneInfo_t &bone=blist[minSurvivingBoneAt];
|
|
bone.flags&=~BONE_ANGLES_RAGDOLL;
|
|
bone.RagFlags=0;
|
|
}
|
|
{
|
|
// the root-est bone is now our "pelvis
|
|
boneInfo_t &bone=blist[minSurvivingBoneAt];
|
|
VectorSet(bone.minAngles,-14500.0f,-14500.0f,-14500.0f);
|
|
VectorSet(bone.maxAngles,14500.0f,14500.0f,14500.0f);
|
|
bone.RagFlags|=RAG_PCJ_PELVIS|RAG_PCJ; // this guy is our new "pelvis"
|
|
bone.flags |= BONE_ANGLES_POSTMULT;
|
|
bone.ragStartTime=G2API_GetTime(0);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
numRags=0;
|
|
//int ragStartTime=0;
|
|
for(size_t i=0; i<rag->size(); i++)
|
|
{
|
|
if ((*rag)[i])
|
|
{
|
|
boneInfo_t &bone=*(*rag)[i];
|
|
assert(bone.boneNumber>=0);
|
|
assert(numRags<MAX_BONES_RAG);
|
|
|
|
//ragStartTime=bone.ragStartTime;
|
|
|
|
bone.ragIndex=numRags;
|
|
ragBoneData[numRags]=&bone;
|
|
ragEffectors[numRags].radius=bone.radius;
|
|
ragEffectors[numRags].weight=bone.weight;
|
|
G2_GetBoneBasepose(ghoul2,bone.boneNumber,bone.basepose,bone.baseposeInv);
|
|
numRags++;
|
|
}
|
|
}
|
|
if (!numRags)
|
|
{
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
static void G2_RagDoll(CGhoul2Info_v &ghoul2V,int g2Index,CRagDollUpdateParams *params, int curTime)
|
|
{
|
|
if (!broadsword||!broadsword->integer)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!params)
|
|
{
|
|
assert(0);
|
|
return;
|
|
}
|
|
|
|
vec3_t dPos;
|
|
VectorCopy(params->position, dPos);
|
|
#ifdef _OLD_STYLE_SETTLE
|
|
dPos[2] -= 6;
|
|
#endif
|
|
|
|
// params->DebugLine(handPos,handPos2,false);
|
|
int frameNum=G2API_GetTime(0);
|
|
CGhoul2Info &ghoul2=ghoul2V[g2Index];
|
|
assert(ghoul2.mFileName[0]);
|
|
boneInfo_v &blist = ghoul2.mBlist;
|
|
|
|
// hack for freezing ragdoll (no idea if it works)
|
|
#if 0
|
|
if (0)
|
|
{
|
|
// we gotta hack this to basically freeze the timers
|
|
for(i=0; i<blist.size(); i++)
|
|
{
|
|
boneInfo_t &bone=blist[i];
|
|
if (bone.boneNumber>=0)
|
|
{
|
|
assert(bone.boneNumber<MAX_BONES_RAG);
|
|
if (bone.flags & BONE_ANGLES_RAGDOLL)
|
|
{
|
|
bone.ragStartTime+=50;
|
|
if (bone.firstTime)
|
|
{
|
|
bone.firstTime+=50;
|
|
}
|
|
if (bone.firstCollisionTime)
|
|
{
|
|
bone.firstCollisionTime+=50;
|
|
}
|
|
if (bone.restTime)
|
|
{
|
|
bone.restTime+=50;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
float decay=1.0f;
|
|
bool resetOrigin=false;
|
|
bool anyRendered=false;
|
|
|
|
// this loop checks for settled
|
|
for(size_t i=0; i<blist.size(); i++)
|
|
{
|
|
boneInfo_t &bone=blist[i];
|
|
if (bone.boneNumber>=0)
|
|
{
|
|
assert(bone.boneNumber<MAX_BONES_RAG);
|
|
if (bone.flags & BONE_ANGLES_RAGDOLL)
|
|
{
|
|
// check for state transitions
|
|
decay=G2_RagSetState(ghoul2,bone,frameNum,dPos,resetOrigin); // set the current state
|
|
if (ragState==ERS_SETTLED)
|
|
{
|
|
#if 0
|
|
bool noneInSolid = true;
|
|
|
|
//first iterate through and make sure no bones are still in solid a lot
|
|
for(int j = 0; j < blist.size(); j++)
|
|
{
|
|
boneInfo_t &bone2 = blist[j];
|
|
|
|
if (bone2.boneNumber >= 0 && bone2.solidCount > 8)
|
|
{
|
|
noneInSolid = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (noneInSolid)
|
|
{ //we're settled then
|
|
params->RagDollSettled();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
continue;
|
|
}
|
|
#else
|
|
params->RagDollSettled();
|
|
return;
|
|
#endif
|
|
}
|
|
if (G2_WasBoneRendered(ghoul2,bone.boneNumber))
|
|
{
|
|
anyRendered=true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//int iters=(ragState==ERS_DYNAMIC)?2:1;
|
|
int iters=(ragState==ERS_DYNAMIC)?4:2;
|
|
/*
|
|
bool kicked=false;
|
|
if (ragOriginChangeDir[2]<-100.0f)
|
|
{
|
|
kicked=true;
|
|
//iters*=8;
|
|
iters*=5; //rww - changed to this.. it was getting up to around 600 traces at times before (which is insane)
|
|
}
|
|
*/
|
|
if (iters)
|
|
{
|
|
if (!G2_RagDollSetup(ghoul2,frameNum,resetOrigin,dPos,anyRendered))
|
|
{
|
|
return;
|
|
}
|
|
// ok, now our data structures are compact and set up in topological order
|
|
|
|
for (int i=0;i<iters;i++)
|
|
{
|
|
G2_RagDollCurrentPosition(ghoul2V,g2Index,frameNum,params->angles,dPos,params->scale);
|
|
|
|
if (G2_RagDollSettlePositionNumeroTrois(ghoul2V,dPos,params,curTime))
|
|
{
|
|
#if 0
|
|
//effectors are start solid alot, so this was pretty extreme
|
|
if (!kicked&&iters<4)
|
|
{
|
|
kicked=true;
|
|
//iters*=4;
|
|
iters*=2;
|
|
}
|
|
#endif
|
|
}
|
|
//params->position[2] += 16;
|
|
G2_RagDollSolve(ghoul2V,g2Index,decay*2.0f,frameNum,dPos,true,params);
|
|
}
|
|
}
|
|
|
|
if (params->me != ENTITYNUM_NONE)
|
|
{
|
|
#if 0
|
|
vec3_t worldMins,worldMaxs;
|
|
worldMins[0]=params->position[0]-17;
|
|
worldMins[1]=params->position[1]-17;
|
|
worldMins[2]=params->position[2];
|
|
worldMaxs[0]=params->position[0]+17;
|
|
worldMaxs[1]=params->position[1]+17;
|
|
worldMaxs[2]=params->position[2];
|
|
//OutputDebugString(va("%f \n",worldMins[2]));
|
|
// params->DebugLine(worldMins,worldMaxs,true);
|
|
#endif
|
|
G2_RagDollCurrentPosition(ghoul2V,g2Index,frameNum,params->angles,params->position,params->scale);
|
|
// SV_UnlinkEntity(params->me);
|
|
// params->me->SetMins(BB_SHOOTING_SIZE,ragBoneMins);
|
|
// params->me->SetMaxs(BB_SHOOTING_SIZE,ragBoneMaxs);
|
|
// SV_LinkEntity(params->me);
|
|
}
|
|
}
|
|
|
|
//#define _DEBUG_BONE_NAMES
|
|
|
|
#ifdef _DEBUG_BONE_NAMES
|
|
static inline char *G2_Get_Bone_Name(CGhoul2Info *ghlInfo, boneInfo_v &blist, int boneNum)
|
|
{
|
|
mdxaSkel_t *skel;
|
|
mdxaSkelOffsets_t *offsets;
|
|
offsets = (mdxaSkelOffsets_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t));
|
|
skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[0]);
|
|
|
|
// look through entire list
|
|
for(size_t i=0; i<blist.size(); i++)
|
|
{
|
|
// if this bone entry has no info in it, bounce over it
|
|
if (blist[i].boneNumber != boneNum)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// figure out what skeletal info structure this bone entry is looking at
|
|
skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[blist[i].boneNumber]);
|
|
|
|
return skel->name;
|
|
}
|
|
|
|
// didn't find it
|
|
return "BONE_NOT_FOUND";
|
|
}
|
|
#endif
|
|
|
|
char *G2_GetBoneNameFromSkel(CGhoul2Info &ghoul2, int boneNum);
|
|
static void G2_RagDollCurrentPosition(CGhoul2Info_v &ghoul2V,int g2Index,int frameNum,const vec3_t angles,const vec3_t position,const vec3_t scale)
|
|
{
|
|
CGhoul2Info &ghoul2=ghoul2V[g2Index];
|
|
assert(ghoul2.mFileName[0]);
|
|
//OutputDebugString(va("angles %f %f %f\n",angles[0],angles[1],angles[2]));
|
|
G2_GenerateWorldMatrix(angles,position);
|
|
G2_ConstructGhoulSkeleton(ghoul2V, frameNum, false, scale);
|
|
|
|
float totalWt=0.0f;
|
|
int i;
|
|
for (i=0;i<numRags;i++)
|
|
{
|
|
boneInfo_t &bone=*ragBoneData[i];
|
|
G2_GetBoneMatrixLow(ghoul2,bone.boneNumber,scale,ragBones[i],ragBasepose[i],ragBaseposeInv[i]);
|
|
|
|
#ifdef _DEBUG_BONE_NAMES
|
|
char *debugBoneName = G2_Get_Bone_Name(&ghoul2, ghoul2.mBlist, bone.boneNumber);
|
|
assert(debugBoneName);
|
|
#endif
|
|
|
|
int k;
|
|
//float cmweight=ragEffectors[numRags].weight;
|
|
float cmweight=1.0f;
|
|
for (k=0;k<3;k++)
|
|
{
|
|
ragEffectors[i].currentOrigin[k]=ragBones[i].matrix[k][3];
|
|
assert( !Q_isnan(ragEffectors[i].currentOrigin[k]));
|
|
if (!i)
|
|
{
|
|
// set mins, maxs and cm
|
|
ragBoneCM[k]=ragEffectors[i].currentOrigin[k]*cmweight;
|
|
ragBoneMaxs[k]=ragEffectors[i].currentOrigin[k];
|
|
ragBoneMins[k]=ragEffectors[i].currentOrigin[k];
|
|
}
|
|
else
|
|
{
|
|
ragBoneCM[k]+=ragEffectors[i].currentOrigin[k]*ragEffectors[i].weight;
|
|
if (ragEffectors[i].currentOrigin[k]>ragBoneMaxs[k])
|
|
{
|
|
ragBoneMaxs[k]=ragEffectors[i].currentOrigin[k];
|
|
}
|
|
if (ragEffectors[i].currentOrigin[k]<ragBoneMins[k])
|
|
{
|
|
ragBoneMins[k]=ragEffectors[i].currentOrigin[k];
|
|
}
|
|
}
|
|
}
|
|
|
|
totalWt+=cmweight;
|
|
}
|
|
|
|
assert(totalWt>0.0f);
|
|
int k;
|
|
{
|
|
float wtInv=1.0f/totalWt;
|
|
for (k=0;k<3;k++)
|
|
{
|
|
ragBoneMaxs[k]-=position[k];
|
|
ragBoneMins[k]-=position[k];
|
|
ragBoneMaxs[k]+=10.0f;
|
|
ragBoneMins[k]-=10.0f;
|
|
ragBoneCM[k]*=wtInv;
|
|
|
|
ragBoneCM[k]=ragEffectors[0].currentOrigin[k]; // use the pelvis
|
|
}
|
|
}
|
|
}
|
|
|
|
void VectorAdvance( const vec3_t veca, const float scale, const vec3_t vecb, vec3_t vecc);
|
|
|
|
#ifdef _DEBUG
|
|
int ragTraceTime = 0;
|
|
int ragSSCount = 0;
|
|
int ragTraceCount = 0;
|
|
#endif
|
|
|
|
void Rag_Trace( trace_t *results, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, const int passEntityNum, const int contentmask, const EG2_Collision eG2TraceType, const int useLod )
|
|
{
|
|
#ifdef _DEBUG
|
|
int ragPreTrace = ri.Milliseconds();
|
|
#endif
|
|
ri.SV_Trace(results, start, mins, maxs, end, passEntityNum, contentmask, eG2TraceType, useLod);
|
|
#ifdef _DEBUG
|
|
int ragPostTrace = ri.Milliseconds();
|
|
|
|
ragTraceTime += (ragPostTrace - ragPreTrace);
|
|
if (results->startsolid)
|
|
{
|
|
ragSSCount++;
|
|
}
|
|
ragTraceCount++;
|
|
#endif
|
|
}
|
|
|
|
//run advanced physics on each bone indivudually
|
|
//an adaption of my "exphys" custom game physics model
|
|
#define MAX_GRAVITY_PULL 256//512
|
|
|
|
static inline bool G2_BoneOnGround(const vec3_t org, const vec3_t mins, const vec3_t maxs, const int ignoreNum)
|
|
{
|
|
trace_t tr;
|
|
vec3_t gSpot;
|
|
|
|
VectorCopy(org, gSpot);
|
|
gSpot[2] -= 1.0f; //seems reasonable to me
|
|
|
|
Rag_Trace(&tr, org, mins, maxs, gSpot, ignoreNum, RAG_MASK, G2_NOCOLLIDE, 0);
|
|
|
|
if (tr.fraction != 1.0f && !tr.startsolid && !tr.allsolid)
|
|
{ //not in solid, and hit something. Guess it's ground.
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
static inline bool G2_ApplyRealBonePhysics(boneInfo_t &bone, SRagEffector &e, CRagDollUpdateParams *params, vec3_t goalSpot, const vec3_t goalBase, const vec3_t testMins, const vec3_t testMaxs,
|
|
const float gravity, const float mass, const float bounce)
|
|
{
|
|
trace_t tr;
|
|
vec3_t projectedOrigin;
|
|
vec3_t vNorm;
|
|
vec3_t ground;
|
|
vec3_t usedOrigin;
|
|
float velScaling = 0.1f;
|
|
float vTotal = 0.0f;
|
|
bool boneOnGround = false;
|
|
|
|
assert(mass <= 1.0f && mass >= 0.01f);
|
|
|
|
if (bone.physicsSettled)
|
|
{ //then we have no need to continue
|
|
return true;
|
|
}
|
|
|
|
if (goalBase)
|
|
{
|
|
VectorCopy(goalBase, usedOrigin);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(e.currentOrigin, usedOrigin);
|
|
}
|
|
|
|
if (gravity)
|
|
{ //factor it in before we do anything.
|
|
VectorCopy(usedOrigin, ground);
|
|
ground[2] -= 1.0f;
|
|
|
|
Rag_Trace(&tr, usedOrigin, testMins, testMaxs, ground, params->me, RAG_MASK, G2_NOCOLLIDE, 0);
|
|
|
|
if (tr.entityNum == ENTITYNUM_NONE)
|
|
{
|
|
boneOnGround = false;
|
|
}
|
|
else
|
|
{
|
|
boneOnGround = true;
|
|
}
|
|
|
|
if (!boneOnGround)
|
|
{
|
|
if (!params->velocity[2])
|
|
{ //only increase gravitational pull once the actual entity is still
|
|
bone.epGravFactor += gravity;
|
|
}
|
|
|
|
if (bone.epGravFactor > MAX_GRAVITY_PULL)
|
|
{ //cap it off if needed
|
|
bone.epGravFactor = MAX_GRAVITY_PULL;
|
|
}
|
|
|
|
bone.epVelocity[2] -= bone.epGravFactor;
|
|
}
|
|
else
|
|
{ //if we're sitting on something then reset the gravity factor.
|
|
bone.epGravFactor = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
boneOnGround = G2_BoneOnGround(usedOrigin, testMins, testMaxs, params->me);
|
|
}
|
|
|
|
if (!bone.epVelocity[0] && !bone.epVelocity[1] && !bone.epVelocity[2])
|
|
{ //nothing to do if we have no velocity even after gravity.
|
|
VectorCopy(usedOrigin, goalSpot);
|
|
return true;
|
|
}
|
|
|
|
//get the projected origin based on velocity.
|
|
VectorMA(usedOrigin, velScaling, bone.epVelocity, projectedOrigin);
|
|
|
|
//scale it down based on mass
|
|
VectorScale(bone.epVelocity, 1.0f-mass, bone.epVelocity);
|
|
|
|
VectorCopy(bone.epVelocity, vNorm);
|
|
vTotal = VectorNormalize(vNorm);
|
|
|
|
if (vTotal < 1 && boneOnGround)
|
|
{ //we've pretty much stopped moving anyway, just clear it out then.
|
|
VectorClear(bone.epVelocity);
|
|
bone.epGravFactor = 0;
|
|
VectorCopy(usedOrigin, goalSpot);
|
|
return true;
|
|
}
|
|
|
|
Rag_Trace(&tr, usedOrigin, testMins, testMaxs, projectedOrigin, params->me, RAG_MASK, G2_NOCOLLIDE, 0);
|
|
|
|
if (tr.startsolid || tr.allsolid)
|
|
{ //can't go anywhere from here
|
|
return false;
|
|
}
|
|
|
|
//Go ahead and set it to the trace endpoint regardless of what it hit
|
|
VectorCopy(tr.endpos, goalSpot);
|
|
|
|
if (tr.fraction == 1.0f)
|
|
{ //Nothing was in the way.
|
|
return true;
|
|
}
|
|
|
|
if (bounce)
|
|
{
|
|
vTotal *= bounce; //scale it by bounce
|
|
|
|
VectorScale(tr.plane.normal, vTotal, vNorm); //scale the trace plane normal by the bounce factor
|
|
|
|
if (vNorm[2] > 0)
|
|
{
|
|
bone.epGravFactor -= vNorm[2]*(1.0f-mass); //The lighter it is the more gravity will be reduced by bouncing vertically.
|
|
if (bone.epGravFactor < 0)
|
|
{
|
|
bone.epGravFactor = 0;
|
|
}
|
|
}
|
|
|
|
VectorAdd(bone.epVelocity, vNorm, bone.epVelocity); //add it into the existing velocity.
|
|
|
|
//I suppose it could be sort of neat to make a game callback here to actual do stuff
|
|
//when bones slam into things. But it could be slow too.
|
|
/*
|
|
if (tr.entityNum != ENTITYNUM_NONE && ent->touch)
|
|
{ //then call the touch function
|
|
ent->touch(ent, &g_entities[tr.entityNum], &tr);
|
|
}
|
|
*/
|
|
}
|
|
else
|
|
{ //if no bounce, kill when it hits something.
|
|
bone.epVelocity[0] = 0;
|
|
bone.epVelocity[1] = 0;
|
|
|
|
if (!gravity)
|
|
{
|
|
bone.epVelocity[2] = 0;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
#ifdef _DEBUG_BONE_NAMES
|
|
static inline void G2_RagDebugBox(vec3_t mins, vec3_t maxs, int duration)
|
|
{
|
|
return; //do something
|
|
}
|
|
|
|
static inline void G2_RagDebugLine(vec3_t start, vec3_t end, int time, int color, int radius)
|
|
{
|
|
return; //do something
|
|
}
|
|
#endif
|
|
|
|
#ifdef _OLD_STYLE_SETTLE
|
|
static bool G2_RagDollSettlePositionNumeroTrois(CGhoul2Info_v &ghoul2V, const vec3_t currentOrg, CRagDollUpdateParams *params, int curTime)
|
|
{
|
|
haveDesiredPelvisOffset=false;
|
|
vec3_t desiredPos;
|
|
int i;
|
|
|
|
assert(params);
|
|
//assert(params->me); //no longer valid, because me is an index!
|
|
int ignoreNum=params->me;
|
|
|
|
bool anyStartSolid=false;
|
|
|
|
vec3_t groundSpot={0,0,0};
|
|
// lets find the floor at our quake origin
|
|
{
|
|
vec3_t testStart;
|
|
VectorCopy(currentOrg,testStart); //last arg is dest
|
|
vec3_t testEnd;
|
|
VectorCopy(testStart,testEnd); //last arg is dest
|
|
testEnd[2]-=200.0f;
|
|
|
|
vec3_t testMins;
|
|
vec3_t testMaxs;
|
|
VectorSet(testMins,-10,-10,-10);
|
|
VectorSet(testMaxs,10,10,10);
|
|
|
|
{
|
|
trace_t tr;
|
|
assert( !Q_isnan(testStart[1]));
|
|
assert( !Q_isnan(testEnd[1]));
|
|
assert( !Q_isnan(testMins[1]));
|
|
assert( !Q_isnan(testMaxs[1]));
|
|
Rag_Trace(&tr,testStart,testMins,testMaxs,testEnd,ignoreNum,RAG_MASK,G2_NOCOLLIDE,0/*SV_TRACE_NO_PLAYER*/);
|
|
if (tr.entityNum==0)
|
|
{
|
|
VectorAdvance(testStart,.5f,testEnd,tr.endpos);
|
|
}
|
|
if (tr.startsolid)
|
|
{
|
|
//hmmm, punt
|
|
VectorCopy(currentOrg,groundSpot); //last arg is dest
|
|
groundSpot[2]-=30.0f;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(tr.endpos,groundSpot); //last arg is dest
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i=0;i<numRags;i++)
|
|
{
|
|
boneInfo_t &bone=*ragBoneData[i];
|
|
SRagEffector &e=ragEffectors[i];
|
|
if (bone.RagFlags & RAG_PCJ_PELVIS)
|
|
{
|
|
// just move to quake origin
|
|
VectorCopy(currentOrg,desiredPos);
|
|
//desiredPos[2]-=35.0f;
|
|
desiredPos[2]-=20.0f;
|
|
//old deathflop desiredPos[2]-=40.0f;
|
|
VectorSubtract(desiredPos,e.currentOrigin,desiredPelvisOffset); // last arg is dest
|
|
haveDesiredPelvisOffset=true;
|
|
VectorCopy(e.currentOrigin,bone.lastPosition); // last arg is dest
|
|
continue;
|
|
}
|
|
|
|
if (!(bone.RagFlags & RAG_EFFECTOR))
|
|
{
|
|
continue;
|
|
}
|
|
vec3_t testMins;
|
|
vec3_t testMaxs;
|
|
VectorSet(testMins,-e.radius,-e.radius,-e.radius);
|
|
VectorSet(testMaxs,e.radius,e.radius,e.radius);
|
|
#ifdef _DEBUG_BONE_NAMES
|
|
char *debugBoneName = G2_Get_Bone_Name(ghlInfo, ghlInfo->mBlist, bone.boneNumber);
|
|
assert(debugBoneName);
|
|
#endif
|
|
// first we will see if we are start solid
|
|
// if so, we are gonna run some bonus iterations
|
|
bool iAmStartSolid=false;
|
|
vec3_t testStart;
|
|
VectorCopy(e.currentOrigin,testStart); //last arg is dest
|
|
testStart[2]+=12.0f; // we are no so concerned with minor penetration
|
|
|
|
vec3_t testEnd;
|
|
VectorCopy(testStart,testEnd); //last arg is dest
|
|
testEnd[2]-=8.0f;
|
|
assert( !Q_isnan(testStart[1]));
|
|
assert( !Q_isnan(testEnd[1]));
|
|
assert( !Q_isnan(testMins[1]));
|
|
assert( !Q_isnan(testMaxs[1]));
|
|
float vertEffectorTraceFraction=0.0f;
|
|
{
|
|
trace_t tr;
|
|
Rag_Trace(&tr,testStart,testMins,testMaxs,testEnd,ignoreNum,RAG_MASK,G2_NOCOLLIDE,0);
|
|
if (tr.entityNum==0)
|
|
{
|
|
VectorAdvance(testStart,.5f,testEnd,tr.endpos);
|
|
}
|
|
if (tr.startsolid)
|
|
{
|
|
// above the origin, so lets try lower
|
|
if (e.currentOrigin[2] > groundSpot[2])
|
|
{
|
|
testStart[2]=groundSpot[2]+(e.radius-10.0f);
|
|
}
|
|
else
|
|
{
|
|
// lets try higher
|
|
testStart[2]=groundSpot[2]+8.0f;
|
|
Rag_Trace(&tr,testStart,testMins,testMaxs,testEnd,ignoreNum,RAG_MASK,G2_NOCOLLIDE,0);
|
|
if (tr.entityNum==0)
|
|
{
|
|
VectorAdvance(testStart,.5f,testEnd,tr.endpos);
|
|
}
|
|
}
|
|
|
|
}
|
|
if (tr.startsolid)
|
|
{
|
|
iAmStartSolid=true;
|
|
anyStartSolid=true;
|
|
// above the origin, so lets slide away
|
|
if (e.currentOrigin[2] > groundSpot[2])
|
|
{
|
|
if (params)
|
|
{
|
|
SRagDollEffectorCollision args(e.currentOrigin,tr);
|
|
params->EffectorCollision(args);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//harumph, we are really screwed
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vertEffectorTraceFraction=tr.fraction;
|
|
if (params &&
|
|
vertEffectorTraceFraction < .95f &&
|
|
fabsf(tr.plane.normal[2]) < .707f)
|
|
{
|
|
SRagDollEffectorCollision args(e.currentOrigin,tr);
|
|
args.useTracePlane=true;
|
|
params->EffectorCollision(args);
|
|
}
|
|
}
|
|
}
|
|
vec3_t effectorGroundSpot;
|
|
VectorAdvance(testStart,vertEffectorTraceFraction,testEnd,effectorGroundSpot);// VA(a,t,b,c)-> c := (1-t)a+tb
|
|
// trace from the quake origin horzontally to the effector
|
|
// gonna choose the maximum of the ground spot or the effector location
|
|
// and clamp it to be roughly in the bbox
|
|
VectorCopy(groundSpot,testStart); //last arg is dest
|
|
if (iAmStartSolid)
|
|
{
|
|
// we don't have a meaningful ground spot
|
|
VectorCopy(e.currentOrigin,testEnd); //last arg is dest
|
|
bone.solidCount++;
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(effectorGroundSpot,testEnd); //last arg is dest
|
|
bone.solidCount = 0;
|
|
}
|
|
assert( !Q_isnan(testStart[1]));
|
|
assert( !Q_isnan(testEnd[1]));
|
|
assert( !Q_isnan(testMins[1]));
|
|
assert( !Q_isnan(testMaxs[1]));
|
|
|
|
float ztest;
|
|
|
|
if (testEnd[2]>testStart[2])
|
|
{
|
|
ztest=testEnd[2];
|
|
}
|
|
else
|
|
{
|
|
ztest=testStart[2];
|
|
}
|
|
if (ztest<currentOrg[2]-30.0f)
|
|
{
|
|
ztest=currentOrg[2]-30.0f;
|
|
}
|
|
if (ztest<currentOrg[2]+10.0f)
|
|
{
|
|
ztest=currentOrg[2]+10.0f;
|
|
}
|
|
testStart[2]=ztest;
|
|
testEnd[2]=ztest;
|
|
|
|
float magicFactor44=1.0f; // going to trace a bit longer, this also serves as an expansion parameter
|
|
VectorAdvance(testStart,magicFactor44,testEnd,testEnd);// VA(a,t,b,c)-> c := (1-t)a+tb
|
|
|
|
float horzontalTraceFraction=0.0f;
|
|
vec3_t HorizontalHitSpot={0,0,0};
|
|
{
|
|
trace_t tr;
|
|
Rag_Trace(&tr,testStart,testMins,testMaxs,testEnd,ignoreNum,RAG_MASK,G2_NOCOLLIDE,0);
|
|
if (tr.entityNum==0)
|
|
{
|
|
VectorAdvance(testStart,.5f,testEnd,tr.endpos);
|
|
}
|
|
horzontalTraceFraction=tr.fraction;
|
|
if (tr.startsolid)
|
|
{
|
|
horzontalTraceFraction=1.0f;
|
|
// punt
|
|
VectorCopy(e.currentOrigin,HorizontalHitSpot);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(tr.endpos,HorizontalHitSpot);
|
|
int magicFactor46=0.98f; // shorten percetage to make sure we can go down along a wall
|
|
//float magicFactor46=0.98f; // shorten percetage to make sure we can go down along a wall
|
|
//rww - An..int?
|
|
VectorAdvance(tr.endpos,magicFactor46,testStart,HorizontalHitSpot);// VA(a,t,b,c)-> c := (1-t)a+tb
|
|
|
|
// roughly speaking this is a wall
|
|
if (horzontalTraceFraction<0.9f)
|
|
{
|
|
|
|
// roughly speaking this is a wall
|
|
if (fabsf(tr.plane.normal[2])<0.7f)
|
|
{
|
|
SRagDollEffectorCollision args(e.currentOrigin,tr);
|
|
args.useTracePlane=true;
|
|
params->EffectorCollision(args);
|
|
}
|
|
}
|
|
else if (!iAmStartSolid &&
|
|
effectorGroundSpot[2] < groundSpot[2] - 8.0f)
|
|
{
|
|
// this is a situation where we have something dangling below the pelvis, we want to find the plane going downhill away from the origin
|
|
// for various reasons, without this correction the body will actually move away from places it can fall off.
|
|
//gotta run the trace backwards to get a plane
|
|
{
|
|
trace_t tr;
|
|
VectorCopy(effectorGroundSpot,testStart);
|
|
VectorCopy(groundSpot,testEnd);
|
|
|
|
// this can be a line trace, we just want the plane normal
|
|
Rag_Trace(&tr,testEnd,0,0,testStart,ignoreNum,RAG_MASK,G2_NOCOLLIDE,0);
|
|
if (tr.entityNum==0)
|
|
{
|
|
VectorAdvance(testStart,.5f,testEnd,tr.endpos);
|
|
}
|
|
horzontalTraceFraction=tr.fraction;
|
|
if (!tr.startsolid && tr.fraction< 0.7f)
|
|
{
|
|
SRagDollEffectorCollision args(e.currentOrigin,tr);
|
|
args.useTracePlane=true;
|
|
params->EffectorCollision(args);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
vec3_t goalSpot={0,0,0};
|
|
// now lets trace down
|
|
VectorCopy(HorizontalHitSpot,testStart);
|
|
VectorCopy(testStart,testEnd); //last arg is dest
|
|
testEnd[2]=e.currentOrigin[2]-30.0f;
|
|
{
|
|
trace_t tr;
|
|
Rag_Trace(&tr,testStart,NULL,NULL,testEnd,ignoreNum,RAG_MASK,G2_NOCOLLIDE,0);
|
|
if (tr.entityNum==0)
|
|
{
|
|
VectorAdvance(testStart,.5f,testEnd,tr.endpos);
|
|
}
|
|
if (tr.startsolid)
|
|
{
|
|
// punt, go to the origin I guess
|
|
VectorCopy(currentOrg,goalSpot);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(tr.endpos,goalSpot);
|
|
int magicFactor47=0.5f; // shorten percentage to make sure we can go down along a wall
|
|
VectorAdvance(tr.endpos,magicFactor47,testStart,goalSpot);// VA(a,t,b,c)-> c := (1-t)a+tb
|
|
}
|
|
}
|
|
|
|
// ok now as the horizontal trace fraction approaches zero, we want to head toward the horizontalHitSpot
|
|
//geeze I would like some reasonable trace fractions
|
|
assert(horzontalTraceFraction>=0.0f&&horzontalTraceFraction<=1.0f);
|
|
VectorAdvance(HorizontalHitSpot,horzontalTraceFraction*horzontalTraceFraction,goalSpot,goalSpot);// VA(a,t,b,c)-> c := (1-t)a+tb
|
|
#if 0
|
|
if ((bone.RagFlags & RAG_EFFECTOR) && (bone.RagFlags & RAG_BONE_LIGHTWEIGHT))
|
|
{ //new rule - don't even bother unless it's a lightweight effector
|
|
//rww - Factor object velocity into the final desired spot..
|
|
//We want the limbs with a "light" weight to drag behind the general mass.
|
|
//If we got here, we shouldn't be the pelvis or the root, so we should be
|
|
//fine to treat as lightweight. However, we can flag bones as being particularly
|
|
//light. They're given less downscale for the reduction factor.
|
|
vec3_t givenVelocity;
|
|
vec3_t vSpot;
|
|
trace_t vtr;
|
|
float vSpeed = 0;
|
|
float verticalSpeed = 0;
|
|
float vReductionFactor = 0.03f;
|
|
float verticalSpeedReductionFactor = 0.06f; //want this to be more obvious
|
|
float lwVReductionFactor = 0.1f;
|
|
float lwVerticalSpeedReductionFactor = 0.3f; //want this to be more obvious
|
|
|
|
|
|
VectorCopy(params->velocity, givenVelocity);
|
|
vSpeed = VectorNormalize(givenVelocity);
|
|
vSpeed = -vSpeed; //go in the opposite direction of velocity
|
|
|
|
verticalSpeed = vSpeed;
|
|
|
|
if (bone.RagFlags & RAG_BONE_LIGHTWEIGHT)
|
|
{
|
|
vSpeed *= lwVReductionFactor;
|
|
verticalSpeed *= lwVerticalSpeedReductionFactor;
|
|
}
|
|
else
|
|
{
|
|
vSpeed *= vReductionFactor;
|
|
verticalSpeed *= verticalSpeedReductionFactor;
|
|
}
|
|
|
|
vSpot[0] = givenVelocity[0]*vSpeed;
|
|
vSpot[1] = givenVelocity[1]*vSpeed;
|
|
vSpot[2] = givenVelocity[2]*verticalSpeed;
|
|
VectorAdd(goalSpot, vSpot, vSpot);
|
|
|
|
if (vSpot[0] || vSpot[1] || vSpot[2])
|
|
{
|
|
Rag_Trace(&vtr, goalSpot, testMins, testMaxs, vSpot, ignoreNum, RAG_MASK, G2_NOCOLLIDE,0);
|
|
if (vtr.fraction == 1)
|
|
{
|
|
VectorCopy(vSpot, goalSpot);
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
int k;
|
|
int magicFactor12=0.8f; // dampening of velocity applied
|
|
int magicFactor16=10.0f; // effect multiplier of velocity applied
|
|
|
|
if (iAmStartSolid)
|
|
{
|
|
magicFactor16 = 30.0f;
|
|
}
|
|
|
|
for (k=0;k<3;k++)
|
|
{
|
|
e.desiredDirection[k]=goalSpot[k]-e.currentOrigin[k];
|
|
e.desiredDirection[k]+=magicFactor16*bone.velocityEffector[k];
|
|
e.desiredDirection[k]+=flrand(-0.75f,0.75f)*flrand(-0.75f,0.75f);
|
|
bone.velocityEffector[k]*=magicFactor12;
|
|
}
|
|
VectorCopy(e.currentOrigin,bone.lastPosition); // last arg is dest
|
|
}
|
|
return anyStartSolid;
|
|
}
|
|
#else
|
|
#if 0
|
|
static inline int G2_RagIndexForBoneNum(int boneNum)
|
|
{
|
|
for (int i = 0; i < numRags; i++)
|
|
{
|
|
// these are used for affecting the end result
|
|
if (ragBoneData[i].boneNum == boneNum)
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
#endif
|
|
|
|
extern mdxaBone_t worldMatrix;
|
|
void G2_RagGetBoneBasePoseMatrixLow(CGhoul2Info &ghoul2, int boneNum, mdxaBone_t &boneMatrix, mdxaBone_t &retMatrix, vec3_t scale);
|
|
void G2_RagGetAnimMatrix(CGhoul2Info &ghoul2, const int boneNum, mdxaBone_t &matrix, const int frame);
|
|
|
|
static inline void G2_RagGetWorldAnimMatrix(CGhoul2Info &ghoul2, boneInfo_t &bone, CRagDollUpdateParams *params, mdxaBone_t &retMatrix)
|
|
{
|
|
static mdxaBone_t trueBaseMatrix, baseBoneMatrix;
|
|
|
|
//get matrix for the settleFrame to use as an ideal
|
|
G2_RagGetAnimMatrix(ghoul2, bone.boneNumber, trueBaseMatrix, params->settleFrame);
|
|
assert(bone.hasAnimFrameMatrix == params->settleFrame);
|
|
|
|
G2_RagGetBoneBasePoseMatrixLow(ghoul2, bone.boneNumber,
|
|
trueBaseMatrix, baseBoneMatrix, params->scale);
|
|
|
|
//Use params to multiply world coordinate/dir matrix into the
|
|
//bone matrix and give us a useable world position
|
|
Multiply_3x4Matrix(&retMatrix, &worldMatrix, &baseBoneMatrix);
|
|
|
|
assert(!Q_isnan(retMatrix.matrix[2][3]));
|
|
}
|
|
|
|
//get the current pelvis Z direction and the base anim matrix Z direction
|
|
//so they can be compared and used to offset -rww
|
|
static inline void G2_RagGetPelvisLumbarOffsets(CGhoul2Info &ghoul2, CRagDollUpdateParams *params, vec3_t &pos, vec3_t &dir, vec3_t &animPos, vec3_t &animDir)
|
|
{
|
|
static mdxaBone_t final;
|
|
static mdxaBone_t x;
|
|
// static mdxaBone_t *unused1, *unused2;
|
|
//static vec3_t lumbarPos;
|
|
|
|
assert(ghoul2.animModel);
|
|
int boneIndex = G2_Find_Bone(&ghoul2, ghoul2.mBlist, "pelvis");
|
|
assert(boneIndex != -1);
|
|
|
|
G2_RagGetWorldAnimMatrix(ghoul2, ghoul2.mBlist[boneIndex], params, final);
|
|
G2API_GiveMeVectorFromMatrix(final, ORIGIN, animPos);
|
|
G2API_GiveMeVectorFromMatrix(final, POSITIVE_X, animDir);
|
|
|
|
//We have the anim matrix pelvis pos now, so get the normal one as well
|
|
int bolt = G2API_AddBolt(&ghoul2, "pelvis");
|
|
G2_GetBoltMatrixLow(ghoul2, bolt, params->scale, x);
|
|
Multiply_3x4Matrix(&final, &worldMatrix, &x);
|
|
G2API_GiveMeVectorFromMatrix(final, ORIGIN, pos);
|
|
G2API_GiveMeVectorFromMatrix(final, POSITIVE_X, dir);
|
|
|
|
/*
|
|
//now get lumbar
|
|
boneIndex = G2_Find_Bone(ghoul2.animModel, ghoul2.mBlist, "lower_lumbar");
|
|
assert(boneIndex != -1);
|
|
|
|
G2_RagGetWorldAnimMatrix(ghoul2, ghoul2.mBlist[boneIndex], params, final);
|
|
G2API_GiveMeVectorFromMatrix(&final, ORIGIN, lumbarPos);
|
|
|
|
VectorSubtract(animPos, lumbarPos, animDir);
|
|
VectorNormalize(animDir);
|
|
|
|
//We have the anim matrix lumbar dir now, so get the normal one as well
|
|
G2_GetBoneMatrixLow(ghoul2, boneIndex, params->scale, final, unused1, unused2);
|
|
G2API_GiveMeVectorFromMatrix(&final, ORIGIN, lumbarPos);
|
|
|
|
VectorSubtract(pos, lumbarPos, dir);
|
|
VectorNormalize(dir);
|
|
*/
|
|
}
|
|
|
|
static bool G2_RagDollSettlePositionNumeroTrois(CGhoul2Info_v &ghoul2V, const vec3_t currentOrg, CRagDollUpdateParams *params, int curTime)
|
|
{ //now returns true if any bone was in solid, otherwise false
|
|
int ignoreNum = params->me;
|
|
static int i;
|
|
static vec3_t goalSpot;
|
|
static trace_t tr;
|
|
static trace_t solidTr;
|
|
static int k;
|
|
static const float velocityDampening = 1.0f;
|
|
static const float velocityMultiplier = 60.0f;
|
|
static vec3_t testMins;
|
|
static vec3_t testMaxs;
|
|
vec3_t velDir;
|
|
static bool startSolid;
|
|
bool anySolid = false;
|
|
static mdxaBone_t worldBaseMatrix;
|
|
static vec3_t parentOrigin;
|
|
static vec3_t basePos;
|
|
static vec3_t entScale;
|
|
static bool hasDaddy;
|
|
static bool hasBasePos;
|
|
static vec3_t animPelvisDir, pelvisDir, animPelvisPos, pelvisPos;
|
|
|
|
//Maybe customize per-bone?
|
|
static const float gravity = 3.0f;
|
|
static const float mass = 0.09f;
|
|
static const float bounce = 0.0f;//1.3f;
|
|
//Bouncing and stuff unfortunately does not work too well at the moment.
|
|
//Need to keep a seperate "physics origin" or make the filthy solve stuff
|
|
//better.
|
|
|
|
bool inAir = false;
|
|
|
|
if (params->velocity[0] || params->velocity[1] || params->velocity[2])
|
|
{
|
|
inAir = true;
|
|
}
|
|
|
|
if (!params->scale[0] && !params->scale[1] && !params->scale[2])
|
|
{
|
|
VectorSet(entScale, 1.0f, 1.0f, 1.0f);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(params->scale, entScale);
|
|
}
|
|
|
|
if (broadsword_ragtobase &&
|
|
broadsword_ragtobase->integer > 1)
|
|
{
|
|
//grab the pelvis directions to offset base positions for bones
|
|
G2_RagGetPelvisLumbarOffsets(ghoul2V[0], params, pelvisPos, pelvisDir, animPelvisPos,
|
|
animPelvisDir);
|
|
|
|
//don't care about the pitch offsets
|
|
pelvisDir[2] = 0;
|
|
animPelvisDir[2] = 0;
|
|
|
|
/*
|
|
vec3_t blah;
|
|
VectorMA(pelvisPos, 32.0f, pelvisDir, blah);
|
|
//G2_RagDebugLine(pelvisPos, blah, 50, 0x00ff00, 1);
|
|
params->DebugLine(pelvisPos, blah, 0x00ff00, false);
|
|
VectorMA(animPelvisPos, 32.0f, animPelvisDir, blah);
|
|
//G2_RagDebugLine(animPelvisPos, blah, 50, 0xff0000, 1);
|
|
params->DebugLine(animPelvisPos, blah, 0xff0000, false);
|
|
*/
|
|
|
|
//just convert to angles now, that's all we'll ever use them for
|
|
vectoangles(pelvisDir, pelvisDir);
|
|
vectoangles(animPelvisDir, animPelvisDir);
|
|
}
|
|
|
|
for (i = 0; i < numRags; i++)
|
|
{
|
|
boneInfo_t &bone = *ragBoneData[i];
|
|
SRagEffector &e = ragEffectors[i];
|
|
|
|
if (inAir)
|
|
{
|
|
bone.airTime = curTime + 30;
|
|
}
|
|
|
|
if (bone.RagFlags & RAG_PCJ_PELVIS)
|
|
{
|
|
VectorSet(goalSpot, params->position[0], params->position[1], (params->position[2]+DEFAULT_MINS_2)+((bone.radius*entScale[2])+2));
|
|
|
|
VectorSubtract(goalSpot, e.currentOrigin, desiredPelvisOffset);
|
|
haveDesiredPelvisOffset = true;
|
|
VectorCopy(e.currentOrigin, bone.lastPosition);
|
|
continue;
|
|
}
|
|
|
|
if (!(bone.RagFlags & RAG_EFFECTOR))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (bone.hasOverGoal)
|
|
{ //api call was made to override the goal spot
|
|
VectorCopy(bone.overGoalSpot, goalSpot);
|
|
bone.solidCount = 0;
|
|
for (k = 0; k < 3; k++)
|
|
{
|
|
e.desiredDirection[k] = (goalSpot[k] - e.currentOrigin[k]);
|
|
e.desiredDirection[k] += (velocityMultiplier * bone.velocityEffector[k]);
|
|
bone.velocityEffector[k] *= velocityDampening;
|
|
}
|
|
VectorCopy(e.currentOrigin, bone.lastPosition);
|
|
|
|
continue;
|
|
}
|
|
|
|
VectorSet(testMins, -e.radius*entScale[0], -e.radius*entScale[1], -e.radius*entScale[2]);
|
|
VectorSet(testMaxs, e.radius*entScale[0], e.radius*entScale[1], e.radius*entScale[2]);
|
|
|
|
assert(ghoul2V[0].mBoneCache);
|
|
|
|
//get the parent bone's position
|
|
hasDaddy = false;
|
|
if (bone.boneNumber)
|
|
{
|
|
assert(ghoul2V[0].animModel);
|
|
assert(ghoul2V[0].aHeader);
|
|
|
|
if (bone.parentBoneIndex == -1)
|
|
{
|
|
mdxaSkel_t *skel;
|
|
mdxaSkelOffsets_t *offsets;
|
|
int bParentIndex, bParentListIndex = -1;
|
|
|
|
offsets = (mdxaSkelOffsets_t *)((byte *)ghoul2V[0].aHeader + sizeof(mdxaHeader_t));
|
|
skel = (mdxaSkel_t *)((byte *)ghoul2V[0].aHeader + sizeof(mdxaHeader_t) + offsets->offsets[bone.boneNumber]);
|
|
|
|
bParentIndex = skel->parent;
|
|
|
|
while (bParentIndex > 0)
|
|
{ //go upward through hierarchy searching for the first parent that is a rag bone
|
|
skel = (mdxaSkel_t *)((byte *)ghoul2V[0].aHeader + sizeof(mdxaHeader_t) + offsets->offsets[bParentIndex]);
|
|
bParentIndex = skel->parent;
|
|
bParentListIndex = G2_Find_Bone(&ghoul2V[0], ghoul2V[0].mBlist, skel->name);
|
|
|
|
if (bParentListIndex != -1)
|
|
{
|
|
boneInfo_t &pbone = ghoul2V[0].mBlist[bParentListIndex];
|
|
if (pbone.flags & BONE_ANGLES_RAGDOLL)
|
|
{ //valid rag bone
|
|
break;
|
|
}
|
|
}
|
|
|
|
//didn't work out, reset to -1 again
|
|
bParentListIndex = -1;
|
|
}
|
|
|
|
bone.parentBoneIndex = bParentListIndex;
|
|
}
|
|
|
|
if (bone.parentBoneIndex != -1)
|
|
{
|
|
boneInfo_t &pbone = ghoul2V[0].mBlist[bone.parentBoneIndex];
|
|
|
|
if (pbone.flags & BONE_ANGLES_RAGDOLL)
|
|
{ //has origin calculated for us already
|
|
VectorCopy(ragEffectors[pbone.ragIndex].currentOrigin, parentOrigin);
|
|
hasDaddy = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
//get the position this bone would be in if we were in the desired frame
|
|
hasBasePos = false;
|
|
if (broadsword_ragtobase &&
|
|
broadsword_ragtobase->integer)
|
|
{
|
|
vec3_t v, a;
|
|
float f;
|
|
|
|
G2_RagGetWorldAnimMatrix(ghoul2V[0], bone, params, worldBaseMatrix);
|
|
G2API_GiveMeVectorFromMatrix(worldBaseMatrix, ORIGIN, basePos);
|
|
|
|
if (broadsword_ragtobase->integer > 1)
|
|
{
|
|
float fa = AngleNormalize180(animPelvisDir[YAW]-pelvisDir[YAW]);
|
|
float d = fa-bone.offsetRotation;
|
|
float tolerance = 16.0f;
|
|
|
|
if (d > tolerance ||
|
|
d < -tolerance)
|
|
{ //don't update unless x degrees away from the ideal to avoid moving goal spots too much if pelvis rotates
|
|
bone.offsetRotation = fa;
|
|
}
|
|
else
|
|
{
|
|
fa = bone.offsetRotation;
|
|
}
|
|
//Rotate the point around the pelvis based on the offsets between pelvis positions
|
|
VectorSubtract(basePos, animPelvisPos, v);
|
|
f = VectorLength(v);
|
|
vectoangles(v, a);
|
|
a[YAW] -= fa;
|
|
AngleVectors(a, v, 0, 0);
|
|
VectorNormalize(v);
|
|
VectorMA(animPelvisPos, f, v, basePos);
|
|
|
|
//re-orient the position of the bone to the current position of the pelvis
|
|
VectorSubtract(basePos, animPelvisPos, v);
|
|
//push the spots outward? (to stretch the skeleton more)
|
|
//v[0] *= 1.5f;
|
|
//v[1] *= 1.5f;
|
|
VectorAdd(pelvisPos, v, basePos);
|
|
}
|
|
#if 0 //for debugging frame skeleton
|
|
mdxaSkel_t *skel;
|
|
mdxaSkelOffsets_t *offsets;
|
|
|
|
offsets = (mdxaSkelOffsets_t *)((byte *)ghoul2V[0].aHeader + sizeof(mdxaHeader_t));
|
|
skel = (mdxaSkel_t *)((byte *)ghoul2V[0].aHeader + sizeof(mdxaHeader_t) + offsets->offsets[bone.boneNumber]);
|
|
|
|
vec3_t pu;
|
|
VectorCopy(basePos, pu);
|
|
pu[2] += 32;
|
|
if (bone.boneNumber < 11)
|
|
{
|
|
params->DebugLine(basePos, pu, 0xff00ff, false);
|
|
//G2_RagDebugLine(basePos, pu, 50, 0xff00ff, 1);
|
|
}
|
|
else if (skel->name[0] == 'l')
|
|
{
|
|
params->DebugLine(basePos, pu, 0xffff00, false);
|
|
//G2_RagDebugLine(basePos, pu, 50, 0xffff00, 1);
|
|
}
|
|
else if (skel->name[0] == 'r')
|
|
{
|
|
params->DebugLine(basePos, pu, 0xffffff, false);
|
|
//G2_RagDebugLine(basePos, pu, 50, 0xffffff, 1);
|
|
}
|
|
else
|
|
{
|
|
params->DebugLine(basePos, pu, 0x00ffff, false);
|
|
//G2_RagDebugLine(basePos, pu, 50, 0x00ffff, 1);
|
|
}
|
|
#endif
|
|
hasBasePos = true;
|
|
}
|
|
|
|
//Are we in solid?
|
|
if (hasDaddy)
|
|
{
|
|
Rag_Trace(&tr, e.currentOrigin, testMins, testMaxs, parentOrigin, ignoreNum, RAG_MASK, G2_NOCOLLIDE, 0);
|
|
//Rag_Trace(&tr, parentOrigin, testMins, testMaxs, e.currentOrigin, ignoreNum, RAG_MASK, G2_NOCOLLIDE, 0);
|
|
}
|
|
else
|
|
{
|
|
Rag_Trace(&tr, e.currentOrigin, testMins, testMaxs, params->position, ignoreNum, RAG_MASK, G2_NOCOLLIDE, 0);
|
|
}
|
|
|
|
|
|
if (tr.startsolid || tr.allsolid || tr.fraction != 1.0f)
|
|
{ //currently in solid, see what we can do about it
|
|
vec3_t vSub;
|
|
|
|
startSolid = true;
|
|
anySolid = true;
|
|
|
|
if (hasBasePos)// && bone.solidCount < 32)
|
|
{ //only go to the base pos for slightly in solid bones
|
|
#if 0 //over-compensation
|
|
float fl;
|
|
float floorBase;
|
|
|
|
VectorSubtract(basePos, e.currentOrigin, vSub);
|
|
fl = VectorNormalize(vSub);
|
|
VectorMA(e.currentOrigin, /*fl*8.0f*/64.0f, vSub, goalSpot);
|
|
|
|
floorBase = ((params->position[2]-23)-testMins[2])+8;
|
|
|
|
if (goalSpot[2] > floorBase)
|
|
{
|
|
goalSpot[2] = floorBase;
|
|
}
|
|
#else
|
|
VectorCopy(basePos, goalSpot);
|
|
goalSpot[2] = (params->position[2]-23)-testMins[2];
|
|
#endif
|
|
//Com_Printf("%i: %f %f %f\n", bone.boneNumber, basePos[0], basePos[1], basePos[2]);
|
|
}
|
|
else
|
|
{ //if deep in solid want to try to rise up out of solid before hinting back to base
|
|
VectorSubtract(e.currentOrigin, params->position, vSub);
|
|
VectorNormalize(vSub);
|
|
VectorMA(params->position, 40.0f, vSub, goalSpot);
|
|
|
|
//should be 1 unit above the ground taking bounding box sizes into account
|
|
goalSpot[2] = (params->position[2]-23)-testMins[2];
|
|
}
|
|
|
|
//Trace from the entity origin in the direction between the origin and current bone position to
|
|
//find a good eventual goal position
|
|
Rag_Trace(&tr, params->position, testMins, testMaxs, goalSpot, params->me, RAG_MASK, G2_NOCOLLIDE, 0);
|
|
VectorCopy(tr.endpos, goalSpot);
|
|
}
|
|
else
|
|
{
|
|
startSolid = false;
|
|
|
|
#if 1 //do hinting?
|
|
//Hint the bone back to the base origin
|
|
if (hasDaddy || hasBasePos)
|
|
{
|
|
if (hasBasePos)
|
|
{
|
|
VectorSubtract(basePos, e.currentOrigin, velDir);
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract(e.currentOrigin, parentOrigin, velDir);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorSubtract(e.currentOrigin, params->position, velDir);
|
|
}
|
|
|
|
if (VectorLength(velDir) > 2.0f)
|
|
{ //don't bother if already close
|
|
VectorNormalize(velDir);
|
|
VectorScale(velDir, 8.0f, velDir);
|
|
velDir[2] = 0; //don't want to nudge on Z, the gravity will take care of things.
|
|
VectorAdd(bone.epVelocity, velDir, bone.epVelocity);
|
|
}
|
|
#endif
|
|
|
|
//Factor the object's velocity into the bone's velocity, by pushing the bone
|
|
//opposite the velocity to give the apperance the lighter limbs are being "dragged"
|
|
//behind those of greater mass.
|
|
if (bone.RagFlags & RAG_BONE_LIGHTWEIGHT)
|
|
{
|
|
vec3_t vel;
|
|
float vellen;
|
|
|
|
VectorCopy(params->velocity, vel);
|
|
|
|
//Scale down since our velocity scale is different from standard game physics
|
|
VectorScale(vel, 0.5f, vel);
|
|
|
|
vellen = VectorLength(vel);
|
|
|
|
if (vellen > 64.0f)
|
|
{ //cap it off
|
|
VectorScale(vel, 64.0f/vellen, vel);
|
|
}
|
|
|
|
//Invert the velocity so we go opposite the heavier parts and drag behind
|
|
VectorInverse(vel);
|
|
|
|
if (vel[2])
|
|
{ //want to override entirely instead then
|
|
VectorCopy(vel, bone.epVelocity);
|
|
}
|
|
else
|
|
{
|
|
VectorAdd(bone.epVelocity, vel, bone.epVelocity);
|
|
}
|
|
}
|
|
|
|
//We're not in solid so we can apply physics freely now.
|
|
if (!G2_ApplyRealBonePhysics(bone, e, params, goalSpot, NULL, testMins, testMaxs,
|
|
gravity, mass, bounce))
|
|
{ //if this is the case then somehow we failed to apply physics/get a good goal spot, just use the ent origin
|
|
VectorCopy(params->position, goalSpot);
|
|
}
|
|
}
|
|
|
|
//Set this now so we know what to do for angle limiting
|
|
if (startSolid)
|
|
{
|
|
bone.solidCount++;
|
|
|
|
/*
|
|
if (cgvm)
|
|
{ //make a callback and see if the cgame wants to help us out
|
|
ragCallbackBoneInSolid_t *callData = (ragCallbackBoneInSolid_t *)cl.mSharedMemory;
|
|
|
|
VectorCopy(e.currentOrigin, callData->bonePos);
|
|
callData->entNum = params->me;
|
|
callData->solidCount = bone.solidCount;
|
|
|
|
VM_Call(cgvm, CG_RAG_CALLBACK, RAG_CALLBACK_BONEINSOLID);
|
|
}
|
|
*/
|
|
|
|
Rag_Trace(&solidTr, params->position, testMins, testMaxs, e.currentOrigin, ignoreNum, RAG_MASK, G2_NOCOLLIDE, 0);
|
|
|
|
if (solidTr.fraction != 1.0f &&
|
|
(solidTr.plane.normal[0] || solidTr.plane.normal[1]) &&
|
|
(solidTr.plane.normal[2] < 0.1f || solidTr.plane.normal[2] > -0.1f))// && //don't do anything against flat around
|
|
// e.currentOrigin[2] > pelvisPos[2])
|
|
{ //above pelvis, means not "even" with on ground level
|
|
SRagDollEffectorCollision args(e.currentOrigin,tr);
|
|
args.useTracePlane = false;
|
|
params->EffectorCollision(args);
|
|
}
|
|
|
|
#ifdef _DEBUG_BONE_NAMES
|
|
if (bone.solidCount > 64)
|
|
{
|
|
char *debugBoneName = G2_Get_Bone_Name(&ghoul2V[0], ghoul2V[0].mBlist, bone.boneNumber);
|
|
vec3_t absmin, absmax;
|
|
|
|
assert(debugBoneName);
|
|
|
|
Com_Printf("High bone (%s, %i) solid count: %i\n", debugBoneName, bone.boneNumber, bone.solidCount);
|
|
|
|
VectorAdd(e.currentOrigin, testMins, absmin);
|
|
VectorAdd(e.currentOrigin, testMaxs, absmax);
|
|
G2_RagDebugBox(absmin, absmax, 50);
|
|
|
|
G2_RagDebugLine(e.currentOrigin, goalSpot, 50, 0x00ff00, 1);
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
bone.solidCount = 0;
|
|
}
|
|
|
|
#if 0 //standard goalSpot capping?
|
|
//unless we are really in solid, we should keep adjustments minimal
|
|
if (/*bone.epGravFactor < 64 &&*/ bone.solidCount < 2 &&
|
|
!inAir)
|
|
{
|
|
vec3_t moveDist;
|
|
const float extent = 32.0f;
|
|
float len;
|
|
|
|
VectorSubtract(goalSpot, e.currentOrigin, moveDist);
|
|
len = VectorLength(moveDist);
|
|
|
|
if (len > extent)
|
|
{ //if greater than the extent then scale the vector down to the extent and factor it back into the goalspot
|
|
VectorScale(moveDist, extent/len, moveDist);
|
|
VectorAdd(e.currentOrigin, moveDist, goalSpot);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
//params->DebugLine(e.currentOrigin, goalSpot, 0xff0000, false);
|
|
|
|
//Set the desired direction based on the goal position and other factors.
|
|
for (k = 0; k < 3; k++)
|
|
{
|
|
e.desiredDirection[k] = (goalSpot[k] - e.currentOrigin[k]);
|
|
|
|
if (broadsword_dircap &&
|
|
broadsword_dircap->value)
|
|
{
|
|
float cap = broadsword_dircap->value;
|
|
|
|
if (bone.solidCount > 5)
|
|
{
|
|
float solidFactor = bone.solidCount*0.2f;
|
|
|
|
if (solidFactor > 16.0f)
|
|
{ //don't go too high or something ugly might happen
|
|
solidFactor = 16.0f;
|
|
}
|
|
|
|
e.desiredDirection[k] *= solidFactor;
|
|
cap *= 8;
|
|
}
|
|
|
|
if (e.desiredDirection[k] > cap)
|
|
{
|
|
e.desiredDirection[k] = cap;
|
|
}
|
|
else if (e.desiredDirection[k] < -cap)
|
|
{
|
|
e.desiredDirection[k] = -cap;
|
|
}
|
|
}
|
|
|
|
e.desiredDirection[k] += (velocityMultiplier * bone.velocityEffector[k]);
|
|
e.desiredDirection[k] += (flrand(-0.75f, 0.75f) * flrand(-0.75f, 0.75f));
|
|
|
|
bone.velocityEffector[k] *= velocityDampening;
|
|
}
|
|
VectorCopy(e.currentOrigin, bone.lastPosition);
|
|
}
|
|
|
|
return anySolid;
|
|
}
|
|
#endif
|
|
|
|
static float AngleNormZero(float theta)
|
|
{
|
|
float ret=fmodf(theta,360.0f);
|
|
if (ret<-180.0f)
|
|
{
|
|
ret+=360.0f;
|
|
}
|
|
else if (ret>180.0f)
|
|
{
|
|
ret-=360.0f;
|
|
}
|
|
assert(ret>=-180.0f&&ret<=180.0f);
|
|
return ret;
|
|
}
|
|
|
|
static inline void G2_BoneSnap(CGhoul2Info_v &ghoul2V, boneInfo_t &bone, CRagDollUpdateParams *params)
|
|
{
|
|
/*
|
|
if (!cgvm || !params)
|
|
{
|
|
return;
|
|
}
|
|
|
|
ragCallbackBoneSnap_t *callData = (ragCallbackBoneSnap_t *)cl.mSharedMemory;
|
|
|
|
callData->entNum = params->me;
|
|
strcpy(callData->boneName, G2_Get_Bone_Name(&ghoul2V[0], ghoul2V[0].mBlist, bone.boneNumber));
|
|
|
|
VM_Call(cgvm, CG_RAG_CALLBACK, RAG_CALLBACK_BONESNAP);
|
|
*/
|
|
//fixme: add params callback I suppose
|
|
}
|
|
|
|
static void G2_RagDollSolve(CGhoul2Info_v &ghoul2V,int g2Index,float decay,int frameNum,const vec3_t currentOrg,bool limitAngles,CRagDollUpdateParams *params)
|
|
{
|
|
|
|
int i;
|
|
|
|
CGhoul2Info &ghoul2=ghoul2V[g2Index];
|
|
|
|
mdxaBone_t N;
|
|
mdxaBone_t P;
|
|
mdxaBone_t temp1;
|
|
mdxaBone_t temp2;
|
|
mdxaBone_t curRot;
|
|
mdxaBone_t curRotInv;
|
|
mdxaBone_t Gs[3];
|
|
mdxaBone_t Enew[3];
|
|
|
|
assert(ghoul2.mFileName[0]);
|
|
boneInfo_v &blist = ghoul2.mBlist;
|
|
|
|
|
|
// END this is the objective function thing
|
|
for (i=0;i<numRags;i++)
|
|
{
|
|
// these are used for affecting the end result
|
|
boneInfo_t &bone=*ragBoneData[i];
|
|
if (!(bone.RagFlags & RAG_PCJ))
|
|
{
|
|
continue; // not an active ragdoll PCJ
|
|
}
|
|
/* the situation is thus. (the dependent bone is in essence an effector)
|
|
|
|
The effector true bone matrix is:
|
|
Ecur = ragBones[depIndex] =
|
|
EntToWorld * [skeletal heirachy1] *
|
|
MyAnimMatrix * ragBasepose[i] * current_rot_matrix * ragBaseposeInv[i] *
|
|
[skeletal heirachy2] * EffectorAnimMatrix * ragBasepose[depIndex]
|
|
|
|
My ( sub-i) true bone matrix is:
|
|
M = ragBones[i] = EntToWorld * [skeletal heirachry1] *
|
|
MyAnimMatrix * ragBasepose[i] * current_rot_matrix * ragBaseposeInv[i] * ragBasepose[i]
|
|
|
|
Simplifies to:
|
|
M = ragBones[i] = EntToWorld * [skeletal heirachry1] *
|
|
MyAnimMatrix * ragBasepose[i] * current_rot_matrix
|
|
|
|
|
|
Enew is:
|
|
|
|
Enew = M *
|
|
inv(current_rot_matrix) * ragBaseposeInv[i] *
|
|
ragBasepose[i] * new_rot_matrix * ragBaseposeInv[i] *
|
|
inv(M*ragBaseposeInv[i]) * Ecur
|
|
|
|
We can simplify a bit:
|
|
|
|
Enew = M *
|
|
inv(current_rot_matrix) * ragBaseposeInv[i] *
|
|
ragBasepose[i] * new_rot_matrix * ragBaseposeInv[i] *
|
|
ragBasepose[i] * inv(M) * Ecur
|
|
|
|
Enew =
|
|
M * inv(current_rot_matrix) *
|
|
new_rot_matrix * inv(M) * Ecur
|
|
|
|
We define P to be:
|
|
P = M * inv(current_rot_matrix)
|
|
|
|
We define N to be:
|
|
N = inv(M)
|
|
|
|
then it is just:
|
|
|
|
Enew= P * new_rot_matrix * N * Ecur
|
|
|
|
Ri=new_rot_matrix (for each euler angle)
|
|
we are gonna use three R's, so will will precompute them as Gi = P * Ri * N
|
|
|
|
|
|
and then Enewi= Gi * Ecur
|
|
|
|
we are gonna evaluate Enewi for "goodness" and accumulate changes in delAngles
|
|
|
|
*/
|
|
|
|
Inverse_Matrix(&ragBones[i], &N); // dest 2nd arg
|
|
|
|
int k;
|
|
vec3_t tAngles;
|
|
VectorCopy(bone.currentAngles,tAngles);
|
|
Create_Matrix(tAngles,&curRot); //dest 2nd arg
|
|
Inverse_Matrix(&curRot,&curRotInv); // dest 2nd arg
|
|
|
|
Multiply_3x4Matrix(&P,&ragBones[i],&curRotInv); //dest first arg
|
|
|
|
|
|
|
|
if (bone.RagFlags & RAG_PCJ_MODEL_ROOT)
|
|
{
|
|
if (haveDesiredPelvisOffset)
|
|
{
|
|
float magicFactor12=0.25f; // dampfactor for pelvis pos
|
|
float magicFactor13=0.20f; //controls the speed of the gradient descent (pelvis pos)
|
|
|
|
/*
|
|
if (params->groundEnt != ENTITYNUM_NONE)
|
|
{
|
|
magicFactor13 = 0.2f;
|
|
}
|
|
*/
|
|
|
|
assert( !Q_isnan(bone.ragOverrideMatrix.matrix[2][3]));
|
|
vec3_t deltaInEntitySpace;
|
|
TransformPoint(desiredPelvisOffset,deltaInEntitySpace,&N); // dest middle arg
|
|
for (k=0;k<3;k++)
|
|
{
|
|
float moveTo=bone.velocityRoot[k]+deltaInEntitySpace[k]*magicFactor13;
|
|
bone.velocityRoot[k]=(bone.velocityRoot[k]-moveTo)*magicFactor12+moveTo;
|
|
/*
|
|
if (bone.velocityRoot[k]>50.0f)
|
|
{
|
|
bone.velocityRoot[k]=50.0f;
|
|
}
|
|
if (bone.velocityRoot[k]<-50.0f)
|
|
{
|
|
bone.velocityRoot[k]=-50.0f;
|
|
}
|
|
*/
|
|
//No -rww
|
|
bone.ragOverrideMatrix.matrix[k][3]=bone.velocityRoot[k];
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
vec3_t delAngles;
|
|
VectorClear(delAngles);
|
|
|
|
for (k=0;k<3;k++)
|
|
{
|
|
tAngles[k]+=0.5f;
|
|
Create_Matrix(tAngles,&temp2); //dest 2nd arg
|
|
tAngles[k]-=0.5f;
|
|
Multiply_3x4Matrix(&temp1,&P,&temp2); //dest first arg
|
|
Multiply_3x4Matrix(&Gs[k],&temp1,&N); //dest first arg
|
|
|
|
}
|
|
|
|
int allSolidCount = 0;//bone.solidCount;
|
|
|
|
// fixme precompute this
|
|
int numDep=G2_GetBoneDependents(ghoul2,bone.boneNumber,tempDependents,MAX_BONES_RAG);
|
|
int j;
|
|
int numRagDep=0;
|
|
for (j=0;j<numDep;j++)
|
|
{
|
|
//fixme why do this for the special roots?
|
|
if (!(tempDependents[j]<(int)rag->size()&&(*rag)[tempDependents[j]]))
|
|
{
|
|
continue;
|
|
}
|
|
int depIndex=(*rag)[tempDependents[j]]->ragIndex;
|
|
assert(depIndex>i); // these are supposed to be topologically sorted
|
|
assert(ragBoneData[depIndex]);
|
|
boneInfo_t &depBone=*ragBoneData[depIndex];
|
|
if (depBone.RagFlags & RAG_EFFECTOR) // rag doll effector
|
|
{
|
|
// this is a dependent of me, and also a rag
|
|
numRagDep++;
|
|
for (k=0;k<3;k++)
|
|
{
|
|
Multiply_3x4Matrix(&Enew[k],&Gs[k],&ragBones[depIndex]); //dest first arg
|
|
vec3_t tPosition;
|
|
tPosition[0]=Enew[k].matrix[0][3];
|
|
tPosition[1]=Enew[k].matrix[1][3];
|
|
tPosition[2]=Enew[k].matrix[2][3];
|
|
|
|
vec3_t change;
|
|
VectorSubtract(tPosition,ragEffectors[depIndex].currentOrigin,change); // dest is last arg
|
|
float goodness=DotProduct(change,ragEffectors[depIndex].desiredDirection);
|
|
assert( !Q_isnan(goodness));
|
|
goodness*=depBone.weight;
|
|
delAngles[k]+=goodness; // keep bigger stuff more out of wall or something
|
|
assert( !Q_isnan(delAngles[k]));
|
|
}
|
|
allSolidCount += depBone.solidCount;
|
|
}
|
|
}
|
|
|
|
allSolidCount += bone.solidCount;
|
|
|
|
VectorCopy(bone.currentAngles,bone.lastAngles);
|
|
// Update angles
|
|
float magicFactor9=0.75f; // dampfactor for angle changes
|
|
float magicFactor1=0.40f; //controls the speed of the gradient descent
|
|
float magicFactor32 = 1.5f;
|
|
float recip=0.0f;
|
|
if (numRagDep)
|
|
{
|
|
recip=sqrt(4.0f/float(numRagDep));
|
|
}
|
|
|
|
if (allSolidCount > 32)
|
|
{
|
|
magicFactor1 = 0.6f;
|
|
}
|
|
else if (allSolidCount > 10)
|
|
{
|
|
magicFactor1 = 0.5f;
|
|
}
|
|
|
|
if (bone.overGradSpeed)
|
|
{ //api call was made to specify a speed for this bone
|
|
magicFactor1 = bone.overGradSpeed;
|
|
}
|
|
|
|
float fac=decay*recip*magicFactor1;
|
|
assert(fac>=0.0f);
|
|
#if 0
|
|
if (bone.RagFlags & RAG_PCJ_PELVIS)
|
|
{
|
|
magicFactor9=.85f; // we don't want this swinging radically, make the whole thing kindof unstable
|
|
}
|
|
#endif
|
|
if (ragState==ERS_DYNAMIC)
|
|
{
|
|
magicFactor9=.85f; // we don't want this swinging radically, make the whole thing kindof unstable
|
|
}
|
|
|
|
#if 1 //constraint breaks?
|
|
if (bone.RagFlags & RAG_UNSNAPPABLE)
|
|
{
|
|
magicFactor32 = 1.0f;
|
|
}
|
|
#endif
|
|
|
|
for (k=0;k<3;k++)
|
|
{
|
|
bone.currentAngles[k]+=delAngles[k]*fac;
|
|
|
|
bone.currentAngles[k]=(bone.lastAngles[k]-bone.currentAngles[k])*magicFactor9 + bone.currentAngles[k];
|
|
bone.currentAngles[k]=AngleNormZero(bone.currentAngles[k]);
|
|
// bone.currentAngles[k]=flrand(bone.minAngles[k],bone.maxAngles[k]);
|
|
#if 1 //constraint breaks?
|
|
if (limitAngles && ( allSolidCount < 16 || (bone.RagFlags & RAG_UNSNAPPABLE) )) //16 tries and still in solid? Then we'll let you move freely
|
|
#else
|
|
if (limitAngles)
|
|
#endif
|
|
{
|
|
if (!bone.snapped || (bone.RagFlags & RAG_UNSNAPPABLE))
|
|
{
|
|
//magicFactor32 += (allSolidCount/32);
|
|
|
|
if (bone.currentAngles[k]>bone.maxAngles[k]*magicFactor32)
|
|
{
|
|
bone.currentAngles[k]=bone.maxAngles[k]*magicFactor32;
|
|
}
|
|
if (bone.currentAngles[k]<bone.minAngles[k]*magicFactor32)
|
|
{
|
|
bone.currentAngles[k]=bone.minAngles[k]*magicFactor32;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool isSnapped = false;
|
|
for (k=0;k<3;k++)
|
|
{
|
|
if (bone.currentAngles[k]>bone.maxAngles[k]*magicFactor32)
|
|
{
|
|
isSnapped = true;
|
|
break;
|
|
}
|
|
if (bone.currentAngles[k]<bone.minAngles[k]*magicFactor32)
|
|
{
|
|
isSnapped = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (isSnapped != bone.snapped)
|
|
{
|
|
G2_BoneSnap(ghoul2V, bone, params);
|
|
bone.snapped = isSnapped;
|
|
}
|
|
|
|
Create_Matrix(bone.currentAngles,&temp1);
|
|
Multiply_3x4Matrix(&temp2,&temp1,bone.baseposeInv);
|
|
Multiply_3x4Matrix(&bone.ragOverrideMatrix,bone.basepose, &temp2);
|
|
assert( !Q_isnan(bone.ragOverrideMatrix.matrix[2][3]));
|
|
}
|
|
G2_Generate_MatrixRag(blist,ragBlistIndex[bone.boneNumber]);
|
|
}
|
|
}
|
|
|
|
static void G2_IKReposition(const vec3_t currentOrg,CRagDollUpdateParams *params)
|
|
{
|
|
int i;
|
|
|
|
assert(params);
|
|
|
|
for (i=0;i<numRags;i++)
|
|
{
|
|
boneInfo_t &bone=*ragBoneData[i];
|
|
SRagEffector &e=ragEffectors[i];
|
|
|
|
if (!(bone.RagFlags & RAG_EFFECTOR))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
//Most effectors are not going to be PCJ, so this is not appplicable.
|
|
//The actual desired angle of the PCJ is factored around the desired
|
|
//directions of the effectors which are dependant on it.
|
|
/*
|
|
if (!(bone.RagFlags & RAG_PCJ_IK_CONTROLLED))
|
|
{
|
|
continue;
|
|
}
|
|
*/
|
|
|
|
int k;
|
|
float magicFactor12=0.8f; // dampening of velocity applied
|
|
float magicFactor16=10.0f; // effect multiplier of velocity applied
|
|
for (k=0;k<3;k++)
|
|
{
|
|
e.desiredDirection[k]=bone.ikPosition[k]-e.currentOrigin[k];
|
|
e.desiredDirection[k]+=magicFactor16*bone.velocityEffector[k];
|
|
e.desiredDirection[k]+=flrand(-0.75f,0.75f)*flrand(-0.75f,0.75f);
|
|
bone.velocityEffector[k]*=magicFactor12;
|
|
}
|
|
VectorCopy(e.currentOrigin,bone.lastPosition); // last arg is dest
|
|
}
|
|
}
|
|
|
|
static void G2_IKSolve(CGhoul2Info_v &ghoul2V,int g2Index,float decay,int frameNum,const vec3_t currentOrg,bool limitAngles)
|
|
{
|
|
int i;
|
|
|
|
CGhoul2Info &ghoul2 = ghoul2V[g2Index];
|
|
|
|
mdxaBone_t N;
|
|
mdxaBone_t P;
|
|
mdxaBone_t temp1;
|
|
mdxaBone_t temp2;
|
|
mdxaBone_t curRot;
|
|
mdxaBone_t curRotInv;
|
|
mdxaBone_t Gs[3];
|
|
mdxaBone_t Enew[3];
|
|
|
|
assert(ghoul2.mFileName[0]);
|
|
boneInfo_v &blist = ghoul2.mBlist;
|
|
|
|
// END this is the objective function thing
|
|
for (i = 0; i < numRags; i++)
|
|
{
|
|
// these are used for affecting the end result
|
|
boneInfo_t &bone = *ragBoneData[i];
|
|
|
|
if (bone.RagFlags & RAG_PCJ_MODEL_ROOT)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (!(bone.RagFlags & RAG_PCJ_IK_CONTROLLED))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Inverse_Matrix(&ragBones[i], &N); // dest 2nd arg
|
|
|
|
int k;
|
|
vec3_t tAngles;
|
|
VectorCopy(bone.currentAngles, tAngles);
|
|
Create_Matrix(tAngles, &curRot); //dest 2nd arg
|
|
Inverse_Matrix(&curRot, &curRotInv); // dest 2nd arg
|
|
|
|
Multiply_3x4Matrix(&P, &ragBones[i], &curRotInv); //dest first arg
|
|
|
|
|
|
vec3_t delAngles;
|
|
VectorClear(delAngles);
|
|
|
|
for (k = 0; k < 3; k++)
|
|
{
|
|
tAngles[k] += 0.5f;
|
|
Create_Matrix(tAngles, &temp2); //dest 2nd arg
|
|
tAngles[k] -= 0.5f;
|
|
Multiply_3x4Matrix(&temp1, &P, &temp2); //dest first arg
|
|
Multiply_3x4Matrix(&Gs[k], &temp1, &N); //dest first arg
|
|
}
|
|
|
|
// fixme precompute this
|
|
int numDep=G2_GetBoneDependents(ghoul2,bone.boneNumber,tempDependents,MAX_BONES_RAG);
|
|
int j;
|
|
int numRagDep=0;
|
|
for (j=0;j<numDep;j++)
|
|
{
|
|
//fixme why do this for the special roots?
|
|
if (!(tempDependents[j]<(int)(*rag).size()&&(*rag)[tempDependents[j]]))
|
|
{
|
|
continue;
|
|
}
|
|
int depIndex=(*rag)[tempDependents[j]]->ragIndex;
|
|
if (!ragBoneData[depIndex])
|
|
{
|
|
continue;
|
|
}
|
|
boneInfo_t &depBone=*ragBoneData[depIndex];
|
|
|
|
if (depBone.RagFlags & RAG_EFFECTOR)
|
|
{
|
|
// this is a dependent of me, and also a rag
|
|
numRagDep++;
|
|
for (k=0;k<3;k++)
|
|
{
|
|
Multiply_3x4Matrix(&Enew[k],&Gs[k],&ragBones[depIndex]); //dest first arg
|
|
vec3_t tPosition;
|
|
tPosition[0]=Enew[k].matrix[0][3];
|
|
tPosition[1]=Enew[k].matrix[1][3];
|
|
tPosition[2]=Enew[k].matrix[2][3];
|
|
|
|
vec3_t change;
|
|
VectorSubtract(tPosition,ragEffectors[depIndex].currentOrigin,change); // dest is last arg
|
|
float goodness=DotProduct(change,ragEffectors[depIndex].desiredDirection);
|
|
assert( !Q_isnan(goodness));
|
|
goodness*=depBone.weight;
|
|
delAngles[k]+=goodness; // keep bigger stuff more out of wall or something
|
|
assert( !Q_isnan(delAngles[k]));
|
|
}
|
|
}
|
|
}
|
|
|
|
VectorCopy(bone.currentAngles, bone.lastAngles);
|
|
|
|
// Update angles
|
|
float magicFactor9 = 0.75f; // dampfactor for angle changes
|
|
float magicFactor1 = bone.ikSpeed; //controls the speed of the gradient descent
|
|
float magicFactor32 = 1.0f;
|
|
float recip = 0.0f;
|
|
bool freeThisBone = false;
|
|
|
|
if (!magicFactor1)
|
|
{
|
|
magicFactor1 = 0.40f;
|
|
}
|
|
|
|
recip = sqrt(4.0f/1.0f);
|
|
|
|
float fac = (decay*recip*magicFactor1);
|
|
assert(fac >= 0.0f);
|
|
|
|
if (ragState == ERS_DYNAMIC)
|
|
{
|
|
magicFactor9 = 0.85f; // we don't want this swinging radically, make the whole thing kindof unstable
|
|
}
|
|
|
|
|
|
if (!bone.maxAngles[0] && !bone.maxAngles[1] && !bone.maxAngles[2] &&
|
|
!bone.minAngles[0] && !bone.minAngles[1] && !bone.minAngles[2])
|
|
{
|
|
freeThisBone = true;
|
|
}
|
|
|
|
for (k = 0; k < 3; k++)
|
|
{
|
|
bone.currentAngles[k] += delAngles[k]*fac;
|
|
|
|
bone.currentAngles[k] = (bone.lastAngles[k]-bone.currentAngles[k])*magicFactor9 + bone.currentAngles[k];
|
|
bone.currentAngles[k] = AngleNormZero(bone.currentAngles[k]);
|
|
if (limitAngles && !freeThisBone)
|
|
{
|
|
if (bone.currentAngles[k] > bone.maxAngles[k]*magicFactor32)
|
|
{
|
|
bone.currentAngles[k] = bone.maxAngles[k]*magicFactor32;
|
|
}
|
|
if (bone.currentAngles[k] < bone.minAngles[k]*magicFactor32)
|
|
{
|
|
bone.currentAngles[k] = bone.minAngles[k]*magicFactor32;
|
|
}
|
|
}
|
|
}
|
|
Create_Matrix(bone.currentAngles, &temp1);
|
|
Multiply_3x4Matrix(&temp2, &temp1, bone.baseposeInv);
|
|
Multiply_3x4Matrix(&bone.ragOverrideMatrix, bone.basepose, &temp2);
|
|
assert( !Q_isnan(bone.ragOverrideMatrix.matrix[2][3]));
|
|
|
|
G2_Generate_MatrixRag(blist, ragBlistIndex[bone.boneNumber]);
|
|
}
|
|
}
|
|
|
|
static void G2_DoIK(CGhoul2Info_v &ghoul2V,int g2Index,CRagDollUpdateParams *params)
|
|
{
|
|
int i;
|
|
|
|
if (!params)
|
|
{
|
|
assert(0);
|
|
return;
|
|
}
|
|
|
|
int frameNum=G2API_GetTime(0);
|
|
CGhoul2Info &ghoul2=ghoul2V[g2Index];
|
|
assert(ghoul2.mFileName[0]);
|
|
|
|
float decay=1.0f;
|
|
bool resetOrigin=false;
|
|
bool anyRendered=false;
|
|
|
|
int iters = 12; //since we don't trace or anything, we can afford this.
|
|
|
|
if (iters)
|
|
{
|
|
if (!G2_RagDollSetup(ghoul2,frameNum,resetOrigin,params->position,anyRendered))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// ok, now our data structures are compact and set up in topological order
|
|
for (i=0;i<iters;i++)
|
|
{
|
|
G2_RagDollCurrentPosition(ghoul2V,g2Index,frameNum,params->angles,params->position,params->scale);
|
|
|
|
G2_IKReposition(params->position, params);
|
|
|
|
G2_IKSolve(ghoul2V,g2Index,decay*2.0f,frameNum,params->position,true);
|
|
}
|
|
}
|
|
|
|
if (params->me != ENTITYNUM_NONE)
|
|
{
|
|
G2_RagDollCurrentPosition(ghoul2V,g2Index,frameNum,params->angles,params->position,params->scale);
|
|
}
|
|
}
|
|
|
|
//rww - cut out the entire non-ragdoll section of this..
|
|
void G2_Animate_Bone_List(CGhoul2Info_v &ghoul2, const int currentTime, const int index,CRagDollUpdateParams *params)
|
|
{
|
|
bool anyRagDoll=false;
|
|
bool anyIK = false;
|
|
for(size_t i=0; i<ghoul2[index].mBlist.size(); i++)
|
|
{
|
|
if (ghoul2[index].mBlist[i].boneNumber != -1)
|
|
{
|
|
if (ghoul2[index].mBlist[i].flags & BONE_ANGLES_RAGDOLL)
|
|
{
|
|
if (ghoul2[index].mBlist[i].RagFlags & RAG_PCJ_IK_CONTROLLED)
|
|
{
|
|
anyIK = true;
|
|
}
|
|
anyRagDoll=true;
|
|
|
|
if (anyIK && anyRagDoll)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (!index&¶ms)
|
|
{
|
|
if (anyIK)
|
|
{ //we use ragdoll params so we know what our current position, etc. is.
|
|
G2_DoIK(ghoul2, 0, params);
|
|
}
|
|
else
|
|
{
|
|
G2_RagDoll(ghoul2,0,params,currentTime);
|
|
}
|
|
}
|
|
}
|
|
//rww - RAGDOLL_END
|
|
|
|
static int G2_Set_Bone_Angles_IK(
|
|
CGhoul2Info &ghoul2,
|
|
const mdxaHeader_t *mod_a,
|
|
boneInfo_v &blist,
|
|
const char *boneName,
|
|
const int flags,
|
|
const float radius,
|
|
const vec3_t angleMin=0,
|
|
const vec3_t angleMax=0,
|
|
const int blendTime=500)
|
|
{
|
|
int index = G2_Find_Bone_Rag(&ghoul2, blist, boneName);
|
|
|
|
if (index == -1)
|
|
{
|
|
index = G2_Add_Bone(ghoul2.animModel, blist, boneName);
|
|
}
|
|
if (index != -1)
|
|
{
|
|
boneInfo_t &bone=blist[index];
|
|
bone.flags |= BONE_ANGLES_IK;
|
|
bone.flags &= ~BONE_ANGLES_RAGDOLL;
|
|
|
|
bone.ragStartTime=G2API_GetTime(0);
|
|
bone.radius=radius;
|
|
bone.weight=1.0f;
|
|
|
|
if (angleMin&&angleMax)
|
|
{
|
|
VectorCopy(angleMin,bone.minAngles);
|
|
VectorCopy(angleMax,bone.maxAngles);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(bone.currentAngles,bone.minAngles); // I guess this isn't a rag pcj then
|
|
VectorCopy(bone.currentAngles,bone.maxAngles);
|
|
}
|
|
if (!bone.lastTimeUpdated)
|
|
{
|
|
static mdxaBone_t id =
|
|
{
|
|
{
|
|
{ 1.0f, 0.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 1.0f, 0.0f, 0.0f },
|
|
{ 0.0f, 0.0f, 1.0f, 0.0 }
|
|
}
|
|
};
|
|
memcpy(&bone.ragOverrideMatrix,&id, sizeof(mdxaBone_t));
|
|
VectorClear(bone.anglesOffset);
|
|
VectorClear(bone.positionOffset);
|
|
VectorClear(bone.velocityEffector); // this is actually a velocity now
|
|
VectorClear(bone.velocityRoot); // this is actually a velocity now
|
|
VectorClear(bone.lastPosition);
|
|
VectorClear(bone.lastShotDir);
|
|
bone.lastContents=0;
|
|
// if this is non-zero, we are in a dynamic state
|
|
bone.firstCollisionTime=bone.ragStartTime;
|
|
// if this is non-zero, we are in a settling state
|
|
bone.restTime=0;
|
|
// if they are both zero, we are in a settled state
|
|
|
|
bone.firstTime=0;
|
|
|
|
bone.RagFlags=flags;
|
|
bone.DependentRagIndexMask=0;
|
|
|
|
G2_Generate_MatrixRag(blist,index); // set everything to th id
|
|
|
|
VectorClear(bone.currentAngles);
|
|
VectorCopy(bone.currentAngles,bone.lastAngles);
|
|
}
|
|
}
|
|
return index;
|
|
}
|
|
|
|
void G2_InitIK(CGhoul2Info_v &ghoul2V, sharedRagDollUpdateParams_t *parms, int time, const mdxaHeader_t *mod_a, int model)
|
|
{
|
|
CGhoul2Info &ghoul2=ghoul2V[model];
|
|
int curTime=time;
|
|
boneInfo_v &blist = ghoul2.mBlist;
|
|
|
|
G2_GenerateWorldMatrix(parms->angles, parms->position);
|
|
G2_ConstructGhoulSkeleton(ghoul2V, curTime, false, parms->scale);
|
|
|
|
// new base anim, unconscious flop
|
|
int pcjFlags;
|
|
#if 0
|
|
vec3_t pcjMin, pcjMax;
|
|
VectorClear(pcjMin);
|
|
VectorClear(pcjMax);
|
|
|
|
pcjFlags=RAG_PCJ|RAG_PCJ_POST_MULT;//|RAG_EFFECTOR;
|
|
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"model_root",RAG_PCJ_MODEL_ROOT|RAG_PCJ,10.0f,pcjMin,pcjMax,100);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"pelvis",RAG_PCJ_PELVIS|RAG_PCJ|RAG_PCJ_POST_MULT,10.0f,pcjMin,pcjMax,100);
|
|
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"lower_lumbar",pcjFlags,10.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"upper_lumbar",pcjFlags,10.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"thoracic",pcjFlags|RAG_EFFECTOR,12.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"cranium",pcjFlags,6.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"rhumerus",pcjFlags,4.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"lhumerus",pcjFlags,4.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"rradius",pcjFlags,3.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"lradius",pcjFlags,3.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"rfemurYZ",pcjFlags,6.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"lfemurYZ",pcjFlags,6.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"rtibia",pcjFlags,4.0f,pcjMin,pcjMax,500);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"ltibia",pcjFlags,4.0f,pcjMin,pcjMax,500);
|
|
|
|
G2_ConstructGhoulSkeleton(ghoul2V, curTime, false, parms->scale);
|
|
#endif
|
|
//Only need the standard effectors for this.
|
|
pcjFlags = RAG_PCJ|RAG_PCJ_POST_MULT|RAG_EFFECTOR;
|
|
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"rhand",pcjFlags,6.0f);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"lhand",pcjFlags,6.0f);
|
|
// G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"rtarsal",pcjFlags,4.0f);
|
|
// G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"ltarsal",pcjFlags,4.0f);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"rtibia",pcjFlags,4.0f);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"ltibia",pcjFlags,4.0f);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"rtalus",pcjFlags,4.0f);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"ltalus",pcjFlags,4.0f);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"rradiusX",pcjFlags,6.0f);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"lradiusX",pcjFlags,6.0f);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"rfemurX",pcjFlags,10.0f);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"lfemurX",pcjFlags,10.0f);
|
|
G2_Set_Bone_Angles_IK(ghoul2, mod_a,blist,"ceyebrow",pcjFlags,10.0f);
|
|
}
|
|
|
|
qboolean G2_SetBoneIKState(CGhoul2Info_v &ghoul2, int time, const char *boneName, int ikState, sharedSetBoneIKStateParams_t *params)
|
|
{
|
|
model_t *mod_a;
|
|
int g2index = 0;
|
|
int curTime = time;
|
|
CGhoul2Info &g2 = ghoul2[g2index];
|
|
const mdxaHeader_t *rmod_a = G2_GetModA(g2);
|
|
|
|
boneInfo_v &blist = g2.mBlist;
|
|
mod_a = (model_t *)g2.animModel;
|
|
|
|
if (!boneName)
|
|
{ //null bonename param means it's time to init the ik stuff on this instance
|
|
sharedRagDollUpdateParams_t sRDUP;
|
|
|
|
if (ikState == IKS_NONE)
|
|
{ //this means we want to reset the IK state completely.. run through the bone list, and reset all the appropriate flags
|
|
size_t i = 0;
|
|
while (i < blist.size())
|
|
{ //we can't use this method for ragdoll. However, since we expect them to set their anims/angles again on the PCJ
|
|
//limb after they reset it gameside, it's reasonable for IK bones.
|
|
boneInfo_t &bone = blist[i];
|
|
if (bone.boneNumber != -1)
|
|
{
|
|
bone.flags &= ~BONE_ANGLES_RAGDOLL;
|
|
bone.flags &= ~BONE_ANGLES_IK;
|
|
bone.RagFlags = 0;
|
|
bone.lastTimeUpdated = 0;
|
|
}
|
|
i++;
|
|
}
|
|
return qtrue;
|
|
}
|
|
assert(params);
|
|
|
|
if (!params)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
sRDUP.me = 0;
|
|
VectorCopy(params->angles, sRDUP.angles);
|
|
VectorCopy(params->origin, sRDUP.position);
|
|
VectorCopy(params->scale, sRDUP.scale);
|
|
VectorClear(sRDUP.velocity);
|
|
G2_InitIK(ghoul2, &sRDUP, curTime, rmod_a, g2index);
|
|
return qtrue;
|
|
}
|
|
|
|
if (!rmod_a || !mod_a)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
int index = G2_Find_Bone(&g2, blist, boneName);
|
|
|
|
if (index == -1)
|
|
{
|
|
index = G2_Add_Bone(mod_a, blist, boneName);
|
|
}
|
|
|
|
if (index == -1)
|
|
{ //couldn't find or add the bone..
|
|
return qfalse;
|
|
}
|
|
|
|
boneInfo_t &bone = blist[index];
|
|
|
|
if (ikState == IKS_NONE)
|
|
{ //remove the bone from the list then, so it has to reinit. I don't think this should hurt anything since
|
|
//we don't store bone index handles gameside anywhere.
|
|
if (!(bone.flags & BONE_ANGLES_RAGDOLL))
|
|
{ //you can't set the ik state to none if it's not a rag/ik bone.
|
|
return qfalse;
|
|
}
|
|
//bone.flags = 0;
|
|
//G2_Remove_Bone_Index(blist, index);
|
|
//actually, I want to keep it on the rag list, and remove it as an IK bone instead.
|
|
bone.flags &= ~BONE_ANGLES_RAGDOLL;
|
|
bone.flags |= BONE_ANGLES_IK;
|
|
bone.RagFlags &= ~RAG_PCJ_IK_CONTROLLED;
|
|
return qtrue;
|
|
}
|
|
|
|
//need params if we're not resetting.
|
|
if (!params)
|
|
{
|
|
assert(0);
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
if (bone.flags & BONE_ANGLES_RAGDOLL)
|
|
{ //otherwise if the bone is already flagged as rag, then we can't set it again. (non-active ik bones will be BONE_ANGLES_IK, active are considered rag)
|
|
return qfalse;
|
|
}
|
|
*/
|
|
#if 0 //this is wrong now.. we're only initing effectors with initik now.. which SHOULDN'T be used as pcj's
|
|
if (!(bone.flags & BONE_ANGLES_IK) && !(bone.flags & BONE_ANGLES_RAGDOLL))
|
|
{ //IK system has not been inited yet, because any bone that can be IK should be in the ragdoll list, not flagged as BONE_ANGLES_RAGDOLL but as BONE_ANGLES_IK
|
|
sharedRagDollUpdateParams_t sRDUP;
|
|
sRDUP.me = 0;
|
|
VectorCopy(params->angles, sRDUP.angles);
|
|
VectorCopy(params->origin, sRDUP.position);
|
|
VectorCopy(params->scale, sRDUP.scale);
|
|
VectorClear(sRDUP.velocity);
|
|
G2_InitIK(ghoul2, &sRDUP, curTime, rmod_a, g2index);
|
|
|
|
G2_ConstructGhoulSkeleton(ghoul2, curTime, false, params->scale);
|
|
}
|
|
else
|
|
{
|
|
G2_GenerateWorldMatrix(params->angles, params->origin);
|
|
G2_ConstructGhoulSkeleton(ghoul2, curTime, false, params->scale);
|
|
}
|
|
#else
|
|
G2_GenerateWorldMatrix(params->angles, params->origin);
|
|
G2_ConstructGhoulSkeleton(ghoul2, curTime, false, params->scale);
|
|
#endif
|
|
|
|
int pcjFlags = RAG_PCJ|RAG_PCJ_IK_CONTROLLED|RAG_PCJ_POST_MULT|RAG_EFFECTOR;
|
|
|
|
if (params->pcjOverrides)
|
|
{
|
|
pcjFlags = params->pcjOverrides;
|
|
}
|
|
|
|
bone.ikSpeed = 0.4f;
|
|
VectorClear(bone.ikPosition);
|
|
|
|
G2_Set_Bone_Rag(rmod_a, blist, boneName, g2, params->scale, params->origin);
|
|
|
|
int startFrame = params->startFrame, endFrame = params->endFrame;
|
|
|
|
G2_Set_Bone_Anim_No_BS(g2, rmod_a, blist, boneName, startFrame, endFrame-1,
|
|
BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND,
|
|
1.0f, curTime, float(startFrame), 150, 0, true);
|
|
|
|
G2_ConstructGhoulSkeleton(ghoul2, curTime, false, params->scale);
|
|
|
|
bone.lastTimeUpdated = 0;
|
|
G2_Set_Bone_Angles_Rag(g2, rmod_a, blist, boneName, pcjFlags, params->radius, params->pcjMins, params->pcjMaxs, params->blendTime);
|
|
|
|
if (!G2_RagDollSetup(g2,curTime,true,params->origin,false))
|
|
{
|
|
assert(!"failed to add any rag bones");
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
qboolean G2_IKMove(CGhoul2Info_v &ghoul2, int time, sharedIKMoveParams_t *params)
|
|
{
|
|
#if 0
|
|
model_t *mod_a;
|
|
int g2index = 0;
|
|
int curTime = time;
|
|
CGhoul2Info &g2 = ghoul2[g2index];
|
|
|
|
boneInfo_v &blist = g2.mBlist;
|
|
mod_a = (model_t *)g2.animModel;
|
|
|
|
if (!mod_a)
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
int index = G2_Find_Bone(mod_a, blist, params->boneName);
|
|
|
|
//don't add here if you can't find it.. ik bones should already be there, because they need to have special stuff done to them anyway.
|
|
if (index == -1)
|
|
{ //couldn't find the bone..
|
|
return qfalse;
|
|
}
|
|
|
|
if (!params)
|
|
{
|
|
assert(0);
|
|
return qfalse;
|
|
}
|
|
|
|
if (!(blist[index].flags & BONE_ANGLES_RAGDOLL) && !(blist[index].flags & BONE_ANGLES_IK))
|
|
{ //no-can-do, buddy
|
|
return qfalse;
|
|
}
|
|
|
|
VectorCopy(params->desiredOrigin, blist[index].ikPosition);
|
|
blist[index].ikSpeed = params->movementSpeed;
|
|
#else
|
|
int g2index = 0;
|
|
int curTime = time;
|
|
CGhoul2Info &g2 = ghoul2[g2index];
|
|
|
|
//rwwFIXMEFIXME: Doing this on all bones at the moment, fix this later?
|
|
if (!G2_RagDollSetup(g2,curTime,true,params->origin,false))
|
|
{ //changed models, possibly.
|
|
return qfalse;
|
|
}
|
|
|
|
for (int i=0;i<numRags;i++)
|
|
{
|
|
boneInfo_t &bone=*ragBoneData[i];
|
|
|
|
//if (bone.boneNumber == blist[index].boneNumber)
|
|
{
|
|
VectorCopy(params->desiredOrigin, bone.ikPosition);
|
|
bone.ikSpeed = params->movementSpeed;
|
|
}
|
|
}
|
|
#endif
|
|
return qtrue;
|
|
}
|
|
|
|
// set the bone list to all unused so the bone transformation routine ignores it.
|
|
void G2_Init_Bone_List(boneInfo_v &blist, int numBones)
|
|
{
|
|
blist.clear();
|
|
blist.reserve(numBones);
|
|
}
|
|
|
|
int G2_Get_Bone_Index(CGhoul2Info *ghoul2, const char *boneName, qboolean bAddIfNotFound)
|
|
{
|
|
if (bAddIfNotFound)
|
|
{
|
|
return G2_Add_Bone(ghoul2->animModel, ghoul2->mBlist, boneName);
|
|
}
|
|
else
|
|
{
|
|
return G2_Find_Bone(ghoul2, ghoul2->mBlist, boneName);
|
|
}
|
|
}
|
|
|
|
void G2_FreeRag(void)
|
|
{
|
|
if(rag) {
|
|
delete rag;
|
|
rag = NULL;
|
|
}
|
|
}
|