Fix Decoupled Animation Crash, Interpolation Bugs, Simplify Interpolation code

This commit is contained in:
Ricardo Luís Vaz Silva 2024-04-17 21:26:54 -03:00
parent 1c3764ec89
commit 9af3d54a19
3 changed files with 52 additions and 32 deletions

View file

@ -599,14 +599,14 @@ const TArray<VSMatrix> IQMModel::CalculateBones(int frame1, int frame2, float in
if(frame1 >= 0 && (frame1_prev >= 0 || inter1_prev < 0))
{
prev = inter1_prev < 0 ? animationFrames[offset1 + i] : InterpolateBone(animationFrames[offset1_1 + i], animationFrames[offset1 + i], inter1_prev, invt1);
prev = inter1_prev <= 0 ? animationFrames[offset1 + i] : InterpolateBone(animationFrames[offset1_1 + i], animationFrames[offset1 + i], inter1_prev, invt1);
}
TRS next;
if(frame2 >= 0 && (frame2_prev >= 0 || inter2_prev < 0))
{
next = inter2_prev < 0 ? animationFrames[offset2 + i] : InterpolateBone(animationFrames[offset2_1 + i], animationFrames[offset2 + i], inter2_prev, invt2);
next = inter2_prev <= 0 ? animationFrames[offset2 + i] : InterpolateBone(animationFrames[offset2_1 + i], animationFrames[offset2 + i], inter2_prev, invt2);
}
TRS bone;

View file

@ -5128,6 +5128,8 @@ enum ESetAnimationFlags
SAF_NOOVERRIDE = 1 << 2,
};
extern double getCurrentFrame(const AnimOverride &anim, double tic);
void SetAnimationInternal(AActor * self, FName animName, double framerate, int startFrame, int loopFrame, int endFrame, int interpolateTics, int flags, double ticFrac)
{
if(!self) ThrowAbortException(X_READ_NIL, "In function parameter self");
@ -5152,11 +5154,6 @@ void SetAnimationInternal(AActor * self, FName animName, double framerate, int s
return;
}
if(!(flags & SAF_INSTANT))
{
self->modelData->prevAnim = self->modelData->curAnim;
}
double tic = self->Level->totaltime;
if ((ConsoleState == c_up || ConsoleState == c_rising) && (menuactive == MENU_Off || menuactive == MENU_OnNoPause) && !self->Level->isFrozen())
{
@ -5179,6 +5176,11 @@ void SetAnimationInternal(AActor * self, FName animName, double framerate, int s
return;
}
if(!(flags & SAF_INSTANT))
{
self->modelData->prevAnim = self->modelData->curAnim;
}
int animEnd = mdl->FindLastFrame(animName);
if(framerate < 0)
@ -5217,6 +5219,8 @@ void SetAnimationInternal(AActor * self, FName animName, double framerate, int s
if(!(flags & SAF_INSTANT))
{
self->modelData->prevAnim.startFrame = getCurrentFrame(self->modelData->prevAnim, tic);
self->modelData->curAnim.startTic = floor(tic) + interpolateTics;
}
else
@ -5235,8 +5239,6 @@ void SetAnimationUINative(AActor * self, int i_animName, double framerate, int s
SetAnimationInternal(self, FName(ENamedName(i_animName)), framerate, startFrame, loopFrame, endFrame, interpolateTics, flags, I_GetTimeFrac());
}
extern double getCurrentFrame(const AnimOverride &anim, double tic);
void SetAnimationFrameRateInternal(AActor * self, double framerate, double ticFrac)
{
if(!self) ThrowAbortException(X_READ_NIL, "In function parameter self");
@ -5256,18 +5258,18 @@ void SetAnimationFrameRateInternal(AActor * self, double framerate, double ticFr
}
if(self->modelData->curAnim.startTic < ticFrac)
{
self->modelData->curAnim.framerate = (float)framerate;
return;
}
double tic = self->Level->totaltime;
if ((ConsoleState == c_up || ConsoleState == c_rising) && (menuactive == MENU_Off || menuactive == MENU_OnNoPause) && !self->Level->isFrozen())
{
tic += ticFrac;
}
if(self->modelData->curAnim.startTic >= tic)
{
self->modelData->curAnim.framerate = (float)framerate;
return;
}
double frame = getCurrentFrame(self->modelData->curAnim, tic);
self->modelData->curAnim.startFrame = frame;

View file

@ -323,9 +323,18 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
if(actor->modelData->curAnim.startTic > tic)
{
inter = (tic - actor->modelData->curAnim.switchTic) / (actor->modelData->curAnim.startTic - actor->modelData->curAnim.switchTic);
calcFrame(actor->modelData->curAnim, actor->modelData->curAnim.startTic, inter_next, decoupled_next_prev_frame, decoupled_next_frame);
calcFrame(actor->modelData->prevAnim, actor->modelData->curAnim.switchTic, inter_main, decoupled_main_prev_frame, decoupled_main_frame);
double nextFrame = actor->modelData->curAnim.startFrame;
double prevFrame = actor->modelData->prevAnim.startFrame;
decoupled_next_prev_frame = floor(nextFrame);
decoupled_next_frame = ceil(nextFrame);
inter_next = nextFrame - floor(nextFrame);
decoupled_main_prev_frame = floor(prevFrame);
decoupled_main_frame = ceil(prevFrame);
inter_main = prevFrame - floor(prevFrame);
}
else
{
@ -1073,22 +1082,31 @@ void ParseModelDefLump(int Lump)
FSpriteModelFrame * FindModelFrameRaw(const PClass * ti, int sprite, int frame, bool dropped)
{
if (GetDefaultByType(ti)->hasmodel)
auto def = GetDefaultByType(ti);
if (def->hasmodel)
{
FSpriteModelFrame smf;
memset(&smf, 0, sizeof(smf));
smf.type=ti;
smf.sprite=sprite;
smf.frame=frame;
int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];
while (hash>=0)
if(def->flags9 & MF9_DECOUPLEDANIMATIONS)
{
FSpriteModelFrame * smff = &SpriteModelFrames[hash];
if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
hash=smff->hashnext;
FSpriteModelFrame * smf = BaseSpriteModelFrames.CheckKey((void*)ti);
if(smf) return smf;
}
else
{
FSpriteModelFrame smf;
memset(&smf, 0, sizeof(smf));
smf.type=ti;
smf.sprite=sprite;
smf.frame=frame;
int hash = SpriteModelHash[ModelFrameHash(&smf) % SpriteModelFrames.Size()];
while (hash>=0)
{
FSpriteModelFrame * smff = &SpriteModelFrames[hash];
if (smff->type==ti && smff->sprite==sprite && smff->frame==frame) return smff;
hash=smff->hashnext;
}
}
}