void SSBoneFrame_CreateFromModel(ss_bone_frame_p bf, skeletal_model_p model) { vec3_set_zero(bf->bb_min); vec3_set_zero(bf->bb_max); vec3_set_zero(bf->centre); vec3_set_zero(bf->pos); bf->animations.type = ANIM_TYPE_BASE; bf->animations.anim_frame_flags = 0x0000; bf->animations.anim_ext_flags = 0x0000; bf->animations.frame_time = 0.0; bf->animations.period = 1.0 / 30.0; bf->animations.next_state = 0; bf->animations.lerp = 0.0; bf->animations.current_animation = 0; bf->animations.current_frame = 0; bf->animations.next_animation = 0; bf->animations.next_frame = 0; vec3_set_zero(bf->animations.target); bf->animations.bone_direction[0] = 0.0f; bf->animations.bone_direction[1] = 1.0f; bf->animations.bone_direction[2] = 0.0f; bf->animations.targeting_limit[0] = 0.0f; bf->animations.targeting_limit[1] = 1.0f; bf->animations.targeting_limit[2] = 0.0f; bf->animations.targeting_limit[3] =-1.0f; vec3_set_one(bf->animations.targeting_axis_mod); bf->animations.targeting_bone = 0x00; bf->animations.targeting_flags = 0x0000; vec4_set_zero_angle(bf->animations.current_mod); bf->animations.next = NULL; bf->animations.onFrame = NULL; bf->animations.onEndFrame = NULL; bf->transform = NULL; bf->animations.model = model; bf->bone_tag_count = model->mesh_count; bf->bone_tags = (ss_bone_tag_p)malloc(bf->bone_tag_count * sizeof(ss_bone_tag_t)); bf->bone_tags[0].parent = NULL; // root for(uint16_t i = 0; i < bf->bone_tag_count; i++) { bf->bone_tags[i].index = i; bf->bone_tags[i].mesh_base = model->mesh_tree[i].mesh_base; bf->bone_tags[i].mesh_skin = model->mesh_tree[i].mesh_skin; bf->bone_tags[i].mesh_slot = NULL; bf->bone_tags[i].alt_anim = NULL; bf->bone_tags[i].body_part = model->mesh_tree[i].body_part; vec3_copy(bf->bone_tags[i].offset, model->mesh_tree[i].offset); vec4_set_zero(bf->bone_tags[i].qrotate); Mat4_E_macro(bf->bone_tags[i].transform); Mat4_E_macro(bf->bone_tags[i].full_transform); if(i > 0) { bf->bone_tags[i].parent = bf->bone_tags + model->mesh_tree[i].parent; } } }
void SSBoneFrame_CreateFromModel(ss_bone_frame_p bf, skeletal_model_p model) { vec3_set_zero(bf->bb_min); vec3_set_zero(bf->bb_max); vec3_set_zero(bf->centre); vec3_set_zero(bf->pos); bf->transform = NULL; bf->flags = 0x0000; bf->bone_tag_count = 0; bf->bone_tags = NULL; SSBoneFrame_InitSSAnim(&bf->animations, model, ANIM_TYPE_BASE); bf->animations.model = model; if(model) { bf->bone_tag_count = model->mesh_count; bf->bone_tags = (ss_bone_tag_p)malloc(bf->bone_tag_count * sizeof(ss_bone_tag_t)); bf->bone_tags[0].parent = NULL; // root for(uint16_t i = 0; i < bf->bone_tag_count; i++) { ss_bone_tag_p b_tag = bf->bone_tags + i; b_tag->index = i; b_tag->is_hidden = 0x00; b_tag->is_targeted = 0x00; b_tag->is_axis_modded = 0x00; b_tag->mesh_base = model->mesh_tree[i].mesh_base; b_tag->mesh_replace = NULL; b_tag->mesh_skin = NULL; b_tag->mesh_slot = NULL; b_tag->skin_map = NULL; b_tag->alt_anim = NULL; b_tag->body_part = model->mesh_tree[i].body_part; vec3_copy(b_tag->offset, model->mesh_tree[i].offset); vec4_set_zero(b_tag->qrotate); Mat4_E_macro(b_tag->local_transform); Mat4_E_macro(b_tag->current_transform); vec3_set_zero(b_tag->mod.target_pos); vec4_set_zero_angle(b_tag->mod.current_q); b_tag->mod.bone_local_direction[0] = 0.0f; b_tag->mod.bone_local_direction[1] = 1.0f; b_tag->mod.bone_local_direction[2] = 0.0f; b_tag->mod.limit[0] = 0.0f; b_tag->mod.limit[1] = 1.0f; b_tag->mod.limit[2] = 0.0f; b_tag->mod.limit[3] =-1.0f; b_tag->mod.current_slerp = 1.0f; vec3_set_one(b_tag->mod.axis_mod); if(i > 0) { b_tag->parent = bf->bone_tags + model->mesh_tree[i].parent; } } } }
void SSBoneFrame_CreateFromModel(ss_bone_frame_p bf, skeletal_model_p model) { vec3_set_zero(bf->bb_min); vec3_set_zero(bf->bb_max); vec3_set_zero(bf->centre); vec3_set_zero(bf->pos); bf->transform = NULL; bf->bone_tag_count = 0; bf->bone_tags = NULL; SSBoneFrame_InitSSAnim(&bf->animations, ANIM_TYPE_BASE); bf->animations.model = model; if(model) { bf->bone_tag_count = model->mesh_count; bf->bone_tags = (ss_bone_tag_p)malloc(bf->bone_tag_count * sizeof(ss_bone_tag_t)); bf->bone_tags[0].parent = NULL; // root for(uint16_t i = 0; i < bf->bone_tag_count; i++) { bf->bone_tags[i].index = i; bf->bone_tags[i].mesh_base = model->mesh_tree[i].mesh_base; bf->bone_tags[i].mesh_skin = model->mesh_tree[i].mesh_skin; bf->bone_tags[i].mesh_slot = NULL; bf->bone_tags[i].alt_anim = NULL; bf->bone_tags[i].body_part = model->mesh_tree[i].body_part; vec3_copy(bf->bone_tags[i].offset, model->mesh_tree[i].offset); vec4_set_zero(bf->bone_tags[i].qrotate); Mat4_E_macro(bf->bone_tags[i].transform); Mat4_E_macro(bf->bone_tags[i].full_transform); if(i > 0) { bf->bone_tags[i].parent = bf->bone_tags + model->mesh_tree[i].parent; } } } }
/* * Other GUI options */ void Gui_SwitchGLMode(char is_gui) { if(0 != is_gui) // set gui coordinate system { const GLfloat far_dist = 4096.0f; const GLfloat near_dist = -1.0f; Mat4_E_macro(guiProjectionMatrix); guiProjectionMatrix[0 * 4 + 0] = 2.0 / ((GLfloat)screen_info.w); guiProjectionMatrix[1 * 4 + 1] = 2.0 / ((GLfloat)screen_info.h); guiProjectionMatrix[2 * 4 + 2] =-2.0 / (far_dist - near_dist); guiProjectionMatrix[3 * 4 + 0] =-1.0; guiProjectionMatrix[3 * 4 + 1] =-1.0; guiProjectionMatrix[3 * 4 + 2] =-(far_dist + near_dist) / (far_dist - near_dist); } else // set camera coordinate system { memcpy(guiProjectionMatrix, engine_camera.gl_proj_mat, sizeof(guiProjectionMatrix)); } }