/* ================ idPhysics_Parametric::SetAngularVelocity ================ */ void idPhysics_Parametric::SetAngularVelocity( const idVec3 &newAngularVelocity, int id ) { idRotation rotation; idVec3 vec; float angle; vec = newAngularVelocity; angle = vec.Normalize(); rotation.Set( vec3_origin, vec, (float) RAD2DEG( angle ) ); SetAngularExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, current.angles, rotation.ToAngles(), ang_zero ); current.angularInterpolation.Init( 0, 0, 0, 0, ang_zero, ang_zero ); Activate(); }
/* ================ idTestModel::Think ================ */ void idTestModel::Think() { idVec3 pos; idMat3 axis; idAngles ang; int i; if( thinkFlags & TH_THINK ) { if( anim && ( gameLocal.testmodel == this ) && ( mode != g_testModelAnimate.GetInteger() ) ) { StopSound( SND_CHANNEL_ANY, false ); if( head.GetEntity() ) { head.GetEntity()->StopSound( SND_CHANNEL_ANY, false ); } switch( g_testModelAnimate.GetInteger() ) { default: case 0: // cycle anim with origin reset if( animator.NumFrames( anim ) <= 1 ) { // single frame animations end immediately, so just cycle it since it's the same result animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if( headAnim ) { headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } } else { animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if( headAnim ) { headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if( headAnimator->AnimLength( headAnim ) > animator.AnimLength( anim ) ) { // loop the body anim when the head anim is longer animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( -1 ); } } } animator.RemoveOriginOffset( false ); break; case 1: // cycle anim with fixed origin animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( true ); if( headAnim ) { headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 2: // cycle anim with continuous origin animator.CycleAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( false ); if( headAnim ) { headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 3: // frame by frame with continuous origin animator.SetFrame( ANIMCHANNEL_ALL, anim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( false ); if( headAnim ) { headAnimator->SetFrame( ANIMCHANNEL_ALL, headAnim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 4: // play anim once animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( false ); if( headAnim ) { headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; case 5: // frame by frame with fixed origin animator.SetFrame( ANIMCHANNEL_ALL, anim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); animator.RemoveOriginOffset( true ); if( headAnim ) { headAnimator->SetFrame( ANIMCHANNEL_ALL, headAnim, frame, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); } break; } mode = g_testModelAnimate.GetInteger(); } if( ( mode == 0 ) && ( gameLocal.time >= starttime + animtime ) ) { starttime = gameLocal.time; StopSound( SND_CHANNEL_ANY, false ); animator.PlayAnim( ANIMCHANNEL_ALL, anim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if( headAnim ) { headAnimator->PlayAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, FRAME2MS( g_testModelBlend.GetInteger() ) ); if( headAnimator->AnimLength( headAnim ) > animator.AnimLength( anim ) ) { // loop the body anim when the head anim is longer animator.CurrentAnim( ANIMCHANNEL_ALL )->SetCycleCount( -1 ); } } } if( headAnimator ) { // copy the animation from the body to the head for( i = 0; i < copyJoints.Num(); i++ ) { if( copyJoints[ i ].mod == JOINTMOD_WORLD_OVERRIDE ) { idMat3 mat = head.GetEntity()->GetPhysics()->GetAxis().Transpose(); GetJointWorldTransform( copyJoints[ i ].from, gameLocal.time, pos, axis ); pos -= head.GetEntity()->GetPhysics()->GetOrigin(); headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos * mat ); headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis * mat ); } else { animator.GetJointLocalTransform( copyJoints[ i ].from, gameLocal.time, pos, axis ); headAnimator->SetJointPos( copyJoints[ i ].to, copyJoints[ i ].mod, pos ); headAnimator->SetJointAxis( copyJoints[ i ].to, copyJoints[ i ].mod, axis ); } } } // update rotation RunPhysics(); physicsObj.GetAngles( ang ); physicsObj.SetAngularExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.time, 0, ang, idAngles( 0, g_testModelRotate.GetFloat() * 360.0f / 60.0f, 0 ), ang_zero ); idClipModel* clip = physicsObj.GetClipModel(); if( clip != NULL && animator.ModelDef() ) { idVec3 neworigin; idMat3 axis; jointHandle_t joint; joint = animator.GetJointHandle( "origin" ); animator.GetJointTransform( joint, gameLocal.time, neworigin, axis ); neworigin = ( ( neworigin - animator.ModelDef()->GetVisualOffset() ) * physicsObj.GetAxis() ) + GetPhysics()->GetOrigin(); clip->Link( gameLocal.clip, this, 0, neworigin, clip->GetAxis() ); } } UpdateAnimation(); Present(); if( ( gameLocal.testmodel == this ) && g_showTestModelFrame.GetInteger() && anim ) { gameLocal.Printf( "^5 Anim: ^7%s ^5Frame: ^7%d/%d Time: %.3f\n", animator.AnimFullName( anim ), animator.CurrentAnim( ANIMCHANNEL_ALL )->GetFrameNumber( gameLocal.time ), animator.CurrentAnim( ANIMCHANNEL_ALL )->NumFrames(), MS2SEC( gameLocal.time - animator.CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime() ) ); if( headAnim ) { gameLocal.Printf( "^5 Head: ^7%s ^5Frame: ^7%d/%d Time: %.3f\n\n", headAnimator->AnimFullName( headAnim ), headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetFrameNumber( gameLocal.time ), headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->NumFrames(), MS2SEC( gameLocal.time - headAnimator->CurrentAnim( ANIMCHANNEL_ALL )->GetStartTime() ) ); } else { gameLocal.Printf( "\n\n" ); } } }
/* ================ idPhysics_Parametric::SetLinearVelocity ================ */ void idPhysics_Parametric::SetLinearVelocity( const idVec3 &newLinearVelocity, int id ) { SetLinearExtrapolation( extrapolation_t(EXTRAPOLATION_LINEAR|EXTRAPOLATION_NOSTOP), gameLocal.time, 0, current.origin, newLinearVelocity, vec3_origin ); current.linearInterpolation.Init( 0, 0, 0, 0, vec3_zero, vec3_zero ); Activate(); }
/* ================ sdPhysics_Linear::SetLinearVelocity ================ */ void sdPhysics_Linear::SetLinearVelocity( const idVec3& newLinearVelocity, int id ) { SetLinearExtrapolation( extrapolation_t( EXTRAPOLATION_LINEAR | EXTRAPOLATION_NOSTOP ), gameLocal.time, 0, current.origin, newLinearVelocity, vec3_origin ); Activate(); }