void StudioModel::SetUpBones ( void ) { int i; mstudiobone_t *pbones; mstudioseqdesc_t *pseqdesc; mstudioanim_t *panim; static vec3_t pos[MAXSTUDIOBONES]; float bonematrix[3][4]; static vec4_t q[MAXSTUDIOBONES]; static vec3_t pos2[MAXSTUDIOBONES]; static vec4_t q2[MAXSTUDIOBONES]; static vec3_t pos3[MAXSTUDIOBONES]; static vec4_t q3[MAXSTUDIOBONES]; static vec3_t pos4[MAXSTUDIOBONES]; static vec4_t q4[MAXSTUDIOBONES]; if (m_sequence >= m_pstudiohdr->numseq) { m_sequence = 0; } pseqdesc = (mstudioseqdesc_t *)((byte *)m_pstudiohdr + m_pstudiohdr->seqindex) + m_sequence; panim = GetAnim( pseqdesc ); CalcRotations( pos, q, pseqdesc, panim, m_frame ); if (pseqdesc->numblends > 1) { float s; panim += m_pstudiohdr->numbones; CalcRotations( pos2, q2, pseqdesc, panim, m_frame ); s = m_blending[0] / 255.0; SlerpBones( q, pos, q2, pos2, s ); if (pseqdesc->numblends == 4) { panim += m_pstudiohdr->numbones; CalcRotations( pos3, q3, pseqdesc, panim, m_frame ); panim += m_pstudiohdr->numbones; CalcRotations( pos4, q4, pseqdesc, panim, m_frame ); s = m_blending[0] / 255.0; SlerpBones( q3, pos3, q4, pos4, s ); s = m_blending[1] / 255.0; SlerpBones( q, pos, q3, pos3, s ); } } pbones = (mstudiobone_t *)((byte *)m_pstudiohdr + m_pstudiohdr->boneindex); for (i = 0; i < m_pstudiohdr->numbones; i++) { QuaternionMatrix( q[i], bonematrix ); bonematrix[0][3] = pos[i][0]; bonematrix[1][3] = pos[i][1]; bonematrix[2][3] = pos[i][2]; if (pbones[i].parent == -1) { memcpy(g_bonetransform[i], bonematrix, sizeof(float) * 12); } else { R_ConcatTransforms (g_bonetransform[pbones[i].parent], bonematrix, g_bonetransform[i]); } } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_AI_BaseHumanoid::StandardBlendingRules( Vector pos[], Quaternion q[], float currentTime, int boneMask ) { VPROF( "C_AI_BaseHumanoid::StandardBlendingRules" ); BaseClass::StandardBlendingRules( pos, q, currentTime, boneMask ); studiohdr_t *hdr = InitModel(); if ( !hdr ) { return; } #if 0 float poseparam[MAXSTUDIOPOSEPARAM]; if (m_nSequence >= hdr->numseq) { m_nSequence = 0; } // interpolate pose parameters for (int i = 0; i < hdr->numposeparameters; i++) { poseparam[ i ] = m_flPoseParameter[i]; } // build root animation float fCycle = m_flCycle; CalcPose( hdr, NULL, pos, q, m_nSequence, fCycle, poseparam ); // debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), 0, 0, "%30s %6.2f : %6.2f", hdr->pSeqdesc( m_nSequence )->pszLabel( ), fCycle, 1.0 ); MaintainSequenceTransitions( fCycle, poseparam, pos, q, boneMask ); #if 1 for (i = 0; i < 4; i++) { if (m_Layer[i][2].nSequence != m_Layer[i][1].nSequence) { if (m_Layer[i][2].flWeight > 0.5) m_Layer[i][1].flWeight = 1.0; else m_Layer[i][1].flWeight = 0; } } #endif #if 1 for (i = 0; i < 4; i++) { Vector pos2[MAXSTUDIOBONES]; Quaternion q2[MAXSTUDIOBONES]; float fWeight = m_Layer[i][1].flWeight * (1 - dadt) + m_Layer[i][2].flWeight * dadt; /* debugoverlay->AddTextOverlay( GetAbsOrigin() + Vector( 0, 0, 64 ), -i - 1, 0, "%2d %6.2f %6.2f : %2d %6.2f %6.2f : %2d %6.2f %6.2f", m_Layer[i][0].nSequence, m_Layer[i][0].flCycle, m_Layer[i][0].flWeight, m_Layer[i][1].nSequence, m_Layer[i][1].flCycle, m_Layer[i][1].flWeight, m_Layer[i][2].nSequence, m_Layer[i][2].flCycle, m_Layer[i][2].flWeight ); */ if (fWeight > 0) { mstudioseqdesc_t *pseqdesc = hdr->pSeqdesc( m_Layer[i][2].nSequence ); float fCycle = m_Layer[i][2].flCycle; // UNDONE: Do IK here. CalcPose( hdr, NULL, pos2, q2, m_Layer[i][2].nSequence, fCycle, poseparam ); if (fWeight > 1) fWeight = 1; SlerpBones( hdr, q, pos, pseqdesc, q2, pos2, fWeight ); engine->Con_NPrintf( 10 + i, "%30s %6.2f : %6.2f", pseqdesc->pszLabel(), fCycle, fWeight ); } else { engine->Con_NPrintf( 10 + i, "%30s %6.2f : %6.2f", " ", 0, 0 ); } } #endif CIKContext auto_ik; auto_ik.Init( hdr, GetRenderAngles(), GetRenderOrigin(), gpGlobals->curtime ); CalcAutoplaySequences( hdr, &auto_ik, pos, q, poseparam, boneMask, currentTime ); float controllers[MAXSTUDIOBONECTRLS]; GetBoneControllers(controllers); CalcBoneAdj( hdr, pos, q, controllers ); #endif }