void SSBoneFrame_InitSSAnim(struct ss_animation_s *ss_anim, uint32_t anim_type_id) { ss_anim->anim_ext_flags = 0x00; ss_anim->anim_frame_flags = 0x00; ss_anim->type = anim_type_id; ss_anim->enabled = 1; ss_anim->model = NULL; ss_anim->onFrame = NULL; ss_anim->onEndFrame = NULL; ss_anim->targeting_bone = 0x00; ss_anim->targeting_flags = 0x0000; vec3_set_zero(ss_anim->target); vec4_set_zero_angle(ss_anim->current_mod); ss_anim->bone_direction[0] = 0.0f; ss_anim->bone_direction[1] = 1.0f; ss_anim->bone_direction[2] = 0.0f; ss_anim->targeting_limit[0] = 0.0f; ss_anim->targeting_limit[1] = 1.0f; ss_anim->targeting_limit[2] = 0.0f; ss_anim->targeting_limit[3] =-1.0f; vec3_set_one(ss_anim->targeting_axis_mod); ss_anim->frame_time = 0.0f; ss_anim->next_state = 0; ss_anim->lerp = 0.0; ss_anim->current_animation = 0; ss_anim->current_frame = 0; ss_anim->next_animation = 0; ss_anim->next_frame = 0; ss_anim->period = 1.0f / 30.0f; ss_anim->next = NULL; ss_anim->prev = NULL; }
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_SetTargetingAxisMod(struct ss_animation_s *ss_anim, const float mod[3]) { if(mod) { vec3_copy(ss_anim->targeting_axis_mod, mod); ss_anim->targeting_flags |= ANIM_TARGET_USE_AXIS_MOD; } else { vec3_set_one(ss_anim->targeting_axis_mod); ss_anim->targeting_flags &= ~ANIM_TARGET_USE_AXIS_MOD; } }
void SSBoneFrame_SetTargetingAxisMod(struct ss_bone_tag_s *b_tag, const float mod[3]) { if(mod) { vec3_copy(b_tag->mod.axis_mod, mod); b_tag->is_axis_modded = 0x01; } else { vec3_set_one(b_tag->mod.axis_mod); b_tag->is_axis_modded = 0x00; } }
struct ss_animation_s *SSBoneFrame_AddOverrideAnim(struct ss_bone_frame_s *bf, struct skeletal_model_s *sm, uint16_t anim_type) { if(!sm || (sm->mesh_count == bf->bone_tag_count)) { ss_animation_p ss_anim = (ss_animation_p)malloc(sizeof(ss_animation_t)); ss_anim->anim_ext_flags = 0x00; ss_anim->anim_frame_flags = 0x00; ss_anim->type = anim_type; ss_anim->model = sm; ss_anim->onFrame = NULL; ss_anim->onEndFrame = NULL; ss_anim->targeting_bone = 0; ss_anim->targeting_flags = 0x0000; vec3_set_zero(ss_anim->target); vec4_set_zero_angle(ss_anim->current_mod); ss_anim->bone_direction[0] = 0.0f; ss_anim->bone_direction[1] = 1.0f; ss_anim->bone_direction[2] = 0.0f; ss_anim->targeting_limit[0] = 0.0f; ss_anim->targeting_limit[1] = 1.0f; ss_anim->targeting_limit[2] = 0.0f; ss_anim->targeting_limit[3] =-1.0f; vec3_set_one(ss_anim->targeting_axis_mod); ss_anim->next = bf->animations.next; bf->animations.next = ss_anim; ss_anim->frame_time = 0.0; ss_anim->next_state = 0; ss_anim->lerp = 0.0; ss_anim->current_animation = 0; ss_anim->current_frame = 0; ss_anim->next_animation = 0; ss_anim->next_frame = 0; ss_anim->period = 1.0f / 30.0f; return ss_anim; } return NULL; }