// we need to add a bone to the list - find a free one and see if we can find a corresponding bone in the gla file int G2_Add_Bone (const model_t *mod, boneInfo_v &blist, const char *boneName) { int i, x; mdxaSkel_t *skel; mdxaSkelOffsets_t *offsets; boneInfo_t tempBone; offsets = (mdxaSkelOffsets_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t)); // walk the entire list of bones in the gla file for this model and see if any match the name of the bone we want to find for (x=0; x< mod->mdxa->numBones; x++) { skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[x]); // if name is the same, we found it if (!stricmp(skel->name, boneName)) { break; } } // check to see we did actually make a match with a bone in the model if (x == mod->mdxa->numBones) { // didn't find it? Error assert(0); return -1; } // look through entire list - see if it's already there first for(i=0; i<blist.size(); i++) { // if this bone entry has info in it, bounce over it if (blist[i].boneNumber != -1) { skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[blist[i].boneNumber]); // if name is the same, we found it if (!stricmp(skel->name, boneName)) { return i; } } else { // if we found an entry that had a -1 for the bonenumber, then we hit a bone slot that was empty blist[i].boneNumber = x; blist[i].flags = 0; return i; } } // ok, we didn't find an existing bone of that name, or an empty slot. Lets add an entry tempBone.boneNumber = x; tempBone.flags = 0; blist.push_back(tempBone); return blist.size()-1; }
// given a model, bonelist and bonename, return the current frame, startframe and endframe of the current animation // NOTE if we aren't running an animation, then qfalse is returned qboolean G2_Get_Bone_Anim_Index( boneInfo_v &blist, const int index, const int currentTime, float *retcurrentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed,int numFrames) { // did we find it? if ((index>=0) && !((index >= blist.size()) || (blist[index].boneNumber == -1))) { // are we an animating bone? if (blist[index].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE)) { int currentFrame,newFrame; float lerp; G2_TimingModel(blist[index],currentTime,numFrames,currentFrame,newFrame,lerp); *retcurrentFrame =float(currentFrame)+lerp; *startFrame = blist[index].startFrame; *endFrame = blist[index].endFrame; *flags = blist[index].flags; *retAnimSpeed = blist[index].animSpeed; return qtrue; } } *startFrame=0; *endFrame=1; *retcurrentFrame=0.0f; *flags=0; *retAnimSpeed=0.0f; return qfalse; }
// Given a bone name, see if that bone is already in our bone list - note the model_t pointer that gets passed in here MUST point at the // gla file, not the glm file type. int G2_Find_Bone(CGhoul2Info *ghlInfo, boneInfo_v &blist, const char *boneName) { int i; mdxaSkel_t *skel; mdxaSkelOffsets_t *offsets; offsets = (mdxaSkelOffsets_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t)); skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[0]); // look through entire list for(i=0; i<blist.size(); i++) { // if this bone entry has no info in it, bounce over it if (blist[i].boneNumber == -1) { continue; } // figure out what skeletal info structure this bone entry is looking at skel = (mdxaSkel_t *)((byte *)ghlInfo->aHeader + sizeof(mdxaHeader_t) + offsets->offsets[blist[i].boneNumber]); // if name is the same, we found it if (!stricmp(skel->name, boneName)) { return i; } } #if _DEBUG G2_Bone_Not_Found(boneName,ghlInfo->mFileName); #endif // didn't find it return -1; }
// given a model, bonelist and bonename, lets pause an anim if it's playing. qboolean G2_Pause_Bone_Anim_Index( boneInfo_v &blist, const int boneIndex, const int currentTime,int numFrames) { if (boneIndex>=0&&boneIndex<blist.size()) { // are we pausing or un pausing? if (blist[boneIndex].pauseTime) { int startFrame, endFrame, flags; float currentFrame, animSpeed; // figure out what frame we are on now if (G2_Get_Bone_Anim_Index( blist, boneIndex, blist[boneIndex].pauseTime, ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed,numFrames)) { // reset start time so we are actually on this frame right now G2_Set_Bone_Anim_Index( blist, boneIndex, startFrame, endFrame, flags, animSpeed, currentTime, currentFrame, 0,numFrames); // no pausing anymore blist[boneIndex].pauseTime = 0; } else { return qfalse; } } // ahh, just pausing, the easy bit else { blist[boneIndex].pauseTime = currentTime; } return qtrue; } assert(0); return qfalse; }
// Given a model handle, and a bone name, we want to set angles specifically for overriding qboolean G2_Set_Bone_Angles_Index( boneInfo_v &blist, const int index, const float *angles, const int flags, const Eorientations yaw, const Eorientations pitch, const Eorientations roll, qhandle_t *modelList, const int modelIndex, const int blendTime, const int currentTime) { if ((index >= blist.size()) || (blist[index].boneNumber == -1)) { // we are attempting to set a bone override that doesn't exist assert(0); return qfalse; } if (flags & (BONE_ANGLES_PREMULT | BONE_ANGLES_POSTMULT)) { // you CANNOT call this with an index with these kinds of bone overrides - we need the model details for these kinds of bone angle overrides assert(0); return qfalse; } // yes, so set the angles and flags correctly blist[index].flags &= ~(BONE_ANGLES_TOTAL); blist[index].flags |= flags; blist[index].boneBlendStart = currentTime; blist[index].boneBlendTime = blendTime; #if DEBUG_PCJ OutputDebugString(va("PCJ %2d %6d (%6.2f,%6.2f,%6.2f) %d %d %d %d\n",index,currentTime,angles[0],angles[1],angles[2],yaw,pitch,roll,flags)); #endif G2_Generate_Matrix(NULL, blist, index, angles, flags, yaw, pitch, roll); return qtrue; }
// Given a model handle, and a bone name, we want to remove this bone from the bone override list qboolean G2_Remove_Bone_Index ( boneInfo_v &blist, int index) { // did we find it? if (index != -1) { // check the flags first - if it's still being used Do NOT remove it if (!blist[index].flags) { // set this bone to not used blist[index].boneNumber = -1; int newSize = blist.size(); // now look through the list from the back and see if there is a block of -1's we can resize off the end of the list for (int i=blist.size()-1; i>-1; i--) { if (blist[i].boneNumber == -1) { newSize = i; } // once we hit one that isn't a -1, we are done. else { break; } } // do we need to resize? if (newSize != blist.size()) { // yes, so lets do it blist.resize(newSize); } return qtrue; } } // assert(0); // no return qfalse; }
// given a model, bonelist and bonename, lets stop an anim if it's playing. qboolean G2_Stop_Bone_Anim_Index(boneInfo_v &blist, const int index) { if (index<0 || (index >= blist.size()) || (blist[index].boneNumber == -1)) { // we are attempting to set a bone override that doesn't exist return qfalse; } blist[index].flags &= ~(BONE_ANIM_TOTAL); return G2_Remove_Bone_Index(blist, index); }
// given a bone number, see if there is an override bone in the bone list int G2_Find_Bone_In_List(boneInfo_v &blist, const int boneNum) { int i; // look through entire list for(i=0; i<blist.size(); i++) { if (blist[i].boneNumber == boneNum) { return i; } } return -1; }
qboolean G2_Get_Bone_Anim_Range_Index(boneInfo_v &blist, const int boneIndex, int *startFrame, int *endFrame) { if (boneIndex != -1) { assert(boneIndex>=0&&boneIndex<blist.size()); // are we an animating bone? if (blist[boneIndex].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE)) { *startFrame = blist[boneIndex].startFrame; *endFrame = blist[boneIndex].endFrame; return qtrue; } } return qfalse; }
// given a model, bonelist and bonename, lets stop an anim if it's playing. qboolean G2_Stop_Bone_Angles_Index(boneInfo_v &blist, const int index) { if ((index >= blist.size()) || (blist[index].boneNumber == -1)) { // we are attempting to set a bone override that doesn't exist assert(0); return qfalse; } blist[index].flags &= ~(BONE_ANGLES_TOTAL); // try and remove this bone if we can return G2_Remove_Bone_Index(blist, index); }
void G2_RemoveRedundantBoneOverrides(boneInfo_v &blist, int *activeBones) { int i; // walk the surface list, removing surface overrides or generated surfaces that are pointing at surfaces that aren't active anymore for (i=0; i<blist.size(); i++) { if (blist[i].boneNumber != -1) { if (!activeBones[blist[i].boneNumber]) { blist[i].flags = 0; G2_Remove_Bone_Index(blist, i); } } } }
// Given a model handle, and a bone name, we want to set angles specifically for overriding - using a matrix directly qboolean G2_Set_Bone_Angles_Matrix_Index(boneInfo_v &blist, const int index, const mdxaBone_t &matrix, const int flags, const int blendTime, const int currentTime) { if (index<0||(index >= blist.size()) || (blist[index].boneNumber == -1)) { // we are attempting to set a bone override that doesn't exist assert(0); return qfalse; } // yes, so set the angles and flags correctly blist[index].flags &= ~(BONE_ANGLES_TOTAL); blist[index].flags |= flags; blist[index].boneBlendStart = currentTime; blist[index].boneBlendTime = blendTime; memcpy(&blist[index].matrix, &matrix, sizeof(mdxaBone_t)); memcpy(&blist[index].newMatrix, &matrix, sizeof(mdxaBone_t)); return qtrue; }
// Given a model handle, and a bone name, we want to set angles specifically for overriding qboolean G2_Set_Bone_Angles_Index(CGhoul2Info *ghlInfo, boneInfo_v &blist, const int index, const float *angles, const int flags, const Eorientations yaw, const Eorientations pitch, const Eorientations roll, const int blendTime, const int currentTime) { if (index<0||(index >= blist.size()) || (blist[index].boneNumber == -1)) { return qfalse; } // yes, so set the angles and flags correctly blist[index].flags &= ~(BONE_ANGLES_TOTAL); blist[index].flags |= flags; blist[index].boneBlendStart = currentTime; blist[index].boneBlendTime = blendTime; #if DEBUG_PCJ OutputDebugString(va("%8x %2d %6d (%6.2f,%6.2f,%6.2f) %d %d %d %d\n",(int)ghlInfo,index,currentTime,angles[0],angles[1],angles[2],yaw,pitch,roll,flags)); #endif G2_Generate_Matrix(ghlInfo->animModel, blist, index, angles, flags, yaw, pitch, roll); return qtrue; }
// set the bone list to all unused so the bone transformation routine ignores it. void G2_Init_Bone_List(boneInfo_v &blist) { blist.clear(); }
// given a model, bone name, a bonelist, a start/end frame number, a anim speed and some anim flags, set up or modify an existing bone entry for a new set of anims qboolean G2_Set_Bone_Anim_Index( boneInfo_v &blist, const int index, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int blendTime) { int modFlags = flags; if ((index >= blist.size()) || (blist[index].boneNumber == -1)) { // we are attempting to set a bone override that doesn't exist assert(0); return qfalse; } if (setFrame != -1) { assert((setFrame >= startFrame) && (setFrame <= endFrame)); } if (flags & BONE_ANIM_BLEND) { float currentFrame, animSpeed; int startFrame, endFrame, flags; // figure out where we are now if (G2_Get_Bone_Anim_Index(blist, index, currentTime, ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed, NULL, 0)) { if (blist[index].blendStart == currentTime) //we're replacing a blend in progress which hasn't started { // set the amount of time it's going to take to blend this anim with the last frame of the last one blist[index].blendTime = blendTime; } else { if (animSpeed<0.0f) { blist[index].blendFrame = floor(currentFrame); blist[index].blendLerpFrame = floor(currentFrame); } else { blist[index].blendFrame = currentFrame; blist[index].blendLerpFrame = currentFrame+1; // cope with if the lerp frame is actually off the end of the anim if (blist[index].blendFrame >= endFrame ) { // we only want to lerp with the first frame of the anim if we are looping if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP) { blist[index].blendFrame = startFrame; } // if we intend to end this anim or freeze after this, then just keep on the last frame else { // assert(endFrame>0); if (endFrame <= 0) { blist[index].blendLerpFrame = 0; } else { blist[index].blendFrame = endFrame -1; } } } // cope with if the lerp frame is actually off the end of the anim if (blist[index].blendLerpFrame >= endFrame ) { // we only want to lerp with the first frame of the anim if we are looping if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP) { blist[index].blendLerpFrame = startFrame; } // if we intend to end this anim or freeze after this, then just keep on the last frame else { // assert(endFrame>0); if (endFrame <= 0) { blist[index].blendLerpFrame = 0; } else { blist[index].blendLerpFrame = endFrame - 1; } } } } // set the amount of time it's going to take to blend this anim with the last frame of the last one blist[index].blendTime = blendTime; blist[index].blendStart = currentTime; } } // hmm, we weren't animating on this bone. In which case disable the blend else { blist[index].blendFrame = blist[index].blendLerpFrame = 0; blist[index].blendTime = 0; modFlags &= ~(BONE_ANIM_BLEND); } } else { blist[index].blendFrame = blist[index].blendLerpFrame = 0; blist[index].blendTime = blist[index].blendStart = 0; // we aren't blending, so remove the option to do so modFlags &= ~BONE_ANIM_BLEND; } // yes, so set the anim data and flags correctly blist[index].endFrame = endFrame; blist[index].startFrame = startFrame; blist[index].animSpeed = animSpeed; blist[index].pauseTime = 0; // start up the animation:) if (setFrame != -1) { blist[index].lastTime = blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed)); } else { blist[index].lastTime = blist[index].startTime = currentTime; } blist[index].flags &= ~(BONE_ANIM_TOTAL); blist[index].flags |= modFlags; #if DEBUG_G2_TIMING if (index==2) { const boneInfo_t &bone=blist[index]; char mess[1000]; if (bone.flags&BONE_ANIM_BLEND) { sprintf(mess,"sab[%2d] %5d %5d (%5d-%5d) %4.2f %4x bt(%5d-%5d) %7.2f %5d\n", index, currentTime, bone.startTime, bone.startFrame, bone.endFrame, bone.animSpeed, bone.flags, bone.blendStart, bone.blendStart+bone.blendTime, bone.blendFrame, bone.blendLerpFrame ); } else { sprintf(mess,"saa[%2d] %5d %5d (%5d-%5d) %4.2f %4x\n", index, currentTime, bone.startTime, bone.startFrame, bone.endFrame, bone.animSpeed, bone.flags ); } OutputDebugString(mess); } #endif return qtrue; }
// given a model, bone name, a bonelist, a start/end frame number, a anim speed and some anim flags, set up or modify an existing bone entry for a new set of anims qboolean G2_Set_Bone_Anim_Index(boneInfo_v &blist, const int index, const int startFrame, const int endFrame, const int flags, const float animSpeed, const int currentTime, const float setFrame, const int AblendTime,int numFrames) { int modFlags = flags; int blendTime=AblendTime; if (r_Ghoul2BlendMultiplier) { if (r_Ghoul2BlendMultiplier->value!=1.0f) { if (r_Ghoul2BlendMultiplier->value<=0.0f) { modFlags&=~BONE_ANIM_BLEND; } else { blendTime=ceil(float(AblendTime)*r_Ghoul2BlendMultiplier->value); } } } if (index<0||index >= blist.size()||blist[index].boneNumber<0) { return qfalse; } // sanity check to see if setfram is within animation bounds if (setFrame != -1) { assert((setFrame >= startFrame) && (setFrame < endFrame)); } // since we already existed, we can check to see if we want to start some blending if (modFlags & BONE_ANIM_BLEND) { float currentFrame, animSpeed; int startFrame, endFrame, flags; // figure out where we are now if (G2_Get_Bone_Anim_Index(blist, index, currentTime, ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed,numFrames)) { if (blist[index].blendStart == currentTime) //we're replacing a blend in progress which hasn't started { // set the amount of time it's going to take to blend this anim with the last frame of the last one blist[index].blendTime = blendTime; } else { if (animSpeed<0.0f) { blist[index].blendFrame = floor(currentFrame); blist[index].blendLerpFrame = floor(currentFrame); } else { blist[index].blendFrame = currentFrame; blist[index].blendLerpFrame = currentFrame+1; // cope with if the lerp frame is actually off the end of the anim if (blist[index].blendFrame >= blist[index].endFrame ) { // we only want to lerp with the first frame of the anim if we are looping if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP) { blist[index].blendFrame = blist[index].startFrame; } // if we intend to end this anim or freeze after this, then just keep on the last frame else { assert(blist[index].endFrame>0); blist[index].blendFrame = blist[index].endFrame -1; } } // cope with if the lerp frame is actually off the end of the anim if (blist[index].blendLerpFrame >= blist[index].endFrame ) { // we only want to lerp with the first frame of the anim if we are looping if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP) { blist[index].blendLerpFrame = blist[index].startFrame; } // if we intend to end this anim or freeze after this, then just keep on the last frame else { assert(blist[index].endFrame>0); blist[index].blendLerpFrame = blist[index].endFrame - 1; } } } // set the amount of time it's going to take to blend this anim with the last frame of the last one blist[index].blendTime = blendTime; blist[index].blendStart = currentTime; } } // hmm, we weren't animating on this bone. In which case disable the blend else { blist[index].blendFrame = blist[index].blendLerpFrame = 0; blist[index].blendTime = 0; // we aren't blending, so remove the option to do so modFlags &= ~BONE_ANIM_BLEND; //return qfalse; } } else { blist[index].blendFrame = blist[index].blendLerpFrame = 0; blist[index].blendTime = blist[index].blendStart = 0; // we aren't blending, so remove the option to do so modFlags &= ~BONE_ANIM_BLEND; } // yes, so set the anim data and flags correctly blist[index].endFrame = endFrame; blist[index].startFrame = startFrame; blist[index].animSpeed = animSpeed; blist[index].pauseTime = 0; assert(blist[index].blendFrame>=0&&blist[index].blendFrame<numFrames); assert(blist[index].blendLerpFrame>=0&&blist[index].blendLerpFrame<numFrames); // start up the animation:) if (setFrame != -1) { blist[index].startTime = (currentTime - (((setFrame - (float)startFrame) * 50.0)/ animSpeed)); /* setFrame = bone.startFrame + ((currentTime - bone.startTime) / 50.0f * animSpeed); (setFrame - bone.startFrame) = ((currentTime - bone.startTime) / 50.0f * animSpeed); (setFrame - bone.startFrame)*50/animSpeed - currentTime = - bone.startTime; currentTime - (setFrame - bone.startFrame)*50/animSpeed = bone.startTime; */ } else { blist[index].startTime = currentTime; } blist[index].flags &= ~(BONE_ANIM_TOTAL); blist[index].flags |= modFlags; #if DEBUG_G2_TIMING if (index>-10) { const boneInfo_t &bone=blist[index]; char mess[1000]; if (bone.flags&BONE_ANIM_BLEND) { sprintf(mess,"sab[%2d] %5d %5d (%5d-%5d) %4.2f %4x bt(%5d-%5d) %7.2f %5d\n", index, currentTime, bone.startTime, bone.startFrame, bone.endFrame, bone.animSpeed, bone.flags, bone.blendStart, bone.blendStart+bone.blendTime, bone.blendFrame, bone.blendLerpFrame ); } else { sprintf(mess,"saa[%2d] %5d %5d (%5d-%5d) %4.2f %4x\n", index, currentTime, bone.startTime, bone.startFrame, bone.endFrame, bone.animSpeed, bone.flags ); } OutputDebugString(mess); } #endif // assert(blist[index].startTime <= currentTime); return qtrue; }
// given a model, bonelist and bonename, return the current frame, startframe and endframe of the current animation // NOTE if we aren't running an animation, then qfalse is returned qboolean G2_Get_Bone_Anim_Index( boneInfo_v &blist, const int index, const int currentTime, float *currentFrame, int *startFrame, int *endFrame, int *flags, float *retAnimSpeed, qhandle_t *modelList, int modelIndex) { // did we find it? if ((index != -1) && !((index >= blist.size()) || (blist[index].boneNumber == -1))) { // are we an animating bone? if (blist[index].flags & (BONE_ANIM_OVERRIDE_LOOP | BONE_ANIM_OVERRIDE)) { // yes - add in animation speed to current frame float animSpeed = blist[index].animSpeed; float time = (currentTime - blist[index].startTime) / 50.0f; float mendFrame = (float)blist[index].endFrame ; // are we a paused anim? if (blist[index].pauseTime) { time = (blist[index].pauseTime - blist[index].startTime) / 50.0f; } if (time<0) { time=0; } float newFrame_g = blist[index].startFrame + (time * animSpeed); *currentFrame = newFrame_g; int animSize = blist[index].endFrame - blist[index].startFrame; // we are supposed to be animating right? if (animSize) { // did we run off the end? if (((animSpeed > 0.0f) && (newFrame_g > mendFrame-1)) || ((animSpeed < 0.0f) && (newFrame_g < mendFrame+1))) { // yep - decide what to do if (blist[index].flags & BONE_ANIM_OVERRIDE_LOOP) { if (animSpeed < 0.0f) { if (newFrame_g <= mendFrame+1) { newFrame_g=mendFrame+fmod(newFrame_g-mendFrame,animSize)-animSize; } } else { if (newFrame_g >= mendFrame) { newFrame_g=mendFrame+fmod(newFrame_g-mendFrame,animSize)-animSize; } } *currentFrame = newFrame_g; } else { // nope, we ran off the end of the current anim if (blist[index].flags & BONE_ANIM_OVERRIDE_FREEZE) { if (animSpeed > 0.0f) { *currentFrame = blist[index].endFrame -1; } else { *currentFrame = blist[index].endFrame +1; } } else { *currentFrame = 0; } } } } else { *currentFrame = blist[index].startFrame; } *startFrame = blist[index].startFrame; *endFrame = blist[index].endFrame; *flags = blist[index].flags; *retAnimSpeed = animSpeed; return qtrue; } } *startFrame =0; *endFrame =1; *currentFrame =0; *flags = 0; *retAnimSpeed = 1.0f; return qfalse; }
// we need to add a bone to the list - find a free one and see if we can find a corresponding bone in the gla file int G2_Add_Bone (const model_t *mod, boneInfo_v &blist, const char *boneName) { int i, x; mdxaSkel_t *skel; mdxaSkelOffsets_t *offsets; boneInfo_t tempBone; offsets = (mdxaSkelOffsets_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t)); // walk the entire list of bones in the gla file for this model and see if any match the name of the bone we want to find for (x=0; x< mod->mdxa->numBones; x++) { skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[x]); // if name is the same, we found it if (!stricmp(skel->name, boneName)) { break; } } // check to see we did actually make a match with a bone in the model if (x == mod->mdxa->numBones) { #if _DEBUG G2_Bone_Not_Found(boneName,mod->name); #endif return -1; } // look through entire list - see if it's already there first for(i=0; i<blist.size(); i++) { // if this bone entry has info in it, bounce over it if (blist[i].boneNumber != -1) { skel = (mdxaSkel_t *)((byte *)mod->mdxa + sizeof(mdxaHeader_t) + offsets->offsets[blist[i].boneNumber]); // if name is the same, we found it if (!stricmp(skel->name, boneName)) { #if DEBUG_G2_BONES { char mess[1000]; sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n", i, x, boneName); OutputDebugString(mess); } #endif return i; } } else { // if we found an entry that had a -1 for the bonenumber, then we hit a bone slot that was empty blist[i].boneNumber = x; blist[i].flags = 0; #if DEBUG_G2_BONES { char mess[1000]; sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n", i, x, boneName); OutputDebugString(mess); } #endif return i; } } // ok, we didn't find an existing bone of that name, or an empty slot. Lets add an entry tempBone.boneNumber = x; tempBone.flags = 0; blist.push_back(tempBone); #if DEBUG_G2_BONES { char mess[1000]; sprintf(mess,"ADD BONE1 blistIndex=%3d physicalIndex=%3d %s\n", blist.size()-1, x, boneName); OutputDebugString(mess); } #endif return blist.size()-1; }