Пример #1
0
/*
===============
CG_BuildAnimSkeleton

Builds the skeleton for the current animation
Also blends between the old and new skeletons if necessary
===============
*/
void CG_BuildAnimSkeleton( const lerpFrame_t *lf, refSkeleton_t *newSkeleton, const refSkeleton_t *oldSkeleton )
{
	if( !lf->animation || !lf->animation->handle )
	{
		// initialize skeleton if animation handle is invalid
		int i;

		newSkeleton->type = refSkeletonType_t::SK_ABSOLUTE;
		newSkeleton->numBones = MAX_BONES;
		for( i = 0; i < MAX_BONES; i++ ) {
			newSkeleton->bones[i].parentIndex = -1;
			TransInit(&newSkeleton->bones[i].t);
		}

		return;
	}

	if ( !trap_R_BuildSkeleton( newSkeleton, lf->animation->handle, lf->oldFrame, lf->frame, 1 - lf->backlerp, lf->animation->clearOrigin ) )
	{
		Log::Warn( "CG_BuildAnimSkeleton: Can't build skeleton" );
	}

	// lerp between old and new animation if possible
	if ( lf->blendlerp >= 0.0f )
	{
		if ( newSkeleton->type != refSkeletonType_t::SK_INVALID && oldSkeleton->type != refSkeletonType_t::SK_INVALID && newSkeleton->numBones == oldSkeleton->numBones )
		{
			if ( !trap_R_BlendSkeleton( newSkeleton, oldSkeleton, lf->blendlerp ) )
			{
				Log::Warn( "CG_BuildAnimSkeleton: Can't blend skeletons" );
				return;
			}
		}
	}
}
Пример #2
0
bool AnimDelta::LoadData(clientInfo_t* ci)
{
	char newModelName[ MAX_QPATH ];
	// special handling for human_(naked|light|medium)
	if ( !Q_stricmp( ci->modelName, "human_naked"   ) ||
		!Q_stricmp( ci->modelName, "human_light"   ) ||
		!Q_stricmp( ci->modelName, "human_medium" ) )
	{
		Q_strncpyz( newModelName, "human_nobsuit_common", sizeof( newModelName ) );
	}
	else
	{
		Q_strncpyz( newModelName, ci->modelName, sizeof( newModelName ) );
	}

	refSkeleton_t base;
	refSkeleton_t delta;
	for ( int i = WP_NONE + 1; i < WP_NUM_WEAPONS; ++i )
	{
		int handle = LoadDeltaAnimation( static_cast<weapon_t>( i ), newModelName, ci->iqm );
		if ( !handle ) continue;
		Log::Debug("Loaded delta for %s %s", newModelName, BG_Weapon( i )->humanName);
		trap_R_BuildSkeleton( &delta, handle, 1, 1, 0, false );
		// Derive the delta from the base stand animation.
		trap_R_BuildSkeleton( &base, ci->animations[ TORSO_STAND ].handle, 1, 1, 0, false );
		auto ret = deltas_.insert( std::make_pair( i, std::vector<delta_t>( boneIndicies_.size() ) ) );
		auto& weaponDeltas = ret.first->second;
		for ( size_t j = 0; j < boneIndicies_.size(); ++j )
		{
			VectorSubtract( delta.bones[ boneIndicies_[ j ] ].t.trans, base.bones[ boneIndicies_[ j ] ].t.trans, weaponDeltas[ j ].delta );
			QuatInverse( base.bones[ boneIndicies_[ j ] ].t.rot );
			QuatMultiply( base.bones[ boneIndicies_[ j ] ].t.rot, delta.bones[ boneIndicies_[ j ] ].t.rot, weaponDeltas[ j ].rot );
		}
	}
	return true;
}
Пример #3
0
void CG_SetLerpFrameAnimation(lerpFrame_t * lf, animation_t * anims, int animsNum, int newAnimation)
{
	animation_t    *anim;

	// save old animation
	lf->old_animationNumber = lf->animationNumber;
	lf->old_animation = lf->animation;

	lf->animationNumber = newAnimation;
	newAnimation &= ~ANIM_TOGGLEBIT;

	if(newAnimation < 0 || newAnimation >= animsNum)
	{
		CG_Error("CG_SetLerpFrameAnimation: bad animation number: %i", newAnimation);
	}

	anim = &anims[newAnimation];

	lf->animation = anim;
	lf->animationStartTime = lf->frameTime + anim->initialLerp;

	if(lf->old_animationNumber <= 0)
	{
		// skip initial / invalid blending
		lf->blendlerp = 0.0f;
		return;
	}

	// TODO: blend through two blendings!

	if((lf->blendlerp <= 0.0f))
		lf->blendlerp = 1.0f;
	else
		lf->blendlerp = 1.0f - lf->blendlerp;	// use old blending for smooth blending between two blended animations

	memcpy(&lf->oldSkeleton, &lf->skeleton, sizeof(refSkeleton_t));

	//Com_Printf("new: %i old %i\n", newAnimation,lf->old_animationNumber);

	if(!trap_R_BuildSkeleton(&lf->oldSkeleton, lf->old_animation->handle, lf->oldFrame, lf->frame, lf->blendlerp, lf->old_animation->clearOrigin))
	{
		CG_Printf("CG_SetLerpFrameAnimation: can't blend skeleton\n");
		return;
	}
}
Пример #4
0
/*
===============
CG_RunLerpFrame
===============
*/
void CG_RunLerpFrame(lerpFrame_t * lf, animation_t * anims, int animsNum, int newAnimation, float speedScale)
{
	int             f, numFrames;
	animation_t    *anim;
	qboolean        animChanged;

	// debugging tool to get no animations
	if(cg_animSpeed.integer == 0)
	{
		lf->oldFrame = lf->frame = lf->backlerp = 0;
		return;
	}

	// see if the animation sequence is switching
	if(newAnimation != lf->animationNumber || !lf->animation)
	{
		CG_SetLerpFrameAnimation(lf, anims, animsNum, newAnimation);

		if(!lf->animation)
		{
			memcpy(&lf->oldSkeleton, &lf->skeleton, sizeof(refSkeleton_t));
		}

		animChanged = qtrue;
	}
	else
	{
		animChanged = qfalse;
	}

	// if we have passed the current frame, move it to
	// oldFrame and calculate a new frame
	if(cg.time >= lf->frameTime || animChanged)
	{
		if(animChanged)
		{
			lf->oldFrame = 0;
			lf->oldFrameTime = cg.time;
		}
		else

		{
			lf->oldFrame = lf->frame;
			lf->oldFrameTime = lf->frameTime;
		}

		// get the next frame based on the animation
		anim = lf->animation;
		if(!anim->frameTime)
		{
			return;				// shouldn't happen
		}

		if(cg.time < lf->animationStartTime)
		{
			lf->frameTime = lf->animationStartTime;	// initial lerp
		}
		else
		{
			lf->frameTime = lf->oldFrameTime + anim->frameTime;
		}
		f = (lf->frameTime - lf->animationStartTime) / anim->frameTime;
		f *= speedScale;		// adjust for haste, etc

		numFrames = anim->numFrames;

		if(anim->flipflop)
		{
			numFrames *= 2;
		}

		if(f >= numFrames)
		{
			f -= numFrames;

			if(anim->loopFrames)
			{
				f %= anim->loopFrames;
				f += anim->numFrames - anim->loopFrames;
			}
			else
			{
				f = numFrames - 1;
				// the animation is stuck at the end, so it
				// can immediately transition to another sequence
				lf->frameTime = cg.time;
			}
		}

		if(anim->reversed)
		{
			lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
		}
		else if(anim->flipflop && f >= anim->numFrames)
		{
			lf->frame = anim->firstFrame + anim->numFrames - 1 - (f % anim->numFrames);
		}
		else
		{
			lf->frame = anim->firstFrame + f;
		}

		if(cg.time > lf->frameTime)
		{
			lf->frameTime = cg.time;
		}
	}

	if(lf->frameTime > cg.time + 200)
	{
		lf->frameTime = cg.time;
	}

	if(lf->oldFrameTime > cg.time)
	{
		lf->oldFrameTime = cg.time;
	}

	// calculate current lerp value
	if(lf->frameTime == lf->oldFrameTime)
	{
		lf->backlerp = 0;
	}
	else
	{
		lf->backlerp = 1.0 - (float)(cg.time - lf->oldFrameTime) / (lf->frameTime - lf->oldFrameTime);
	}

	// blend old and current animation
	if(cg_animBlend.value <= 0.0f)
	{
		lf->blendlerp = 0.0f;
	}

	if((lf->blendlerp > 0.0f) && (cg.time > lf->blendtime))
	{
#if 0
		// linear blending
		lf->blendlerp -= 0.025f;
#else
		// exp blending
		lf->blendlerp -= lf->blendlerp / cg_animBlend.value;
#endif
		if(lf->blendlerp <= 0.0f)
			lf->blendlerp = 0.0f;
		if(lf->blendlerp >= 1.0f)
			lf->blendlerp = 1.0f;

		lf->blendtime = cg.time + 10;
	}

	if(!trap_R_BuildSkeleton(&lf->skeleton, lf->animation->handle, lf->oldFrame, lf->frame, 1.0 - lf->backlerp, lf->animation->clearOrigin))
	{
		CG_Printf("Can't build lf->skeleton\n");
	}

	// lerp between old and new animation if possible
	if(lf->blendlerp > 0.0f)
	{
		if(!trap_R_BlendSkeleton(&lf->skeleton, &lf->oldSkeleton, lf->blendlerp))
		{
			CG_Printf("Can't blend\n");
			return;
		}
	}
}