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1704 lines
45 KiB
1704 lines
45 KiB
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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// studio_model.cpp |
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// routines for setting up to draw 3DStudio models |
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#include "hud.h" |
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#include "cl_util.h" |
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#include "const.h" |
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#include "com_model.h" |
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#include "studio.h" |
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#include "entity_state.h" |
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#include "cl_entity.h" |
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#include "dlight.h" |
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#include "triangleapi.h" |
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#include <stdio.h> |
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#include <string.h> |
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#include <memory.h> |
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#include <math.h> |
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#include "studio_util.h" |
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#include "r_studioint.h" |
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#include "StudioModelRenderer.h" |
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#include "GameStudioModelRenderer.h" |
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// Global engine <-> studio model rendering code interface |
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engine_studio_api_t IEngineStudio; |
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///////////////////// |
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// Implementation of CStudioModelRenderer.h |
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#define LEGS_BONES_COUNT 8 |
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// enumerate all the bones that used for gait animation |
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const char *legs_bones[] = |
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{ |
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"Bip01" , |
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"Bip01 Pelvis" , |
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"Bip01 L Leg" , |
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"Bip01 L Leg1" , |
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"Bip01 L Foot" , |
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"Bip01 R Leg" , |
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"Bip01 R Leg1" , |
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"Bip01 R Foot" |
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}; |
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/* |
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==================== |
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Init |
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==================== |
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*/ |
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void CStudioModelRenderer::Init( void ) |
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{ |
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// Set up some variables shared with engine |
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m_pCvarHiModels = IEngineStudio.GetCvar( "cl_himodels" ); |
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m_pCvarDeveloper = IEngineStudio.GetCvar( "developer" ); |
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m_pCvarDrawEntities = IEngineStudio.GetCvar( "r_drawentities" ); |
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m_pChromeSprite = IEngineStudio.GetChromeSprite(); |
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IEngineStudio.GetModelCounters( &m_pStudioModelCount, &m_pModelsDrawn ); |
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// Get pointers to engine data structures |
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m_pbonetransform = (float (*)[MAXSTUDIOBONES][3][4])IEngineStudio.StudioGetBoneTransform(); |
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m_plighttransform = (float (*)[MAXSTUDIOBONES][3][4])IEngineStudio.StudioGetLightTransform(); |
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m_paliastransform = (float (*)[3][4])IEngineStudio.StudioGetAliasTransform(); |
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m_protationmatrix = (float (*)[3][4])IEngineStudio.StudioGetRotationMatrix(); |
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} |
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/* |
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==================== |
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CStudioModelRenderer |
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==================== |
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*/ |
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CStudioModelRenderer::CStudioModelRenderer( void ) |
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{ |
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m_fDoInterp = 1; |
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m_fGaitEstimation = 1; |
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m_pCurrentEntity = NULL; |
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m_pCvarHiModels = NULL; |
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m_pCvarDeveloper = NULL; |
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m_pCvarDrawEntities = NULL; |
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m_pChromeSprite = NULL; |
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m_pStudioModelCount = NULL; |
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m_pModelsDrawn = NULL; |
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m_protationmatrix = NULL; |
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m_paliastransform = NULL; |
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m_pbonetransform = NULL; |
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m_plighttransform = NULL; |
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m_pStudioHeader = NULL; |
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m_pBodyPart = NULL; |
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m_pSubModel = NULL; |
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m_pPlayerInfo = NULL; |
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m_pRenderModel = NULL; |
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} |
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/* |
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==================== |
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~CStudioModelRenderer |
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==================== |
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*/ |
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CStudioModelRenderer::~CStudioModelRenderer( void ) |
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{ |
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} |
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/* |
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==================== |
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StudioCalcBoneAdj |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioCalcBoneAdj( float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen ) |
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{ |
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int i, j; |
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float value; |
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mstudiobonecontroller_t *pbonecontroller; |
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pbonecontroller = (mstudiobonecontroller_t *)((byte *)m_pStudioHeader + m_pStudioHeader->bonecontrollerindex); |
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for (j = 0; j < m_pStudioHeader->numbonecontrollers; j++) |
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{ |
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i = pbonecontroller[j].index; |
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if (i <= 3) |
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{ |
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// check for 360% wrapping |
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if (pbonecontroller[j].type & STUDIO_RLOOP) |
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{ |
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if (abs(pcontroller1[i] - pcontroller2[i]) > 128) |
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{ |
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int a, b; |
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a = (pcontroller1[j] + 128) % 256; |
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b = (pcontroller2[j] + 128) % 256; |
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value = ((a * dadt) + (b * (1 - dadt)) - 128) * (360.0/256.0) + pbonecontroller[j].start; |
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} |
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else |
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{ |
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value = ((pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0 - dadt))) * (360.0/256.0) + pbonecontroller[j].start; |
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} |
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} |
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else |
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{ |
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value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0 - dadt)) / 255.0; |
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if (value < 0) value = 0; |
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if (value > 1.0) value = 1.0; |
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value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; |
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} |
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// Con_DPrintf( "%d %d %f : %f\n", m_pCurrentEntity->curstate.controller[j], m_pCurrentEntity->latched.prevcontroller[j], value, dadt ); |
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} |
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else |
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{ |
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value = mouthopen / 64.0; |
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if (value > 1.0) value = 1.0; |
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value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; |
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// Con_DPrintf("%d %f\n", mouthopen, value ); |
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} |
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switch(pbonecontroller[j].type & STUDIO_TYPES) |
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{ |
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case STUDIO_XR: |
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case STUDIO_YR: |
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case STUDIO_ZR: |
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adj[j] = value * (M_PI / 180.0); |
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break; |
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case STUDIO_X: |
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case STUDIO_Y: |
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case STUDIO_Z: |
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adj[j] = value; |
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break; |
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} |
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} |
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} |
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/* |
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==================== |
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StudioCalcBoneQuaterion |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioCalcBoneQuaterion( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q ) |
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{ |
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int j, k; |
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vec4_t q1, q2; |
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vec3_t angle1, angle2; |
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mstudioanimvalue_t *panimvalue; |
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for (j = 0; j < 3; j++) |
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{ |
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if (panim->offset[j+3] == 0) |
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{ |
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angle2[j] = angle1[j] = pbone->value[j+3]; // default; |
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} |
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else |
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{ |
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panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j+3]); |
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k = frame; |
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// DEBUG |
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if (panimvalue->num.total < panimvalue->num.valid) |
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k = 0; |
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while (panimvalue->num.total <= k) |
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{ |
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k -= panimvalue->num.total; |
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panimvalue += panimvalue->num.valid + 1; |
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// DEBUG |
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if (panimvalue->num.total < panimvalue->num.valid) |
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k = 0; |
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} |
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// Bah, missing blend! |
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if (panimvalue->num.valid > k) |
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{ |
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angle1[j] = panimvalue[k+1].value; |
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if (panimvalue->num.valid > k + 1) |
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{ |
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angle2[j] = panimvalue[k+2].value; |
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} |
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else |
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{ |
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if (panimvalue->num.total > k + 1) |
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angle2[j] = angle1[j]; |
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else |
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angle2[j] = panimvalue[panimvalue->num.valid+2].value; |
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} |
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} |
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else |
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{ |
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angle1[j] = panimvalue[panimvalue->num.valid].value; |
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if (panimvalue->num.total > k + 1) |
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{ |
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angle2[j] = angle1[j]; |
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} |
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else |
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{ |
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angle2[j] = panimvalue[panimvalue->num.valid + 2].value; |
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} |
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} |
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angle1[j] = pbone->value[j+3] + angle1[j] * pbone->scale[j+3]; |
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angle2[j] = pbone->value[j+3] + angle2[j] * pbone->scale[j+3]; |
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} |
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if (pbone->bonecontroller[j+3] != -1) |
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{ |
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angle1[j] += adj[pbone->bonecontroller[j+3]]; |
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angle2[j] += adj[pbone->bonecontroller[j+3]]; |
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} |
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} |
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if (!VectorCompare( angle1, angle2 )) |
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{ |
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AngleQuaternion( angle1, q1 ); |
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AngleQuaternion( angle2, q2 ); |
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QuaternionSlerp( q1, q2, s, q ); |
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} |
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else |
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{ |
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AngleQuaternion( angle1, q ); |
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} |
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} |
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/* |
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==================== |
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StudioCalcBonePosition |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioCalcBonePosition( int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos ) |
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{ |
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int j, k; |
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mstudioanimvalue_t *panimvalue; |
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for (j = 0; j < 3; j++) |
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{ |
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pos[j] = pbone->value[j]; // default; |
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if (panim->offset[j] != 0) |
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{ |
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panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]); |
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/* |
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if (i == 0 && j == 0) |
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Con_DPrintf("%d %d:%d %f\n", frame, panimvalue->num.valid, panimvalue->num.total, s ); |
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*/ |
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k = frame; |
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// DEBUG |
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if (panimvalue->num.total < panimvalue->num.valid) |
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k = 0; |
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// find span of values that includes the frame we want |
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while (panimvalue->num.total <= k) |
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{ |
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k -= panimvalue->num.total; |
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panimvalue += panimvalue->num.valid + 1; |
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// DEBUG |
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if (panimvalue->num.total < panimvalue->num.valid) |
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k = 0; |
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} |
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// if we're inside the span |
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if (panimvalue->num.valid > k) |
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{ |
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// and there's more data in the span |
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if (panimvalue->num.valid > k + 1) |
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{ |
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pos[j] += (panimvalue[k+1].value * (1.0 - s) + s * panimvalue[k+2].value) * pbone->scale[j]; |
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} |
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else |
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{ |
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pos[j] += panimvalue[k+1].value * pbone->scale[j]; |
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} |
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} |
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else |
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{ |
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// are we at the end of the repeating values section and there's another section with data? |
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if (panimvalue->num.total <= k + 1) |
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{ |
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pos[j] += (panimvalue[panimvalue->num.valid].value * (1.0 - s) + s * panimvalue[panimvalue->num.valid + 2].value) * pbone->scale[j]; |
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} |
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else |
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{ |
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pos[j] += panimvalue[panimvalue->num.valid].value * pbone->scale[j]; |
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} |
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} |
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} |
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if ( pbone->bonecontroller[j] != -1 && adj ) |
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{ |
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pos[j] += adj[pbone->bonecontroller[j]]; |
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} |
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} |
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} |
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/* |
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==================== |
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StudioSlerpBones |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioSlerpBones( vec4_t q1[], float pos1[][3], vec4_t q2[], float pos2[][3], float s ) |
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{ |
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int i; |
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vec4_t q3; |
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float s1; |
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if (s < 0) s = 0; |
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else if (s > 1.0) s = 1.0; |
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s1 = 1.0 - s; |
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for (i = 0; i < m_pStudioHeader->numbones; i++) |
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{ |
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QuaternionSlerp( q1[i], q2[i], s, q3 ); |
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q1[i][0] = q3[0]; |
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q1[i][1] = q3[1]; |
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q1[i][2] = q3[2]; |
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q1[i][3] = q3[3]; |
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pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s; |
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pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s; |
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pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s; |
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} |
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} |
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/* |
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==================== |
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StudioGetAnim |
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==================== |
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*/ |
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mstudioanim_t *CStudioModelRenderer::StudioGetAnim( model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc ) |
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{ |
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mstudioseqgroup_t *pseqgroup; |
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cache_user_t *paSequences; |
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pseqgroup = (mstudioseqgroup_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqgroupindex) + pseqdesc->seqgroup; |
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if (pseqdesc->seqgroup == 0) |
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{ |
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return (mstudioanim_t *)((byte *)m_pStudioHeader + pseqgroup->data + pseqdesc->animindex); |
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} |
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paSequences = (cache_user_t *)m_pSubModel->submodels; |
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if (paSequences == NULL) |
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{ |
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paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc( 16, sizeof( cache_user_t ) ); // UNDONE: leak! |
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m_pSubModel->submodels = (dmodel_t *)paSequences; |
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} |
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if (!IEngineStudio.Cache_Check( (struct cache_user_s *)&(paSequences[pseqdesc->seqgroup]))) |
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{ |
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gEngfuncs.Con_DPrintf("loading %s\n", pseqgroup->name ); |
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IEngineStudio.LoadCacheFile( pseqgroup->name, (struct cache_user_s *)&paSequences[pseqdesc->seqgroup] ); |
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} |
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return (mstudioanim_t *)((byte *)paSequences[pseqdesc->seqgroup].data + pseqdesc->animindex); |
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} |
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/* |
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==================== |
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StudioPlayerBlend |
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==================== |
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*/ |
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void CStudioModelRenderer::StudioPlayerBlend( mstudioseqdesc_t *pseqdesc, int *pBlend, float *pPitch ) |
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{ |
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// calc up/down pointing |
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*pBlend = (*pPitch * 3); |
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if (*pBlend < pseqdesc->blendstart[0]) |
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{ |
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*pPitch -= pseqdesc->blendstart[0] / 3.0; |
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*pBlend = 0; |
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} |
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else if (*pBlend > pseqdesc->blendend[0]) |
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{ |
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*pPitch -= pseqdesc->blendend[0] / 3.0; |
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*pBlend = 255; |
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} |
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else |
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{ |
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if (pseqdesc->blendend[0] - pseqdesc->blendstart[0] < 0.1) // catch qc error |
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*pBlend = 127; |
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else |
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*pBlend = 255 * (*pBlend - pseqdesc->blendstart[0]) / (pseqdesc->blendend[0] - pseqdesc->blendstart[0]); |
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*pPitch = 0; |
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} |
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} |
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/* |
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==================== |
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StudioSetUpTransform |
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|
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==================== |
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*/ |
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void CStudioModelRenderer::StudioSetUpTransform (int trivial_accept) |
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{ |
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int i; |
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vec3_t angles; |
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vec3_t modelpos; |
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// tweek model origin |
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//for (i = 0; i < 3; i++) |
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// modelpos[i] = m_pCurrentEntity->origin[i]; |
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VectorCopy( m_pCurrentEntity->origin, modelpos ); |
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// TODO: should really be stored with the entity instead of being reconstructed |
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// TODO: should use a look-up table |
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// TODO: could cache lazily, stored in the entity |
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angles[ROLL] = m_pCurrentEntity->curstate.angles[ROLL]; |
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angles[PITCH] = m_pCurrentEntity->curstate.angles[PITCH]; |
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angles[YAW] = m_pCurrentEntity->curstate.angles[YAW]; |
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//Con_DPrintf("Angles %4.2f prev %4.2f for %i\n", angles[PITCH], m_pCurrentEntity->index); |
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//Con_DPrintf("movetype %d %d\n", m_pCurrentEntity->movetype, m_pCurrentEntity->aiment ); |
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if (m_pCurrentEntity->curstate.movetype == MOVETYPE_STEP) |
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{ |
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float f = 0; |
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float d; |
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// don't do it if the goalstarttime hasn't updated in a while. |
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// NOTE: Because we need to interpolate multiplayer characters, the interpolation time limit |
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// was increased to 1.0 s., which is 2x the max lag we are accounting for. |
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if ( ( m_clTime < m_pCurrentEntity->curstate.animtime + 1.0f ) && |
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( m_pCurrentEntity->curstate.animtime != m_pCurrentEntity->latched.prevanimtime ) ) |
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{ |
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f = (m_clTime - m_pCurrentEntity->curstate.animtime) / (m_pCurrentEntity->curstate.animtime - m_pCurrentEntity->latched.prevanimtime); |
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//Con_DPrintf("%4.2f %.2f %.2f\n", f, m_pCurrentEntity->curstate.animtime, m_clTime); |
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} |
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if (m_fDoInterp) |
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{ |
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// ugly hack to interpolate angle, position. current is reached 0.1 seconds after being set |
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f = f - 1.0; |
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} |
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else |
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{ |
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f = 0; |
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} |
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for (i = 0; i < 3; i++) |
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{ |
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modelpos[i] += (m_pCurrentEntity->origin[i] - m_pCurrentEntity->latched.prevorigin[i]) * f; |
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} |
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// NOTE: Because multiplayer lag can be relatively large, we don't want to cap |
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// f at 1.5 anymore. |
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//if (f > -1.0 && f < 1.5) {} |
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// Con_DPrintf("%.0f %.0f\n",m_pCurrentEntity->msg_angles[0][YAW], m_pCurrentEntity->msg_angles[1][YAW] ); |
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for (i = 0; i < 3; i++) |
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{ |
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float ang1, ang2; |
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ang1 = m_pCurrentEntity->angles[i]; |
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ang2 = m_pCurrentEntity->latched.prevangles[i]; |
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d = ang1 - ang2; |
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if (d > 180) |
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{ |
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d -= 360; |
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} |
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else if (d < -180) |
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{ |
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d += 360; |
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} |
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angles[i] += d * f; |
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} |
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//Con_DPrintf("%.3f \n", f ); |
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} |
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else if ( m_pCurrentEntity->curstate.movetype != MOVETYPE_NONE ) |
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{ |
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VectorCopy( m_pCurrentEntity->angles, angles ); |
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} |
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//Con_DPrintf("%.0f %0.f %0.f\n", modelpos[0], modelpos[1], modelpos[2] ); |
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//Con_DPrintf("%.0f %0.f %0.f\n", angles[0], angles[1], angles[2] ); |
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angles[PITCH] = -angles[PITCH]; |
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AngleMatrix (angles, (*m_protationmatrix)); |
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if ( !IEngineStudio.IsHardware() ) |
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{ |
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static float viewmatrix[3][4]; |
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VectorCopy (m_vRight, viewmatrix[0]); |
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VectorCopy (m_vUp, viewmatrix[1]); |
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VectorInverse (viewmatrix[1]); |
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VectorCopy (m_vNormal, viewmatrix[2]); |
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(*m_protationmatrix)[0][3] = modelpos[0] - m_vRenderOrigin[0]; |
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(*m_protationmatrix)[1][3] = modelpos[1] - m_vRenderOrigin[1]; |
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(*m_protationmatrix)[2][3] = modelpos[2] - m_vRenderOrigin[2]; |
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ConcatTransforms (viewmatrix, (*m_protationmatrix), (*m_paliastransform)); |
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|
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// do the scaling up of x and y to screen coordinates as part of the transform |
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// for the unclipped case (it would mess up clipping in the clipped case). |
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// Also scale down z, so 1/z is scaled 31 bits for free, and scale down x and y |
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// correspondingly so the projected x and y come out right |
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// FIXME: make this work for clipped case too? |
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if (trivial_accept) |
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{ |
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for (i=0 ; i<4 ; i++) |
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{ |
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(*m_paliastransform)[0][i] *= m_fSoftwareXScale * |
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(1.0 / (ZISCALE * 0x10000)); |
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(*m_paliastransform)[1][i] *= m_fSoftwareYScale * |
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(1.0 / (ZISCALE * 0x10000)); |
|
(*m_paliastransform)[2][i] *= 1.0 / (ZISCALE * 0x10000); |
|
|
|
} |
|
} |
|
} |
|
|
|
(*m_protationmatrix)[0][3] = modelpos[0]; |
|
(*m_protationmatrix)[1][3] = modelpos[1]; |
|
(*m_protationmatrix)[2][3] = modelpos[2]; |
|
} |
|
|
|
|
|
/* |
|
==================== |
|
StudioEstimateInterpolant |
|
|
|
==================== |
|
*/ |
|
float CStudioModelRenderer::StudioEstimateInterpolant( void ) |
|
{ |
|
float dadt = 1.0; |
|
|
|
if ( m_fDoInterp && ( m_pCurrentEntity->curstate.animtime >= m_pCurrentEntity->latched.prevanimtime + 0.01 ) ) |
|
{ |
|
dadt = (m_clTime - m_pCurrentEntity->curstate.animtime) / 0.1; |
|
if (dadt > 2.0) |
|
{ |
|
dadt = 2.0; |
|
} |
|
} |
|
return dadt; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioCalcRotations |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioCalcRotations ( float pos[][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f ) |
|
{ |
|
int i; |
|
int frame; |
|
mstudiobone_t *pbone; |
|
|
|
float s; |
|
float adj[MAXSTUDIOCONTROLLERS]; |
|
float dadt; |
|
|
|
if (f > pseqdesc->numframes - 1) |
|
{ |
|
f = 0; // bah, fix this bug with changing sequences too fast |
|
} |
|
// BUG ( somewhere else ) but this code should validate this data. |
|
// This could cause a crash if the frame # is negative, so we'll go ahead |
|
// and clamp it here |
|
else if ( f < -0.01 ) |
|
{ |
|
f = -0.01; |
|
} |
|
|
|
frame = (int)f; |
|
|
|
// Con_DPrintf("%d %.4f %.4f %.4f %.4f %d\n", m_pCurrentEntity->curstate.sequence, m_clTime, m_pCurrentEntity->animtime, m_pCurrentEntity->frame, f, frame ); |
|
|
|
// Con_DPrintf( "%f %f %f\n", m_pCurrentEntity->angles[ROLL], m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->angles[YAW] ); |
|
|
|
// Con_DPrintf("frame %d %d\n", frame1, frame2 ); |
|
|
|
|
|
dadt = StudioEstimateInterpolant( ); |
|
s = (f - frame); |
|
|
|
// add in programtic controllers |
|
pbone = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); |
|
|
|
StudioCalcBoneAdj( dadt, adj, m_pCurrentEntity->curstate.controller, m_pCurrentEntity->latched.prevcontroller, m_pCurrentEntity->mouth.mouthopen ); |
|
|
|
for (i = 0; i < m_pStudioHeader->numbones; i++, pbone++, panim++) |
|
{ |
|
StudioCalcBoneQuaterion( frame, s, pbone, panim, adj, q[i] ); |
|
|
|
StudioCalcBonePosition( frame, s, pbone, panim, adj, pos[i] ); |
|
// if (0 && i == 0) |
|
// Con_DPrintf("%d %d %d %d\n", m_pCurrentEntity->curstate.sequence, frame, j, k ); |
|
} |
|
|
|
if (pseqdesc->motiontype & STUDIO_X) |
|
{ |
|
pos[pseqdesc->motionbone][0] = 0.0; |
|
} |
|
if (pseqdesc->motiontype & STUDIO_Y) |
|
{ |
|
pos[pseqdesc->motionbone][1] = 0.0; |
|
} |
|
if (pseqdesc->motiontype & STUDIO_Z) |
|
{ |
|
pos[pseqdesc->motionbone][2] = 0.0; |
|
} |
|
|
|
s = 0 * ((1.0 - (f - (int)(f))) / (pseqdesc->numframes)) * m_pCurrentEntity->curstate.framerate; |
|
|
|
if (pseqdesc->motiontype & STUDIO_LX) |
|
{ |
|
pos[pseqdesc->motionbone][0] += s * pseqdesc->linearmovement[0]; |
|
} |
|
if (pseqdesc->motiontype & STUDIO_LY) |
|
{ |
|
pos[pseqdesc->motionbone][1] += s * pseqdesc->linearmovement[1]; |
|
} |
|
if (pseqdesc->motiontype & STUDIO_LZ) |
|
{ |
|
pos[pseqdesc->motionbone][2] += s * pseqdesc->linearmovement[2]; |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
Studio_FxTransform |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioFxTransform( cl_entity_t *ent, float transform[3][4] ) |
|
{ |
|
switch( ent->curstate.renderfx ) |
|
{ |
|
case kRenderFxDistort: |
|
case kRenderFxHologram: |
|
if ( gEngfuncs.pfnRandomLong(0,49) == 0 ) |
|
{ |
|
int axis = gEngfuncs.pfnRandomLong(0,1); |
|
if ( axis == 1 ) // Choose between x & z |
|
axis = 2; |
|
VectorScale( transform[axis], gEngfuncs.pfnRandomFloat(1,1.484), transform[axis] ); |
|
} |
|
else if ( gEngfuncs.pfnRandomLong(0,49) == 0 ) |
|
{ |
|
float offset; |
|
int axis = gEngfuncs.pfnRandomLong(0,1); |
|
if ( axis == 1 ) // Choose between x & z |
|
axis = 2; |
|
offset = gEngfuncs.pfnRandomFloat(-10,10); |
|
transform[gEngfuncs.pfnRandomLong(0,2)][3] += offset; |
|
} |
|
break; |
|
case kRenderFxExplode: |
|
{ |
|
float scale; |
|
|
|
scale = 1.0 + ( m_clTime - ent->curstate.animtime) * 10.0; |
|
if ( scale > 2 ) // Don't blow up more than 200% |
|
scale = 2; |
|
transform[0][1] *= scale; |
|
transform[1][1] *= scale; |
|
transform[2][1] *= scale; |
|
} |
|
break; |
|
|
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioEstimateFrame |
|
|
|
==================== |
|
*/ |
|
float CStudioModelRenderer::StudioEstimateFrame( mstudioseqdesc_t *pseqdesc ) |
|
{ |
|
double dfdt, f; |
|
|
|
if ( m_fDoInterp ) |
|
{ |
|
if ( m_clTime < m_pCurrentEntity->curstate.animtime ) |
|
{ |
|
dfdt = 0; |
|
} |
|
else |
|
{ |
|
dfdt = (m_clTime - m_pCurrentEntity->curstate.animtime) * m_pCurrentEntity->curstate.framerate * pseqdesc->fps; |
|
|
|
} |
|
} |
|
else |
|
{ |
|
dfdt = 0; |
|
} |
|
|
|
if (pseqdesc->numframes <= 1) |
|
{ |
|
f = 0; |
|
} |
|
else |
|
{ |
|
f = (m_pCurrentEntity->curstate.frame * (pseqdesc->numframes - 1)) / 256.0; |
|
} |
|
|
|
f += dfdt; |
|
|
|
if (pseqdesc->flags & STUDIO_LOOPING) |
|
{ |
|
if (pseqdesc->numframes > 1) |
|
{ |
|
f -= (int)(f / (pseqdesc->numframes - 1)) * (pseqdesc->numframes - 1); |
|
} |
|
if (f < 0) |
|
{ |
|
f += (pseqdesc->numframes - 1); |
|
} |
|
} |
|
else |
|
{ |
|
if (f >= pseqdesc->numframes - 1.001) |
|
{ |
|
f = pseqdesc->numframes - 1.001; |
|
} |
|
if (f < 0.0) |
|
{ |
|
f = 0.0; |
|
} |
|
} |
|
return f; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioSetupBones |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioSetupBones ( void ) |
|
{ |
|
int i; |
|
double f; |
|
|
|
mstudiobone_t *pbones; |
|
mstudioseqdesc_t *pseqdesc; |
|
mstudioanim_t *panim; |
|
|
|
static float pos[MAXSTUDIOBONES][3]; |
|
static vec4_t q[MAXSTUDIOBONES]; |
|
float bonematrix[3][4]; |
|
|
|
static float pos2[MAXSTUDIOBONES][3]; |
|
static vec4_t q2[MAXSTUDIOBONES]; |
|
static float pos3[MAXSTUDIOBONES][3]; |
|
static vec4_t q3[MAXSTUDIOBONES]; |
|
static float pos4[MAXSTUDIOBONES][3]; |
|
static vec4_t q4[MAXSTUDIOBONES]; |
|
|
|
if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq) |
|
{ |
|
m_pCurrentEntity->curstate.sequence = 0; |
|
} |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence; |
|
|
|
f = StudioEstimateFrame( pseqdesc ); |
|
|
|
if (m_pCurrentEntity->latched.prevframe > f) |
|
{ |
|
//Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f ); |
|
} |
|
|
|
panim = StudioGetAnim( m_pRenderModel, pseqdesc ); |
|
StudioCalcRotations( pos, q, pseqdesc, panim, f ); |
|
|
|
if (pseqdesc->numblends > 1) |
|
{ |
|
float s; |
|
float dadt; |
|
|
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos2, q2, pseqdesc, panim, f ); |
|
|
|
dadt = StudioEstimateInterpolant(); |
|
s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0; |
|
|
|
StudioSlerpBones( q, pos, q2, pos2, s ); |
|
|
|
if (pseqdesc->numblends == 4) |
|
{ |
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos3, q3, pseqdesc, panim, f ); |
|
|
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos4, q4, pseqdesc, panim, f ); |
|
|
|
s = (m_pCurrentEntity->curstate.blending[0] * dadt + m_pCurrentEntity->latched.prevblending[0] * (1.0 - dadt)) / 255.0; |
|
StudioSlerpBones( q3, pos3, q4, pos4, s ); |
|
|
|
s = (m_pCurrentEntity->curstate.blending[1] * dadt + m_pCurrentEntity->latched.prevblending[1] * (1.0 - dadt)) / 255.0; |
|
StudioSlerpBones( q, pos, q3, pos3, s ); |
|
} |
|
} |
|
|
|
if (m_fDoInterp && |
|
m_pCurrentEntity->latched.sequencetime && |
|
( m_pCurrentEntity->latched.sequencetime + 0.2 > m_clTime ) && |
|
( m_pCurrentEntity->latched.prevsequence < m_pStudioHeader->numseq )) |
|
{ |
|
// blend from last sequence |
|
static float pos1b[MAXSTUDIOBONES][3]; |
|
static vec4_t q1b[MAXSTUDIOBONES]; |
|
float s; |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->latched.prevsequence; |
|
panim = StudioGetAnim( m_pRenderModel, pseqdesc ); |
|
// clip prevframe |
|
StudioCalcRotations( pos1b, q1b, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); |
|
|
|
if (pseqdesc->numblends > 1) |
|
{ |
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); |
|
|
|
s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0; |
|
StudioSlerpBones( q1b, pos1b, q2, pos2, s ); |
|
|
|
if (pseqdesc->numblends == 4) |
|
{ |
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos3, q3, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); |
|
|
|
panim += m_pStudioHeader->numbones; |
|
StudioCalcRotations( pos4, q4, pseqdesc, panim, m_pCurrentEntity->latched.prevframe ); |
|
|
|
s = (m_pCurrentEntity->latched.prevseqblending[0]) / 255.0; |
|
StudioSlerpBones( q3, pos3, q4, pos4, s ); |
|
|
|
s = (m_pCurrentEntity->latched.prevseqblending[1]) / 255.0; |
|
StudioSlerpBones( q1b, pos1b, q3, pos3, s ); |
|
} |
|
} |
|
|
|
s = 1.0 - (m_clTime - m_pCurrentEntity->latched.sequencetime) / 0.2; |
|
StudioSlerpBones( q, pos, q1b, pos1b, s ); |
|
} |
|
else |
|
{ |
|
//Con_DPrintf("prevframe = %4.2f\n", f); |
|
m_pCurrentEntity->latched.prevframe = f; |
|
} |
|
|
|
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); |
|
|
|
// calc gait animation |
|
if (m_pPlayerInfo && m_pPlayerInfo->gaitsequence != 0) |
|
{ |
|
if (m_pPlayerInfo->gaitsequence >= m_pStudioHeader->numseq) |
|
{ |
|
m_pPlayerInfo->gaitsequence = 0; |
|
} |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pPlayerInfo->gaitsequence; |
|
|
|
panim = StudioGetAnim( m_pRenderModel, pseqdesc ); |
|
StudioCalcRotations( pos2, q2, pseqdesc, panim, m_pPlayerInfo->gaitframe ); |
|
|
|
for (i = 0; i < m_pStudioHeader->numbones; i++) |
|
{ |
|
int j; |
|
for( j = 0; j < LEGS_BONES_COUNT; j++ ) |
|
{ |
|
if( !strcmp( pbones[i].name, legs_bones[j] )) |
|
break; |
|
} |
|
|
|
if( j == LEGS_BONES_COUNT ) |
|
continue; // not used for legs |
|
|
|
memcpy( pos[i], pos2[i], sizeof( pos[i] )); |
|
memcpy( q[i], q2[i], sizeof( q[i] )); |
|
} |
|
} |
|
|
|
|
|
for (i = 0; i < m_pStudioHeader->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) |
|
{ |
|
if ( IEngineStudio.IsHardware() ) |
|
{ |
|
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]); |
|
|
|
// MatrixCopy should be faster... |
|
//ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]); |
|
MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]); |
|
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]); |
|
} |
|
|
|
// Apply client-side effects to the transformation matrix |
|
StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]); |
|
ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]); |
|
} |
|
} |
|
} |
|
|
|
|
|
/* |
|
==================== |
|
StudioSaveBones |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioSaveBones( void ) |
|
{ |
|
int i; |
|
|
|
mstudiobone_t *pbones; |
|
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); |
|
|
|
m_nCachedBones = m_pStudioHeader->numbones; |
|
|
|
for (i = 0; i < m_pStudioHeader->numbones; i++) |
|
{ |
|
strcpy( m_nCachedBoneNames[i], pbones[i].name ); |
|
MatrixCopy( (*m_pbonetransform)[i], m_rgCachedBoneTransform[i] ); |
|
MatrixCopy( (*m_plighttransform)[i], m_rgCachedLightTransform[i] ); |
|
} |
|
} |
|
|
|
|
|
/* |
|
==================== |
|
StudioMergeBones |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioMergeBones ( model_t *m_pSubModel ) |
|
{ |
|
int i, j; |
|
double f; |
|
int do_hunt = true; |
|
|
|
mstudiobone_t *pbones; |
|
mstudioseqdesc_t *pseqdesc; |
|
mstudioanim_t *panim; |
|
|
|
static float pos[MAXSTUDIOBONES][3]; |
|
float bonematrix[3][4]; |
|
static vec4_t q[MAXSTUDIOBONES]; |
|
|
|
if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq) |
|
{ |
|
m_pCurrentEntity->curstate.sequence = 0; |
|
} |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence; |
|
|
|
f = StudioEstimateFrame( pseqdesc ); |
|
|
|
if (m_pCurrentEntity->latched.prevframe > f) |
|
{ |
|
//Con_DPrintf("%f %f\n", m_pCurrentEntity->prevframe, f ); |
|
} |
|
|
|
panim = StudioGetAnim( m_pSubModel, pseqdesc ); |
|
StudioCalcRotations( pos, q, pseqdesc, panim, f ); |
|
|
|
pbones = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex); |
|
|
|
|
|
for (i = 0; i < m_pStudioHeader->numbones; i++) |
|
{ |
|
for (j = 0; j < m_nCachedBones; j++) |
|
{ |
|
if (stricmp(pbones[i].name, m_nCachedBoneNames[j]) == 0) |
|
{ |
|
MatrixCopy( m_rgCachedBoneTransform[j], (*m_pbonetransform)[i] ); |
|
MatrixCopy( m_rgCachedLightTransform[j], (*m_plighttransform)[i] ); |
|
break; |
|
} |
|
} |
|
if (j >= m_nCachedBones) |
|
{ |
|
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) |
|
{ |
|
if ( IEngineStudio.IsHardware() ) |
|
{ |
|
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_pbonetransform)[i]); |
|
|
|
// MatrixCopy should be faster... |
|
//ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]); |
|
MatrixCopy( (*m_pbonetransform)[i], (*m_plighttransform)[i] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms ((*m_paliastransform), bonematrix, (*m_pbonetransform)[i]); |
|
ConcatTransforms ((*m_protationmatrix), bonematrix, (*m_plighttransform)[i]); |
|
} |
|
|
|
// Apply client-side effects to the transformation matrix |
|
StudioFxTransform( m_pCurrentEntity, (*m_pbonetransform)[i] ); |
|
} |
|
else |
|
{ |
|
ConcatTransforms ((*m_pbonetransform)[pbones[i].parent], bonematrix, (*m_pbonetransform)[i]); |
|
ConcatTransforms ((*m_plighttransform)[pbones[i].parent], bonematrix, (*m_plighttransform)[i]); |
|
} |
|
} |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioDrawModel |
|
|
|
==================== |
|
*/ |
|
int CStudioModelRenderer::StudioDrawModel( int flags ) |
|
{ |
|
alight_t lighting; |
|
vec3_t dir; |
|
|
|
m_pCurrentEntity = IEngineStudio.GetCurrentEntity(); |
|
IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime ); |
|
IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal ); |
|
IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale ); |
|
|
|
if (m_pCurrentEntity->curstate.renderfx == kRenderFxDeadPlayer) |
|
{ |
|
entity_state_t deadplayer; |
|
|
|
int result; |
|
int save_interp; |
|
|
|
if (m_pCurrentEntity->curstate.renderamt <= 0 || m_pCurrentEntity->curstate.renderamt > gEngfuncs.GetMaxClients() ) |
|
return 0; |
|
|
|
// get copy of player |
|
deadplayer = *(IEngineStudio.GetPlayerState( m_pCurrentEntity->curstate.renderamt - 1 )); //cl.frames[cl.parsecount & CL_UPDATE_MASK].playerstate[m_pCurrentEntity->curstate.renderamt-1]; |
|
|
|
// clear weapon, movement state |
|
deadplayer.number = m_pCurrentEntity->curstate.renderamt; |
|
deadplayer.weaponmodel = 0; |
|
deadplayer.gaitsequence = 0; |
|
|
|
deadplayer.movetype = MOVETYPE_NONE; |
|
VectorCopy( m_pCurrentEntity->curstate.angles, deadplayer.angles ); |
|
VectorCopy( m_pCurrentEntity->curstate.origin, deadplayer.origin ); |
|
|
|
save_interp = m_fDoInterp; |
|
m_fDoInterp = 0; |
|
|
|
// draw as though it were a player |
|
result = StudioDrawPlayer( flags, &deadplayer ); |
|
|
|
m_fDoInterp = save_interp; |
|
return result; |
|
} |
|
|
|
m_pRenderModel = m_pCurrentEntity->model; |
|
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel); |
|
IEngineStudio.StudioSetHeader( m_pStudioHeader ); |
|
IEngineStudio.SetRenderModel( m_pRenderModel ); |
|
|
|
StudioSetUpTransform( 0 ); |
|
|
|
if (flags & STUDIO_RENDER) |
|
{ |
|
// see if the bounding box lets us trivially reject, also sets |
|
if (!IEngineStudio.StudioCheckBBox ()) |
|
return 0; |
|
|
|
(*m_pModelsDrawn)++; |
|
(*m_pStudioModelCount)++; // render data cache cookie |
|
|
|
if (m_pStudioHeader->numbodyparts == 0) |
|
return 1; |
|
} |
|
|
|
if (m_pCurrentEntity->curstate.movetype == MOVETYPE_FOLLOW) |
|
{ |
|
StudioMergeBones( m_pRenderModel ); |
|
} |
|
else |
|
{ |
|
StudioSetupBones( ); |
|
} |
|
StudioSaveBones( ); |
|
|
|
if (flags & STUDIO_EVENTS) |
|
{ |
|
StudioCalcAttachments( ); |
|
IEngineStudio.StudioClientEvents( ); |
|
// copy attachments into global entity array |
|
if ( m_pCurrentEntity->index > 0 ) |
|
{ |
|
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index ); |
|
|
|
memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 ); |
|
} |
|
} |
|
|
|
if (flags & STUDIO_RENDER) |
|
{ |
|
lighting.plightvec = dir; |
|
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting ); |
|
|
|
IEngineStudio.StudioEntityLight( &lighting ); |
|
|
|
// model and frame independant |
|
IEngineStudio.StudioSetupLighting (&lighting); |
|
|
|
// get remap colors |
|
m_nTopColor = m_pCurrentEntity->curstate.colormap & 0xFF; |
|
m_nBottomColor = (m_pCurrentEntity->curstate.colormap & 0xFF00) >> 8; |
|
|
|
IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor ); |
|
|
|
StudioRenderModel( ); |
|
} |
|
|
|
return 1; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioEstimateGait |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioEstimateGait( entity_state_t *pplayer ) |
|
{ |
|
float dt; |
|
vec3_t est_velocity; |
|
|
|
dt = (m_clTime - m_clOldTime); |
|
if (dt < 0) |
|
dt = 0; |
|
else if (dt > 1.0) |
|
dt = 1; |
|
|
|
if (dt == 0 || m_pPlayerInfo->renderframe == m_nFrameCount) |
|
{ |
|
m_flGaitMovement = 0; |
|
return; |
|
} |
|
|
|
// VectorAdd( pplayer->velocity, pplayer->prediction_error, est_velocity ); |
|
if ( m_fGaitEstimation ) |
|
{ |
|
VectorSubtract( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin, est_velocity ); |
|
VectorCopy( m_pCurrentEntity->origin, m_pPlayerInfo->prevgaitorigin ); |
|
m_flGaitMovement = Length( est_velocity ); |
|
if (dt <= 0 || m_flGaitMovement / dt < 5) |
|
{ |
|
m_flGaitMovement = 0; |
|
est_velocity[0] = 0; |
|
est_velocity[1] = 0; |
|
} |
|
} |
|
else |
|
{ |
|
VectorCopy( pplayer->velocity, est_velocity ); |
|
m_flGaitMovement = Length( est_velocity ) * dt; |
|
} |
|
|
|
if (est_velocity[1] == 0 && est_velocity[0] == 0) |
|
{ |
|
float flYawDiff = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw; |
|
flYawDiff = flYawDiff - (int)(flYawDiff / 360) * 360; |
|
if (flYawDiff > 180) |
|
flYawDiff -= 360; |
|
if (flYawDiff < -180) |
|
flYawDiff += 360; |
|
|
|
if (dt < 0.25) |
|
flYawDiff *= dt * 4; |
|
else |
|
flYawDiff *= dt; |
|
|
|
m_pPlayerInfo->gaityaw += flYawDiff; |
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - (int)(m_pPlayerInfo->gaityaw / 360) * 360; |
|
|
|
m_flGaitMovement = 0; |
|
} |
|
else |
|
{ |
|
m_pPlayerInfo->gaityaw = (atan2(est_velocity[1], est_velocity[0]) * 180 / M_PI); |
|
if (m_pPlayerInfo->gaityaw > 180) |
|
m_pPlayerInfo->gaityaw = 180; |
|
if (m_pPlayerInfo->gaityaw < -180) |
|
m_pPlayerInfo->gaityaw = -180; |
|
} |
|
|
|
} |
|
|
|
/* |
|
==================== |
|
StudioProcessGait |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioProcessGait( entity_state_t *pplayer ) |
|
{ |
|
mstudioseqdesc_t *pseqdesc; |
|
float dt; |
|
int iBlend; |
|
float flYaw; // view direction relative to movement |
|
|
|
if (m_pCurrentEntity->curstate.sequence >= m_pStudioHeader->numseq) |
|
{ |
|
m_pCurrentEntity->curstate.sequence = 0; |
|
} |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + m_pCurrentEntity->curstate.sequence; |
|
|
|
StudioPlayerBlend( pseqdesc, &iBlend, &m_pCurrentEntity->angles[PITCH] ); |
|
|
|
m_pCurrentEntity->latched.prevangles[PITCH] = m_pCurrentEntity->angles[PITCH]; |
|
m_pCurrentEntity->curstate.blending[0] = iBlend; |
|
m_pCurrentEntity->latched.prevblending[0] = m_pCurrentEntity->curstate.blending[0]; |
|
m_pCurrentEntity->latched.prevseqblending[0] = m_pCurrentEntity->curstate.blending[0]; |
|
|
|
// Con_DPrintf("%f %d\n", m_pCurrentEntity->angles[PITCH], m_pCurrentEntity->blending[0] ); |
|
|
|
dt = (m_clTime - m_clOldTime); |
|
if (dt < 0) |
|
dt = 0; |
|
else if (dt > 1.0) |
|
dt = 1; |
|
|
|
StudioEstimateGait( pplayer ); |
|
|
|
// Con_DPrintf("%f %f\n", m_pCurrentEntity->angles[YAW], m_pPlayerInfo->gaityaw ); |
|
|
|
// calc side to side turning |
|
flYaw = m_pCurrentEntity->angles[YAW] - m_pPlayerInfo->gaityaw; |
|
flYaw = flYaw - (int)(flYaw / 360) * 360; |
|
if (flYaw < -180) |
|
flYaw = flYaw + 360; |
|
if (flYaw > 180) |
|
flYaw = flYaw - 360; |
|
|
|
if (flYaw > 120) |
|
{ |
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw - 180; |
|
m_flGaitMovement = -m_flGaitMovement; |
|
flYaw = flYaw - 180; |
|
} |
|
else if (flYaw < -120) |
|
{ |
|
m_pPlayerInfo->gaityaw = m_pPlayerInfo->gaityaw + 180; |
|
m_flGaitMovement = -m_flGaitMovement; |
|
flYaw = flYaw + 180; |
|
} |
|
|
|
// adjust torso |
|
m_pCurrentEntity->curstate.controller[0] = ((flYaw / 4.0) + 30) / (60.0 / 255.0); |
|
m_pCurrentEntity->curstate.controller[1] = ((flYaw / 4.0) + 30) / (60.0 / 255.0); |
|
m_pCurrentEntity->curstate.controller[2] = ((flYaw / 4.0) + 30) / (60.0 / 255.0); |
|
m_pCurrentEntity->curstate.controller[3] = ((flYaw / 4.0) + 30) / (60.0 / 255.0); |
|
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0]; |
|
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1]; |
|
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2]; |
|
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3]; |
|
|
|
m_pCurrentEntity->angles[YAW] = m_pPlayerInfo->gaityaw; |
|
if (m_pCurrentEntity->angles[YAW] < -0) |
|
m_pCurrentEntity->angles[YAW] += 360; |
|
m_pCurrentEntity->latched.prevangles[YAW] = m_pCurrentEntity->angles[YAW]; |
|
|
|
if (pplayer->gaitsequence >= m_pStudioHeader->numseq) |
|
{ |
|
pplayer->gaitsequence = 0; |
|
} |
|
|
|
pseqdesc = (mstudioseqdesc_t *)((byte *)m_pStudioHeader + m_pStudioHeader->seqindex) + pplayer->gaitsequence; |
|
|
|
// calc gait frame |
|
if (pseqdesc->linearmovement[0] > 0) |
|
{ |
|
m_pPlayerInfo->gaitframe += (m_flGaitMovement / pseqdesc->linearmovement[0]) * pseqdesc->numframes; |
|
} |
|
else |
|
{ |
|
m_pPlayerInfo->gaitframe += pseqdesc->fps * dt; |
|
} |
|
|
|
// do modulo |
|
m_pPlayerInfo->gaitframe = m_pPlayerInfo->gaitframe - (int)(m_pPlayerInfo->gaitframe / pseqdesc->numframes) * pseqdesc->numframes; |
|
if (m_pPlayerInfo->gaitframe < 0) |
|
m_pPlayerInfo->gaitframe += pseqdesc->numframes; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioDrawPlayer |
|
|
|
==================== |
|
*/ |
|
int CStudioModelRenderer::StudioDrawPlayer( int flags, entity_state_t *pplayer ) |
|
{ |
|
alight_t lighting; |
|
vec3_t dir; |
|
|
|
m_pCurrentEntity = IEngineStudio.GetCurrentEntity(); |
|
IEngineStudio.GetTimes( &m_nFrameCount, &m_clTime, &m_clOldTime ); |
|
IEngineStudio.GetViewInfo( m_vRenderOrigin, m_vUp, m_vRight, m_vNormal ); |
|
IEngineStudio.GetAliasScale( &m_fSoftwareXScale, &m_fSoftwareYScale ); |
|
|
|
// Con_DPrintf("DrawPlayer %d\n", m_pCurrentEntity->blending[0] ); |
|
|
|
// Con_DPrintf("DrawPlayer %d %d (%d)\n", m_nFrameCount, pplayer->player_index, m_pCurrentEntity->curstate.sequence ); |
|
|
|
// Con_DPrintf("Player %.2f %.2f %.2f\n", pplayer->velocity[0], pplayer->velocity[1], pplayer->velocity[2] ); |
|
|
|
m_nPlayerIndex = pplayer->number - 1; |
|
|
|
if (m_nPlayerIndex < 0 || m_nPlayerIndex >= gEngfuncs.GetMaxClients()) |
|
return 0; |
|
|
|
m_pRenderModel = IEngineStudio.SetupPlayerModel( m_nPlayerIndex ); |
|
if (m_pRenderModel == NULL) |
|
return 0; |
|
|
|
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (m_pRenderModel); |
|
IEngineStudio.StudioSetHeader( m_pStudioHeader ); |
|
IEngineStudio.SetRenderModel( m_pRenderModel ); |
|
|
|
if (pplayer->gaitsequence) |
|
{ |
|
vec3_t orig_angles; |
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); |
|
|
|
VectorCopy( m_pCurrentEntity->angles, orig_angles ); |
|
|
|
StudioProcessGait( pplayer ); |
|
|
|
m_pPlayerInfo->gaitsequence = pplayer->gaitsequence; |
|
m_pPlayerInfo = NULL; |
|
|
|
StudioSetUpTransform( 0 ); |
|
VectorCopy( orig_angles, m_pCurrentEntity->angles ); |
|
} |
|
else |
|
{ |
|
m_pCurrentEntity->curstate.controller[0] = 127; |
|
m_pCurrentEntity->curstate.controller[1] = 127; |
|
m_pCurrentEntity->curstate.controller[2] = 127; |
|
m_pCurrentEntity->curstate.controller[3] = 127; |
|
m_pCurrentEntity->latched.prevcontroller[0] = m_pCurrentEntity->curstate.controller[0]; |
|
m_pCurrentEntity->latched.prevcontroller[1] = m_pCurrentEntity->curstate.controller[1]; |
|
m_pCurrentEntity->latched.prevcontroller[2] = m_pCurrentEntity->curstate.controller[2]; |
|
m_pCurrentEntity->latched.prevcontroller[3] = m_pCurrentEntity->curstate.controller[3]; |
|
|
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); |
|
m_pPlayerInfo->gaitsequence = 0; |
|
|
|
StudioSetUpTransform( 0 ); |
|
} |
|
|
|
if (flags & STUDIO_RENDER) |
|
{ |
|
// see if the bounding box lets us trivially reject, also sets |
|
if (!IEngineStudio.StudioCheckBBox ()) |
|
return 0; |
|
|
|
(*m_pModelsDrawn)++; |
|
(*m_pStudioModelCount)++; // render data cache cookie |
|
|
|
if (m_pStudioHeader->numbodyparts == 0) |
|
return 1; |
|
} |
|
|
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); |
|
StudioSetupBones( ); |
|
StudioSaveBones( ); |
|
m_pPlayerInfo->renderframe = m_nFrameCount; |
|
|
|
m_pPlayerInfo = NULL; |
|
|
|
if (flags & STUDIO_EVENTS) |
|
{ |
|
StudioCalcAttachments( ); |
|
IEngineStudio.StudioClientEvents( ); |
|
// copy attachments into global entity array |
|
if ( m_pCurrentEntity->index > 0 ) |
|
{ |
|
cl_entity_t *ent = gEngfuncs.GetEntityByIndex( m_pCurrentEntity->index ); |
|
|
|
memcpy( ent->attachment, m_pCurrentEntity->attachment, sizeof( vec3_t ) * 4 ); |
|
} |
|
} |
|
|
|
if (flags & STUDIO_RENDER) |
|
{ |
|
if (m_pCvarHiModels->value && m_pRenderModel != m_pCurrentEntity->model ) |
|
{ |
|
// show highest resolution multiplayer model |
|
m_pCurrentEntity->curstate.body = 255; |
|
} |
|
|
|
if (!(m_pCvarDeveloper->value == 0 && gEngfuncs.GetMaxClients() == 1 ) && ( m_pRenderModel == m_pCurrentEntity->model ) ) |
|
{ |
|
m_pCurrentEntity->curstate.body = 1; // force helmet |
|
} |
|
|
|
lighting.plightvec = dir; |
|
IEngineStudio.StudioDynamicLight(m_pCurrentEntity, &lighting ); |
|
|
|
IEngineStudio.StudioEntityLight( &lighting ); |
|
|
|
// model and frame independant |
|
IEngineStudio.StudioSetupLighting (&lighting); |
|
|
|
m_pPlayerInfo = IEngineStudio.PlayerInfo( m_nPlayerIndex ); |
|
|
|
// get remap colors |
|
m_nTopColor = m_pPlayerInfo->topcolor; |
|
m_nBottomColor = m_pPlayerInfo->bottomcolor; |
|
if (m_nTopColor < 0) |
|
m_nTopColor = 0; |
|
if (m_nTopColor > 360) |
|
m_nTopColor = 360; |
|
if (m_nBottomColor < 0) |
|
m_nBottomColor = 0; |
|
if (m_nBottomColor > 360) |
|
m_nBottomColor = 360; |
|
|
|
IEngineStudio.StudioSetRemapColors( m_nTopColor, m_nBottomColor ); |
|
|
|
StudioRenderModel( ); |
|
m_pPlayerInfo = NULL; |
|
|
|
if (pplayer->weaponmodel) |
|
{ |
|
cl_entity_t saveent = *m_pCurrentEntity; |
|
|
|
model_t *pweaponmodel = IEngineStudio.GetModelByIndex( pplayer->weaponmodel ); |
|
|
|
m_pStudioHeader = (studiohdr_t *)IEngineStudio.Mod_Extradata (pweaponmodel); |
|
IEngineStudio.StudioSetHeader( m_pStudioHeader ); |
|
|
|
StudioMergeBones( pweaponmodel); |
|
|
|
IEngineStudio.StudioSetupLighting (&lighting); |
|
|
|
StudioRenderModel( ); |
|
|
|
StudioCalcAttachments( ); |
|
|
|
*m_pCurrentEntity = saveent; |
|
} |
|
} |
|
|
|
return 1; |
|
} |
|
|
|
/* |
|
==================== |
|
StudioCalcAttachments |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioCalcAttachments( void ) |
|
{ |
|
int i; |
|
mstudioattachment_t *pattachment; |
|
|
|
if ( m_pStudioHeader->numattachments > 4 ) |
|
{ |
|
gEngfuncs.Con_DPrintf( "Too many attachments on %s\n", m_pCurrentEntity->model->name ); |
|
exit( -1 ); |
|
} |
|
|
|
// calculate attachment points |
|
pattachment = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex); |
|
for (i = 0; i < m_pStudioHeader->numattachments; i++) |
|
{ |
|
VectorTransform( pattachment[i].org, (*m_plighttransform)[pattachment[i].bone], m_pCurrentEntity->attachment[i] ); |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioRenderModel |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioRenderModel( void ) |
|
{ |
|
IEngineStudio.SetChromeOrigin(); |
|
IEngineStudio.SetForceFaceFlags( 0 ); |
|
|
|
if ( m_pCurrentEntity->curstate.renderfx == kRenderFxGlowShell ) |
|
{ |
|
m_pCurrentEntity->curstate.renderfx = kRenderFxNone; |
|
StudioRenderFinal( ); |
|
|
|
if ( !IEngineStudio.IsHardware() ) |
|
{ |
|
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); |
|
} |
|
|
|
IEngineStudio.SetForceFaceFlags( STUDIO_NF_CHROME ); |
|
|
|
gEngfuncs.pTriAPI->SpriteTexture( m_pChromeSprite, 0 ); |
|
m_pCurrentEntity->curstate.renderfx = kRenderFxGlowShell; |
|
|
|
StudioRenderFinal( ); |
|
if ( !IEngineStudio.IsHardware() ) |
|
{ |
|
gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); |
|
} |
|
} |
|
else |
|
{ |
|
StudioRenderFinal( ); |
|
} |
|
} |
|
|
|
/* |
|
==================== |
|
StudioRenderFinal_Software |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioRenderFinal_Software( void ) |
|
{ |
|
int i; |
|
|
|
// Note, rendermode set here has effect in SW |
|
IEngineStudio.SetupRenderer( 0 ); |
|
|
|
if (m_pCvarDrawEntities->value == 2) |
|
{ |
|
IEngineStudio.StudioDrawBones( ); |
|
} |
|
else if (m_pCvarDrawEntities->value == 3) |
|
{ |
|
IEngineStudio.StudioDrawHulls( ); |
|
} |
|
else |
|
{ |
|
for (i=0 ; i < m_pStudioHeader->numbodyparts ; i++) |
|
{ |
|
IEngineStudio.StudioSetupModel( i, (void **)&m_pBodyPart, (void **)&m_pSubModel ); |
|
IEngineStudio.StudioDrawPoints( ); |
|
} |
|
} |
|
|
|
if (m_pCvarDrawEntities->value == 4) |
|
{ |
|
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); |
|
IEngineStudio.StudioDrawHulls( ); |
|
gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); |
|
} |
|
|
|
if (m_pCvarDrawEntities->value == 5) |
|
{ |
|
IEngineStudio.StudioDrawAbsBBox( ); |
|
} |
|
|
|
IEngineStudio.RestoreRenderer(); |
|
} |
|
|
|
/* |
|
==================== |
|
StudioRenderFinal_Hardware |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioRenderFinal_Hardware( void ) |
|
{ |
|
int i; |
|
int rendermode; |
|
|
|
rendermode = IEngineStudio.GetForceFaceFlags() ? kRenderTransAdd : m_pCurrentEntity->curstate.rendermode; |
|
IEngineStudio.SetupRenderer( rendermode ); |
|
|
|
if (m_pCvarDrawEntities->value == 2) |
|
{ |
|
IEngineStudio.StudioDrawBones(); |
|
} |
|
else if (m_pCvarDrawEntities->value == 3) |
|
{ |
|
IEngineStudio.StudioDrawHulls(); |
|
} |
|
else |
|
{ |
|
for (i=0 ; i < m_pStudioHeader->numbodyparts ; i++) |
|
{ |
|
IEngineStudio.StudioSetupModel( i, (void **)&m_pBodyPart, (void **)&m_pSubModel ); |
|
|
|
if (m_fDoInterp) |
|
{ |
|
// interpolation messes up bounding boxes. |
|
m_pCurrentEntity->trivial_accept = 0; |
|
} |
|
|
|
IEngineStudio.GL_SetRenderMode( rendermode ); |
|
IEngineStudio.StudioDrawPoints(); |
|
IEngineStudio.GL_StudioDrawShadow(); |
|
} |
|
} |
|
|
|
if ( m_pCvarDrawEntities->value == 4 ) |
|
{ |
|
gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); |
|
IEngineStudio.StudioDrawHulls( ); |
|
gEngfuncs.pTriAPI->RenderMode( kRenderNormal ); |
|
} |
|
|
|
if (m_pCvarDrawEntities->value == 5) |
|
{ |
|
IEngineStudio.StudioDrawAbsBBox( ); |
|
} |
|
|
|
IEngineStudio.RestoreRenderer(); |
|
} |
|
|
|
/* |
|
==================== |
|
StudioRenderFinal |
|
|
|
==================== |
|
*/ |
|
void CStudioModelRenderer::StudioRenderFinal(void) |
|
{ |
|
if ( IEngineStudio.IsHardware() ) |
|
{ |
|
StudioRenderFinal_Hardware(); |
|
} |
|
else |
|
{ |
|
StudioRenderFinal_Software(); |
|
} |
|
} |
|
|
|
|