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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#include "tier0/dbg.h"
#include "mathlib/mathlib.h"
#include "bone_setup.h"
#include <string.h>
#include "collisionutils.h"
#include "vstdlib/random.h"
#include "tier0/vprof.h"
#include "bone_accessor.h"
#include "mathlib/ssequaternion.h"
#include "bitvec.h"
#include "datamanager.h"
#include "convar.h"
#include "tier0/tslist.h"
#include "vphysics_interface.h"
#include "datacache/idatacache.h"
#include "tier0/miniprofiler.h"
#ifdef CLIENT_DLL
#include "posedebugger.h"
#endif
#include "bone_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: return a sub frame rotation for a single bone
//-----------------------------------------------------------------------------
void ExtractAnimValue( int frame, mstudioanimvalue_t *panimvalue, float scale, float &v1, float &v2 ) { BONE_PROFILE_FUNC(); if ( !panimvalue ) { v1 = v2 = 0; return; }
// Avoids a crash reading off the end of the data
// There is probably a better long-term solution; Ken is going to look into it.
if ( ( panimvalue->num.total == 1 ) && ( panimvalue->num.valid == 1 ) ) { v1 = v2 = panimvalue[1].value * scale; return; }
int k = frame;
// find the data list that has the frame
while (panimvalue->num.total <= k) { k -= panimvalue->num.total; panimvalue += panimvalue->num.valid + 1; if ( panimvalue->num.total == 0 ) { Assert( 0 ); // running off the end of the animation stream is bad
v1 = v2 = 0; return; } } if (panimvalue->num.valid > k) { // has valid animation data
v1 = panimvalue[k+1].value * scale;
if (panimvalue->num.valid > k + 1) { // has valid animation blend data
v2 = panimvalue[k+2].value * scale; } else { if (panimvalue->num.total > k + 1) { // data repeats, no blend
v2 = v1; } else { // pull blend from first data block in next list
v2 = panimvalue[panimvalue->num.valid+2].value * scale; } } } else { // get last valid data block
v1 = panimvalue[panimvalue->num.valid].value * scale; if (panimvalue->num.total > k + 1) { // data repeats, no blend
v2 = v1; } else { // pull blend from first data block in next list
v2 = panimvalue[panimvalue->num.valid + 2].value * scale; } } }
void ExtractAnimValue( int frame, mstudioanimvalue_t *panimvalue, float scale, float &v1 ) { BONE_PROFILE_FUNC(); if ( !panimvalue ) { v1 = 0; return; }
int k = frame;
while (panimvalue->num.total <= k) { k -= panimvalue->num.total; panimvalue += panimvalue->num.valid + 1; if ( panimvalue->num.total == 0 ) { Assert( 0 ); // running off the end of the animation stream is bad
v1 = 0; return; } } if (panimvalue->num.valid > k) { v1 = panimvalue[k+1].value * scale; } else { // get last valid data block
v1 = panimvalue[panimvalue->num.valid].value * scale; } }
//-----------------------------------------------------------------------------
// Purpose: return a sub frame rotation for a single bone
//-----------------------------------------------------------------------------
void CalcBoneQuaternion( int frame, float s, const Quaternion &baseQuat, const RadianEuler &baseRot, const Vector &baseRotScale, int iBaseFlags, const Quaternion &baseAlignment, const mstudio_rle_anim_t *panim, Quaternion &q ) { BONE_PROFILE_FUNC(); if ( panim->flags & STUDIO_ANIM_RAWROT ) { q = *(panim->pQuat48()); Assert( q.IsValid() ); return; } if ( panim->flags & STUDIO_ANIM_RAWROT2 ) { q = *(panim->pQuat64()); Assert( q.IsValid() ); return; }
if ( !(panim->flags & STUDIO_ANIM_ANIMROT) ) { if (panim->flags & STUDIO_ANIM_DELTA) { q.Init( 0.0f, 0.0f, 0.0f, 1.0f ); } else { q = baseQuat; } return; }
mstudioanim_valueptr_t *pValuesPtr = panim->pRotV();
if (s > 0.001f) { QuaternionAligned q1, q2; RadianEuler angle1, angle2;
ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 0 ), baseRotScale.x, angle1.x, angle2.x ); ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 1 ), baseRotScale.y, angle1.y, angle2.y ); ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 2 ), baseRotScale.z, angle1.z, angle2.z );
if (!(panim->flags & STUDIO_ANIM_DELTA)) { angle1.x = angle1.x + baseRot.x; angle1.y = angle1.y + baseRot.y; angle1.z = angle1.z + baseRot.z; angle2.x = angle2.x + baseRot.x; angle2.y = angle2.y + baseRot.y; angle2.z = angle2.z + baseRot.z; }
Assert( angle1.IsValid() && angle2.IsValid() ); if (angle1.x != angle2.x || angle1.y != angle2.y || angle1.z != angle2.z) { AngleQuaternion( angle1, q1 ); AngleQuaternion( angle2, q2 );
#ifdef _X360
fltx4 q1simd, q2simd, qsimd; q1simd = LoadAlignedSIMD( q1 ); q2simd = LoadAlignedSIMD( q2 ); qsimd = QuaternionBlendSIMD( q1simd, q2simd, s ); StoreUnalignedSIMD( q.Base(), qsimd ); #else
QuaternionBlend( q1, q2, s, q ); #endif
} else { AngleQuaternion( angle1, q ); } } else { RadianEuler angle;
ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 0 ), baseRotScale.x, angle.x ); ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 1 ), baseRotScale.y, angle.y ); ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 2 ), baseRotScale.z, angle.z );
if (!(panim->flags & STUDIO_ANIM_DELTA)) { angle.x = angle.x + baseRot.x; angle.y = angle.y + baseRot.y; angle.z = angle.z + baseRot.z; }
Assert( angle.IsValid() ); AngleQuaternion( angle, q ); }
Assert( q.IsValid() );
// align to unified bone
if (!(panim->flags & STUDIO_ANIM_DELTA) && (iBaseFlags & BONE_FIXED_ALIGNMENT)) { QuaternionAlign( baseAlignment, q, q ); } }
inline void CalcBoneQuaternion( int frame, float s, const mstudiobone_t *pBone, const mstudiolinearbone_t *pLinearBones, const mstudio_rle_anim_t *panim, Quaternion &q ) { if (pLinearBones) { CalcBoneQuaternion( frame, s, pLinearBones->quat(panim->bone), pLinearBones->rot(panim->bone), pLinearBones->rotscale(panim->bone), pLinearBones->flags(panim->bone), pLinearBones->qalignment(panim->bone), panim, q ); } else { CalcBoneQuaternion( frame, s, pBone->quat, pBone->rot, pBone->rotscale, pBone->flags, pBone->qAlignment, panim, q ); } }
//-----------------------------------------------------------------------------
// Purpose: return a sub frame position for a single bone
//-----------------------------------------------------------------------------
void CalcBonePosition( int frame, float s, const Vector &basePos, const Vector &baseBoneScale, const mstudio_rle_anim_t *panim, BoneVector &pos ) { BONE_PROFILE_FUNC(); if (panim->flags & STUDIO_ANIM_RAWPOS) { pos = *(panim->pPos()); Assert( pos.IsValid() );
return; } else if (!(panim->flags & STUDIO_ANIM_ANIMPOS)) { if (panim->flags & STUDIO_ANIM_DELTA) { pos.Init( 0.0f, 0.0f, 0.0f ); } else { pos = basePos; } return; }
mstudioanim_valueptr_t *pPosV = panim->pPosV(); int j;
if (s > 0.001f) { float v1, v2; for (j = 0; j < 3; j++) { ExtractAnimValue( frame, pPosV->pAnimvalue( j ), baseBoneScale[j], v1, v2 ); pos[j] = v1 * (1.0 - s) + v2 * s; } } else { for (j = 0; j < 3; j++) { ExtractAnimValue( frame, pPosV->pAnimvalue( j ), baseBoneScale[j], pos[j] ); } }
if (!(panim->flags & STUDIO_ANIM_DELTA)) { pos.x = pos.x + basePos.x; pos.y = pos.y + basePos.y; pos.z = pos.z + basePos.z; }
Assert( pos.IsValid() ); }
inline void CalcBonePosition( int frame, float s, const mstudiobone_t *pBone, const mstudiolinearbone_t *pLinearBones, const mstudio_rle_anim_t *panim, BoneVector &pos ) { if (pLinearBones) { CalcBonePosition( frame, s, pLinearBones->pos(panim->bone), pLinearBones->posscale(panim->bone), panim, pos ); } else { CalcBonePosition( frame, s, pBone->pos, pBone->posscale, panim, pos ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CalcDecompressedAnimation( const mstudiocompressedikerror_t *pCompressed, int iFrame, float fraq, BoneVector &pos, BoneQuaternion &q ) { BONE_PROFILE_FUNC(); if (fraq > 0.0001f) { Vector p1, p2; ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 0 ), pCompressed->scale[0], p1.x, p2.x ); ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 1 ), pCompressed->scale[1], p1.y, p2.y ); ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 2 ), pCompressed->scale[2], p1.z, p2.z ); pos = p1 * (1 - fraq) + p2 * fraq;
Quaternion q1, q2; RadianEuler angle1, angle2; ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 3 ), pCompressed->scale[3], angle1.x, angle2.x ); ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 4 ), pCompressed->scale[4], angle1.y, angle2.y ); ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 5 ), pCompressed->scale[5], angle1.z, angle2.z );
if (angle1.x != angle2.x || angle1.y != angle2.y || angle1.z != angle2.z) { AngleQuaternion( angle1, q1 ); AngleQuaternion( angle2, q2 ); QuaternionBlend( q1, q2, fraq, q ); } else { AngleQuaternion( angle1, q ); } } else { ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 0 ), pCompressed->scale[0], pos.x ); ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 1 ), pCompressed->scale[1], pos.y ); ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 2 ), pCompressed->scale[2], pos.z );
RadianEuler angle; ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 3 ), pCompressed->scale[3], angle.x ); ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 4 ), pCompressed->scale[4], angle.y ); ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 5 ), pCompressed->scale[5], angle.z );
AngleQuaternion( angle, q ); } }
//-----------------------------------------------------------------------------
// Purpose: translate animations done in a non-standard parent space
//-----------------------------------------------------------------------------
static void CalcLocalHierarchyAnimation( const CStudioHdr *pStudioHdr, matrix3x4a_t *boneToWorld, CBoneBitList &boneComputed, BoneVector *pos, BoneQuaternion *q, //const mstudioanimdesc_t &animdesc,
const mstudiobone_t *pbone, mstudiolocalhierarchy_t *pHierarchy, int iBone, int iNewParent, float cycle, int iFrame, float flFraq, int boneMask ) { BONE_PROFILE_FUNC(); BoneVector localPos; BoneQuaternion localQ;
// make fake root transform
static matrix3x4a_t rootXform; SetIdentityMatrix( rootXform );
// FIXME: missing check to see if seq has a weight for this bone
float weight = 1.0f;
// check to see if there's a ramp on the influence
if ( pHierarchy->tail - pHierarchy->peak < 1.0f ) { float index = cycle;
if (pHierarchy->end > 1.0f && index < pHierarchy->start) index += 1.0f;
if (index < pHierarchy->start) return; if (index >= pHierarchy->end) return;
if (index < pHierarchy->peak && pHierarchy->start != pHierarchy->peak) { weight = (index - pHierarchy->start) / (pHierarchy->peak - pHierarchy->start); } else if (index > pHierarchy->tail && pHierarchy->end != pHierarchy->tail) { weight = (pHierarchy->end - index) / (pHierarchy->end - pHierarchy->tail); }
weight = SimpleSpline( weight ); }
CalcDecompressedAnimation( pHierarchy->pLocalAnim(), iFrame - pHierarchy->iStart, flFraq, localPos, localQ );
// find first common root bone
int iRoot1 = iBone; int iRoot2 = iNewParent; while (iRoot1 != iRoot2 && iRoot1 != -1) { if (iRoot1 > iRoot2) iRoot1 = pStudioHdr->boneParent( iRoot1 ); else iRoot2 = pStudioHdr->boneParent( iRoot2 ); }
// BUGBUG: pos and q only valid if local weight
BuildBoneChainPartial( pStudioHdr, rootXform, pos, q, iBone, boneToWorld, boneComputed, iRoot1 ); BuildBoneChainPartial( pStudioHdr, rootXform, pos, q, iNewParent, boneToWorld, boneComputed, iRoot1 );
matrix3x4a_t localXform; AngleMatrix( RadianEuler(localQ), localPos, localXform );
ConcatTransforms_Aligned( boneToWorld[iNewParent], localXform, boneToWorld[iBone] );
// back solve
BoneVector p1; BoneQuaternion q1; int n = pbone[iBone].parent; if (n == -1) { if (weight == 1.0f) { MatrixAngles( boneToWorld[iBone], q[iBone], pos[iBone] ); } else { MatrixAngles( boneToWorld[iBone], q1, p1 ); QuaternionSlerp( q[iBone], q1, weight, q[iBone] ); //pos[iBone] = Lerp( weight, p1, pos[iBone] );
pos[iBone] = p1 + (pos[iBone] - p1) * weight; } } else { matrix3x4a_t worldToBone; MatrixInvert( boneToWorld[n], worldToBone );
matrix3x4a_t local; ConcatTransforms_Aligned( worldToBone, boneToWorld[iBone], local ); if (weight == 1.0f) { MatrixAngles( local, q[iBone], pos[iBone] ); } else { MatrixAngles( local, q1, p1 ); QuaternionSlerp( q[iBone], q1, weight, q[iBone] ); //pos[iBone] = Lerp( weight, p1, pos[iBone] );
pos[iBone] = p1 + (pos[iBone] - p1) * weight; } } }
//-----------------------------------------------------------------------------
// Purpose: Calc Zeroframe Data
//-----------------------------------------------------------------------------
static void CalcZeroframeData( const CStudioHdr *pStudioHdr, const studiohdr_t *pAnimStudioHdr, const virtualgroup_t *pAnimGroup, const mstudiobone_t *pAnimbone, mstudioanimdesc_t &animdesc, float fFrame, BoneVector *pos, BoneQuaternion *q, int boneMask, float flWeight ) { BONE_PROFILE_FUNC(); byte *pData = animdesc.pZeroFrameData();
if (!pData) return;
int i, j;
// Msg("zeroframe %s\n", animdesc.pszName() );
if (animdesc.zeroframecount == 1) { for (j = 0; j < pAnimStudioHdr->numbones; j++) { if (pAnimGroup) i = pAnimGroup->masterBone[j]; else i = j;
if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_POS) { if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask)) { Vector p = *(Vector48 *)pData; pos[i] = pos[i] * (1.0f - flWeight) + p * flWeight; Assert( pos[i].IsValid() ); } pData += sizeof( Vector48 ); } if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT64) { if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask)) { Quaternion q0 = *(Quaternion64 *)pData; QuaternionBlend( q[i], q0, flWeight, q[i] ); Assert( q[i].IsValid() ); } pData += sizeof( Quaternion64 ); } else if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT32) { if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask)) { Quaternion q0 = *(Quaternion32 *)pData; QuaternionBlend( q[i], q0, flWeight, q[i] ); Assert( q[i].IsValid() ); } pData += sizeof( Quaternion32 ); } } } else { float s1; int index = fFrame / animdesc.zeroframespan; if (index >= animdesc.zeroframecount - 1) { index = animdesc.zeroframecount - 2; s1 = 1.0f; } else { s1 = clamp( (fFrame - index * animdesc.zeroframespan) / animdesc.zeroframespan, 0.0f, 1.0f ); } int i0 = MAX( index - 1, 0 ); int i1 = index; int i2 = MIN( index + 1, animdesc.zeroframecount - 1 ); for (j = 0; j < pAnimStudioHdr->numbones; j++) { if (pAnimGroup) i = pAnimGroup->masterBone[j]; else i = j;
if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_POS) { if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask)) { Vector p0 = *(((Vector48 *)pData) + i0); Vector p1 = *(((Vector48 *)pData) + i1); Vector p2 = *(((Vector48 *)pData) + i2); if (flWeight == 1.0f) { // don't blend into an uninitialized value
Hermite_Spline( p0, p1, p2, s1, pos[i] ); } else { Vector p3; Hermite_Spline( p0, p1, p2, s1, p3 ); pos[i] = pos[i] * (1.0f - flWeight) + p3 * flWeight; }
Assert( pos[i].IsValid() ); } pData += sizeof( Vector48 ) * animdesc.zeroframecount; } if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT64) { if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask)) { Quaternion q0 = *(((Quaternion64 *)pData) + i0); Quaternion q1 = *(((Quaternion64 *)pData) + i1); Quaternion q2 = *(((Quaternion64 *)pData) + i2); if (flWeight == 1.0f) { // don't blend into an uninitialized value
Hermite_Spline( q0, q1, q2, s1, q[i] ); } else { Quaternion q3; Hermite_Spline( q0, q1, q2, s1, q3 ); QuaternionBlend( q[i], q3, flWeight, q[i] ); } Assert( q[i].IsValid() ); } pData += sizeof( Quaternion64 ) * animdesc.zeroframecount; } else if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT32) { if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask)) { Quaternion q0 = *(((Quaternion32 *)pData) + i0); Quaternion q1 = *(((Quaternion32 *)pData) + i1); Quaternion q2 = *(((Quaternion32 *)pData) + i2); if (flWeight == 1.0f) { // don't blend into an uninitialized value
Hermite_Spline( q0, q1, q2, s1, q[i] ); } else { Quaternion q3; Hermite_Spline( q0, q1, q2, s1, q3 ); QuaternionBlend( q[i], q3, flWeight, q[i] ); } Assert( q[i].IsValid() ); } pData += sizeof( Quaternion32 ) * animdesc.zeroframecount; } } } } //-----------------------------------------------------------------------------
// Purpose: Extract and blend two frames from a mstudio_frame_anim_t block of data
//-----------------------------------------------------------------------------
inline byte *ExtractTwoFrames( byte flags, float s, byte *RESTRICT pFrameData, byte *&pConstantData, int framelength, BoneQuaternion &q, BoneVector &pos, bool bIsDelta = false, const mstudiolinearbone_t *pLinearBones = NULL, int bone = 0 ) { BONE_PROFILE_FUNC(); #ifdef _GAMECONSOLE
if (flags & STUDIO_FRAME_ANIM_ROT) { fltx4 q1 = UnpackQuaternion48SIMD( (Quaternion48 *)(pFrameData) ); fltx4 q2 = UnpackQuaternion48SIMD( (Quaternion48 *)(pFrameData + framelength) ); fltx4 qBlend = QuaternionBlendSIMD( q1, q2, s ); StoreAlignedSIMD( (QuaternionAligned*)&q, qBlend ); pFrameData += sizeof( Quaternion48 ); } else if (flags & STUDIO_FRAME_ANIM_ROT2) { if ( false ) // slow/naive
{ Quaternion q1; Quaternion q2; q1 = *((Quaternion48S *)(pFrameData)); q2 = *((Quaternion48S *)(pFrameData + framelength)); QuaternionBlend( q1, q2, s, q ); Assert( q.IsValid() ); pFrameData += sizeof( Quaternion48S ); } else // simd
{ fltx4 q1; fltx4 q2; q1 = *((Quaternion48S *)(pFrameData)); q2 = *((Quaternion48S *)(pFrameData + framelength)); StoreUnalignedSIMD( q.Base(), QuaternionBlendSIMD( q1, q2, s ) ); Assert( q.IsValid() ); pFrameData += sizeof( Quaternion48S ); } } else if (flags & STUDIO_FRAME_CONST_ROT) { fltx4 flt = UnpackQuaternion48SIMD( (Quaternion48 *)(pConstantData) ); StoreAlignedSIMD( (QuaternionAligned*)&q, flt ); pConstantData += sizeof( Quaternion48 ); } else if (flags & STUDIO_FRAME_CONST_ROT2) { if ( false ) // slow/naive
{ q = *((Quaternion48S *)(pConstantData)); Assert( q.IsValid() ); pConstantData += sizeof( Quaternion48S ); } else { // q = *((Quaternion48S *)(pConstantData));
StoreUnalignedSIMD( q.Base(), (fltx4) *((Quaternion48S *)(pConstantData)) ); Assert( q.IsValid() ); pConstantData += sizeof( Quaternion48S ); } } // the non-virtual version needs initializers for no-animation
else if (pLinearBones) { if (bIsDelta) { q.Init( 0.0f, 0.0f, 0.0f, 1.0f ); } else { q = pLinearBones->quat( bone ); } } if (flags & STUDIO_FRAME_ANIM_POS) { fltx4 p1 = UnpackVector48SIMD( (Vector48 *)(pFrameData) ); fltx4 p2 = UnpackVector48SIMD( (Vector48 *)(pFrameData + framelength) ); fltx4 f2 = ReplicateX4( s ); fltx4 f1 = SubSIMD( Four_Ones, f2 );
p2 = MulSIMD( p2, f2 ); p1 = MaddSIMD( p1, f1, p2 ); StoreUnaligned3SIMD( pos.Base(), p1 );
pFrameData += sizeof( Vector48 ); } else if (flags & STUDIO_FRAME_CONST_POS) { fltx4 flt = UnpackVector48SIMD( (Vector48 *)(pConstantData) ); StoreUnaligned3SIMD( pos.Base(), flt ); pConstantData += sizeof( Vector48 ); } else if (flags & STUDIO_FRAME_ANIM_POS2) { fltx4 p1 = LoadUnaligned3SIMD( (float *)(pFrameData) ); fltx4 p2 = LoadUnaligned3SIMD( (float *)(pFrameData + framelength) ); fltx4 f2 = ReplicateX4( s ); fltx4 f1 = SubSIMD( Four_Ones, f2 );
p2 = MulSIMD( p2, f2 ); p1 = MaddSIMD( p1, f1, p2 ); StoreUnaligned3SIMD( pos.Base(), p1 );
pFrameData += sizeof( Vector ); } else if (flags & STUDIO_FRAME_CONST_POS2) { fltx4 flt = LoadUnaligned3SIMD( (float *)(pConstantData) );
StoreUnaligned3SIMD( pos.Base(), flt );
pConstantData += sizeof( Vector ); } // the non-virtual version needs initializers for no-animation
else if (pLinearBones) { if (bIsDelta) { pos.Init( 0.0f, 0.0f, 0.0f ); } else { pos = pLinearBones->pos( bone ); } }
#else
Quaternion q1, q2; // Making these aligned. Could be VectorAligned instead, but I don't want to change the behavior of this code.
ALIGN16 Vector p1; ALIGN16 Vector p2;
if (flags & STUDIO_FRAME_ANIM_ROT) { q1 = *((Quaternion48 *)(pFrameData)); q2 = *((Quaternion48 *)(pFrameData + framelength)); QuaternionBlend( q1, q2, s, q ); Assert( q.IsValid() ); pFrameData += sizeof( Quaternion48 ); } else if (flags & STUDIO_FRAME_ANIM_ROT2) { q1 = *((Quaternion48S *)(pFrameData)); q2 = *((Quaternion48S *)(pFrameData + framelength)); QuaternionBlend( q1, q2, s, q ); Assert( q.IsValid() ); pFrameData += sizeof( Quaternion48S ); } else if (flags & STUDIO_FRAME_CONST_ROT) { q = *((Quaternion48 *)(pConstantData)); Assert( q.IsValid() ); pConstantData += sizeof( Quaternion48 ); } else if (flags & STUDIO_FRAME_CONST_ROT2) { q = *((Quaternion48S *)(pConstantData)); Assert( q.IsValid() ); pConstantData += sizeof( Quaternion48S ); } // the non-virtual version needs initializers for no-animation
else if (pLinearBones) { if (bIsDelta) { q.Init( 0.0f, 0.0f, 0.0f, 1.0f ); } else { q = pLinearBones->quat( bone ); } } if (flags & STUDIO_FRAME_ANIM_POS) { p1 = *((Vector48 *)(pFrameData)); p2 = *((Vector48 *)(pFrameData + framelength)); pos = p1 * (1.0 - s) + p2 * s; Assert( pos.IsValid() ); pFrameData += sizeof( Vector48 ); } else if (flags & STUDIO_FRAME_CONST_POS) { pos = *((Vector48 *)(pConstantData)); Assert( pos.IsValid() ); pConstantData += sizeof( Vector48 ); } else if (flags & STUDIO_FRAME_ANIM_POS2) { // pFrameData has no alignment guarantees, so using V_memcpy.
V_memcpy( &p1, pFrameData, sizeof( p1 ) ); V_memcpy( &p2, pFrameData + framelength, sizeof( p2 ) ); pos = p1 * (1.0 - s) + p2 * s; Assert( pos.IsValid() ); pFrameData += sizeof( Vector ); } else if (flags & STUDIO_FRAME_CONST_POS2) { // pFrameData has no alignment guarantees, so using V_memcpy.
V_memcpy( &pos, pConstantData, sizeof( pos ) ); Assert( pos.IsValid() ); pConstantData += sizeof( Vector ); } // the non-virtual version needs initializers for no-animation
else if (pLinearBones) { if (bIsDelta) { pos.Init( 0.0f, 0.0f, 0.0f ); } else { pos = pLinearBones->pos( bone ); } } #endif
return pFrameData; }
//-----------------------------------------------------------------------------
// Purpose: Extract one frame from a mstudio_frame_anim_t block of data
//-----------------------------------------------------------------------------
inline byte *ExtractSingleFrame( byte flags, byte *pFrameData, byte *&pConstantData, BoneQuaternion &q, BoneVector &pos, bool bIsDelta = false, const mstudiolinearbone_t *pLinearBones = NULL, int bone = 0 ) { BONE_PROFILE_FUNC(); #ifdef _GAMECONSOLE
if (flags & STUDIO_FRAME_ANIM_ROT) { fltx4 flt = UnpackQuaternion48SIMD( (Quaternion48 *)(pFrameData) ); StoreAlignedSIMD( (QuaternionAligned*)&q, flt ); // FIXME: If this path needs to work on PS3, this might be the right line to replace the 360-specific code above.
// StoreAlignedSIMD( ( QuaternionAligned * )&q, flt );
pFrameData += sizeof( Quaternion48 ); } else if (flags & STUDIO_FRAME_ANIM_ROT2) { if ( false ) // slow/naive
{ q = *((Quaternion48S *)(pFrameData)); Assert( q.IsValid() ); pFrameData += sizeof( Quaternion48S ); } else { StoreUnalignedSIMD( q.Base(), (fltx4) *((Quaternion48S *)(pFrameData)) ); Assert( q.IsValid() ); Assert( QuaternionsAreEqual( q, (Quaternion) *((Quaternion48S *)(pFrameData)), 0.001f ) ); pFrameData += sizeof( Quaternion48S ); } } else if (flags & STUDIO_FRAME_CONST_ROT) { fltx4 flt = UnpackQuaternion48SIMD( (Quaternion48 *)(pConstantData) ); StoreAlignedSIMD( (QuaternionAligned*)&q, flt ); // FIXME: If this path needs to work on PS3, this might be the right line to replace the 360-specific code above.
// StoreAlignedSIMD( ( QuaternionAligned * )&q, flt );
pConstantData += sizeof( Quaternion48 ); } else if (flags & STUDIO_FRAME_CONST_ROT2) { if ( false ) // slow/naive
{ q = *((Quaternion48S *)(pConstantData)); Assert( q.IsValid() ); pConstantData += sizeof( Quaternion48S ); } else { StoreUnalignedSIMD( q.Base(), (fltx4) *((Quaternion48S *)(pConstantData)) ); Assert( q.IsValid() ); Assert( QuaternionsAreEqual( q, (Quaternion) *((Quaternion48S *)(pConstantData)), 0.001f ) ); pConstantData += sizeof( Quaternion48S ); } } // the non-virtual version needs initializers for no-animation
else if (pLinearBones) { if (bIsDelta) { q.Init( 0.0f, 0.0f, 0.0f, 1.0f ); } else { q = pLinearBones->quat( bone ); } } if (flags & STUDIO_FRAME_ANIM_POS) { fltx4 flt = UnpackVector48SIMD( (Vector48 *)(pFrameData) ); StoreUnaligned3SIMD( pos.Base(), flt ); pFrameData += sizeof( Vector48 ); } else if (flags & STUDIO_FRAME_CONST_POS) { fltx4 flt = UnpackVector48SIMD( (Vector48 *)(pConstantData) ); StoreUnaligned3SIMD( pos.Base(), flt ); pConstantData += sizeof( Vector48 ); } else if (flags & STUDIO_FRAME_ANIM_POS2) { fltx4 flt = LoadUnaligned3SIMD( (float *)(pFrameData) ); StoreUnaligned3SIMD( pos.Base(), flt );
pFrameData += sizeof( Vector ); } else if (flags & STUDIO_FRAME_CONST_POS2) { fltx4 flt = LoadUnaligned3SIMD( (float *)(pConstantData) ); StoreUnaligned3SIMD( pos.Base(), flt );
pConstantData += sizeof( Vector ); } // the non-virtual version needs initializers for no-animation
else if (pLinearBones) { if (bIsDelta) { pos.Init( 0.0f, 0.0f, 0.0f ); } else { pos = pLinearBones->pos( bone ); } } #else
if (flags & STUDIO_FRAME_ANIM_ROT) { q = *((Quaternion48 *)(pFrameData)); Assert( q.IsValid() ); pFrameData += sizeof( Quaternion48 ); } else if (flags & STUDIO_FRAME_ANIM_ROT2) { q = *((Quaternion48S *)(pFrameData)); Assert( q.IsValid() ); pFrameData += sizeof( Quaternion48S ); } else if (flags & STUDIO_FRAME_CONST_ROT) { q = *((Quaternion48 *)(pConstantData)); Assert( q.IsValid() ); pConstantData += sizeof( Quaternion48 ); } else if (flags & STUDIO_FRAME_CONST_ROT2) { q = *((Quaternion48S *)(pConstantData)); Assert( q.IsValid() ); pConstantData += sizeof( Quaternion48S ); } // the non-virtual version needs initializers for no-animation
else if (pLinearBones) { if (bIsDelta) { q.Init( 0.0f, 0.0f, 0.0f, 1.0f ); } else { q = pLinearBones->quat( bone ); } } if (flags & STUDIO_FRAME_ANIM_POS) { pos = *((Vector48 *)(pFrameData)); Assert( pos.IsValid() ); pFrameData += sizeof( Vector48 ); } else if (flags & STUDIO_FRAME_CONST_POS) { pos = *((Vector48 *)(pConstantData)); Assert( pos.IsValid() ); pConstantData += sizeof( Vector48 ); } else if (flags & STUDIO_FRAME_ANIM_POS2) { // pFrameData has no guarantee on alignment, so using V_memcpy.
V_memcpy( &pos, pFrameData, sizeof( Vector ) ); Assert( pos.IsValid() ); pFrameData += sizeof( Vector ); } else if (flags & STUDIO_FRAME_CONST_POS2) { // pFrameData has no guarantee on alignment, so using V_memcpy.
V_memcpy( &pos, pConstantData, sizeof( Vector ) ); Assert( pos.IsValid() ); pConstantData += sizeof( Vector ); } // the non-virtual version needs initializers for no-animation
else if (pLinearBones) { if (bIsDelta) { pos.Init( 0.0f, 0.0f, 0.0f ); } else { pos = pLinearBones->pos( bone ); } } #endif
return pFrameData; }
//-----------------------------------------------------------------------------
// Purpose: Skip forward to the next bone in a mstudio_frame_anim_t block of data
//-----------------------------------------------------------------------------
inline byte *SkipBoneFrame( byte flags, byte * RESTRICT pFrameData, byte *&pConstantData ) { BONE_PROFILE_FUNC(); if (flags & STUDIO_FRAME_ANIM_ROT) { pFrameData += sizeof( Quaternion48 ); } else if (flags & STUDIO_FRAME_ANIM_ROT2) { pFrameData += sizeof( Quaternion48S ); } else if (flags & STUDIO_FRAME_CONST_ROT) { pConstantData += sizeof( Quaternion48 ); } else if (flags & STUDIO_FRAME_CONST_ROT2) { pConstantData += sizeof( Quaternion48S ); } if (flags & STUDIO_FRAME_ANIM_POS) { pFrameData += sizeof( Vector48 ); } else if (flags & STUDIO_FRAME_CONST_POS) { pConstantData += sizeof( Vector48 ); } else if (flags & STUDIO_FRAME_ANIM_POS2) { pFrameData += sizeof( Vector ); } else if (flags & STUDIO_FRAME_CONST_POS2) { pConstantData += sizeof( Vector ); } return pFrameData; }
//-----------------------------------------------------------------------------
// Purpose: Extract a single bone of animation
//-----------------------------------------------------------------------------
void SetupSingleBoneMatrix( CStudioHdr *pOwnerHdr, int nSequence, int iFrame, int iBone, matrix3x4_t &mBoneLocal ) { BONE_PROFILE_FUNC(); // FIXME: why does anyone call this instead of just looking up that entities cached animation?
// Reading the callers, I don't see how what it returns is of any use
mstudioseqdesc_t &seqdesc = pOwnerHdr->pSeqdesc( nSequence ); mstudioanimdesc_t &animdesc = pOwnerHdr->pAnimdesc( seqdesc.anim( 0, 0 ) ); int iLocalFrame = iFrame; float s = 0; const mstudiobone_t *pbone = pOwnerHdr->pBone( iBone );
BoneQuaternion boneQuat; BoneVector bonePos;
bool bFound = false;
if (animdesc.flags & STUDIO_FRAMEANIM) { /*
mstudio_frame_anim_t *pFrameanim = (mstudio_frame_anim_t *)animdesc.pAnim( &iLocalFrame );
if (pFrameanim) { byte *pBoneFlags = pFrameanim->pBoneFlags( ); byte *pConstantData = pFrameanim->pConstantData( ); byte *pFrameData = pFrameanim->pFrameData( iLocalFrame );
// FIXME: this is the local bone index, not the global bone index
for (int i = 0; i < iBone; i++, pBoneFlags++) { pFrameData = SkipBoneFrame( *pBoneFlags, pFrameData, pConstantData ); } pFrameData = ExtractSingleFrame( *pBoneFlags, pFrameData, pConstantData, boneQuat, bonePos ); bFound = true; } */ } else { mstudio_rle_anim_t *panim = (mstudio_rle_anim_t *)animdesc.pAnim( &iLocalFrame );
// search for bone
// FIXME: this is the local bone index, not the global bone index
while (panim && panim->bone != iBone) { panim = panim->pNext(); }
// look up animation if found, if not, initialize
if (panim && seqdesc.weight(iBone) > 0) { CalcBoneQuaternion( iLocalFrame, s, pbone, NULL, panim, boneQuat ); CalcBonePosition ( iLocalFrame, s, pbone, NULL, panim, bonePos ); bFound = true; } }
if (!bFound) { if (animdesc.flags & STUDIO_DELTA) { boneQuat.Init( 0.0f, 0.0f, 0.0f, 1.0f ); bonePos.Init( 0.0f, 0.0f, 0.0f ); } else { boneQuat = pbone->quat; bonePos = pbone->pos; } }
QuaternionMatrix( boneQuat, bonePos, mBoneLocal ); }
//-----------------------------------------------------------------------------
// Purpose: Find and decode a sub-frame of animation, remapping the skeleton bone indexes
//-----------------------------------------------------------------------------
static void CalcVirtualAnimation( virtualmodel_t *pVModel, const CStudioHdr *pStudioHdr, BoneVector *pos, BoneQuaternion *q, mstudioseqdesc_t &seqdesc, int sequence, int animation, float cycle, int boneMask ) { BONE_PROFILE_FUNC(); // ex: x360: up to 1.4ms
SNPROF_ANIM("CalcVirtualAnimation");
int i, j, k;
const mstudiobone_t *pbone; const virtualgroup_t *pSeqGroup; const studiohdr_t *pSeqStudioHdr; const mstudiolinearbone_t *pSeqLinearBones; const mstudiobone_t *pSeqbone; const studiohdr_t *pAnimStudioHdr; const mstudiolinearbone_t *pAnimLinearBones; const mstudiobone_t *pAnimbone; const virtualgroup_t *pAnimGroup;
pSeqGroup = pVModel->pSeqGroup( sequence ); int baseanimation = pStudioHdr->iRelativeAnim( sequence, animation ); mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( baseanimation ); pSeqStudioHdr = ((CStudioHdr *)pStudioHdr)->pSeqStudioHdr( sequence ); pSeqLinearBones = pSeqStudioHdr->pLinearBones(); pSeqbone = pSeqStudioHdr->pBone( 0 ); pAnimGroup = pVModel->pAnimGroup( baseanimation ); pAnimStudioHdr = ((CStudioHdr *)pStudioHdr)->pAnimStudioHdr( baseanimation ); pAnimLinearBones = pAnimStudioHdr->pLinearBones(); pAnimbone = pAnimStudioHdr->pBone( 0 );
#if _DEBUG
extern IDataCache *g_pDataCache; #ifndef _GAMECONSOLE
// Consoles don't need to lock the modeldata cache since it never flushes
static IDataCacheSection *pModelCache = g_pDataCache->FindSection( "ModelData" ); AssertOnce( pModelCache->IsFrameLocking() ); #endif
static IDataCacheSection *pAnimblockCache = g_pDataCache->FindSection( "AnimBlock" ); AssertOnce( pAnimblockCache->IsFrameLocking() ); #endif
int iFrame; float s;
float fFrame = cycle * (animdesc.numframes - 1);
iFrame = (int)fFrame; s = (fFrame - iFrame);
int iLocalFrame = iFrame; float flStall;
const mstudio_rle_anim_t *panim = NULL; const mstudio_frame_anim_t *pFrameanim = NULL; byte *pBoneFlags = NULL; byte *pConstantData = NULL; byte *pFrameData = NULL; byte *pFrameDataNext = NULL; int framelength = 0; if (animdesc.flags & STUDIO_FRAMEANIM) { pFrameanim = (mstudio_frame_anim_t *)animdesc.pAnim( &iLocalFrame, flStall ); if ( pFrameanim ) { pBoneFlags = pFrameanim->pBoneFlags( ); pConstantData = pFrameanim->pConstantData( ); pFrameData = pFrameanim->pFrameData( iLocalFrame ); framelength = pFrameanim->framelength; pFrameDataNext = pFrameData + framelength;
PREFETCH360( pBoneFlags, 0 ); PREFETCH360( pFrameData, 0 ); PREFETCH360( pConstantData, 0 ); PREFETCH360( pFrameDataNext, 0 ); } } else { panim = (mstudio_rle_anim_t *)animdesc.pAnim( &iLocalFrame, flStall ); }
float *pweight = seqdesc.pBoneweight( 0 ); pbone = pStudioHdr->pBone( 0 );
int nBoneList[MAXSTUDIOBONES]; int nBoneListCount = 0; for (i = 0; i < pStudioHdr->numbones(); i++) { if (pStudioHdr->boneFlags(i) & boneMask) { int j = pSeqGroup->boneMap[i]; if (j >= 0 && pweight[j] > 0.0f) { nBoneList[nBoneListCount++] = i; } } }
if ( animdesc.flags & STUDIO_DELTA ) { for ( i = 0; i < nBoneListCount; i++ ) { int nBone = nBoneList[i]; q[nBone].Init( 0.0f, 0.0f, 0.0f, 1.0f ); pos[nBone].Init( 0.0f, 0.0f, 0.0f ); } } else if (pSeqLinearBones) { const Quaternion *pLinearQuat = &pSeqLinearBones->quat( 0 ); const Vector *pLinearPos = &pSeqLinearBones->pos( 0 ); for ( i = 0; i < nBoneListCount; i++ ) { int nBone = nBoneList[i]; int j = pSeqGroup->boneMap[nBone]; q[nBone] = pLinearQuat[j]; pos[nBone] = pLinearPos[j]; } } else { for ( i = 0; i < nBoneListCount; i++ ) { int nBone = nBoneList[i]; int j = pSeqGroup->boneMap[nBone]; q[nBone] = pSeqbone[j].quat; pos[nBone] = pSeqbone[j].pos; } } #ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfUsedBones += nBoneListCount; #endif
// decode frame animation
if (pFrameanim) { // byte *pBoneFlags = pFrameanim->pBoneFlags( );
// byte *pConstantData = pFrameanim->pConstantData( );
// byte *pFrameData = pFrameanim->pFrameData( iLocalFrame );
// int framelength = pFrameanim->framelength;
if (s > 0.0) { for (i = 0; i < pAnimStudioHdr->numbones; i++) { j = pAnimGroup->masterBone[i]; if ( j >= 0 && ( pStudioHdr->boneFlags(j) & boneMask ) ) { pFrameData = ExtractTwoFrames( *pBoneFlags, s, pFrameData, pConstantData, framelength, q[j], pos[j] ); #ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimatedBones++; #endif
} else { pFrameData = SkipBoneFrame( *pBoneFlags, pFrameData, pConstantData ); } pBoneFlags++; } } else { for (i = 0; i < pAnimStudioHdr->numbones; i++) { j = pAnimGroup->masterBone[i]; if ( j >= 0 && ( pStudioHdr->boneFlags(j) & boneMask ) ) { pFrameData = ExtractSingleFrame( *pBoneFlags, pFrameData, pConstantData, q[j], pos[j] ); #ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimatedBones++; #endif
} else { pFrameData = SkipBoneFrame( *pBoneFlags, pFrameData, pConstantData ); } pBoneFlags++; } } } else if (panim) { // FIXME: change encoding so that bone -1 is never the case
while (panim && panim->bone < 255) { j = pAnimGroup->masterBone[panim->bone]; if ( j >= 0 && ( pStudioHdr->boneFlags(j) & boneMask ) ) { k = pSeqGroup->boneMap[j];
if (k >= 0 && pweight[k] > 0.0f) { CalcBoneQuaternion( iLocalFrame, s, &pAnimbone[panim->bone], pAnimLinearBones, panim, q[j] ); CalcBonePosition ( iLocalFrame, s, &pAnimbone[panim->bone], pAnimLinearBones, panim, pos[j] ); #ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimatedBones++; #endif
} } panim = panim->pNext(); } } else { CalcZeroframeData( pStudioHdr, pAnimStudioHdr, pAnimGroup, pAnimbone, animdesc, fFrame, pos, q, boneMask, 1.0 ); return; }
// cross fade in previous zeroframe data
if (flStall > 0.0f) { CalcZeroframeData( pStudioHdr, pAnimStudioHdr, pAnimGroup, pAnimbone, animdesc, fFrame, pos, q, boneMask, flStall ); }
// calculate a local hierarchy override
if (animdesc.numlocalhierarchy) { matrix3x4a_t *boneToWorld = g_MatrixPool.Alloc(); CBoneBitList boneComputed;
int i; for (i = 0; i < animdesc.numlocalhierarchy; i++) { mstudiolocalhierarchy_t *pHierarchy = animdesc.pHierarchy( i );
if ( !pHierarchy ) break;
int iBone = pAnimGroup->masterBone[pHierarchy->iBone]; if (iBone >= 0 && (pStudioHdr->boneFlags(iBone) & boneMask)) { int iNewParent = pAnimGroup->masterBone[pHierarchy->iNewParent]; if (iNewParent >= 0 && (pStudioHdr->boneFlags(iNewParent) & boneMask)) { CalcLocalHierarchyAnimation( pStudioHdr, boneToWorld, boneComputed, pos, q, pbone, pHierarchy, iBone, iNewParent, cycle, iFrame, s, boneMask ); } } }
g_MatrixPool.Free( boneToWorld ); } }
//-----------------------------------------------------------------------------
// Purpose: Find and decode a sub-frame of animation
//-----------------------------------------------------------------------------
void CalcAnimation( const CStudioHdr *pStudioHdr, BoneVector *pos, BoneQuaternion *q, mstudioseqdesc_t &seqdesc, int sequence, int animation, float cycle, int boneMask ) { BONE_PROFILE_FUNC(); #ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimationLayers++; #endif
virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
if (pVModel) { CalcVirtualAnimation( pVModel, pStudioHdr, pos, q, seqdesc, sequence, animation, cycle, boneMask ); return; }
SNPROF_ANIM("CalcAnimation");
#if _DEBUG
extern IDataCache *g_pDataCache; #ifndef _GAMECONSOLE
// Consoles don't need to lock the modeldata cache since it never flushes
static IDataCacheSection *pModelCache = g_pDataCache->FindSection( "ModelData" ); AssertOnce( pModelCache->IsFrameLocking() ); #endif
static IDataCacheSection *pAnimblockCache = g_pDataCache->FindSection( "AnimBlock" ); AssertOnce( pAnimblockCache->IsFrameLocking() ); #endif
mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( animation ); const mstudiobone_t *pbone = pStudioHdr->pBone( 0 ); const mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones();
int i; int iFrame; float s;
float fFrame = cycle * (animdesc.numframes - 1);
iFrame = (int)fFrame; s = (fFrame - iFrame);
int iLocalFrame = iFrame; float flStall = 0.0f;
const mstudio_rle_anim_t *panim = NULL; const mstudio_frame_anim_t *pFrameanim = NULL; byte *pBoneFlags = NULL; byte *pConstantData = NULL; byte *pFrameData = NULL; byte *pFrameDataNext = NULL; int framelength = NULL;
if (animdesc.flags & STUDIO_FRAMEANIM) { pFrameanim = (mstudio_frame_anim_t *)animdesc.pAnim( &iLocalFrame, flStall ); if ( pFrameanim ) { pBoneFlags = pFrameanim->pBoneFlags( ); pConstantData = pFrameanim->pConstantData( ); pFrameData = pFrameanim->pFrameData( iLocalFrame ); framelength = pFrameanim->framelength; pFrameDataNext = pFrameData + framelength;
PREFETCH360( pBoneFlags, 0 ); PREFETCH360( pFrameData, 0 ); PREFETCH360( pConstantData, 0 ); PREFETCH360( pFrameDataNext, 0 ); } } else { panim = (mstudio_rle_anim_t *)animdesc.pAnim( &iLocalFrame, flStall ); }
float *pweight = seqdesc.pBoneweight( 0 ); bool bIsDelta = (animdesc.flags & STUDIO_DELTA) != 0;
// if the animation isn't available, look for the zero frame cache
if (!panim && !pFrameanim) { // Msg("zeroframe %s\n", animdesc.pszName() );
// pre initialize
for (i = 0; i < pStudioHdr->numbones(); i++, pbone++, pweight++) { if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask)) { if (bIsDelta) { q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f ); pos[i].Init( 0.0f, 0.0f, 0.0f ); } else { q[i] = pbone->quat; pos[i] = pbone->pos; } } }
CalcZeroframeData( pStudioHdr, pStudioHdr->GetRenderHdr(), NULL, pStudioHdr->pBone( 0 ), animdesc, fFrame, pos, q, boneMask, 1.0 );
return; }
// decode frame animation
if (pFrameanim) { // byte *pBoneFlags = pFrameanim->pBoneFlags( );
// byte *pConstantData = pFrameanim->pConstantData( );
// byte *pFrameData = pFrameanim->pFrameData( iLocalFrame );
// int framelength = pFrameanim->framelength;
if (s > 0.0) { for (i = 0; i < pStudioHdr->numbones(); i++, pBoneFlags++, pweight++) { if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask)) { pFrameData = ExtractTwoFrames( *pBoneFlags, s, pFrameData, pConstantData, framelength, q[i], pos[i], bIsDelta, pLinearBones, i ); #ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimatedBones++; #endif
} else { pFrameData = SkipBoneFrame( *pBoneFlags, pFrameData, pConstantData ); } pStudioHdr->m_nPerfUsedBones++; } } else { for (i = 0; i < pStudioHdr->numbones(); i++, pBoneFlags++, pweight++) { if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask)) { pFrameData = ExtractSingleFrame( *pBoneFlags, pFrameData, pConstantData, q[i], pos[i], bIsDelta, pLinearBones, i ); #ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimatedBones++; #endif
} else { pFrameData = SkipBoneFrame( *pBoneFlags, pFrameData, pConstantData ); } pStudioHdr->m_nPerfUsedBones++; } } } else { // BUGBUG: the sequence, the anim, and the model can have all different bone mappings.
for (i = 0; i < pStudioHdr->numbones(); i++, pbone++, pweight++) { if (panim && panim->bone == i) { if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask)) { CalcBoneQuaternion( iLocalFrame, s, pbone, pLinearBones, panim, q[i] ); CalcBonePosition ( iLocalFrame, s, pbone, pLinearBones, panim, pos[i] ); #ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimatedBones++; pStudioHdr->m_nPerfUsedBones++; #endif
} panim = panim->pNext(); } else if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask)) { if (bIsDelta) { q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f ); pos[i].Init( 0.0f, 0.0f, 0.0f ); } else { q[i] = pbone->quat; pos[i] = pbone->pos; } #ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfUsedBones++; #endif
} } }
// cross fade in previous zeroframe data
if (flStall > 0.0f) { CalcZeroframeData( pStudioHdr, pStudioHdr->GetRenderHdr(), NULL, pStudioHdr->pBone( 0 ), animdesc, fFrame, pos, q, boneMask, flStall ); }
if (animdesc.numlocalhierarchy) { matrix3x4a_t *boneToWorld = g_MatrixPool.Alloc(); CBoneBitList boneComputed;
int i; for (i = 0; i < animdesc.numlocalhierarchy; i++) { mstudiolocalhierarchy_t *pHierarchy = animdesc.pHierarchy( i );
if ( !pHierarchy ) break;
if (pStudioHdr->boneFlags(pHierarchy->iBone) & boneMask) { if (pStudioHdr->boneFlags(pHierarchy->iNewParent) & boneMask) { CalcLocalHierarchyAnimation( pStudioHdr, boneToWorld, boneComputed, pos, q, pbone, pHierarchy, pHierarchy->iBone, pHierarchy->iNewParent, cycle, iFrame, s, boneMask ); } } }
g_MatrixPool.Free( boneToWorld ); } }
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