forked from a1batross/Paranoia2_original
378 lines
14 KiB
C++
378 lines
14 KiB
C++
/*
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bs_desf.h - Bone Setup defines
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Copyright (C) 2015 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#ifndef BS_DEFS_H
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#define BS_DEFS_H
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#include <alert.h>
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struct ikcontextikrule_t;
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class CIKContext;
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/*
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====================
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CStudioBoneSetup
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====================
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*/
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class CStudioBoneSetup
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{
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public:
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CStudioBoneSetup()
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{
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InitBoneWeights();
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m_pStudioHeader = NULL;
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m_flBoneControllers = NULL;
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m_flPoseParams = NULL;
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m_iBoneMask = 0;
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}
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//protected:
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const mstudioanimvalue_t *pAnimvalue( const mstudioanim_t *panim, int dof )
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{
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if( !panim || panim->offset[dof] == 0 )
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return NULL;
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return (mstudioanimvalue_t *)((byte *)panim + panim->offset[dof]);
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}
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const mstudioanimvalue_t *pAnimvalue( const mstudioikerror_t *panim, int dof )
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{
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if( !panim || panim->offset[dof] == 0 )
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return NULL;
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return (mstudioanimvalue_t *)((byte *)panim + panim->offset[dof]);
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}
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const mstudiomovement_t *pMovement( const mstudioanimdesc_t *panim, int movement )
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{
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if( !panim || panim->nummovements <= 0 )
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return NULL;
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return (mstudiomovement_t *)((byte *)m_pStudioHeader + panim->movementindex) + movement;
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}
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const mstudioikrule_t *pIKRule( const mstudioanimdesc_t *panim, int iRule )
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{
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if( !panim || panim->numikrules <= 0 )
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return NULL;
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return (mstudioikrule_t *)((byte *)m_pStudioHeader + panim->ikruleindex) + iRule;
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}
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const mstudioikchain_t *pIKChain( int chain )
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{
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studiohdr2_t *phdr2 = NULL;
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if( m_pStudioHeader->studiohdr2index > 0 && m_pStudioHeader->studiohdr2index < m_pStudioHeader->length )
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phdr2 = (studiohdr2_t *)((byte *)m_pStudioHeader + m_pStudioHeader->studiohdr2index);
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if( phdr2 && chain >= 0 && chain < phdr2->numikchains )
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return (mstudioikchain_t *)((byte *)m_pStudioHeader + phdr2->ikchainindex) + chain;
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return NULL;
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}
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const mstudioiklock_t *pIKAutoplayLock( int lock )
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{
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studiohdr2_t *phdr2 = NULL;
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if( m_pStudioHeader->studiohdr2index > 0 && m_pStudioHeader->studiohdr2index < m_pStudioHeader->length )
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phdr2 = (studiohdr2_t *)((byte *)m_pStudioHeader + m_pStudioHeader->studiohdr2index);
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if( phdr2 && lock >= 0 && lock < phdr2->numikautoplaylocks )
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return (mstudioiklock_t *)((byte *)m_pStudioHeader + phdr2->ikautoplaylockindex) + lock;
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return NULL;
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}
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const mstudioiklink_t *pIKLink( const mstudioikchain_t *pchain, int link )
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{
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studiohdr2_t *phdr2 = NULL;
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if( m_pStudioHeader->studiohdr2index > 0 && m_pStudioHeader->studiohdr2index < m_pStudioHeader->length )
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phdr2 = (studiohdr2_t *)((byte *)m_pStudioHeader + m_pStudioHeader->studiohdr2index);
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if( phdr2 && link >= 0 && link < pchain->numlinks )
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return (mstudioiklink_t *)((byte *)m_pStudioHeader + pchain->linkindex) + link;
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return NULL;
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}
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const mstudioiklock_t *pIKLock( const mstudioseqdesc_t *pseqdesc, int lock )
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{
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if( !pseqdesc || pseqdesc->iklockindex <= 0 )
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return NULL;
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return (mstudioiklock_t *)((byte *)m_pStudioHeader + pseqdesc->iklockindex) + lock;
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}
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const mstudioikerror_t *pCompressedError( const mstudioikrule_t *pRule )
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{
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if( !pRule || pRule->ikerrorindex <= 0 )
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return NULL;
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return (mstudioikerror_t *)((byte *)m_pStudioHeader + pRule->ikerrorindex);
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}
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const float *pBoneweight( const mstudioseqdesc_t *pseqdesc )
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{
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if( !pseqdesc || pseqdesc->weightlistindex <= 0 )
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{
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if( m_flCustomBoneWeight != NULL )
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return m_flCustomBoneWeight;
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return m_flDefaultBoneWeight;
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}
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return (float *)((byte *)m_pStudioHeader + pseqdesc->weightlistindex);
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}
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const mstudioposeparamdesc_t *pPoseParameter( int iPose )
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{
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studiohdr2_t *phdr2 = NULL;
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if( m_pStudioHeader->studiohdr2index > 0 && m_pStudioHeader->studiohdr2index < m_pStudioHeader->length )
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phdr2 = (studiohdr2_t *)((byte *)m_pStudioHeader + m_pStudioHeader->studiohdr2index);
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if( phdr2 && phdr2->numposeparameters > iPose )
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return (mstudioposeparamdesc_t *)((byte *)m_pStudioHeader + phdr2->poseparamindex) + iPose;
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return NULL; // poseparams is missed
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}
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// look up hitbox set by index
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mstudiohitboxset_t *pHitboxSet( int i ) const
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{
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studiohdr2_t *phdr2 = NULL;
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if( m_pStudioHeader->studiohdr2index > 0 && m_pStudioHeader->studiohdr2index < m_pStudioHeader->length )
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phdr2 = (studiohdr2_t *)((byte *)m_pStudioHeader + m_pStudioHeader->studiohdr2index);
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if( phdr2 && phdr2->numhitboxsets > i )
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return (mstudiohitboxset_t *)((byte *)m_pStudioHeader + phdr2->hitboxsetindex) + i;
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return NULL; // hitbox set is missed
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}
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// calls through to hitbox to determine size of specified set
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inline mstudiobbox_t *pHitbox( int set, int i ) const
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{
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mstudiohitboxset_t const *s = pHitboxSet( set );
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if( !s ) return NULL;
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if( s->numhitboxes > i )
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return (mstudiobbox_t *)((byte *)m_pStudioHeader + s->hitboxindex) + i;
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return NULL;
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}
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inline mstudiobbox_t *pHitbox( int i ) const
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{
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if( m_pStudioHeader->numhitboxes > i )
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return (mstudiobbox_t *)((byte *)m_pStudioHeader + m_pStudioHeader->hitboxindex) + i;
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return NULL;
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}
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const char *pKeyValuesBuffer( size_t *size = NULL ) const
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{
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studiohdr2_t *phdr2 = NULL;
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if( m_pStudioHeader->studiohdr2index > 0 && m_pStudioHeader->studiohdr2index < m_pStudioHeader->length )
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phdr2 = (studiohdr2_t *)((byte *)m_pStudioHeader + m_pStudioHeader->studiohdr2index);
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if( size ) *size = 0;
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if( phdr2 && phdr2->keyvaluesize > 0 )
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{
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if( size ) *size = phdr2->keyvaluesize;
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return (const char *)((byte *)m_pStudioHeader + phdr2->keyvalueindex);
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}
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return NULL;
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}
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int FindAttachment( const char *pAttachmentName )
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{
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mstudioattachment_t *pattachment = (mstudioattachment_t *)((byte *)m_pStudioHeader + m_pStudioHeader->attachmentindex);
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for( int i = 0; i < m_pStudioHeader->numattachments; i++, pattachment++ )
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{
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if( !Q_stricmp( pAttachmentName, pattachment->name ))
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return i + 1;
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}
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return 0;
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}
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int CountPoseParameters( void )
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{
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studiohdr2_t *phdr2 = NULL;
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if( m_pStudioHeader->studiohdr2index > 0 && m_pStudioHeader->studiohdr2index < m_pStudioHeader->length )
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phdr2 = (studiohdr2_t *)((byte *)m_pStudioHeader + m_pStudioHeader->studiohdr2index);
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if( phdr2 && phdr2->numposeparameters > 0 )
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return phdr2->numposeparameters;
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return 0; // poseparams is missed
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}
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int GetNumIKChains( void )
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{
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studiohdr2_t *phdr2 = NULL;
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if( m_pStudioHeader->studiohdr2index > 0 && m_pStudioHeader->studiohdr2index < m_pStudioHeader->length )
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phdr2 = (studiohdr2_t *)((byte *)m_pStudioHeader + m_pStudioHeader->studiohdr2index);
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if( phdr2 && phdr2->numikchains > 0 )
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return phdr2->numikchains;
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return 0; // no IK chains
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}
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int GetNumIKAutoplayLocks( void )
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{
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studiohdr2_t *phdr2 = NULL;
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if( m_pStudioHeader->studiohdr2index > 0 && m_pStudioHeader->studiohdr2index < m_pStudioHeader->length )
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phdr2 = (studiohdr2_t *)((byte *)m_pStudioHeader + m_pStudioHeader->studiohdr2index);
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if( phdr2 && phdr2->numikautoplaylocks > 0 )
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return phdr2->numikautoplaylocks;
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return 0; // no IK autoplay locks
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}
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int GetNumHitboxSets( void )
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{
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studiohdr2_t *phdr2 = NULL;
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if( m_pStudioHeader->studiohdr2index > 0 && m_pStudioHeader->studiohdr2index < m_pStudioHeader->length )
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phdr2 = (studiohdr2_t *)((byte *)m_pStudioHeader + m_pStudioHeader->studiohdr2index);
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if( phdr2 && phdr2->numhitboxsets > 0 )
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return phdr2->numhitboxsets;
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return 0; // no hitbox sets
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}
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const float flPoseKey( const mstudioseqdesc_t *pseqdesc, int iParam, int iAnim )
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{
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float *poseKey = (float *)((byte *)m_pStudioHeader + pseqdesc->posekeyindex);
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return poseKey[iParam * pseqdesc->groupsize[0] + iAnim];
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}
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int iAnimBlend( const mstudioseqdesc_t *pseqdesc, int x, int y )
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{
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if( x >= pseqdesc->groupsize[0] )
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x = pseqdesc->groupsize[0] - 1;
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if( y >= pseqdesc->groupsize[1] )
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y = pseqdesc->groupsize[1] - 1;
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return (x + pseqdesc->groupsize[0] * y); // animations[blend]
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}
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bool IsBoneUsed( mstudiobone_t *pbone )
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{
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if( m_iBoneMask )
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return (FBitSet( pbone->flags, m_iBoneMask )) ? true : false;
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return true;
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}
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bool IsBoneUsed( int iBone )
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{
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mstudiobone_t *pbone = (mstudiobone_t *)((byte *)m_pStudioHeader + m_pStudioHeader->boneindex);
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if( iBone != -1 && m_iBoneMask != 0 )
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return (FBitSet( pbone[iBone].flags, m_iBoneMask )) ? true : false;
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return true;
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}
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private:
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void InitBoneWeights( void ) { for( int i = 0; i < MAXSTUDIOBONES; i++ ) m_flDefaultBoneWeight[i] = 1.0f; }
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void ExtractAnimValue( int frame, const mstudioanimvalue_t *panimvalue, float scale, float &v1, float &v2 );
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void ExtractAnimValue( int frame, const mstudioanimvalue_t *panimvalue, float scale, float &v1 );
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Vector4D CalcBoneQuaternion( int frame, float s, int flags, mstudiobone_t *pbone, mstudioboneinfo_t *pboneinfo, mstudioanim_t *panim );
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Vector CalcBonePosition( int frame, float s, int flags, mstudiobone_t *pbone, mstudioanim_t *panim );
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void AdjustBoneAngles( mstudiobone_t *pbone, Radian &angles1, Radian &angles2 );
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void AdjustBoneOrigin( mstudiobone_t *pbone, Vector &origin );
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void CalcIKError( const mstudioikerror_t *pIKError, int frame, float s, Vector &pos, Vector4D &q );
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mstudioanim_t *FetchAnimation( mstudioseqdesc_t *pseqdesc, int animation );
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mstudioanimdesc_t *FetchAnimDesc( mstudioseqdesc_t *pseqdesc, int animation );
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void CalcAnimation( Vector pos[], Vector4D q[], mstudioseqdesc_t *seqdesc, int animation, float cycle );
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void BlendBones( Vector4D q1[], Vector pos1[], mstudioseqdesc_t *pseqdesc, const Vector4D q2[], const Vector pos2[], float s );
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void SlerpBones( Vector4D q1[], Vector pos1[], mstudioseqdesc_t *pseqdesc, const Vector4D q2[], const Vector pos2[], float s );
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void BuildBoneChain( const matrix3x4 &root, const Vector pos[], const Vector4D q[], int iBone, matrix3x4 *pBoneToWorld, byte *pSet = NULL );
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void WorldSpaceSlerp( Vector4D q1[], Vector pos1[], mstudioseqdesc_t *pseqdesc, const Vector4D q2[], const Vector pos2[], float s );
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void Calc9WayBlendIndices( int i0, int i1, float s0, float s1, const mstudioseqdesc_t *pseqdesc, int *pAnimIndices, float *pWeight );
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void AddSequenceLayers( CIKContext *pContext, Vector pos[], Vector4D q[], int sequence, float cycle, float flWeight );
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void AddLocalLayers( CIKContext *pContext, Vector pos[], Vector4D q[], int sequence, float cycle, float flWeight );
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void SolveBone( int iBone, matrix3x4 *pBoneToWorld, Vector pos[], Vector4D q[] );
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bool SolveIK( const mstudioikchain_t *pikchain, Vector &targetFoot, matrix3x4 *pBoneToWorld );
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bool SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, matrix3x4 *pBoneToWorld );
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bool SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, Vector &targetKneePos, Vector &targetKneeDir, matrix3x4 *pBoneToWorld );
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void CalcPoseSingle( Vector pos[], Vector4D q[], int sequence, float cycle );
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void AlignIKMatrix( matrix3x4 &mMat, const Vector &vAlignTo );
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// private routines
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void LocalPoseParameter( mstudioseqdesc_t *pseqdesc, int iLocalIndex, float &flSetting, int &index );
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bool IKAnimError( const mstudioikrule_t *pRule, mstudioanimdesc_t *panim, float flCycle, Vector &pos, Vector4D &q, float &flWeight );
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float IKTail( ikcontextikrule_t *ikRule, float flCycle );
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bool IKSequenceError( int iSequence, float flCycle, int iRule, mstudioanimdesc_t *panim[4], float weight[4], ikcontextikrule_t *ikRule );
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float IKRuleWeight( const mstudioikrule_t *ikRule, const mstudioanimdesc_t *panim, float flCycle, int &iFrame, float &fraq );
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float IKRuleWeight( ikcontextikrule_t *ikRule, float flCycle );
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bool IKShouldLatch( ikcontextikrule_t *ikRule, float flCycle );
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float m_flDefaultBoneWeight[MAXSTUDIOBONES]; // compatibility issues
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float *m_flCustomBoneWeight; // user boneweights
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const float *m_flBoneControllers;
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const float *m_flPoseParams;
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int m_iBoneMask;
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float m_flTime; // realtime
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// intermediate matrices
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matrix3x4 srcBoneToWorld[MAXSTUDIOBONES];
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matrix3x4 dstBoneToWorld[MAXSTUDIOBONES];
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matrix3x4 targetBoneToWorld[MAXSTUDIOBONES];
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public:
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// import table
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virtual void debugMsg( char *szFmt, ... ) {}
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virtual mstudioanim_t *GetAnimSourceData( mstudioseqdesc_t *pseqdesc );
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virtual void debugLine( const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest = false, float duration = 0.0f ) {}
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// export table
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void InitPose( Vector pos[], Vector4D q[] );
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void AccumulatePose( CIKContext *pContext, Vector pos[], Vector4D q[], int sequence, float cycle, float flWeight );
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void CalcBoneAdj( Vector pos[], Vector4D q[], const byte controllers[], byte mouthopen );
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void CalcBoneAdj( float adj[], const byte controllers[], byte mouthopen );
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void CalcAutoplaySequences( CIKContext *pContext, Vector pos[], Vector4D q[] );
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void SetStudioPointers( studiohdr_t *pStudioHdr, const float *pPoseParams ) { m_pStudioHeader = pStudioHdr; m_flPoseParams = pPoseParams; }
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void SetBoneControllers( float *pNewList ) { m_flBoneControllers = pNewList; }
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void SetBoneWeights( float *pNewList ) { m_flCustomBoneWeight = pNewList; }
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void SetBoneMask( int iBoneMask ) { m_iBoneMask = iBoneMask; }
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void UpdateRealTime( float flTime ) { m_flTime = flTime; }
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void CalcDefaultPoseParameters( float flPoseParams[] );
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// shared routines
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float GetController( int iController, float ctlValue );
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float SetController( int iController, float flValue, float &ctlValue );
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float GetPoseParameter( int iParameter, float ctlValue );
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float SetPoseParameter( int iParameter, float flValue, float &ctlValue );
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void LocalSeqAnims( int sequence, mstudioanimdesc_t *panim[4], float *weight );
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int LocalMaxFrame( int iSequence );
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float LocalDuration( int sequence );
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float LocalFPS( int sequence );
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float LocalCPS( int sequence );
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// movement routines
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bool AnimPosition( mstudioanimdesc_t *panim, float flCycle, Vector &vecPos, Vector &vecAngle );
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bool AnimVelocity( mstudioanimdesc_t *panim, float flCycle, Vector &vecVelocity );
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bool AnimMovement( mstudioanimdesc_t *panim, float flCycleFrom, float flCycleTo, Vector &deltaPos, Vector &deltaAngle );
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float FindAnimDistance( mstudioanimdesc_t *panim, float flDist );
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bool SeqMovement( int sequence, float flCycleFrom, float flCycleTo, Vector &deltaPos, Vector &deltaAngles );
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bool SeqVelocity( int iSequence, float flCycle, Vector &vecVelocity );
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float FindSeqDistance( int sequence, float flDist );
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studiohdr_t *m_pStudioHeader;
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friend class CIKContext;
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};
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#endif//BS_DEFS_H
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