forked from FWGS/Paranoia2
303 lines
9.2 KiB
C++
303 lines
9.2 KiB
C++
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//===== Copyright <20> 1996-2005, Valve Corporation, 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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#include "mathlib.h"
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#include "studio.h"
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//-----------------------------------------------------------------------------
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// Purpose: look at single column vector of another bones local transformation
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// and generate a procedural transformation based on how that column
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// points down the 6 cardinal axis (all negative weights are clamped to 0).
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//-----------------------------------------------------------------------------
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bool DoAxisInterpBone( mstudioaxisinterpbone_t *pProc, mstudiobone_t *pbones, int iBone, matrix3x4 *bonetransform )
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{
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Vector control;
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if( pbones[pProc->control].parent != -1 ) // invert it back into parent's space.
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control = bonetransform[pbones[pProc->control].parent].VectorIRotate( bonetransform[iBone][pProc->axis] );
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else control = bonetransform[iBone][pProc->axis];
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Vector4D *q1, *q2, *q3;
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Vector *p1, *p2, *p3;
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// find axial control inputs
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float a1 = control.x;
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float a2 = control.y;
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float a3 = control.z;
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if( a1 >= 0.0f )
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{
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q1 = &pProc->quat[0];
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p1 = &pProc->pos[0];
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}
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else
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{
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a1 = -a1;
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q1 = &pProc->quat[1];
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p1 = &pProc->pos[1];
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}
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if( a2 >= 0.0f )
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{
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q2 = &pProc->quat[2];
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p2 = &pProc->pos[2];
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}
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else
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{
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a2 = -a2;
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q2 = &pProc->quat[3];
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p2 = &pProc->pos[3];
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}
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if( a3 >= 0.0f )
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{
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q3 = &pProc->quat[4];
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p3 = &pProc->pos[4];
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}
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else
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{
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a3 = -a3;
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q3 = &pProc->quat[5];
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p3 = &pProc->pos[5];
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}
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Vector4D v, tmp;
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Vector p = g_vecZero;
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// do a three-way blend
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if( a1 + a2 > 0.0f )
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{
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float t = 1.0 / (a1 + a2 + a3);
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// FIXME: do a proper 3-way Quat blend!
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QuaternionSlerp( *q2, *q1, a1 / (a1 + a2), tmp );
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QuaternionSlerp( tmp, *q3, a3 * t, v );
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p += *p1 * ( a1 * t );
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p += *p2 * ( a2 * t );
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p += *p3 * ( a3 * t );
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bonetransform[iBone] = bonetransform[pbones[iBone].parent].ConcatTransforms( matrix3x4( p, v ));
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Generate a procedural transformation based on how that another bones
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// local transformation matches a set of target orientations.
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//-----------------------------------------------------------------------------
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bool DoQuatInterpBone( mstudioquatinterpbone_t *pProc, mstudiobone_t *pbones, mstudioquatinterpinfo_t *pTrigger, int iBone, matrix3x4 *bonetransform )
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{
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matrix3x4 bonematrix;
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if( pbones[pProc->control].parent != -1 )
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{
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Vector4D src;
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float weight[32]; // !!! MAXSTUDIOBONETRIGGERS
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float scale = 0.0f;
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Vector4D quat;
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Vector pos;
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int i;
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matrix3x4 tmpmatrix = bonetransform[pbones[pProc->control].parent].Invert();
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matrix3x4 controlmatrix = tmpmatrix.ConcatTransforms( bonetransform[pProc->control] );
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src = controlmatrix.GetQuaternion();
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for( i = 0; i < pProc->numtriggers; i++ )
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{
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float dot = fabs( DotProduct( pTrigger[i].trigger, src ));
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// FIXME: a fast acos should be acceptable
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dot = bound( -1.0f, dot, 1.0f );
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weight[i] = 1.0f - ( 2.0f * acos( dot ) * pTrigger[i].inv_tolerance );
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weight[i] = Q_max( 0.0f, weight[i] );
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scale += weight[i];
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}
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if( scale <= 0.001f ) // EPSILON?
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return false;
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for( i = 0; i < pProc->numtriggers; i++ )
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{
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if( weight[i] != 0.0f )
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break;
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}
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// triggers are not triggered
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if( i == pProc->numtriggers )
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return false;
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scale = 1.0f / scale;
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quat.Init();
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pos.Init();
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for( i = 0; i < pProc->numtriggers; i++ )
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{
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if( weight[i] == 0.0f )
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continue;
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float s = weight[i] * scale;
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QuaternionAlign( pTrigger[i].quat, quat, quat );
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// g-cont. why valve don't use slerp here?..
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quat.x = quat.x + s * pTrigger[i].quat.x;
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quat.y = quat.y + s * pTrigger[i].quat.y;
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quat.z = quat.z + s * pTrigger[i].quat.z;
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quat.w = quat.w + s * pTrigger[i].quat.w;
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pos.x = pos.x + s * pTrigger[i].pos.x;
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pos.y = pos.y + s * pTrigger[i].pos.y;
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pos.z = pos.z + s * pTrigger[i].pos.z;
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}
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quat = quat.Normalize(); // g-cont. is this really needs?
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bonematrix = matrix3x4( pos, quat );
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bonetransform[iBone] = bonetransform[pbones[iBone].parent].ConcatTransforms( bonematrix );
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return true;
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Generate a procedural transformation so that one bone points at
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// another point on the model
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//-----------------------------------------------------------------------------
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void DoAimAtBone( mstudioaimatbone_t *pProc, Vector4D &q1, mstudiobone_t *pbones, int iBone, matrix3x4 *bonetransform, const studiohdr_t *pStudioHdr )
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{
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// The world matrix of the bone to change
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matrix3x4 boneMatrix;
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// Guaranteed to be unit length
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const Vector &userAimVector = pProc->aimvector;
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// Guaranteed to be unit length
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const Vector &userUpVector = pProc->upvector;
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// Get to get position of bone but also for up reference
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matrix3x4 parentSpace = bonetransform[pProc->parent];
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// World space position of the bone to aim
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Vector aimWorldPosition = parentSpace.VectorTransform( pProc->basepos );
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// The worldspace pos to aim at
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Vector aimAtWorldPosition;
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if( pStudioHdr )
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{
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// This means it's AIMATATTACH
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mstudioattachment_t *pattachment = (mstudioattachment_t *) ((byte *)pStudioHdr + pStudioHdr->attachmentindex) + pProc->aim;
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aimAtWorldPosition = bonetransform[pattachment->bone].VectorTransform( pattachment->org );
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}
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else
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{
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aimAtWorldPosition = bonetransform[pProc->aim].GetOrigin();
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}
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// The aim and up data is relative to this bone, not the parent bone
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matrix3x4 bonematrix, boneLocalToWorld;
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bonematrix = matrix3x4( pProc->basepos, q1 );
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boneLocalToWorld = bonetransform[pProc->parent].ConcatTransforms( bonematrix );
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Vector aimVector = (aimAtWorldPosition - aimWorldPosition).Normalize();
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Vector axis = CrossProduct( userAimVector, aimVector ).Normalize();
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float angle( acosf( DotProduct( userAimVector, aimVector )));
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Vector4D aimRotation;
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AxisAngleQuaternion( axis, RAD2DEG( angle ), aimRotation );
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if(( 1.0f - fabs( DotProduct( userUpVector, userAimVector ))) > FLT_EPSILON )
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{
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matrix3x4 aimRotationMatrix = matrix3x4( g_vecZero, aimRotation );
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Vector tmp_pUp = aimRotationMatrix.VectorRotate( userUpVector );
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Vector tmpV = aimVector * DotProduct( aimVector, tmp_pUp );
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Vector pUp = (tmp_pUp - tmpV).Normalize();
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Vector tmp_pParentUp = boneLocalToWorld.VectorRotate( userUpVector );
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tmpV = aimVector * DotProduct( aimVector, tmp_pParentUp );
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Vector pParentUp = (tmp_pParentUp - tmpV).Normalize();
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Vector4D upRotation;
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if( 1.0f - fabs( DotProduct( pUp, pParentUp )) > FLT_EPSILON )
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{
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angle = acos( DotProduct( pUp, pParentUp ));
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axis = CrossProduct( pUp, pParentUp );
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}
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else
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{
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angle = 0;
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axis = pUp;
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}
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axis = axis.Normalize();
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AxisAngleQuaternion( axis, RAD2DEG( angle ), upRotation );
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Vector4D boneRotation;
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QuaternionMult( upRotation, aimRotation, boneRotation );
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boneMatrix = matrix3x4( aimWorldPosition, boneRotation );
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}
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else
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{
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boneMatrix = matrix3x4( aimWorldPosition, aimRotation );
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}
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bonetransform[iBone] = boneMatrix;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool CalcProceduralBone( const studiohdr_t *pStudioHdr, int iBone, matrix3x4 *bonetransform )
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{
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if( !FBitSet( pStudioHdr->flags, STUDIO_HAS_BONEINFO ))
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return false; // info about procedural bones is absent
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mstudiobone_t *pbones = (mstudiobone_t *)((byte *)pStudioHdr + pStudioHdr->boneindex);
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mstudioboneinfo_t *pinfo = (mstudioboneinfo_t *)((byte *)pbones + pStudioHdr->numbones * sizeof( mstudiobone_t ));
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mstudioaxisinterpbone_t *pProcAxis;
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mstudioquatinterpbone_t *pProcQuat;
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mstudioquatinterpinfo_t *pTrigger;
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mstudioaimatbone_t *pProcAimAt;
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if( FBitSet( pbones[iBone].flags, BONE_ALWAYS_PROCEDURAL ) && pinfo[iBone].procindex )
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{
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Vector4D quat = pinfo[iBone].quat;
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switch( pinfo[iBone].proctype )
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{
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case STUDIO_PROC_AXISINTERP:
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pProcAxis = (mstudioaxisinterpbone_t *)((byte *)pStudioHdr + pinfo[iBone].procindex);
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if( DoAxisInterpBone( pProcAxis, pbones, iBone, bonetransform ))
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return true;
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break;
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case STUDIO_PROC_QUATINTERP:
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pProcQuat = (mstudioquatinterpbone_t *)((byte *)pStudioHdr + pinfo[iBone].procindex);
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pTrigger = (mstudioquatinterpinfo_t *)((byte *)pStudioHdr + pProcQuat->triggerindex);
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if( DoQuatInterpBone( pProcQuat, pbones, pTrigger, iBone, bonetransform ))
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return true;
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break;
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case STUDIO_PROC_AIMATBONE:
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pProcAimAt = (mstudioaimatbone_t *)((byte *)pStudioHdr + pinfo[iBone].procindex);
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DoAimAtBone( pProcAimAt, quat, pbones, iBone, bonetransform, NULL );
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return true;
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case STUDIO_PROC_AIMATATTACH:
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pProcAimAt = (mstudioaimatbone_t *)((byte *)pStudioHdr + pinfo[iBone].procindex);
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DoAimAtBone( pProcAimAt, quat, pbones, iBone, bonetransform, pStudioHdr );
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return true;
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default:
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return false;
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}
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}
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return false;
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}
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