summaryrefslogtreecommitdiff
path: root/utils/studiomdl/simplify.cpp
diff options
context:
space:
mode:
authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /utils/studiomdl/simplify.cpp
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'utils/studiomdl/simplify.cpp')
-rw-r--r--utils/studiomdl/simplify.cpp8238
1 files changed, 8238 insertions, 0 deletions
diff --git a/utils/studiomdl/simplify.cpp b/utils/studiomdl/simplify.cpp
new file mode 100644
index 0000000..a9baf4d
--- /dev/null
+++ b/utils/studiomdl/simplify.cpp
@@ -0,0 +1,8238 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// studiomdl.c: generates a studio .mdl file from a .qc script
+// models/<scriptname>.mdl.
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+
+
+#pragma warning( disable : 4244 )
+#pragma warning( disable : 4237 )
+#pragma warning( disable : 4305 )
+
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <sys/stat.h>
+#include <math.h>
+#include <float.h>
+
+#include "cmdlib.h"
+#include "scriplib.h"
+#include "mathlib/mathlib.h"
+#include "studio.h"
+#include "studiomdl.h"
+#include "bone_setup.h"
+#include "tier1/strtools.h"
+#include "mathlib/vmatrix.h"
+#include "mdlobjects/dmeboneflexdriver.h"
+
+
+class CBoneRenderBounds
+{
+public:
+ Vector m_Mins; // In bone space.
+ Vector m_Maxs;
+};
+
+// this is computed once so render models and their physics hulls get translated by the same amount
+static Vector g_PropCenterOffset(0,0,0);
+
+
+//----------------------------------------------------------------------
+// underlay:
+// studiomdl : delta = new_anim * ( -1 * base_anim )
+// engine : result = (w * delta) * base_anim
+//
+// overlay
+//
+// studiomdl : delta = (-1 * base_anim ) * new_anim
+// engine : result = base_anim * (w * delta)
+//
+//----------------------------------------------------------------------
+void QuaternionSMAngles( float s, Quaternion const &p, Quaternion const &q, RadianEuler &angles )
+{
+ Quaternion qt;
+ QuaternionSM( s, p, q, qt );
+ QuaternionAngles( qt, angles );
+}
+
+
+void QuaternionMAAngles( Quaternion const &p, float s, Quaternion const &q, RadianEuler &angles )
+{
+ Quaternion qt;
+ QuaternionMA( p, s, q, qt );
+ QuaternionAngles( qt, angles );
+}
+
+
+// q = p * (-q * p)
+
+//-----------------------------------------------------------------------------
+// Purpose: subtract linear motion from root bone animations
+// fixup missing frames from looping animations
+// create "delta" animations
+//-----------------------------------------------------------------------------
+int g_rootIndex = 0;
+
+
+void buildAnimationWeights( void );
+void extractLinearMotion( s_animation_t *panim, int motiontype, int iStartFrame, int iEndFrame, int iSrcFrame, s_animation_t *pRefAnim, int iRefFrame /* , Vector pos, QAngle angles */ );
+void fixupMissingFrame( s_animation_t *panim );
+void realignLooping( s_animation_t *panim );
+void extractUnusedMotion( s_animation_t *panim );
+
+// TODO: psrc and pdest as terms are ambigious, replace with something better
+void setAnimationWeight( s_animation_t *panim, int index );
+void processMatch( s_animation_t *psrc, s_animation_t *pdest, int flags );
+void worldspaceBlend( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags );
+void processAutoorigin( s_animation_t *psrc, s_animation_t *pdest, int flags, int srcframe, int destframe, int bone );
+void subtractBaseAnimations( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags );
+void fixupLoopingDiscontinuities( s_animation_t *panim, int start, int end );
+void matchBlend( s_animation_t *pDestAnim, s_animation_t *pSrcAnimation, int iSrcFrame, int iDestFrame, int iPre, int iPost );
+void makeAngle( s_animation_t *panim, float angle );
+void fixupIKErrors( s_animation_t *panim, s_ikrule_t *pRule );
+void createDerivative( s_animation_t *panim, float scale );
+void clearAnimations( s_animation_t *panim );
+void counterRotateBone( s_animation_t *panim, int bone, QAngle target );
+void localHierarchy( s_animation_t *panim, char *pBonename, char *pParentname, int start, int peak, int tail, int end );
+
+void linearDelta( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags );
+void splineDelta( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags );
+void reencodeAnimation( s_animation_t *panim, int frameskip );
+void forceNumframes( s_animation_t *panim, int frames );
+
+void forceAnimationLoop( s_animation_t *panim );
+
+void solveBone( s_animation_t *panim, int iFrame, int iBone, matrix3x4_t* pBoneToWorld );
+
+
+void ClearModel (void)
+{
+
+}
+
+
+void processAnimations()
+{
+ int i, j;
+
+ // find global root bone.
+ if ( strlen( rootname ) )
+ {
+ g_rootIndex = findGlobalBone( rootname );
+ if (g_rootIndex == -1)
+ g_rootIndex = 0;
+ }
+
+ buildAnimationWeights( );
+
+ for (i = 0; i < g_numani; i++)
+ {
+ s_animation_t *panim = g_panimation[i];
+
+ extractUnusedMotion( panim ); // FIXME: this should be part of LinearMotion()
+
+ setAnimationWeight( panim, 0 );
+
+ int startframe = 0;
+
+ if (panim->fudgeloop)
+ {
+ fixupMissingFrame( panim );
+ }
+
+ for (j = 0; j < panim->numcmds; j++)
+ {
+ s_animcmd_t *pcmd = &panim->cmds[j];
+
+ switch( pcmd->cmd )
+ {
+ case CMD_WEIGHTS:
+ setAnimationWeight( panim, pcmd->u.weightlist.index );
+ break;
+ case CMD_SUBTRACT:
+ panim->flags |= STUDIO_DELTA;
+ subtractBaseAnimations( pcmd->u.subtract.ref, panim, pcmd->u.subtract.frame, pcmd->u.subtract.flags );
+ break;
+ case CMD_AO:
+ {
+ int bone = g_rootIndex;
+ if (pcmd->u.ao.pBonename != NULL)
+ {
+ bone = findGlobalBone( pcmd->u.ao.pBonename );
+ if (bone == -1)
+ {
+ MdlError("unable to find bone %s to alignbone\n", pcmd->u.ao.pBonename );
+ }
+ }
+ processAutoorigin( pcmd->u.ao.ref, panim, pcmd->u.ao.motiontype, pcmd->u.ao.srcframe, pcmd->u.ao.destframe, bone );
+ }
+ break;
+ case CMD_MATCH:
+ processMatch( pcmd->u.match.ref, panim, false );
+ break;
+ case CMD_FIXUP:
+ fixupLoopingDiscontinuities( panim, pcmd->u.fixuploop.start, pcmd->u.fixuploop.end );
+ break;
+ case CMD_ANGLE:
+ makeAngle( panim, pcmd->u.angle.angle );
+ break;
+ case CMD_IKFIXUP:
+ break;
+ case CMD_IKRULE:
+ // processed later
+ break;
+ case CMD_MOTION:
+ {
+ extractLinearMotion(
+ panim,
+ pcmd->u.motion.motiontype,
+ startframe,
+ pcmd->u.motion.iEndFrame,
+ pcmd->u.motion.iEndFrame,
+ panim,
+ startframe );
+ startframe = pcmd->u.motion.iEndFrame;
+ }
+ break;
+ case CMD_REFMOTION:
+ {
+ extractLinearMotion(
+ panim,
+ pcmd->u.motion.motiontype,
+ startframe,
+ pcmd->u.motion.iEndFrame,
+ pcmd->u.motion.iSrcFrame,
+ pcmd->u.motion.pRefAnim,
+ pcmd->u.motion.iRefFrame );
+ startframe = pcmd->u.motion.iEndFrame;
+ }
+ break;
+ case CMD_DERIVATIVE:
+ {
+ createDerivative(
+ panim,
+ pcmd->u.derivative.scale );
+ }
+ break;
+ case CMD_NOANIMATION:
+ {
+ clearAnimations( panim );
+ }
+ break;
+ case CMD_LINEARDELTA:
+ {
+ panim->flags |= STUDIO_DELTA;
+ linearDelta( panim, panim, panim->numframes - 1, pcmd->u.linear.flags );
+ }
+ break;
+ case CMD_COMPRESS:
+ {
+ reencodeAnimation( panim, pcmd->u.compress.frames );
+ }
+ break;
+ case CMD_NUMFRAMES:
+ {
+ forceNumframes( panim, pcmd->u.numframes.frames );
+ }
+ break;
+ case CMD_COUNTERROTATE:
+ {
+ int bone = findGlobalBone( pcmd->u.counterrotate.pBonename );
+ if (bone != -1)
+ {
+ QAngle target;
+
+ if (!pcmd->u.counterrotate.bHasTarget)
+ {
+ matrix3x4_t rootxform;
+ matrix3x4_t defaultBoneToWorld;
+ AngleMatrix( panim->rotation, rootxform );
+ ConcatTransforms( rootxform, g_bonetable[bone].boneToPose, defaultBoneToWorld );
+
+ MatrixAngles( defaultBoneToWorld, target );
+ }
+ else
+ {
+ target.Init( pcmd->u.counterrotate.targetAngle[0], pcmd->u.counterrotate.targetAngle[1], pcmd->u.counterrotate.targetAngle[2] );
+ }
+
+ counterRotateBone( panim, bone, target );
+ }
+ else
+ {
+ MdlError("unable to find bone %s to counterrotate\n", pcmd->u.counterrotate.pBonename );
+ }
+ }
+ break;
+ case CMD_WORLDSPACEBLEND:
+ worldspaceBlend( pcmd->u.world.ref, panim, pcmd->u.world.startframe, pcmd->u.world.loops );
+ break;
+ case CMD_MATCHBLEND:
+ matchBlend( panim, pcmd->u.match.ref, pcmd->u.match.srcframe, pcmd->u.match.destframe, pcmd->u.match.destpre, pcmd->u.match.destpost );
+ break;
+ case CMD_LOCALHIERARCHY:
+ localHierarchy( panim, pcmd->u.localhierarchy.pBonename, pcmd->u.localhierarchy.pParentname, pcmd->u.localhierarchy.start, pcmd->u.localhierarchy.peak, pcmd->u.localhierarchy.tail, pcmd->u.localhierarchy.end );
+ // localHierarchy( panim, char *pBonename, char *pParentname, int start, int peak, int tail, int end );
+ break;
+ }
+ }
+
+ if (panim->motiontype)
+ {
+ int lastframe;
+ if (!(panim->flags & STUDIO_LOOPING) )
+ {
+ // roll back 0.2 seconds to try to prevent popping
+ int frames = panim->fps * panim->motionrollback;
+ lastframe = max( min( startframe + 1, panim->numframes - 1), panim->numframes - frames - 1 );
+ //printf("%s : %d %d (%d)\n", panim->name, startframe, lastframe, panim->numframes - 1 );
+ }
+ else
+ {
+ lastframe = panim->numframes - 1;
+ }
+ extractLinearMotion( panim, panim->motiontype, startframe, lastframe, panim->numframes - 1, panim, startframe );
+ startframe = panim->numframes - 1;
+ }
+
+ realignLooping( panim );
+
+ forceAnimationLoop( panim );
+ }
+
+ // merge weightlists
+ for (i = 0; i < g_sequence.Count(); i++)
+ {
+ int k, n;
+ for (n = 0; n < g_numbones; n++)
+ {
+ g_sequence[i].weight[n] = 0.0;
+
+ for (j = 0; j < g_sequence[i].groupsize[0]; j++)
+ {
+ for (k = 0; k < g_sequence[i].groupsize[1]; k++)
+ {
+ g_sequence[i].weight[n] = max( g_sequence[i].weight[n], g_sequence[i].panim[j][k]->weight[n] );
+ }
+ }
+ }
+ }
+}
+
+
+/*
+void lookupLinearMotion( s_animation_t *panim, int motiontype, int startframe, int endframe, Vector &p1, Vector &p2 )
+{
+ Vector p0 = panim->sanim[startframe][g_rootIndex].pos;
+ p2 = panim->sanim[endframe][g_rootIndex].pos[0];
+
+ float fFrame = (startframe + endframe) / 2.0;
+ int iFrame = (int)fFrame;
+ float s = fFrame - iFrame;
+
+ p1 = panim->sanim[iFrame][g_rootIndex].pos * (1 - s) + panim->sanim[iFrame+1][g_rootIndex].pos * s;
+}
+*/
+
+
+ // 0.375 * v1 + 0.125 * v2 - d2 = 0.5 * v1 + 0.5 * v2 - d3;
+
+ // 0.375 * v1 - 0.5 * v1 = 0.5 * v2 - d3 - 0.125 * v2 + d2;
+ // 0.375 * v1 - 0.5 * v1 = 0.5 * v2 - d3 - 0.125 * v2 + d2;
+ // -0.125 * v1 = 0.375 * v2 - d3 + d2;
+ // v1 = (0.375 * v2 - d3 + d2) / -0.125;
+
+ // -3 * (0.375 * v2 - d3 + d2) + 0.125 * v2 - d2 = 0
+ // -3 * (0.375 * v2 - d3 + d2) + 0.125 * v2 - d2 = 0
+ // -1 * v2 + 3 * d3 - 3 * d2 - d2 = 0
+ // v2 = 3 * d3 - 4 * d2
+
+ // 0.5 * v1 + 0.5 * v2 - d3
+ // -4 * (0.375 * v2 - d3 + d2) + 0.5 * v2 - d3 = 0
+ // -1.5 * v2 + 4 * d3 - 4 * d2 + 0.5 * v2 - d3 = 0
+ // v2 = 4 * d3 - 4 * d2 - d3
+ // v2 = 3 * d3 - 4 * d2
+
+ // 0.5 * v1 + 0.5 * (3 * d3 - 4 * d2) - d3 = 0
+ // v1 + (3 * d3 - 4 * d2) - 2 * d3 = 0
+ // v1 = -3 * d3 + 4 * d2 + 2 * d3
+ // v1 = -1 * d3 + 4 * d2
+
+
+
+void ConvertToAnimLocal( s_animation_t *panim, Vector &pos, QAngle &angles )
+{
+ matrix3x4_t bonematrix;
+ matrix3x4_t adjmatrix;
+
+ // convert explicit position/angle into animation relative values
+ AngleMatrix( angles, pos, bonematrix );
+ AngleMatrix( panim->rotation, panim->adjust, adjmatrix );
+ MatrixInvert( adjmatrix, adjmatrix );
+ ConcatTransforms( adjmatrix, bonematrix, bonematrix );
+ MatrixAngles( bonematrix, angles, pos );
+ // pos = pos * panim->scale;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: find the linear movement/rotation between two frames, subtract that
+// out of the animation and add it back on as a "piecewise movement" command
+// panim - current animation
+// motiontype - what to extract
+// iStartFrame - first frame to apply motion over
+// iEndFrame - last end frame to apply motion over
+// iSrcFrame - match refFrame against what frame of the current animation
+// pRefAnim - reference animtion
+// iRefFrame - frame of reference animation to match
+//-----------------------------------------------------------------------------
+
+void extractLinearMotion( s_animation_t *panim, int motiontype, int iStartFrame, int iEndFrame, int iSrcFrame, s_animation_t *pRefAnim, int iRefFrame /* , Vector pos, QAngle angles */ )
+{
+ int j, k;
+ matrix3x4_t adjmatrix;
+
+ // Can't extract motion with only 1 frame of animation!
+ if ( panim->numframes <= 1 )
+ {
+ MdlError( "Can't extract motion from sequence %s (%s). Check your QC options!\n", panim->name, panim->filename );
+ }
+
+ if (panim->numpiecewisekeys >= MAXSTUDIOMOVEKEYS)
+ {
+ MdlError( "Too many piecewise movement keys in %s (%s)\n", panim->name, panim->filename );
+ }
+
+ if (iEndFrame > panim->numframes - 1)
+ iEndFrame = panim->numframes - 1;
+
+ if (iSrcFrame > panim->numframes - 1)
+ iSrcFrame = panim->numframes - 1;
+
+ if (iStartFrame >= iEndFrame)
+ {
+ MdlWarning("Motion extraction ignored, no frames remaining in %s (%s)\n", panim->name, panim->filename );
+ return;
+ }
+
+ float fFrame = (iStartFrame + iSrcFrame) / 2.0;
+ int iMidFrame = (int)fFrame;
+ float s = fFrame - iMidFrame;
+
+ // find rotation
+ RadianEuler rot( 0, 0, 0 );
+
+ if (motiontype & (STUDIO_LXR | STUDIO_LYR | STUDIO_LZR))
+ {
+ Quaternion q0;
+ Quaternion q1;
+ Quaternion q2;
+
+ AngleQuaternion( pRefAnim->sanim[iRefFrame][g_rootIndex].rot, q0 );
+ AngleQuaternion( panim->sanim[iMidFrame][g_rootIndex].rot, q1 ); // only used for rotation checking
+ AngleQuaternion( panim->sanim[iSrcFrame][g_rootIndex].rot, q2 );
+
+ Quaternion deltaQ1;
+ QuaternionMA( q1, -1, q0, deltaQ1 );
+ Quaternion deltaQ2;
+ QuaternionMA( q2, -1, q0, deltaQ2 );
+
+ // FIXME: this is still wrong, but it should be slightly more robust
+ RadianEuler a3;
+ if (motiontype & STUDIO_LXR)
+ {
+ Quaternion q4;
+ q4.Init( deltaQ2.x, 0, 0, deltaQ2.w );
+ QuaternionNormalize( q4 );
+ QuaternionAngles( q4, a3 );
+ rot.x = a3.x;
+ }
+ if (motiontype & STUDIO_LYR)
+ {
+ Quaternion q4;
+ q4.Init( 0, deltaQ2.y, 0, deltaQ2.w );
+ QuaternionNormalize( q4 );
+ QuaternionAngles( q4, a3 );
+ rot.y = a3.y;
+ }
+ if (motiontype & STUDIO_LZR)
+ {
+ Quaternion q4;
+ q4.Init( 0, 0, deltaQ2.z, deltaQ2.w );
+ QuaternionNormalize( q4 );
+ QuaternionAngles( q4, a3 );
+
+ // check for possible rotations >180 degrees by looking at the
+ // halfway point and seeing if it's rotating a different direction
+ // than the shortest path to the end point
+ Quaternion q5;
+ RadianEuler a5;
+ q5.Init( 0, 0, deltaQ1.z, deltaQ1.w );
+ QuaternionNormalize( q5 );
+ QuaternionAngles( q5, a5 );
+ if (a3.z > M_PI) a5.z -= 2*M_PI;
+ if (a3.z < -M_PI) a5.z += 2*M_PI;
+ if (a5.z > M_PI) a5.z -= 2*M_PI;
+ if (a5.z < -M_PI) a5.z += 2*M_PI;
+ if (a5.z > M_PI/4 && a3.z < 0)
+ {
+ a3.z += 2*M_PI;
+ }
+ if (a5.z < -M_PI/4 && a3.z > 0)
+ {
+ a3.z -= 2*M_PI;
+ }
+
+ rot.z = a3.z;
+ }
+ }
+
+ // find movement
+ Vector p0;
+ AngleMatrix(rot, adjmatrix );
+ VectorRotate( pRefAnim->sanim[iRefFrame][g_rootIndex].pos, adjmatrix, p0 );
+
+ Vector p2 = panim->sanim[iSrcFrame][g_rootIndex].pos;
+ Vector p1 = panim->sanim[iMidFrame][g_rootIndex].pos * (1 - s) + panim->sanim[iMidFrame+1][g_rootIndex].pos * s;
+
+ // ConvertToAnimLocal( panim, pos, angles ); // FIXME: unused
+
+ p2 = p2 - p0;
+ p1 = p1 - p0;
+
+ if (!(motiontype & STUDIO_LX)) { p2.x = 0; p1.x = 0; };
+ if (!(motiontype & STUDIO_LY)) { p2.y = 0; p1.y = 0; };
+ if (!(motiontype & STUDIO_LZ)) { p2.z = 0; p1.z = 0; };
+
+ // printf("%s %.1f %.1f %.1f\n", g_bonetable[g_rootIndex].name, p2.x, p2.y, p2.z );
+
+ float d1 = p1.Length();
+ float d2 = p2.Length();
+
+ float v0 = -1 * d2 + 4 * d1;
+ float v1 = 3 * d2 - 4 * d1;
+
+ if ( g_verbose )
+ {
+ printf("%s : %d - %d : %.1f %.1f %.1f\n", panim->name, iStartFrame, iEndFrame, p2.x, p2.y, RAD2DEG( rot[2] ) );
+ }
+
+ int numframes = iEndFrame - iStartFrame + 1;
+ if (numframes < 1)
+ return;
+
+ float n = numframes - 1;
+
+ //printf("%f %f : ", v0, v1 );
+
+ if (motiontype & STUDIO_LINEAR)
+ {
+ v0 = v1 = p2.Length();
+ }
+ else if (v0 < 0.0f)
+ {
+ v0 = 0.0;
+ v1 = p2.Length() * 2.0;
+ }
+ else if (v1 < 0.0)
+ {
+ v0 = p2.Length() * 2.0;
+ v1 = 0.0;
+ }
+ else if ((v0+v1) > 0.01 && (fabs(v0-v1) / (v0+v1)) < 0.2)
+ {
+ // if they're within 10% of each other, assum no acceleration
+ v0 = v1 = p2.Length();
+ }
+
+ //printf("%f %f\n", v0, v1 );
+
+ Vector v = p2;
+ VectorNormalize( v );
+
+ Vector A, B, C;
+ if (motiontype & STUDIO_QUADRATIC_MOTION)
+ {
+ SolveInverseQuadratic( 0, 0, 0.5, p1.x, 1.0, p2.x, A.x, B.x, C.x );
+ SolveInverseQuadratic( 0, 0, 0.5, p1.y, 1.0, p2.y, A.y, B.y, C.y );
+ SolveInverseQuadratic( 0, 0, 0.5, p1.z, 1.0, p2.z, A.z, B.z, C.z );
+ }
+
+ Vector adjpos;
+ RadianEuler adjangle;
+ matrix3x4_t bonematrix;
+ for (j = 0; j < numframes; j++)
+ {
+ float t = (j / n);
+
+ if (motiontype & STUDIO_QUADRATIC_MOTION)
+ {
+ adjpos.x = t * t * A.x + t * B.x + C.x;
+ adjpos.y = t * t * A.y + t * B.y + C.y;
+ adjpos.z = t * t * A.z + t * B.z + C.z;
+ }
+ else
+ {
+ VectorScale( v, v0 * t + 0.5 * (v1 - v0) * t * t, adjpos );
+ }
+
+ VectorScale( rot, t, adjangle );
+
+ AngleMatrix( adjangle, adjpos, adjmatrix );
+ MatrixInvert( adjmatrix, adjmatrix );
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == -1)
+ {
+ // printf(" %.1f %.1f %.1f : ", adjpos[0], adjpos[1], RAD2DEG( adjangle[2] ));
+
+ // printf(" %.1f %.1f %.1f\n", adjpos[0], adjpos[1], adjpos[2] );
+
+ AngleMatrix( panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos, bonematrix );
+ ConcatTransforms( adjmatrix, bonematrix, bonematrix );
+
+ MatrixAngles( bonematrix, panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos );
+ // printf("%d : %.1f %.1f %.1f\n", j, panim->sanim[j+iStartFrame][k].pos.x, panim->sanim[j+iStartFrame][k].pos.y, RAD2DEG( panim->sanim[j+iStartFrame][k].rot.z ) );
+ }
+ }
+ }
+
+ for (; j+iStartFrame < panim->numframes; j++)
+ {
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == -1)
+ {
+ AngleMatrix( panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos, bonematrix );
+ ConcatTransforms( adjmatrix, bonematrix, bonematrix );
+ MatrixAngles( bonematrix, panim->sanim[j+iStartFrame][k].rot, panim->sanim[j+iStartFrame][k].pos );
+ }
+ }
+ }
+
+ // create piecewise motion paths
+
+ s_linearmove_t *pmove = &panim->piecewisemove[panim->numpiecewisekeys++];
+
+ pmove->endframe = iEndFrame;
+
+ pmove->flags = motiontype;
+
+ // concatinate xforms
+ if (panim->numpiecewisekeys > 1)
+ {
+ AngleMatrix( adjangle, adjpos, bonematrix );
+ AngleMatrix( pmove[-1].rot, pmove[-1].pos, adjmatrix );
+ ConcatTransforms( adjmatrix, bonematrix, bonematrix );
+ MatrixAngles( bonematrix, pmove[0].rot, pmove[0].pos );
+ pmove->vector = pmove[0].pos - pmove[-1].pos;
+ }
+ else
+ {
+ VectorCopy( adjpos, pmove[0].pos );
+ VectorCopy( adjangle, pmove[0].rot );
+ pmove->vector = pmove[0].pos;
+ }
+ VectorNormalize( pmove->vector );
+
+ // printf("%d : %.1f %.1f %.1f\n", iEndFrame, pmove[0].pos.x, pmove[0].pos.y, RAD2DEG( pmove[0].rot.z ) );
+
+ pmove->v0 = v0;
+ pmove->v1 = v1;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: process the "piecewise movement" commands and return where the animation
+// would move to on a given frame (assuming frame 0 is at the origin)
+//-----------------------------------------------------------------------------
+
+Vector calcPosition( s_animation_t *panim, int iFrame )
+{
+ Vector vecPos;
+
+ vecPos.Init();
+
+ if (panim->numpiecewisekeys == 0)
+ return vecPos;
+
+ if (panim->numframes == 1)
+ return vecPos;
+
+ int iLoops = 0;
+ while (iFrame >= (panim->numframes - 1))
+ {
+ iLoops++;
+ iFrame = iFrame - (panim->numframes - 1);
+ }
+
+ float prevframe = 0.0f;
+
+ for (int i = 0; i < panim->numpiecewisekeys; i++)
+ {
+ s_linearmove_t *pmove = &panim->piecewisemove[i];
+
+ if (pmove->endframe >= iFrame)
+ {
+ float f = (iFrame - prevframe) / (pmove->endframe - prevframe);
+
+ float d = pmove->v0 * f + 0.5 * (pmove->v1 - pmove->v0) * f * f;
+
+ vecPos = vecPos + d * pmove->vector;
+ if (iLoops != 0)
+ {
+ s_linearmove_t *pmove = &panim->piecewisemove[panim->numpiecewisekeys - 1];
+ vecPos = vecPos + iLoops * pmove->pos;
+ }
+ return vecPos;
+ }
+ else
+ {
+ prevframe = pmove->endframe;
+ vecPos = pmove->pos;
+ }
+ }
+ return vecPos;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate how far an animation travels between two frames
+//-----------------------------------------------------------------------------
+
+Vector calcMovement( s_animation_t *panim, int iFrom, int iTo )
+{
+ Vector p1 = calcPosition( panim, iFrom );
+ Vector p2 = calcPosition( panim, iTo );
+
+ return p2 - p1;
+}
+
+#if 0
+ // FIXME: add in correct motion!!!
+ int iFrame = pRule->peak - pRule->start - k;
+ if (pRule->start + k > panim->numframes - 1)
+ {
+ iFrame = iFrame + 1;
+ }
+ Vector pos = footfall;
+ if (panim->numframes > 1)
+ pos = pos + panim->piecewisemove[0].pos * (iFrame) / (panim->numframes - 1.0f);
+#endif
+
+
+//-----------------------------------------------------------------------------
+// Purpose: try to calculate a "missing" frame of animation, i.e the overlapping frame
+//-----------------------------------------------------------------------------
+
+void fixupMissingFrame( s_animation_t *panim )
+{
+ // the animations DIDN'T have the end frame the same as the start frame, so fudge it
+ int size = g_numbones * sizeof( s_bone_t );
+ int j = panim->numframes;
+
+ float scale = 1 / (j - 1.0f);
+
+ panim->sanim[j] = (s_bone_t *)kalloc( 1, size );
+
+ Vector deltapos;
+
+ for (int k = 0; k < g_numbones; k++)
+ {
+ VectorSubtract( panim->sanim[j-1][k].pos, panim->sanim[0][k].pos, deltapos );
+ VectorMA( panim->sanim[j-1][k].pos, scale, deltapos, panim->sanim[j][k].pos );
+ VectorCopy( panim->sanim[0][k].rot, panim->sanim[j][k].rot );
+ }
+
+ panim->numframes = j + 1;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: shift the frames of the animation so that it starts on the desired frame
+//-----------------------------------------------------------------------------
+
+void realignLooping( s_animation_t *panim )
+{
+ int j, k;
+
+ // realign looping animations
+ if (panim->numframes > 1 && panim->looprestart)
+ {
+ if (panim->looprestart >= panim->numframes)
+ {
+ MdlError( "loopstart (%d) out of range for animation %s (%d)", panim->looprestart, panim->name, panim->numframes );
+ }
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ int n;
+
+ Vector shiftpos[MAXSTUDIOANIMFRAMES];
+ RadianEuler shiftrot[MAXSTUDIOANIMFRAMES];
+
+ // printf("%f %f %f\n", motion[0], motion[1], motion[2] );
+ for (j = 0; j < panim->numframes - 1; j++)
+ {
+ n = (j + panim->looprestart) % (panim->numframes - 1);
+ VectorCopy( panim->sanim[n][k].pos, shiftpos[j] );
+ VectorCopy( panim->sanim[n][k].rot, shiftrot[j] );
+ }
+
+ n = panim->looprestart;
+ j = panim->numframes - 1;
+ VectorCopy( panim->sanim[n][k].pos, shiftpos[j] );
+ VectorCopy( panim->sanim[n][k].rot, shiftrot[j] );
+
+ for (j = 0; j < panim->numframes; j++)
+ {
+ VectorCopy( shiftpos[j], panim->sanim[j][k].pos );
+ VectorCopy( shiftrot[j], panim->sanim[j][k].rot );
+ }
+ }
+ }
+}
+
+void extractUnusedMotion( s_animation_t *panim )
+{
+ int j, k;
+
+ int type = panim->motiontype;
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == -1)
+ {
+ float motion[6];
+ motion[0] = panim->sanim[0][k].pos[0];
+ motion[1] = panim->sanim[0][k].pos[1];
+ motion[2] = panim->sanim[0][k].pos[2];
+ motion[3] = panim->sanim[0][k].rot[0];
+ motion[4] = panim->sanim[0][k].rot[1];
+ motion[5] = panim->sanim[0][k].rot[2];
+
+ for (j = 0; j < panim->numframes; j++)
+ {
+ if (type & STUDIO_X)
+ panim->sanim[j][k].pos[0] = motion[0];
+ if (type & STUDIO_Y)
+ panim->sanim[j][k].pos[1] = motion[1];
+ if (type & STUDIO_Z)
+ panim->sanim[j][k].pos[2] = motion[2];
+ if (type & STUDIO_XR)
+ panim->sanim[j][k].rot[0] = motion[3];
+ if (type & STUDIO_YR)
+ panim->sanim[j][k].rot[1] = motion[4];
+ if (type & STUDIO_ZR)
+ panim->sanim[j][k].rot[2] = motion[5];
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: find the difference between the src and dest animations, then add that
+// difference to all the frames of the dest animation.
+//-----------------------------------------------------------------------------
+
+void processMatch( s_animation_t *psrc, s_animation_t *pdest, int flags )
+{
+ int j, k;
+
+ // process "match"
+ Vector delta_pos[MAXSTUDIOSRCBONES];
+ Quaternion delta_q[MAXSTUDIOSRCBONES];
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (flags)
+ VectorSubtract( psrc->sanim[0][k].pos, pdest->sanim[0][k].pos, delta_pos[k] );
+ QuaternionSM( -1, pdest->sanim[0][k].rot, psrc->sanim[0][k].rot, delta_q[k] );
+ }
+
+ // printf("%.2f %.2f %.2f\n", adj.x, adj.y, adj.z );
+ for (j = 0; j < pdest->numframes; j++)
+ {
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (pdest->weight[k] > 0)
+ {
+ if (flags)
+ VectorAdd( pdest->sanim[j][k].pos, delta_pos[k], pdest->sanim[j][k].pos );
+ QuaternionMAAngles( pdest->sanim[j][k].rot, 1.0, delta_q[k], pdest->sanim[j][k].rot );
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: blend the psrc animation overtop the pdest animation, but blend the
+// quaternions in world space instead of parent bone space.
+// Also, blend bone lengths, but only for non root animations.
+//-----------------------------------------------------------------------------
+
+void worldspaceBlend( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags )
+{
+ int j, k, n;
+
+ // process "match"
+ Quaternion srcQ[MAXSTUDIOSRCBONES];
+ Vector srcPos[MAXSTUDIOSRCBONES];
+ Vector tmp;
+
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOBONES];
+ matrix3x4_t destBoneToWorld[MAXSTUDIOBONES];
+
+ if (!flags)
+ {
+ CalcBoneTransforms( psrc, srcframe, srcBoneToWorld );
+ for (k = 0; k < g_numbones; k++)
+ {
+ MatrixAngles( srcBoneToWorld[k], srcQ[k], tmp );
+ srcPos[k] = psrc->sanim[srcframe][k].pos;
+ }
+ }
+
+ Quaternion targetQ, destQ;
+
+ // printf("%.2f %.2f %.2f\n", adj.x, adj.y, adj.z );
+ for (j = 0; j < pdest->numframes; j++)
+ {
+ if (flags)
+ {
+ // pull from a looping source
+ float flCycle = (float)j / (pdest->numframes - 1);
+ flCycle += (float)srcframe / (psrc->numframes - 1);
+ CalcBoneTransformsCycle( psrc, psrc, flCycle, srcBoneToWorld );
+ for (k = 0; k < g_numbones; k++)
+ {
+ MatrixAngles( srcBoneToWorld[k], srcQ[k], tmp );
+
+ n = g_bonetable[k].parent;
+ if (n == -1)
+ {
+ MatrixPosition( srcBoneToWorld[k], srcPos[k] );
+ }
+ else
+ {
+ matrix3x4_t worldToBone;
+ MatrixInvert( srcBoneToWorld[n], worldToBone );
+
+ matrix3x4_t local;
+ ConcatTransforms( worldToBone, srcBoneToWorld[k], local );
+ MatrixPosition( local, srcPos[k] );
+ }
+ }
+ }
+
+
+ CalcBoneTransforms( pdest, j, destBoneToWorld );
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (pdest->weight[k] > 0)
+ {
+ // blend the boneToWorld transforms in world space
+ MatrixAngles( destBoneToWorld[k], destQ, tmp );
+ QuaternionSlerp( destQ, srcQ[k], pdest->weight[k], targetQ );
+
+ AngleMatrix( targetQ, tmp, destBoneToWorld[k] );
+ }
+
+ // back solve
+ n = g_bonetable[k].parent;
+ if (n == -1)
+ {
+ MatrixAngles( destBoneToWorld[k], pdest->sanim[j][k].rot, tmp );
+
+ // FIXME: it's not clear if this should blend position or not....it'd be
+ // better if weight lists could do quat and pos independently.
+ }
+ else
+ {
+ matrix3x4_t worldToBone;
+ MatrixInvert( destBoneToWorld[n], worldToBone );
+
+ matrix3x4_t local;
+ ConcatTransforms( worldToBone, destBoneToWorld[k], local );
+ MatrixAngles( local, pdest->sanim[j][k].rot, tmp );
+
+ // blend bone lengths (local space)
+ pdest->sanim[j][k].pos = Lerp( pdest->posweight[k], pdest->sanim[j][k].pos, srcPos[k] );
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: match one animations position/orientation to another animations position/orientation
+//-----------------------------------------------------------------------------
+
+void processAutoorigin( s_animation_t *psrc, s_animation_t *pdest, int motiontype, int srcframe, int destframe, int bone )
+{
+ int j, k;
+ matrix3x4_t adjmatrix;
+
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOBONES];
+ matrix3x4_t destBoneToWorld[MAXSTUDIOBONES];
+
+ CalcBoneTransforms( psrc, srcframe, srcBoneToWorld );
+ CalcBoneTransforms( pdest, destframe, destBoneToWorld );
+
+ // find rotation
+ RadianEuler rot( 0, 0, 0 );
+
+ Quaternion q0;
+ Quaternion q2;
+ Vector srcPos;
+ Vector destPos;
+
+ MatrixAngles( srcBoneToWorld[bone], q0, srcPos );
+ MatrixAngles( destBoneToWorld[bone], q2, destPos );
+
+ if (motiontype & (STUDIO_LXR | STUDIO_LYR | STUDIO_LZR | STUDIO_XR | STUDIO_YR | STUDIO_ZR))
+ {
+ Quaternion deltaQ2;
+ QuaternionMA( q2, -1, q0, deltaQ2 );
+
+ RadianEuler a3;
+ if (motiontype & (STUDIO_LXR | STUDIO_XR))
+ {
+ Quaternion q4;
+ q4.Init( deltaQ2.x, 0, 0, deltaQ2.w );
+ QuaternionNormalize( q4 );
+ QuaternionAngles( q4, a3 );
+ rot.x = a3.x;
+ }
+ if (motiontype & (STUDIO_LYR | STUDIO_YR))
+ {
+ Quaternion q4;
+ q4.Init( 0, deltaQ2.y, 0, deltaQ2.w );
+ QuaternionNormalize( q4 );
+ QuaternionAngles( q4, a3 );
+ rot.y = a3.y;
+ }
+ if (motiontype & (STUDIO_LZR | STUDIO_ZR))
+ {
+ Quaternion q4;
+ q4.Init( 0, 0, deltaQ2.z, deltaQ2.w );
+ QuaternionNormalize( q4 );
+ QuaternionAngles( q4, a3 );
+ rot.z = a3.z;
+ }
+ if ((motiontype & STUDIO_XR) && (motiontype & STUDIO_YR) && (motiontype & STUDIO_ZR))
+ {
+ QuaternionAngles( deltaQ2, rot );
+ }
+ }
+
+ // find movement
+ Vector p0 = srcPos;
+ Vector p2;
+ AngleMatrix(rot, adjmatrix );
+ MatrixInvert( adjmatrix, adjmatrix );
+ VectorRotate( destPos, adjmatrix, p2 );
+
+ Vector adj = p0 - p2;
+
+ if (!(motiontype & (STUDIO_X | STUDIO_LX)))
+ adj.x = 0;
+ if (!(motiontype & (STUDIO_Y | STUDIO_LY)))
+ adj.y = 0;
+ if (!(motiontype & (STUDIO_Z | STUDIO_LZ)))
+ adj.z = 0;
+
+ PositionMatrix( adj, adjmatrix );
+
+ if (g_verbose && bone != g_rootIndex)
+ {
+ printf("%s aligning to %s - %.2f %.2f %.2f\n", pdest->name, g_bonetable[bone].name, adj.x, adj.y, adj.z );
+ }
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == -1)
+ {
+ for (j = 0; j < pdest->numframes; j++)
+ {
+ matrix3x4_t bonematrix;
+ AngleMatrix( pdest->sanim[j][k].rot, pdest->sanim[j][k].pos, bonematrix );
+ ConcatTransforms( adjmatrix, bonematrix, bonematrix );
+ MatrixAngles( bonematrix, pdest->sanim[j][k].rot, pdest->sanim[j][k].pos );
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: subtract one animaiton from animation to create an animation of the "difference"
+//-----------------------------------------------------------------------------
+
+void subtractBaseAnimations( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags )
+{
+ int j, k;
+
+ // create delta animations
+ s_bone_t src[MAXSTUDIOSRCBONES];
+
+ if (srcframe >= psrc->numframes)
+ {
+ MdlError( "subtract frame %d out of range for %s\n", srcframe, psrc->name );
+ }
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ VectorCopy( psrc->sanim[srcframe][k].pos, src[k].pos );
+ VectorCopy( psrc->sanim[srcframe][k].rot, src[k].rot );
+ }
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ for (j = 0; j < pdest->numframes; j++)
+ {
+ if (pdest->weight[k] > 0)
+ {
+ /*
+ printf("%2d : %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
+ k,
+ src[k].pos[0], src[k].pos[1], src[k].pos[2],
+ src[k].rot[0], src[k].rot[1], src[k].rot[2] );
+
+ printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
+ RAD2DEG(pdest->sanim[j][k].pos[0]), RAD2DEG(pdest->sanim[j][k].pos[1]), RAD2DEG(pdest->sanim[j][k].pos[2]),
+ RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) );
+ */
+
+ // calc differences between two rotations
+ if (flags & STUDIO_POST)
+ {
+ // find pdest in src's reference frame
+ QuaternionSMAngles( -1, src[k].rot, pdest->sanim[j][k].rot, pdest->sanim[j][k].rot );
+ VectorSubtract( pdest->sanim[j][k].pos, src[k].pos, pdest->sanim[j][k].pos );
+ }
+ else
+ {
+ // find src in pdest's reference frame?
+ QuaternionMAAngles( pdest->sanim[j][k].rot, -1, src[k].rot, pdest->sanim[j][k].rot );
+ VectorSubtract( src[k].pos, pdest->sanim[j][k].pos, pdest->sanim[j][k].pos );
+ }
+
+ /*
+ printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
+ pdest->sanim[j][k].pos[0], pdest->sanim[j][k].pos[1], pdest->sanim[j][k].pos[2],
+ RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) );
+ */
+ }
+ }
+ }
+
+#if 0
+ // cleanup weightlists
+ for (k = 0; k < g_numbones; k++)
+ {
+ panim->weight[k] = 0.0;
+ }
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_weightlist[panim->weightlist].weight[k] > 0.0)
+ {
+ for (j = 0; j < panim->numframes; j++)
+ {
+ if (fabs(panim->sanim[j][k].pos[0]) > 0.001 ||
+ fabs(panim->sanim[j][k].pos[1]) > 0.001 ||
+ fabs(panim->sanim[j][k].pos[2]) > 0.001 ||
+ fabs(panim->sanim[j][k].rot[0]) > 0.001 ||
+ fabs(panim->sanim[j][k].rot[1]) > 0.001 ||
+ fabs(panim->sanim[j][k].rot[2]) > 0.001)
+ {
+ panim->weight[k] = g_weightlist[panim->weightlist].weight[k];
+ break;
+ }
+ }
+ }
+ }
+#endif
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void QuaternionSlerp( const RadianEuler &r0, const RadianEuler &r1, float t, RadianEuler &r2 )
+{
+ Quaternion q0, q1, q2;
+ AngleQuaternion( r0, q0 );
+ AngleQuaternion( r1, q1 );
+ QuaternionSlerp( q0, q1, t, q2 );
+ QuaternionAngles( q2, r2 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: subtract each frame running interpolation of the first frame to the last frame
+//-----------------------------------------------------------------------------
+
+void linearDelta( s_animation_t *psrc, s_animation_t *pdest, int srcframe, int flags )
+{
+ int j, k;
+
+ // create delta animations
+ s_bone_t src0[MAXSTUDIOSRCBONES];
+ s_bone_t src1[MAXSTUDIOSRCBONES];
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ VectorCopy( psrc->sanim[0][k].pos, src0[k].pos );
+ VectorCopy( psrc->sanim[0][k].rot, src0[k].rot );
+ VectorCopy( psrc->sanim[srcframe][k].pos, src1[k].pos );
+ VectorCopy( psrc->sanim[srcframe][k].rot, src1[k].rot );
+ }
+
+ if (pdest->numframes == 1)
+ {
+ MdlWarning( "%s too short for splinedelta\n", pdest->name );
+ }
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ for (j = 0; j < pdest->numframes; j++)
+ {
+ float s = 1;
+ if (pdest->numframes > 1)
+ {
+ s = (float)j / (pdest->numframes - 1);
+ }
+
+ // make it a spline curve
+ if (flags & STUDIO_AL_SPLINE)
+ {
+ s = 3 * s * s - 2 * s * s * s;
+ }
+
+ if (pdest->weight[k] > 0)
+ {
+ /*
+ printf("%2d : %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
+ k,
+ src[k].pos[0], src[k].pos[1], src[k].pos[2],
+ src[k].rot[0], src[k].rot[1], src[k].rot[2] );
+
+ printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
+ RAD2DEG(pdest->sanim[j][k].pos[0]), RAD2DEG(pdest->sanim[j][k].pos[1]), RAD2DEG(pdest->sanim[j][k].pos[2]),
+ RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) );
+ */
+
+ s_bone_t src;
+
+ src.pos = src0[k].pos * (1 - s) + src1[k].pos * s;
+ QuaternionSlerp( src0[k].rot, src1[k].rot, s, src.rot );
+
+ // calc differences between two rotations
+ if (flags & STUDIO_AL_POST)
+ {
+ // find pdest in src's reference frame
+ QuaternionSMAngles( -1, src.rot, pdest->sanim[j][k].rot, pdest->sanim[j][k].rot );
+ VectorSubtract( pdest->sanim[j][k].pos, src.pos, pdest->sanim[j][k].pos );
+ }
+ else
+ {
+ // find src in pdest's reference frame?
+ QuaternionMAAngles( pdest->sanim[j][k].rot, -1, src.rot, pdest->sanim[j][k].rot );
+ VectorSubtract( src.pos, pdest->sanim[j][k].pos, pdest->sanim[j][k].pos );
+ }
+
+ /*
+ printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
+ pdest->sanim[j][k].pos[0], pdest->sanim[j][k].pos[1], pdest->sanim[j][k].pos[2],
+ RAD2DEG(pdest->sanim[j][k].rot[0]), RAD2DEG(pdest->sanim[j][k].rot[1]), RAD2DEG(pdest->sanim[j][k].rot[2]) );
+ */
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: turn the animation into a lower fps encoded version
+//-----------------------------------------------------------------------------
+
+void reencodeAnimation( s_animation_t *panim, int frameskip )
+{
+ int j, k, n;
+
+ n = 1;
+ for (j = frameskip; j < panim->numframes; j += frameskip)
+ {
+ for (k = 0; k < g_numbones; k++)
+ {
+ panim->sanim[n][k] = panim->sanim[j][k];
+ }
+ n++;
+ }
+ panim->numframes = n;
+
+ panim->fps = panim->fps / frameskip;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: clip or pad the animation as nessesary to be a specified number of frames
+//-----------------------------------------------------------------------------
+
+void forceNumframes( s_animation_t *panim, int numframes )
+{
+ int j;
+
+ int size = g_numbones * sizeof( s_bone_t );
+
+ // copy
+ for (j = panim->numframes; j < numframes; j++)
+ {
+ panim->sanim[j] = (s_bone_t *)kalloc( 1, size );
+ memcpy( panim->sanim[j], panim->sanim[panim->numframes-1], size );
+ }
+
+ panim->numframes = numframes;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: subtract each frame from the previous to calculate the animations derivative
+//-----------------------------------------------------------------------------
+
+void createDerivative( s_animation_t *panim, float scale )
+{
+ int j, k;
+
+ s_bone_t orig[MAXSTUDIOSRCBONES];
+
+ j = panim->numframes - 1;
+ if (panim->flags & STUDIO_LOOPING)
+ {
+ j--;
+ }
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ VectorCopy( panim->sanim[j][k].pos, orig[k].pos );
+ VectorCopy( panim->sanim[j][k].rot, orig[k].rot );
+ }
+
+ for (j = panim->numframes - 1; j >= 0; j--)
+ {
+ s_bone_t *psrc;
+ s_bone_t *pdest;
+
+ if (j - 1 >= 0)
+ {
+ psrc = panim->sanim[j-1];
+ }
+ else
+ {
+ psrc = orig;
+ }
+ pdest = panim->sanim[j];
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (panim->weight[k] > 0)
+ {
+ /*
+ {
+ printf("%2d : %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
+ k,
+ psrc[k].pos[0], psrc[k].pos[1], psrc[k].pos[2],
+ RAD2DEG(psrc[k].rot[0]), RAD2DEG(psrc[k].rot[1]), RAD2DEG(psrc[k].rot[2]) );
+
+ printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
+ pdest[k].pos[0], pdest[k].pos[1], pdest[k].pos[2],
+ RAD2DEG(pdest[k].rot[0]), RAD2DEG(pdest[k].rot[1]), RAD2DEG(pdest[k].rot[2]) );
+ }
+ */
+
+ // find pdest in src's reference frame
+ QuaternionSMAngles( -1, psrc[k].rot, pdest[k].rot, pdest[k].rot );
+ VectorSubtract( pdest[k].pos, psrc[k].pos, pdest[k].pos );
+
+ // rescale results (not sure what basis physics system is expecting)
+ {
+ // QuaternionScale( pdest[k].rot, scale, pdest[k].rot );
+ Quaternion q;
+ AngleQuaternion( pdest[k].rot, q );
+ QuaternionScale( q, scale, q );
+ QuaternionAngles( q, pdest[k].rot );
+ VectorScale( pdest[k].pos, scale, pdest[k].pos );
+ }
+
+ /*
+ {
+ printf(" %7.2f %7.2f %7.2f %7.2f %7.2f %7.2f\n",
+ pdest[k].pos[0], pdest[k].pos[1], pdest[k].pos[2],
+ RAD2DEG(pdest[k].rot[0]), RAD2DEG(pdest[k].rot[1]), RAD2DEG(pdest[k].rot[2]) );
+ }
+ */
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: subtract each frame from the previous to calculate the animations derivative
+//-----------------------------------------------------------------------------
+
+void clearAnimations( s_animation_t *panim )
+{
+ panim->flags |= STUDIO_DELTA;
+ panim->flags |= STUDIO_ALLZEROS;
+
+ panim->numframes = 1;
+ panim->startframe = 0;
+ panim->endframe = 1;
+
+ int k;
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ panim->sanim[0][k].pos = Vector( 0, 0, 0 );
+ panim->sanim[0][k].rot = RadianEuler( 0, 0, 0 );
+ panim->weight[k] = 0.0;
+ panim->posweight[k] = 0.0;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: remove all world rotation from a bone
+//-----------------------------------------------------------------------------
+
+void counterRotateBone( s_animation_t *panim, int iBone, QAngle target )
+{
+ matrix3x4_t boneToWorld[MAXSTUDIOBONES];
+ Vector pos;
+ matrix3x4_t defaultBoneToWorld;
+
+ int j;
+
+ AngleMatrix( target, defaultBoneToWorld );
+
+ for (j = 0; j < panim->numframes; j++)
+ {
+ CalcBoneTransforms( panim, j, boneToWorld );
+
+ MatrixPosition( boneToWorld[iBone], pos );
+ PositionMatrix( pos, defaultBoneToWorld );
+ boneToWorld[iBone] = defaultBoneToWorld;
+
+ solveBone( panim, j, iBone, boneToWorld );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: build transforms in source space, assuming source bones
+//-----------------------------------------------------------------------------
+void BuildRawTransforms( const s_source_t *psource, const char *pAnimationName,
+ int frame, float scale, Vector const &shift, RadianEuler const &rotate, int flags, matrix3x4_t* boneToWorld )
+{
+ int k;
+ Vector tmp;
+ Vector pos;
+ RadianEuler rot;
+ matrix3x4_t bonematrix;
+
+ matrix3x4_t rootxform;
+
+ AngleMatrix( rotate, rootxform );
+
+ const s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, pAnimationName );
+ if ( !pSourceAnim )
+ {
+ MdlError( "Unknown animation name %s\n", pAnimationName );
+ return;
+ }
+
+ if ( flags & STUDIO_LOOPING )
+ {
+ if ( frame )
+ {
+ while ( frame < 0)
+ frame += pSourceAnim->numframes;
+ frame = frame % pSourceAnim->numframes;
+ }
+ }
+ else
+ {
+ frame = clamp( frame, 0, pSourceAnim->numframes - 1 );
+ }
+
+ // build source space local to world transforms
+ for (k = 0; k < psource->numbones; k++)
+ {
+ VectorScale( pSourceAnim->rawanim.Element(frame)[k].pos, scale, pos );
+ VectorCopy( pSourceAnim->rawanim.Element(frame)[k].rot, rot );
+
+ if ( psource->localBone[k].parent == -1 )
+ {
+ // translate
+ VectorSubtract( pos, shift, tmp );
+
+ // rotate
+ VectorRotate( tmp, rootxform, pos );
+
+ matrix3x4_t m;
+ AngleMatrix( rot, m );
+ ConcatTransforms( rootxform, m, bonematrix );
+ MatrixAngles( bonematrix, rot );
+ clip_rotations( rot );
+ }
+
+ AngleMatrix( rot, pos, bonematrix );
+
+ if ( psource->localBone[k].parent == -1 )
+ {
+ MatrixCopy( bonematrix, boneToWorld[k] );
+ }
+ else
+ {
+ ConcatTransforms( boneToWorld[psource->localBone[k].parent], bonematrix, boneToWorld[k] );
+ // ConcatTransforms( worldToBone[psource->localBone[k].parent], boneToWorld[k], bonematrix );
+ // B * C => A
+ // C <= B-1 * A
+ }
+ }
+}
+
+
+void BuildRawTransforms( const s_source_t *psource, const char *pAnimationName, int frame, matrix3x4_t* boneToWorld )
+{
+ BuildRawTransforms( psource, pAnimationName, frame, 1.0f, Vector( 0, 0, 0 ), RadianEuler( 0, 0, 0 ), 0, boneToWorld );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: convert source bone animation into global bone animation
+//-----------------------------------------------------------------------------
+void TranslateAnimations( const s_source_t *pSource, const matrix3x4_t *pSrcBoneToWorld, matrix3x4_t *pDestBoneToWorld )
+{
+ matrix3x4_t bonematrix;
+
+ for (int k = 0; k < g_numbones; k++)
+ {
+ int q = pSource->boneGlobalToLocal[k];
+ if ( q == -1 )
+ {
+ // unknown bone, copy over defaults
+ if ( g_bonetable[k].parent >= 0 )
+ {
+ AngleMatrix( g_bonetable[k].rot, g_bonetable[k].pos, bonematrix );
+ ConcatTransforms( pDestBoneToWorld[g_bonetable[k].parent], bonematrix, pDestBoneToWorld[k] );
+ }
+ else
+ {
+ AngleMatrix( g_bonetable[k].rot, g_bonetable[k].pos, pDestBoneToWorld[k] );
+ }
+ }
+ else
+ {
+ ConcatTransforms( pSrcBoneToWorld[q], g_bonetable[k].srcRealign, pDestBoneToWorld[k] );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: convert source bone animation into global bone animation
+//-----------------------------------------------------------------------------
+void ConvertAnimation( const s_source_t *psource, const char *pAnimationName, int frame, float scale, Vector const &shift, RadianEuler const &rotate, s_bone_t *dest )
+{
+ int k;
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
+ //matrix3x4_t srcWorldToBone[MAXSTUDIOSRCBONES];
+ matrix3x4_t destBoneToWorld[MAXSTUDIOSRCBONES];
+ matrix3x4_t destWorldToBone[MAXSTUDIOSRCBONES];
+
+ matrix3x4_t bonematrix;
+
+ BuildRawTransforms( psource, pAnimationName, frame, scale, shift, rotate, 0, srcBoneToWorld );
+
+ /*
+ for (k = 0; k < psource->numbones; k++)
+ {
+ MatrixInvert( srcBoneToWorld[k], srcWorldToBone[k] );
+ }
+ */
+
+ TranslateAnimations( psource, srcBoneToWorld, destBoneToWorld );
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ MatrixInvert( destBoneToWorld[k], destWorldToBone[k] );
+ }
+
+ // convert source_space_local_to_world transforms to shared_space_local_to_world transforms
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == -1)
+ {
+ MatrixCopy( destBoneToWorld[k], bonematrix );
+ }
+ else
+ {
+ // convert my transform into parent relative space
+ ConcatTransforms( destWorldToBone[g_bonetable[k].parent], destBoneToWorld[k], bonematrix );
+
+ // printf("%s : %s\n", psource->localBone[q2].name, psource->localBone[q].name );
+
+ // B * C => A
+ // C <= B-1 * A
+ }
+
+ MatrixAngles( bonematrix, dest[k].rot, dest[k].pos );
+
+ clip_rotations( dest[k].rot );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: copy the raw animation data from the source files into the individual animations
+//-----------------------------------------------------------------------------
+void RemapAnimations(void)
+{
+ int i, j;
+
+ // copy source animations
+ for (i = 0; i < g_numani; i++)
+ {
+ s_animation_t *panim = g_panimation[i];
+
+ s_source_t *psource = panim->source;
+ s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, panim->animationname );
+ int size = g_numbones * sizeof( s_bone_t );
+
+ int n = panim->startframe - pSourceAnim->startframe;
+ // printf("%s %d:%d\n", g_panimation[i]->filename, g_panimation[i]->startframe, pSourceAnim->startframe );
+ for (j = 0; j < panim->numframes; j++)
+ {
+ panim->sanim[j] = (s_bone_t *)kalloc( 1, size );
+
+ ConvertAnimation( psource, panim->animationname, n + j, panim->scale, panim->adjust, panim->rotation, panim->sanim[j] );
+ }
+ }
+}
+
+void buildAnimationWeights()
+{
+ int i, j, k;
+
+ // rlink animation weights
+ for (i = 0; i < g_numweightlist; i++)
+ {
+ if (i == 0)
+ {
+ // initialize weights
+ for (j = 0; j < g_numbones; j++)
+ {
+ if (g_bonetable[j].parent != -1)
+ {
+ // set child bones to uninitialized
+ g_weightlist[i].weight[j] = -1;
+ }
+ else if (i == 0)
+ {
+ // set root bones to 1
+ g_weightlist[i].weight[j] = 1;
+ g_weightlist[i].posweight[j] = 1;
+ }
+ }
+ }
+ else
+ {
+ // initialize weights
+ for (j = 0; j < g_numbones; j++)
+ {
+ if (g_bonetable[j].parent != -1)
+ {
+ // set child bones to uninitialized
+ g_weightlist[i].weight[j] = g_weightlist[0].weight[j];
+ g_weightlist[i].posweight[j] = g_weightlist[0].posweight[j];
+ }
+ else
+ {
+ // set root bones to 0
+ g_weightlist[i].weight[j] = 0;
+ g_weightlist[i].posweight[j] = 0;
+ }
+ }
+ }
+
+ // match up weights
+ for (j = 0; j < g_weightlist[i].numbones; j++)
+ {
+ k = findGlobalBone( g_weightlist[i].bonename[j] );
+ if (k == -1)
+ {
+ MdlError("unknown bone reference '%s' in weightlist '%s'\n", g_weightlist[i].bonename[j], g_weightlist[i].name );
+ }
+ g_weightlist[i].weight[k] = g_weightlist[i].boneweight[j];
+ g_weightlist[i].posweight[k] = g_weightlist[i].boneposweight[j];
+ }
+ }
+
+ for (i = 0; i < g_numweightlist; i++)
+ {
+ // copy weights forward
+ for (j = 0; j < g_numbones; j++)
+ {
+ if (g_weightlist[i].weight[j] < 0.0)
+ {
+ if (g_bonetable[j].parent != -1)
+ {
+ g_weightlist[i].weight[j] = g_weightlist[i].weight[g_bonetable[j].parent];
+ g_weightlist[i].posweight[j] = g_weightlist[i].posweight[g_bonetable[j].parent];
+ }
+ }
+ }
+ }
+}
+
+void setAnimationWeight( s_animation_t *panim, int index )
+{
+ // copy weightlists to animations
+ for (int k = 0; k < g_numbones; k++)
+ {
+ panim->weight[k] = g_weightlist[index].weight[k];
+ panim->posweight[k] = g_weightlist[index].posweight[k];
+ }
+}
+
+void addDeltas( s_animation_t *panim, int frame, float s, Vector delta_pos[], Quaternion delta_q[] )
+{
+ for (int k = 0; k < g_numbones; k++)
+ {
+ if (panim->weight[k] > 0)
+ {
+ QuaternionSMAngles( s, delta_q[k], panim->sanim[frame][k].rot, panim->sanim[frame][k].rot );
+ VectorMA( panim->sanim[frame][k].pos, s, delta_pos[k], panim->sanim[frame][k].pos );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: find the difference between the overlapping frames and spread out
+// the difference over multiple frames.
+// start: negative number, specifies how far back from the end to start blending
+// end: positive number, specifies how many frames from the beginning to blend
+//-----------------------------------------------------------------------------
+
+void fixupLoopingDiscontinuities( s_animation_t *panim, int start, int end )
+{
+ int j, k, m, n;
+
+ // fix C0 errors on looping animations
+ m = panim->numframes - 1;
+
+ Vector delta_pos[MAXSTUDIOSRCBONES];
+ Quaternion delta_q[MAXSTUDIOSRCBONES];
+
+ // skip if there's nothing to smooth
+ if (m == 0)
+ return;
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ VectorSubtract( panim->sanim[m][k].pos, panim->sanim[0][k].pos, delta_pos[k] );
+ QuaternionMA( panim->sanim[m][k].rot, -1, panim->sanim[0][k].rot, delta_q[k] );
+ QAngle ang;
+ QuaternionAngles( delta_q[k], ang );
+ // printf("%2d %.1f %.1f %.1f\n", k, ang.x, ang.y, ang.z );
+ }
+
+ // HACK: skip fixup for motion that'll be matched with linear extraction
+ // FIXME: remove when "global" extraction moved into normal ordered processing loop
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == -1)
+ {
+ if (panim->motiontype & STUDIO_LX)
+ delta_pos[k].x = 0.0;
+ if (panim->motiontype & STUDIO_LY)
+ delta_pos[k].y = 0.0;
+ if (panim->motiontype & STUDIO_LZ)
+ delta_pos[k].z = 0.0;
+ // FIXME: add rotation
+ }
+ }
+
+ // make sure loop doesn't exceed animation length
+ if (end-start > panim->numframes)
+ {
+ end = panim->numframes + start;
+ if (end < 0)
+ {
+ end = 0;
+ start = -(panim->numframes - 1);
+ }
+ }
+
+ // FIXME: figure out S
+ float s = 0;
+ float nf = end - start;
+
+ for (j = start + 1; j <= 0; j++)
+ {
+ n = j - start;
+ s = (n / nf);
+ s = 3 * s * s - 2 * s * s * s;
+ // printf("%d : %d (%lf)\n", m+j, n, -s );
+ addDeltas( panim, m+j, -s, delta_pos, delta_q );
+ }
+
+ for (j = 0; j < end; j++)
+ {
+ n = end - j;
+ s = (n / nf);
+ s = 3 * s * s - 2 * s * s * s;
+ //printf("%d : %d (%lf)\n", j, n, s );
+ addDeltas( panim, j, s, delta_pos, delta_q );
+ }
+}
+
+
+
+void matchBlend( s_animation_t *pDestAnim, s_animation_t *pSrcAnimation, int iSrcFrame, int iDestFrame, int iPre, int iPost )
+{
+ int j, k;
+
+ if (pDestAnim->flags & STUDIO_LOOPING)
+ {
+ iPre = max( iPre, -pDestAnim->numframes );
+ iPost = min( iPost, pDestAnim->numframes );
+ }
+ else
+ {
+ iPre = max( iPre, -iDestFrame );
+ iPost = min( iPost, pDestAnim->numframes - iDestFrame );
+ }
+
+ Vector delta_pos[MAXSTUDIOSRCBONES];
+ Quaternion delta_q[MAXSTUDIOSRCBONES];
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ VectorSubtract( pSrcAnimation->sanim[iSrcFrame][k].pos, pDestAnim->sanim[iDestFrame][k].pos, delta_pos[k] );
+ QuaternionMA( pSrcAnimation->sanim[iSrcFrame][k].rot, -1, pDestAnim->sanim[iDestFrame][k].rot, delta_q[k] );
+ /*
+ QAngle ang;
+ QuaternionAngles( delta_q[k], ang );
+ printf("%2d %.1f %.1f %.1f\n", k, ang.x, ang.y, ang.z );
+ */
+ }
+
+ // HACK: skip fixup for motion that'll be matched with linear extraction
+ // FIXME: remove when "global" extraction moved into normal ordered processing loop
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == -1)
+ {
+ if (pDestAnim->motiontype & STUDIO_LX)
+ delta_pos[k].x = 0.0;
+ if (pDestAnim->motiontype & STUDIO_LY)
+ delta_pos[k].y = 0.0;
+ if (pDestAnim->motiontype & STUDIO_LZ)
+ delta_pos[k].z = 0.0;
+ // FIXME: add rotation
+ }
+ }
+
+ // FIXME: figure out S
+ float s = 0;
+
+ for (j = iPre; j <= iPost; j++)
+ {
+ if (j < 0)
+ {
+ s = j / (float)(iPre-1);
+ }
+ else
+ {
+ s = j / (float)(iPost+1);
+ }
+ s = SimpleSpline( 1 - s );
+ k = iDestFrame + j;
+ if (k < 0)
+ {
+ k += (pDestAnim->numframes - 1);
+ }
+ else
+ {
+ k = k % (pDestAnim->numframes - 1);
+ }
+ //printf("%d : %d (%lf)\n", iDestFrame + j, k, s );
+ addDeltas( pDestAnim, k, s, delta_pos, delta_q );
+ // make sure final frame of a looping animation matches frame 0
+ if ((pDestAnim->flags & STUDIO_LOOPING) && k == 0)
+ {
+ addDeltas( pDestAnim, pDestAnim->numframes - 1, s, delta_pos, delta_q );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: copy the first frame overtop the last frame
+//-----------------------------------------------------------------------------
+
+void forceAnimationLoop( s_animation_t *panim )
+{
+ int k, m, n;
+
+ // force looping animations to be looping
+ if (panim->flags & STUDIO_LOOPING)
+ {
+ n = 0;
+ m = panim->numframes - 1;
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ int type = panim->motiontype;
+
+ if (!(type & STUDIO_LX))
+ panim->sanim[m][k].pos[0] = panim->sanim[n][k].pos[0];
+ if (!(type & STUDIO_LY))
+ panim->sanim[m][k].pos[1] = panim->sanim[n][k].pos[1];
+ if (!(type & STUDIO_LZ))
+ panim->sanim[m][k].pos[2] = panim->sanim[n][k].pos[2];
+
+ if (!(type & STUDIO_LXR))
+ panim->sanim[m][k].rot[0] = panim->sanim[n][k].rot[0];
+ if (!(type & STUDIO_LYR))
+ panim->sanim[m][k].rot[1] = panim->sanim[n][k].rot[1];
+ if (!(type & STUDIO_LZR))
+ panim->sanim[m][k].rot[2] = panim->sanim[n][k].rot[2];
+ }
+ }
+
+ // printf("\n");
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate an single bones animation in a different parent's reference frame
+//-----------------------------------------------------------------------------
+
+void localHierarchy( s_animation_t *panim, char *pBonename, char *pParentname, int start, int peak, int tail, int end )
+{
+ s_localhierarchy_t *pRule;
+
+ pRule = &panim->localhierarchy[ panim->numlocalhierarchy ];
+ panim->numlocalhierarchy++;
+
+ pRule->start = start;
+ pRule->peak = peak;
+ pRule->tail = tail;
+ pRule->end = end;
+
+ if (pRule->start == 0 && pRule->peak == 0 && pRule->tail == 0 && pRule->end == 0)
+ {
+ pRule->tail = panim->numframes - 1;
+ pRule->end = panim->numframes - 1;
+ }
+
+ if (pRule->start != -1 && pRule->peak == -1 && pRule->tail == -1 && pRule->end != -1)
+ {
+ pRule->peak = (pRule->start + pRule->end) / 2;
+ pRule->tail = (pRule->start + pRule->end) / 2;
+ }
+
+ if (pRule->start != -1 && pRule->peak == -1 && pRule->tail != -1)
+ {
+ pRule->peak = (pRule->start + pRule->tail) / 2;
+ }
+
+ if (pRule->peak != -1 && pRule->tail == -1 && pRule->end != -1)
+ {
+ pRule->tail = (pRule->peak + pRule->end) / 2;
+ }
+
+ if (pRule->peak == -1)
+ {
+ pRule->start = 0;
+ pRule->peak = 0;
+ }
+
+ if (pRule->tail == -1)
+ {
+ pRule->tail = panim->numframes - 1;
+ pRule->end = panim->numframes - 1;
+ }
+
+ // check for wrapping
+ if (pRule->peak < pRule->start)
+ {
+ pRule->peak += panim->numframes - 1;
+ }
+ if (pRule->tail < pRule->peak)
+ {
+ pRule->tail += panim->numframes - 1;
+ }
+ if (pRule->end < pRule->tail)
+ {
+ pRule->end += panim->numframes - 1;
+ }
+
+
+ pRule->localData.numerror = pRule->end - pRule->start + 1;
+ if (pRule->end >= panim->numframes)
+ pRule->localData.numerror = pRule->localData.numerror + 2;
+
+ pRule->localData.pError = (s_streamdata_t *)kalloc( pRule->localData.numerror, sizeof( s_streamdata_t ));
+
+ matrix3x4_t boneToWorld[MAXSTUDIOBONES];
+ matrix3x4_t worldToBone;
+ matrix3x4_t local;
+
+ pRule->bone = findGlobalBone( pBonename );
+ if (pRule->bone == -1)
+ {
+ MdlError("anim '%s' references unknown bone '%s' in localhierarchy\n", panim->name, pBonename );
+ }
+
+ if (strlen( pParentname ) == 0)
+ {
+ pRule->newparent = -1;
+ }
+ else
+ {
+ pRule->newparent = findGlobalBone( pParentname );
+ if (pRule->newparent == -1)
+ {
+ MdlError("anim '%s' references unknown bone '%s' in localhierarchy\n", panim->name, pParentname );
+ }
+ }
+
+ int k;
+ const char *pAnimationName = panim->animationname;
+ s_sourceanim_t *pSourceAnim = FindSourceAnim( panim->source, pAnimationName );
+
+
+ for (k = 0; k < pRule->localData.numerror; k++)
+ {
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
+ BuildRawTransforms( panim->source, pAnimationName, k + pRule->start + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld );
+
+ TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
+
+ if (pRule->newparent != -1)
+ {
+ MatrixInvert( boneToWorld[pRule->newparent], worldToBone );
+ ConcatTransforms( worldToBone, boneToWorld[pRule->bone], local );
+ }
+ else
+ {
+ MatrixCopy( boneToWorld[pRule->bone], local );
+ }
+
+ MatrixAngles( local, pRule->localData.pError[k].q, pRule->localData.pError[k].pos );
+
+ /*
+ QAngle ang;
+ QuaternionAngles( pRule->errorData.pError[k].q, ang );
+ printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n",
+ k,
+ pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z,
+ ang.x, ang.y, ang.z );
+ */
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: rotate the animation so that it's moving in the specified angle
+//-----------------------------------------------------------------------------
+
+
+void makeAngle( s_animation_t *panim, float angle )
+{
+ float da = 0.0f;
+
+ if (panim->numpiecewisekeys != 0)
+ {
+ // look for movement in total piecewise movement
+ Vector pos = panim->piecewisemove[panim->numpiecewisekeys-1].pos;
+ if (pos[0] != 0 || pos[1] != 0)
+ {
+ float a = atan2( pos[1], pos[0] ) * (180 / M_PI);
+ da = angle - a;
+ }
+
+ for (int i = 0; i < panim->numpiecewisekeys; i++)
+ {
+ VectorYawRotate( panim->piecewisemove[i].pos, da, panim->piecewisemove[i].pos );
+ VectorYawRotate( panim->piecewisemove[i].vector, da, panim->piecewisemove[i].vector );
+ }
+ }
+ else
+ {
+ // look for movement in root bone
+ Vector pos = panim->sanim[(panim->numframes - 1)][g_rootIndex].pos - panim->sanim[0][g_rootIndex].pos;
+ if (pos[0] != 0 || pos[1] != 0)
+ {
+ float a = atan2( pos[1], pos[0] ) * (180 / M_PI);
+ da = angle - a;
+ }
+ }
+
+ /*
+ if (da > -0.01 && da < 0.01)
+ return;
+ */
+
+ matrix3x4_t rootxform;
+ matrix3x4_t src;
+ matrix3x4_t dest;
+
+ AngleMatrix( QAngle( 0, da, 0), rootxform );
+
+ for (int j = 0; j < panim->numframes; j++)
+ {
+ for (int k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == -1)
+ {
+ AngleMatrix( panim->sanim[j][k].rot, panim->sanim[j][k].pos, src );
+ ConcatTransforms( rootxform, src, dest );
+ MatrixAngles( dest, panim->sanim[j][k].rot, panim->sanim[j][k].pos );
+ }
+ }
+ }
+
+ // FIXME: not finished
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: convert pBoneToWorld back into rot/pos data
+//-----------------------------------------------------------------------------
+
+void solveBone(
+ s_animation_t *panim,
+ int iFrame,
+ int iBone,
+ matrix3x4_t* pBoneToWorld
+ )
+{
+ int iParent = g_bonetable[iBone].parent;
+
+ if (iParent == -1)
+ {
+ MatrixAngles( pBoneToWorld[iBone], panim->sanim[iFrame][iBone].rot, panim->sanim[iFrame][iBone].pos );
+ return;
+ }
+
+ matrix3x4_t worldToBone;
+ MatrixInvert( pBoneToWorld[iParent], worldToBone );
+
+ matrix3x4_t local;
+ ConcatTransforms( worldToBone, pBoneToWorld[iBone], local );
+
+ iFrame = iFrame % panim->numframes;
+
+ MatrixAngles( local, panim->sanim[iFrame][iBone].rot, panim->sanim[iFrame][iBone].pos );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calc the influence of a ik rule for a specific point in the animation cycle
+//-----------------------------------------------------------------------------
+
+float IKRuleWeight( s_ikrule_t *pRule, float flCycle )
+{
+ if (pRule->end > 1.0f && flCycle < pRule->start)
+ {
+ flCycle = flCycle + 1.0f;
+ }
+
+ float value = 0.0f;
+ if (flCycle < pRule->start)
+ {
+ return 0.0f;
+ }
+ else if (flCycle < pRule->peak )
+ {
+ value = (flCycle - pRule->start) / (pRule->peak - pRule->start);
+ }
+ else if (flCycle < pRule->tail )
+ {
+ return 1.0f;
+ }
+ else if (flCycle < pRule->end )
+ {
+ value = 1.0f - ((flCycle - pRule->tail) / (pRule->end - pRule->tail));
+ }
+ return 3.0f * value * value - 2.0f * value * value * value;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Lock the ik target to a specific location in order to clean up bad animations (shouldn't be needed).
+//-----------------------------------------------------------------------------
+void fixupIKErrors( s_animation_t *panim, s_ikrule_t *pRule )
+{
+ int k;
+
+ if (pRule->start == 0 && pRule->peak == 0 && pRule->tail == 0 && pRule->end == 0)
+ {
+ pRule->tail = panim->numframes - 1;
+ pRule->end = panim->numframes - 1;
+ }
+
+ // check for wrapping
+ if (pRule->peak < pRule->start)
+ {
+ pRule->peak += panim->numframes - 1;
+ }
+ if (pRule->tail < pRule->peak)
+ {
+ pRule->tail += panim->numframes - 1;
+ }
+ if (pRule->end < pRule->tail)
+ {
+ pRule->end += panim->numframes - 1;
+ }
+
+ if (pRule->contact == -1)
+ {
+ pRule->contact = pRule->peak;
+ }
+
+ if (panim->numframes <= 1)
+ return;
+
+ pRule->errorData.numerror = pRule->end - pRule->start + 1;
+
+ switch( pRule->type )
+ {
+ case IK_SELF:
+#if 0
+ // this code has never been run.....
+ {
+ matrix3x4_t boneToWorld[MAXSTUDIOBONES];
+ matrix3x4_t worldToBone;
+ matrix3x4_t local;
+ Vector targetPos;
+ Quaternion targetQuat;
+
+ pRule->bone = findGlobalBone( pRule->bonename );
+ if (pRule->bone == -1)
+ {
+ MdlError("unknown bone '%s' in ikrule\n", pRule->bonename );
+ }
+
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
+ BuildRawTransforms( panim->source, pRule->contact + panim->startframe - panim->source->startframe, srcBoneToWorld );
+ TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
+
+ MatrixInvert( boneToWorld[pRule->bone], worldToBone );
+ ConcatTransforms( worldToBone, boneToWorld[g_ikchain[pRule->chain].link[2].bone], local );
+ MatrixAngles( local, targetQuat, targetPos );
+
+ for (k = 0; k < pRule->errorData.numerror; k++)
+ {
+ BuildRawTransforms( panim->source, k + pRule->start + panim->startframe - panim->source->startframe, srcBoneToWorld );
+ TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
+
+ float cycle = (panim->numframes <= 1) ? 0 : (k + pRule->start) / (panim->numframes - 1);
+ float s = IKRuleWeight( pRule, cycle );
+
+ Quaternion curQuat;
+ Vector curPos;
+
+ // convert into rule bone space
+ MatrixInvert( boneToWorld[pRule->bone], worldToBone );
+ ConcatTransforms( worldToBone, boneToWorld[g_ikchain[pRule->chain].link[2].bone], local );
+ MatrixAngles( local, curQuat, curPos );
+
+ // find blended rule bone relative position
+ Vector rulePos = curPos * s + targetPos * (1.0 - s);
+ Quaternion ruleQuat;
+ QuaternionSlerp( curQuat, targetQuat, s, ruleQuat );
+ QuaternionMatrix( ruleQuat, rulePos, local );
+
+ Vector worldPos;
+ VectorTransform( rulePos, boneToWorld[pRule->bone], worldPos );
+
+ // printf("%d (%d) : %.1f %.1f %1.f\n", k + pRule->start, pRule->peak, pos.x, pos.y, pos.z );
+ Studio_SolveIK(
+ g_ikchain[pRule->chain].link[0].bone,
+ g_ikchain[pRule->chain].link[1].bone,
+ g_ikchain[pRule->chain].link[2].bone,
+ worldPos,
+ boneToWorld );
+
+ // slam final matrix
+ // FIXME: this isn't taking into account the IK may have failed
+ ConcatTransforms( boneToWorld[pRule->bone], local, boneToWorld[g_ikchain[pRule->chain].link[2].bone] );
+
+ solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[0].bone, boneToWorld );
+ solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[1].bone, boneToWorld );
+ solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[2].bone, boneToWorld );
+ }
+ }
+#endif
+ break;
+ case IK_WORLD:
+ case IK_GROUND:
+ {
+ matrix3x4_t boneToWorld[MAXSTUDIOBONES];
+
+ int bone = g_ikchain[pRule->chain].link[2].bone;
+ CalcBoneTransforms( panim, pRule->contact, boneToWorld );
+ // FIXME: add in motion
+
+ Vector footfall;
+ MatrixGetColumn( boneToWorld[bone], 3, footfall );
+
+ //printf("%d %d %d %d (%d)\n", pRule->start, pRule->peak, pRule->tail, pRule->end, pRule->errorData.numerror );
+ for (k = 0; k < pRule->errorData.numerror; k++)
+ {
+ CalcBoneTransforms( panim, k + pRule->start, boneToWorld );
+
+ float cycle = (panim->numframes <= 1) ? 0 : (float)(k + pRule->start) / (panim->numframes - 1);
+ float s = IKRuleWeight( pRule, cycle );
+ s = 1.0; // FIXME - the weight rule is wrong
+
+ Vector orig;
+ MatrixPosition( boneToWorld[g_ikchain[pRule->chain].link[2].bone], orig );
+
+ Vector pos = (footfall + calcMovement( panim, k + pRule->start, pRule->contact )) * s + orig * (1.0 - s);
+
+ //printf("%d (%.1f:%.1f) : %.1f %.1f %1.f\n", k + pRule->start, cycle, s, pos.x, pos.y, pos.z );
+
+ Studio_SolveIK(
+ g_ikchain[pRule->chain].link[0].bone,
+ g_ikchain[pRule->chain].link[1].bone,
+ g_ikchain[pRule->chain].link[2].bone,
+ pos,
+ boneToWorld );
+
+ solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[0].bone, boneToWorld );
+ solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[1].bone, boneToWorld );
+ solveBone( panim, k + pRule->start, g_ikchain[pRule->chain].link[2].bone, boneToWorld );
+ }
+ }
+ }
+ forceAnimationLoop( panim ); // !!!
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: map the vertex animations to their equivalent vertex in the base animations
+//-----------------------------------------------------------------------------
+static void ComputeSideAndScale( const s_flexkey_t &flexKey, s_vertanim_t *pVAnim, float *pSide, float *pScale )
+{
+ *pScale = 1.0f;
+ *pSide = 0.0f;
+
+ if ( flexKey.split > 0.0f )
+ {
+ if ( pVAnim->pos.x > flexKey.split )
+ {
+ *pScale = 0.0f;
+ }
+ else if ( pVAnim->pos.x < -flexKey.split )
+ {
+ *pScale = 1.0f;
+ }
+ else
+ {
+ float t = ( flexKey.split - pVAnim->pos.x ) / (2.0 * flexKey.split);
+ *pScale = 3.0f * t * t - 2.0f * t * t * t;
+ // printf( "%.1f : %.2f\n", pSrcAnim->pos.x, *pScale );
+ }
+ }
+ else if ( flexKey.split < 0.0f )
+ {
+ if ( pVAnim->pos.x < flexKey.split)
+ {
+ *pScale = 0.0f;
+ }
+ else if ( pVAnim->pos.x > -flexKey.split)
+ {
+ *pScale = 1.0f;
+ }
+ else
+ {
+ float t = ( flexKey.split - pVAnim->pos.x ) / ( 2.0f * flexKey.split );
+ *pScale = 3.0f * t * t - 2.0f * t * t * t;
+ // printf( "%.1f : %.2f\n", pSrcAnim->pos.x, *pScale );
+ }
+ }
+
+ if ( flexKey.flexpair != 0)
+ {
+ // paired flexes are full scale but variable side to side
+ *pSide = 1.0 - *pScale;
+ *pScale = 1.0;
+ }
+ else
+ {
+ // unpaired flexes are variable scale, one sided
+ *pSide = 0;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: map the vertex animations to their equivalent vertex in the base animations
+//-----------------------------------------------------------------------------
+static void ComputeVertexAnimationSpeed( s_flexkey_t& flexKey )
+{
+ // calc max total scale for deltas
+ float flScale = 0.0f;
+ for ( int m = 0; m < flexKey.numvanims; m++ )
+ {
+ float s =flexKey.vanim[m].pos.Length();
+
+ if ( s > flScale )
+ {
+ flScale = s;
+ }
+ }
+ if ( flScale == 0.0f )
+ {
+ flScale = 0.01f;
+ }
+
+ // set
+ for ( int m = 0; m < flexKey.numvanims; m++ )
+ {
+ if ( flexKey.decay == 0.0f )
+ {
+ flexKey.vanim[m].speed = 1.0f;
+ }
+ else
+ {
+ flexKey.vanim[m].speed = clamp( flexKey.vanim[m].pos.Length() / (flScale * flexKey.decay), 0.0f, 1.0f );
+ }
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: map the vertex animations to their equivalent vertex in the base animations
+//-----------------------------------------------------------------------------
+static void BuildVAnimFlags( s_source_t *pVSource, s_sourceanim_t *pVSourceAnim, int nCurrentFlexKey )
+{
+ pVSourceAnim->vanim_flag = (int *)kalloc( pVSource->numvertices, sizeof( int ));
+ for ( int n = nCurrentFlexKey; n < g_numflexkeys; n++ )
+ {
+ // make sure it's the current flex file and that it's not frame 0 (happens with eyeball stuff).
+ if ( g_flexkey[n].source != pVSource )
+ continue;
+
+ if ( Q_stricmp( g_flexkey[n].animationname, pVSourceAnim->animationname ) )
+ continue;
+
+ const s_sourceanim_t *pAnim = FindSourceAnim( g_flexkey[n].source, g_flexkey[n].animationname );
+ if ( !pAnim )
+ continue;
+
+ if ( pAnim->newStyleVertexAnimations != pVSourceAnim->newStyleVertexAnimations )
+ continue;
+
+ if ( !pAnim->newStyleVertexAnimations && g_flexkey[n].frame == 0 )
+ continue;
+
+ int k = g_flexkey[n].frame;
+ for ( int m = 0; m < pVSourceAnim->numvanims[k]; m++ )
+ {
+ pVSourceAnim->vanim_flag[ pVSourceAnim->vanim[k][m].vertex ] = 1;
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Build an array indexed by model vertex which indicates which vanim vertex corresponds best to it
+//-----------------------------------------------------------------------------
+static void BuildModelToVAnimMap( s_source_t *pVSource, s_sourceanim_t *pVSourceAnim, s_loddata_t *pmLodSource, bool bNewVertexAnimations, int *pModelToVAnim )
+{
+ static float imapdist[MAXSTUDIOVERTS]; // distance from src vert to vanim vert
+ static float imapdot[MAXSTUDIOVERTS]; // dot product of src norm to vanim normal
+ Vector tmp;
+
+ // find frame 0 vertices to closest g_model vertex
+ for ( int j = 0; j < pmLodSource->numvertices; j++ )
+ {
+ imapdist[j] = 1E30;
+ imapdot[j] = -1.0;
+ pModelToVAnim[j] = -1;
+ }
+
+ int nMinLod = min( g_minLod, g_ScriptLODs.Count() - 1 );
+
+ for ( int j = 0; j < pVSource->numvertices; j++ )
+ {
+ float flMinDist = 1E30;
+ int n = -1;
+ for ( int k = 0; k < pmLodSource->numvertices; k++ )
+ {
+ // go ahead and skip vertices that are just going to be stripped later
+ // TODO: take this out when the lod clamping stuff gets moved into the LOD code instead of being a post process
+ if ( nMinLod && !( pmLodSource->vertex[k].lodFlag & (0xFFFFFF << nMinLod) ) )
+ continue;
+
+ const Vector& vecModelPos = bNewVertexAnimations ? pVSource->vertex[j].position : pVSourceAnim->vanim[0][j].pos;
+
+ // TODO: Length() gives inconsistent results in release build
+ VectorSubtract( pmLodSource->vertex[k].position, vecModelPos, tmp );
+ float flDist = tmp.LengthSqr();
+ if ( flDist >= 0.15f )
+ continue;
+
+ const Vector& vecModelNormal = bNewVertexAnimations ? pVSource->vertex[j].normal : pVSourceAnim->vanim[0][j].normal;
+ float flDot = DotProduct( pmLodSource->vertex[k].normal, vecModelNormal );
+ if ( flDist < imapdist[k] || ( flDist == imapdist[k] && flDot > imapdot[k]))
+ {
+ imapdist[k] = flDist;
+ imapdot[k] = flDot;
+ pModelToVAnim[k] = j;
+ }
+
+ if ( flDist < flMinDist )
+ {
+ flMinDist = flDist;
+ n = j;
+ }
+ }
+
+ if ( flMinDist > 0.01 )
+ {
+ // printf("vert %d dist %.4f\n", j, minDist );
+ // printf("%.4f %.4f %.4f\n", pvsource->vanim[0][j].pos[0], pvsource->vanim[0][j].pos[1], pvsource->vanim[0][j].pos[2] );
+ }
+
+ // VectorSubtract( modelpos[n], pvsource->vanim[0][j].pos, matchdelta[j] );
+
+ if ( n == -1 )
+ {
+ // printf("no match for animated vertex %d : %.4f %.4f %.4f\n", j, pVSourceAnim->vanim[0][j].pos[0], pVSourceAnim->vanim[0][j].pos[1], pVSourceAnim->vanim[0][j].pos[2] );
+ }
+ }
+
+ /*
+ for (j = 0; j < pmsource->numvertices; j++)
+ {
+ printf("%4d : %7.4f %7.4f : %5d", j, imapdist[j], imapdot[j], model_to_vanim_vert_imap[j] );
+ printf(" : %8.4f %8.4f %8.4f", modelpos[j][0], modelpos[j][1], modelpos[j][2] );
+ printf("\n");
+ }
+ */
+
+ /*
+ for (j = 0; j < pmsource->numvertices; j++)
+ {
+ if (fabs( modelpos[j][2] - 64.36) > 0.01)
+ continue;
+
+ printf("%4d : %8.4f %8.4f %8.4f\n", j, modelpos[j][0], modelpos[j][1], modelpos[j][2] );
+ }
+
+ for (j = 0; j < pvsource->numvertices; j++)
+ {
+ if (!pvsource->vanim_flag[j])
+ continue;
+
+ printf("%4d : %8.2f %8.2f %8.2f : ", j, pvsource->vanim[0][j].pos[0], pvsource->vanim[0][j].pos[1], pvsource->vanim[0][j].pos[2] );
+ for (k = 0; k < pmsource->numvertices; k++)
+ {
+ if (model_to_vanim_vert_imap[k] == j)
+ printf(" %d", k );
+ }
+ printf("\n");
+ }
+ */
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Build an array indexed by model vertex which indicates which vanim vertex corresponds best to it
+//-----------------------------------------------------------------------------
+static void BuildVAnimMap( s_source_t *pVSource, s_sourceanim_t *pVSourceAnim, s_loddata_t *pmLodSource, const int *pModelToVAnim )
+{
+ // indexed by vertex anim vertex index
+ static int *mapp[MAXSTUDIOVERTS*4];
+
+ // count number of times each vanim vert connectes to a model vert
+ int n = 0;
+ pVSourceAnim->vanim_mapcount = (int *)kalloc( pVSource->numvertices, sizeof( int ) );
+ for ( int j = 0; j < pmLodSource->numvertices; j++ )
+ {
+ if ( pModelToVAnim[j] != -1 )
+ {
+ pVSourceAnim->vanim_mapcount[ pModelToVAnim[j] ]++;
+ n++;
+ }
+ }
+
+ pVSourceAnim->vanim_map = (int **)kalloc( pVSource->numvertices, sizeof( int * ));
+ int *vmap = (int *)kalloc( n, sizeof( int ) );
+
+ // build mapping arrays
+ for ( int j = 0; j < pVSource->numvertices; j++ )
+ {
+ if ( pVSourceAnim->vanim_mapcount[j] )
+ {
+ pVSourceAnim->vanim_map[j] = vmap;
+ mapp[j] = vmap;
+ vmap += pVSourceAnim->vanim_mapcount[j];
+ }
+ else if ( pVSourceAnim->vanim_flag[j] )
+ {
+ // printf("%d animates but no matching vertex\n", j );
+ }
+ }
+
+ for ( int j = 0; j < pmLodSource->numvertices; j++ )
+ {
+ if (pModelToVAnim[j] != -1)
+ {
+ *(mapp[ pModelToVAnim[j] ]++) = j;
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Computes the number of unique desination vanims, allocates space for it
+//-----------------------------------------------------------------------------
+static void AllocateDestVAnim( s_flexkey_t &flexKey, s_sourceanim_t *pVSourceAnim )
+{
+ int nVAnimCount = pVSourceAnim->numvanims[ flexKey.frame ];
+ s_vertanim_t *pVAnim = pVSourceAnim->vanim[ flexKey.frame ];
+
+ // frame 0 is special. Always assume zero vertex animations
+ if ( !pVSourceAnim->newStyleVertexAnimations && flexKey.frame == 0 )
+ {
+ nVAnimCount = 0;
+ }
+
+ // count total possible remapped animations
+ int nNumDestVAnims = 0;
+ for ( int m = 0; m < nVAnimCount; m++)
+ {
+ nNumDestVAnims += pVSourceAnim->vanim_mapcount[ pVAnim[m].vertex ];
+ }
+
+ // allocate room to all possible resulting deltas
+ s_vertanim_t *pDestAnim = (s_vertanim_t *)kalloc( nNumDestVAnims, sizeof( s_vertanim_t ) );
+ flexKey.vanim = pDestAnim;
+ flexKey.vanimtype = STUDIO_VERT_ANIM_NORMAL; // default
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: map the vertex animations to their equivalent vertex in the base animations
+//-----------------------------------------------------------------------------
+void RemapVertexAnimations(void)
+{
+ int i, j, k;
+ int n, m;
+ s_source_t *pvsource; // vertex animation source
+ const char *pAnimationName;
+ s_sourceanim_t *pSourceAnim;
+ s_loddata_t *pmLodSource; // original model source
+ Vector tmp;
+
+ // index by vertex in targets root LOD
+ static int model_to_vanim_vert_imap[MAXSTUDIOVERTS]; // model vert to vanim vert mapping
+
+ // for all the sources of flexes, find a mapping of vertex animations to base model.
+ // There can be multiple "vertices" in the base model for each animated vertex since vertices
+ // are duplicated along material boundaries.
+ for ( i = 0; i < g_numflexkeys; i++ )
+ {
+ s_source_t *pVSource = g_flexkey[i].source;
+ s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, g_flexkey[i].animationname );
+
+ // We only do old-style vertex animations
+ if ( pVSourceAnim->newStyleVertexAnimations )
+ continue;
+
+ // skip if it's already been done or if has doesn't have any animations
+ if ( pVSourceAnim->vanim_flag )
+ continue;
+
+ // flag all the vertices that animate (builds the vanim_flag field of the source anim)
+ BuildVAnimFlags( pVSource, pVSourceAnim, i );
+
+ s_loddata_t *pLodData = g_model[ g_flexkey[i].imodel ]->m_pLodData;
+
+ // Map vertex indices specified in the model to ones specified in the vanim data
+ BuildModelToVAnimMap( pVSource, pVSourceAnim, pLodData, false, model_to_vanim_vert_imap );
+
+ // Build the vanim_mapcount, vanim_map fields of the source anim
+ BuildVAnimMap( pVSource, pVSourceAnim, pLodData, model_to_vanim_vert_imap );
+ }
+
+#if 0
+ s_vertanim_t *defaultanims = NULL;
+
+ if (g_defaultflexkey)
+ {
+ defaultanims = g_defaultflexkey->source->vanim[g_defaultflexkey->frame];
+ }
+ else
+ {
+ defaultanims = g_flexkey[0].source->vanim[0];
+ }
+#endif
+
+ // reset model to be default animations
+ if ( g_defaultflexkey )
+ {
+ pvsource = g_defaultflexkey->source;
+ pAnimationName = g_defaultflexkey->animationname;
+ pSourceAnim = FindSourceAnim( pvsource, pAnimationName );
+ pmLodSource = g_model[g_defaultflexkey->imodel]->m_pLodData;
+
+ int numsrcanims = pSourceAnim->numvanims[g_defaultflexkey->frame];
+ s_vertanim_t *psrcanim = pSourceAnim->vanim[g_defaultflexkey->frame];
+
+ for (m = 0; m < numsrcanims; m++)
+ {
+ if ( pSourceAnim->vanim_mapcount[psrcanim->vertex]) // bah, only do it for ones that found a match!
+ {
+ for (n = 0; n < pSourceAnim->vanim_mapcount[psrcanim->vertex]; n++)
+ {
+ // copy "default" pos to original model
+ k = pSourceAnim->vanim_map[psrcanim->vertex][n];
+ VectorCopy( psrcanim->pos, pmLodSource->vertex[k].position );
+ VectorCopy( psrcanim->normal, pmLodSource->vertex[k].normal );
+
+ // copy "default" pos to frame 0 of vertex animation source
+ // FIXME: this needs to copy to all sources of vertex animation.
+ // FIXME: the "default" pose needs to be in each vertex animation source since it's likely that the vertices won't be numbered the same in each file.
+ VectorCopy( psrcanim->pos, pSourceAnim->vanim[0][psrcanim->vertex].pos );
+ VectorCopy( psrcanim->normal, pSourceAnim->vanim[0][psrcanim->vertex].normal );
+ }
+ }
+ psrcanim++;
+ }
+ }
+
+ static bool doesMove[MAXSTUDIOVERTS];
+ int numMoved;
+
+ memset( doesMove, 0, MAXSTUDIOVERTS * sizeof( bool ) );
+ numMoved = 0;
+
+ for (i = 0; i < g_numflexkeys; i++)
+ {
+ pvsource = g_flexkey[i].source;
+ pAnimationName = g_flexkey[i].animationname;
+ pSourceAnim = FindSourceAnim( pvsource, pAnimationName );
+ if ( pSourceAnim->newStyleVertexAnimations )
+ continue;
+
+ pmLodSource = g_model[g_flexkey[i].imodel]->m_pLodData;
+
+ // Allocate g_flexkey[i].vanim
+ AllocateDestVAnim( g_flexkey[i], pSourceAnim );
+
+ s_vertanim_t *psrcanim = pSourceAnim->vanim[g_flexkey[i].frame];
+ s_vertanim_t *pdestanim = g_flexkey[i].vanim;
+
+ // frame 0 is special. Always assume zero vertex animations
+ int numsrcanims = ( g_flexkey[i].frame != 0 ) ? pSourceAnim->numvanims[g_flexkey[i].frame] : 0;
+
+ for (m = 0; m < numsrcanims; m++, psrcanim++)
+ {
+ Vector delta, ndelta;
+ float flSide, flScale;
+ ComputeSideAndScale( g_flexkey[i], psrcanim, &flSide, &flScale );
+
+ // bah, only do it for ones that found a match!
+ if ( flScale <= 0.0f || !pSourceAnim->vanim_mapcount[psrcanim->vertex] )
+ continue;
+
+ j = pSourceAnim->vanim_map[psrcanim->vertex][0];
+
+ //VectorSubtract( psrcanim->pos, pSourceAnim->vanim[0][psrcanim->vertex].pos, tmp );
+ //VectorTransform( tmp, pmsource->bonefixup[k].im, delta );
+ VectorSubtract( psrcanim->pos, pSourceAnim->vanim[0][psrcanim->vertex].pos, delta );
+
+ //VectorSubtract( psrcanim->normal, pSourceAnim->vanim[0][psrcanim->vertex].normal, tmp );
+ //VectorTransform( tmp, pmsource->bonefixup[k].im, ndelta );
+ VectorSubtract( psrcanim->normal, pSourceAnim->vanim[0][psrcanim->vertex].normal, ndelta );
+
+ // if the changes are too small, skip 'em
+ // FIXME: the clamp needs to be paired with the other matching positions.
+ // currently this is set to the float16 min value. Sucky.
+ if (DotProduct( delta, delta ) <= (0.001f*0.001f) /* 0.0001 */ && DotProduct( ndelta, ndelta ) <= 0.001)
+ {
+ // printf("%4d %6.4f %6.4f %6.4f\n", pdestanim->vertex, delta.x, delta.y, delta.z );
+ continue;
+ }
+
+ for (n = 0; n < pSourceAnim->vanim_mapcount[psrcanim->vertex]; n++)
+ {
+ pdestanim->vertex = pSourceAnim->vanim_map[psrcanim->vertex][n];
+ VectorScale( delta, flScale, pdestanim->pos );
+ VectorScale( ndelta, flScale, pdestanim->normal );
+ pdestanim->side = flSide;
+
+ // count all the unique verts that actually move
+ if (!doesMove[pdestanim->vertex])
+ {
+ doesMove[pdestanim->vertex] = true;
+ numMoved++;
+ }
+
+ /*
+ printf("%4d %6.2f %6.2f %6.2f : %4d %5.2f %5.2f %5.2f\n",
+ pdestanim->vertex,
+ // pmsource->vertex[pdestanim->vertex][0], pmsource->vertex[pdestanim->vertex][1], pmsource->vertex[pdestanim->vertex][2],
+ modelpos[pdestanim->vertex][0], modelpos[pdestanim->vertex][1], modelpos[pdestanim->vertex][2],
+ psrcanim->vertex,
+ pdestanim->pos[0], pdestanim->pos[1], pdestanim->pos[2] );
+ */
+ g_flexkey[i].numvanims++;
+ pdestanim++;
+ }
+ }
+
+ ComputeVertexAnimationSpeed( g_flexkey[i] );
+ }
+
+ if (numMoved > MAXSTUDIOFLEXVERTS)
+ {
+ MdlError( "Too many flexed verts %d (%d)\n", numMoved, MAXSTUDIOFLEXVERTS );
+ }
+ else if (numMoved > 0 && !g_quiet)
+ {
+ printf("Max flex verts %d\n", numMoved );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: map the vertex animations to their equivalent vertex in the base animations
+//-----------------------------------------------------------------------------
+static int FlexKeysSortFunc( const void *pv1, const void *pv2 )
+{
+ const s_flexkey_t *pKey1 = (const s_flexkey_t*)pv1;
+ const s_flexkey_t *pKey2 = (const s_flexkey_t*)pv2;
+
+ if ( pKey1->source != pKey2->source )
+ return (size_t)pKey1->source - (size_t)pKey2->source;
+ return Q_stricmp( pKey1->animationname, pKey2->animationname );
+}
+
+static int SortFlexKeys( s_flexkey_t **ppSortedFlexKeys )
+{
+ int nSortedFlexKeyCount = 0;
+ for ( int i = 0; i < g_numflexkeys; i++ )
+ {
+ s_source_t *pVSource = g_flexkey[i].source;
+ s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, g_flexkey[i].animationname );
+
+ // We only do new-style vertex animations
+ if ( !pVSourceAnim->newStyleVertexAnimations )
+ continue;
+
+ ppSortedFlexKeys[nSortedFlexKeyCount++] = &g_flexkey[i];
+ }
+
+ if ( nSortedFlexKeyCount > 0 )
+ {
+ qsort( ppSortedFlexKeys, nSortedFlexKeyCount, sizeof(s_flexkey_t*), FlexKeysSortFunc );
+ }
+
+ return nSortedFlexKeyCount;
+}
+
+static void RemapVertexAnimationsNewVersion(void)
+{
+ // index by vertex in targets root LOD
+ static int model_to_vanim_vert_imap[MAXSTUDIOVERTS];
+
+ // Sort flexkeys by source
+ s_flexkey_t **ppSortedFlexKeys = (s_flexkey_t**)_alloca( g_numflexkeys * sizeof(s_flexkey_t*) );
+ int nSortedFlexKeyCount = SortFlexKeys( ppSortedFlexKeys );
+ if ( nSortedFlexKeyCount == 0 )
+ return;
+
+ // for all the sources of flexes, find a mapping of vertex animations to base model.
+ // There can be multiple "vertices" in the base model for each animated vertex since vertices
+ // are duplicated along material boundaries.
+ s_source_t *pVLastSource = NULL;
+ for ( int i = 0; i < nSortedFlexKeyCount; i++ )
+ {
+ s_flexkey_t *pFlexKey = ppSortedFlexKeys[i];
+ s_source_t *pVSource = pFlexKey->source;
+ s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, pFlexKey->animationname );
+ s_loddata_t *pLodSource = g_model[ pFlexKey->imodel ]->m_pLodData;
+
+ if ( pVSource != pVLastSource )
+ {
+ // Map vertex indices specified in the model to ones specified in the vanim data
+ BuildModelToVAnimMap( pVSource, NULL, pLodSource, true, model_to_vanim_vert_imap );
+ pVLastSource = pVSource;
+ }
+
+ // We only do new-style vertex animations
+ Assert( pVSourceAnim->newStyleVertexAnimations );
+
+ // skip if it's already been done or if has doesn't have any animations
+ if ( pVSourceAnim->vanim_flag )
+ continue;
+
+ pVSourceAnim->vanim_flag = (int *)kalloc( pVSource->numvertices, sizeof( int ));
+
+ // flag all the vertices that animate (builds the vanim_flag field of the source anim)
+ int j;
+ for ( j = i+1; j < nSortedFlexKeyCount; ++j )
+ {
+ if ( ( ppSortedFlexKeys[j]->source != pVSource ) ||
+ Q_stricmp( ppSortedFlexKeys[j]->animationname, pFlexKey->animationname ) )
+ break;
+ }
+
+ for ( ; i < j; ++i )
+ {
+ int k = ppSortedFlexKeys[i]->frame;
+ for ( int m = 0; m < pVSourceAnim->numvanims[k]; m++ )
+ {
+ pVSourceAnim->vanim_flag[ pVSourceAnim->vanim[k][m].vertex ] = 1;
+ }
+ }
+ --i;
+
+ // Build the vanim_mapcount, vanim_map fields of the source anim
+ BuildVAnimMap( pVSource, pVSourceAnim, pLodSource, model_to_vanim_vert_imap );
+ }
+
+ int nNumMoved = 0;
+ static bool pDoesMove[MAXSTUDIOVERTS];
+ memset( pDoesMove, 0, MAXSTUDIOVERTS * sizeof( bool ) );
+
+ for ( int i = 0; i < g_numflexkeys; i++ )
+ {
+ s_source_t *pVSource = g_flexkey[i].source;
+ s_sourceanim_t *pVSourceAnim = FindSourceAnim( pVSource, g_flexkey[i].animationname );
+ if ( !pVSourceAnim->newStyleVertexAnimations )
+ continue;
+
+ // Allocate g_flexkey[i].vanim
+ AllocateDestVAnim( g_flexkey[i], pVSourceAnim );
+
+ int nNumSrcVAnims = pVSourceAnim->numvanims[ g_flexkey[i].frame ];
+ s_vertanim_t *pSrcVAnim = pVSourceAnim->vanim[ g_flexkey[i].frame ];
+ s_vertanim_t *pDestVAnim = g_flexkey[i].vanim;
+
+ for ( int m = 0; m < nNumSrcVAnims; m++, pSrcVAnim++ )
+ {
+ // bah, only do it for ones that found a match!
+ if ( !pVSourceAnim->vanim_mapcount[pSrcVAnim->vertex] )
+ continue;
+
+ // if the changes are too small, skip 'em
+ // FIXME: the clamp needs to be paired with the other matching positions.
+ // currently this is set to the float16 min value. Sucky.
+ if ( DotProduct( pSrcVAnim->pos, pSrcVAnim->pos ) <= (0.001f*0.001f) /* 0.0001 */ && DotProduct( pSrcVAnim->normal, pSrcVAnim->normal ) <= 0.001f && pSrcVAnim->wrinkle <= 0.001f )
+ {
+ // printf("%4d %6.4f %6.4f %6.4f\n", pDestAnim->vertex, delta.x, delta.y, delta.z );
+ continue;
+ }
+
+ for ( int n = 0; n < pVSourceAnim->vanim_mapcount[pSrcVAnim->vertex]; n++ )
+ {
+ memcpy( pDestVAnim, pSrcVAnim, sizeof(s_vertanim_t) );
+ pDestVAnim->vertex = pVSourceAnim->vanim_map[pSrcVAnim->vertex][n];
+
+ if ( pDestVAnim->wrinkle != 0.0f )
+ {
+ g_flexkey[i].vanimtype = STUDIO_VERT_ANIM_WRINKLE;
+ }
+
+ // count all the unique verts that actually move
+ if ( !pDoesMove[pDestVAnim->vertex] )
+ {
+ pDoesMove[pDestVAnim->vertex] = true;
+ nNumMoved++;
+ }
+
+ g_flexkey[i].numvanims++;
+ pDestVAnim++;
+ }
+ }
+ }
+
+ if ( nNumMoved > MAXSTUDIOFLEXVERTS )
+ {
+ MdlError( "Too many flexed verts %d (%d)\n", nNumMoved, MAXSTUDIOFLEXVERTS );
+ }
+ else if ( nNumMoved > 0 && !g_quiet )
+ {
+ printf("Max flex verts %d\n", nNumMoved );
+ }
+}
+
+
+// Finds the bone index for a particular source
+extern int FindLocalBoneNamed( const s_source_t *pSource, const char *pName );
+
+//-----------------------------------------------------------------------------
+// Purpose: finds the bone index in the global bone table
+//-----------------------------------------------------------------------------
+
+int findGlobalBone( const char *name )
+{
+ name = RenameBone( name );
+ for ( int k = 0; k < g_numbones; k++ )
+ {
+ if ( !Q_stricmp( g_bonetable[k].name, name ) )
+ return k;
+ }
+
+ return -1;
+}
+
+
+bool IsGlobalBoneXSI( const char *name, const char *bonename )
+{
+ name = RenameBone( name );
+
+ int len = strlen( name );
+
+ int len2 = strlen( bonename );
+ if ( len2 == len && strchr( bonename, '.' ) == NULL && stricmp( bonename, name ) == 0 )
+ return true;
+
+ if (len2 > len)
+ {
+
+ if (bonename[len2-len-1] == '.')
+ {
+ if (stricmp( &bonename[len2-len], name ) == 0)
+ {
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+
+
+int findGlobalBoneXSI( const char *name )
+{
+ int k;
+
+ name = RenameBone( name );
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (IsGlobalBoneXSI( name, g_bonetable[k].name ))
+ {
+ return k;
+ }
+ }
+
+ return -1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Acculumate quaternions and try to find the swept area of rotation
+// so that a "midpoint" of the rotation area can be found
+//-----------------------------------------------------------------------------
+
+void findAnimQuaternionAlignment( int k, int i, Quaternion &qBase, Quaternion &qMin, Quaternion &qMax )
+{
+ int j;
+
+ AngleQuaternion( g_panimation[i]->sanim[0][k].rot, qBase );
+ qMin = qBase;
+ float dMin = 1.0;
+ qMax = qBase;
+ float dMax = 1.0;
+
+ for (j = 1; j < g_panimation[i]->numframes; j++)
+ {
+ Quaternion q;
+
+ AngleQuaternion( g_panimation[i]->sanim[j][k].rot, q );
+ QuaternionAlign( qBase, q, q );
+
+ float d0 = QuaternionDotProduct( q, qBase );
+ float d1 = QuaternionDotProduct( q, qMin );
+ float d2 = QuaternionDotProduct( q, qMax );
+
+ /*
+ if (i != 0)
+ printf("%f %f %f : %f\n", d0, d1, d2, QuaternionDotProduct( qMin, qMax ) );
+ */
+ if (d1 >= d0)
+ {
+ if (d0 < dMin)
+ {
+ qMin = q;
+ dMin = d0;
+ if (dMax == 1.0)
+ {
+ QuaternionMA( qBase, -0.01, qMin, qMax );
+ QuaternionAlign( qBase, qMax, qMax );
+ }
+ }
+ }
+ else if (d2 >= d0)
+ {
+ if (d0 < dMax)
+ {
+ qMax = q;
+ dMax = d0;
+ }
+ }
+
+ /*
+ if (i != 0)
+ printf("%f ", QuaternionDotProduct( qMin, qMax ) );
+ */
+
+ QuaternionSlerpNoAlign( qMin, qMax, 0.5, qBase );
+ Assert( qBase.IsValid() );
+
+ /*
+ if (i != 0)
+ {
+ QAngle ang;
+ QuaternionAngles( qMin, ang );
+ printf("(%.1f %.1f %.1f) ", ang.x, ang.y, ang.z );
+ QuaternionAngles( qMax, ang );
+ printf("(%.1f %.1f %.1f) ", ang.x, ang.y, ang.z );
+ QuaternionAngles( qBase, ang );
+ printf("(%.1f %.1f %.1f)\n", ang.x, ang.y, ang.z );
+ }
+ */
+
+ dMin = QuaternionDotProduct( qBase, qMin );
+ dMax = QuaternionDotProduct( qBase, qMax );
+ }
+
+ // printf("%s (%s): %.3f :%.3f\n", g_bonetable[k].name, g_panimation[i]->name, QuaternionDotProduct( qMin, qMax ), QuaternionDotProduct( qMin, qBase ) );
+ /*
+ if (i != 0)
+ exit(0);
+ */
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: For specific bones, try to find the total valid area of rotation so
+// that their mid point of rotation can be used at run time to "pre-align"
+// the quaternions so that rotations > 180 degrees don't get blended the
+// "short way round".
+//-----------------------------------------------------------------------------
+
+void limitBoneRotations( void )
+{
+ int i, j, k;
+
+ for (i = 0; i < g_numlimitrotation; i++)
+ {
+ Quaternion qBase;
+
+ k = findGlobalBone( g_limitrotation[i].name );
+ if (k == -1)
+ {
+ MdlError("unknown bone \"%s\" in $limitrotation\n", g_limitrotation[i].name );
+ }
+
+ AngleQuaternion( g_bonetable[k].rot, qBase );
+
+ if (g_limitrotation[i].numseq == 0)
+ {
+ for (j = 0; j < g_numani; j++)
+ {
+ if (!(g_panimation[j]->flags & STUDIO_DELTA) && g_panimation[j]->numframes > 3)
+ {
+ Quaternion qBase2, qMin2, qMax2;
+ findAnimQuaternionAlignment( k, j, qBase2, qMin2, qMax2 );
+
+ QuaternionAdd( qBase, qBase2, qBase );
+ }
+ }
+ QuaternionNormalize( qBase );
+ }
+ else
+ {
+ for (j = 0; j < g_limitrotation[i].numseq; j++)
+ {
+
+ }
+ }
+
+ /*
+ QAngle ang;
+ QuaternionAngles( qBase, ang );
+ printf("%s : (%.1f %.1f %.1f) \n", g_bonetable[k].name, ang.x, ang.y, ang.z );
+ */
+
+ g_bonetable[k].qAlignment = qBase;
+ g_bonetable[k].flags |= BONE_FIXED_ALIGNMENT;
+
+ // QuaternionAngles( qBase, g_panimation[0]->sanim[0][k].rot );
+ }
+}
+
+
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: For specific bones, try to find the total valid area of rotation so
+// that their mid point of rotation can be used at run time to "pre-align"
+// the quaternions so that rotations > 180 degrees don't get blended the
+// "short way round".
+//-----------------------------------------------------------------------------
+
+void limitIKChainLength( void )
+{
+ int i, j, k;
+ matrix3x4_t boneToWorld[MAXSTUDIOSRCBONES]; // bone transformation matrix
+
+ for (k = 0; k < g_numikchains; k++)
+ {
+ bool needsFixup = false;
+ bool hasKnees = false;
+
+ Vector kneeDir = g_ikchain[k].link[0].kneeDir;
+ if (kneeDir.Length() > 0.0)
+ {
+ hasKnees = true;
+ }
+ else
+ {
+ for (i = 0; i < g_numani; i++)
+ {
+ s_animation_t *panim = g_panimation[i];
+
+ if (panim->flags & STUDIO_DELTA)
+ continue;
+
+ if (panim->flags & STUDIO_HIDDEN)
+ continue;
+
+ for (j = 0; j < panim->numframes; j++)
+ {
+ CalcBoneTransforms( panim, j, boneToWorld );
+
+ Vector worldThigh;
+ Vector worldKnee;
+ Vector worldFoot;
+
+ MatrixPosition( boneToWorld[ g_ikchain[k].link[0].bone ], worldThigh );
+ MatrixPosition( boneToWorld[ g_ikchain[k].link[1].bone ], worldKnee );
+ MatrixPosition( boneToWorld[ g_ikchain[k].link[2].bone ], worldFoot );
+
+ float l1 = (worldKnee-worldThigh).Length();
+ float l2 = (worldFoot-worldKnee).Length();
+ float l3 = (worldFoot-worldThigh).Length();
+
+ Vector ikHalf = (worldFoot+worldThigh) * 0.5;
+
+ // FIXME: what to do when the knee completely straight?
+ Vector ikKneeDir = worldKnee - ikHalf;
+ VectorNormalize( ikKneeDir );
+ // ikTargetKnee = ikKnee + ikKneeDir * l1;
+
+ // leg too straight to figure out knee?
+ if (l3 > (l1 + l2) * 0.999)
+ {
+ needsFixup = true;
+ }
+ else
+ {
+ // rotate knee into local space
+ Vector tmp;
+ VectorIRotate( ikKneeDir, boneToWorld[ g_ikchain[k].link[0].bone ], tmp );
+ float bend = (((DotProduct( worldThigh - worldKnee, worldFoot - worldKnee ) ) / (l1 * l3)) + 1) / 2.0;
+ kneeDir += tmp * bend;
+ hasKnees = true;
+ }
+ }
+ }
+ }
+
+ if (!needsFixup)
+ continue;
+
+ if (!hasKnees)
+ {
+ MdlWarning( "ik rules for %s but no clear knee direction\n", g_ikchain[k].name );
+ continue;
+ }
+
+ VectorNormalize( kneeDir );
+ g_ikchain[k].link[0].kneeDir = kneeDir;
+
+ if (g_verbose)
+ {
+ printf("knee %s %f %f %f\n", g_ikchain[k].name, kneeDir.x, kneeDir.y, kneeDir.z );
+ }
+
+#if 0
+ // don't bother for now, storing the knee direction should fix the runtime problems.
+ for (i = 0; i < g_numani; i++)
+ {
+ s_animation_t *panim = g_panimation[i];
+
+ if (panim->flags & STUDIO_DELTA)
+ continue;
+
+ for (j = 0; j < panim->numframes; j++)
+ {
+ CalcBoneTransforms( panim, j, boneToWorld );
+
+ Vector worldFoot;
+ MatrixPosition( boneToWorld[ g_ikchain[k].link[2].bone ], worldFoot );
+
+ Vector targetKneeDir;
+ VectorRotate( kneeDir, boneToWorld[ g_ikchain[k].link[0].bone ], targetKneeDir );
+
+ // run it through the normal IK solver, this should move the foot positions to someplace legal
+ Studio_SolveIK( g_ikchain[k].link[0].bone, g_ikchain[k].link[1].bone, g_ikchain[k].link[2].bone, worldFoot, targetKneeDir, boneToWorld );
+
+ solveBone( panim, j, g_ikchain[k].link[0].bone, boneToWorld );
+ solveBone( panim, j, g_ikchain[k].link[1].bone, boneToWorld );
+ solveBone( panim, j, g_ikchain[k].link[2].bone, boneToWorld );
+ }
+ }
+#endif
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: build "next node" table that links every transition "node" to
+// every other transition "node", if possible
+//-----------------------------------------------------------------------------
+void MakeTransitions( )
+{
+ int i, j, k;
+ bool iHit = g_bMultistageGraph;
+
+ // add in direct node transitions
+ for (i = 0; i < g_sequence.Count(); i++)
+ {
+ if (g_sequence[i].entrynode != g_sequence[i].exitnode)
+ {
+ g_xnode[g_sequence[i].entrynode-1][g_sequence[i].exitnode-1] = g_sequence[i].exitnode;
+ if (g_sequence[i].nodeflags)
+ {
+ g_xnode[g_sequence[i].exitnode-1][g_sequence[i].entrynode-1] = g_sequence[i].entrynode;
+ }
+ }
+ }
+
+ // calculate multi-stage transitions
+ while (iHit)
+ {
+ iHit = false;
+ for (i = 1; i <= g_numxnodes; i++)
+ {
+ for (j = 1; j <= g_numxnodes; j++)
+ {
+ // if I can't go there directly
+ if (i != j && g_xnode[i-1][j-1] == 0)
+ {
+ for (k = 1; k <= g_numxnodes; k++)
+ {
+ // but I found someone who knows how that I can get to
+ if (g_xnode[k-1][j-1] > 0 && g_xnode[i-1][k-1] > 0)
+ {
+ // then go to them
+ g_xnode[i-1][j-1] = -g_xnode[i-1][k-1];
+ iHit = true;
+ break;
+ }
+ }
+ }
+ }
+ }
+ // reset previous pass so the links can be used in the next pass
+ for (i = 1; i <= g_numxnodes; i++)
+ {
+ for (j = 1; j <= g_numxnodes; j++)
+ {
+ g_xnode[i-1][j-1] = abs( g_xnode[i-1][j-1] );
+ }
+ }
+ }
+
+ // add in allowed "skips"
+ for (i = 0; i < g_numxnodeskips; i++)
+ {
+ g_xnode[g_xnodeskip[i][0]-1][g_xnodeskip[i][1]-1] = 0;
+ }
+
+ if (g_bDumpGraph)
+ {
+ for (j = 1; j <= g_numxnodes; j++)
+ {
+ printf("%2d : %s\n", j, g_xnodename[j] );
+ }
+ printf(" " );
+ for (j = 1; j <= g_numxnodes; j++)
+ {
+ printf("%2d ", j );
+ }
+ printf("\n" );
+
+ for (i = 1; i <= g_numxnodes; i++)
+ {
+ printf("%2d: ", i );
+ for (j = 1; j <= g_numxnodes; j++)
+ {
+ printf("%2d ", g_xnode[i-1][j-1] );
+ }
+ printf("\n" );
+ }
+ }
+}
+
+
+int VectorCompareEpsilon(const Vector& v1, const Vector& v2, float epsilon)
+{
+ int i;
+
+ for (i=0 ; i<3 ; i++)
+ if (fabs(v1[i] - v2[i]) > epsilon)
+ return 0;
+
+ return 1;
+}
+
+int RadianEulerCompareEpsilon(const RadianEuler& v1, const RadianEuler& v2, float epsilon)
+{
+ int i;
+
+ for (i=0 ; i<3 ; i++)
+ {
+ // clamp to 2pi
+ float a1 = fmod(v1[i],(float) (2*M_PI));
+ float a2 = fmod(v2[i],(float) (2*M_PI));
+ float delta = fabs(a1-a2);
+
+ // use the smaller angle (359 == 1 degree off)
+ if ( delta > M_PI )
+ {
+ delta = 2*M_PI - delta;
+ }
+
+ if (delta > epsilon)
+ return 0;
+ }
+
+ return 1;
+}
+
+bool AnimationDifferent( const Vector& startPos, const RadianEuler& startRot, const Vector& pos, const RadianEuler& rot )
+{
+ if ( !VectorCompareEpsilon( startPos, pos, 0.01 ) )
+ return true;
+ if ( !RadianEulerCompareEpsilon( startRot, rot, 0.01 ) )
+ return true;
+
+ return false;
+}
+
+bool BoneHasAnimation( const char *pName )
+{
+ bool first = true;
+ Vector pos;
+ RadianEuler rot;
+
+ if ( !g_numani )
+ return false;
+
+ int globalIndex = findGlobalBone( pName );
+
+ // don't check root bones for animation
+ if (globalIndex >= 0 && g_bonetable[globalIndex].parent == -1)
+ return true;
+
+ // find used bones per g_model
+ for (int i = 0; i < g_numani; i++)
+ {
+ s_source_t *psource = g_panimation[i]->source;
+ const char *pAnimationName = g_panimation[i]->animationname;
+ s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, pAnimationName );
+
+ int boneIndex = FindLocalBoneNamed(psource, pName);
+
+ // not in this source?
+ if (boneIndex < 0)
+ continue;
+
+ // this is not right, but enough of the bones are moved unintentionally between
+ // animations that I put this in to catch them.
+ first = true;
+ int n = g_panimation[i]->startframe - pSourceAnim->startframe;
+ // printf("%s %d:%d\n", g_panimation[i]->filename, g_panimation[i]->startframe, psource->startframe );
+ for (int j = 0; j < g_panimation[i]->numframes; j++)
+ {
+ if ( first )
+ {
+ VectorCopy( pSourceAnim->rawanim[j+n][boneIndex].pos, pos );
+ VectorCopy( pSourceAnim->rawanim[j+n][boneIndex].rot, rot );
+ first = false;
+ }
+ else
+ {
+ if ( AnimationDifferent( pos, rot, pSourceAnim->rawanim[j+n][boneIndex].pos, pSourceAnim->rawanim[j+n][boneIndex].rot ) )
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+bool BoneHasAttachments( char const *pname )
+{
+ for (int k = 0; k < g_numattachments; k++)
+ {
+ if ( !stricmp( g_attachment[k].bonename, pname ) )
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+bool BoneIsProcedural( char const *pname )
+{
+ int k;
+
+ for (k = 0; k < g_numaxisinterpbones; k++)
+ {
+ if (! stricmp( g_axisinterpbones[k].bonename, pname ) )
+ {
+ return true;
+ }
+ }
+
+ for (k = 0; k < g_numquatinterpbones; k++)
+ {
+ if (IsGlobalBoneXSI( g_quatinterpbones[k].bonename, pname ) )
+ {
+ return true;
+ }
+ }
+
+ for (k = 0; k < g_numaimatbones; k++)
+ {
+ if (IsGlobalBoneXSI( g_aimatbones[k].bonename, pname ) )
+ {
+ return true;
+ }
+ }
+
+ for (k = 0; k < g_numjigglebones; k++)
+ {
+ if (! stricmp( g_jigglebones[k].bonename, pname ) )
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+
+bool BoneIsIK( char const *pname )
+{
+ int k;
+
+ // tag bones used by ikchains
+ for (k = 0; k < g_numikchains; k++)
+ {
+ if ( !stricmp( g_ikchain[k].bonename, pname ) )
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool BoneShouldCollapse( char const *pname )
+{
+ int k;
+
+ for (k = 0; k < g_collapse.Count(); k++)
+ {
+ if (stricmp( g_collapse[k], pname ) == 0)
+ {
+ return true;
+ }
+ }
+
+ return (!BoneHasAnimation( pname ) && !BoneIsProcedural( pname ) && !BoneIsIK( pname ) /* && !BoneHasAttachments( pname ) */);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Collapse vertex assignments up to parent on bones that are not needed
+// This can optimize a model substantially if the animator is using
+// lots of helper bones with no animation.
+//-----------------------------------------------------------------------------
+void CollapseBones( void )
+{
+ int j, k;
+ int count = 0;
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if ( g_bonetable[k].bDontCollapse )
+ continue;
+
+ if ( (g_bonetable[k].flags != 0 || g_bonetable[k].bPreDefined) && !BoneShouldCollapse( g_bonetable[k].name ) )
+ {
+ // printf("skipping %s : %d\n", g_bonetable[k].name, g_bonetable[k].flags );
+ continue;
+ }
+
+ count++;
+
+ if( !g_quiet && g_verbose )
+ {
+ printf("collapsing %s\n", g_bonetable[k].name );
+ }
+
+ g_numbones--;
+ int m = g_bonetable[k].parent;
+
+ for (j = k; j < g_numbones; j++)
+ {
+ g_bonetable[j] = g_bonetable[j+1];
+ if (g_bonetable[j].parent == k)
+ {
+ g_bonetable[j].parent = m;
+ }
+ else if (g_bonetable[j].parent >= k)
+ {
+ g_bonetable[j].parent = g_bonetable[j].parent - 1;
+ }
+ }
+ k--;
+ }
+
+ if( !g_quiet && count)
+ {
+ printf("Collapsed %d bones\n", count );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: replace all animation, rotation and translation, etc. with a single bone
+//-----------------------------------------------------------------------------
+void MakeStaticProp()
+{
+ int i, j, k;
+ matrix3x4_t rotated;
+
+ AngleMatrix( g_defaultrotation, rotated );
+
+ // FIXME: missing attachment point recalcs!
+
+ // replace bone 0 with "static_prop" bone and attach everything to it.
+ for (i = 0; i < g_numsources; i++)
+ {
+ s_source_t *psource = g_source[i];
+
+ strcpy( psource->localBone[0].name, "static_prop" );
+ psource->localBone[0].parent = -1;
+
+ for (k = 1; k < psource->numbones; k++)
+ {
+ psource->localBone[k].parent = -1;
+ }
+
+ rotated[0][3] = g_defaultadjust[0];
+ rotated[1][3] = g_defaultadjust[1];
+ rotated[2][3] = g_defaultadjust[2];
+
+ Vector mins, maxs;
+ ClearBounds( mins, maxs );
+
+ for (j = 0; j < psource->numvertices; j++)
+ {
+ for (k = 0; k < psource->vertex[j].boneweight.numbones; k++)
+ {
+ // attach everything to root
+ psource->vertex[j].boneweight.bone[k] = 0;
+ }
+
+ // **shift everything into identity space**
+ // position
+ Vector tmp;
+ VectorTransform( psource->vertex[j].position, rotated, tmp );
+ VectorCopy( tmp, psource->vertex[j].position );
+
+ // normal
+ VectorRotate( psource->vertex[j].normal, rotated, tmp );
+ VectorCopy( tmp, psource->vertex[j].normal );
+
+ // tangentS
+ VectorRotate( psource->vertex[j].tangentS.AsVector3D(), rotated, tmp );
+ VectorCopy( tmp, psource->vertex[j].tangentS.AsVector3D() );
+
+ // incrementally compute identity space bbox
+ AddPointToBounds( psource->vertex[j].position, mins, maxs );
+ }
+
+ if ( g_centerstaticprop )
+ {
+ const char *pAttachmentName = "placementOrigin";
+ bool bFound = false;
+ for ( k = 0; k < g_numattachments; k++ )
+ {
+ if ( !Q_stricmp( g_attachment[k].name, pAttachmentName ) )
+ {
+ bFound = true;
+ break;
+ }
+ }
+
+ if ( !bFound )
+ {
+ g_PropCenterOffset = -0.5f * (mins + maxs);
+ }
+
+ for ( j = 0; j < psource->numvertices; j++ )
+ {
+ psource->vertex[j].position += g_PropCenterOffset;
+ }
+
+ if ( !bFound )
+ {
+ // now add an attachment point to store this offset
+ Q_strncpy( g_attachment[g_numattachments].name, pAttachmentName, sizeof(g_attachment[g_numattachments].name) );
+ Q_strncpy( g_attachment[g_numattachments].bonename, "static_prop", sizeof(g_attachment[g_numattachments].name) );
+ g_attachment[g_numattachments].bone = 0;
+ g_attachment[g_numattachments].type = 0;
+ AngleMatrix( vec3_angle, g_PropCenterOffset, g_attachment[g_numattachments].local );
+ g_numattachments++;
+ }
+ }
+
+ // force the animation to be identity
+ s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, "BindPose" );
+ pSourceAnim->rawanim[0][0].pos = Vector( 0, 0, 0 );
+ pSourceAnim->rawanim[0][0].rot = RadianEuler( 0, 0, 0 );
+
+ // make an identity boneToPose transform
+ AngleMatrix( QAngle( 0, 0, 0 ), psource->boneToPose[0] );
+
+ // make it all a single frame animation
+ pSourceAnim->numframes = 1;
+ pSourceAnim->startframe = 0;
+ pSourceAnim->endframe = 1;
+ }
+
+ // throw away all animations
+ g_numani = 1;
+ g_panimation[0]->numframes = 1;
+ g_panimation[0]->startframe = 0;
+ g_panimation[0]->endframe = 1;
+ Q_strncpy( g_panimation[0]->animationname, "BindPose", sizeof(g_panimation[0]->animationname) );
+ g_panimation[0]->rotation = RadianEuler( 0, 0, 0 );
+ g_panimation[0]->adjust = Vector( 0, 0, 0 );
+
+ // throw away all vertex animations
+ g_numflexkeys = 0;
+ g_defaultflexkey = NULL;
+
+ // Recalc attachment points:
+ for( i = 0; i < g_numattachments; i++ )
+ {
+ if( g_centerstaticprop && ( i == g_numattachments - 1 ) )
+ continue;
+
+ ConcatTransforms( rotated, g_attachment[i].local, g_attachment[i].local );
+
+ Q_strncpy( g_attachment[i].bonename, "static_prop", sizeof(g_attachment[i].name) );
+ g_attachment[i].bone = 0;
+ g_attachment[i].type = 0;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Marks the boneref all the way up the bone hierarchy
+//-----------------------------------------------------------------------------
+static void UpdateBonerefRecursive( s_source_t *psource, int nBoneIndex, int nFlags )
+{
+ if ( nFlags == 0 )
+ return;
+
+ psource->boneref[nBoneIndex] |= nFlags;
+
+ // Chain the flag up the parent
+ int n = psource->localBone[nBoneIndex].parent;
+ while (n != -1)
+ {
+ psource->boneref[n] |= psource->boneref[nBoneIndex];
+ n = psource->localBone[n].parent;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Returns the axis of the bone after remapping. Axis 0:X, 1:Y, 2:Z
+// If the bone has a parent, axis is returned as is, if bone does not
+// have a parent then the $upaxis determines how the axes are mapped.
+// Only $upaxis Y is supported (see comment in Cmd_UpAxis).
+//-----------------------------------------------------------------------------
+int GetRemappedBoneAxis( int nBoneIndex, int nAxis )
+{
+ if ( nBoneIndex < 0 || nBoneIndex >= g_numbones )
+ return nAxis;
+
+ if ( g_bonetable[nBoneIndex].parent >= 0 )
+ return nAxis;
+
+ // Y Up
+ if ( g_defaultrotation.x == static_cast< float >( M_PI / 2.0f ) && g_defaultrotation.y == 0.0f && g_defaultrotation.z == static_cast< float >( M_PI / 2.0f ) )
+ {
+ static const int nAxisMap[3] = { 1, 2, 0 };
+ return nAxisMap[ nAxis ];
+ }
+
+ // Default Z Up
+ return nAxis;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Map the flex driver bones to the global bone table
+// Also cleans up any that do not match to a global bone
+//-----------------------------------------------------------------------------
+void MapFlexDriveBonesToGlobalBoneTable()
+{
+ CDmeBoneFlexDriverList *pDmeBoneFlexDriverList = GetElement< CDmeBoneFlexDriverList >( g_hDmeBoneFlexDriverList );
+ if ( !pDmeBoneFlexDriverList )
+ return;
+
+ // Loop backwards so we can remove elements as we go
+ for ( int i = pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Count() - 1; i >= 0; --i )
+ {
+ CDmeBoneFlexDriver *pDmeBoneFlexDriver = pDmeBoneFlexDriverList->m_eBoneFlexDriverList[i];
+ if ( !pDmeBoneFlexDriver )
+ {
+ pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i );
+ continue;
+ }
+
+ for ( int j = 0; j < g_numbones; ++j )
+ {
+ if ( !Q_stricmp( g_bonetable[j].name, pDmeBoneFlexDriver->m_sBoneName.Get() ) )
+ {
+ if ( g_bonetable[j].flags & BONE_ALWAYS_PROCEDURAL )
+ {
+ MdlWarning( "DmeBoneFlexDriver Bone: %s is marked procedural, Ignoring flex drivers\n", pDmeBoneFlexDriver->m_sBoneName.Get() );
+ pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i );
+ pDmeBoneFlexDriver = NULL;
+ }
+
+ pDmeBoneFlexDriver->SetValue( "__boneIndex", j );
+ // Map the axis for Y up stuff
+ for ( int k = 0; k < pDmeBoneFlexDriver->m_eControlList.Count(); ++k )
+ {
+ pDmeBoneFlexDriver->m_eControlList[k]->m_nBoneComponent = GetRemappedBoneAxis( j, pDmeBoneFlexDriver->m_eControlList[k]->m_nBoneComponent );
+ }
+ break;
+ }
+ }
+
+ // Was removed because it was referencing a procedural bone
+ if ( !pDmeBoneFlexDriver )
+ continue;
+
+ CDmAttribute *pBoneIndexAttr = pDmeBoneFlexDriver->GetAttribute( "__boneIndex" );
+ if ( pBoneIndexAttr )
+ {
+ pBoneIndexAttr->AddFlag( FATTRIB_DONTSAVE );
+ }
+ else
+ {
+ MdlWarning( "DmeBoneFlexDriver Bone: %s - No Bone Found With That Name, Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get() );
+ pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Tag bones in the specified source that are used as a bone flex driver
+// Also cleans up any empty bone flex driver elements
+// Also tags the DmeBoneFlexDriverControl with
+//-----------------------------------------------------------------------------
+void TagFlexDriverBones( s_source_t *pSource )
+{
+ CDmeBoneFlexDriverList *pDmeBoneFlexDriverList = GetElement< CDmeBoneFlexDriverList >( g_hDmeBoneFlexDriverList );
+ if ( !pDmeBoneFlexDriverList )
+ return;
+
+ // Loop backwards so we can remove elements as we go
+ for ( int i = pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Count() - 1; i >= 0; --i )
+ {
+ CDmeBoneFlexDriver *pDmeBoneFlexDriver = pDmeBoneFlexDriverList->m_eBoneFlexDriverList[i];
+ if ( !pDmeBoneFlexDriver )
+ {
+ pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i );
+ continue;
+ }
+
+ for ( int j = pDmeBoneFlexDriver->m_eControlList.Count() - 1; j >= 0; --j )
+ {
+ CDmeBoneFlexDriverControl *pDmeBoneFlexDriverControl = pDmeBoneFlexDriver->m_eControlList[j];
+ if ( !pDmeBoneFlexDriverControl )
+ {
+ pDmeBoneFlexDriver->m_eControlList.Remove( j );
+ continue;
+ }
+
+ if ( pDmeBoneFlexDriverControl->m_nBoneComponent < STUDIO_BONE_FLEX_TX || pDmeBoneFlexDriverControl->m_nBoneComponent > STUDIO_BONE_FLEX_TZ )
+ {
+ MdlWarning( "DmeBoneFlexDriver Bone: %s - Flex Controller: %s, Bone Component Out Of Range: %d [0-2], Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get(), pDmeBoneFlexDriverControl->m_sFlexControllerName.Get(), pDmeBoneFlexDriverControl->m_nBoneComponent.Get() );
+ pDmeBoneFlexDriver->m_eControlList.Remove( j );
+ continue;
+ }
+
+ for ( int k = 0; k < g_numflexcontrollers; ++k )
+ {
+ if ( !Q_stricmp( g_flexcontroller[k].name, pDmeBoneFlexDriverControl->m_sFlexControllerName.Get() ) )
+ {
+ pDmeBoneFlexDriverControl->SetValue( "__flexControlIndex", k );
+ break;
+ }
+ }
+
+ if ( !pDmeBoneFlexDriverControl->HasAttribute( "__flexControlIndex" ) )
+ {
+ MdlWarning( "DmeBoneFlexDriver Bone: %s - No Flex Controller Named: %s, Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get(), pDmeBoneFlexDriverControl->m_sFlexControllerName.Get() );
+ pDmeBoneFlexDriver->m_eControlList.Remove( j );
+ }
+ }
+
+ if ( pDmeBoneFlexDriver->m_eControlList.Count() <= 0 )
+ {
+ MdlWarning( "DmeBoneFlexDriver Bone: %s - No Flex Controllers Defined, Ignoring\n", pDmeBoneFlexDriver->m_sBoneName.Get() );
+ pDmeBoneFlexDriverList->m_eBoneFlexDriverList.Remove( i );
+ continue;
+ }
+
+ for ( int j = 0; j < pSource->numbones; ++j )
+ {
+ if ( !Q_stricmp( pSource->localBone[j].name, pDmeBoneFlexDriver->m_sBoneName.Get() ) )
+ {
+ // Mark used by all LODs
+ pSource->boneflags[j] |= BONE_USED_BY_VERTEX_MASK;
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: set "boneref" for all the source bones used by vertices, attachments, eyeballs, etc.
+//-----------------------------------------------------------------------------
+void TagUsedBones( )
+{
+ int i, j, k;
+ int n;
+
+ // find used bones per g_model
+ for (i = 0; i < g_numsources; i++)
+ {
+ s_source_t *psource = g_source[i];
+
+ for (k = 0; k < MAXSTUDIOSRCBONES; k++)
+ {
+ psource->boneflags[k] = 0;
+ psource->boneref[k] = 0;
+ }
+
+ if (!psource->isActiveModel)
+ continue;
+
+ // printf("active: %s\n", psource->filename );
+ for (j = 0; j < psource->numvertices; j++)
+ {
+ for (k = 0; k < psource->vertex[j].boneweight.numbones; k++)
+ {
+ psource->boneflags[psource->vertex[j].boneweight.bone[k]] |= BONE_USED_BY_VERTEX_LOD0;
+ }
+ }
+ }
+
+ // find used bones per g_model
+ for (i = 0; i < g_numsources; i++)
+ {
+ s_source_t *psource = g_source[i];
+
+ // FIXME: this is in the wrong place. The attachment may be rigid and it never defined in a reference file
+ for (k = 0; k < g_numattachments; k++)
+ {
+ for (j = 0; j < psource->numbones; j++)
+ {
+ if ( !stricmp( g_attachment[k].bonename, psource->localBone[j].name ) )
+ {
+ // this bone is a keeper with or without associated vertices
+ // because an attachment point depends on it.
+ if (g_attachment[k].type & IS_RIGID)
+ {
+ for (n = j; n != -1; n = psource->localBone[n].parent)
+ {
+ if (psource->boneflags[n] & BONE_USED_BY_VERTEX_LOD0)
+ {
+ psource->boneflags[n] |= BONE_USED_BY_ATTACHMENT;
+ break;
+ }
+ }
+ }
+ else
+ {
+ psource->boneflags[j] |= BONE_USED_BY_ATTACHMENT;
+ }
+ }
+ }
+ }
+
+ for (k = 0; k < g_numikchains; k++)
+ {
+ for (j = 0; j < psource->numbones; j++)
+ {
+ if ( !stricmp( g_ikchain[k].bonename, psource->localBone[j].name ) )
+ {
+ // this bone is a keeper with or without associated vertices
+ // because a ikchain depends on it.
+ psource->boneflags[j] |= BONE_USED_BY_ATTACHMENT;
+ }
+ }
+ }
+
+ for (k = 0; k < g_nummouths; k++)
+ {
+ for (j = 0; j < psource->numbones; j++)
+ {
+ if ( !stricmp( g_mouth[k].bonename, psource->localBone[j].name ) )
+ {
+ // this bone is a keeper with or without associated vertices
+ // because a mouth shader depends on it.
+ psource->boneflags[j] |= BONE_USED_BY_ATTACHMENT;
+ }
+ }
+ }
+
+ // Tag all bones marked as being used by bonemerge
+ int nBoneMergeCount = g_BoneMerge.Count();
+ for ( k = 0; k < nBoneMergeCount; ++k )
+ {
+ for ( j = 0; j < psource->numbones; j++ )
+ {
+ if ( stricmp( g_BoneMerge[k].bonename, psource->localBone[j].name ) )
+ continue;
+
+ psource->boneflags[j] |= BONE_USED_BY_BONE_MERGE;
+ }
+ }
+
+ // Tag bones used as bone flex drivers, these need to be client side only
+ TagFlexDriverBones( psource );
+
+ // NOTE: This must come last; after all flags have been set!
+ // tag bonerefs as being used the union of the boneflags all their children
+ for (k = 0; k < psource->numbones; k++)
+ {
+ UpdateBonerefRecursive( psource, k, psource->boneflags[k] );
+ }
+ }
+
+ // tag all eyeball bones
+ for (i = 0; i < g_nummodelsbeforeLOD; i++)
+ {
+ s_source_t *psource = g_model[i]->source;
+ for (k = 0; k < g_model[i]->numeyeballs; k++)
+ {
+ psource->boneref[g_model[i]->eyeball[k].bone] |= BONE_USED_BY_ATTACHMENT;
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: change the names in the source files for bones that max auto-renamed on us
+//-----------------------------------------------------------------------------
+void RenameBones( )
+{
+ int i, j, k;
+
+ // rename source bones if needed
+ for (i = 0; i < g_numsources; i++)
+ {
+ for (j = 0; j < g_source[i]->numbones; j++)
+ {
+ for (k = 0; k < g_numrenamedbones; k++)
+ {
+ if (!stricmp( g_source[i]->localBone[j].name, g_renamedbone[k].from))
+ {
+ strcpy( g_source[i]->localBone[j].name, g_renamedbone[k].to );
+ break;
+ }
+ }
+ }
+ }
+}
+
+
+const char *RenameBone( const char *pName )
+{
+ for ( int k = 0; k < g_numrenamedbones; k++)
+ {
+ if ( !Q_stricmp( pName, g_renamedbone[k].from ) )
+ return g_renamedbone[k].to;
+ }
+ return pName;
+}
+
+
+//-----------------------------------------------------------------------------
+// Tags bones in the global bone table
+//-----------------------------------------------------------------------------
+void TagUsedImportedBones()
+{
+ // NOTE: This has to happen because some bones referenced by bonemerge
+ // can be set up using the importbones feature
+ int k, j;
+
+ // Tag all bones marked as being used by bonemerge
+ int nBoneMergeCount = g_BoneMerge.Count();
+ for ( k = 0; k < nBoneMergeCount; ++k )
+ {
+ for ( j = 0; j < g_numbones; j++ )
+ {
+ if ( stricmp( g_BoneMerge[k].bonename, g_bonetable[j].name ) )
+ continue;
+
+ g_bonetable[j].flags |= BONE_USED_BY_BONE_MERGE;
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: look through all the sources and build a table of used bones
+//-----------------------------------------------------------------------------
+int BuildGlobalBonetable( )
+{
+ int i, j, k, n;
+ int iError = 0;
+
+ g_numbones = 0;
+
+ for (i = 0; i < MAXSTUDIOSRCBONES; i++)
+ {
+ SetIdentityMatrix( g_bonetable[i].srcRealign );
+ }
+
+ // insert predefined bones first
+ for (i = 0; i < g_numimportbones; i++)
+ {
+ k = findGlobalBone( g_importbone[i].name );
+ if (k == -1)
+ {
+ k = g_numbones;
+ V_strcpy_safe( g_bonetable[k].name, g_importbone[i].name );
+ if ( strlen( g_importbone[i].parent ) == 0 )
+ {
+ g_bonetable[k].parent = -1;
+ }
+ else
+ {
+ // FIXME: This won't work if the imported bone refers to
+ // another imported bone which is further along in the list
+ g_bonetable[k].parent = findGlobalBone( g_importbone[i].parent );
+ if ( g_bonetable[k].parent == -1 )
+ {
+ Warning("Imported bone %s tried to access parent bone %s and failed!\n",
+ g_importbone[i].name, g_importbone[i].parent );
+ }
+ }
+ g_bonetable[k].bPreDefined = true;
+ g_bonetable[k].rawLocal = g_importbone[i].rawLocal;
+ g_bonetable[k].rawLocalOriginal = g_bonetable[k].rawLocal;
+ g_numbones++;
+ }
+ g_bonetable[k].bDontCollapse = true;
+ g_bonetable[k].srcRealign = g_importbone[i].srcRealign;
+ g_bonetable[k].bPreAligned = true;
+ }
+
+ TagUsedImportedBones();
+
+ // union of all used bones
+ for ( i = 0; i < g_numsources; i++ )
+ {
+ s_source_t *psource = g_source[i];
+
+ // skip sources with no bones
+ if (psource->numbones == 0)
+ continue;
+
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
+ s_sourceanim_t *pSourceAnim = FindSourceAnim( psource, "BindPose" );
+ if ( !pSourceAnim )
+ {
+ pSourceAnim = &psource->m_Animations[0];
+ }
+ BuildRawTransforms( psource, pSourceAnim->animationname, 0, srcBoneToWorld );
+
+ for ( j = 0; j < psource->numbones; j++ )
+ {
+ if ( g_collapse_bones_aggressive )
+ {
+ if ( psource->boneflags[j] == 0 )
+ continue;
+ }
+ else
+ {
+ if ( psource->boneref[j] == 0 )
+ continue;
+ }
+
+ k = findGlobalBone( psource->localBone[j].name );
+ if (k == -1)
+ {
+ // create new bone
+ k = g_numbones;
+ V_strcpy_safe( g_bonetable[k].name, psource->localBone[j].name );
+ if ((n = psource->localBone[j].parent) != -1)
+ g_bonetable[k].parent = findGlobalBone( psource->localBone[n].name );
+ else
+ g_bonetable[k].parent = -1;
+ g_bonetable[k].bonecontroller = 0;
+ g_bonetable[k].flags = psource->boneflags[j];
+
+ if ( g_bonetable[k].parent == -1 || !g_bonetable[g_bonetable[k].parent].bPreAligned )
+ {
+ AngleMatrix( pSourceAnim->rawanim[0][j].rot, pSourceAnim->rawanim[0][j].pos, g_bonetable[k].rawLocal );
+ g_bonetable[k].rawLocalOriginal = g_bonetable[k].rawLocal;
+ }
+ else
+ {
+ // convert the local relative position into a realigned relative position
+ matrix3x4_t srcParentBoneToWorld;
+ ConcatTransforms( srcBoneToWorld[n], g_bonetable[g_bonetable[k].parent].srcRealign, srcParentBoneToWorld );
+ matrix3x4_t invSrcParentBoneToWorld;
+ MatrixInvert( srcParentBoneToWorld, invSrcParentBoneToWorld );
+ ConcatTransforms( invSrcParentBoneToWorld, srcBoneToWorld[j], g_bonetable[k].rawLocal );
+ }
+
+ g_bonetable[k].boneToPose.Invalidate();
+
+ // printf("%d : %s (%s)\n", k, g_bonetable[k].name, g_bonetable[g_bonetable[k].parent].name );
+ g_numbones++;
+ continue;
+ }
+
+ if (g_bOverridePreDefinedBones && g_bonetable[k].bPreDefined)
+ {
+ g_bonetable[k].flags |= psource->boneflags[j];
+
+ ConcatTransforms( srcBoneToWorld[j], g_bonetable[k].srcRealign, g_bonetable[k].boneToPose );
+
+ if (g_bonetable[k].parent == -1)
+ {
+ MatrixCopy( g_bonetable[k].boneToPose, g_bonetable[k].rawLocal );
+ }
+ else
+ {
+ matrix3x4_t tmp;
+ MatrixInvert( g_bonetable[g_bonetable[k].parent].boneToPose, tmp );
+ ConcatTransforms( tmp, g_bonetable[k].boneToPose, g_bonetable[k].rawLocal );
+ }
+ continue;
+ }
+
+ // accumlate flags
+ g_bonetable[k].flags |= psource->boneflags[j];
+ }
+ }
+
+ return iError;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void BuildGlobalBoneToPose( )
+{
+ int k;
+
+ // build reference pose
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == -1)
+ {
+ MatrixCopy( g_bonetable[k].rawLocal, g_bonetable[k].boneToPose );
+ }
+ else
+ {
+ ConcatTransforms (g_bonetable[g_bonetable[k].parent].boneToPose, g_bonetable[k].rawLocal, g_bonetable[k].boneToPose);
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void RebuildLocalPose( )
+{
+ int k;
+
+ matrix3x4_t boneToPose[MAXSTUDIOBONES];
+
+ // build reference pose
+ for (k = 0; k < g_numbones; k++)
+ {
+ MatrixCopy( g_bonetable[k].boneToPose, boneToPose[k] );
+ }
+
+ matrix3x4_t poseToBone[MAXSTUDIOBONES];
+
+ // rebuild local pose
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == -1)
+ {
+ MatrixCopy( boneToPose[k], g_bonetable[k].rawLocal );
+ }
+ else
+ {
+ ConcatTransforms (poseToBone[g_bonetable[k].parent], boneToPose[k], g_bonetable[k].rawLocal );
+ }
+ MatrixAngles( g_bonetable[k].rawLocal, g_bonetable[k].rot, g_bonetable[k].pos );
+ MatrixCopy( boneToPose[k], g_bonetable[k].boneToPose );
+ MatrixInvert( boneToPose[k], poseToBone[k] );
+
+ // printf("%d \"%s\" %d\n", k, g_bonetable[k].name, g_bonetable[k].parent );
+ }
+ //exit(0);
+
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: attach bones to different parents if needed
+//-----------------------------------------------------------------------------
+
+void EnforceHierarchy( )
+{
+ int i, j, k;
+
+ // force changes to hierarchy
+ for (i = 0; i < g_numforcedhierarchy; i++)
+ {
+ j = findGlobalBone( g_forcedhierarchy[i].parentname );
+ k = findGlobalBone( g_forcedhierarchy[i].childname );
+
+ if (j == -1 && strlen( g_forcedhierarchy[i].parentname ) > 0 )
+ {
+ MdlError( "unknown bone: \"%s\" in forced hierarchy\n", g_forcedhierarchy[i].parentname );
+ }
+ if (k == -1)
+ {
+ MdlError( "unknown bone: \"%s\" in forced hierarchy\n", g_forcedhierarchy[i].childname );
+ }
+
+ /*
+ if (j > k)
+ {
+ MdlError( "parent \"%s\" declared after child \"%s\" in forced hierarchy\n", g_forcedhierarchy[i].parentname, g_forcedhierarchy[i].childname );
+ }
+ */
+
+ /*
+ if (strlen(g_forcedhierarchy[i].subparentname) != 0)
+ {
+ int n, m;
+
+ m = findGlobalBone( g_forcedhierarchy[i].subparentname );
+ if (m != -1)
+ {
+ MdlError( "inserted bone \"%s\" matches name of existing bone in hierarchy\n", g_forcedhierarchy[i].parentname, g_forcedhierarchy[i].subparentname );
+ }
+
+ printf("inserting bone \"%s\"\n", g_forcedhierarchy[i].subparentname );
+
+ // shift the bone list up
+ for (n = g_numbones; n > k; n--)
+ {
+ g_bonetable[n] = g_bonetable[n-1];
+ if (g_bonetable[n].parent >= k)
+ {
+ g_bonetable[n].parent = g_bonetable[n].parent + 1;
+ }
+ MatrixCopy( boneToPose[n-1], boneToPose[n] );
+ }
+ g_numbones++;
+
+ // add the bone
+ strcpy( g_bonetable[k].name, g_forcedhierarchy[i].subparentname );
+ g_bonetable[k].parent = j;
+ g_bonetable[k].split = true;
+ g_bonetable[k+1].parent = k;
+
+ // split the bone
+ Quaternion q1, q2;
+ Vector p;
+ MatrixAngles( boneToPose[k], q1, p ); // FIXME: badly named!
+
+ // !!!!
+ // QuaternionScale( q1, 0.5, q2 );
+ // q2.Init( 0, 0, 0, 1 );
+ // AngleQuaternion( QAngle( 0, 0, 0 ), q2 );
+ //QuaternionMatrix( q2, p, boneToPose[k] );
+ QuaternionMatrix( q1, p, boneToPose[k] );
+ QuaternionMatrix( q1, p, boneToPose[k+1] );
+ }
+ else
+ */
+ {
+ g_bonetable[k].parent = j;
+ }
+ }
+
+
+ // resort hierarchy
+ bool bSort = true;
+ int count = 0;
+
+ while (bSort)
+ {
+ count++;
+ bSort = false;
+ for (i = 0; i < g_numbones; i++)
+ {
+ if (g_bonetable[i].parent > i)
+ {
+ // swap
+ j = g_bonetable[i].parent;
+ s_bonetable_t tmp;
+ tmp = g_bonetable[i];
+ g_bonetable[i] = g_bonetable[j];
+ g_bonetable[j] = tmp;
+
+ // relink parents
+ for (k = i; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent == i)
+ {
+ g_bonetable[k].parent = j;
+ }
+ else if (g_bonetable[k].parent == j)
+ {
+ g_bonetable[k].parent = i;
+ }
+ }
+
+ bSort = true;
+ }
+ }
+ if (count > 1000)
+ {
+ MdlError( "Circular bone hierarchy\n");
+ }
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: find procedural bones and tag for inclusion even if they don't animate
+//-----------------------------------------------------------------------------
+
+void TagProceduralBones( )
+{
+ int j;
+
+ // look for AxisInterp bone definitions
+ int numaxisinterpbones = 0;
+ for (j = 0; j < g_numaxisinterpbones; j++)
+ {
+ g_axisinterpbones[j].bone = findGlobalBone( g_axisinterpbones[j].bonename );
+ g_axisinterpbones[j].control = findGlobalBone( g_axisinterpbones[j].controlname );
+
+ if (g_axisinterpbones[j].bone == -1)
+ {
+ if (!g_quiet)
+ {
+ printf("axisinterpbone \"%s\" unused\n", g_axisinterpbones[j].bonename );
+ }
+ continue; // optimized out, don't complain
+ }
+
+ if (g_axisinterpbones[j].control == -1)
+ {
+ MdlError( "Missing control bone \"%s\" for procedural bone \"%s\"\n", g_axisinterpbones[j].bonename, g_axisinterpbones[j].controlname );
+ }
+
+ g_bonetable[g_axisinterpbones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules
+ g_axisinterpbonemap[numaxisinterpbones++] = j;
+ }
+ g_numaxisinterpbones = numaxisinterpbones;
+
+ // look for QuatInterp bone definitions
+ int numquatinterpbones = 0;
+ for (j = 0; j < g_numquatinterpbones; j++)
+ {
+ g_quatinterpbones[j].bone = findGlobalBoneXSI( g_quatinterpbones[j].bonename );
+ g_quatinterpbones[j].control = findGlobalBoneXSI( g_quatinterpbones[j].controlname );
+
+ if (g_quatinterpbones[j].bone == -1)
+ {
+ if (!g_quiet && !g_bCreateMakefile )
+ {
+ printf("quatinterpbone \"%s\" unused\n", g_quatinterpbones[j].bonename );
+ }
+ continue; // optimized out, don't complain
+ }
+
+ if (g_quatinterpbones[j].control == -1)
+ {
+ MdlError( "Missing control bone \"%s\" for procedural bone \"%s\"\n", g_quatinterpbones[j].bonename, g_quatinterpbones[j].controlname );
+ }
+
+ g_bonetable[g_quatinterpbones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules
+ g_quatinterpbonemap[numquatinterpbones++] = j;
+ }
+ g_numquatinterpbones = numquatinterpbones;
+ // look for AimAt bone definitions
+ int numaimatbones = 0;
+ for (j = 0; j < g_numaimatbones; j++)
+ {
+ g_aimatbones[j].bone = findGlobalBoneXSI( g_aimatbones[j].bonename );
+
+ if (g_aimatbones[j].bone == -1)
+ {
+ if (!g_quiet && !g_bCreateMakefile )
+ {
+ printf("<aimconstraint> \"%s\" unused\n", g_aimatbones[j].bonename );
+ }
+ continue; // optimized out, don't complain
+ }
+
+ g_aimatbones[j].parent = findGlobalBoneXSI( g_aimatbones[j].parentname );
+
+ if (g_aimatbones[j].parent == -1)
+ {
+ MdlError( "Missing parent control bone \"%s\" for procedural bone \"%s\"\n", g_aimatbones[j].parentname, g_aimatbones[j].bonename );
+ }
+
+ // Look for the aim bone as an attachment first
+
+ g_aimatbones[j].aimAttach = -1;
+
+ for ( int ai( 0 ); ai < g_numattachments; ++ai )
+ {
+ if ( strcmp( g_attachment[ ai ].name, g_aimatbones[j].aimname ) == 0 )
+ {
+ g_aimatbones[j].aimAttach = ai;
+ break;
+ }
+ }
+
+ if ( g_aimatbones[j].aimAttach == -1 )
+ {
+ g_aimatbones[j].aimBone = findGlobalBoneXSI( g_aimatbones[j].aimname );
+
+ if ( g_aimatbones[j].aimBone == -1 )
+ {
+ MdlError( "Missing aim control attachment or bone \"%s\" for procedural bone \"%s\"\n",
+ g_aimatbones[j].aimname, g_aimatbones[j].bonename );
+ }
+ }
+
+ g_bonetable[g_aimatbones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules
+ g_aimatbonemap[numaimatbones++] = j;
+ }
+
+ // look for Jiggle bone definitions
+ int numjigglebones = 0;
+ for (j = 0; j < g_numjigglebones; j++)
+ {
+ g_jigglebones[j].bone = findGlobalBone( g_jigglebones[j].bonename );
+
+ if (g_jigglebones[j].bone == -1)
+ {
+ if (!g_quiet)
+ {
+ printf("jigglebone \"%s\" unused\n", g_jigglebones[j].bonename );
+ }
+ continue; // optimized out, don't complain
+ }
+
+ g_bonetable[g_jigglebones[j].bone].flags |= BONE_ALWAYS_PROCEDURAL; // ??? what about physics rules
+ g_jigglebonemap[numjigglebones++] = j;
+ }
+ g_numjigglebones = numjigglebones;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: convert original procedural bone info into correct values for existing skeleton
+//-----------------------------------------------------------------------------
+void RemapProceduralBones( )
+{
+ int j;
+
+ // look for QuatInterp bone definitions
+ for (j = 0; j < g_numquatinterpbones; j++)
+ {
+ s_quatinterpbone_t *pInterp = &g_quatinterpbones[g_quatinterpbonemap[j]];
+
+ int origParent = findGlobalBoneXSI( pInterp->parentname );
+ int origControlParent = findGlobalBoneXSI( pInterp->controlparentname );
+
+ if (origParent == -1)
+ {
+ MdlError( "procedural bone \"%s\", can't find orig parent \"%s\"\n\n", pInterp->bonename, pInterp->parentname );
+ }
+
+ if (origControlParent == -1)
+ {
+ MdlError( "procedural bone \"%s\", can't find control parent \"%s\n\n", pInterp->bonename, pInterp->controlparentname );
+ }
+
+ if ( g_bonetable[pInterp->bone].parent != origParent)
+ {
+ MdlError( "unknown procedural bone parent remapping\n" );
+ }
+
+ if ( g_bonetable[pInterp->control].parent != origControlParent)
+ {
+ MdlError( "procedural bone \"%s\", parent remapping error, control parent was \"%s\", is now \"%s\"\n",
+ pInterp->bonename,
+ pInterp->controlparentname,
+ g_bonetable[g_bonetable[pInterp->control].parent].name );
+ }
+
+ // remap triggers and movements/rotations due to skeleton changes and realignment
+ for (int k = 0; k < pInterp->numtriggers; k++)
+ {
+ int parent = g_bonetable[pInterp->control].parent;
+
+ // triggers are the "control" bone relative to the control's parent bone
+ if (parent != -1)
+ {
+ matrix3x4_t invControlParentRealign;
+ MatrixInvert( g_bonetable[parent].srcRealign, invControlParentRealign );
+
+ matrix3x4_t srcControlParentBoneToPose;
+ ConcatTransforms( g_bonetable[parent].boneToPose, invControlParentRealign, srcControlParentBoneToPose );
+
+ matrix3x4_t srcControlRelative;
+ QuaternionMatrix( pInterp->trigger[k], srcControlRelative );
+
+ matrix3x4_t srcControlBoneToPose;
+ ConcatTransforms( srcControlParentBoneToPose, srcControlRelative, srcControlBoneToPose );
+
+ matrix3x4_t destControlParentBoneToPose;
+ ConcatTransforms( srcControlParentBoneToPose, g_bonetable[parent].srcRealign, destControlParentBoneToPose );
+
+ matrix3x4_t destControlBoneToPose;
+ ConcatTransforms( srcControlBoneToPose, g_bonetable[pInterp->control].srcRealign, destControlBoneToPose );
+
+ matrix3x4_t invDestControlParentBoneToPose;
+ MatrixInvert( destControlParentBoneToPose, invDestControlParentBoneToPose );
+
+ matrix3x4_t destControlRelative;
+ ConcatTransforms( invDestControlParentBoneToPose, destControlBoneToPose, destControlRelative );
+
+ Vector tmp;
+ MatrixAngles( destControlRelative, pInterp->trigger[k], tmp );
+
+ /*
+ Vector pos;
+ RadianEuler angles;
+
+
+ MatrixAngles( srcControlRelative, angles, pos );
+ printf("srcControlRelative : %7.2f %7.2f %7.2f\n", RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ) );
+
+ MatrixAngles( destControlRelative, angles, pos );
+ printf("destControlRelative : %7.2f %7.2f %7.2f\n", RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ) );
+
+ printf("\n");
+ */
+ }
+
+ // movements are relative to the bone's parent
+ parent = g_bonetable[pInterp->bone].parent;
+ if (parent != -1)
+ {
+ //printf("procedural bone \"%s\"\n", pInterp->bonename );
+ //printf("pre : %7.2f %7.2f %7.2f\n", pInterp->pos[k].x, pInterp->pos[k].y, pInterp->pos[k].z );
+ // get local transform
+ matrix3x4_t srcParentRelative;
+ QuaternionMatrix( pInterp->quat[k], pInterp->pos[k] + pInterp->basepos, srcParentRelative );
+
+ // get original boneToPose
+ matrix3x4_t invSrcRealign;
+ MatrixInvert( g_bonetable[parent].srcRealign, invSrcRealign );
+ matrix3x4_t origParentBoneToPose;
+ ConcatTransforms( g_bonetable[parent].boneToPose, invSrcRealign, origParentBoneToPose );
+
+ // move bone adjustment into world position
+ matrix3x4_t srcBoneToWorld;
+ ConcatTransforms( origParentBoneToPose, srcParentRelative, srcBoneToWorld );
+
+ // calculate local transform
+ matrix3x4_t parentPoseToBone;
+ MatrixInvert( g_bonetable[parent].boneToPose, parentPoseToBone );
+ matrix3x4_t destBoneToWorld;
+ ConcatTransforms( parentPoseToBone, srcBoneToWorld, destBoneToWorld );
+
+ // save out the local transform
+ MatrixAngles( destBoneToWorld, pInterp->quat[k], pInterp->pos[k] );
+
+ pInterp->pos[k] += g_bonetable[pInterp->control].pos * pInterp->percentage;
+
+ //printf("post : %7.2f %7.2f %7.2f\n", pInterp->pos[k].x, pInterp->pos[k].y, pInterp->pos[k].z );
+ }
+
+ }
+ }
+
+ // look for aimatbones
+ for (j = 0; j < g_numaimatbones; j++)
+ {
+ s_aimatbone_t *pAimAtBone = &g_aimatbones[g_aimatbonemap[j]];
+
+ int origParent = findGlobalBoneXSI( pAimAtBone->parentname );
+
+ if (origParent == -1)
+ {
+ MdlError( "<aimconstraint> bone \"%s\", can't find parent bone \"%s\"\n\n", pAimAtBone->bonename, pAimAtBone->parentname );
+ }
+
+ int origAim( -1 );
+
+ for ( int ai( 0 ); ai < g_numattachments; ++ai )
+ {
+ if ( strcmp( g_attachment[ ai ].name, pAimAtBone->aimname ) == 0 )
+ {
+ origAim = ai;
+ break;
+ }
+ }
+
+ if (origAim == -1)
+ {
+ MdlError( "<aimconstraint> bone \"%s\", can't find aim bone \"%s\n\n", pAimAtBone->bonename, pAimAtBone->aimname );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: propogate procedural bone usage up its chain
+//-----------------------------------------------------------------------------
+void MarkProceduralBoneChain()
+{
+ int j;
+ int k;
+ int fBoneFlags;
+
+ // look for QuatInterp bone definitions
+ for (j = 0; j < g_numquatinterpbones; j++)
+ {
+ s_quatinterpbone_t *pInterp = &g_quatinterpbones[g_quatinterpbonemap[j]];
+
+ fBoneFlags = g_bonetable[pInterp->bone].flags & BONE_USED_MASK;
+
+ // propogate the procedural bone usage up its hierarchy
+ k = pInterp->control;
+ while (k != -1)
+ {
+ g_bonetable[k].flags |= fBoneFlags;
+ k = g_bonetable[k].parent;
+ }
+
+ // propogate the procedural bone usage up its hierarchy
+ k = pInterp->bone;
+ while (k != -1)
+ {
+ g_bonetable[k].flags |= fBoneFlags;
+ k = g_bonetable[k].parent;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: go through all source files and link local bone indices and global bonetable indicies
+//-----------------------------------------------------------------------------
+static int MapSourcesToGlobalBonetable( )
+{
+ int i, j, k;
+ int iError = 0;
+
+ // map each source bone list to master list
+ for (i = 0; i < g_numsources; i++)
+ {
+ s_source_t *pSource = g_source[i];
+
+ memset( pSource->boneLocalToGlobal, 0xFF, sizeof(pSource->boneLocalToGlobal) );
+ memset( pSource->boneGlobalToLocal, 0xFF, sizeof(pSource->boneGlobalToLocal) );
+
+ for ( j = 0; j < pSource->numbones; j++ )
+ {
+ k = findGlobalBone( pSource->localBone[j].name );
+ if ( k >= 0 )
+ {
+ pSource->boneLocalToGlobal[j] = k;
+ pSource->boneGlobalToLocal[k] = j;
+ continue;
+ }
+
+ int m = pSource->localBone[j].parent;
+ while ( m != -1 && ( k = findGlobalBone( pSource->localBone[m].name ) ) == -1 )
+ {
+ m = pSource->localBone[m].parent;
+ }
+ if (k == -1)
+ {
+ /*
+ if (!g_quiet)
+ {
+ printf("unable to find connection for collapsed bone \"%s\" \n", pSource->localBone[j].name );
+ }
+ */
+ k = 0;
+ }
+ pSource->boneLocalToGlobal[j] = k;
+ }
+ }
+ return iError;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: go through bone and find any that arent aligned on the X axis
+//-----------------------------------------------------------------------------
+void RealignBones( )
+{
+ int k;
+
+ int childbone[MAXSTUDIOBONES];
+ for (k = 0; k < g_numbones; k++)
+ {
+ childbone[k] = -1;
+ }
+
+ // force bones with IK rules to realign themselves
+ for (int i = 0; i < g_numikchains; i++)
+ {
+ k = g_ikchain[i].link[0].bone;
+ if (childbone[k] == -1 || childbone[k] == g_ikchain[i].link[1].bone)
+ {
+ childbone[k] = g_ikchain[i].link[1].bone;
+ }
+ else
+ {
+ MdlError("Trying to realign bone \"%s\" with two children \"%s\", \"%s\"\n",
+ g_bonetable[k].name, g_bonetable[childbone[k]].name, g_bonetable[g_ikchain[i].link[1].bone].name );
+ }
+
+ k = g_ikchain[i].link[1].bone;
+ if (childbone[k] == -1 || childbone[k] == g_ikchain[i].link[2].bone)
+ {
+ childbone[k] = g_ikchain[i].link[2].bone;
+ }
+ else
+ {
+ MdlError("Trying to realign bone \"%s\" with two children \"%s\", \"%s\"\n",
+ g_bonetable[k].name, g_bonetable[childbone[k]].name, g_bonetable[g_ikchain[i].link[2].bone].name );
+ }
+ }
+
+ if (g_realignbones)
+ {
+ int children[MAXSTUDIOBONES];
+
+ // count children
+ for (k = 0; k < g_numbones; k++)
+ {
+ children[k] = 0;
+ }
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent != -1)
+ {
+ children[g_bonetable[k].parent]++;
+ }
+ }
+
+ // if my parent bone only has one child, then tell it to align to me
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent != -1 && children[g_bonetable[k].parent] == 1)
+ {
+ childbone[g_bonetable[k].parent] = k;
+ }
+ }
+ }
+
+ matrix3x4_t boneToPose[MAXSTUDIOBONES];
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ MatrixCopy( g_bonetable[k].boneToPose, boneToPose[k] );
+ }
+
+ // look for bones that aren't on a primary X axis
+ for (k = 0; k < g_numbones; k++)
+ {
+ // printf("%s %.4f %.4f %.4f (%d)\n", g_bonetable[k].name, g_bonetable[k].pos.x, g_bonetable[k].pos.y, g_bonetable[k].pos.z, children[k] );
+ if (!g_bonetable[k].bPreAligned && childbone[k] != -1)
+ {
+ float d = g_bonetable[childbone[k]].pos.Length();
+
+ // check to see that it's on positive X
+ if (d - g_bonetable[childbone[k]].pos.x > 0.01)
+ {
+ Vector v2;
+ Vector v3;
+ // printf("%s:%s %.4f %.4f %.4f\n", g_bonetable[k].name, g_bonetable[childbone[k]].name, g_bonetable[childbone[k]].pos.x, g_bonetable[childbone[k]].pos.y, g_bonetable[childbone[k]].pos.z );
+
+ Vector forward, left, up;
+
+ // calc X axis
+ MatrixGetColumn( g_bonetable[childbone[k]].boneToPose, 3, v2 );
+ MatrixGetColumn( g_bonetable[k].boneToPose, 3, v3 );
+ forward = v2 - v3;
+ VectorNormalize( forward );
+
+ // try to align to existing bone/boundingbox by finding most perpendicular
+ // existing axis and aligning the new Z axis to it.
+ Vector forward2, left2, up2;
+ MatrixGetColumn( boneToPose[k], 0, forward2 );
+ MatrixGetColumn( boneToPose[k], 1, left2 );
+ MatrixGetColumn( boneToPose[k], 2, up2 );
+ float d1 = fabs(DotProduct( forward, forward2 ));
+ float d2 = fabs(DotProduct( forward, left2 ));
+ float d3 = fabs(DotProduct( forward, up2 ));
+ if (d1 <= d2 && d1 <= d3)
+ {
+ up = CrossProduct( forward, forward2 );
+ VectorNormalize( up );
+ }
+ else if (d2 <= d1 && d2 <= d3)
+ {
+ up = CrossProduct( forward, left2 );
+ VectorNormalize( up );
+ }
+ else
+ {
+ up = CrossProduct( forward, up2 );
+ VectorNormalize( up );
+ }
+ left = CrossProduct( up, forward );
+
+ // setup matrix
+ MatrixSetColumn( forward, 0, boneToPose[k] );
+ MatrixSetColumn( left, 1, boneToPose[k] );
+ MatrixSetColumn( up, 2, boneToPose[k] );
+
+ // check orthonormality of matrix
+ d = fabs( DotProduct( forward, left ) )
+ + fabs( DotProduct( left, up ) )
+ + fabs( DotProduct( up, forward ) )
+ + fabs( DotProduct( boneToPose[k][0], boneToPose[k][1] ) )
+ + fabs( DotProduct( boneToPose[k][1], boneToPose[k][2] ) )
+ + fabs( DotProduct( boneToPose[k][2], boneToPose[k][0] ) );
+
+ if (d > 0.0001)
+ {
+ MdlError( "error with realigning bone %s\n", g_bonetable[k].name );
+ }
+
+ // printf("%f %f %f\n", DotProduct( boneToPose[k][0], boneToPose[k][1] ), DotProduct( boneToPose[k][1], boneToPose[k][2] ), DotProduct( boneToPose[k][2], boneToPose[k][0] ) );
+
+ // printf("%f %f %f\n", DotProduct( forward, left ), DotProduct( left, up ), DotProduct( up, forward ) );
+
+ // VectorMatrix( forward, boneToPose[k] );
+
+ MatrixSetColumn( v3, 3, boneToPose[k] );
+ }
+ }
+ }
+
+ for (int i = 0; i < g_numforcedrealign; i++)
+ {
+ k = findGlobalBone( g_forcedrealign[i].name );
+ if (k == -1)
+ {
+ MdlError( "unknown bone %s in $forcedrealign\n", g_forcedrealign[i].name );
+ }
+
+ matrix3x4_t local;
+ matrix3x4_t tmp;
+
+ AngleMatrix( g_forcedrealign[i].rot, local );
+ ConcatTransforms( boneToPose[k], local, tmp );
+ MatrixCopy( tmp, boneToPose[k] );
+ }
+
+ // build realignment transforms
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (!g_bonetable[k].bPreAligned)
+ {
+ matrix3x4_t poseToBone;
+
+ MatrixInvert( g_bonetable[k].boneToPose, poseToBone );
+ ConcatTransforms( poseToBone, boneToPose[k], g_bonetable[k].srcRealign );
+
+ MatrixCopy( boneToPose[k], g_bonetable[k].boneToPose );
+ }
+ }
+
+ // printf("\n");
+
+ // rebuild default angles, position, etc.
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (!g_bonetable[k].bPreAligned)
+ {
+ matrix3x4_t bonematrix;
+ if (g_bonetable[k].parent == -1)
+ {
+ MatrixCopy( g_bonetable[k].boneToPose, bonematrix );
+ }
+ else
+ {
+ matrix3x4_t poseToBone;
+ // convert my transform into parent relative space
+ MatrixInvert( g_bonetable[g_bonetable[k].parent].boneToPose, poseToBone );
+ ConcatTransforms( poseToBone, g_bonetable[k].boneToPose, bonematrix );
+ }
+
+ MatrixAngles( bonematrix, g_bonetable[k].rot, g_bonetable[k].pos );
+ }
+ }
+
+ // exit(0);
+
+ // printf("\n");
+
+ // build reference pose
+ for (k = 0; k < g_numbones; k++)
+ {
+ matrix3x4_t bonematrix;
+ AngleMatrix( g_bonetable[k].rot, g_bonetable[k].pos, bonematrix );
+ // MatrixCopy( g_bonetable[k].rawLocal, bonematrix );
+ if (g_bonetable[k].parent == -1)
+ {
+ MatrixCopy( bonematrix, g_bonetable[k].boneToPose );
+ }
+ else
+ {
+ ConcatTransforms (g_bonetable[g_bonetable[k].parent].boneToPose, bonematrix, g_bonetable[k].boneToPose);
+ }
+ /*
+ Vector v1;
+ MatrixGetColumn( g_bonetable[k].boneToPose, 3, v1 );
+ printf("%s %.4f %.4f %.4f\n", g_bonetable[k].name, v1.x, v1.y, v1.z );
+ */
+ }
+}
+
+void CenterBonesOnVerts( void )
+{
+ Vector bmin[MAXSTUDIOBONES];
+ Vector bmax[MAXSTUDIOBONES];
+
+ int i, j, k, n;
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ bmin[k] = Vector( 1, 1, 1 ) * 99999999.0;
+ bmax[k] = Vector( 1, 1, 1 ) * -99999999.0;
+ }
+
+ // find domain of all the vertices
+ for (i = 0; i < g_numsources; i++)
+ {
+ s_source_t *pSource = g_source[i];
+ if ( !pSource->vertex )
+ continue;
+
+ s_sourceanim_t *pSourceAnim = FindSourceAnim( pSource, "BindPose" );
+ if ( !pSourceAnim )
+ {
+ pSourceAnim = &pSource->m_Animations[0];
+ }
+
+ pSource->m_GlobalVertices.AddMultipleToTail( pSource->numvertices );
+
+ Vector p;
+ for (j = 0; j < pSource->numvertices; j++)
+ {
+ for (n = 0; n < pSource->m_GlobalVertices[j].boneweight.numbones; n++)
+ {
+ k = pSource->m_GlobalVertices[j].boneweight.bone[n];
+ p = pSource->m_GlobalVertices[j].position;
+
+ bmin[k] = bmin[k].Min( p );
+ bmax[k] = bmax[k].Max( p );
+ }
+ }
+ }
+
+ // copy min/maxs up to parent
+ for (k = g_numbones - 1; k >= 0; k--)
+ {
+ if (bmin[k].x > bmax[k].x)
+ {
+ for (j = k + 1; j < g_numbones; j++)
+ {
+ if (g_bonetable[j].parent == k)
+ {
+ bmin[k] = bmin[k].Min( bmin[j] );
+ bmax[k] = bmax[k].Max( bmax[j] );
+ }
+ }
+ }
+ }
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (bmin[k].x <= bmax[k].x)
+ {
+ Vector center = (bmin[k] + bmax[k]) * 0.5;
+
+ // printf("%d %.1f %.1f %.1f\n", k, center.x, center.y, center.z );
+ matrix3x4_t updateCenter;
+ MatrixCopy( g_bonetable[k].boneToPose, updateCenter );
+ PositionMatrix( center, updateCenter );
+
+ matrix3x4_t invPoseToBone;
+ MatrixInvert( g_bonetable[k].boneToPose, invPoseToBone );
+ ConcatTransforms( invPoseToBone, updateCenter, g_bonetable[k].srcRealign );
+
+ MatrixCopy( updateCenter, g_bonetable[k].boneToPose );
+ }
+ }
+
+ // rebuild default angles, position, etc.
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (!g_bonetable[k].bPreAligned)
+ {
+ matrix3x4_t bonematrix;
+ if (g_bonetable[k].parent == -1)
+ {
+ MatrixCopy( g_bonetable[k].boneToPose, bonematrix );
+ }
+ else
+ {
+ matrix3x4_t poseToBone;
+ // convert my transform into parent relative space
+ MatrixInvert( g_bonetable[g_bonetable[k].parent].boneToPose, poseToBone );
+ ConcatTransforms( poseToBone, g_bonetable[k].boneToPose, bonematrix );
+ }
+
+ MatrixAngles( bonematrix, g_bonetable[k].rot, g_bonetable[k].pos );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: find all the different bones used in all the source files and map everything
+// to a common bonetable.
+//-----------------------------------------------------------------------------
+void RemapBones( )
+{
+ int iError = 0;
+
+ if ( g_staticprop )
+ {
+ MakeStaticProp( );
+ }
+ else if ( g_centerstaticprop )
+ {
+ MdlWarning("Ignoring option $autocenter. Only supported on $staticprop models!!!\n" );
+ }
+
+ TagUsedBones( );
+
+ RenameBones( );
+
+ iError = BuildGlobalBonetable( );
+
+ BuildGlobalBoneToPose( );
+
+ EnforceHierarchy( );
+
+ {
+ int k, n;
+ for ( k = 0; k < g_numbones; k++ )
+ {
+ // tag parent bones as being in the same way as their children
+ n = g_bonetable[k].parent;
+ while (n != -1)
+ {
+ g_bonetable[n].flags |= g_bonetable[k].flags;
+ n = g_bonetable[n].parent;
+ }
+ }
+ }
+
+ if ( g_collapse_bones || g_numimportbones )
+ {
+ CollapseBones( );
+ }
+
+
+ if ( g_numbones >= MAXSTUDIOBONES )
+ {
+ MdlError( "Too many bones used in model, used %d, max %d\n", g_numbones, MAXSTUDIOBONES );
+ }
+
+ /*
+ for (i = 0; i < g_numbones; i++)
+ {
+ printf("%2d %s %d\n", i, g_bonetable[i].name, g_bonetable[i].parent );
+ }
+ */
+
+ RebuildLocalPose( );
+
+ TagProceduralBones( );
+
+ if ( iError && !(ignore_warnings) )
+ {
+ MdlError( "Exiting due to errors\n" );
+ }
+ MapSourcesToGlobalBonetable( );
+
+ if ( iError && !(ignore_warnings) )
+ {
+ MdlError( "Exiting due to errors\n" );
+ }
+
+ // Map the bone names to global bone indices for all BoneFlexDrivers
+ MapFlexDriveBonesToGlobalBoneTable();
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate the bone to world transforms for a processed animation
+//-----------------------------------------------------------------------------
+void CalcBoneTransforms( s_animation_t *panimation, int frame, matrix3x4_t* pBoneToWorld )
+{
+ CalcBoneTransforms( panimation, g_panimation[0], frame, pBoneToWorld );
+}
+
+
+void CalcBoneTransforms( s_animation_t *panimation, s_animation_t *pbaseanimation, int frame, matrix3x4_t* pBoneToWorld )
+{
+ if ((panimation->flags & STUDIO_LOOPING) && panimation->numframes > 1)
+ {
+ while (frame >= (panimation->numframes - 1))
+ {
+ frame = frame - (panimation->numframes - 1);
+ }
+ }
+ if (frame < 0 || frame >= panimation->numframes)
+ {
+ MdlError("requested out of range frame on animation \"%s\" : %d (%d)\n", panimation->name, frame, panimation->numframes );
+ }
+
+ for (int k = 0; k < g_numbones; k++)
+ {
+ Vector angle;
+ matrix3x4_t bonematrix;
+
+ if (!(panimation->flags & STUDIO_DELTA))
+ {
+ AngleMatrix( panimation->sanim[frame][k].rot, panimation->sanim[frame][k].pos, bonematrix );
+ }
+ else if (pbaseanimation)
+ {
+ Quaternion q1, q2, q3;
+ Vector p3;
+
+ //AngleQuaternion( g_bonetable[k].rot, q1 );
+ AngleQuaternion( pbaseanimation->sanim[0][k].rot, q1 );
+ AngleQuaternion( panimation->sanim[frame][k].rot, q2 );
+
+ float s = panimation->weight[k];
+
+ QuaternionMA( q1, s, q2, q3 );
+ //p3 = g_bonetable[k].pos + s * panimation->sanim[frame][k].pos;
+ p3 = pbaseanimation->sanim[0][k].pos + s * panimation->sanim[frame][k].pos;
+
+ AngleMatrix( q3, p3, bonematrix );
+ }
+ else
+ {
+ Quaternion q1, q2, q3;
+ Vector p3;
+
+ AngleQuaternion( g_bonetable[k].rot, q1 );
+ AngleQuaternion( panimation->sanim[frame][k].rot, q2 );
+
+ float s = panimation->weight[k];
+
+ QuaternionMA( q1, s, q2, q3 );
+ //p3 = g_bonetable[k].pos + s * panimation->sanim[frame][k].pos;
+ p3 = pbaseanimation->sanim[0][k].pos + s * g_bonetable[k].pos;
+
+ AngleMatrix( q3, p3, bonematrix );
+ }
+
+ if (g_bonetable[k].parent == -1)
+ {
+ MatrixCopy( bonematrix, pBoneToWorld[k] );
+ }
+ else
+ {
+ ConcatTransforms (pBoneToWorld[g_bonetable[k].parent], bonematrix, pBoneToWorld[k]);
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate the bone to world transforms for a processed animation
+//-----------------------------------------------------------------------------
+
+void CalcBoneTransformsCycle( s_animation_t *panimation, s_animation_t *pbaseanimation, float flCycle, matrix3x4_t* pBoneToWorld )
+{
+ float fFrame = flCycle * (panimation->numframes - 1);
+ int iFrame = (int)fFrame;
+ float s = (fFrame - iFrame);
+
+ int iFrame1 = iFrame % (panimation->numframes - 1);
+ int iFrame2 = (iFrame + 1) % (panimation->numframes - 1);
+
+ for (int k = 0; k < g_numbones; k++)
+ {
+ Quaternion q1, q2, q3;
+ Vector p3;
+ matrix3x4_t bonematrix;
+
+ // if (!(panimation->flags & STUDIO_DELTA))
+ {
+ AngleQuaternion( panimation->sanim[iFrame1][k].rot, q1 );
+ AngleQuaternion( panimation->sanim[iFrame2][k].rot, q2 );
+ QuaternionSlerp( q1, q2, s, q3 );
+
+ VectorLerp( panimation->sanim[iFrame1][k].pos, panimation->sanim[iFrame2][k].pos, s, p3 );
+
+ AngleMatrix( q3, p3, bonematrix );
+ }
+ /*
+ else
+ {
+ Vector p3;
+
+ //AngleQuaternion( g_bonetable[k].rot, q1 );
+ AngleQuaternion( pbaseanimation->sanim[0][k].rot, q1 );
+ AngleQuaternion( panimation->sanim[frame][k].rot, q2 );
+
+ float s = panimation->weight[k];
+
+ QuaternionMA( q1, s, q2, q3 );
+ //p3 = g_bonetable[k].pos + s * panimation->sanim[frame][k].pos;
+ p3 = pbaseanimation->sanim[0][k].pos + s * panimation->sanim[frame][k].pos;
+
+ AngleMatrix( q3, p3, bonematrix );
+ }
+ */
+
+ if (g_bonetable[k].parent == -1)
+ {
+ MatrixCopy( bonematrix, pBoneToWorld[k] );
+ }
+ else
+ {
+ ConcatTransforms (pBoneToWorld[g_bonetable[k].parent], bonematrix, pBoneToWorld[k]);
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate the bone to world transforms for a processed sequence
+//-----------------------------------------------------------------------------
+
+
+void SlerpBones(
+ Quaternion q1[MAXSTUDIOBONES],
+ Vector pos1[MAXSTUDIOBONES],
+ int sequence,
+ const Quaternion q2[MAXSTUDIOBONES],
+ const Vector pos2[MAXSTUDIOBONES],
+ float s )
+{
+ int i;
+ Quaternion q3, q4;
+ float s1, s2;
+
+ s_sequence_t *pseqdesc = &g_sequence[sequence];
+
+ if (s <= 0.0f)
+ {
+ return;
+ }
+ else if (s > 1.0f)
+ {
+ s = 1.0f;
+ }
+
+ if (pseqdesc->flags & STUDIO_DELTA)
+ {
+ for (i = 0; i < g_numbones; i++)
+ {
+
+ s2 = s * pseqdesc->weight[i]; // blend in based on this bones weight
+ if (s2 > 0.0)
+ {
+ if (pseqdesc->flags & STUDIO_POST)
+ {
+ QuaternionMA( q1[i], s2, q2[i], q1[i] );
+
+ // FIXME: are these correct?
+ pos1[i][0] = pos1[i][0] + pos2[i][0] * s2;
+ pos1[i][1] = pos1[i][1] + pos2[i][1] * s2;
+ pos1[i][2] = pos1[i][2] + pos2[i][2] * s2;
+ }
+ else
+ {
+ QuaternionSM( s2, q2[i], q1[i], q1[i] );
+
+ // FIXME: are these correct?
+ pos1[i][0] = pos1[i][0] + pos2[i][0] * s2;
+ pos1[i][1] = pos1[i][1] + pos2[i][1] * s2;
+ pos1[i][2] = pos1[i][2] + pos2[i][2] * s2;
+ }
+ }
+ }
+ }
+ else
+ {
+ for (i = 0; i <g_numbones; i++)
+ {
+ s2 = s * pseqdesc->weight[i]; // blend in based on this animations weights
+ if (s2 > 0.0)
+ {
+ s1 = 1.0 - s2;
+
+ if (g_bonetable[i].flags & BONE_FIXED_ALIGNMENT)
+ {
+ QuaternionSlerpNoAlign( q2[i], q1[i], s1, q3 );
+ }
+ else
+ {
+ QuaternionSlerp( q2[i], q1[i], s1, q3 );
+ }
+ q1[i][0] = q3[0];
+ q1[i][1] = q3[1];
+ q1[i][2] = q3[2];
+ q1[i][3] = q3[3];
+ pos1[i][0] = pos1[i][0] * s1 + pos2[i][0] * s2;
+ pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s2;
+ pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s2;
+ }
+ }
+ }
+}
+
+
+void CalcPoseSingle( Vector pos[], Quaternion q[], int sequence, float frame )
+{
+ s_sequence_t *pseqdesc = &g_sequence[sequence];
+
+ s_animation_t *panim = pseqdesc->panim[0][0];
+
+ // FIXME: is this modulo correct?
+ int iframe = ((int)frame) % panim->numframes;
+
+ for (int k = 0; k < g_numbones; k++)
+ {
+ // FIXME: this isn't doing a fractional frame
+ AngleQuaternion( panim->sanim[iframe][k].rot, q[k] );
+ pos[k] = panim->sanim[iframe][k].pos;
+ }
+}
+
+void AccumulateSeqLayers( Vector pos[], Quaternion q[], int sequence, float frame, float flWeight );
+
+void AccumulatePose( Vector pos[], Quaternion q[], int sequence, float frame, float flWeight )
+{
+ Vector pos2[MAXSTUDIOBONES];
+ Quaternion q2[MAXSTUDIOBONES];
+
+ // printf("accumulate %s : %.1f\n", g_sequence[sequence].name, frame );
+
+ CalcPoseSingle( pos2, q2, sequence, frame );
+
+ SlerpBones( q, pos, sequence, q2, pos2, flWeight );
+
+ AccumulateSeqLayers( pos, q, sequence, frame, flWeight );
+}
+
+void AccumulateSeqLayers( Vector pos[], Quaternion q[], int sequence, float frame, float flWeight )
+{
+ s_sequence_t *pseqdesc = &g_sequence[sequence];
+
+ for (int i = 0; i < pseqdesc->numautolayers; i++)
+ {
+ s_autolayer_t *pLayer = &pseqdesc->autolayer[i];
+
+ float layerFrame = frame;
+ float layerWeight = flWeight;
+
+ if (pLayer->start != pLayer->end)
+ {
+ float s = 1.0;
+ float index;
+
+ if (!(pLayer->flags & STUDIO_AL_POSE))
+ {
+ index = frame;
+ }
+ else
+ {
+ int iPose = pLayer->pose;
+ if (iPose != -1)
+ {
+ index = 0; // undefined?
+ }
+ else
+ {
+ index = 0;
+ }
+ }
+
+ if (index < pLayer->start)
+ continue;
+ if (index >= pLayer->end)
+ continue;
+
+ if (index < pLayer->peak && pLayer->start != pLayer->peak)
+ {
+ s = (index - pLayer->start) / (pLayer->peak - pLayer->start);
+ }
+ else if (index > pLayer->tail && pLayer->end != pLayer->tail)
+ {
+ s = (pLayer->end - index) / (pLayer->end - pLayer->tail);
+ }
+
+ if (pLayer->flags & STUDIO_AL_SPLINE)
+ {
+ s = 3 * s * s - 2 * s * s * s;
+ }
+
+ if ((pLayer->flags & STUDIO_AL_XFADE) && (frame > pLayer->tail))
+ {
+ layerWeight = ( s * flWeight ) / ( 1 - flWeight + s * flWeight );
+ }
+ else if (pLayer->flags & STUDIO_AL_NOBLEND)
+ {
+ layerWeight = s;
+ }
+ else
+ {
+ layerWeight = flWeight * s;
+ }
+
+ if (!(pLayer->flags & STUDIO_AL_POSE))
+ {
+ layerFrame = ((frame - pLayer->start) / (pLayer->end - pLayer->start)) * (g_sequence[pLayer->sequence].panim[0][0]->numframes - 1);
+ }
+ else
+ {
+ layerFrame = (frame / g_sequence[sequence].panim[0][0]->numframes - 1) * (g_sequence[pLayer->sequence].panim[0][0]->numframes - 1);
+ }
+ }
+
+ AccumulatePose( pos, q, pLayer->sequence, layerFrame, layerWeight );
+ }
+}
+
+
+void CalcSeqTransforms( int sequence, int frame, matrix3x4_t* pBoneToWorld )
+{
+ int k;
+ Vector pos[MAXSTUDIOBONES];
+ Quaternion q[MAXSTUDIOBONES];
+
+ // CalcPoseSingle( pos, q, 0, 0 );
+ /*
+ for (k = 0; k < g_numbones; k++)
+ {
+ //AngleQuaternion( g_bonetable[k].rot, q[k] );
+ //pos[k] = g_bonetable[k].pos;
+ AngleQuaternion( g_bonetable[k].rot, q[k] );
+ pos[k] = g_bonetable[k].pos;
+ }
+ */
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ //AngleQuaternion( g_bonetable[k].rot, q[k] );
+ //pos[k] = g_bonetable[k].pos;
+ AngleQuaternion( g_bonetable[k].rot, q[k] );
+ pos[k] = g_bonetable[k].pos;
+ }
+
+
+ AccumulatePose( pos, q, sequence, frame, 1.0 );
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ matrix3x4_t bonematrix;
+
+ QuaternionMatrix( q[k], pos[k], bonematrix );
+
+ if (g_bonetable[k].parent == -1)
+ {
+ MatrixCopy( bonematrix, pBoneToWorld[k] );
+ }
+ else
+ {
+ ConcatTransforms (pBoneToWorld[g_bonetable[k].parent], bonematrix, pBoneToWorld[k]);
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CalcBonePos( s_animation_t *panimation, int frame, int bone, Vector &pos )
+{
+ matrix3x4_t boneToWorld[MAXSTUDIOSRCBONES]; // bone transformation matrix
+
+ CalcBoneTransforms( panimation, frame, boneToWorld );
+
+ pos.x = boneToWorld[bone][0][3];
+ pos.y = boneToWorld[bone][1][3];
+ pos.z = boneToWorld[bone][2][3];
+}
+
+
+#define SMALL_FLOAT 1e-12
+
+// NOTE: This routine was taken (and modified) from NVidia's BlinnReflection demo
+// Creates basis vectors, based on a vertex and index list.
+// See the NVidia white paper 'GDC2K PerPixel Lighting' for a description
+// of how this computation works
+static void CalcTriangleTangentSpace( s_source_t *pSrc, int v1, int v2, int v3,
+ Vector &sVect, Vector &tVect )
+{
+/*
+ static bool firstTime = true;
+ static FILE *fp = NULL;
+ if( firstTime )
+ {
+ firstTime = false;
+ fp = fopen( "crap.out", "w" );
+ }
+*/
+
+ Vector2D t0( pSrc->vertex[v1].texcoord[0], pSrc->vertex[v1].texcoord[1] );
+ Vector2D t1( pSrc->vertex[v2].texcoord[0], pSrc->vertex[v2].texcoord[1] );
+ Vector2D t2( pSrc->vertex[v3].texcoord[0], pSrc->vertex[v3].texcoord[1] );
+ Vector p0( pSrc->vertex[v1].position[0], pSrc->vertex[v1].position[1], pSrc->vertex[v1].position[2] );
+ Vector p1( pSrc->vertex[v2].position[0], pSrc->vertex[v2].position[1], pSrc->vertex[v2].position[2] );
+ Vector p2( pSrc->vertex[v3].position[0], pSrc->vertex[v3].position[1], pSrc->vertex[v3].position[2] );
+ CalcTriangleTangentSpace( p0, p1, p2, t0, t1, t2, sVect, tVect );
+
+/*
+ // Calculate flat normal
+ Vector flatNormal;
+ edge01 = p1 - p0;
+ edge02 = p2 - p0;
+ CrossProduct( edge02, edge01, flatNormal );
+ VectorNormalize( flatNormal );
+
+ // Get the average position
+ Vector avgPos = ( p0 + p1 + p2 ) / 3.0f;
+
+ // Draw the svect
+ Vector endS = avgPos + sVect * .2f;
+ fprintf( fp, "2\n" );
+ fprintf( fp, "%f %f %f 1.0 0.0 0.0\n", endS[0], endS[1], endS[2] );
+ fprintf( fp, "%f %f %f 1.0 0.0 0.0\n", avgPos[0], avgPos[1], avgPos[2] );
+
+ // Draw the tvect
+ Vector endT = avgPos + tVect * .2f;
+ fprintf( fp, "2\n" );
+ fprintf( fp, "%f %f %f 0.0 1.0 0.0\n", endT[0], endT[1], endT[2] );
+ fprintf( fp, "%f %f %f 0.0 1.0 0.0\n", avgPos[0], avgPos[1], avgPos[2] );
+
+ // Draw the normal
+ Vector endN = avgPos + flatNormal * .2f;
+ fprintf( fp, "2\n" );
+ fprintf( fp, "%f %f %f 0.0 0.0 1.0\n", endN[0], endN[1], endN[2] );
+ fprintf( fp, "%f %f %f 0.0 0.0 1.0\n", avgPos[0], avgPos[1], avgPos[2] );
+
+ // Draw the wireframe of the triangle in white.
+ fprintf( fp, "2\n" );
+ fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p0[0], p0[1], p0[2] );
+ fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p1[0], p1[1], p1[2] );
+ fprintf( fp, "2\n" );
+ fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p1[0], p1[1], p1[2] );
+ fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p2[0], p2[1], p2[2] );
+ fprintf( fp, "2\n" );
+ fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p2[0], p2[1], p2[2] );
+ fprintf( fp, "%f %f %f 1.0 1.0 1.0\n", p0[0], p0[1], p0[2] );
+
+ // Draw a slightly shrunken version of the geometry to hide surfaces
+ Vector tmp0 = p0 - flatNormal * .1f;
+ Vector tmp1 = p1 - flatNormal * .1f;
+ Vector tmp2 = p2 - flatNormal * .1f;
+ fprintf( fp, "3\n" );
+ fprintf( fp, "%f %f %f 0.1 0.1 0.1\n", tmp0[0], tmp0[1], tmp0[2] );
+ fprintf( fp, "%f %f %f 0.1 0.1 0.1\n", tmp1[0], tmp1[1], tmp1[2] );
+ fprintf( fp, "%f %f %f 0.1 0.1 0.1\n", tmp2[0], tmp2[1], tmp2[2] );
+
+ fflush( fp );
+*/
+}
+
+typedef CUtlVector<int> CIntVector;
+
+void CalcModelTangentSpaces( s_source_t *pSrc )
+{
+ // Build a map from vertex to a list of triangles that share the vert.
+ int meshID;
+ for( meshID = 0; meshID < pSrc->nummeshes; meshID++ )
+ {
+ s_mesh_t *pMesh = &pSrc->mesh[pSrc->meshindex[meshID]];
+ CUtlVector<CIntVector> vertToTriMap;
+ vertToTriMap.AddMultipleToTail( pMesh->numvertices );
+ int triID;
+ for( triID = 0; triID < pMesh->numfaces; triID++ )
+ {
+ s_face_t *pFace = &pSrc->face[triID + pMesh->faceoffset];
+ vertToTriMap[pFace->a].AddToTail( triID );
+ vertToTriMap[pFace->b].AddToTail( triID );
+ vertToTriMap[pFace->c].AddToTail( triID );
+ }
+
+ // Calculate the tangent space for each triangle.
+ CUtlVector<Vector> triSVect;
+ CUtlVector<Vector> triTVect;
+ triSVect.AddMultipleToTail( pMesh->numfaces );
+ triTVect.AddMultipleToTail( pMesh->numfaces );
+ for( triID = 0; triID < pMesh->numfaces; triID++ )
+ {
+ s_face_t *pFace = &pSrc->face[triID + pMesh->faceoffset];
+ CalcTriangleTangentSpace( pSrc,
+ pMesh->vertexoffset + pFace->a,
+ pMesh->vertexoffset + pFace->b,
+ pMesh->vertexoffset + pFace->c,
+ triSVect[triID], triTVect[triID] );
+ }
+
+ // calculate an average tangent space for each vertex.
+ int vertID;
+ for( vertID = 0; vertID < pMesh->numvertices; vertID++ )
+ {
+ const Vector &normal = pSrc->vertex[vertID+pMesh->vertexoffset].normal;
+ Vector4D &finalSVect = pSrc->vertex[vertID+pMesh->vertexoffset].tangentS;
+ Vector sVect, tVect;
+
+ sVect.Init( 0.0f, 0.0f, 0.0f );
+ tVect.Init( 0.0f, 0.0f, 0.0f );
+ for( triID = 0; triID < vertToTriMap[vertID].Size(); triID++ )
+ {
+ sVect += triSVect[vertToTriMap[vertID][triID]];
+ tVect += triTVect[vertToTriMap[vertID][triID]];
+ }
+
+ // In the case of zbrush, everything needs to be treated as smooth.
+ if( g_bZBrush )
+ {
+ int vertID2;
+ Vector vertPos1( pSrc->vertex[vertID].position[0], pSrc->vertex[vertID].position[1], pSrc->vertex[vertID].position[2] );
+ for( vertID2 = 0; vertID2 < pMesh->numvertices; vertID2++ )
+ {
+ if( vertID2 == vertID )
+ {
+ continue;
+ }
+ Vector vertPos2( pSrc->vertex[vertID2].position[0], pSrc->vertex[vertID2].position[1], pSrc->vertex[vertID2].position[2] );
+ if( vertPos1 == vertPos2 )
+ {
+ int triID2;
+ for( triID2 = 0; triID2 < vertToTriMap[vertID2].Size(); triID2++ )
+ {
+ sVect += triSVect[vertToTriMap[vertID2][triID2]];
+ tVect += triTVect[vertToTriMap[vertID2][triID2]];
+ }
+ }
+ }
+ }
+
+ // make an orthonormal system.
+ // need to check if we are left or right handed.
+ Vector tmpVect;
+ CrossProduct( sVect, tVect, tmpVect );
+ bool leftHanded = DotProduct( tmpVect, normal ) < 0.0f;
+ if( !leftHanded )
+ {
+ CrossProduct( normal, sVect, tVect );
+ CrossProduct( tVect, normal, sVect );
+ VectorNormalize( sVect );
+ VectorNormalize( tVect );
+ finalSVect[0] = sVect[0];
+ finalSVect[1] = sVect[1];
+ finalSVect[2] = sVect[2];
+ finalSVect[3] = 1.0f;
+ }
+ else
+ {
+ CrossProduct( sVect, normal, tVect );
+ CrossProduct( normal, tVect, sVect );
+ VectorNormalize( sVect );
+ VectorNormalize( tVect );
+ finalSVect[0] = sVect[0];
+ finalSVect[1] = sVect[1];
+ finalSVect[2] = sVect[2];
+ finalSVect[3] = -1.0f;
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Generate a model vertex from a source vertex
+//-----------------------------------------------------------------------------
+static void InitRemappedVertex( s_source_t *pSource, matrix3x4_t *pDestBoneToWorld, const s_vertexinfo_t &srcVertex, s_vertexinfo_t &dstVertex )
+{
+ Vector tmp1, tmp2, vdest, ndest;
+
+ memcpy( &dstVertex, &srcVertex, sizeof(s_vertexinfo_t) );
+ dstVertex.boneweight.numbones = 0;
+
+ vdest.Init();
+ ndest.Init();
+
+ int n;
+ for ( n = 0; n < srcVertex.boneweight.numbones; n++ )
+ {
+ // src bone
+ int q = srcVertex.boneweight.bone[n];
+
+ // mapping to global bone
+ int k = pSource->boneLocalToGlobal[q];
+ if ( k == -1 )
+ {
+ VectorCopy( srcVertex.position, vdest );
+ VectorCopy( srcVertex.normal, ndest );
+ break;
+ // printf("%s:%s (%d) missing global\n", psource->filename, psource->localBone[q].name, q );
+ }
+
+ // If the global bone is already in the list, then this vertex
+ // contains influences from multiple local bones which have been collapsed
+ // into a single global bone
+ int m;
+ for ( m = 0; m < dstVertex.boneweight.numbones; m++ )
+ {
+ if ( k == dstVertex.boneweight.bone[m] )
+ {
+ // bone got collapsed out
+ dstVertex.boneweight.weight[m] += srcVertex.boneweight.weight[n];
+ break;
+ }
+ }
+ if ( m == dstVertex.boneweight.numbones )
+ {
+ // add new bone
+ dstVertex.boneweight.bone[m] = k;
+ dstVertex.boneweight.weight[m] = srcVertex.boneweight.weight[n];
+ dstVertex.boneweight.numbones++;
+ }
+
+ // convert vertex into original models' bone local space
+ VectorITransform( srcVertex.position, pDestBoneToWorld[k], tmp1 );
+ // convert that into global world space using stardard pose
+ VectorTransform( tmp1, g_bonetable[k].boneToPose, tmp2 );
+ // accumulate
+ VectorMA( vdest, srcVertex.boneweight.weight[n], tmp2, vdest );
+
+ // convert normal into original models' bone local space
+ VectorIRotate( srcVertex.normal, pDestBoneToWorld[k], tmp1 );
+ // convert that into global world space using stardard pose
+ VectorRotate( tmp1, g_bonetable[k].boneToPose, tmp2 );
+ // accumulate
+ VectorMA( ndest, srcVertex.boneweight.weight[n], tmp2, ndest );
+ }
+
+ // printf("%d %.2f %.2f %.2f\n", j, vdest.x, vdest.y, vdest.z );
+
+ // save, normalize
+ VectorCopy( vdest, dstVertex.position );
+ VectorNormalize( ndest );
+ VectorCopy( ndest, dstVertex.normal );
+
+ // FIXME: Remapping will whack tangentS. Need to recompute tangents after remapping
+}
+
+
+//-----------------------------------------------------------------------------
+// When read off disk, s_source_t contains bone indices local to the source
+// we need to make the bone indices use the global bone list
+//-----------------------------------------------------------------------------
+void RemapVerticesToGlobalBones( )
+{
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
+ matrix3x4_t destBoneToWorld[MAXSTUDIOSRCBONES];
+
+ for (int i = 0; i < g_numsources; i++)
+ {
+ s_source_t *pSource = g_source[i];
+ if ( !pSource->vertex )
+ continue;
+
+ s_sourceanim_t *pSourceAnim = FindSourceAnim( pSource, "BindPose" );
+ if ( !pSourceAnim )
+ {
+ pSourceAnim = &pSource->m_Animations[0];
+ }
+ BuildRawTransforms( pSource, pSourceAnim->animationname, 0, srcBoneToWorld );
+ TranslateAnimations( pSource, srcBoneToWorld, destBoneToWorld );
+
+ pSource->m_GlobalVertices.AddMultipleToTail( pSource->numvertices );
+
+ for ( int j = 0; j < pSource->numvertices; j++ )
+ {
+ InitRemappedVertex( pSource, destBoneToWorld, pSource->vertex[j], pSource->m_GlobalVertices[j] );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Links bone controllers
+//-----------------------------------------------------------------------------
+
+static void FindAutolayers()
+{
+ int i;
+ for (i = 0; i < g_sequence.Count(); i++)
+ {
+ int k;
+ for (k = 0; k < g_sequence[i].numautolayers; k++)
+ {
+ int j;
+ for ( j = 0; j < g_sequence.Count(); j++)
+ {
+ if (stricmp( g_sequence[i].autolayer[k].name, g_sequence[j].name) == 0)
+ {
+ g_sequence[i].autolayer[k].sequence = j;
+ break;
+ }
+ }
+ if (j == g_sequence.Count())
+ {
+ MdlError( "sequence \"%s\" cannot find autolayer sequence \"%s\"\n",
+ g_sequence[i].name, g_sequence[i].autolayer[k].name );
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Links bone controllers
+//-----------------------------------------------------------------------------
+
+static void LinkBoneControllers()
+{
+ for (int i = 0; i < g_numbonecontrollers; i++)
+ {
+ int j = findGlobalBone( g_bonecontroller[i].name );
+ if (j == -1)
+ {
+ MdlError("unknown g_bonecontroller link '%s'\n", g_bonecontroller[i].name );
+ }
+ g_bonecontroller[i].bone = j;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Links screen aligned bones
+//-----------------------------------------------------------------------------
+
+static void TagScreenAlignedBones()
+{
+ for (int i = 0; i < g_numscreenalignedbones; i++)
+ {
+ int j = findGlobalBone( g_screenalignedbone[i].name );
+ if (j == -1)
+ {
+ MdlError("unknown g_screenalignedbone link '%s'\n", g_screenalignedbone[i].name );
+ }
+
+ g_bonetable[j].flags |= g_screenalignedbone[i].flags;
+ printf("tagging bone: %s as screen aligned (index %i, flags:%x)\n", g_bonetable[j].name, j, g_bonetable[j].flags );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Links attachments
+//-----------------------------------------------------------------------------
+
+static void LinkAttachments()
+{
+ int i, j, k;
+
+ // attachments may be connected to bones that can be optimized out
+ // so search through all the sources and move to a valid location
+
+ matrix3x4_t boneToPose;
+ matrix3x4_t world;
+ matrix3x4_t poseToBone;
+
+ for (i = 0; i < g_numattachments; i++)
+ {
+ bool found = false;
+ // search through known bones
+ for (k = 0; k < g_numbones; k++)
+ {
+ if ( !stricmp( g_attachment[i].bonename, g_bonetable[k].name ))
+ {
+ g_attachment[i].bone = k;
+ MatrixCopy( g_bonetable[k].boneToPose, boneToPose );
+ MatrixInvert( boneToPose, poseToBone );
+ // printf("%s : %d\n", g_bonetable[k].name, k );
+ found = true;
+ break;
+ }
+ }
+
+ if (!found)
+ {
+ // search all the loaded sources for the first occurance of the named bone
+ for (j = 0; j < g_numsources && !found; j++)
+ {
+ for (k = 0; k < g_source[j]->numbones && !found; k++)
+ {
+ if ( !stricmp( g_attachment[i].bonename, g_source[j]->localBone[k].name ) )
+ {
+ MatrixCopy( g_source[j]->boneToPose[k], boneToPose );
+
+ // check to make sure that this bone is actually referenced in the output model
+ // if not, try parent bone until we find a referenced bone in this chain
+ while (k != -1 && g_source[j]->boneGlobalToLocal[g_source[j]->boneLocalToGlobal[k]] != k)
+ {
+ k = g_source[j]->localBone[k].parent;
+ }
+ if (k == -1)
+ {
+ MdlError( "unable to find valid bone for attachment %s:%s\n",
+ g_attachment[i].name,
+ g_attachment[i].bonename );
+ }
+
+ MatrixInvert( g_source[j]->boneToPose[k], poseToBone );
+ g_attachment[i].bone = g_source[j]->boneLocalToGlobal[k];
+ found = true;
+ }
+ }
+ }
+ }
+
+ if (!found)
+ {
+ MdlError("unknown attachment link '%s'\n", g_attachment[i].bonename );
+ }
+ // printf("%s: %s / %s\n", g_attachment[i].name, g_attachment[i].bonename, g_bonetable[g_attachment[i].bone].name );
+
+ if (g_attachment[i].type & IS_ABSOLUTE)
+ {
+ MatrixCopy( g_attachment[i].local, world );
+ }
+ else
+ {
+ ConcatTransforms( boneToPose, g_attachment[i].local, world );
+ }
+
+ ConcatTransforms( poseToBone, world, g_attachment[i].local );
+ }
+
+ // flag all bones used by attachments
+ for (i = 0; i < g_numattachments; i++)
+ {
+ j = g_attachment[i].bone;
+ while (j != -1)
+ {
+ g_bonetable[j].flags |= BONE_USED_BY_ATTACHMENT;
+ j = g_bonetable[j].parent;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Links mouths
+//-----------------------------------------------------------------------------
+
+static void LinkMouths()
+{
+ for (int i = 0; i < g_nummouths; i++)
+ {
+ int j;
+ for ( j = 0; j < g_numbones; j++)
+ {
+ if (g_mouth[i].bonename[0] && stricmp( g_mouth[i].bonename, g_bonetable[j].name) == 0)
+ break;
+ }
+ if (j >= g_numbones)
+ {
+ MdlError("unknown mouth link '%s'\n", g_mouth[i].bonename );
+ }
+ g_mouth[i].bone = j;
+ }
+}
+
+//-----------------------------------------------------------------------------
+//
+//-----------------------------------------------------------------------------
+static float CalcPoseParameterValue( int control, RadianEuler &angle, Vector &pos )
+{
+ switch( control )
+ {
+ case STUDIO_X:
+ return pos.x;
+ case STUDIO_Y:
+ return pos.y;
+ case STUDIO_Z:
+ return pos.z;
+ case STUDIO_XR:
+ return RAD2DEG( angle.x );
+ case STUDIO_YR:
+ return RAD2DEG( angle.y );
+ case STUDIO_ZR:
+ return RAD2DEG( angle.z );
+ }
+ return 0.0;
+}
+
+static void CalcPoseParameters( void )
+{
+ int i;
+ matrix3x4_t boneToWorld[MAXSTUDIOBONES];
+ RadianEuler angles;
+ Vector pos;
+
+ for (i = 0; i < g_sequence.Count(); i++)
+ {
+ s_sequence_t *pseq = &g_sequence[i];
+
+ for (int iPose = 0; iPose < 2; iPose++)
+ {
+ if (pseq->groupsize[iPose] > 1)
+ {
+ if (pseq->paramattachment[iPose] != -1)
+ {
+ int j0 = pseq->paramindex[iPose];
+ int n0 = pseq->paramattachment[iPose];
+ int k0 = g_attachment[n0].bone;
+
+ matrix3x4_t boneToWorldRel;
+ matrix3x4_t boneToWorldMid;
+ matrix3x4_t worldToBoneMid;
+ matrix3x4_t boneRel;
+
+ // printf("%s\n", pseq->name );
+
+ if (pseq->paramanim == NULL)
+ {
+ pseq->paramanim = g_panimation[0];
+ }
+
+ if (pseq->paramcompanim == NULL)
+ {
+ pseq->paramcompanim = pseq->paramanim;
+ }
+
+
+ // calculate what "zero" looks like to the attachment
+ CalcBoneTransforms( pseq->paramanim, 0, boneToWorld );
+ ConcatTransforms( boneToWorld[k0], g_attachment[n0].local, boneToWorldMid );
+ MatrixAngles( boneToWorldMid, angles, pos );
+ // printf("%s : %s : %6.2f %6.2f %6.2f : %6.2f %6.2f %6.2f\n", pseq->name, g_pose[j0].name, RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ), pos.x, pos.y, pos.z );
+ MatrixInvert( boneToWorldMid, worldToBoneMid );
+
+ if ( g_verbose )
+ {
+ printf("%s : %s", pseq->name, g_pose[j0].name );
+ }
+
+ // for 2D animation, figure out what opposite row/column to use
+ // FIXME: make these 2D instead of 2 1D!
+ int m[2];
+ bool found = false;
+ if (pseq->paramcenter != NULL)
+ {
+ for (int i0 = 0; !found && i0 < pseq->groupsize[0]; i0++)
+ {
+ for (int i1 = 0; !found && i1 < pseq->groupsize[1]; i1++)
+ {
+ if (pseq->panim[i0][i1] == pseq->paramcenter)
+ {
+ m[0] = i0;
+ m[1] = i1;
+ found = true;
+ }
+ }
+ }
+ }
+ if (!found)
+ {
+ m[1-iPose] = (pseq->groupsize[1-iPose]) / 2;
+ }
+
+ // find changes to attachment
+ for (m[iPose] = 0; m[iPose] < pseq->groupsize[iPose]; m[iPose]++)
+ {
+ CalcBoneTransforms( pseq->panim[m[0]][m[1]], pseq->paramcompanim, 0, boneToWorld );
+ ConcatTransforms( boneToWorld[k0], g_attachment[n0].local, boneToWorldRel );
+ ConcatTransforms( worldToBoneMid, boneToWorldRel, boneRel );
+ MatrixAngles( boneRel, angles, pos );
+ // printf("%6.2f %6.2f %6.2f : %6.2f %6.2f %6.2f\n", RAD2DEG( angles.x ), RAD2DEG( angles.y ), RAD2DEG( angles.z ), pos.x, pos.y, pos.z );
+
+ float v = CalcPoseParameterValue( pseq->paramcontrol[iPose], angles, pos );
+
+ if ( g_verbose )
+ {
+ printf(" %6.2f", v );
+ }
+
+ if (iPose == 0)
+ {
+ pseq->param0[m[iPose]] = v;
+ }
+ else
+ {
+ pseq->param1[m[iPose]] = v;
+ }
+
+
+ // pseq->param1[i0][i1] = CalcPoseParameterValue( pseq->paramcontrol[1], angles, pos );
+
+ if (m[iPose] == 0)
+ {
+ pseq->paramstart[iPose] = (iPose == 0) ? pseq->param0[m[iPose]] : pseq->param1[m[iPose]];
+ }
+ if (m[iPose] == pseq->groupsize[iPose] - 1)
+ {
+ pseq->paramend[iPose] = (iPose == 0) ? pseq->param0[m[iPose]] : pseq->param1[m[iPose]];
+ }
+ }
+
+ if ( g_verbose )
+ {
+ printf("\n");
+ }
+
+ if (fabs( pseq->paramstart[iPose] - pseq->paramend[iPose]) < 0.01 )
+ {
+ MdlError( "calcblend failed in %s\n", pseq->name );
+ }
+
+ g_pose[j0].min = min( g_pose[j0].min, pseq->paramstart[iPose] );
+ g_pose[j0].max = max( g_pose[j0].max, pseq->paramstart[iPose] );
+ g_pose[j0].min = min( g_pose[j0].min, pseq->paramend[iPose] );
+ g_pose[j0].max = max( g_pose[j0].max, pseq->paramend[iPose] );
+ }
+ else
+ {
+
+ for (int m = 0; m < pseq->groupsize[iPose]; m++)
+ {
+ float f = (m / (float)(pseq->groupsize[iPose] - 1.0));
+ if (iPose == 0)
+ {
+ pseq->param0[m] = pseq->paramstart[iPose] * (1.0 - f) + pseq->paramend[iPose] * f;
+ }
+ else
+ {
+ pseq->param1[m] = pseq->paramstart[iPose] * (1.0 - f) + pseq->paramend[iPose] * f;
+ }
+ }
+ }
+ }
+ }
+ }
+ // exit(0);
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Link ikchains
+//-----------------------------------------------------------------------------
+
+static void LinkIKChains( )
+{
+ int i, k;
+
+ // create IK links
+ for (i = 0; i < g_numikchains; i++)
+ {
+ g_ikchain[i].numlinks = 3;
+
+ k = findGlobalBone( g_ikchain[i].bonename );
+ if (k == -1)
+ {
+ MdlError("unknown bone '%s' in ikchain '%s'\n", g_ikchain[i].bonename, g_ikchain[i].name );
+ }
+ g_ikchain[i].link[2].bone = k;
+ g_bonetable[k].flags |= BONE_USED_BY_ATTACHMENT;
+
+ k = g_bonetable[k].parent;
+ if (k == -1)
+ {
+ MdlError("ikchain '%s' too close to root, no parent knee/elbow\n", g_ikchain[i].name );
+ }
+ g_ikchain[i].link[1].bone = k;
+ g_bonetable[k].flags |= BONE_USED_BY_ATTACHMENT;
+
+ k = g_bonetable[k].parent;
+ if (k == -1)
+ {
+ MdlError("ikchain '%s' too close to root, no parent hip/shoulder\n", g_ikchain[i].name );
+ }
+ g_ikchain[i].link[0].bone = k;
+ g_bonetable[k].flags |= BONE_USED_BY_ATTACHMENT;
+
+ // FIXME: search for toes
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Link ikchains
+//-----------------------------------------------------------------------------
+
+static void LinkIKLocks( )
+{
+ int i, j;
+
+ // create IK links
+ for (i = 0; i < g_numikautoplaylocks; i++)
+ {
+ for (j = 0; j < g_numikchains; j++)
+ {
+ if (stricmp( g_ikchain[j].name, g_ikautoplaylock[i].name) == 0)
+ {
+ break;
+ }
+ }
+ if (j == g_numikchains)
+ {
+ MdlError("unknown chain '%s' in ikautoplaylock\n", g_ikautoplaylock[i].name );
+ }
+
+ g_ikautoplaylock[i].chain = j;
+ }
+
+ int k;
+
+ for (k = 0; k < g_sequence.Count(); k++)
+ {
+ for (i = 0; i < g_sequence[k].numiklocks; i++)
+ {
+ for (j = 0; j < g_numikchains; j++)
+ {
+ if (stricmp( g_ikchain[j].name, g_sequence[k].iklock[i].name) == 0)
+ {
+ break;
+ }
+ }
+ if (j == g_numikchains)
+ {
+ MdlError("unknown chain '%s' in sequence iklock\n", g_sequence[k].iklock[i].name );
+ }
+
+ g_sequence[k].iklock[i].chain = j;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Process IK links
+//-----------------------------------------------------------------------------
+
+s_ikrule_t *FindPrevIKRule( s_animation_t *panim, int iRule )
+{
+ int i, j;
+
+ s_ikrule_t *pRule = &panim->ikrule[iRule];
+
+ for (i = 1; i < panim->numikrules; i++)
+ {
+ j = ( iRule - i + panim->numikrules) % panim->numikrules;
+ if (panim->ikrule[j].chain == pRule->chain)
+ return &panim->ikrule[j];
+ }
+ return pRule;
+}
+
+s_ikrule_t *FindNextIKRule( s_animation_t *panim, int iRule )
+{
+ int i, j;
+
+ s_ikrule_t *pRule = &panim->ikrule[iRule];
+
+ for (i = 1; i < panim->numikrules; i++)
+ {
+ j = (iRule + i ) % panim->numikrules;
+ if (panim->ikrule[j].chain == pRule->chain)
+ return &panim->ikrule[j];
+ }
+ return pRule;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: don't allow bones to change their length if they're predefined.
+// go through all the animations and reset them, but move anything on an ikchain back to where it was.
+//-----------------------------------------------------------------------------
+static void LockBoneLengths()
+{
+ int i, j, k;
+
+ int n;
+
+ if (!g_bLockBoneLengths)
+ return;
+
+ Vector origLocalPos[MAXSTUDIOBONES];
+
+ // find original lengths
+ for (k = 0; k < g_numbones; k++)
+ {
+ MatrixPosition( g_bonetable[k].rawLocalOriginal, origLocalPos[k] );
+
+ if ( g_verbose )
+ {
+ Vector prev, delta;
+ MatrixPosition( g_bonetable[k].rawLocal, prev );
+ delta = prev - origLocalPos[k];
+ printf("%s - %f %f %f\n", g_bonetable[k].name, delta.x, delta.y, delta.z );
+ }
+ }
+
+ for (i = 0; i < g_numani; i++)
+ {
+ s_animation_t *panim = g_panimation[i];
+
+ if (panim->flags & STUDIO_DELTA)
+ continue;
+
+ for (j = 0; j < panim->numframes; j++)
+ {
+ matrix3x4_t boneToWorldOriginal[MAXSTUDIOBONES];
+ matrix3x4_t boneToWorld[MAXSTUDIOBONES];
+
+ // calc original transformations
+ CalcBoneTransforms( panim, j, boneToWorldOriginal );
+
+ // force bones back to original lengths
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].parent != -1)
+ {
+ //Vector delta = panim->sanim[j][k].pos - origLocalPos[k];
+ //printf("%f %f %f\n", delta.x, delta.y, delta.z );
+ panim->sanim[j][k].pos = origLocalPos[k];
+ }
+ }
+
+ // calc new transformations
+ CalcBoneTransforms( panim, j, boneToWorld );
+
+ for (n = 0; n < g_numikchains; n++)
+ {
+ if (panim->weight[g_ikchain[n].link[2].bone] > 0)
+ {
+ Vector worldPos;
+ MatrixPosition( boneToWorldOriginal[g_ikchain[n].link[2].bone], worldPos );
+
+ Studio_SolveIK(
+ g_ikchain[n].link[0].bone,
+ g_ikchain[n].link[1].bone,
+ g_ikchain[n].link[2].bone,
+ worldPos,
+ boneToWorld );
+
+ solveBone( panim, j, g_ikchain[n].link[0].bone, boneToWorld );
+ solveBone( panim, j, g_ikchain[n].link[1].bone, boneToWorld );
+ solveBone( panim, j, g_ikchain[n].link[2].bone, boneToWorld );
+ }
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: go through all the IK rules and calculate the animated path the IK'd
+// end point moves relative to its IK target.
+//-----------------------------------------------------------------------------
+static void ProcessIKRules( )
+{
+ int i, j, k;
+
+ // copy source animations
+ for (i = 0; i < g_numani; i++)
+ {
+ s_animation_t *panim = g_panimation[i];
+ const char *pAnimationName = g_panimation[i]->animationname;
+ s_sourceanim_t *pSourceAnim = FindSourceAnim( panim->source, pAnimationName );
+
+ for (j = 0; j < panim->numcmds; j++)
+ {
+ if ( panim->cmds[j].cmd == CMD_IKFIXUP )
+ {
+ fixupIKErrors( panim, panim->cmds[j].u.ikfixup.pRule );
+ }
+
+ if (panim->cmds[j].cmd != CMD_IKRULE)
+ continue;
+
+ if (panim->numikrules >= MAXSTUDIOIKRULES)
+ {
+ MdlError("Too many IK rules in %s (%s)\n", panim->name, panim->filename );
+ }
+ s_ikrule_t *pRule = &panim->ikrule[panim->numikrules++];
+
+ // make a copy of the rule;
+ *pRule = *panim->cmds[j].u.ikrule.pRule;
+ }
+
+ for (j = 0; j < panim->numikrules; j++)
+ {
+ s_ikrule_t *pRule = &panim->ikrule[j];
+
+ if (pRule->start == 0 && pRule->peak == 0 && pRule->tail == 0 && pRule->end == 0)
+ {
+ pRule->tail = panim->numframes - 1;
+ pRule->end = panim->numframes - 1;
+ }
+
+ if (pRule->start != -1 && pRule->peak == -1 && pRule->tail == -1 && pRule->end != -1)
+ {
+ pRule->peak = (pRule->start + pRule->end) / 2;
+ pRule->tail = (pRule->start + pRule->end) / 2;
+ }
+
+ if (pRule->start != -1 && pRule->peak == -1 && pRule->tail != -1)
+ {
+ pRule->peak = (pRule->start + pRule->tail) / 2;
+ }
+
+ if (pRule->peak != -1 && pRule->tail == -1 && pRule->end != -1)
+ {
+ pRule->tail = (pRule->peak + pRule->end) / 2;
+ }
+
+ if (pRule->peak == -1)
+ {
+ pRule->start = 0;
+ pRule->peak = 0;
+ }
+
+ if (pRule->tail == -1)
+ {
+ pRule->tail = panim->numframes - 1;
+ pRule->end = panim->numframes - 1;
+ }
+
+ if (pRule->contact == -1)
+ {
+ pRule->contact = pRule->peak;
+ }
+
+ // huh, make up start and end numbers
+ if (pRule->start == -1)
+ {
+ s_ikrule_t *pPrev = FindPrevIKRule( panim, j );
+
+ if (pPrev->slot == pRule->slot)
+ {
+ if (pRule->peak < pPrev->tail)
+ {
+ pRule->start = pRule->peak + (pPrev->tail - pRule->peak) / 2;
+ }
+ else
+ {
+ pRule->start = pRule->peak + (pPrev->tail - pRule->peak + panim->numframes - 1) / 2;
+ }
+ pRule->start = (pRule->start + panim->numframes / 2) % (panim->numframes - 1);
+ pPrev->end = (pRule->start + panim->numframes - 1) % (panim->numframes - 1);
+ }
+ else
+ {
+ pRule->start = pPrev->tail;
+ pPrev->end = pRule->peak;
+ }
+ // printf("%s : %d (%d) : %d %d %d %d\n", panim->name, pRule->chain, panim->numframes - 1, pRule->start, pRule->peak, pRule->tail, pRule->end );
+ }
+
+ // huh, make up start and end numbers
+ if (pRule->end == -1)
+ {
+ s_ikrule_t *pNext = FindNextIKRule( panim, j );
+
+ if (pNext->slot == pRule->slot)
+ {
+ if (pNext->peak < pRule->tail)
+ {
+ pNext->start = pNext->peak + (pRule->tail - pNext->peak) / 2;
+ }
+ else
+ {
+ pNext->start = pNext->peak + (pRule->tail - pNext->peak + panim->numframes - 1) / 2;
+ }
+ pNext->start = (pNext->start + panim->numframes / 2) % (panim->numframes - 1);
+ pRule->end = (pNext->start + panim->numframes - 1) % (panim->numframes - 1);
+ }
+ else
+ {
+ pNext->start = pRule->tail;
+ pRule->end = pNext->peak;
+ }
+ // printf("%s : %d (%d) : %d %d %d %d\n", panim->name, pRule->chain, panim->numframes - 1, pRule->start, pRule->peak, pRule->tail, pRule->end );
+ }
+
+ // check for wrapping
+ if (pRule->peak < pRule->start)
+ {
+ pRule->peak += panim->numframes - 1;
+ }
+ if (pRule->tail < pRule->peak)
+ {
+ pRule->tail += panim->numframes - 1;
+ }
+ if (pRule->end < pRule->tail)
+ {
+ pRule->end += panim->numframes - 1;
+ }
+ if (pRule->contact < pRule->start)
+ {
+ pRule->contact += panim->numframes - 1;
+ }
+
+ /*
+ printf("%s : %d (%d) : %d %d %d %d : %s\n", panim->name, pRule->chain, panim->numframes - 1, pRule->start, pRule->peak, pRule->tail, pRule->end,
+ pRule->usesequence ? "usesequence" : pRule->usesource ? "source" : "" );
+ */
+
+ pRule->errorData.numerror = pRule->end - pRule->start + 1;
+ if (pRule->end >= panim->numframes)
+ pRule->errorData.numerror = pRule->errorData.numerror + 2;
+
+ pRule->errorData.pError = (s_streamdata_t *)kalloc( pRule->errorData.numerror, sizeof( s_streamdata_t ));
+
+ int n = 0;
+
+ if (pRule->usesequence)
+ {
+ // FIXME: bah, this is horrendously hacky, add a damn back pointer
+ for (n = 0; n < g_sequence.Count(); n++)
+ {
+ if (g_sequence[n].panim[0][0] == panim)
+ break;
+ }
+ }
+
+ switch( pRule->type )
+ {
+ case IK_SELF:
+ {
+ matrix3x4_t boneToWorld[MAXSTUDIOBONES];
+ matrix3x4_t worldToBone;
+ matrix3x4_t local;
+
+ if (strlen(pRule->bonename) == 0)
+ {
+ pRule->bone = -1;
+ }
+ else
+ {
+
+ pRule->bone = findGlobalBone( pRule->bonename );
+ if (pRule->bone == -1)
+ {
+ MdlError("unknown bone '%s' in ikrule\n", pRule->bonename );
+ }
+ }
+
+ for (k = 0; k < pRule->errorData.numerror; k++)
+ {
+ if (pRule->usesequence)
+ {
+ CalcSeqTransforms( n, k + pRule->start, boneToWorld );
+ }
+ else if (pRule->usesource)
+ {
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
+ BuildRawTransforms( panim->source, pAnimationName, k + pRule->start + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld );
+ TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
+ }
+ else
+ {
+ CalcBoneTransforms( panim, k + pRule->start, boneToWorld );
+ }
+
+
+ if (pRule->bone != -1)
+ {
+ MatrixInvert( boneToWorld[pRule->bone], worldToBone );
+ ConcatTransforms( worldToBone, boneToWorld[g_ikchain[pRule->chain].link[2].bone], local );
+ }
+ else
+ {
+ MatrixCopy( boneToWorld[g_ikchain[pRule->chain].link[2].bone], local );
+ }
+
+ MatrixAngles( local, pRule->errorData.pError[k].q, pRule->errorData.pError[k].pos );
+
+ /*
+ QAngle ang;
+ QuaternionAngles( pRule->errorData.pError[k].q, ang );
+ printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n",
+ k,
+ pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z,
+ ang.x, ang.y, ang.z );
+ */
+ }
+ }
+ break;
+ case IK_WORLD:
+ break;
+ case IK_ATTACHMENT:
+ {
+ matrix3x4_t boneToWorld[MAXSTUDIOBONES];
+ matrix3x4_t worldToBone;
+ matrix3x4_t local;
+
+ int bone = g_ikchain[pRule->chain].link[2].bone;
+ CalcBoneTransforms( panim, pRule->contact, boneToWorld );
+ // FIXME: add in motion
+
+ // pRule->pos = footfall;
+ // pRule->q = RadianEuler( 0, 0, 0 );
+
+ if (strlen(pRule->bonename) == 0)
+ {
+ if (pRule->bone != -1)
+ {
+ pRule->bone = bone;
+ }
+ }
+ else
+ {
+ pRule->bone = findGlobalBone( pRule->bonename );
+ if (pRule->bone == -1)
+ {
+ MdlError("unknown bone '%s' in ikrule\n", pRule->bonename );
+ }
+ }
+
+ if (pRule->bone != -1)
+ {
+ // FIXME: look for local bones...
+ CalcBoneTransforms( panim, pRule->contact, boneToWorld );
+ MatrixAngles( boneToWorld[pRule->bone], pRule->q, pRule->pos );
+ }
+
+#if 0
+ printf("%d %.1f %.1f %.1f\n",
+ pRule->peak,
+ pRule->pos.x, pRule->pos.y, pRule->pos.z );
+#endif
+
+ for (k = 0; k < pRule->errorData.numerror; k++)
+ {
+ int t = k + pRule->start;
+
+ if (pRule->usesequence)
+ {
+ CalcSeqTransforms( n, t, boneToWorld );
+ }
+ else if (pRule->usesource)
+ {
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
+ BuildRawTransforms( panim->source, pAnimationName, t + panim->startframe - pSourceAnim->startframe, srcBoneToWorld );
+ TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
+ }
+ else
+ {
+ CalcBoneTransforms( panim, t, boneToWorld );
+ }
+
+ Vector pos = pRule->pos + calcMovement( panim, t, pRule->contact );
+
+ // printf("%2d : %2d : %4.2f %6.1f %6.1f %6.1f\n", k, t, s, pos.x, pos.y, pos.z );
+
+
+ AngleMatrix( pRule->q, pos, local );
+ MatrixInvert( local, worldToBone );
+
+ // calc position error
+ ConcatTransforms( worldToBone, boneToWorld[bone], local );
+ MatrixAngles( local, pRule->errorData.pError[k].q, pRule->errorData.pError[k].pos );
+
+#if 0
+ QAngle ang;
+ QuaternionAngles( pRule->errorData.pError[k].q, ang );
+ printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n",
+ k + pRule->start,
+ pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z,
+ ang.x, ang.y, ang.z );
+#endif
+ }
+ }
+ break;
+ case IK_GROUND:
+ {
+ matrix3x4_t boneToWorld[MAXSTUDIOBONES];
+ matrix3x4_t worldToBone;
+ matrix3x4_t local;
+
+ int bone = g_ikchain[pRule->chain].link[2].bone;
+
+ if (pRule->usesequence)
+ {
+ CalcSeqTransforms( n, pRule->contact, boneToWorld );
+ }
+ else if (pRule->usesource)
+ {
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
+ BuildRawTransforms( panim->source, pAnimationName, pRule->contact + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld );
+ TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
+ }
+ else
+ {
+ CalcBoneTransforms( panim, pRule->contact, boneToWorld );
+ }
+
+ // FIXME: add in motion
+
+ Vector footfall;
+ VectorTransform( g_ikchain[pRule->chain].center, boneToWorld[bone], footfall );
+ footfall.z = pRule->floor;
+
+ AngleMatrix( RadianEuler( 0, 0, 0 ), footfall, local );
+ MatrixInvert( local, worldToBone );
+
+ pRule->pos = footfall;
+ pRule->q = RadianEuler( 0, 0, 0 );
+
+#if 0
+ printf("%d %.1f %.1f %.1f\n",
+ pRule->peak,
+ pRule->pos.x, pRule->pos.y, pRule->pos.z );
+#endif
+
+ float s;
+ for (k = 0; k < pRule->errorData.numerror; k++)
+ {
+ int t = k + pRule->start;
+ /*
+ if (t > pRule->end)
+ {
+ t = t - (panim->numframes - 1);
+ }
+ */
+
+ if (pRule->usesequence)
+ {
+ CalcSeqTransforms( n, t, boneToWorld );
+ }
+ else if (pRule->usesource)
+ {
+ matrix3x4_t srcBoneToWorld[MAXSTUDIOSRCBONES];
+ BuildRawTransforms( panim->source, pAnimationName, pRule->contact + panim->startframe - pSourceAnim->startframe, panim->scale, panim->adjust, panim->rotation, panim->flags, srcBoneToWorld );
+ TranslateAnimations( panim->source, srcBoneToWorld, boneToWorld );
+ }
+ else
+ {
+ CalcBoneTransforms( panim, t, boneToWorld );
+ }
+ Vector pos = pRule->pos + calcMovement( panim, t, pRule->contact );
+ s = 0.0;
+
+ Vector cur;
+ VectorTransform( g_ikchain[pRule->chain].center, boneToWorld[bone], cur );
+ cur.z = pos.z;
+
+ if (t < pRule->start || t >= pRule->end)
+ {
+ // s = (float)(t - pRule->start) / (pRule->peak - pRule->start);
+ // pos = startPos * (1 - s) + pos * s;
+ pos = cur;
+ }
+ else if (t < pRule->peak)
+ {
+ s = (float)(pRule->peak - t) / (pRule->peak - pRule->start);
+ s = 3 * s * s - 2 * s * s * s;
+ pos = pos * (1 - s) + cur * s;
+ }
+ else if (t > pRule->tail)
+ {
+ s = (float)(t - pRule->tail) / (pRule->end - pRule->tail);
+ s = 3 * s * s - 2 * s * s * s;
+ pos = pos * (1 - s) + cur * s;
+ //pos = endPos - calcMovement( panim, t, pRule->tail );
+ }
+
+ //MatrixPosition( boneToWorld[bone], pos );
+ //pos.z = pRule->floor;
+
+ // printf("%2d : %2d : %4.2f %6.1f %6.1f %6.1f\n", k, t, s, pos.x, pos.y, pos.z );
+
+
+ AngleMatrix( pRule->q, pos, local );
+ MatrixInvert( local, worldToBone );
+
+ // calc position error
+ ConcatTransforms( worldToBone, boneToWorld[bone], local );
+ MatrixAngles( local, pRule->errorData.pError[k].q, pRule->errorData.pError[k].pos );
+
+#if 0
+ QAngle ang;
+ QuaternionAngles( pRule->errorData.pError[k].q, ang );
+ printf("%d %.1f %.1f %.1f : %.1f %.1f %.1f\n",
+ k + pRule->start,
+ pRule->errorData.pError[k].pos.x, pRule->errorData.pError[k].pos.y, pRule->errorData.pError[k].pos.z,
+ ang.x, ang.y, ang.z );
+#endif
+ }
+ }
+ break;
+ case IK_RELEASE:
+ case IK_UNLATCH:
+ break;
+ }
+ }
+
+ if ((panim->flags & STUDIO_DELTA) || panim->noAutoIK)
+ continue;
+
+ // auto release ik chains that are moved but not referenced and have no explicit rules
+ int count[16];
+
+ for (j = 0; j < g_numikchains; j++)
+ {
+ count[j] = 0;
+ }
+
+ for (j = 0; j < panim->numikrules; j++)
+ {
+ count[panim->ikrule[j].chain]++;
+ }
+
+ for (j = 0; j < g_numikchains; j++)
+ {
+ if (count[j] == 0 && panim->weight[g_ikchain[j].link[2].bone] > 0.0)
+ {
+ // printf("%s - %s\n", panim->name, g_ikchain[j].name );
+ k = panim->numikrules++;
+ panim->ikrule[k].chain = j;
+ panim->ikrule[k].slot = j;
+ panim->ikrule[k].type = IK_RELEASE;
+ panim->ikrule[k].start = 0;
+ panim->ikrule[k].peak = 0;
+ panim->ikrule[k].tail = panim->numframes - 1;
+ panim->ikrule[k].end = panim->numframes - 1;
+ }
+ }
+ }
+ // exit(0);
+
+
+ // realign IK across multiple animations
+ for (i = 0; i < g_sequence.Count(); i++)
+ {
+ for (j = 0; j < g_sequence[i].groupsize[0]; j++)
+ {
+ for (k = 0; k < g_sequence[i].groupsize[1]; k++)
+ {
+ g_sequence[i].numikrules = max( g_sequence[i].numikrules, g_sequence[i].panim[j][k]->numikrules );
+ }
+ }
+
+ // check for mismatched ik rules
+ s_animation_t *panim1 = g_sequence[i].panim[0][0];
+ for (j = 0; j < g_sequence[i].groupsize[0]; j++)
+ {
+ for (k = 0; k < g_sequence[i].groupsize[1]; k++)
+ {
+ s_animation_t *panim2 = g_sequence[i].panim[j][k];
+ if (panim1->numikrules != panim2->numikrules)
+ {
+ MdlError( "%s - mismatched number of IK rules: \"%s\" \"%s\"\n",
+ g_sequence[i].name, panim1->name, panim2->name );
+ }
+ for (int n = 0; n < panim1->numikrules; n++)
+ {
+ if ((panim1->ikrule[n].type != panim2->ikrule[n].type) ||
+ (panim1->ikrule[n].chain != panim2->ikrule[n].chain) ||
+ (panim1->ikrule[n].slot != panim2->ikrule[n].slot))
+ {
+ MdlError( "%s - mismatched IK rule %d: \n\"%s\" : %d %d %d\n\"%s\" : %d %d %d\n",
+ g_sequence[i].name, n,
+ panim1->name, panim1->ikrule[n].type, panim1->ikrule[n].chain, panim1->ikrule[n].slot,
+ panim2->name, panim2->ikrule[n].type, panim2->ikrule[n].chain, panim2->ikrule[n].slot );
+ }
+ }
+ }
+ }
+
+ // FIXME: this doesn't check alignment!!!
+ for (j = 0; j < g_sequence[i].groupsize[0]; j++)
+ {
+ for (k = 0; k < g_sequence[i].groupsize[1]; k++)
+ {
+ for (int n = 0; n < g_sequence[i].panim[j][k]->numikrules; n++)
+ {
+ g_sequence[i].panim[j][k]->ikrule[n].index = n;
+ }
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// CompressAnimations
+//-----------------------------------------------------------------------------
+
+static void CompressAnimations( )
+{
+ int i, j, k, n, m;
+
+ // find scales for all bones
+ for (j = 0; j < g_numbones; j++)
+ {
+ // printf("%s : ", g_bonetable[j].name );
+ for (k = 0; k < 6; k++)
+ {
+ float minv, maxv, scale;
+ float total_minv, total_maxv;
+
+ if (k < 3)
+ {
+ minv = -128.0;
+ maxv = 128.0;
+ total_maxv = total_minv = g_bonetable[j].pos[k];
+ }
+ else
+ {
+ minv = -M_PI / 8.0;
+ maxv = M_PI / 8.0;
+ total_maxv = total_minv = g_bonetable[j].rot[k-3];
+ }
+
+ for (i = 0; i < g_numani; i++)
+ {
+ for (n = 0; n < g_panimation[i]->numframes; n++)
+ {
+ float v = 0.0f;
+ switch(k)
+ {
+ case 0:
+ case 1:
+ case 2:
+ if (g_panimation[i]->flags & STUDIO_DELTA)
+ {
+ v = g_panimation[i]->sanim[n][j].pos[k];
+ }
+ else
+ {
+ v = ( g_panimation[i]->sanim[n][j].pos[k] - g_bonetable[j].pos[k] );
+
+ if (g_panimation[i]->sanim[n][j].pos[k] < total_minv)
+ total_minv = g_panimation[i]->sanim[n][j].pos[k];
+ if (g_panimation[i]->sanim[n][j].pos[k] > total_maxv)
+ total_maxv = g_panimation[i]->sanim[n][j].pos[k];
+ }
+ break;
+ case 3:
+ case 4:
+ case 5:
+ if (g_panimation[i]->flags & STUDIO_DELTA)
+ {
+ v = g_panimation[i]->sanim[n][j].rot[k-3];
+ }
+ else
+ {
+ v = ( g_panimation[i]->sanim[n][j].rot[k-3] - g_bonetable[j].rot[k-3] );
+ }
+ while (v >= M_PI)
+ v -= M_PI * 2;
+ while (v < -M_PI)
+ v += M_PI * 2;
+ break;
+ }
+ if (v < minv)
+ minv = v;
+ if (v > maxv)
+ maxv = v;
+ }
+ }
+ if (minv < maxv)
+ {
+ if (-minv> maxv)
+ {
+ scale = minv / -32768.0;
+ }
+ else
+ {
+ scale = maxv / 32767;
+ }
+ }
+ else
+ {
+ scale = 1.0 / 32.0;
+ }
+ switch(k)
+ {
+ case 0:
+ case 1:
+ case 2:
+ g_bonetable[j].posscale[k] = scale;
+ g_bonetable[j].posrange[k] = total_maxv - total_minv;
+ break;
+ case 3:
+ case 4:
+ case 5:
+ // printf("(%.1f %.1f)", RAD2DEG(minv), RAD2DEG(maxv) );
+ // printf("(%.1f)", RAD2DEG(maxv-minv) );
+ g_bonetable[j].rotscale[k-3] = scale;
+ break;
+ }
+ // printf("%.0f ", 1.0 / scale );
+ }
+ // printf("\n" );
+ }
+
+
+ // reduce animations
+ for (i = 0; i < g_numani; i++)
+ {
+ s_animation_t *panim = g_panimation[i];
+ s_source_t *psource = panim->source;
+
+ if (g_bCheckLengths)
+ {
+ printf("%s\n", panim->name );
+ }
+
+ // setup animation interior sections
+ int iSectionFrames = panim->numframes;
+ if ( panim->numframes >= g_minSectionFrameLimit )
+ {
+ iSectionFrames = g_sectionFrames;
+ panim->sectionframes = g_sectionFrames;
+ panim->numsections = (int)(panim->numframes / panim->sectionframes) + 2;
+ }
+ else
+ {
+ panim->sectionframes = 0;
+ panim->numsections = 1;
+ }
+
+ for (int w = 0; w < panim->numsections; w++)
+ {
+ int iStartFrame = w * iSectionFrames;
+ int iEndFrame = (w + 1) * iSectionFrames;
+
+ iStartFrame = min( iStartFrame, panim->numframes - 1 );
+ iEndFrame = min( iEndFrame, panim->numframes - 1 );
+
+ // printf("%s : %d %d\n", panim->name, iStartFrame, iEndFrame );
+
+ for (j = 0; j < g_numbones; j++)
+ {
+ for (k = 0; k < 6; k++)
+ {
+ panim->anim[w][j].num[k] = 0;
+ panim->anim[w][j].data[k] = NULL;
+ }
+
+ // skip bones that are always procedural
+ if (g_bonetable[j].flags & BONE_ALWAYS_PROCEDURAL)
+ {
+ // panim->weight[j] = 0.0;
+ continue;
+ }
+
+ // skip bones that have no influence
+ if (panim->weight[j] < 0.001)
+ continue;
+
+ float checkmin[6], checkmax[6];
+ for (k = 0; k < 6; k++)
+ {
+ checkmin[k] = 9999;
+ checkmax[k] = -9999;
+ }
+
+ for (k = 0; k < 6; k++)
+ {
+ mstudioanimvalue_t *pcount, *pvalue;
+ float v;
+ short value[MAXSTUDIOANIMFRAMES];
+ mstudioanimvalue_t data[MAXSTUDIOANIMFRAMES];
+
+ // find deltas from default pose
+ for (n = 0; n <= iEndFrame - iStartFrame; n++)
+ {
+ s_bone_t *psrcdata = &panim->sanim[n+iStartFrame][j];
+ switch(k)
+ {
+ case 0: /* X Position */
+ case 1: /* Y Position */
+ case 2: /* Z Position */
+ if (panim->flags & STUDIO_DELTA)
+ {
+ value[n] = psrcdata->pos[k] / g_bonetable[j].posscale[k];
+ // pre-scale pos delta since format only has room for "overall" weight
+ float r = panim->posweight[j] / panim->weight[j];
+ value[n] *= r;
+ }
+ else
+ {
+ value[n] = ( psrcdata->pos[k] - g_bonetable[j].pos[k] ) / g_bonetable[j].posscale[k];
+ }
+
+ checkmin[k] = min( value[n] * g_bonetable[j].posscale[k], checkmin[k] );
+ checkmax[k] = max( value[n] * g_bonetable[j].posscale[k], checkmax[k] );
+ break;
+ case 3: /* X Rotation */
+ case 4: /* Y Rotation */
+ case 5: /* Z Rotation */
+ if (panim->flags & STUDIO_DELTA)
+ {
+ v = psrcdata->rot[k-3];
+ }
+ else
+ {
+ v = ( psrcdata->rot[k-3] - g_bonetable[j].rot[k-3] );
+ }
+
+ while (v >= M_PI)
+ v -= M_PI * 2;
+ while (v < -M_PI)
+ v += M_PI * 2;
+
+ checkmin[k] = min( v, checkmin[k] );
+ checkmax[k] = max( v, checkmax[k] );
+ value[n] = v / g_bonetable[j].rotscale[k-3];
+ break;
+ }
+ }
+ if (n == 0)
+ MdlError("no animation frames: \"%s\"\n", psource->filename );
+
+ // FIXME: this compression algorithm needs work
+
+ // initialize animation RLE block
+ memset( data, 0, sizeof( data ) );
+ pcount = data;
+ pvalue = pcount + 1;
+
+ pcount->num.valid = 1;
+ pcount->num.total = 1;
+ pvalue->value = value[0];
+ pvalue++;
+
+ // build a RLE of deltas from the default pose
+ for (m = 1; m < n; m++)
+ {
+ if (pcount->num.total == 255)
+ {
+ // chain too long, force a new entry
+ pcount = pvalue;
+ pvalue = pcount + 1;
+ pcount->num.valid++;
+ pvalue->value = value[m];
+ pvalue++;
+ }
+ // insert value if they're not equal,
+ // or if we're not on a run and the run is less than 3 units
+ else if ((value[m] != value[m-1])
+ || ((pcount->num.total == pcount->num.valid) && ((m < n - 1) && value[m] != value[m+1])))
+ {
+ if (pcount->num.total != pcount->num.valid)
+ {
+ //if (j == 0) printf("%d:%d ", pcount->num.valid, pcount->num.total );
+ pcount = pvalue;
+ pvalue = pcount + 1;
+ }
+ pcount->num.valid++;
+ pvalue->value = value[m];
+ pvalue++;
+ }
+ pcount->num.total++;
+ }
+ //if (j == 0) printf("%d:%d\n", pcount->num.valid, pcount->num.total );
+
+ panim->anim[w][j].num[k] = pvalue - data;
+ if (panim->anim[w][j].num[k] == 2 && value[0] == 0)
+ {
+ panim->anim[w][j].num[k] = 0;
+ }
+ else
+ {
+ panim->anim[w][j].data[k] = (mstudioanimvalue_t *)kalloc( pvalue - data, sizeof( mstudioanimvalue_t ) );
+ memmove( panim->anim[w][j].data[k], data, (pvalue - data) * sizeof( mstudioanimvalue_t ) );
+ }
+ // printf("%d(%d) ", g_source[i]->panim[q]->numanim[j][k], n );
+ }
+
+ if (g_bCheckLengths)
+ {
+ char *tmp[6] = { "X", "Y", "Z", "XR", "YR", "ZR" };
+ n = 0;
+ for (k = 0; k < 3; k++)
+ {
+ if (checkmin[k] != 0)
+ {
+ if (n == 0)
+ printf("%s :", g_bonetable[j].name );
+
+ printf("%s(%.1f: %.1f %.1f) ", tmp[k], g_bonetable[j].pos[k], checkmin[k], checkmax[k] );
+ n = 1;
+ }
+ }
+ if (n)
+ printf("\n");
+ }
+ }
+ }
+
+ if (panim->numsections == 1)
+ {
+ panim->sectionframes = 0;
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Compress a single animation stream
+//-----------------------------------------------------------------------------
+
+static void CompressSingle( s_animationstream_t *pStream )
+{
+ int k, n, m;
+
+ if (pStream->numerror == 0)
+ return;
+
+ // printf("%s : ", g_bonetable[j].name );
+ for (k = 0; k < 6; k++)
+ {
+ float minv, maxv, scale;
+ RadianEuler ang;
+
+ if (k < 3)
+ {
+ minv = -128.0;
+ maxv = 128.0;
+ }
+ else
+ {
+ minv = -M_PI / 8.0;
+ maxv = M_PI / 8.0;
+ }
+
+ for (n = 0; n < pStream->numerror; n++)
+ {
+ float v = 0.0f;
+ switch(k)
+ {
+ case 0:
+ case 1:
+ case 2:
+ v = pStream->pError[n].pos[k];
+ break;
+ case 3:
+ case 4:
+ case 5:
+ QuaternionAngles( pStream->pError[n].q, ang );
+ v = ang[k-3];
+ while (v >= M_PI)
+ v -= M_PI * 2;
+ while (v < -M_PI)
+ v += M_PI * 2;
+ break;
+ }
+ if (v < minv)
+ minv = v;
+ if (v > maxv)
+ maxv = v;
+ }
+ // printf("%f %f\n", minv, maxv );
+ if (minv < maxv)
+ {
+ if (-minv> maxv)
+ {
+ scale = minv / -32768.0;
+ }
+ else
+ {
+ scale = maxv / 32767;
+ }
+ }
+ else
+ {
+ scale = 1.0 / 32.0;
+ }
+
+ pStream->scale[k] = scale;
+
+ mstudioanimvalue_t *pcount, *pvalue;
+ float v;
+ short value[MAXSTUDIOANIMFRAMES];
+ mstudioanimvalue_t data[MAXSTUDIOANIMFRAMES];
+
+ // find deltas from default pose
+ for (n = 0; n < pStream->numerror; n++)
+ {
+ switch(k)
+ {
+ case 0: /* X Position */
+ case 1: /* Y Position */
+ case 2: /* Z Position */
+ value[n] = pStream->pError[n].pos[k] / pStream->scale[k];
+ break;
+ case 3: /* X Rotation */
+ case 4: /* Y Rotation */
+ case 5: /* Z Rotation */
+ QuaternionAngles( pStream->pError[n].q, ang );
+ v = ang[k-3];
+ while (v >= M_PI)
+ v -= M_PI * 2;
+ while (v < -M_PI)
+ v += M_PI * 2;
+ value[n] = v / pStream->scale[k];
+ break;
+ }
+ }
+
+ // initialize animation RLE block
+ pStream->numanim[k] = 0;
+
+ memset( data, 0, sizeof( data ) );
+ pcount = data;
+ pvalue = pcount + 1;
+
+ pcount->num.valid = 1;
+ pcount->num.total = 1;
+ pvalue->value = value[0];
+ pvalue++;
+
+ // build a RLE of deltas from the default pose
+ for (m = 1; m < n; m++)
+ {
+ if (pcount->num.total == 255)
+ {
+ // chain too long, force a new entry
+ pcount = pvalue;
+ pvalue = pcount + 1;
+ pcount->num.valid++;
+ pvalue->value = value[m];
+ pvalue++;
+ }
+ // insert value if they're not equal,
+ // or if we're not on a run and the run is less than 3 units
+ else if ((value[m] != value[m-1])
+ || ((pcount->num.total == pcount->num.valid) && ((m < n - 1) && value[m] != value[m+1])))
+ {
+ if (pcount->num.total != pcount->num.valid)
+ {
+ //if (j == 0) printf("%d:%d ", pcount->num.valid, pcount->num.total );
+ pcount = pvalue;
+ pvalue = pcount + 1;
+ }
+ pcount->num.valid++;
+ pvalue->value = value[m];
+ pvalue++;
+ }
+ pcount->num.total++;
+ }
+ //if (j == 0) printf("%d:%d\n", pcount->num.valid, pcount->num.total );
+
+ pStream->numanim[k] = pvalue - data;
+ pStream->anim[k] = (mstudioanimvalue_t *)kalloc( pvalue - data, sizeof( mstudioanimvalue_t ) );
+ memmove( pStream->anim[k], data, (pvalue - data) * sizeof( mstudioanimvalue_t ) );
+ // printf("%d (%d) : %d\n", pRule->numanim[k], n, pRule->errorData.numerror );
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Compress all the IK data
+//-----------------------------------------------------------------------------
+
+static void CompressIKErrors( )
+{
+ int i, j;
+
+ // find scales for all bones
+ for (i = 0; i < g_numani; i++)
+ {
+ for (j = 0; j < g_panimation[i]->numikrules; j++)
+ {
+ s_ikrule_t *pRule = &g_panimation[i]->ikrule[j];
+
+ if (pRule->errorData.numerror == 0)
+ continue;
+
+ CompressSingle( &pRule->errorData );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Compress all the Local Hierarchy data
+//-----------------------------------------------------------------------------
+
+static void CompressLocalHierarchy( )
+{
+ int i, j;
+
+ // find scales for all bones
+ for (i = 0; i < g_numani; i++)
+ {
+ for (j = 0; j < g_panimation[i]->numlocalhierarchy; j++)
+ {
+ s_localhierarchy_t *pRule = &g_panimation[i]->localhierarchy[j];
+
+ if (pRule->localData.numerror == 0)
+ continue;
+
+ CompressSingle( &pRule->localData );
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+//
+//-----------------------------------------------------------------------------
+struct BonePriority_s
+{
+ int m_nGlobalBoneId;
+ float m_nGlobalBoneWeight;
+};
+
+
+//-----------------------------------------------------------------------------
+// Sort by bone weight
+//-----------------------------------------------------------------------------
+int compareBonePriority( const void *a, const void *b )
+{
+ return
+ reinterpret_cast< const BonePriority_s * >( a )->m_nGlobalBoneWeight < reinterpret_cast< const BonePriority_s * >( b )->m_nGlobalBoneWeight ? -1 :
+ reinterpret_cast< const BonePriority_s * >( a )->m_nGlobalBoneWeight > reinterpret_cast< const BonePriority_s * >( b )->m_nGlobalBoneWeight ? 1 : 0;
+};
+
+
+
+//-----------------------------------------------------------------------------
+// Dump A $definebone line, ensuring any parents are already dumped
+//-----------------------------------------------------------------------------
+void DumpDefineBone( int nBoneId, bool *pBoneDumpedList )
+{
+ Assert( nBoneId < g_numbones );
+
+ if ( pBoneDumpedList[ nBoneId ] )
+ return;
+
+ const s_bonetable_t &bone = g_bonetable[ nBoneId ];
+
+ // Ensure the parent bone is dumped before the child
+ if ( bone.parent >= 0 )
+ {
+ DumpDefineBone( bone.parent, pBoneDumpedList );
+ }
+
+ printf( "$definebone " );
+
+ printf( "\"%s\" ", bone.name );
+ if ( bone.parent != -1 )
+ {
+ printf( "\"%s\" ", g_bonetable[ bone.parent ].name );
+ }
+ else
+ {
+ printf( "\"\" " );
+ }
+
+ Vector pos;
+ QAngle angles;
+
+ pos = bone.pos;
+ angles.Init( RAD2DEG( bone.rot.y ), RAD2DEG( bone.rot.z ), RAD2DEG( bone.rot.x ) );
+ printf( "%f %f %f %f %f %f", pos.x, pos.y, pos.z, angles.x, angles.y, angles.z );
+
+ MatrixAngles( bone.srcRealign, angles, pos );
+ printf( " %f %f %f %f %f %f", pos.x, pos.y, pos.z, angles.x, angles.y, angles.z );
+
+ printf( "\n" );
+
+ pBoneDumpedList[ nBoneId ] = true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Dump a $definebones .qci file with the bones in an optimal order
+// i.e. Bones that are removed or replaced in LODs are later in the list
+// bones that are used all of the time are at the top of the list
+//-----------------------------------------------------------------------------
+void DumpDefineBones()
+{
+ BonePriority_s *pBonePriorityList = reinterpret_cast< BonePriority_s * >( stackalloc( g_numbones * sizeof( BonePriority_s ) ) );
+
+ for ( int i = 0; i < g_numbones; ++i )
+ {
+ BonePriority_s &bonePriority = pBonePriorityList[ i ];
+ bonePriority.m_nGlobalBoneId = i;
+ bonePriority.m_nGlobalBoneWeight = 0.0f;
+ }
+
+ for ( int i = 0; i < g_ScriptLODs.Count(); ++i )
+ {
+ const LodScriptData_t &scriptLOD = g_ScriptLODs[ i ];
+
+ for ( int j = 0; j < scriptLOD.boneReplacements.Count(); ++j )
+ {
+ // Ignore Shadow LOD
+ if ( scriptLOD.switchValue <= 0.0f )
+ continue;
+
+ const int nBoneId = findGlobalBone( scriptLOD.boneReplacements[ j ].GetSrcName() );
+ if ( nBoneId < 0 )
+ {
+ Warning( "Can't Find BoneReplacement Bone %s\n", scriptLOD.boneReplacements[ j ].GetSrcName() );
+ continue;
+ }
+
+ pBonePriorityList[ nBoneId ].m_nGlobalBoneWeight += scriptLOD.switchValue;
+ }
+ }
+
+ // bones used by hitboxes and attachments should always go first since they're used by the server
+ for ( int i = 0; i < g_numbones; ++i )
+ {
+ if ( g_bonetable[i].flags & (BONE_USED_BY_HITBOX | BONE_USED_BY_ATTACHMENT | BONE_USED_BY_BONE_MERGE ))
+ {
+ pBonePriorityList[ i ].m_nGlobalBoneWeight = -1.0f;
+ }
+ }
+
+ qsort( pBonePriorityList, g_numbones, sizeof( BonePriority_s ), compareBonePriority );
+
+ bool *pBoneDumpedList = reinterpret_cast< bool * >( stackalloc( g_numbones * sizeof( bool ) ) );
+ memset( pBoneDumpedList, 0, g_numbones * sizeof( bool ) );
+
+ for (int i = 0; i < g_numbones; i++)
+ {
+ const BonePriority_s &bonePriority = pBonePriorityList[ i ];
+ const int nBoneId = bonePriority.m_nGlobalBoneId;
+
+ if (g_bonetable[ nBoneId ].flags & BONE_ALWAYS_PROCEDURAL)
+ {
+ pBoneDumpedList[ nBoneId ] = true;
+ continue;
+ }
+
+ DumpDefineBone( nBoneId, pBoneDumpedList );
+ }
+}
+
+
+void ReLinkAttachments()
+{
+ int i;
+ int j;
+ int k;
+
+ // relink per-model attachments, eyeballs
+ for (i = 0; i < g_nummodelsbeforeLOD; i++)
+ {
+ s_source_t *psource = g_model[i]->source;
+ for (j = 0; j < g_model[i]->numattachments; j++)
+ {
+ k = findGlobalBone( g_model[i]->attachment[j].bonename );
+ if (k == -1)
+ {
+ MdlError("unknown model attachment link '%s'\n", g_model[i]->attachment[j].bonename );
+ }
+ g_model[i]->attachment[j].bone = j;
+ }
+
+ for (j = 0; j < g_model[i]->numeyeballs; j++)
+ {
+ g_model[i]->eyeball[j].bone = psource->boneLocalToGlobal[g_model[i]->eyeball[j].bone];
+ }
+ }
+}
+
+void CheckEyeballSetup()
+{
+
+ for (int i = 0; i < g_nummodelsbeforeLOD; i++)
+ {
+ for (int j = 0; j < g_model[i]->numeyeballs; j++)
+ {
+ s_eyeball_t *peyeball = &g_model[i]->eyeball[j];
+ if (peyeball->upperlidflexdesc == -1)
+ {
+// MdlWarning( "eyeball %s missing upperlid data\n", peyeball->name );
+
+ int dummy = Add_Flexdesc( "dummy_eyelid" );
+
+ peyeball->upperlidflexdesc = dummy;
+ peyeball->upperflexdesc[0] = dummy;
+ peyeball->uppertarget[0] = -1;
+ peyeball->upperflexdesc[1] = dummy;
+ peyeball->uppertarget[1] = 0;
+ peyeball->upperflexdesc[2] = dummy;
+ peyeball->uppertarget[2] = 1;
+ }
+
+ if (peyeball->lowerlidflexdesc == -1)
+ {
+// MdlWarning( "eyeball %s missing lower data\n", peyeball->name );
+
+ int dummy = Add_Flexdesc( "dummy_eyelid" );
+
+ peyeball->lowerlidflexdesc = dummy;
+ peyeball->lowerflexdesc[0] = dummy;
+ peyeball->lowertarget[0] = -1;
+ peyeball->lowerflexdesc[1] = dummy;
+ peyeball->lowertarget[1] = 0;
+ peyeball->lowerflexdesc[2] = dummy;
+ peyeball->lowertarget[2] = 1;
+ }
+ }
+ }
+
+
+}
+
+void SetupHitBoxes()
+{
+ int i;
+ int j;
+ int k;
+ int n;
+
+ // set hitgroups
+ for (k = 0; k < g_numbones; k++)
+ {
+ g_bonetable[k].group = -9999;
+ }
+ for (j = 0; j < g_numhitgroups; j++)
+ {
+ k = findGlobalBone( g_hitgroup[j].name );
+ if (k != -1)
+ {
+ g_bonetable[k].group = g_hitgroup[j].group;
+ }
+ else
+ {
+ MdlError( "cannot find bone %s for hitgroup %d\n", g_hitgroup[j].name, g_hitgroup[j].group );
+ }
+ }
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].group == -9999)
+ {
+ if (g_bonetable[k].parent != -1)
+ g_bonetable[k].group = g_bonetable[g_bonetable[k].parent].group;
+ else
+ g_bonetable[k].group = 0;
+ }
+ }
+
+ if ( g_hitboxsets.Size() == 0 )
+ {
+ int index = g_hitboxsets.AddToTail();
+
+ s_hitboxset *set = &g_hitboxsets[ index ];
+ memset( set, 0, sizeof( *set) );
+ strcpy( set->hitboxsetname, "default" );
+
+ gflags |= STUDIOHDR_FLAGS_AUTOGENERATED_HITBOX;
+
+ // find intersection box volume for each bone
+ for (k = 0; k < g_numbones; k++)
+ {
+ for (j = 0; j < 3; j++)
+ {
+ if (g_bUseBoneInBBox)
+ {
+ g_bonetable[k].bmin[j] = 0.0;
+ g_bonetable[k].bmax[j] = 0.0;
+ }
+ else
+ {
+ g_bonetable[k].bmin[j] = 9999.0;
+ g_bonetable[k].bmax[j] = -9999.0;
+ }
+ }
+ }
+ // try all the connect vertices
+ for (i = 0; i < g_nummodelsbeforeLOD; i++)
+ {
+ s_loddata_t *pLodData = g_model[i]->m_pLodData;
+ if ( !pLodData )
+ continue;
+
+ Vector p;
+ for (j = 0; j < pLodData->numvertices; j++)
+ {
+ for (n = 0; n < pLodData->vertex[j].boneweight.numbones; n++)
+ {
+ k = pLodData->vertex[j].boneweight.bone[n];
+ VectorITransform( pLodData->vertex[j].position, g_bonetable[k].boneToPose, p );
+
+ if (p[0] < g_bonetable[k].bmin[0]) g_bonetable[k].bmin[0] = p[0];
+ if (p[1] < g_bonetable[k].bmin[1]) g_bonetable[k].bmin[1] = p[1];
+ if (p[2] < g_bonetable[k].bmin[2]) g_bonetable[k].bmin[2] = p[2];
+ if (p[0] > g_bonetable[k].bmax[0]) g_bonetable[k].bmax[0] = p[0];
+ if (p[1] > g_bonetable[k].bmax[1]) g_bonetable[k].bmax[1] = p[1];
+ if (p[2] > g_bonetable[k].bmax[2]) g_bonetable[k].bmax[2] = p[2];
+ }
+ }
+ }
+ // add in all your children as well
+ for (k = 0; k < g_numbones; k++)
+ {
+ if ((j = g_bonetable[k].parent) != -1)
+ {
+ if (g_bonetable[k].pos[0] < g_bonetable[j].bmin[0]) g_bonetable[j].bmin[0] = g_bonetable[k].pos[0];
+ if (g_bonetable[k].pos[1] < g_bonetable[j].bmin[1]) g_bonetable[j].bmin[1] = g_bonetable[k].pos[1];
+ if (g_bonetable[k].pos[2] < g_bonetable[j].bmin[2]) g_bonetable[j].bmin[2] = g_bonetable[k].pos[2];
+ if (g_bonetable[k].pos[0] > g_bonetable[j].bmax[0]) g_bonetable[j].bmax[0] = g_bonetable[k].pos[0];
+ if (g_bonetable[k].pos[1] > g_bonetable[j].bmax[1]) g_bonetable[j].bmax[1] = g_bonetable[k].pos[1];
+ if (g_bonetable[k].pos[2] > g_bonetable[j].bmax[2]) g_bonetable[j].bmax[2] = g_bonetable[k].pos[2];
+ }
+ }
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ if (g_bonetable[k].bmin[0] < g_bonetable[k].bmax[0] - 1
+ && g_bonetable[k].bmin[1] < g_bonetable[k].bmax[1] - 1
+ && g_bonetable[k].bmin[2] < g_bonetable[k].bmax[2] - 1)
+ {
+ set->hitbox[set->numhitboxes].bone = k;
+ set->hitbox[set->numhitboxes].group = g_bonetable[k].group;
+ VectorCopy( g_bonetable[k].bmin, set->hitbox[set->numhitboxes].bmin );
+ VectorCopy( g_bonetable[k].bmax, set->hitbox[set->numhitboxes].bmax );
+
+ if (dump_hboxes)
+ {
+ printf("$hbox %d \"%s\" %.2f %.2f %.2f %.2f %.2f %.2f\n",
+ set->hitbox[set->numhitboxes].group,
+ g_bonetable[set->hitbox[set->numhitboxes].bone].name,
+ set->hitbox[set->numhitboxes].bmin[0], set->hitbox[set->numhitboxes].bmin[1], set->hitbox[set->numhitboxes].bmin[2],
+ set->hitbox[set->numhitboxes].bmax[0], set->hitbox[set->numhitboxes].bmax[1], set->hitbox[set->numhitboxes].bmax[2] );
+
+ }
+ set->numhitboxes++;
+ }
+ }
+ }
+ else
+ {
+ gflags &= ~STUDIOHDR_FLAGS_AUTOGENERATED_HITBOX;
+
+ for (int s = 0; s < g_hitboxsets.Size(); s++ )
+ {
+ s_hitboxset *set = &g_hitboxsets[ s ];
+
+ for (j = 0; j < set->numhitboxes; j++)
+ {
+ k = findGlobalBone( set->hitbox[j].name );
+ if (k != -1)
+ {
+ set->hitbox[j].bone = k;
+ }
+ else
+ {
+ MdlError( "cannot find bone %s for bbox\n", set->hitbox[j].name );
+ }
+ }
+ }
+ }
+
+ for (int s = 0; s < g_hitboxsets.Size(); s++ )
+ {
+ s_hitboxset *set = &g_hitboxsets[ s ];
+
+ // flag all bones used by hitboxes
+ for (j = 0; j < set->numhitboxes; j++)
+ {
+ k = set->hitbox[j].bone;
+ while (k != -1)
+ {
+ g_bonetable[k].flags |= BONE_USED_BY_HITBOX;
+ k = g_bonetable[k].parent;
+ }
+ }
+ }
+}
+
+void SetupFullBoneRenderBounds( CUtlVector<CBoneRenderBounds> &boneRenderBounds )
+{
+ boneRenderBounds.SetSize( g_numbones );
+
+
+ // First, add the ones already calculated from vertices.
+ for ( int i=0; i < g_numbones; i++ )
+ {
+ CBoneRenderBounds *pOut = &boneRenderBounds[i];
+ pOut->m_Mins = g_bonetable[i].bmin;
+ pOut->m_Maxs = g_bonetable[i].bmax;
+ }
+
+ // Note: shared animation files will need to include the hitboxes or else their sequence
+ // boxes won't use this stuff.
+ // Now add hitboxes.
+ for ( int i=0; i < g_hitboxsets.Count(); i++ )
+ {
+ const s_hitboxset *pSet = &g_hitboxsets[i];
+
+ for ( int k=0; k < pSet->numhitboxes; k++ )
+ {
+ const s_bbox_t *pIn = &pSet->hitbox[k];
+
+ if ( pIn->bone >= 0 )
+ {
+ CBoneRenderBounds *pOut = &boneRenderBounds[pIn->bone];
+ VectorMin( pIn->bmin, pOut->m_Mins, pOut->m_Mins );
+ VectorMax( pIn->bmax, pOut->m_Maxs, pOut->m_Maxs );
+ }
+ }
+ }
+}
+
+
+void CalcSequenceBoundingBoxes()
+{
+ int i;
+ int j;
+ int k;
+ int n;
+ int m;
+
+ CUtlVector<CBoneRenderBounds> boneRenderBounds;
+ SetupFullBoneRenderBounds( boneRenderBounds );
+
+ // find bounding box for each g_sequence
+ for (i = 0; i < g_numani; i++)
+ {
+ Vector bmin, bmax;
+
+ // find intersection box volume for each bone
+ for (j = 0; j < 3; j++)
+ {
+ bmin[j] = 9999.0;
+ bmax[j] = -9999.0;
+ }
+
+ for (j = 0; j < g_panimation[i]->numframes; j++)
+ {
+ matrix3x4_t bonetransform[MAXSTUDIOBONES]; // bone transformation matrix
+ matrix3x4_t posetransform[MAXSTUDIOBONES]; // bone transformation matrix
+ matrix3x4_t bonematrix; // local transformation matrix
+ Vector pos;
+
+ CalcBoneTransforms( g_panimation[i], j, bonetransform );
+
+ for (k = 0; k < g_numbones; k++)
+ {
+ MatrixInvert( g_bonetable[k].boneToPose, bonematrix );
+ ConcatTransforms (bonetransform[k], bonematrix, posetransform[k]);
+ }
+
+ // include hitboxes as well.
+ for (k = 0; k < g_numbones; k++)
+ {
+ Vector tmpMin, tmpMax;
+ TransformAABB( bonetransform[k], boneRenderBounds[k].m_Mins, boneRenderBounds[k].m_Maxs, tmpMin, tmpMax );
+ VectorMin( tmpMin, bmin, bmin );
+ VectorMax( tmpMax, bmax, bmax );
+ }
+
+ // include vertices
+ for (k = 0; k < g_nummodelsbeforeLOD; k++)
+ {
+ s_loddata_t *pLodData = g_model[k]->m_pLodData;
+
+ // skip blank empty model
+ if ( !pLodData )
+ continue;
+
+ for (n = 0; n < pLodData->numvertices; n++)
+ {
+ Vector tmp;
+ pos = Vector( 0, 0, 0 );
+ for (m = 0; m < pLodData->vertex[n].boneweight.numbones; m++)
+ {
+ VectorTransform( pLodData->vertex[n].position, posetransform[pLodData->vertex[n].boneweight.bone[m]], tmp ); // bug: should use all bones!
+ VectorMA( pos, pLodData->vertex[n].boneweight.weight[m], tmp, pos );
+ }
+
+ VectorMin( pos, bmin, bmin );
+ VectorMax( pos, bmax, bmax );
+ }
+ }
+ }
+
+ if (bmin.x < g_vecMinWorldspace.x || bmin.y < g_vecMinWorldspace.y || bmin.z < g_vecMinWorldspace.z || bmax.x > g_vecMaxWorldspace.x || bmax.y > g_vecMaxWorldspace.y || bmax.z > g_vecMaxWorldspace.z)
+ {
+ MdlWarning("%s : bounding box out of range : %.0f %.0f %.0f : %.0f %.0f %.0f\n",
+ g_panimation[i]->name,
+ bmin.x, bmin.y, bmin.z, bmax.z, bmax.y, bmax.z );
+
+ VectorMax( bmin, g_vecMinWorldspace, bmin );
+ VectorMin( bmax, g_vecMaxWorldspace, bmax );
+ }
+
+ VectorCopy( bmin, g_panimation[i]->bmin );
+ VectorCopy( bmax, g_panimation[i]->bmax );
+
+ /*
+ printf("%s : %.0f %.0f %.0f %.0f %.0f %.0f\n",
+ g_panimation[i]->name, bmin[0], bmax[0], bmin[1], bmax[1], bmin[2], bmax[2] );
+ */
+
+ // printf("%s %.2f\n", g_sequence[i].name, g_sequence[i].panim[0]->pos[9][0][0] / g_bonetable[9].pos[0] );
+ }
+
+ for (i = 0; i < g_sequence.Count(); i++)
+ {
+ Vector bmin, bmax;
+
+ // find intersection box volume for each bone
+ for (j = 0; j < 3; j++)
+ {
+ bmin[j] = 9999.0;
+ bmax[j] = -9999.0;
+ }
+
+ for (j = 0; j < g_sequence[i].groupsize[0]; j++)
+ {
+ for (k = 0; k < g_sequence[i].groupsize[1]; k++)
+ {
+ s_animation_t *panim = g_sequence[i].panim[j][k];
+
+ if (panim->bmin[0] < bmin[0]) bmin[0] = panim->bmin[0];
+ if (panim->bmin[1] < bmin[1]) bmin[1] = panim->bmin[1];
+ if (panim->bmin[2] < bmin[2]) bmin[2] = panim->bmin[2];
+ if (panim->bmax[0] > bmax[0]) bmax[0] = panim->bmax[0];
+ if (panim->bmax[1] > bmax[1]) bmax[1] = panim->bmax[1];
+ if (panim->bmax[2] > bmax[2]) bmax[2] = panim->bmax[2];
+ }
+ }
+
+ VectorCopy( bmin, g_sequence[i].bmin );
+ VectorCopy( bmax, g_sequence[i].bmax );
+ }
+}
+
+void SetIlluminationPosition()
+{
+ // find center of domain
+ if (!illumpositionset)
+ {
+ // Only use the 0th sequence; that should be the idle sequence
+ VectorFill( illumposition, 0 );
+ if (g_sequence.Count() != 0)
+ {
+ VectorAdd( g_sequence[0].bmin, g_sequence[0].bmax, illumposition );
+ illumposition *= 0.5f;
+ }
+ illumpositionset = true;
+ }
+}
+
+void SimplifyModel()
+{
+ if (g_sequence.Count() == 0 && g_numincludemodels == 0)
+ {
+ MdlError( "model has no sequences\n");
+ }
+
+ // have to load the lod sources before remapping bones so that the remap
+ // happens for all LODs.
+ LoadLODSources();
+
+ RemapBones();
+
+ LinkIKChains();
+
+ LinkIKLocks();
+
+ RealignBones();
+
+ ConvertBoneTreeCollapsesToReplaceBones();
+
+ // export bones
+ if (g_definebones)
+ {
+ DumpDefineBones();
+ exit( 0 );
+ }
+
+ // translate:
+ // replacebone "bone0" "bone1"
+ // replacebone "bone1" "bone2"
+ // replacebone "bone2" "bone3"
+ // to:
+ // replacebone "bone0" "bone3"
+ // replacebone "bone1" "bone3"
+ // replacebone "bone2" "bone3"
+ FixupReplacedBones();
+
+ RemapVerticesToGlobalBones();
+
+ if (g_bCenterBonesOnVerts)
+ {
+ CenterBonesOnVerts();
+ }
+
+ // remap lods to root, building aggregate final pools
+ // mark bones used by an lod
+ UnifyLODs();
+
+ if ( g_bPrintBones )
+ {
+ printf( "Hardware bone usage:\n" );
+ }
+ SpewBoneUsageStats();
+
+ MarkParentBoneLODs();
+
+ if ( g_bPrintBones )
+ {
+ printf( "CPU bone usage:\n" );
+ }
+ SpewBoneUsageStats();
+
+ RemapAnimations();
+
+ processAnimations();
+
+ limitBoneRotations();
+
+ limitIKChainLength();
+
+ RemapProceduralBones();
+
+ MakeTransitions();
+ RemapVertexAnimations();
+ RemapVertexAnimationsNewVersion();
+
+ FindAutolayers();
+
+ // link bonecontrollers
+ LinkBoneControllers();
+
+ // link screen aligned bones
+ TagScreenAlignedBones();
+
+ // link attachments
+ LinkAttachments();
+
+ // link mouths
+ LinkMouths();
+
+ // procedural bone needs to propogate its bone usage up its chain
+ // ensures runtime sets up dependent bone hierarchy
+ MarkProceduralBoneChain();
+
+ LockBoneLengths();
+
+ ProcessIKRules();
+
+ CompressIKErrors( );
+
+ CompressLocalHierarchy( );
+
+ CalcPoseParameters();
+
+ ReLinkAttachments();
+
+ CheckEyeballSetup();
+
+ SetupHitBoxes();
+
+ CompressAnimations( );
+
+ CalcSequenceBoundingBoxes();
+
+ SetIlluminationPosition();
+
+ if ( g_bBuildPreview )
+ {
+ gflags |= STUDIOHDR_FLAGS_BUILT_IN_PREVIEW_MODE;
+ }
+}
+
+
+
+
+