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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/bone_setup.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/bone_setup.cpp')
-rw-r--r--mp/src/public/bone_setup.cpp11900
1 files changed, 5950 insertions, 5950 deletions
diff --git a/mp/src/public/bone_setup.cpp b/mp/src/public/bone_setup.cpp
index 31fb4965..0cc81c67 100644
--- a/mp/src/public/bone_setup.cpp
+++ b/mp/src/public/bone_setup.cpp
@@ -1,5950 +1,5950 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//
-//===========================================================================//
-
-#include "tier0/dbg.h"
-#include "mathlib/mathlib.h"
-#include "bone_setup.h"
-#include <string.h>
-
-#include "collisionutils.h"
-#include "vstdlib/random.h"
-#include "tier0/vprof.h"
-#include "bone_accessor.h"
-#include "mathlib/ssequaternion.h"
-#include "bitvec.h"
-#include "datamanager.h"
-#include "convar.h"
-#include "tier0/tslist.h"
-#include "vphysics_interface.h"
-#ifdef CLIENT_DLL
- #include "posedebugger.h"
-#endif
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-class CBoneSetup
-{
-public:
- CBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger = NULL );
- void InitPose( Vector pos[], Quaternion q[] );
- void AccumulatePose( Vector pos[], Quaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext );
- void CalcAutoplaySequences( Vector pos[], Quaternion q[], float flRealTime, CIKContext *pIKContext );
-private:
- void AddSequenceLayers( Vector pos[], Quaternion q[], mstudioseqdesc_t &seqdesc, int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext );
- void AddLocalLayers( Vector pos[], Quaternion q[], mstudioseqdesc_t &seqdesc, int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext );
-public:
- const CStudioHdr *m_pStudioHdr;
- int m_boneMask;
- const float *m_flPoseParameter;
- IPoseDebugger *m_pPoseDebugger;
-};
-
-// -----------------------------------------------------------------
-template <typename T>
-class CBoneSetupMemoryPool
-{
-public:
- T *Alloc()
- {
- T *p = (T *)m_FreeBlocks.Pop();
- if ( !p )
- {
- p = new T[MAXSTUDIOBONES];
- if ( ((size_t)p) % TSLIST_NODE_ALIGNMENT != 0 )
- {
- DebuggerBreak();
- }
- }
-
- return p;
- }
-
- void Free( T *p )
- {
- m_FreeBlocks.Push( (TSLNodeBase_t *)p );
- }
-
-private:
- CTSListBase m_FreeBlocks;
-};
-
-CBoneSetupMemoryPool<Quaternion> g_QaternionPool;
-CBoneSetupMemoryPool<Vector> g_VectorPool;
-CBoneSetupMemoryPool<matrix3x4_t> g_MatrixPool;
-
-// -----------------------------------------------------------------
-CBoneCache *CBoneCache::CreateResource( const bonecacheparams_t &params )
-{
- short studioToCachedIndex[MAXSTUDIOBONES];
- short cachedToStudioIndex[MAXSTUDIOBONES];
- int cachedBoneCount = 0;
- for ( int i = 0; i < params.pStudioHdr->numbones(); i++ )
- {
- // skip bones that aren't part of the boneMask (and aren't the root bone)
- if (i != 0 && !(params.pStudioHdr->boneFlags(i) & params.boneMask))
- {
- studioToCachedIndex[i] = -1;
- continue;
- }
- studioToCachedIndex[i] = cachedBoneCount;
- cachedToStudioIndex[cachedBoneCount] = i;
- cachedBoneCount++;
- }
- int tableSizeStudio = sizeof(short) * params.pStudioHdr->numbones();
- int tableSizeCached = sizeof(short) * cachedBoneCount;
- int matrixSize = sizeof(matrix3x4_t) * cachedBoneCount;
- int size = ( sizeof(CBoneCache) + tableSizeStudio + tableSizeCached + matrixSize + 3 ) & ~3;
-
- CBoneCache *pMem = (CBoneCache *)malloc( size );
- Construct( pMem );
- pMem->Init( params, size, studioToCachedIndex, cachedToStudioIndex, cachedBoneCount );
- return pMem;
-}
-
-unsigned int CBoneCache::EstimatedSize( const bonecacheparams_t &params )
-{
- // conservative estimate - max size
- return ( params.pStudioHdr->numbones() * (sizeof(short) + sizeof(short) + sizeof(matrix3x4_t)) + 3 ) & ~3;
-}
-
-void CBoneCache::DestroyResource()
-{
- free( this );
-}
-
-
-CBoneCache::CBoneCache()
-{
- m_size = 0;
- m_cachedBoneCount = 0;
-}
-
-void CBoneCache::Init( const bonecacheparams_t &params, unsigned int size, short *pStudioToCached, short *pCachedToStudio, int cachedBoneCount )
-{
- m_cachedBoneCount = cachedBoneCount;
- m_size = size;
- m_timeValid = params.curtime;
- m_boneMask = params.boneMask;
-
- int studioTableSize = params.pStudioHdr->numbones() * sizeof(short);
- m_cachedToStudioOffset = studioTableSize;
- memcpy( StudioToCached(), pStudioToCached, studioTableSize );
-
- int cachedTableSize = cachedBoneCount * sizeof(short);
- memcpy( CachedToStudio(), pCachedToStudio, cachedTableSize );
-
- m_matrixOffset = ( m_cachedToStudioOffset + cachedTableSize + 3 ) & ~3;
-
- UpdateBones( params.pBoneToWorld, params.pStudioHdr->numbones(), params.curtime );
-}
-
-void CBoneCache::UpdateBones( const matrix3x4_t *pBoneToWorld, int numbones, float curtime )
-{
- matrix3x4_t *pBones = BoneArray();
- const short *pCachedToStudio = CachedToStudio();
-
- for ( int i = 0; i < m_cachedBoneCount; i++ )
- {
- int index = pCachedToStudio[i];
- MatrixCopy( pBoneToWorld[index], pBones[i] );
- }
- m_timeValid = curtime;
-}
-
-matrix3x4_t *CBoneCache::GetCachedBone( int studioIndex )
-{
- int cachedIndex = StudioToCached()[studioIndex];
- if ( cachedIndex >= 0 )
- {
- return BoneArray() + cachedIndex;
- }
- return NULL;
-}
-
-void CBoneCache::ReadCachedBones( matrix3x4_t *pBoneToWorld )
-{
- matrix3x4_t *pBones = BoneArray();
- const short *pCachedToStudio = CachedToStudio();
- for ( int i = 0; i < m_cachedBoneCount; i++ )
- {
- MatrixCopy( pBones[i], pBoneToWorld[pCachedToStudio[i]] );
- }
-}
-
-void CBoneCache::ReadCachedBonePointers( matrix3x4_t **bones, int numbones )
-{
- memset( bones, 0, sizeof(matrix3x4_t *) * numbones );
- matrix3x4_t *pBones = BoneArray();
- const short *pCachedToStudio = CachedToStudio();
- for ( int i = 0; i < m_cachedBoneCount; i++ )
- {
- bones[pCachedToStudio[i]] = pBones + i;
- }
-}
-
-bool CBoneCache::IsValid( float curtime, float dt )
-{
- if ( curtime - m_timeValid <= dt )
- return true;
- return false;
-}
-
-
-// private functions
-matrix3x4_t *CBoneCache::BoneArray()
-{
- return (matrix3x4_t *)( (char *)(this+1) + m_matrixOffset );
-}
-
-short *CBoneCache::StudioToCached()
-{
- return (short *)( (char *)(this+1) );
-}
-
-short *CBoneCache::CachedToStudio()
-{
- return (short *)( (char *)(this+1) + m_cachedToStudioOffset );
-}
-
-// Construct a singleton
-static CDataManager<CBoneCache, bonecacheparams_t, CBoneCache *, CThreadFastMutex> g_StudioBoneCache( 128 * 1024L );
-
-CBoneCache *Studio_GetBoneCache( memhandle_t cacheHandle )
-{
- AUTO_LOCK( g_StudioBoneCache.AccessMutex() );
- return g_StudioBoneCache.GetResource_NoLock( cacheHandle );
-}
-
-memhandle_t Studio_CreateBoneCache( bonecacheparams_t &params )
-{
- AUTO_LOCK( g_StudioBoneCache.AccessMutex() );
- return g_StudioBoneCache.CreateResource( params );
-}
-
-void Studio_DestroyBoneCache( memhandle_t cacheHandle )
-{
- AUTO_LOCK( g_StudioBoneCache.AccessMutex() );
- g_StudioBoneCache.DestroyResource( cacheHandle );
-}
-
-void Studio_InvalidateBoneCache( memhandle_t cacheHandle )
-{
- AUTO_LOCK( g_StudioBoneCache.AccessMutex() );
- CBoneCache *pCache = g_StudioBoneCache.GetResource_NoLock( cacheHandle );
- if ( pCache )
- {
- pCache->m_timeValid = -1.0f;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void BuildBoneChain(
- const CStudioHdr *pStudioHdr,
- const matrix3x4_t &rootxform,
- const Vector pos[],
- const Quaternion q[],
- int iBone,
- matrix3x4_t *pBoneToWorld )
-{
- CBoneBitList boneComputed;
- BuildBoneChain( pStudioHdr, rootxform, pos, q, iBone, pBoneToWorld, boneComputed );
- return;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: return a sub frame rotation for a single bone
-//-----------------------------------------------------------------------------
-void ExtractAnimValue( int frame, mstudioanimvalue_t *panimvalue, float scale, float &v1, float &v2 )
-{
- if ( !panimvalue )
- {
- v1 = v2 = 0;
- return;
- }
-
- // Avoids a crash reading off the end of the data
- // There is probably a better long-term solution; Ken is going to look into it.
- if ( ( panimvalue->num.total == 1 ) && ( panimvalue->num.valid == 1 ) )
- {
- v1 = v2 = panimvalue[1].value * scale;
- return;
- }
-
- int k = frame;
-
- // find the data list that has the frame
- while (panimvalue->num.total <= k)
- {
- k -= panimvalue->num.total;
- panimvalue += panimvalue->num.valid + 1;
- if ( panimvalue->num.total == 0 )
- {
- Assert( 0 ); // running off the end of the animation stream is bad
- v1 = v2 = 0;
- return;
- }
- }
- if (panimvalue->num.valid > k)
- {
- // has valid animation data
- v1 = panimvalue[k+1].value * scale;
-
- if (panimvalue->num.valid > k + 1)
- {
- // has valid animation blend data
- v2 = panimvalue[k+2].value * scale;
- }
- else
- {
- if (panimvalue->num.total > k + 1)
- {
- // data repeats, no blend
- v2 = v1;
- }
- else
- {
- // pull blend from first data block in next list
- v2 = panimvalue[panimvalue->num.valid+2].value * scale;
- }
- }
- }
- else
- {
- // get last valid data block
- v1 = panimvalue[panimvalue->num.valid].value * scale;
- if (panimvalue->num.total > k + 1)
- {
- // data repeats, no blend
- v2 = v1;
- }
- else
- {
- // pull blend from first data block in next list
- v2 = panimvalue[panimvalue->num.valid + 2].value * scale;
- }
- }
-}
-
-
-void ExtractAnimValue( int frame, mstudioanimvalue_t *panimvalue, float scale, float &v1 )
-{
- if ( !panimvalue )
- {
- v1 = 0;
- return;
- }
-
- int k = frame;
-
- while (panimvalue->num.total <= k)
- {
- k -= panimvalue->num.total;
- panimvalue += panimvalue->num.valid + 1;
- if ( panimvalue->num.total == 0 )
- {
- Assert( 0 ); // running off the end of the animation stream is bad
- v1 = 0;
- return;
- }
- }
- if (panimvalue->num.valid > k)
- {
- v1 = panimvalue[k+1].value * scale;
- }
- else
- {
- // get last valid data block
- v1 = panimvalue[panimvalue->num.valid].value * scale;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: return a sub frame rotation for a single bone
-//-----------------------------------------------------------------------------
-void CalcBoneQuaternion( int frame, float s,
- const Quaternion &baseQuat, const RadianEuler &baseRot, const Vector &baseRotScale,
- int iBaseFlags, const Quaternion &baseAlignment,
- const mstudioanim_t *panim, Quaternion &q )
-{
- if ( panim->flags & STUDIO_ANIM_RAWROT )
- {
- q = *(panim->pQuat48());
- Assert( q.IsValid() );
- return;
- }
-
- if ( panim->flags & STUDIO_ANIM_RAWROT2 )
- {
- q = *(panim->pQuat64());
- Assert( q.IsValid() );
- return;
- }
-
- if ( !(panim->flags & STUDIO_ANIM_ANIMROT) )
- {
- if (panim->flags & STUDIO_ANIM_DELTA)
- {
- q.Init( 0.0f, 0.0f, 0.0f, 1.0f );
- }
- else
- {
- q = baseQuat;
- }
- return;
- }
-
- mstudioanim_valueptr_t *pValuesPtr = panim->pRotV();
-
- if (s > 0.001f)
- {
- QuaternionAligned q1, q2;
- RadianEuler angle1, angle2;
-
- ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 0 ), baseRotScale.x, angle1.x, angle2.x );
- ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 1 ), baseRotScale.y, angle1.y, angle2.y );
- ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 2 ), baseRotScale.z, angle1.z, angle2.z );
-
- if (!(panim->flags & STUDIO_ANIM_DELTA))
- {
- angle1.x = angle1.x + baseRot.x;
- angle1.y = angle1.y + baseRot.y;
- angle1.z = angle1.z + baseRot.z;
- angle2.x = angle2.x + baseRot.x;
- angle2.y = angle2.y + baseRot.y;
- angle2.z = angle2.z + baseRot.z;
- }
-
- Assert( angle1.IsValid() && angle2.IsValid() );
- if (angle1.x != angle2.x || angle1.y != angle2.y || angle1.z != angle2.z)
- {
- AngleQuaternion( angle1, q1 );
- AngleQuaternion( angle2, q2 );
-
- #ifdef _X360
- fltx4 q1simd, q2simd, qsimd;
- q1simd = LoadAlignedSIMD( q1 );
- q2simd = LoadAlignedSIMD( q2 );
- qsimd = QuaternionBlendSIMD( q1simd, q2simd, s );
- StoreUnalignedSIMD( q.Base(), qsimd );
- #else
- QuaternionBlend( q1, q2, s, q );
- #endif
- }
- else
- {
- AngleQuaternion( angle1, q );
- }
- }
- else
- {
- RadianEuler angle;
-
- ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 0 ), baseRotScale.x, angle.x );
- ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 1 ), baseRotScale.y, angle.y );
- ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 2 ), baseRotScale.z, angle.z );
-
- if (!(panim->flags & STUDIO_ANIM_DELTA))
- {
- angle.x = angle.x + baseRot.x;
- angle.y = angle.y + baseRot.y;
- angle.z = angle.z + baseRot.z;
- }
-
- Assert( angle.IsValid() );
- AngleQuaternion( angle, q );
- }
-
- Assert( q.IsValid() );
-
- // align to unified bone
- if (!(panim->flags & STUDIO_ANIM_DELTA) && (iBaseFlags & BONE_FIXED_ALIGNMENT))
- {
- QuaternionAlign( baseAlignment, q, q );
- }
-}
-
-inline void CalcBoneQuaternion( int frame, float s,
- const mstudiobone_t *pBone,
- const mstudiolinearbone_t *pLinearBones,
- const mstudioanim_t *panim, Quaternion &q )
-{
- if (pLinearBones)
- {
- CalcBoneQuaternion( frame, s, pLinearBones->quat(panim->bone), pLinearBones->rot(panim->bone), pLinearBones->rotscale(panim->bone), pLinearBones->flags(panim->bone), pLinearBones->qalignment(panim->bone), panim, q );
- }
- else
- {
- CalcBoneQuaternion( frame, s, pBone->quat, pBone->rot, pBone->rotscale, pBone->flags, pBone->qAlignment, panim, q );
- }
-}
-
-
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: return a sub frame position for a single bone
-//-----------------------------------------------------------------------------
-void CalcBonePosition( int frame, float s,
- const Vector &basePos, const Vector &baseBoneScale,
- const mstudioanim_t *panim, Vector &pos )
-{
- if (panim->flags & STUDIO_ANIM_RAWPOS)
- {
- pos = *(panim->pPos());
- Assert( pos.IsValid() );
-
- return;
- }
- else if (!(panim->flags & STUDIO_ANIM_ANIMPOS))
- {
- if (panim->flags & STUDIO_ANIM_DELTA)
- {
- pos.Init( 0.0f, 0.0f, 0.0f );
- }
- else
- {
- pos = basePos;
- }
- return;
- }
-
- mstudioanim_valueptr_t *pPosV = panim->pPosV();
- int j;
-
- if (s > 0.001f)
- {
- float v1, v2;
- for (j = 0; j < 3; j++)
- {
- ExtractAnimValue( frame, pPosV->pAnimvalue( j ), baseBoneScale[j], v1, v2 );
- pos[j] = v1 * (1.0 - s) + v2 * s;
- }
- }
- else
- {
- for (j = 0; j < 3; j++)
- {
- ExtractAnimValue( frame, pPosV->pAnimvalue( j ), baseBoneScale[j], pos[j] );
- }
- }
-
- if (!(panim->flags & STUDIO_ANIM_DELTA))
- {
- pos.x = pos.x + basePos.x;
- pos.y = pos.y + basePos.y;
- pos.z = pos.z + basePos.z;
- }
-
- Assert( pos.IsValid() );
-}
-
-
-inline void CalcBonePosition( int frame, float s,
- const mstudiobone_t *pBone,
- const mstudiolinearbone_t *pLinearBones,
- const mstudioanim_t *panim, Vector &pos )
-{
- if (pLinearBones)
- {
- CalcBonePosition( frame, s, pLinearBones->pos(panim->bone), pLinearBones->posscale(panim->bone), panim, pos );
- }
- else
- {
- CalcBonePosition( frame, s, pBone->pos, pBone->posscale, panim, pos );
- }
-}
-
-
-
-void SetupSingleBoneMatrix(
- CStudioHdr *pOwnerHdr,
- int nSequence,
- int iFrame,
- int iBone,
- matrix3x4_t &mBoneLocal )
-{
- mstudioseqdesc_t &seqdesc = pOwnerHdr->pSeqdesc( nSequence );
- mstudioanimdesc_t &animdesc = pOwnerHdr->pAnimdesc( seqdesc.anim( 0, 0 ) );
- int iLocalFrame = iFrame;
- mstudioanim_t *panim = animdesc.pAnim( &iLocalFrame );
- float s = 0;
- mstudiobone_t *pbone = pOwnerHdr->pBone( iBone );
-
- Quaternion boneQuat;
- Vector bonePos;
-
- // search for bone
- while (panim && panim->bone != iBone)
- {
- panim = panim->pNext();
- }
-
- // look up animation if found, if not, initialize
- if (panim && seqdesc.weight(iBone) > 0)
- {
- CalcBoneQuaternion( iLocalFrame, s, pbone, NULL, panim, boneQuat );
- CalcBonePosition ( iLocalFrame, s, pbone, NULL, panim, bonePos );
- }
- else if (animdesc.flags & STUDIO_DELTA)
- {
- boneQuat.Init( 0.0f, 0.0f, 0.0f, 1.0f );
- bonePos.Init( 0.0f, 0.0f, 0.0f );
- }
- else
- {
- boneQuat = pbone->quat;
- bonePos = pbone->pos;
- }
-
- QuaternionMatrix( boneQuat, bonePos, mBoneLocal );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-static void CalcDecompressedAnimation( const mstudiocompressedikerror_t *pCompressed, int iFrame, float fraq, Vector &pos, Quaternion &q )
-{
- if (fraq > 0.0001f)
- {
- Vector p1, p2;
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 0 ), pCompressed->scale[0], p1.x, p2.x );
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 1 ), pCompressed->scale[1], p1.y, p2.y );
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 2 ), pCompressed->scale[2], p1.z, p2.z );
- pos = p1 * (1 - fraq) + p2 * fraq;
-
- Quaternion q1, q2;
- RadianEuler angle1, angle2;
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 3 ), pCompressed->scale[3], angle1.x, angle2.x );
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 4 ), pCompressed->scale[4], angle1.y, angle2.y );
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 5 ), pCompressed->scale[5], angle1.z, angle2.z );
-
- if (angle1.x != angle2.x || angle1.y != angle2.y || angle1.z != angle2.z)
- {
- AngleQuaternion( angle1, q1 );
- AngleQuaternion( angle2, q2 );
- QuaternionBlend( q1, q2, fraq, q );
- }
- else
- {
- AngleQuaternion( angle1, q );
- }
- }
- else
- {
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 0 ), pCompressed->scale[0], pos.x );
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 1 ), pCompressed->scale[1], pos.y );
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 2 ), pCompressed->scale[2], pos.z );
-
- RadianEuler angle;
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 3 ), pCompressed->scale[3], angle.x );
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 4 ), pCompressed->scale[4], angle.y );
- ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 5 ), pCompressed->scale[5], angle.z );
-
- AngleQuaternion( angle, q );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: translate animations done in a non-standard parent space
-//-----------------------------------------------------------------------------
-static void CalcLocalHierarchyAnimation(
- const CStudioHdr *pStudioHdr,
- matrix3x4_t *boneToWorld,
- CBoneBitList &boneComputed,
- Vector *pos,
- Quaternion *q,
- //const mstudioanimdesc_t &animdesc,
- const mstudiobone_t *pbone,
- mstudiolocalhierarchy_t *pHierarchy,
- int iBone,
- int iNewParent,
- float cycle,
- int iFrame,
- float flFraq,
- int boneMask
- )
-{
- Vector localPos;
- Quaternion localQ;
-
- // make fake root transform
- static ALIGN16 matrix3x4_t rootXform ALIGN16_POST ( 1.0f, 0, 0, 0, 0, 1.0f, 0, 0, 0, 0, 1.0f, 0 );
-
- // FIXME: missing check to see if seq has a weight for this bone
- float weight = 1.0f;
-
- // check to see if there's a ramp on the influence
- if ( pHierarchy->tail - pHierarchy->peak < 1.0f )
- {
- float index = cycle;
-
- if (pHierarchy->end > 1.0f && index < pHierarchy->start)
- index += 1.0f;
-
- if (index < pHierarchy->start)
- return;
- if (index >= pHierarchy->end)
- return;
-
- if (index < pHierarchy->peak && pHierarchy->start != pHierarchy->peak)
- {
- weight = (index - pHierarchy->start) / (pHierarchy->peak - pHierarchy->start);
- }
- else if (index > pHierarchy->tail && pHierarchy->end != pHierarchy->tail)
- {
- weight = (pHierarchy->end - index) / (pHierarchy->end - pHierarchy->tail);
- }
-
- weight = SimpleSpline( weight );
- }
-
- CalcDecompressedAnimation( pHierarchy->pLocalAnim(), iFrame - pHierarchy->iStart, flFraq, localPos, localQ );
-
- BuildBoneChain( pStudioHdr, rootXform, pos, q, iBone, boneToWorld, boneComputed );
- BuildBoneChain( pStudioHdr, rootXform, pos, q, iNewParent, boneToWorld, boneComputed );
-
- matrix3x4_t localXform;
- AngleMatrix( localQ, localPos, localXform );
-
- ConcatTransforms( boneToWorld[iNewParent], localXform, boneToWorld[iBone] );
-
- // back solve
- Vector p1;
- Quaternion q1;
- int n = pbone[iBone].parent;
- if (n == -1)
- {
- if (weight == 1.0f)
- {
- MatrixAngles( boneToWorld[iBone], q[iBone], pos[iBone] );
- }
- else
- {
- MatrixAngles( boneToWorld[iBone], q1, p1 );
- QuaternionSlerp( q[iBone], q1, weight, q[iBone] );
- pos[iBone] = Lerp( weight, p1, pos[iBone] );
- }
- }
- else
- {
- matrix3x4_t worldToBone;
- MatrixInvert( boneToWorld[n], worldToBone );
-
- matrix3x4_t local;
- ConcatTransforms( worldToBone, boneToWorld[iBone], local );
- if (weight == 1.0f)
- {
- MatrixAngles( local, q[iBone], pos[iBone] );
- }
- else
- {
- MatrixAngles( local, q1, p1 );
- QuaternionSlerp( q[iBone], q1, weight, q[iBone] );
- pos[iBone] = Lerp( weight, p1, pos[iBone] );
- }
- }
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Calc Zeroframe Data
-//-----------------------------------------------------------------------------
-
-static void CalcZeroframeData( const CStudioHdr *pStudioHdr, const studiohdr_t *pAnimStudioHdr, const virtualgroup_t *pAnimGroup, const mstudiobone_t *pAnimbone, mstudioanimdesc_t &animdesc, float fFrame, Vector *pos, Quaternion *q, int boneMask, float flWeight )
-{
- byte *pData = animdesc.pZeroFrameData();
-
- if (!pData)
- return;
-
- int i, j;
-
- // Msg("zeroframe %s\n", animdesc.pszName() );
- if (animdesc.zeroframecount == 1)
- {
- for (j = 0; j < pAnimStudioHdr->numbones; j++)
- {
- if (pAnimGroup)
- i = pAnimGroup->masterBone[j];
- else
- i = j;
-
- if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_POS)
- {
- if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask))
- {
- Vector p = *(Vector48 *)pData;
- pos[i] = pos[i] * (1.0f - flWeight) + p * flWeight;
- Assert( pos[i].IsValid() );
- }
- pData += sizeof( Vector48 );
- }
- if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT)
- {
- if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask))
- {
- Quaternion q0 = *(Quaternion64 *)pData;
- QuaternionBlend( q[i], q0, flWeight, q[i] );
- Assert( q[i].IsValid() );
- }
- pData += sizeof( Quaternion64 );
- }
- }
- }
- else
- {
- float s1;
- int index = fFrame / animdesc.zeroframespan;
- if (index >= animdesc.zeroframecount - 1)
- {
- index = animdesc.zeroframecount - 2;
- s1 = 1.0f;
- }
- else
- {
- s1 = clamp( (fFrame - index * animdesc.zeroframespan) / animdesc.zeroframespan, 0.0f, 1.0f );
- }
- int i0 = max( index - 1, 0 );
- int i1 = index;
- int i2 = min( index + 1, animdesc.zeroframecount - 1 );
- for (j = 0; j < pAnimStudioHdr->numbones; j++)
- {
- if (pAnimGroup)
- i = pAnimGroup->masterBone[j];
- else
- i = j;
-
- if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_POS)
- {
- if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask))
- {
- Vector p0 = *(((Vector48 *)pData) + i0);
- Vector p1 = *(((Vector48 *)pData) + i1);
- Vector p2 = *(((Vector48 *)pData) + i2);
- Vector p3;
- Hermite_Spline( p0, p1, p2, s1, p3 );
- pos[i] = pos[i] * (1.0f - flWeight) + p3 * flWeight;
- Assert( pos[i].IsValid() );
- }
- pData += sizeof( Vector48 ) * animdesc.zeroframecount;
- }
- if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT)
- {
- if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask))
- {
- Quaternion q0 = *(((Quaternion64 *)pData) + i0);
- Quaternion q1 = *(((Quaternion64 *)pData) + i1);
- Quaternion q2 = *(((Quaternion64 *)pData) + i2);
- if (flWeight == 1.0f)
- {
- Hermite_Spline( q0, q1, q2, s1, q[i] );
- }
- else
- {
- Quaternion q3;
- Hermite_Spline( q0, q1, q2, s1, q3 );
- QuaternionBlend( q[i], q3, flWeight, q[i] );
- }
- Assert( q[i].IsValid() );
- }
- pData += sizeof( Quaternion64 ) * animdesc.zeroframecount;
- }
- }
- }
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Find and decode a sub-frame of animation, remapping the skeleton bone indexes
-//-----------------------------------------------------------------------------
-static void CalcVirtualAnimation( virtualmodel_t *pVModel, const CStudioHdr *pStudioHdr, Vector *pos, Quaternion *q,
- mstudioseqdesc_t &seqdesc, int sequence, int animation,
- float cycle, int boneMask )
-{
- int i, j, k;
-
- const mstudiobone_t *pbone;
- const virtualgroup_t *pSeqGroup;
- const studiohdr_t *pSeqStudioHdr;
- const mstudiolinearbone_t *pSeqLinearBones;
- const mstudiobone_t *pSeqbone;
- const mstudioanim_t *panim;
- const studiohdr_t *pAnimStudioHdr;
- const mstudiolinearbone_t *pAnimLinearBones;
- const mstudiobone_t *pAnimbone;
- const virtualgroup_t *pAnimGroup;
-
- pSeqGroup = pVModel->pSeqGroup( sequence );
- int baseanimation = pStudioHdr->iRelativeAnim( sequence, animation );
- mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( baseanimation );
- pSeqStudioHdr = ((CStudioHdr *)pStudioHdr)->pSeqStudioHdr( sequence );
- pSeqLinearBones = pSeqStudioHdr->pLinearBones();
- pSeqbone = pSeqStudioHdr->pBone( 0 );
- pAnimGroup = pVModel->pAnimGroup( baseanimation );
- pAnimStudioHdr = ((CStudioHdr *)pStudioHdr)->pAnimStudioHdr( baseanimation );
- pAnimLinearBones = pAnimStudioHdr->pLinearBones();
- pAnimbone = pAnimStudioHdr->pBone( 0 );
-
- int iFrame;
- float s;
-
- float fFrame = cycle * (animdesc.numframes - 1);
-
- iFrame = (int)fFrame;
- s = (fFrame - iFrame);
-
- int iLocalFrame = iFrame;
- float flStall;
- panim = animdesc.pAnim( &iLocalFrame, flStall );
-
- float *pweight = seqdesc.pBoneweight( 0 );
- pbone = pStudioHdr->pBone( 0 );
-
- for (i = 0; i < pStudioHdr->numbones(); i++)
- {
- if (pStudioHdr->boneFlags(i) & boneMask)
- {
- int j = pSeqGroup->boneMap[i];
- if (j >= 0 && pweight[j] > 0.0f)
- {
- if (animdesc.flags & STUDIO_DELTA)
- {
- q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f );
- pos[i].Init( 0.0f, 0.0f, 0.0f );
- }
- else if (pSeqLinearBones)
- {
- q[i] = pSeqLinearBones->quat(j);
- pos[i] = pSeqLinearBones->pos(j);
- }
- else
- {
- q[i] = pSeqbone[j].quat;
- pos[i] = pSeqbone[j].pos;
- }
-#ifdef STUDIO_ENABLE_PERF_COUNTERS
- pStudioHdr->m_nPerfUsedBones++;
-#endif
- }
- }
- }
-
- // if the animation isn't available, look for the zero frame cache
- if (!panim)
- {
- CalcZeroframeData( ((CStudioHdr *)pStudioHdr), pAnimStudioHdr, pAnimGroup, pAnimbone, animdesc, fFrame, pos, q, boneMask, 1.0 );
- return;
- }
-
- // FIXME: change encoding so that bone -1 is never the case
- while (panim && panim->bone < 255)
- {
- j = pAnimGroup->masterBone[panim->bone];
- if ( j >= 0 && ( pStudioHdr->boneFlags(j) & boneMask ) )
- {
- k = pSeqGroup->boneMap[j];
-
- if (k >= 0 && pweight[k] > 0.0f)
- {
- CalcBoneQuaternion( iLocalFrame, s, &pAnimbone[panim->bone], pAnimLinearBones, panim, q[j] );
- CalcBonePosition ( iLocalFrame, s, &pAnimbone[panim->bone], pAnimLinearBones, panim, pos[j] );
-#ifdef STUDIO_ENABLE_PERF_COUNTERS
- pStudioHdr->m_nPerfAnimatedBones++;
-#endif
- }
- }
- panim = panim->pNext();
- }
-
- // cross fade in previous zeroframe data
- if (flStall > 0.0f)
- {
- CalcZeroframeData( pStudioHdr, pAnimStudioHdr, pAnimGroup, pAnimbone, animdesc, fFrame, pos, q, boneMask, flStall );
- }
-
- // calculate a local hierarchy override
- if (animdesc.numlocalhierarchy)
- {
- matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
- CBoneBitList boneComputed;
-
- int i;
- for (i = 0; i < animdesc.numlocalhierarchy; i++)
- {
- mstudiolocalhierarchy_t *pHierarchy = animdesc.pHierarchy( i );
-
- if ( !pHierarchy )
- break;
-
- int iBone = pAnimGroup->masterBone[pHierarchy->iBone];
- if (iBone >= 0 && (pStudioHdr->boneFlags(iBone) & boneMask))
- {
- int iNewParent = pAnimGroup->masterBone[pHierarchy->iNewParent];
- if (iNewParent >= 0 && (pStudioHdr->boneFlags(iNewParent) & boneMask))
- {
- CalcLocalHierarchyAnimation( pStudioHdr, boneToWorld, boneComputed, pos, q, pbone, pHierarchy, iBone, iNewParent, cycle, iFrame, s, boneMask );
- }
- }
- }
-
- g_MatrixPool.Free( boneToWorld );
- }
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Find and decode a sub-frame of animation
-//-----------------------------------------------------------------------------
-
-static void CalcAnimation( const CStudioHdr *pStudioHdr, Vector *pos, Quaternion *q,
- mstudioseqdesc_t &seqdesc,
- int sequence, int animation,
- float cycle, int boneMask )
-{
-#ifdef STUDIO_ENABLE_PERF_COUNTERS
- pStudioHdr->m_nPerfAnimationLayers++;
-#endif
-
- virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
-
- if (pVModel)
- {
- CalcVirtualAnimation( pVModel, pStudioHdr, pos, q, seqdesc, sequence, animation, cycle, boneMask );
- return;
- }
-
- mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( animation );
- mstudiobone_t *pbone = pStudioHdr->pBone( 0 );
- const mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones();
-
- int i;
- int iFrame;
- float s;
-
- float fFrame = cycle * (animdesc.numframes - 1);
-
- iFrame = (int)fFrame;
- s = (fFrame - iFrame);
-
- int iLocalFrame = iFrame;
- float flStall;
- mstudioanim_t *panim = animdesc.pAnim( &iLocalFrame, flStall );
-
- float *pweight = seqdesc.pBoneweight( 0 );
-
- // if the animation isn't available, look for the zero frame cache
- if (!panim)
- {
- // Msg("zeroframe %s\n", animdesc.pszName() );
- // pre initialize
- for (i = 0; i < pStudioHdr->numbones(); i++, pbone++, pweight++)
- {
- if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask))
- {
- if (animdesc.flags & STUDIO_DELTA)
- {
- q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f );
- pos[i].Init( 0.0f, 0.0f, 0.0f );
- }
- else
- {
- q[i] = pbone->quat;
- pos[i] = pbone->pos;
- }
- }
- }
-
- CalcZeroframeData( pStudioHdr, pStudioHdr->GetRenderHdr(), NULL, pStudioHdr->pBone( 0 ), animdesc, fFrame, pos, q, boneMask, 1.0 );
-
- return;
- }
-
- // BUGBUG: the sequence, the anim, and the model can have all different bone mappings.
- for (i = 0; i < pStudioHdr->numbones(); i++, pbone++, pweight++)
- {
- if (panim && panim->bone == i)
- {
- if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask))
- {
- CalcBoneQuaternion( iLocalFrame, s, pbone, pLinearBones, panim, q[i] );
- CalcBonePosition ( iLocalFrame, s, pbone, pLinearBones, panim, pos[i] );
-#ifdef STUDIO_ENABLE_PERF_COUNTERS
- pStudioHdr->m_nPerfAnimatedBones++;
- pStudioHdr->m_nPerfUsedBones++;
-#endif
- }
- panim = panim->pNext();
- }
- else if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask))
- {
- if (animdesc.flags & STUDIO_DELTA)
- {
- q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f );
- pos[i].Init( 0.0f, 0.0f, 0.0f );
- }
- else
- {
- q[i] = pbone->quat;
- pos[i] = pbone->pos;
- }
-#ifdef STUDIO_ENABLE_PERF_COUNTERS
- pStudioHdr->m_nPerfUsedBones++;
-#endif
- }
- }
-
- // cross fade in previous zeroframe data
- if (flStall > 0.0f)
- {
- CalcZeroframeData( pStudioHdr, pStudioHdr->GetRenderHdr(), NULL, pStudioHdr->pBone( 0 ), animdesc, fFrame, pos, q, boneMask, flStall );
- }
-
- if (animdesc.numlocalhierarchy)
- {
- matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
- CBoneBitList boneComputed;
-
- int i;
- for (i = 0; i < animdesc.numlocalhierarchy; i++)
- {
- mstudiolocalhierarchy_t *pHierarchy = animdesc.pHierarchy( i );
-
- if ( !pHierarchy )
- break;
-
- if (pStudioHdr->boneFlags(pHierarchy->iBone) & boneMask)
- {
- if (pStudioHdr->boneFlags(pHierarchy->iNewParent) & boneMask)
- {
- CalcLocalHierarchyAnimation( pStudioHdr, boneToWorld, boneComputed, pos, q, pbone, pHierarchy, pHierarchy->iBone, pHierarchy->iNewParent, cycle, iFrame, s, boneMask );
- }
- }
- }
-
- g_MatrixPool.Free( boneToWorld );
- }
-
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: qt = ( s * p ) * q
-//-----------------------------------------------------------------------------
-void QuaternionSM( float s, const Quaternion &p, const Quaternion &q, Quaternion &qt )
-{
- Quaternion p1, q1;
-
- QuaternionScale( p, s, p1 );
- QuaternionMult( p1, q, q1 );
- QuaternionNormalize( q1 );
- qt[0] = q1[0];
- qt[1] = q1[1];
- qt[2] = q1[2];
- qt[3] = q1[3];
-}
-
-#if ALLOW_SIMD_QUATERNION_MATH
-FORCEINLINE fltx4 QuaternionSMSIMD( float s, const fltx4 &p, const fltx4 &q )
-{
- fltx4 p1, q1, result;
- p1 = QuaternionScaleSIMD( p, s );
- q1 = QuaternionMultSIMD( p1, q );
- result = QuaternionNormalizeSIMD( q1 );
- return result;
-}
-#endif
-
-//-----------------------------------------------------------------------------
-// Purpose: qt = p * ( s * q )
-//-----------------------------------------------------------------------------
-void QuaternionMA( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt )
-{
- Quaternion p1, q1;
-
- QuaternionScale( q, s, q1 );
- QuaternionMult( p, q1, p1 );
- QuaternionNormalize( p1 );
- qt[0] = p1[0];
- qt[1] = p1[1];
- qt[2] = p1[2];
- qt[3] = p1[3];
-}
-
-#if ALLOW_SIMD_QUATERNION_MATH
-FORCEINLINE fltx4 QuaternionMASIMD( const fltx4 &p, float s, const fltx4 &q )
-{
- fltx4 p1, q1, result;
- q1 = QuaternionScaleSIMD( q, s );
- p1 = QuaternionMultSIMD( p, q1 );
- result = QuaternionNormalizeSIMD( p1 );
- return result;
-}
-#endif
-
-
-//-----------------------------------------------------------------------------
-// Purpose: qt = p + s * q
-//-----------------------------------------------------------------------------
-void QuaternionAccumulate( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt )
-{
- Quaternion q2;
- QuaternionAlign( p, q, q2 );
-
- qt[0] = p[0] + s * q2[0];
- qt[1] = p[1] + s * q2[1];
- qt[2] = p[2] + s * q2[2];
- qt[3] = p[3] + s * q2[3];
-}
-
-#if ALLOW_SIMD_QUATERNION_MATH
-FORCEINLINE fltx4 QuaternionAccumulateSIMD( const fltx4 &p, float s, const fltx4 &q )
-{
- fltx4 q2, s4, result;
- q2 = QuaternionAlignSIMD( p, q );
- s4 = ReplicateX4( s );
- result = MaddSIMD( s4, q2, p );
- return result;
-}
-#endif
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: blend together in world space q1,pos1 with q2,pos2. Return result in q1,pos1.
-// 0 returns q1, pos1. 1 returns q2, pos2
-//-----------------------------------------------------------------------------
-
-void WorldSpaceSlerp(
- const CStudioHdr *pStudioHdr,
- Quaternion q1[MAXSTUDIOBONES],
- Vector pos1[MAXSTUDIOBONES],
- mstudioseqdesc_t &seqdesc,
- int sequence,
- const Quaternion q2[MAXSTUDIOBONES],
- const Vector pos2[MAXSTUDIOBONES],
- float s,
- int boneMask )
-{
- int i, j;
- float s1; // weight of parent for q2, pos2
- float s2; // weight for q2, pos2
-
- // make fake root transform
- matrix3x4_t rootXform;
- SetIdentityMatrix( rootXform );
-
- // matrices for q2, pos2
- matrix3x4_t *srcBoneToWorld = g_MatrixPool.Alloc();
- CBoneBitList srcBoneComputed;
-
- matrix3x4_t *destBoneToWorld = g_MatrixPool.Alloc();
- CBoneBitList destBoneComputed;
-
- matrix3x4_t *targetBoneToWorld = g_MatrixPool.Alloc();
- CBoneBitList targetBoneComputed;
-
- virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
- const virtualgroup_t *pSeqGroup = NULL;
- if (pVModel)
- {
- pSeqGroup = pVModel->pSeqGroup( sequence );
- }
-
- mstudiobone_t *pbone = pStudioHdr->pBone( 0 );
-
- for (i = 0; i < pStudioHdr->numbones(); i++)
- {
- // skip unused bones
- if (!(pStudioHdr->boneFlags(i) & boneMask))
- {
- continue;
- }
-
- int n = pbone[i].parent;
- s1 = 0.0;
- if (pSeqGroup)
- {
- j = pSeqGroup->boneMap[i];
- if (j >= 0)
- {
- s2 = s * seqdesc.weight( j ); // blend in based on this bones weight
- if (n != -1)
- {
- s1 = s * seqdesc.weight( pSeqGroup->boneMap[n] );
- }
- }
- else
- {
- s2 = 0.0;
- }
- }
- else
- {
- s2 = s * seqdesc.weight( i ); // blend in based on this bones weight
- if (n != -1)
- {
- s1 = s * seqdesc.weight( n );
- }
- }
-
- if (s1 == 1.0 && s2 == 1.0)
- {
- pos1[i] = pos2[i];
- q1[i] = q2[i];
- }
- else if (s2 > 0.0)
- {
- Quaternion srcQ, destQ;
- Vector srcPos, destPos;
- Quaternion targetQ;
- Vector targetPos;
- Vector tmp;
-
- BuildBoneChain( pStudioHdr, rootXform, pos1, q1, i, destBoneToWorld, destBoneComputed );
- BuildBoneChain( pStudioHdr, rootXform, pos2, q2, i, srcBoneToWorld, srcBoneComputed );
-
- MatrixAngles( destBoneToWorld[i], destQ, destPos );
- MatrixAngles( srcBoneToWorld[i], srcQ, srcPos );
-
- QuaternionSlerp( destQ, srcQ, s2, targetQ );
- AngleMatrix( targetQ, destPos, targetBoneToWorld[i] );
-
- // back solve
- if (n == -1)
- {
- MatrixAngles( targetBoneToWorld[i], q1[i], tmp );
- }
- else
- {
- matrix3x4_t worldToBone;
- MatrixInvert( targetBoneToWorld[n], worldToBone );
-
- matrix3x4_t local;
- ConcatTransforms( worldToBone, targetBoneToWorld[i], local );
- MatrixAngles( local, q1[i], tmp );
-
- // blend bone lengths (local space)
- pos1[i] = Lerp( s2, pos1[i], pos2[i] );
- }
- }
- }
- g_MatrixPool.Free( srcBoneToWorld );
- g_MatrixPool.Free( destBoneToWorld );
- g_MatrixPool.Free( targetBoneToWorld );
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: blend together q1,pos1 with q2,pos2. Return result in q1,pos1.
-// 0 returns q1, pos1. 1 returns q2, pos2
-//-----------------------------------------------------------------------------
-void SlerpBones(
- const CStudioHdr *pStudioHdr,
- Quaternion q1[MAXSTUDIOBONES],
- Vector pos1[MAXSTUDIOBONES],
- mstudioseqdesc_t &seqdesc, // source of q2 and pos2
- int sequence,
- const QuaternionAligned q2[MAXSTUDIOBONES],
- const Vector pos2[MAXSTUDIOBONES],
- float s,
- int boneMask )
-{
- if (s <= 0.0f)
- return;
- if (s > 1.0f)
- {
- s = 1.0f;
- }
-
- if (seqdesc.flags & STUDIO_WORLD)
- {
- WorldSpaceSlerp( pStudioHdr, q1, pos1, seqdesc, sequence, q2, pos2, s, boneMask );
- return;
- }
-
- int i, j;
- virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
- const virtualgroup_t *pSeqGroup = NULL;
- if (pVModel)
- {
- pSeqGroup = pVModel->pSeqGroup( sequence );
- }
-
- // Build weightlist for all bones
- int nBoneCount = pStudioHdr->numbones();
- float *pS2 = (float*)stackalloc( nBoneCount * sizeof(float) );
- for (i = 0; i < nBoneCount; i++)
- {
- // skip unused bones
- if (!(pStudioHdr->boneFlags(i) & boneMask))
- {
- pS2[i] = 0.0f;
- continue;
- }
-
- if ( !pSeqGroup )
- {
- pS2[i] = s * seqdesc.weight( i ); // blend in based on this bones weight
- continue;
- }
-
- j = pSeqGroup->boneMap[i];
- if ( j >= 0 )
- {
- pS2[i] = s * seqdesc.weight( j ); // blend in based on this bones weight
- }
- else
- {
- pS2[i] = 0.0;
- }
- }
-
- float s1, s2;
- if ( seqdesc.flags & STUDIO_DELTA )
- {
- for ( i = 0; i < nBoneCount; i++ )
- {
- s2 = pS2[i];
- if ( s2 <= 0.0f )
- continue;
-
- if ( seqdesc.flags & STUDIO_POST )
- {
-#ifndef _X360
- QuaternionMA( q1[i], s2, q2[i], q1[i] );
-#else
- fltx4 q1simd = LoadUnalignedSIMD( q1[i].Base() );
- fltx4 q2simd = LoadAlignedSIMD( q2[i] );
- fltx4 result = QuaternionMASIMD( q1simd, s2, q2simd );
- StoreUnalignedSIMD( q1[i].Base(), result );
-#endif
- // 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
- {
-#ifndef _X360
- QuaternionSM( s2, q2[i], q1[i], q1[i] );
-#else
- fltx4 q1simd = LoadUnalignedSIMD( q1[i].Base() );
- fltx4 q2simd = LoadAlignedSIMD( q2[i] );
- fltx4 result = QuaternionSMSIMD( s2, q2simd, q1simd );
- StoreUnalignedSIMD( q1[i].Base(), result );
-#endif
-
- // 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;
- }
- }
- return;
- }
-
- QuaternionAligned q3;
- for (i = 0; i < nBoneCount; i++)
- {
- s2 = pS2[i];
- if ( s2 <= 0.0f )
- continue;
-
- s1 = 1.0 - s2;
-
-#ifdef _X360
- fltx4 q1simd, q2simd, result;
- q1simd = LoadUnalignedSIMD( q1[i].Base() );
- q2simd = LoadAlignedSIMD( q2[i] );
-#endif
- if ( pStudioHdr->boneFlags(i) & BONE_FIXED_ALIGNMENT )
- {
-#ifndef _X360
- QuaternionSlerpNoAlign( q2[i], q1[i], s1, q3 );
-#else
- result = QuaternionSlerpNoAlignSIMD( q2simd, q1simd, s1 );
-#endif
- }
- else
- {
-#ifndef _X360
- QuaternionSlerp( q2[i], q1[i], s1, q3 );
-#else
- result = QuaternionSlerpSIMD( q2simd, q1simd, s1 );
-#endif
- }
-
-#ifndef _X360
- q1[i][0] = q3[0];
- q1[i][1] = q3[1];
- q1[i][2] = q3[2];
- q1[i][3] = q3[3];
-#else
- StoreUnalignedSIMD( q1[i].Base(), result );
-#endif
-
- 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;
- }
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Inter-animation blend. Assumes both types are identical.
-// blend together q1,pos1 with q2,pos2. Return result in q1,pos1.
-// 0 returns q1, pos1. 1 returns q2, pos2
-//-----------------------------------------------------------------------------
-void BlendBones(
- const CStudioHdr *pStudioHdr,
- Quaternion q1[MAXSTUDIOBONES],
- Vector pos1[MAXSTUDIOBONES],
- mstudioseqdesc_t &seqdesc,
- int sequence,
- const Quaternion q2[MAXSTUDIOBONES],
- const Vector pos2[MAXSTUDIOBONES],
- float s,
- int boneMask )
-{
- int i, j;
- Quaternion q3;
-
- virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
- const virtualgroup_t *pSeqGroup = NULL;
- if (pVModel)
- {
- pSeqGroup = pVModel->pSeqGroup( sequence );
- }
-
- if (s <= 0)
- {
- Assert(0); // shouldn't have been called
- return;
- }
- else if (s >= 1.0)
- {
- Assert(0); // shouldn't have been called
- for (i = 0; i < pStudioHdr->numbones(); i++)
- {
- // skip unused bones
- if (!(pStudioHdr->boneFlags(i) & boneMask))
- {
- continue;
- }
-
- if (pSeqGroup)
- {
- j = pSeqGroup->boneMap[i];
- }
- else
- {
- j = i;
- }
-
- if (j >= 0 && seqdesc.weight( j ) > 0.0)
- {
- q1[i] = q2[i];
- pos1[i] = pos2[i];
- }
- }
- return;
- }
-
- float s2 = s;
- float s1 = 1.0 - s2;
-
- for (i = 0; i < pStudioHdr->numbones(); i++)
- {
- // skip unused bones
- if (!(pStudioHdr->boneFlags(i) & boneMask))
- {
- continue;
- }
-
- if (pSeqGroup)
- {
- j = pSeqGroup->boneMap[i];
- }
- else
- {
- j = i;
- }
-
- if (j >= 0 && seqdesc.weight( j ) > 0.0)
- {
- if (pStudioHdr->boneFlags(i) & BONE_FIXED_ALIGNMENT)
- {
- QuaternionBlendNoAlign( q2[i], q1[i], s1, q3 );
- }
- else
- {
- QuaternionBlend( 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;
- }
- }
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Scale a set of bones. Must be of type delta
-//-----------------------------------------------------------------------------
-void ScaleBones(
- const CStudioHdr *pStudioHdr,
- Quaternion q1[MAXSTUDIOBONES],
- Vector pos1[MAXSTUDIOBONES],
- int sequence,
- float s,
- int boneMask )
-{
- int i, j;
- Quaternion q3;
-
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( sequence );
-
- virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
- const virtualgroup_t *pSeqGroup = NULL;
- if (pVModel)
- {
- pSeqGroup = pVModel->pSeqGroup( sequence );
- }
-
- float s2 = s;
- float s1 = 1.0 - s2;
-
- for (i = 0; i < pStudioHdr->numbones(); i++)
- {
- // skip unused bones
- if (!(pStudioHdr->boneFlags(i) & boneMask))
- {
- continue;
- }
-
- if (pSeqGroup)
- {
- j = pSeqGroup->boneMap[i];
- }
- else
- {
- j = i;
- }
-
- if (j >= 0 && seqdesc.weight( j ) > 0.0)
- {
- QuaternionIdentityBlend( q1[i], s1, q1[i] );
- VectorScale( pos1[i], s2, pos1[i] );
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: resolve a global pose parameter to the specific setting for this sequence
-//-----------------------------------------------------------------------------
-void Studio_LocalPoseParameter( const CStudioHdr *pStudioHdr, const float poseParameter[], mstudioseqdesc_t &seqdesc, int iSequence, int iLocalIndex, float &flSetting, int &index )
-{
- int iPose = pStudioHdr->GetSharedPoseParameter( iSequence, seqdesc.paramindex[iLocalIndex] );
-
- if (iPose == -1)
- {
- flSetting = 0;
- index = 0;
- return;
- }
-
- const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iPose );
-
- float flValue = poseParameter[iPose];
-
- if (Pose.loop)
- {
- float wrap = (Pose.start + Pose.end) / 2.0 + Pose.loop / 2.0;
- float shift = Pose.loop - wrap;
-
- flValue = flValue - Pose.loop * floor((flValue + shift) / Pose.loop);
- }
-
- if (seqdesc.posekeyindex == 0)
- {
- float flLocalStart = ((float)seqdesc.paramstart[iLocalIndex] - Pose.start) / (Pose.end - Pose.start);
- float flLocalEnd = ((float)seqdesc.paramend[iLocalIndex] - Pose.start) / (Pose.end - Pose.start);
-
- // convert into local range
- flSetting = (flValue - flLocalStart) / (flLocalEnd - flLocalStart);
-
- // clamp. This shouldn't ever need to happen if it's looping.
- if (flSetting < 0)
- flSetting = 0;
- if (flSetting > 1)
- flSetting = 1;
-
- index = 0;
- if (seqdesc.groupsize[iLocalIndex] > 2 )
- {
- // estimate index
- index = (int)(flSetting * (seqdesc.groupsize[iLocalIndex] - 1));
- if (index == seqdesc.groupsize[iLocalIndex] - 1) index = seqdesc.groupsize[iLocalIndex] - 2;
- flSetting = flSetting * (seqdesc.groupsize[iLocalIndex] - 1) - index;
- }
- }
- else
- {
- flValue = flValue * (Pose.end - Pose.start) + Pose.start;
- index = 0;
-
- // FIXME: this needs to be 2D
- // FIXME: this shouldn't be a linear search
-
- while (1)
- {
- flSetting = (flValue - seqdesc.poseKey( iLocalIndex, index )) / (seqdesc.poseKey( iLocalIndex, index + 1 ) - seqdesc.poseKey( iLocalIndex, index ));
- /*
- if (index > 0 && flSetting < 0.0)
- {
- index--;
- continue;
- }
- else
- */
- if (index < seqdesc.groupsize[iLocalIndex] - 2 && flSetting > 1.0)
- {
- index++;
- continue;
- }
- break;
- }
-
- // clamp.
- if (flSetting < 0.0f)
- flSetting = 0.0f;
- if (flSetting > 1.0f)
- flSetting = 1.0f;
- }
-}
-
-void Studio_CalcBoneToBoneTransform( const CStudioHdr *pStudioHdr, int inputBoneIndex, int outputBoneIndex, matrix3x4_t& matrixOut )
-{
- mstudiobone_t *pbone = pStudioHdr->pBone( inputBoneIndex );
-
- matrix3x4_t inputToPose;
- MatrixInvert( pbone->poseToBone, inputToPose );
- ConcatTransforms( pStudioHdr->pBone( outputBoneIndex )->poseToBone, inputToPose, matrixOut );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: calculate a pose for a single sequence
-//-----------------------------------------------------------------------------
-void InitPose(
- const CStudioHdr *pStudioHdr,
- Vector pos[],
- Quaternion q[],
- int boneMask
- )
-{
- if (!pStudioHdr->pLinearBones())
- {
- for (int i = 0; i < pStudioHdr->numbones(); i++)
- {
- if (pStudioHdr->boneFlags( i ) & boneMask )
- {
- mstudiobone_t *pbone = pStudioHdr->pBone( i );
- pos[i] = pbone->pos;
- q[i] = pbone->quat;
- }
- }
- }
- else
- {
- mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones();
- for (int i = 0; i < pStudioHdr->numbones(); i++)
- {
- if (pStudioHdr->boneFlags( i ) & boneMask )
- {
- pos[i] = pLinearBones->pos(i);
- q[i] = pLinearBones->quat(i);
- }
- }
- }
-}
-
-
-inline bool PoseIsAllZeros(
- const CStudioHdr *pStudioHdr,
- int sequence,
- mstudioseqdesc_t &seqdesc,
- int i0,
- int i1
- )
-{
- int baseanim;
-
- // remove "zero" positional blends
- baseanim = pStudioHdr->iRelativeAnim( sequence, seqdesc.anim(i0 ,i1 ) );
- mstudioanimdesc_t &anim = ((CStudioHdr *)pStudioHdr)->pAnimdesc( baseanim );
- return (anim.flags & STUDIO_ALLZEROS) != 0;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: turn a 2x2 blend into a 3 way triangle blend
-// Returns: returns the animination indices and barycentric coordinates of a triangle
-// the triangle is a right triangle, and the diagonal is between elements [0] and [2]
-//-----------------------------------------------------------------------------
-
-static ConVar anim_3wayblend( "anim_3wayblend", "1", FCVAR_REPLICATED, "Toggle the 3-way animation blending code." );
-
-void Calc3WayBlendIndices( int i0, int i1, float s0, float s1, const mstudioseqdesc_t &seqdesc, int *pAnimIndices, float *pWeight )
-{
- // Figure out which bi-section direction we are using to make triangles.
- bool bEven = ( ( ( i0 + i1 ) & 0x1 ) == 0 );
-
- int x1, y1;
- int x2, y2;
- int x3, y3;
-
- // diagonal is between elements 1 & 3
- // TL to BR
- if ( bEven )
- {
- if ( s0 > s1 )
- {
- // B
- x1 = 0; y1 = 0;
- x2 = 1; y2 = 0;
- x3 = 1; y3 = 1;
- pWeight[0] = (1.0f - s0);
- pWeight[1] = s0 - s1;
- }
- else
- {
- // C
- x1 = 1; y1 = 1;
- x2 = 0; y2 = 1;
- x3 = 0; y3 = 0;
- pWeight[0] = s0;
- pWeight[1] = s1 - s0;
- }
- }
- // BL to TR
- else
- {
- float flTotal = s0 + s1;
-
- if( flTotal > 1.0f )
- {
- // D
- x1 = 1; y1 = 0;
- x2 = 1; y2 = 1;
- x3 = 0; y3 = 1;
- pWeight[0] = (1.0f - s1);
- pWeight[1] = s0 - 1.0f + s1;
- }
- else
- {
- // A
- x1 = 0; y1 = 1;
- x2 = 0; y2 = 0;
- x3 = 1; y3 = 0;
- pWeight[0] = s1;
- pWeight[1] = 1.0f - s0 - s1;
- }
- }
-
- pAnimIndices[0] = seqdesc.anim( i0 + x1, i1 + y1 );
- pAnimIndices[1] = seqdesc.anim( i0 + x2, i1 + y2 );
- pAnimIndices[2] = seqdesc.anim( i0 + x3, i1 + y3 );
-
- /*
- float w0 = ((x2-x3)*(y3-s1) - (x3-s0)*(y2-y3)) / ((x1-x3)*(y2-y3) - (x2-x3)*(y1-y3));
- float w1 = ((x1-x3)*(y3-s1) - (x3-s0)*(y1-y3)) / ((x2-x3)*(y1-y3) - (x1-x3)*(y2-y3));
- Assert( pWeight[0] == w0 && pWeight[1] == w1 );
- */
-
- // clamp the diagonal
- if (pWeight[1] < 0.001f)
- pWeight[1] = 0.0f;
- pWeight[2] = 1.0f - pWeight[0] - pWeight[1];
-
- Assert( pWeight[0] >= 0.0f && pWeight[0] <= 1.0f );
- Assert( pWeight[1] >= 0.0f && pWeight[1] <= 1.0f );
- Assert( pWeight[2] >= 0.0f && pWeight[2] <= 1.0f );
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: calculate a pose for a single sequence
-//-----------------------------------------------------------------------------
-bool CalcPoseSingle(
- const CStudioHdr *pStudioHdr,
- Vector pos[],
- Quaternion q[],
- mstudioseqdesc_t &seqdesc,
- int sequence,
- float cycle,
- const float poseParameter[],
- int boneMask,
- float flTime
- )
-{
- bool bResult = true;
-
- Vector *pos2 = g_VectorPool.Alloc();
- Quaternion *q2 = g_QaternionPool.Alloc();
- Vector *pos3= g_VectorPool.Alloc();
- Quaternion *q3 = g_QaternionPool.Alloc();
-
- if (sequence >= pStudioHdr->GetNumSeq())
- {
- sequence = 0;
- seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( sequence );
- }
-
-
- int i0 = 0, i1 = 0;
- float s0 = 0, s1 = 0;
-
- Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, sequence, 0, s0, i0 );
- Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, sequence, 1, s1, i1 );
-
-
- if (seqdesc.flags & STUDIO_REALTIME)
- {
- float cps = Studio_CPS( pStudioHdr, seqdesc, sequence, poseParameter );
- cycle = flTime * cps;
- cycle = cycle - (int)cycle;
- }
- else if (seqdesc.flags & STUDIO_CYCLEPOSE)
- {
- int iPose = pStudioHdr->GetSharedPoseParameter( sequence, seqdesc.cycleposeindex );
- if (iPose != -1)
- {
- /*
- const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iPose );
- cycle = poseParameter[ iPose ] * (Pose.end - Pose.start) + Pose.start;
- */
- cycle = poseParameter[ iPose ];
- }
- else
- {
- cycle = 0.0f;
- }
- }
- else if (cycle < 0 || cycle >= 1)
- {
- if (seqdesc.flags & STUDIO_LOOPING)
- {
- cycle = cycle - (int)cycle;
- if (cycle < 0) cycle += 1;
- }
- else
- {
- cycle = clamp( cycle, 0.0f, 1.0f );
- }
- }
-
- if (s0 < 0.001)
- {
- if (s1 < 0.001)
- {
- if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0, i1 ))
- {
- bResult = false;
- }
- else
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 , i1 ), cycle, boneMask );
- }
- }
- else if (s1 > 0.999)
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 , i1+1 ), cycle, boneMask );
- }
- else
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 , i1 ), cycle, boneMask );
- CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0 , i1+1 ), cycle, boneMask );
- BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s1, boneMask );
- }
- }
- else if (s0 > 0.999)
- {
- if (s1 < 0.001)
- {
- if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0+1, i1 ))
- {
- bResult = false;
- }
- else
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1, i1 ), cycle, boneMask );
- }
- }
- else if (s1 > 0.999)
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1, i1+1 ), cycle, boneMask );
- }
- else
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1, i1 ), cycle, boneMask );
- CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1, i1+1 ), cycle, boneMask );
- BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s1, boneMask );
- }
- }
- else
- {
- if (s1 < 0.001)
- {
- if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0+1, i1 ))
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1 ), cycle, boneMask );
- ScaleBones( pStudioHdr, q, pos, sequence, 1.0 - s0, boneMask );
- }
- else if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0, i1 ))
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1 ,i1 ), cycle, boneMask );
- ScaleBones( pStudioHdr, q, pos, sequence, s0, boneMask );
- }
- else
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1 ), cycle, boneMask );
- CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1,i1 ), cycle, boneMask );
-
- BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s0, boneMask );
- }
- }
- else if (s1 > 0.999)
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1+1 ), cycle, boneMask );
- CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1,i1+1 ), cycle, boneMask );
- BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s0, boneMask );
- }
- else if ( !anim_3wayblend.GetBool() )
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1 ), cycle, boneMask );
- CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1,i1 ), cycle, boneMask );
- BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s0, boneMask );
-
- CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0 , i1+1), cycle, boneMask );
- CalcAnimation( pStudioHdr, pos3, q3, seqdesc, sequence, seqdesc.anim( i0+1, i1+1), cycle, boneMask );
- BlendBones( pStudioHdr, q2, pos2, seqdesc, sequence, q3, pos3, s0, boneMask );
-
- BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s1, boneMask );
- }
- else
- {
- int iAnimIndices[3];
- float weight[3];
-
- Calc3WayBlendIndices( i0, i1, s0, s1, seqdesc, iAnimIndices, weight );
-
- /*
- char buf[256];
- sprintf( buf, "%d %6.2f %d %6.2f : %6.2f %6.2f %6.2f\n", i0, s0, i1, s1, weight[0], weight[1], weight[2] );
- OutputDebugString( buf );
- */
-
- if (weight[1] < 0.001)
- {
- // on diagonal
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, iAnimIndices[0], cycle, boneMask );
- CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, iAnimIndices[2], cycle, boneMask );
- BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, weight[2] / (weight[0] + weight[2]), boneMask );
- }
- else
- {
- CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, iAnimIndices[0], cycle, boneMask );
- CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, iAnimIndices[1], cycle, boneMask );
- BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, weight[1] / (weight[0] + weight[1]), boneMask );
-
- CalcAnimation( pStudioHdr, pos3, q3, seqdesc, sequence, iAnimIndices[2], cycle, boneMask );
- BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q3, pos3, weight[2], boneMask );
- }
- }
- }
-
- g_VectorPool.Free( pos2 );
- g_QaternionPool.Free( q2 );
- g_VectorPool.Free( pos3 );
- g_QaternionPool.Free( q3 );
-
- return bResult;
-}
-
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: calculate a pose for a single sequence
-// adds autolayers, runs local ik rukes
-//-----------------------------------------------------------------------------
-void CBoneSetup::AddSequenceLayers(
- Vector pos[],
- Quaternion q[],
- mstudioseqdesc_t &seqdesc,
- int sequence,
- float cycle,
- float flWeight,
- float flTime,
- CIKContext *pIKContext
- )
-{
- for (int i = 0; i < seqdesc.numautolayers; i++)
- {
- mstudioautolayer_t *pLayer = seqdesc.pAutolayer( i );
-
- if (pLayer->flags & STUDIO_AL_LOCAL)
- continue;
-
- float layerCycle = cycle;
- float layerWeight = flWeight;
-
- if (pLayer->start != pLayer->end)
- {
- float s = 1.0;
- float index;
-
- if (!(pLayer->flags & STUDIO_AL_POSE))
- {
- index = cycle;
- }
- else
- {
- int iSequence = m_pStudioHdr->iRelativeSeq( sequence, pLayer->iSequence );
- int iPose = m_pStudioHdr->GetSharedPoseParameter( iSequence, pLayer->iPose );
- if (iPose != -1)
- {
- const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)m_pStudioHdr)->pPoseParameter( iPose );
- index = m_flPoseParameter[ iPose ] * (Pose.end - Pose.start) + Pose.start;
- }
- 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 = SimpleSpline( s );
- }
-
- if ((pLayer->flags & STUDIO_AL_XFADE) && (index > 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))
- {
- layerCycle = (cycle - pLayer->start) / (pLayer->end - pLayer->start);
- }
- }
-
- int iSequence = m_pStudioHdr->iRelativeSeq( sequence, pLayer->iSequence );
- AccumulatePose( pos, q, iSequence, layerCycle, layerWeight, flTime, pIKContext );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: calculate a pose for a single sequence
-// adds autolayers, runs local ik rukes
-//-----------------------------------------------------------------------------
-void CBoneSetup::AddLocalLayers(
- Vector pos[],
- Quaternion q[],
- mstudioseqdesc_t &seqdesc,
- int sequence,
- float cycle,
- float flWeight,
- float flTime,
- CIKContext *pIKContext
- )
-{
- if (!(seqdesc.flags & STUDIO_LOCAL))
- {
- return;
- }
-
- for (int i = 0; i < seqdesc.numautolayers; i++)
- {
- mstudioautolayer_t *pLayer = seqdesc.pAutolayer( i );
-
- if (!(pLayer->flags & STUDIO_AL_LOCAL))
- continue;
-
- float layerCycle = cycle;
- float layerWeight = flWeight;
-
- if (pLayer->start != pLayer->end)
- {
- float s = 1.0;
-
- if (cycle < pLayer->start)
- continue;
- if (cycle >= pLayer->end)
- continue;
-
- if (cycle < pLayer->peak && pLayer->start != pLayer->peak)
- {
- s = (cycle - pLayer->start) / (pLayer->peak - pLayer->start);
- }
- else if (cycle > pLayer->tail && pLayer->end != pLayer->tail)
- {
- s = (pLayer->end - cycle) / (pLayer->end - pLayer->tail);
- }
-
- if (pLayer->flags & STUDIO_AL_SPLINE)
- {
- s = SimpleSpline( s );
- }
-
- if ((pLayer->flags & STUDIO_AL_XFADE) && (cycle > pLayer->tail))
- {
- layerWeight = ( s * flWeight ) / ( 1 - flWeight + s * flWeight );
- }
- else if (pLayer->flags & STUDIO_AL_NOBLEND)
- {
- layerWeight = s;
- }
- else
- {
- layerWeight = flWeight * s;
- }
-
- layerCycle = (cycle - pLayer->start) / (pLayer->end - pLayer->start);
- }
-
- int iSequence = m_pStudioHdr->iRelativeSeq( sequence, pLayer->iSequence );
- AccumulatePose( pos, q, iSequence, layerCycle, layerWeight, flTime, pIKContext );
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: my sleezy attempt at an interface only class
-//-----------------------------------------------------------------------------
-
-IBoneSetup::IBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger )
-{
- m_pBoneSetup = new CBoneSetup( pStudioHdr, boneMask, poseParameter, pPoseDebugger );
-}
-
-IBoneSetup::~IBoneSetup( void )
-{
- if ( m_pBoneSetup )
- {
- delete m_pBoneSetup;
- }
-}
-
-void IBoneSetup::InitPose( Vector pos[], Quaternion q[] )
-{
- ::InitPose( m_pBoneSetup->m_pStudioHdr, pos, q, m_pBoneSetup->m_boneMask );
-}
-
-void IBoneSetup::AccumulatePose( Vector pos[], Quaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext )
-{
- m_pBoneSetup->AccumulatePose( pos, q, sequence, cycle, flWeight, flTime, pIKContext );
-}
-
-void IBoneSetup::CalcAutoplaySequences( Vector pos[], Quaternion q[], float flRealTime, CIKContext *pIKContext )
-{
- m_pBoneSetup->CalcAutoplaySequences( pos, q, flRealTime, pIKContext );
-}
-
-void CalcBoneAdj( const CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], const float controllers[], int boneMask );
-
-// takes a "controllers[]" array normalized to 0..1 and adds in the adjustments to pos[], and q[].
-void IBoneSetup::CalcBoneAdj( Vector pos[], Quaternion q[], const float controllers[] )
-{
- ::CalcBoneAdj( m_pBoneSetup->m_pStudioHdr, pos, q, controllers, m_pBoneSetup->m_boneMask );
-}
-
-CStudioHdr *IBoneSetup::GetStudioHdr()
-{
- return (CStudioHdr *)m_pBoneSetup->m_pStudioHdr;
-}
-
-CBoneSetup::CBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger )
-{
- m_pStudioHdr = pStudioHdr;
- m_boneMask = boneMask;
- m_flPoseParameter = poseParameter;
- m_pPoseDebugger = pPoseDebugger;
-}
-
-#if 0
-//-----------------------------------------------------------------------------
-// Purpose: calculate a pose for a single sequence
-// adds autolayers, runs local ik rukes
-//-----------------------------------------------------------------------------
-void CalcPose(
- const CStudioHdr *pStudioHdr,
- CIKContext *pIKContext,
- Vector pos[],
- Quaternion q[],
- int sequence,
- float cycle,
- const float poseParameter[],
- int boneMask,
- float flWeight,
- float flTime
- )
-{
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( sequence );
-
- Assert( flWeight >= 0.0f && flWeight <= 1.0f );
- // This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up
- flWeight = clamp( flWeight, 0.0f, 1.0f );
-
- // add any IK locks to prevent numautolayers from moving extremities
- CIKContext seq_ik;
- if (seqdesc.numiklocks)
- {
- seq_ik.Init( pStudioHdr, vec3_angle, vec3_origin, 0.0, 0, boneMask ); // local space relative so absolute position doesn't mater
- seq_ik.AddSequenceLocks( seqdesc, pos, q );
- }
-
- CalcPoseSingle( pStudioHdr, pos, q, seqdesc, sequence, cycle, poseParameter, boneMask, flTime );
-
- if ( pIKContext )
- {
- pIKContext->AddDependencies( seqdesc, sequence, cycle, poseParameter, flWeight );
- }
-
- AddSequenceLayers( pStudioHdr, pIKContext, pos, q, seqdesc, sequence, cycle, poseParameter, boneMask, flWeight, flTime );
-
- if (seqdesc.numiklocks)
- {
- seq_ik.SolveSequenceLocks( seqdesc, pos, q );
- }
-}
-#endif
-
-//-----------------------------------------------------------------------------
-// Purpose: accumulate a pose for a single sequence on top of existing animation
-// adds autolayers, runs local ik rukes
-//-----------------------------------------------------------------------------
-void CBoneSetup::AccumulatePose(
- Vector pos[],
- Quaternion q[],
- int sequence,
- float cycle,
- float flWeight,
- float flTime,
- CIKContext *pIKContext
- )
-{
- Vector pos2[MAXSTUDIOBONES];
- QuaternionAligned q2[MAXSTUDIOBONES];
-
- Assert( flWeight >= 0.0f && flWeight <= 1.0f );
- // This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up
- flWeight = clamp( flWeight, 0.0f, 1.0f );
-
- if ( sequence < 0 )
- return;
-
-#ifdef CLIENT_DLL
- // Trigger pose debugger
- if (m_pPoseDebugger)
- {
- m_pPoseDebugger->AccumulatePose( m_pStudioHdr, pIKContext, pos, q, sequence, cycle, m_flPoseParameter, m_boneMask, flWeight, flTime );
- }
-#endif
-
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)m_pStudioHdr)->pSeqdesc( sequence );
-
- // add any IK locks to prevent extremities from moving
- CIKContext seq_ik;
- if (seqdesc.numiklocks)
- {
- seq_ik.Init( m_pStudioHdr, vec3_angle, vec3_origin, 0.0, 0, m_boneMask ); // local space relative so absolute position doesn't mater
- seq_ik.AddSequenceLocks( seqdesc, pos, q );
- }
-
- if (seqdesc.flags & STUDIO_LOCAL)
- {
- ::InitPose( m_pStudioHdr, pos2, q2, m_boneMask );
- }
-
- if (CalcPoseSingle( m_pStudioHdr, pos2, q2, seqdesc, sequence, cycle, m_flPoseParameter, m_boneMask, flTime ))
- {
- // this weight is wrong, the IK rules won't composite at the correct intensity
- AddLocalLayers( pos2, q2, seqdesc, sequence, cycle, 1.0, flTime, pIKContext );
- SlerpBones( m_pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, flWeight, m_boneMask );
- }
-
-
- if ( pIKContext )
- {
- pIKContext->AddDependencies( seqdesc, sequence, cycle, m_flPoseParameter, flWeight );
- }
-
- AddSequenceLayers( pos, q, seqdesc, sequence, cycle, flWeight, flTime, pIKContext );
-
- if (seqdesc.numiklocks)
- {
- seq_ik.SolveSequenceLocks( seqdesc, pos, q );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: blend together q1,pos1 with q2,pos2. Return result in q1,pos1.
-// 0 returns q1, pos1. 1 returns q2, pos2
-//-----------------------------------------------------------------------------
-void CalcBoneAdj(
- const CStudioHdr *pStudioHdr,
- Vector pos[],
- Quaternion q[],
- const float controllers[],
- int boneMask
- )
-{
- int i, j, k;
- float value;
- mstudiobonecontroller_t *pbonecontroller;
- Vector p0;
- RadianEuler a0;
- Quaternion q0;
-
- for (j = 0; j < pStudioHdr->numbonecontrollers(); j++)
- {
- pbonecontroller = pStudioHdr->pBonecontroller( j );
- k = pbonecontroller->bone;
-
- if (pStudioHdr->boneFlags( k ) & boneMask)
- {
- i = pbonecontroller->inputfield;
- value = controllers[i];
- if (value < 0) value = 0;
- if (value > 1.0) value = 1.0;
- value = (1.0 - value) * pbonecontroller->start + value * pbonecontroller->end;
-
- switch(pbonecontroller->type & STUDIO_TYPES)
- {
- case STUDIO_XR:
- a0.Init( value * (M_PI / 180.0), 0, 0 );
- AngleQuaternion( a0, q0 );
- QuaternionSM( 1.0, q0, q[k], q[k] );
- break;
- case STUDIO_YR:
- a0.Init( 0, value * (M_PI / 180.0), 0 );
- AngleQuaternion( a0, q0 );
- QuaternionSM( 1.0, q0, q[k], q[k] );
- break;
- case STUDIO_ZR:
- a0.Init( 0, 0, value * (M_PI / 180.0) );
- AngleQuaternion( a0, q0 );
- QuaternionSM( 1.0, q0, q[k], q[k] );
- break;
- case STUDIO_X:
- pos[k].x += value;
- break;
- case STUDIO_Y:
- pos[k].y += value;
- break;
- case STUDIO_Z:
- pos[k].z += value;
- break;
- }
- }
- }
-}
-
-
-void CalcBoneDerivatives( Vector &velocity, AngularImpulse &angVel, const matrix3x4_t &prev, const matrix3x4_t &current, float dt )
-{
- float scale = 1.0;
- if ( dt > 0 )
- {
- scale = 1.0 / dt;
- }
-
- Vector endPosition, startPosition, deltaAxis;
- QAngle endAngles, startAngles;
- float deltaAngle;
-
- MatrixAngles( prev, startAngles, startPosition );
- MatrixAngles( current, endAngles, endPosition );
-
- velocity.x = (endPosition.x - startPosition.x) * scale;
- velocity.y = (endPosition.y - startPosition.y) * scale;
- velocity.z = (endPosition.z - startPosition.z) * scale;
- RotationDeltaAxisAngle( startAngles, endAngles, deltaAxis, deltaAngle );
- VectorScale( deltaAxis, (deltaAngle * scale), angVel );
-}
-
-void CalcBoneVelocityFromDerivative( const QAngle &vecAngles, Vector &velocity, AngularImpulse &angVel, const matrix3x4_t &current )
-{
- Vector vecLocalVelocity;
- AngularImpulse LocalAngVel;
- Quaternion q;
- float angle;
- MatrixAngles( current, q, vecLocalVelocity );
- QuaternionAxisAngle( q, LocalAngVel, angle );
- LocalAngVel *= angle;
-
- matrix3x4_t matAngles;
- AngleMatrix( vecAngles, matAngles );
- VectorTransform( vecLocalVelocity, matAngles, velocity );
- VectorTransform( LocalAngVel, matAngles, angVel );
-}
-
-
-
-
-class CIKSolver
-{
-public:
-//-------- SOLVE TWO LINK INVERSE KINEMATICS -------------
-// Author: Ken Perlin
-//
-// Given a two link joint from [0,0,0] to end effector position P,
-// let link lengths be a and b, and let norm |P| = c. Clearly a+b <= c.
-//
-// Problem: find a "knee" position Q such that |Q| = a and |P-Q| = b.
-//
-// In the case of a point on the x axis R = [c,0,0], there is a
-// closed form solution S = [d,e,0], where |S| = a and |R-S| = b:
-//
-// d2+e2 = a2 -- because |S| = a
-// (c-d)2+e2 = b2 -- because |R-S| = b
-//
-// c2-2cd+d2+e2 = b2 -- combine the two equations
-// c2-2cd = b2 - a2
-// c-2d = (b2-a2)/c
-// d - c/2 = (a2-b2)/c / 2
-//
-// d = (c + (a2-b2/c) / 2 -- to solve for d and e.
-// e = sqrt(a2-d2)
-
- static float findD(float a, float b, float c) {
- return (c + (a*a-b*b)/c) / 2;
- }
- static float findE(float a, float d) { return sqrt(a*a-d*d); }
-
-// This leads to a solution to the more general problem:
-//
-// (1) R = Mfwd(P) -- rotate P onto the x axis
-// (2) Solve for S
-// (3) Q = Minv(S) -- rotate back again
-
- float Mfwd[3][3];
- float Minv[3][3];
-
- bool solve(float A, float B, float const P[], float const D[], float Q[]) {
- float R[3];
- defineM(P,D);
- rot(Minv,P,R);
- float r = length(R);
- float d = findD(A,B,r);
- float e = findE(A,d);
- float S[3] = {d,e,0};
- rot(Mfwd,S,Q);
- return d > (r - B) && d < A;
- }
-
-// If "knee" position Q needs to be as close as possible to some point D,
-// then choose M such that M(D) is in the y>0 half of the z=0 plane.
-//
-// Given that constraint, define the forward and inverse of M as follows:
-
- void defineM(float const P[], float const D[]) {
- float *X = Minv[0], *Y = Minv[1], *Z = Minv[2];
-
-// Minv defines a coordinate system whose x axis contains P, so X = unit(P).
- int i;
- for (i = 0 ; i < 3 ; i++)
- X[i] = P[i];
- normalize(X);
-
-// Its y axis is perpendicular to P, so Y = unit( E - X(E�X) ).
-
- float dDOTx = dot(D,X);
- for (i = 0 ; i < 3 ; i++)
- Y[i] = D[i] - dDOTx * X[i];
- normalize(Y);
-
-// Its z axis is perpendicular to both X and Y, so Z = X�Y.
-
- cross(X,Y,Z);
-
-// Mfwd = (Minv)T, since transposing inverts a rotation matrix.
-
- for (i = 0 ; i < 3 ; i++) {
- Mfwd[i][0] = Minv[0][i];
- Mfwd[i][1] = Minv[1][i];
- Mfwd[i][2] = Minv[2][i];
- }
- }
-
-//------------ GENERAL VECTOR MATH SUPPORT -----------
-
- static float dot(float const a[], float const b[]) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
-
- static float length(float const v[]) { return sqrt( dot(v,v) ); }
-
- static void normalize(float v[]) {
- float norm = length(v);
- for (int i = 0 ; i < 3 ; i++)
- v[i] /= norm;
- }
-
- static void cross(float const a[], float const b[], float c[]) {
- c[0] = a[1] * b[2] - a[2] * b[1];
- c[1] = a[2] * b[0] - a[0] * b[2];
- c[2] = a[0] * b[1] - a[1] * b[0];
- }
-
- static void rot(float const M[3][3], float const src[], float dst[]) {
- for (int i = 0 ; i < 3 ; i++)
- dst[i] = dot(M[i],src);
- }
-};
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: visual debugging code
-//-----------------------------------------------------------------------------
-#if 1
-inline void debugLine(const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest, float duration) { };
-#else
-extern void drawLine( const Vector &p1, const Vector &p2, int r = 0, int g = 0, int b = 1, bool noDepthTest = true, float duration = 0.1 );
-void debugLine(const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest, float duration)
-{
- drawLine( origin, dest, r, g, b, noDepthTest, duration );
-}
-#endif
-
-
-//-----------------------------------------------------------------------------
-// Purpose: for a 2 bone chain, find the IK solution and reset the matrices
-//-----------------------------------------------------------------------------
-bool Studio_SolveIK( mstudioikchain_t *pikchain, Vector &targetFoot, matrix3x4_t *pBoneToWorld )
-{
- if (pikchain->pLink(0)->kneeDir.LengthSqr() > 0.0)
- {
- Vector targetKneeDir, targetKneePos;
- // FIXME: knee length should be as long as the legs
- Vector tmp = pikchain->pLink( 0 )->kneeDir;
- VectorRotate( tmp, pBoneToWorld[ pikchain->pLink( 0 )->bone ], targetKneeDir );
- MatrixPosition( pBoneToWorld[ pikchain->pLink( 1 )->bone ], targetKneePos );
- return Studio_SolveIK( pikchain->pLink( 0 )->bone, pikchain->pLink( 1 )->bone, pikchain->pLink( 2 )->bone, targetFoot, targetKneePos, targetKneeDir, pBoneToWorld );
- }
- else
- {
- return Studio_SolveIK( pikchain->pLink( 0 )->bone, pikchain->pLink( 1 )->bone, pikchain->pLink( 2 )->bone, targetFoot, pBoneToWorld );
- }
-}
-
-
-#define KNEEMAX_EPSILON 0.9998 // (0.9998 is about 1 degree)
-
-//-----------------------------------------------------------------------------
-// Purpose: Solve Knee position for a known hip and foot location, but no specific knee direction preference
-//-----------------------------------------------------------------------------
-
-bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, matrix3x4_t *pBoneToWorld )
-{
- Vector worldFoot, worldKnee, worldThigh;
-
- MatrixPosition( pBoneToWorld[ iThigh ], worldThigh );
- MatrixPosition( pBoneToWorld[ iKnee ], worldKnee );
- MatrixPosition( pBoneToWorld[ iFoot ], worldFoot );
-
- //debugLine( worldThigh, worldKnee, 0, 0, 255, true, 0 );
- //debugLine( worldKnee, worldFoot, 0, 0, 255, true, 0 );
-
- Vector ikFoot, ikKnee;
-
- ikFoot = targetFoot - worldThigh;
- ikKnee = worldKnee - worldThigh;
-
- float l1 = (worldKnee-worldThigh).Length();
- float l2 = (worldFoot-worldKnee).Length();
- float l3 = (worldFoot-worldThigh).Length();
-
- // leg too straight to figure out knee?
- if (l3 > (l1 + l2) * KNEEMAX_EPSILON)
- {
- return false;
- }
-
- Vector ikHalf = (worldFoot-worldThigh) * (l1 / l3);
-
- // FIXME: what to do when the knee completely straight?
- Vector ikKneeDir = ikKnee - ikHalf;
- VectorNormalize( ikKneeDir );
-
- return Studio_SolveIK( iThigh, iKnee, iFoot, targetFoot, worldKnee, ikKneeDir, pBoneToWorld );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Realign the matrix so that its X axis points along the desired axis.
-//-----------------------------------------------------------------------------
-void Studio_AlignIKMatrix( matrix3x4_t &mMat, const Vector &vAlignTo )
-{
- Vector tmp1, tmp2, tmp3;
-
- // Column 0 (X) becomes the vector.
- tmp1 = vAlignTo;
- VectorNormalize( tmp1 );
- MatrixSetColumn( tmp1, 0, mMat );
-
- // Column 1 (Y) is the cross of the vector and column 2 (Z).
- MatrixGetColumn( mMat, 2, tmp3 );
- tmp2 = tmp3.Cross( tmp1 );
- VectorNormalize( tmp2 );
- // FIXME: check for X being too near to Z
- MatrixSetColumn( tmp2, 1, mMat );
-
- // Column 2 (Z) is the cross of columns 0 (X) and 1 (Y).
- tmp3 = tmp1.Cross( tmp2 );
- MatrixSetColumn( tmp3, 2, mMat );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Solve Knee position for a known hip and foot location, and a known knee direction
-//-----------------------------------------------------------------------------
-
-bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, Vector &targetKneePos, Vector &targetKneeDir, matrix3x4_t *pBoneToWorld )
-{
- Vector worldFoot, worldKnee, worldThigh;
-
- MatrixPosition( pBoneToWorld[ iThigh ], worldThigh );
- MatrixPosition( pBoneToWorld[ iKnee ], worldKnee );
- MatrixPosition( pBoneToWorld[ iFoot ], worldFoot );
-
- //debugLine( worldThigh, worldKnee, 0, 0, 255, true, 0 );
- //debugLine( worldThigh, worldThigh + targetKneeDir, 0, 0, 255, true, 0 );
- // debugLine( worldKnee, targetKnee, 0, 0, 255, true, 0 );
-
- Vector ikFoot, ikTargetKnee, ikKnee;
-
- ikFoot = targetFoot - worldThigh;
- ikKnee = targetKneePos - worldThigh;
-
- float l1 = (worldKnee-worldThigh).Length();
- float l2 = (worldFoot-worldKnee).Length();
-
- // exaggerate knee targets for legs that are nearly straight
- // FIXME: should be configurable, and the ikKnee should be from the original animation, not modifed
- float d = (targetFoot-worldThigh).Length() - min( l1, l2 );
- d = max( l1 + l2, d );
- // FIXME: too short knee directions cause trouble
- d = d * 100;
-
- ikTargetKnee = ikKnee + targetKneeDir * d;
-
- // debugLine( worldKnee, worldThigh + ikTargetKnee, 0, 0, 255, true, 0 );
-
- int color[3] = { 0, 255, 0 };
-
- // too far away? (0.9998 is about 1 degree)
- if (ikFoot.Length() > (l1 + l2) * KNEEMAX_EPSILON)
- {
- VectorNormalize( ikFoot );
- VectorScale( ikFoot, (l1 + l2) * KNEEMAX_EPSILON, ikFoot );
- color[0] = 255; color[1] = 0; color[2] = 0;
- }
-
- // too close?
- // limit distance to about an 80 degree knee bend
- float minDist = max( fabs(l1 - l2) * 1.15, min( l1, l2 ) * 0.15 );
- if (ikFoot.Length() < minDist)
- {
- // too close to get an accurate vector, just use original vector
- ikFoot = (worldFoot - worldThigh);
- VectorNormalize( ikFoot );
- VectorScale( ikFoot, minDist, ikFoot );
- }
-
- CIKSolver ik;
- if (ik.solve( l1, l2, ikFoot.Base(), ikTargetKnee.Base(), ikKnee.Base() ))
- {
- matrix3x4_t& mWorldThigh = pBoneToWorld[ iThigh ];
- matrix3x4_t& mWorldKnee = pBoneToWorld[ iKnee ];
- matrix3x4_t& mWorldFoot = pBoneToWorld[ iFoot ];
-
- //debugLine( worldThigh, ikKnee + worldThigh, 255, 0, 0, true, 0 );
- //debugLine( ikKnee + worldThigh, ikFoot + worldThigh, 255, 0, 0, true,0 );
-
- // debugLine( worldThigh, ikKnee + worldThigh, color[0], color[1], color[2], true, 0 );
- // debugLine( ikKnee + worldThigh, ikFoot + worldThigh, color[0], color[1], color[2], true,0 );
-
-
- // build transformation matrix for thigh
- Studio_AlignIKMatrix( mWorldThigh, ikKnee );
- Studio_AlignIKMatrix( mWorldKnee, ikFoot - ikKnee );
-
-
- mWorldKnee[0][3] = ikKnee.x + worldThigh.x;
- mWorldKnee[1][3] = ikKnee.y + worldThigh.y;
- mWorldKnee[2][3] = ikKnee.z + worldThigh.z;
-
- mWorldFoot[0][3] = ikFoot.x + worldThigh.x;
- mWorldFoot[1][3] = ikFoot.y + worldThigh.y;
- mWorldFoot[2][3] = ikFoot.z + worldThigh.z;
-
- return true;
- }
- else
- {
- /*
- debugLine( worldThigh, worldThigh + ikKnee, 255, 0, 0, true, 0 );
- debugLine( worldThigh + ikKnee, worldThigh + ikFoot, 255, 0, 0, true, 0 );
- debugLine( worldThigh + ikFoot, worldThigh, 255, 0, 0, true, 0 );
- debugLine( worldThigh + ikKnee, worldThigh + ikTargetKnee, 255, 0, 0, true, 0 );
- */
- return false;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-float Studio_IKRuleWeight( mstudioikrule_t &ikRule, const mstudioanimdesc_t *panim, float flCycle, int &iFrame, float &fraq )
-{
- if (ikRule.end > 1.0f && flCycle < ikRule.start)
- {
- flCycle = flCycle + 1.0f;
- }
-
- float value = 0.0f;
- fraq = (panim->numframes - 1) * (flCycle - ikRule.start) + ikRule.iStart;
- iFrame = (int)fraq;
- fraq = fraq - iFrame;
-
- if (flCycle < ikRule.start)
- {
- iFrame = ikRule.iStart;
- fraq = 0.0f;
- return 0.0f;
- }
- else if (flCycle < ikRule.peak )
- {
- value = (flCycle - ikRule.start) / (ikRule.peak - ikRule.start);
- }
- else if (flCycle < ikRule.tail )
- {
- return 1.0f;
- }
- else if (flCycle < ikRule.end )
- {
- value = 1.0f - ((flCycle - ikRule.tail) / (ikRule.end - ikRule.tail));
- }
- else
- {
- fraq = (panim->numframes - 1) * (ikRule.end - ikRule.start) + ikRule.iStart;
- iFrame = (int)fraq;
- fraq = fraq - iFrame;
- }
- return SimpleSpline( value );
-}
-
-
-float Studio_IKRuleWeight( ikcontextikrule_t &ikRule, float flCycle )
-{
- if (ikRule.end > 1.0f && flCycle < ikRule.start)
- {
- flCycle = flCycle + 1.0f;
- }
-
- float value = 0.0f;
- if (flCycle < ikRule.start)
- {
- return 0.0f;
- }
- else if (flCycle < ikRule.peak )
- {
- value = (flCycle - ikRule.start) / (ikRule.peak - ikRule.start);
- }
- else if (flCycle < ikRule.tail )
- {
- return 1.0f;
- }
- else if (flCycle < ikRule.end )
- {
- value = 1.0f - ((flCycle - ikRule.tail) / (ikRule.end - ikRule.tail));
- }
- return 3.0f * value * value - 2.0f * value * value * value;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-bool Studio_IKShouldLatch( ikcontextikrule_t &ikRule, float flCycle )
-{
- if (ikRule.end > 1.0f && flCycle < ikRule.start)
- {
- flCycle = flCycle + 1.0f;
- }
-
- if (flCycle < ikRule.peak )
- {
- return false;
- }
- else if (flCycle < ikRule.end )
- {
- return true;
- }
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-float Studio_IKTail( ikcontextikrule_t &ikRule, float flCycle )
-{
- if (ikRule.end > 1.0f && flCycle < ikRule.start)
- {
- flCycle = flCycle + 1.0f;
- }
-
- if (flCycle <= ikRule.tail )
- {
- return 0.0f;
- }
- else if (flCycle < ikRule.end )
- {
- return ((flCycle - ikRule.tail) / (ikRule.end - ikRule.tail));
- }
- return 0.0;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-
-bool Studio_IKAnimationError( const CStudioHdr *pStudioHdr, mstudioikrule_t *pRule, const mstudioanimdesc_t *panim, float flCycle, Vector &pos, Quaternion &q, float &flWeight )
-{
- float fraq;
- int iFrame;
-
- flWeight = Studio_IKRuleWeight( *pRule, panim, flCycle, iFrame, fraq );
- Assert( fraq >= 0.0 && fraq < 1.0 );
- Assert( flWeight >= 0.0f && flWeight <= 1.0f );
-
- // This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up
- flWeight = clamp( flWeight, 0.0f, 1.0f );
-
- if (pRule->type != IK_GROUND && flWeight < 0.0001)
- return false;
-
- mstudioikerror_t *pError = pRule->pError( iFrame );
- if (pError != NULL)
- {
- if (fraq < 0.001)
- {
- q = pError[0].q;
- pos = pError[0].pos;
- }
- else
- {
- QuaternionBlend( pError[0].q, pError[1].q, fraq, q );
- pos = pError[0].pos * (1.0f - fraq) + pError[1].pos * fraq;
- }
- return true;
- }
-
- mstudiocompressedikerror_t *pCompressed = pRule->pCompressedError();
- if (pCompressed != NULL)
- {
- CalcDecompressedAnimation( pCompressed, iFrame - pRule->iStart, fraq, pos, q );
- return true;
- }
- // no data, disable IK rule
- Assert( 0 );
- flWeight = 0.0f;
- return false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: For a specific sequence:rule, find where it starts, stops, and what
-// the estimated offset from the connection point is.
-// return true if the rule is within bounds.
-//-----------------------------------------------------------------------------
-
-bool Studio_IKSequenceError( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, float flCycle, int iRule, const float poseParameter[], mstudioanimdesc_t *panim[4], float weight[4], ikcontextikrule_t &ikRule )
-{
- int i;
-
- memset( &ikRule, 0, sizeof(ikRule) );
- ikRule.start = ikRule.peak = ikRule.tail = ikRule.end = 0;
-
-
- mstudioikrule_t *prevRule = NULL;
-
- // find overall influence
- for (i = 0; i < 4; i++)
- {
- if (weight[i])
- {
- if (iRule >= panim[i]->numikrules || panim[i]->numikrules != panim[0]->numikrules)
- {
- Assert( 0 );
- return false;
- }
-
- mstudioikrule_t *pRule = panim[i]->pIKRule( iRule );
- if (pRule == NULL)
- return false;
-
- float dt = 0.0;
- if (prevRule != NULL)
- {
- if (pRule->start - prevRule->start > 0.5)
- {
- dt = -1.0;
- }
- else if (pRule->start - prevRule->start < -0.5)
- {
- dt = 1.0;
- }
- }
- else
- {
- prevRule = pRule;
- }
-
- ikRule.start += (pRule->start + dt) * weight[i];
- ikRule.peak += (pRule->peak + dt) * weight[i];
- ikRule.tail += (pRule->tail + dt) * weight[i];
- ikRule.end += (pRule->end + dt) * weight[i];
- }
- }
- if (ikRule.start > 1.0)
- {
- ikRule.start -= 1.0;
- ikRule.peak -= 1.0;
- ikRule.tail -= 1.0;
- ikRule.end -= 1.0;
- }
- else if (ikRule.start < 0.0)
- {
- ikRule.start += 1.0;
- ikRule.peak += 1.0;
- ikRule.tail += 1.0;
- ikRule.end += 1.0;
- }
-
- ikRule.flWeight = Studio_IKRuleWeight( ikRule, flCycle );
- if (ikRule.flWeight <= 0.001f)
- {
- // go ahead and allow IK_GROUND rules a virtual looping section
- if ( panim[0]->pIKRule( iRule ) == NULL )
- return false;
- if ((panim[0]->flags & STUDIO_LOOPING) && panim[0]->pIKRule( iRule )->type == IK_GROUND && ikRule.end - ikRule.start > 0.75 )
- {
- ikRule.flWeight = 0.001;
- flCycle = ikRule.end - 0.001;
- }
- else
- {
- return false;
- }
- }
-
- Assert( ikRule.flWeight > 0.0f );
-
- ikRule.pos.Init();
- ikRule.q.Init();
-
- // find target error
- float total = 0.0f;
- for (i = 0; i < 4; i++)
- {
- if (weight[i])
- {
- Vector pos1;
- Quaternion q1;
- float w;
-
- mstudioikrule_t *pRule = panim[i]->pIKRule( iRule );
- if (pRule == NULL)
- return false;
-
- ikRule.chain = pRule->chain; // FIXME: this is anim local
- ikRule.bone = pRule->bone; // FIXME: this is anim local
- ikRule.type = pRule->type;
- ikRule.slot = pRule->slot;
-
- ikRule.height += pRule->height * weight[i];
- ikRule.floor += pRule->floor * weight[i];
- ikRule.radius += pRule->radius * weight[i];
- ikRule.drop += pRule->drop * weight[i];
- ikRule.top += pRule->top * weight[i];
-
- // keep track of tail condition
- ikRule.release += Studio_IKTail( ikRule, flCycle ) * weight[i];
-
- // only check rules with error values
- switch( ikRule.type )
- {
- case IK_SELF:
- case IK_WORLD:
- case IK_GROUND:
- case IK_ATTACHMENT:
- {
- int bResult = Studio_IKAnimationError( pStudioHdr, pRule, panim[i], flCycle, pos1, q1, w );
-
- if (bResult)
- {
- ikRule.pos = ikRule.pos + pos1 * weight[i];
- QuaternionAccumulate( ikRule.q, weight[i], q1, ikRule.q );
- total += weight[i];
- }
- }
- break;
- default:
- total += weight[i];
- break;
- }
-
- ikRule.latched = Studio_IKShouldLatch( ikRule, flCycle ) * ikRule.flWeight;
-
- if (ikRule.type == IK_ATTACHMENT)
- {
- ikRule.szLabel = pRule->pszAttachment();
- }
- }
- }
-
- if (total <= 0.0001f)
- {
- return false;
- }
-
- if (total < 0.999f)
- {
- VectorScale( ikRule.pos, 1.0f / total, ikRule.pos );
- QuaternionScale( ikRule.q, 1.0f / total, ikRule.q );
- }
-
- if (ikRule.type == IK_SELF && ikRule.bone != -1)
- {
- // FIXME: this is anim local, not seq local!
- ikRule.bone = pStudioHdr->RemapSeqBone( iSequence, ikRule.bone );
- if (ikRule.bone == -1)
- return false;
- }
-
- QuaternionNormalize( ikRule.q );
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-
-CIKContext::CIKContext()
-{
- m_target.EnsureCapacity( 12 ); // FIXME: this sucks, shouldn't it be grown?
- m_iFramecounter = -1;
- m_pStudioHdr = NULL;
- m_flTime = -1.0f;
- m_target.SetSize( 0 );
-}
-
-
-void CIKContext::Init( const CStudioHdr *pStudioHdr, const QAngle &angles, const Vector &pos, float flTime, int iFramecounter, int boneMask )
-{
- m_pStudioHdr = pStudioHdr;
- m_ikChainRule.RemoveAll(); // m_numikrules = 0;
- if (pStudioHdr->numikchains())
- {
- m_ikChainRule.SetSize( pStudioHdr->numikchains() );
-
- // FIXME: Brutal hackery to prevent a crash
- if (m_target.Count() == 0)
- {
- m_target.SetSize(12);
- memset( m_target.Base(), 0, sizeof(m_target[0])*m_target.Count() );
- ClearTargets();
- }
-
- }
- else
- {
- m_target.SetSize( 0 );
- }
- AngleMatrix( angles, pos, m_rootxform );
- m_iFramecounter = iFramecounter;
- m_flTime = flTime;
- m_boneMask = boneMask;
-}
-
-void CIKContext::AddDependencies( mstudioseqdesc_t &seqdesc, int iSequence, float flCycle, const float poseParameters[], float flWeight )
-{
- int i;
-
- if ( m_pStudioHdr->numikchains() == 0)
- return;
-
- if (seqdesc.numikrules == 0)
- return;
-
- ikcontextikrule_t ikrule;
-
- Assert( flWeight >= 0.0f && flWeight <= 1.0f );
- // This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up
- flWeight = clamp( flWeight, 0.0f, 1.0f );
-
- // unify this
- if (seqdesc.flags & STUDIO_REALTIME)
- {
- float cps = Studio_CPS( m_pStudioHdr, seqdesc, iSequence, poseParameters );
- flCycle = m_flTime * cps;
- flCycle = flCycle - (int)flCycle;
- }
- else if (flCycle < 0 || flCycle >= 1)
- {
- if (seqdesc.flags & STUDIO_LOOPING)
- {
- flCycle = flCycle - (int)flCycle;
- if (flCycle < 0) flCycle += 1;
- }
- else
- {
- flCycle = max( 0.0, min( flCycle, 0.9999 ) );
- }
- }
-
- mstudioanimdesc_t *panim[4];
- float weight[4];
-
- Studio_SeqAnims( m_pStudioHdr, seqdesc, iSequence, poseParameters, panim, weight );
-
- // FIXME: add proper number of rules!!!
- for (i = 0; i < seqdesc.numikrules; i++)
- {
- if ( !Studio_IKSequenceError( m_pStudioHdr, seqdesc, iSequence, flCycle, i, poseParameters, panim, weight, ikrule ) )
- continue;
-
- // don't add rule if the bone isn't going to be calculated
- int bone = m_pStudioHdr->pIKChain( ikrule.chain )->pLink( 2 )->bone;
- if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
- continue;
-
- // or if its relative bone isn't going to be calculated
- if ( ikrule.bone >= 0 && !(m_pStudioHdr->boneFlags( ikrule.bone ) & m_boneMask))
- continue;
-
- // FIXME: Brutal hackery to prevent a crash
- if (m_target.Count() == 0)
- {
- m_target.SetSize(12);
- memset( m_target.Base(), 0, sizeof(m_target[0])*m_target.Count() );
- ClearTargets();
- }
-
- ikrule.flRuleWeight = flWeight;
-
- if (ikrule.flRuleWeight * ikrule.flWeight > 0.999)
- {
- if ( ikrule.type != IK_UNLATCH)
- {
- // clear out chain if rule is 100%
- m_ikChainRule.Element( ikrule.chain ).RemoveAll( );
- if ( ikrule.type == IK_RELEASE)
- {
- continue;
- }
- }
- }
-
- int nIndex = m_ikChainRule.Element( ikrule.chain ).AddToTail( );
- m_ikChainRule.Element( ikrule.chain ).Element( nIndex ) = ikrule;
- }
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void CIKContext::AddAutoplayLocks( Vector pos[], Quaternion q[] )
-{
- // skip all array access if no autoplay locks.
- if (m_pStudioHdr->GetNumIKAutoplayLocks() == 0)
- {
- return;
- }
-
- matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
- CBoneBitList boneComputed;
-
- int ikOffset = m_ikLock.AddMultipleToTail( m_pStudioHdr->GetNumIKAutoplayLocks() );
- memset( &m_ikLock[ikOffset], 0, sizeof(ikcontextikrule_t)*m_pStudioHdr->GetNumIKAutoplayLocks() );
-
- for (int i = 0; i < m_pStudioHdr->GetNumIKAutoplayLocks(); i++)
- {
- const mstudioiklock_t &lock = ((CStudioHdr *)m_pStudioHdr)->pIKAutoplayLock( i );
- mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( lock.chain );
- int bone = pchain->pLink( 2 )->bone;
-
- // don't bother with iklock if the bone isn't going to be calculated
- if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
- continue;
-
- // eval current ik'd bone
- BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
-
- ikcontextikrule_t &ikrule = m_ikLock[ i + ikOffset ];
-
- ikrule.chain = lock.chain;
- ikrule.slot = i;
- ikrule.type = IK_WORLD;
-
- MatrixAngles( boneToWorld[bone], ikrule.q, ikrule.pos );
-
- // save off current knee direction
- if (pchain->pLink(0)->kneeDir.LengthSqr() > 0.0)
- {
- Vector tmp = pchain->pLink( 0 )->kneeDir;
- VectorRotate( pchain->pLink( 0 )->kneeDir, boneToWorld[ pchain->pLink( 0 )->bone ], ikrule.kneeDir );
- MatrixPosition( boneToWorld[ pchain->pLink( 1 )->bone ], ikrule.kneePos );
- }
- else
- {
- ikrule.kneeDir.Init( );
- }
- }
- g_MatrixPool.Free( boneToWorld );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void CIKContext::AddSequenceLocks( mstudioseqdesc_t &seqdesc, Vector pos[], Quaternion q[] )
-{
- if ( m_pStudioHdr->numikchains() == 0)
- {
- return;
- }
-
- if ( seqdesc.numiklocks == 0 )
- {
- return;
- }
-
- matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
- CBoneBitList boneComputed;
-
- int ikOffset = m_ikLock.AddMultipleToTail( seqdesc.numiklocks );
- memset( &m_ikLock[ikOffset], 0, sizeof(ikcontextikrule_t) * seqdesc.numiklocks );
-
- for (int i = 0; i < seqdesc.numiklocks; i++)
- {
- mstudioiklock_t *plock = seqdesc.pIKLock( i );
- mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( plock->chain );
- int bone = pchain->pLink( 2 )->bone;
-
- // don't bother with iklock if the bone isn't going to be calculated
- if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
- continue;
-
- // eval current ik'd bone
- BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
-
- ikcontextikrule_t &ikrule = m_ikLock[i+ikOffset];
- ikrule.chain = i;
- ikrule.slot = i;
- ikrule.type = IK_WORLD;
-
- MatrixAngles( boneToWorld[bone], ikrule.q, ikrule.pos );
-
- // save off current knee direction
- if (pchain->pLink(0)->kneeDir.LengthSqr() > 0.0)
- {
- VectorRotate( pchain->pLink( 0 )->kneeDir, boneToWorld[ pchain->pLink( 0 )->bone ], ikrule.kneeDir );
- }
- else
- {
- ikrule.kneeDir.Init( );
- }
- }
- g_MatrixPool.Free( boneToWorld );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: build boneToWorld transforms for a specific bone
-//-----------------------------------------------------------------------------
-void CIKContext::BuildBoneChain(
- const Vector pos[],
- const Quaternion q[],
- int iBone,
- matrix3x4_t *pBoneToWorld,
- CBoneBitList &boneComputed )
-{
- Assert( m_pStudioHdr->boneFlags( iBone ) & m_boneMask );
- ::BuildBoneChain( m_pStudioHdr, m_rootxform, pos, q, iBone, pBoneToWorld, boneComputed );
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: build boneToWorld transforms for a specific bone
-//-----------------------------------------------------------------------------
-void BuildBoneChain(
- const CStudioHdr *pStudioHdr,
- const matrix3x4_t &rootxform,
- const Vector pos[],
- const Quaternion q[],
- int iBone,
- matrix3x4_t *pBoneToWorld,
- CBoneBitList &boneComputed )
-{
- if ( boneComputed.IsBoneMarked(iBone) )
- return;
-
- matrix3x4_t bonematrix;
- QuaternionMatrix( q[iBone], pos[iBone], bonematrix );
-
- int parent = pStudioHdr->boneParent( iBone );
- if (parent == -1)
- {
- ConcatTransforms( rootxform, bonematrix, pBoneToWorld[iBone] );
- }
- else
- {
- // evil recursive!!!
- BuildBoneChain( pStudioHdr, rootxform, pos, q, parent, pBoneToWorld, boneComputed );
- ConcatTransforms( pBoneToWorld[parent], bonematrix, pBoneToWorld[iBone]);
- }
- boneComputed.MarkBone(iBone);
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: turn a specific bones boneToWorld transform into a pos and q in parents bonespace
-//-----------------------------------------------------------------------------
-void SolveBone(
- const CStudioHdr *pStudioHdr,
- int iBone,
- matrix3x4_t *pBoneToWorld,
- Vector pos[],
- Quaternion q[]
- )
-{
- int iParent = pStudioHdr->boneParent( iBone );
-
- matrix3x4_t worldToBone;
- MatrixInvert( pBoneToWorld[iParent], worldToBone );
-
- matrix3x4_t local;
- ConcatTransforms( worldToBone, pBoneToWorld[iBone], local );
-
- MatrixAngles( local, q[iBone], pos[iBone] );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void CIKTarget::SetOwner( int entindex, const Vector &pos, const QAngle &angles )
-{
- latched.owner = entindex;
- latched.absOrigin = pos;
- latched.absAngles = angles;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void CIKTarget::ClearOwner( void )
-{
- latched.owner = -1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-int CIKTarget::GetOwner( void )
-{
- return latched.owner;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: update the latched IK values that are in a moving frame of reference
-//-----------------------------------------------------------------------------
-
-void CIKTarget::UpdateOwner( int entindex, const Vector &pos, const QAngle &angles )
-{
- if (pos == latched.absOrigin && angles == latched.absAngles)
- return;
-
- matrix3x4_t in, out;
- AngleMatrix( angles, pos, in );
- AngleIMatrix( latched.absAngles, latched.absOrigin, out );
-
- matrix3x4_t tmp1, tmp2;
- QuaternionMatrix( latched.q, latched.pos, tmp1 );
- ConcatTransforms( out, tmp1, tmp2 );
- ConcatTransforms( in, tmp2, tmp1 );
- MatrixAngles( tmp1, latched.q, latched.pos );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: sets the ground position of an ik target
-//-----------------------------------------------------------------------------
-
-void CIKTarget::SetPos( const Vector &pos )
-{
- est.pos = pos;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: sets the ground "identity" orientation of an ik target
-//-----------------------------------------------------------------------------
-
-void CIKTarget::SetAngles( const QAngle &angles )
-{
- AngleQuaternion( angles, est.q );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: sets the ground "identity" orientation of an ik target
-//-----------------------------------------------------------------------------
-
-void CIKTarget::SetQuaternion( const Quaternion &q )
-{
- est.q = q;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: calculates a ground "identity" orientation based on the surface
-// normal of the ground and the desired ground identity orientation
-//-----------------------------------------------------------------------------
-
-void CIKTarget::SetNormal( const Vector &normal )
-{
- // recalculate foot angle based on slope of surface
- matrix3x4_t m1;
- Vector forward, right;
- QuaternionMatrix( est.q, m1 );
-
- MatrixGetColumn( m1, 1, right );
- forward = CrossProduct( right, normal );
- right = CrossProduct( normal, forward );
- MatrixSetColumn( forward, 0, m1 );
- MatrixSetColumn( right, 1, m1 );
- MatrixSetColumn( normal, 2, m1 );
- QAngle a1;
- Vector p1;
- MatrixAngles( m1, est.q, p1 );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: estimates the ground impact at the center location assuming a the edge of
-// an Z axis aligned disc collided with it the surface.
-//-----------------------------------------------------------------------------
-
-void CIKTarget::SetPosWithNormalOffset( const Vector &pos, const Vector &normal )
-{
- // assume it's a disc edge intersecting with the floor, so try to estimate the z location of the center
- est.pos = pos;
- if (normal.z > 0.9999)
- {
- return;
- }
- // clamp at 45 degrees
- else if (normal.z > 0.707)
- {
- // tan == sin / cos
- float tan = sqrt( 1 - normal.z * normal.z ) / normal.z;
- est.pos.z = est.pos.z - est.radius * tan;
- }
- else
- {
- est.pos.z = est.pos.z - est.radius;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void CIKTarget::SetOnWorld( bool bOnWorld )
-{
- est.onWorld = bOnWorld;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-bool CIKTarget::IsActive()
-{
- return (est.flWeight > 0.0f);
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void CIKTarget::IKFailed( void )
-{
- latched.deltaPos.Init();
- latched.deltaQ.Init();
- latched.pos = ideal.pos;
- latched.q = ideal.q;
- est.latched = 0.0;
- est.flWeight = 0.0;
- est.onWorld = false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void CIKTarget::MoveReferenceFrame( Vector &deltaPos, QAngle &deltaAngles )
-{
- est.pos -= deltaPos;
- latched.pos -= deltaPos;
- offset.pos -= deltaPos;
- ideal.pos -= deltaPos;
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Invalidate any IK locks.
-//-----------------------------------------------------------------------------
-
-void CIKContext::ClearTargets( void )
-{
- int i;
- for (i = 0; i < m_target.Count(); i++)
- {
- m_target[i].latched.iFramecounter = -9999;
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Run through the rules that survived and turn a specific bones boneToWorld
-// transform into a pos and q in parents bonespace
-//-----------------------------------------------------------------------------
-
-void CIKContext::UpdateTargets( Vector pos[], Quaternion q[], matrix3x4_t boneToWorld[], CBoneBitList &boneComputed )
-{
- int i, j;
-
- for (i = 0; i < m_target.Count(); i++)
- {
- m_target[i].est.flWeight = 0.0f;
- m_target[i].est.latched = 1.0f;
- m_target[i].est.release = 1.0f;
- m_target[i].est.height = 0.0f;
- m_target[i].est.floor = 0.0f;
- m_target[i].est.radius = 0.0f;
- m_target[i].offset.pos.Init();
- m_target[i].offset.q.Init();
- }
-
- AutoIKRelease( );
-
- for (j = 0; j < m_ikChainRule.Count(); j++)
- {
- for (i = 0; i < m_ikChainRule.Element( j ).Count(); i++)
- {
- ikcontextikrule_t *pRule = &m_ikChainRule.Element( j ).Element( i );
-
- // ikchainresult_t *pChainRule = &chainRule[ m_ikRule[i].chain ];
-
- switch( pRule->type )
- {
- case IK_ATTACHMENT:
- case IK_GROUND:
- // case IK_SELF:
- {
- matrix3x4_t footTarget;
- CIKTarget *pTarget = &m_target[pRule->slot];
- pTarget->chain = pRule->chain;
- pTarget->type = pRule->type;
-
- if (pRule->type == IK_ATTACHMENT)
- {
- pTarget->offset.pAttachmentName = pRule->szLabel;
- }
- else
- {
- pTarget->offset.pAttachmentName = NULL;
- }
-
- if (pRule->flRuleWeight == 1.0f || pTarget->est.flWeight == 0.0f)
- {
- pTarget->offset.q = pRule->q;
- pTarget->offset.pos = pRule->pos;
- pTarget->est.height = pRule->height;
- pTarget->est.floor = pRule->floor;
- pTarget->est.radius = pRule->radius;
- pTarget->est.latched = pRule->latched * pRule->flRuleWeight;
- pTarget->est.release = pRule->release;
- pTarget->est.flWeight = pRule->flWeight * pRule->flRuleWeight;
- }
- else
- {
- QuaternionSlerp( pTarget->offset.q, pRule->q, pRule->flRuleWeight, pTarget->offset.q );
- pTarget->offset.pos = Lerp( pRule->flRuleWeight, pTarget->offset.pos, pRule->pos );
- pTarget->est.height = Lerp( pRule->flRuleWeight, pTarget->est.height, pRule->height );
- pTarget->est.floor = Lerp( pRule->flRuleWeight, pTarget->est.floor, pRule->floor );
- pTarget->est.radius = Lerp( pRule->flRuleWeight, pTarget->est.radius, pRule->radius );
- //pTarget->est.latched = Lerp( pRule->flRuleWeight, pTarget->est.latched, pRule->latched );
- pTarget->est.latched = min( pTarget->est.latched, pRule->latched );
- pTarget->est.release = Lerp( pRule->flRuleWeight, pTarget->est.release, pRule->release );
- pTarget->est.flWeight = Lerp( pRule->flRuleWeight, pTarget->est.flWeight, pRule->flWeight );
- }
-
- if ( pRule->type == IK_GROUND )
- {
- pTarget->latched.deltaPos.z = 0;
- pTarget->est.pos.z = pTarget->est.floor + m_rootxform[2][3];
- }
- }
- break;
- case IK_UNLATCH:
- {
- CIKTarget *pTarget = &m_target[pRule->slot];
- if (pRule->latched > 0.0)
- pTarget->est.latched = 0.0;
- else
- pTarget->est.latched = min( pTarget->est.latched, 1.0f - pRule->flWeight );
- }
- break;
- case IK_RELEASE:
- {
- CIKTarget *pTarget = &m_target[pRule->slot];
- if (pRule->latched > 0.0)
- pTarget->est.latched = 0.0;
- else
- pTarget->est.latched = min( pTarget->est.latched, 1.0f - pRule->flWeight );
-
- pTarget->est.flWeight = (pTarget->est.flWeight) * (1 - pRule->flWeight * pRule->flRuleWeight);
- }
- break;
- }
- }
- }
-
- for (i = 0; i < m_target.Count(); i++)
- {
- CIKTarget *pTarget = &m_target[i];
- if (pTarget->est.flWeight > 0.0)
- {
- mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( pTarget->chain );
- // ikchainresult_t *pChainRule = &chainRule[ i ];
- int bone = pchain->pLink( 2 )->bone;
-
- // eval current ik'd bone
- BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
-
- // xform IK target error into world space
- matrix3x4_t local;
- matrix3x4_t worldFootpad;
- QuaternionMatrix( pTarget->offset.q, pTarget->offset.pos, local );
- MatrixInvert( local, local );
- ConcatTransforms( boneToWorld[bone], local, worldFootpad );
-
- if (pTarget->est.latched == 1.0)
- {
- pTarget->latched.bNeedsLatch = true;
- }
- else
- {
- pTarget->latched.bNeedsLatch = false;
- }
-
- // disable latched position if it looks invalid
- if (m_iFramecounter < 0 || pTarget->latched.iFramecounter < m_iFramecounter - 1 || pTarget->latched.iFramecounter > m_iFramecounter)
- {
- pTarget->latched.bHasLatch = false;
- pTarget->latched.influence = 0.0;
- }
- pTarget->latched.iFramecounter = m_iFramecounter;
-
- // find ideal contact position
- MatrixAngles( worldFootpad, pTarget->ideal.q, pTarget->ideal.pos );
- pTarget->est.q = pTarget->ideal.q;
- pTarget->est.pos = pTarget->ideal.pos;
-
- float latched = pTarget->est.latched;
-
- if (pTarget->latched.bHasLatch)
- {
- if (pTarget->est.latched == 1.0)
- {
- // keep track of latch position error from ideal contact position
- pTarget->latched.deltaPos = pTarget->latched.pos - pTarget->est.pos;
- QuaternionSM( -1, pTarget->est.q, pTarget->latched.q, pTarget->latched.deltaQ );
- pTarget->est.q = pTarget->latched.q;
- pTarget->est.pos = pTarget->latched.pos;
- }
- else if (pTarget->est.latched > 0.0)
- {
- // ramp out latch differences during decay phase of rule
- if (latched > 0 && latched < pTarget->latched.influence)
- {
- // latching has decreased
- float dt = pTarget->latched.influence - latched;
- if (pTarget->latched.influence > 0.0)
- dt = dt / pTarget->latched.influence;
-
- VectorScale( pTarget->latched.deltaPos, (1-dt), pTarget->latched.deltaPos );
- QuaternionScale( pTarget->latched.deltaQ, (1-dt), pTarget->latched.deltaQ );
- }
-
- // move ideal contact position by latched error factor
- pTarget->est.pos = pTarget->est.pos + pTarget->latched.deltaPos;
- QuaternionMA( pTarget->est.q, 1, pTarget->latched.deltaQ, pTarget->est.q );
- pTarget->latched.q = pTarget->est.q;
- pTarget->latched.pos = pTarget->est.pos;
- }
- else
- {
- pTarget->latched.bHasLatch = false;
- pTarget->latched.q = pTarget->est.q;
- pTarget->latched.pos = pTarget->est.pos;
- pTarget->latched.deltaPos.Init();
- pTarget->latched.deltaQ.Init();
- }
- pTarget->latched.influence = latched;
- }
-
- // check for illegal requests
- Vector p1, p2, p3;
- MatrixPosition( boneToWorld[pchain->pLink( 0 )->bone], p1 ); // hip
- MatrixPosition( boneToWorld[pchain->pLink( 1 )->bone], p2 ); // knee
- MatrixPosition( boneToWorld[pchain->pLink( 2 )->bone], p3 ); // foot
-
- float d1 = (p2 - p1).Length();
- float d2 = (p3 - p2).Length();
-
- if (pTarget->latched.bHasLatch)
- {
- //float d3 = (p3 - p1).Length();
- float d4 = (p3 + pTarget->latched.deltaPos - p1).Length();
-
- // unstick feet when distance is too great
- if ((d4 < fabs( d1 - d2 ) || d4 * 0.95 > d1 + d2) && pTarget->est.latched > 0.2)
- {
- pTarget->error.flTime = m_flTime;
- }
-
- // unstick feet when angle is too great
- if (pTarget->est.latched > 0.2)
- {
- float d = fabs( pTarget->latched.deltaQ.w ) * 2.0f - 1.0f; // QuaternionDotProduct( pTarget->latched.q, pTarget->est.q );
-
- // FIXME: cos(45), make property of chain
- if (d < 0.707)
- {
- pTarget->error.flTime = m_flTime;
- }
- }
- }
-
- Vector dt = pTarget->est.pos - p1;
- pTarget->trace.hipToFoot = VectorNormalize( dt );
- pTarget->trace.hipToKnee = d1;
- pTarget->trace.kneeToFoot = d2;
- pTarget->trace.hip = p1;
- pTarget->trace.knee = p2;
- pTarget->trace.closest = p1 + dt * (fabs( d1 - d2 ) * 1.01);
- pTarget->trace.farthest = p1 + dt * (d1 + d2) * 0.99;
- pTarget->trace.lowest = p1 + Vector( 0, 0, -1 ) * (d1 + d2) * 0.99;
- // pTarget->trace.endpos = pTarget->est.pos;
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: insert release rules if the ik rules were in error
-//-----------------------------------------------------------------------------
-
-void CIKContext::AutoIKRelease( void )
-{
- int i;
-
- for (i = 0; i < m_target.Count(); i++)
- {
- CIKTarget *pTarget = &m_target[i];
-
- float dt = m_flTime - pTarget->error.flTime;
- if (pTarget->error.bInError || dt < 0.5)
- {
- if (!pTarget->error.bInError)
- {
- pTarget->error.ramp = 0.0;
- pTarget->error.flErrorTime = pTarget->error.flTime;
- pTarget->error.bInError = true;
- }
-
- float ft = m_flTime - pTarget->error.flErrorTime;
- if (dt < 0.25)
- {
- pTarget->error.ramp = min( pTarget->error.ramp + ft * 4.0, 1.0 );
- }
- else
- {
- pTarget->error.ramp = max( pTarget->error.ramp - ft * 4.0, 0.0 );
- }
- if (pTarget->error.ramp > 0.0)
- {
- ikcontextikrule_t ikrule;
-
- ikrule.chain = pTarget->chain;
- ikrule.bone = 0;
- ikrule.type = IK_RELEASE;
- ikrule.slot = i;
- ikrule.flWeight = SimpleSpline( pTarget->error.ramp );
- ikrule.flRuleWeight = 1.0;
- ikrule.latched = dt < 0.25 ? 0.0 : ikrule.flWeight;
-
- // don't bother with AutoIKRelease if the bone isn't going to be calculated
- // this code is crashing for some unknown reason.
- if ( pTarget->chain >= 0 && pTarget->chain < m_pStudioHdr->numikchains())
- {
- mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( pTarget->chain );
- if (pchain != NULL)
- {
- int bone = pchain->pLink( 2 )->bone;
- if (bone >= 0 && bone < m_pStudioHdr->numbones())
- {
- mstudiobone_t *pBone = m_pStudioHdr->pBone( bone );
- if (pBone != NULL)
- {
- if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
- {
- pTarget->error.bInError = false;
- continue;
- }
- /*
- char buf[256];
- sprintf( buf, "dt %.4f ft %.4f weight %.4f latched %.4f\n", dt, ft, ikrule.flWeight, ikrule.latched );
- OutputDebugString( buf );
- */
-
- int nIndex = m_ikChainRule.Element( ikrule.chain ).AddToTail( );
- m_ikChainRule.Element( ikrule.chain ).Element( nIndex ) = ikrule;
- }
- else
- {
- DevWarning( 1, "AutoIKRelease (%s) got a NULL pBone %d\n", m_pStudioHdr->pszName(), bone );
- }
- }
- else
- {
- DevWarning( 1, "AutoIKRelease (%s) got an out of range bone %d (%d)\n", m_pStudioHdr->pszName(), bone, m_pStudioHdr->numbones() );
- }
- }
- else
- {
- DevWarning( 1, "AutoIKRelease (%s) got a NULL pchain %d\n", m_pStudioHdr->pszName(), pTarget->chain );
- }
- }
- else
- {
- DevWarning( 1, "AutoIKRelease (%s) got an out of range chain %d (%d)\n", m_pStudioHdr->pszName(), pTarget->chain, m_pStudioHdr->numikchains());
- }
- }
- else
- {
- pTarget->error.bInError = false;
- }
- pTarget->error.flErrorTime = m_flTime;
- }
- }
-}
-
-
-
-void CIKContext::SolveDependencies( Vector pos[], Quaternion q[], matrix3x4_t boneToWorld[], CBoneBitList &boneComputed )
-{
-// ASSERT_NO_REENTRY();
-
- matrix3x4_t worldTarget;
- int i, j;
-
- ikchainresult_t chainResult[32]; // allocate!!!
-
- // init chain rules
- for (i = 0; i < m_pStudioHdr->numikchains(); i++)
- {
- mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( i );
- ikchainresult_t *pChainResult = &chainResult[ i ];
- int bone = pchain->pLink( 2 )->bone;
-
- pChainResult->target = -1;
- pChainResult->flWeight = 0.0;
-
- // don't bother with chain if the bone isn't going to be calculated
- if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
- continue;
-
- // eval current ik'd bone
- BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
-
- MatrixAngles( boneToWorld[bone], pChainResult->q, pChainResult->pos );
- }
-
- for (j = 0; j < m_ikChainRule.Count(); j++)
- {
- for (i = 0; i < m_ikChainRule.Element( j ).Count(); i++)
- {
- ikcontextikrule_t *pRule = &m_ikChainRule.Element( j ).Element( i );
- ikchainresult_t *pChainResult = &chainResult[ pRule->chain ];
- pChainResult->target = -1;
-
-
- switch( pRule->type )
- {
- case IK_SELF:
- {
- // xform IK target error into world space
- matrix3x4_t local;
- QuaternionMatrix( pRule->q, pRule->pos, local );
- // eval target bone space
- if (pRule->bone != -1)
- {
- BuildBoneChain( pos, q, pRule->bone, boneToWorld, boneComputed );
- ConcatTransforms( boneToWorld[pRule->bone], local, worldTarget );
- }
- else
- {
- ConcatTransforms( m_rootxform, local, worldTarget );
- }
-
- float flWeight = pRule->flWeight * pRule->flRuleWeight;
- pChainResult->flWeight = pChainResult->flWeight * (1 - flWeight) + flWeight;
-
- Vector p2;
- Quaternion q2;
-
- // target p and q
- MatrixAngles( worldTarget, q2, p2 );
-
- // debugLine( pChainResult->pos, p2, 0, 0, 255, true, 0.1 );
-
- // blend in position and angles
- pChainResult->pos = pChainResult->pos * (1.0 - flWeight) + p2 * flWeight;
- QuaternionSlerp( pChainResult->q, q2, flWeight, pChainResult->q );
- }
- break;
- case IK_WORLD:
- Assert( 0 );
- break;
-
- case IK_ATTACHMENT:
- break;
-
- case IK_GROUND:
- break;
-
- case IK_RELEASE:
- {
- // move target back towards original location
- float flWeight = pRule->flWeight * pRule->flRuleWeight;
- mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( pRule->chain );
- int bone = pchain->pLink( 2 )->bone;
-
- Vector p2;
- Quaternion q2;
-
- BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
- MatrixAngles( boneToWorld[bone], q2, p2 );
-
- // blend in position and angles
- pChainResult->pos = pChainResult->pos * (1.0 - flWeight) + p2 * flWeight;
- QuaternionSlerp( pChainResult->q, q2, flWeight, pChainResult->q );
- }
- break;
- case IK_UNLATCH:
- {
- /*
- pChainResult->flWeight = pChainResult->flWeight * (1 - pRule->flWeight) + pRule->flWeight;
-
- pChainResult->pos = pChainResult->pos * (1.0 - pRule->flWeight ) + pChainResult->local.pos * pRule->flWeight;
- QuaternionSlerp( pChainResult->q, pChainResult->local.q, pRule->flWeight, pChainResult->q );
- */
- }
- break;
- }
- }
- }
-
- for (i = 0; i < m_target.Count(); i++)
- {
- CIKTarget *pTarget = &m_target[i];
-
- if (m_target[i].est.flWeight > 0.0)
- {
- matrix3x4_t worldFootpad;
- matrix3x4_t local;
- //mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( m_target[i].chain );
- ikchainresult_t *pChainResult = &chainResult[ pTarget->chain ];
-
- AngleMatrix(pTarget->offset.q, pTarget->offset.pos, local );
-
- AngleMatrix( pTarget->est.q, pTarget->est.pos, worldFootpad );
-
- ConcatTransforms( worldFootpad, local, worldTarget );
-
- Vector p2;
- Quaternion q2;
- // target p and q
- MatrixAngles( worldTarget, q2, p2 );
- // MatrixAngles( worldTarget, pChainResult->q, pChainResult->pos );
-
- // blend in position and angles
- pChainResult->flWeight = pTarget->est.flWeight;
- pChainResult->pos = pChainResult->pos * (1.0 - pChainResult->flWeight ) + p2 * pChainResult->flWeight;
- QuaternionSlerp( pChainResult->q, q2, pChainResult->flWeight, pChainResult->q );
- }
-
- if (pTarget->latched.bNeedsLatch)
- {
- // keep track of latch position
- pTarget->latched.bHasLatch = true;
- pTarget->latched.q = pTarget->est.q;
- pTarget->latched.pos = pTarget->est.pos;
- }
- }
-
- for (i = 0; i < m_pStudioHdr->numikchains(); i++)
- {
- ikchainresult_t *pChainResult = &chainResult[ i ];
- mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( i );
-
- if (pChainResult->flWeight > 0.0)
- {
- Vector tmp;
- MatrixPosition( boneToWorld[pchain->pLink( 2 )->bone], tmp );
- // debugLine( pChainResult->pos, tmp, 255, 255, 255, true, 0.1 );
-
- // do exact IK solution
- // FIXME: once per link!
- if (Studio_SolveIK(pchain, pChainResult->pos, boneToWorld ))
- {
- Vector p3;
- MatrixGetColumn( boneToWorld[pchain->pLink( 2 )->bone], 3, p3 );
- QuaternionMatrix( pChainResult->q, p3, boneToWorld[pchain->pLink( 2 )->bone] );
-
- // rebuild chain
- // FIXME: is this needed if everyone past this uses the boneToWorld array?
- SolveBone( m_pStudioHdr, pchain->pLink( 2 )->bone, boneToWorld, pos, q );
- SolveBone( m_pStudioHdr, pchain->pLink( 1 )->bone, boneToWorld, pos, q );
- SolveBone( m_pStudioHdr, pchain->pLink( 0 )->bone, boneToWorld, pos, q );
- }
- else
- {
- // FIXME: need to invalidate the targets that forced this...
- if (pChainResult->target != -1)
- {
- CIKTarget *pTarget = &m_target[pChainResult->target];
- VectorScale( pTarget->latched.deltaPos, 0.8, pTarget->latched.deltaPos );
- QuaternionScale( pTarget->latched.deltaQ, 0.8, pTarget->latched.deltaQ );
- }
- }
- }
- }
-
-#if 0
- Vector p1, p2, p3;
- Quaternion q1, q2, q3;
-
- // current p and q
- MatrixAngles( boneToWorld[bone], q1, p1 );
-
-
- // target p and q
- MatrixAngles( worldTarget, q2, p2 );
-
- // blend in position and angles
- p3 = p1 * (1.0 - m_ikRule[i].flWeight ) + p2 * m_ikRule[i].flWeight;
-
- // do exact IK solution
- // FIXME: once per link!
- Studio_SolveIK(pchain, p3, boneToWorld );
-
- // force angle (bad?)
- QuaternionSlerp( q1, q2, m_ikRule[i].flWeight, q3 );
- MatrixGetColumn( boneToWorld[bone], 3, p3 );
- QuaternionMatrix( q3, p3, boneToWorld[bone] );
-
- // rebuild chain
- SolveBone( m_pStudioHdr, pchain->pLink( 2 )->bone, boneToWorld, pos, q );
- SolveBone( m_pStudioHdr, pchain->pLink( 1 )->bone, boneToWorld, pos, q );
- SolveBone( m_pStudioHdr, pchain->pLink( 0 )->bone, boneToWorld, pos, q );
-#endif
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void CIKContext::SolveAutoplayLocks(
- Vector pos[],
- Quaternion q[]
- )
-{
- matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
- CBoneBitList boneComputed;
- int i;
-
- for (i = 0; i < m_ikLock.Count(); i++)
- {
- const mstudioiklock_t &lock = ((CStudioHdr *)m_pStudioHdr)->pIKAutoplayLock( i );
- SolveLock( &lock, i, pos, q, boneToWorld, boneComputed );
- }
- g_MatrixPool.Free( boneToWorld );
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void CIKContext::SolveSequenceLocks(
- mstudioseqdesc_t &seqdesc,
- Vector pos[],
- Quaternion q[]
- )
-{
- matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
- CBoneBitList boneComputed;
- int i;
-
- for (i = 0; i < m_ikLock.Count(); i++)
- {
- mstudioiklock_t *plock = seqdesc.pIKLock( i );
- SolveLock( plock, i, pos, q, boneToWorld, boneComputed );
- }
- g_MatrixPool.Free( boneToWorld );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-void CIKContext::AddAllLocks( Vector pos[], Quaternion q[] )
-{
- // skip all array access if no autoplay locks.
- if (m_pStudioHdr->GetNumIKChains() == 0)
- {
- return;
- }
-
- matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
- CBoneBitList boneComputed;
-
- int ikOffset = m_ikLock.AddMultipleToTail( m_pStudioHdr->GetNumIKChains() );
- memset( &m_ikLock[ikOffset], 0, sizeof(ikcontextikrule_t)*m_pStudioHdr->GetNumIKChains() );
-
- for (int i = 0; i < m_pStudioHdr->GetNumIKChains(); i++)
- {
- mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( i );
- int bone = pchain->pLink( 2 )->bone;
-
- // don't bother with iklock if the bone isn't going to be calculated
- if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
- continue;
-
- // eval current ik'd bone
- BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
-
- ikcontextikrule_t &ikrule = m_ikLock[ i + ikOffset ];
-
- ikrule.chain = i;
- ikrule.slot = i;
- ikrule.type = IK_WORLD;
-
- MatrixAngles( boneToWorld[bone], ikrule.q, ikrule.pos );
-
- // save off current knee direction
- if (pchain->pLink(0)->kneeDir.LengthSqr() > 0.0)
- {
- Vector tmp = pchain->pLink( 0 )->kneeDir;
- VectorRotate( pchain->pLink( 0 )->kneeDir, boneToWorld[ pchain->pLink( 0 )->bone ], ikrule.kneeDir );
- MatrixPosition( boneToWorld[ pchain->pLink( 1 )->bone ], ikrule.kneePos );
- }
- else
- {
- ikrule.kneeDir.Init( );
- }
- }
- g_MatrixPool.Free( boneToWorld );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-
-void CIKContext::SolveAllLocks(
- Vector pos[],
- Quaternion q[]
- )
-{
- matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
- CBoneBitList boneComputed;
- int i;
-
- mstudioiklock_t lock;
-
- for (i = 0; i < m_ikLock.Count(); i++)
- {
- lock.chain = i;
- lock.flPosWeight = 1.0;
- lock.flLocalQWeight = 0.0;
- lock.flags = 0;
-
- SolveLock( &lock, i, pos, q, boneToWorld, boneComputed );
- }
- g_MatrixPool.Free( boneToWorld );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-
-void CIKContext::SolveLock(
- const mstudioiklock_t *plock,
- int i,
- Vector pos[],
- Quaternion q[],
- matrix3x4_t boneToWorld[],
- CBoneBitList &boneComputed
- )
-{
- mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( plock->chain );
- int bone = pchain->pLink( 2 )->bone;
-
- // don't bother with iklock if the bone isn't going to be calculated
- if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
- return;
-
- // eval current ik'd bone
- BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
-
- Vector p1, p2, p3;
- Quaternion q2, q3;
-
- // current p and q
- MatrixPosition( boneToWorld[bone], p1 );
-
- // blend in position
- p3 = p1 * (1.0 - plock->flPosWeight ) + m_ikLock[i].pos * plock->flPosWeight;
-
- // do exact IK solution
- if (m_ikLock[i].kneeDir.LengthSqr() > 0)
- {
- Studio_SolveIK(pchain->pLink( 0 )->bone, pchain->pLink( 1 )->bone, pchain->pLink( 2 )->bone, p3, m_ikLock[i].kneePos, m_ikLock[i].kneeDir, boneToWorld );
- }
- else
- {
- Studio_SolveIK(pchain, p3, boneToWorld );
- }
-
- // slam orientation
- MatrixPosition( boneToWorld[bone], p3 );
- QuaternionMatrix( m_ikLock[i].q, p3, boneToWorld[bone] );
-
- // rebuild chain
- q2 = q[ bone ];
- SolveBone( m_pStudioHdr, pchain->pLink( 2 )->bone, boneToWorld, pos, q );
- QuaternionSlerp( q[bone], q2, plock->flLocalQWeight, q[bone] );
-
- SolveBone( m_pStudioHdr, pchain->pLink( 1 )->bone, boneToWorld, pos, q );
- SolveBone( m_pStudioHdr, pchain->pLink( 0 )->bone, boneToWorld, pos, q );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: run all animations that automatically play and are driven off of poseParameters
-//-----------------------------------------------------------------------------
-void CBoneSetup::CalcAutoplaySequences(
- Vector pos[],
- Quaternion q[],
- float flRealTime,
- CIKContext *pIKContext
- )
-{
- // ASSERT_NO_REENTRY();
-
- int i;
- if ( pIKContext )
- {
- pIKContext->AddAutoplayLocks( pos, q );
- }
-
- unsigned short *pList = NULL;
- int count = m_pStudioHdr->GetAutoplayList( &pList );
- for (i = 0; i < count; i++)
- {
- int sequenceIndex = pList[i];
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)m_pStudioHdr)->pSeqdesc( sequenceIndex );
- if (seqdesc.flags & STUDIO_AUTOPLAY)
- {
- float cycle = 0;
- float cps = Studio_CPS( m_pStudioHdr, seqdesc, sequenceIndex, m_flPoseParameter );
- cycle = flRealTime * cps;
- cycle = cycle - (int)cycle;
-
- AccumulatePose( pos, q, sequenceIndex, cycle, 1.0, flRealTime, pIKContext );
- }
- }
-
- if ( pIKContext )
- {
- pIKContext->SolveAutoplayLocks( pos, q );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void Studio_BuildMatrices(
- const CStudioHdr *pStudioHdr,
- const QAngle& angles,
- const Vector& origin,
- const Vector pos[],
- const Quaternion q[],
- int iBone,
- float flScale,
- matrix3x4_t bonetoworld[MAXSTUDIOBONES],
- int boneMask
- )
-{
- int i, j;
-
- int chain[MAXSTUDIOBONES] = {};
- int chainlength = 0;
-
- if (iBone < -1 || iBone >= pStudioHdr->numbones())
- iBone = 0;
-
- // build list of what bones to use
- if (iBone == -1)
- {
- // all bones
- chainlength = pStudioHdr->numbones();
- for (i = 0; i < pStudioHdr->numbones(); i++)
- {
- chain[chainlength - i - 1] = i;
- }
- }
- else
- {
- // only the parent bones
- i = iBone;
- while (i != -1)
- {
- chain[chainlength++] = i;
- i = pStudioHdr->boneParent( i );
- }
- }
-
- matrix3x4_t bonematrix;
- matrix3x4_t rotationmatrix; // model to world transformation
- AngleMatrix( angles, origin, rotationmatrix );
-
- // Account for a change in scale
- if ( flScale < 1.0f-FLT_EPSILON || flScale > 1.0f+FLT_EPSILON )
- {
- Vector vecOffset;
- MatrixGetColumn( rotationmatrix, 3, vecOffset );
- vecOffset -= origin;
- vecOffset *= flScale;
- vecOffset += origin;
- MatrixSetColumn( vecOffset, 3, rotationmatrix );
-
- // Scale it uniformly
- VectorScale( rotationmatrix[0], flScale, rotationmatrix[0] );
- VectorScale( rotationmatrix[1], flScale, rotationmatrix[1] );
- VectorScale( rotationmatrix[2], flScale, rotationmatrix[2] );
- }
-
- for (j = chainlength - 1; j >= 0; j--)
- {
- i = chain[j];
- if (pStudioHdr->boneFlags(i) & boneMask)
- {
- QuaternionMatrix( q[i], pos[i], bonematrix );
-
- if (pStudioHdr->boneParent(i) == -1)
- {
- ConcatTransforms (rotationmatrix, bonematrix, bonetoworld[i]);
- }
- else
- {
- ConcatTransforms (bonetoworld[pStudioHdr->boneParent(i)], bonematrix, bonetoworld[i]);
- }
- }
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: look at single column vector of another bones local transformation
-// and generate a procedural transformation based on how that column
-// points down the 6 cardinal axis (all negative weights are clamped to 0).
-//-----------------------------------------------------------------------------
-
-void DoAxisInterpBone(
- mstudiobone_t *pbones,
- int ibone,
- CBoneAccessor &bonetoworld
- )
-{
- matrix3x4_t bonematrix;
- Vector control;
-
- mstudioaxisinterpbone_t *pProc = (mstudioaxisinterpbone_t *)pbones[ibone].pProcedure( );
- const matrix3x4_t &controlBone = bonetoworld.GetBone( pProc->control );
- if (pProc && pbones[pProc->control].parent != -1)
- {
- Vector tmp;
- // pull out the control column
- tmp.x = controlBone[0][pProc->axis];
- tmp.y = controlBone[1][pProc->axis];
- tmp.z = controlBone[2][pProc->axis];
-
- // invert it back into parent's space.
- VectorIRotate( tmp, bonetoworld.GetBone( pbones[pProc->control].parent ), control );
-#if 0
- matrix3x4_t tmpmatrix;
- matrix3x4_t controlmatrix;
- MatrixInvert( bonetoworld.GetBone( pbones[pProc->control].parent ), tmpmatrix );
- ConcatTransforms( tmpmatrix, bonetoworld.GetBone( pProc->control ), controlmatrix );
-
- // pull out the control column
- control.x = controlmatrix[0][pProc->axis];
- control.y = controlmatrix[1][pProc->axis];
- control.z = controlmatrix[2][pProc->axis];
-#endif
- }
- else
- {
- // pull out the control column
- control.x = controlBone[0][pProc->axis];
- control.y = controlBone[1][pProc->axis];
- control.z = controlBone[2][pProc->axis];
- }
-
- Quaternion *q1, *q2, *q3;
- Vector *p1, *p2, *p3;
-
- // find axial control inputs
- float a1 = control.x;
- float a2 = control.y;
- float a3 = control.z;
- if (a1 >= 0)
- {
- q1 = &pProc->quat[0];
- p1 = &pProc->pos[0];
- }
- else
- {
- a1 = -a1;
- q1 = &pProc->quat[1];
- p1 = &pProc->pos[1];
- }
-
- if (a2 >= 0)
- {
- q2 = &pProc->quat[2];
- p2 = &pProc->pos[2];
- }
- else
- {
- a2 = -a2;
- q2 = &pProc->quat[3];
- p2 = &pProc->pos[3];
- }
-
- if (a3 >= 0)
- {
- q3 = &pProc->quat[4];
- p3 = &pProc->pos[4];
- }
- else
- {
- a3 = -a3;
- q3 = &pProc->quat[5];
- p3 = &pProc->pos[5];
- }
-
- // do a three-way blend
- Vector p;
- Quaternion v, tmp;
- if (a1 + a2 > 0)
- {
- float t = 1.0 / (a1 + a2 + a3);
- // FIXME: do a proper 3-way Quat blend!
- QuaternionSlerp( *q2, *q1, a1 / (a1 + a2), tmp );
- QuaternionSlerp( tmp, *q3, a3 * t, v );
- VectorScale( *p1, a1 * t, p );
- VectorMA( p, a2 * t, *p2, p );
- VectorMA( p, a3 * t, *p3, p );
- }
- else
- {
- QuaternionSlerp( *q3, *q3, 0, v ); // ??? no quat copy?
- p = *p3;
- }
-
- QuaternionMatrix( v, p, bonematrix );
-
- ConcatTransforms (bonetoworld.GetBone( pbones[ibone].parent ), bonematrix, bonetoworld.GetBoneForWrite( ibone ));
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Generate a procedural transformation based on how that another bones
-// local transformation matches a set of target orientations.
-//-----------------------------------------------------------------------------
-void DoQuatInterpBone(
- mstudiobone_t *pbones,
- int ibone,
- CBoneAccessor &bonetoworld
- )
-{
- matrix3x4_t bonematrix;
- Vector control;
-
- mstudioquatinterpbone_t *pProc = (mstudioquatinterpbone_t *)pbones[ibone].pProcedure( );
- if (pProc && pbones[pProc->control].parent != -1)
- {
- Quaternion src;
- float weight[32];
- float scale = 0.0;
- Quaternion quat;
- Vector pos;
-
- matrix3x4_t tmpmatrix;
- matrix3x4_t controlmatrix;
- MatrixInvert( bonetoworld.GetBone( pbones[pProc->control].parent), tmpmatrix );
- ConcatTransforms( tmpmatrix, bonetoworld.GetBone( pProc->control ), controlmatrix );
-
- MatrixAngles( controlmatrix, src, pos ); // FIXME: make a version without pos
-
- int i;
- for (i = 0; i < pProc->numtriggers; i++)
- {
- float dot = fabs( QuaternionDotProduct( pProc->pTrigger( i )->trigger, src ) );
- // FIXME: a fast acos should be acceptable
- dot = clamp( dot, -1.f, 1.f );
- weight[i] = 1 - (2 * acos( dot ) * pProc->pTrigger( i )->inv_tolerance );
- weight[i] = max( 0, weight[i] );
- scale += weight[i];
- }
-
- if (scale <= 0.001) // EPSILON?
- {
- AngleMatrix( pProc->pTrigger( 0 )->quat, pProc->pTrigger( 0 )->pos, bonematrix );
- ConcatTransforms ( bonetoworld.GetBone( pbones[ibone].parent ), bonematrix, bonetoworld.GetBoneForWrite( ibone ) );
- return;
- }
-
- scale = 1.0 / scale;
-
- quat.Init( 0, 0, 0, 0);
- pos.Init( );
-
- for (i = 0; i < pProc->numtriggers; i++)
- {
- if (weight[i])
- {
- float s = weight[i] * scale;
- mstudioquatinterpinfo_t *pTrigger = pProc->pTrigger( i );
-
- QuaternionAlign( pTrigger->quat, quat, quat );
-
- quat.x = quat.x + s * pTrigger->quat.x;
- quat.y = quat.y + s * pTrigger->quat.y;
- quat.z = quat.z + s * pTrigger->quat.z;
- quat.w = quat.w + s * pTrigger->quat.w;
- pos.x = pos.x + s * pTrigger->pos.x;
- pos.y = pos.y + s * pTrigger->pos.y;
- pos.z = pos.z + s * pTrigger->pos.z;
- }
- }
- Assert( QuaternionNormalize( quat ) != 0);
- QuaternionMatrix( quat, pos, bonematrix );
- }
-
- ConcatTransforms (bonetoworld.GetBone( pbones[ibone].parent ), bonematrix, bonetoworld.GetBoneForWrite( ibone ));
-}
-
-/*
- * This is for DoAimAtBone below, was just for testing, not needed in general
- * but to turn it back on, uncomment this and the section in DoAimAtBone() below
- *
-
-static ConVar aim_constraint( "aim_constraint", "1", FCVAR_REPLICATED, "Toggle <aimconstraint> Helper Bones" );
-
-*/
-
-//-----------------------------------------------------------------------------
-// Purpose: Generate a procedural transformation so that one bone points at
-// another point on the model
-//-----------------------------------------------------------------------------
-void DoAimAtBone(
- mstudiobone_t *pBones,
- int iBone,
- CBoneAccessor &bonetoworld,
- const CStudioHdr *pStudioHdr
- )
-{
- mstudioaimatbone_t *pProc = (mstudioaimatbone_t *)pBones[iBone].pProcedure();
-
- if ( !pProc )
- {
- return;
- }
-
- /*
- * Uncomment this if the ConVar above is uncommented
- *
-
- if ( !aim_constraint.GetBool() )
- {
- // If the aim constraint is turned off then just copy the parent transform
- // plus the offset value
-
- matrix3x4_t boneToWorldSpace;
- MatrixCopy ( bonetoworld.GetBone( pProc->parent ), boneToWorldSpace );
- Vector boneWorldPosition;
- VectorTransform( pProc->basepos, boneToWorldSpace, boneWorldPosition );
- MatrixSetColumn( boneWorldPosition, 3, boneToWorldSpace );
- MatrixCopy( boneToWorldSpace, bonetoworld.GetBoneForWrite( iBone ) );
-
- return;
- }
-
- */
-
- // The world matrix of the bone to change
- matrix3x4_t boneMatrix;
-
- // Guaranteed to be unit length
- const Vector &userAimVector( pProc->aimvector );
-
- // Guaranteed to be unit length
- const Vector &userUpVector( pProc->upvector );
-
- // Get to get position of bone but also for up reference
- matrix3x4_t parentSpace;
- MatrixCopy ( bonetoworld.GetBone( pProc->parent ), parentSpace );
-
- // World space position of the bone to aim
- Vector aimWorldPosition;
- VectorTransform( pProc->basepos, parentSpace, aimWorldPosition );
-
- // The worldspace matrix of the bone to aim at
- matrix3x4_t aimAtSpace;
- if ( pStudioHdr )
- {
- // This means it's AIMATATTACH
- const mstudioattachment_t &attachment( ((CStudioHdr *)pStudioHdr)->pAttachment( pProc->aim ) );
- ConcatTransforms(
- bonetoworld.GetBone( attachment.localbone ),
- attachment.local,
- aimAtSpace );
- }
- else
- {
- MatrixCopy( bonetoworld.GetBone( pProc->aim ), aimAtSpace );
- }
-
- Vector aimAtWorldPosition;
- MatrixGetColumn( aimAtSpace, 3, aimAtWorldPosition );
-
- // make sure the redundant parent info is correct
- Assert( pProc->parent == pBones[iBone].parent );
- // make sure the redundant position info is correct
- Assert( pProc->basepos.DistToSqr( pBones[iBone].pos ) < 0.1 );
-
- // The aim and up data is relative to this bone, not the parent bone
- matrix3x4_t bonematrix, boneLocalToWorld;
- AngleMatrix( pBones[iBone].quat, pProc->basepos, bonematrix );
- ConcatTransforms( bonetoworld.GetBone( pProc->parent ), bonematrix, boneLocalToWorld );
-
- Vector aimVector;
- VectorSubtract( aimAtWorldPosition, aimWorldPosition, aimVector );
- VectorNormalizeFast( aimVector );
-
- Vector axis;
- CrossProduct( userAimVector, aimVector, axis );
- VectorNormalizeFast( axis );
- Assert( 1.0f - fabs( DotProduct( userAimVector, aimVector ) ) > FLT_EPSILON );
- float angle( acosf( DotProduct( userAimVector, aimVector ) ) );
- Quaternion aimRotation;
- AxisAngleQuaternion( axis, RAD2DEG( angle ), aimRotation );
-
- if ( ( 1.0f - fabs( DotProduct( userUpVector, userAimVector ) ) ) > FLT_EPSILON )
- {
- matrix3x4_t aimRotationMatrix;
- QuaternionMatrix( aimRotation, aimRotationMatrix );
-
- Vector tmpV;
-
- Vector tmp_pUp;
- VectorRotate( userUpVector, aimRotationMatrix, tmp_pUp );
- VectorScale( aimVector, DotProduct( aimVector, tmp_pUp ), tmpV );
- Vector pUp;
- VectorSubtract( tmp_pUp, tmpV, pUp );
- VectorNormalizeFast( pUp );
-
- Vector tmp_pParentUp;
- VectorRotate( userUpVector, boneLocalToWorld, tmp_pParentUp );
- VectorScale( aimVector, DotProduct( aimVector, tmp_pParentUp ), tmpV );
- Vector pParentUp;
- VectorSubtract( tmp_pParentUp, tmpV, pParentUp );
- VectorNormalizeFast( pParentUp );
-
- Quaternion upRotation;
- //Assert( 1.0f - fabs( DotProduct( pUp, pParentUp ) ) > FLT_EPSILON );
- if( 1.0f - fabs( DotProduct( pUp, pParentUp ) ) > FLT_EPSILON )
- {
- angle = acos( DotProduct( pUp, pParentUp ) );
- CrossProduct( pUp, pParentUp, axis );
- }
- else
- {
- angle = 0;
- axis = pUp;
- }
-
- VectorNormalizeFast( axis );
- AxisAngleQuaternion( axis, RAD2DEG( angle ), upRotation );
-
- Quaternion boneRotation;
- QuaternionMult( upRotation, aimRotation, boneRotation );
- QuaternionMatrix( boneRotation, aimWorldPosition, boneMatrix );
- }
- else
- {
- QuaternionMatrix( aimRotation, aimWorldPosition, boneMatrix );
- }
-
- MatrixCopy( boneMatrix, bonetoworld.GetBoneForWrite( iBone ) );
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-
-bool CalcProceduralBone(
- const CStudioHdr *pStudioHdr,
- int iBone,
- CBoneAccessor &bonetoworld
- )
-{
- mstudiobone_t *pbones = pStudioHdr->pBone( 0 );
-
- if ( pStudioHdr->boneFlags(iBone) & BONE_ALWAYS_PROCEDURAL )
- {
- switch( pbones[iBone].proctype )
- {
- case STUDIO_PROC_AXISINTERP:
- DoAxisInterpBone( pbones, iBone, bonetoworld );
- return true;
-
- case STUDIO_PROC_QUATINTERP:
- DoQuatInterpBone( pbones, iBone, bonetoworld );
- return true;
-
- case STUDIO_PROC_AIMATBONE:
- DoAimAtBone( pbones, iBone, bonetoworld, NULL );
- return true;
-
- case STUDIO_PROC_AIMATATTACH:
- DoAimAtBone( pbones, iBone, bonetoworld, pStudioHdr );
- return true;
-
- default:
- return false;
- }
- }
- return false;
-}
-
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Lookup a bone controller
-//-----------------------------------------------------------------------------
-
-
-
-static mstudiobonecontroller_t* FindController( const CStudioHdr *pStudioHdr, int iController)
-{
- // find first controller that matches the index
- for (int i = 0; i < pStudioHdr->numbonecontrollers(); i++)
- {
- if (pStudioHdr->pBonecontroller( i )->inputfield == iController)
- return pStudioHdr->pBonecontroller( i );
- }
-
- return NULL;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: converts a ranged bone controller value into a 0..1 encoded value
-// Output: ctlValue contains 0..1 encoding.
-// returns clamped ranged value
-//-----------------------------------------------------------------------------
-
-float Studio_SetController( const CStudioHdr *pStudioHdr, int iController, float flValue, float &ctlValue )
-{
- if (! pStudioHdr)
- return flValue;
-
- mstudiobonecontroller_t *pbonecontroller = FindController(pStudioHdr, iController);
- if(!pbonecontroller)
- {
- ctlValue = 0;
- return flValue;
- }
-
- // wrap 0..360 if it's a rotational controller
- if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
- {
- // ugly hack, invert value if end < start
- if (pbonecontroller->end < pbonecontroller->start)
- flValue = -flValue;
-
- // does the controller not wrap?
- if (pbonecontroller->start + 359.0 >= pbonecontroller->end)
- {
- if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180)
- flValue = flValue - 360;
- if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180)
- flValue = flValue + 360;
- }
- else
- {
- if (flValue > 360)
- flValue = flValue - (int)(flValue / 360.0) * 360.0;
- else if (flValue < 0)
- flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0;
- }
- }
-
- ctlValue = (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start);
- if (ctlValue < 0) ctlValue = 0;
- if (ctlValue > 1) ctlValue = 1;
-
- float flReturnVal = ((1.0 - ctlValue)*pbonecontroller->start + ctlValue *pbonecontroller->end);
-
- // ugly hack, invert value if a rotational controller and end < start
- if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR) &&
- pbonecontroller->end < pbonecontroller->start )
- {
- flReturnVal *= -1;
- }
-
- return flReturnVal;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: converts a 0..1 encoded bone controller value into a ranged value
-// Output: returns ranged value
-//-----------------------------------------------------------------------------
-
-float Studio_GetController( const CStudioHdr *pStudioHdr, int iController, float ctlValue )
-{
- if (!pStudioHdr)
- return 0.0;
-
- mstudiobonecontroller_t *pbonecontroller = FindController(pStudioHdr, iController);
- if(!pbonecontroller)
- return 0;
-
- return ctlValue * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: Calculates default values for the pose parameters
-// Output: fills in an array
-//-----------------------------------------------------------------------------
-
-void Studio_CalcDefaultPoseParameters( const CStudioHdr *pStudioHdr, float flPoseParameter[], int nCount )
-{
- int nPoseCount = pStudioHdr->GetNumPoseParameters();
- int nNumParams = MIN( nCount, MAXSTUDIOPOSEPARAM );
-
- for ( int i = 0; i < nNumParams; ++i )
- {
- // Default to middle of the pose parameter range
- flPoseParameter[ i ] = 0.5f;
- if ( i < nPoseCount )
- {
- const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pStudioHdr)->pPoseParameter( i );
-
- // Want to try for a zero state. If one doesn't exist set it to .5 by default.
- if ( Pose.start < 0.0f && Pose.end > 0.0f )
- {
- float flPoseDelta = Pose.end - Pose.start;
- flPoseParameter[i] = -Pose.start / flPoseDelta;
- }
- }
- }
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: converts a ranged pose parameter value into a 0..1 encoded value
-// Output: ctlValue contains 0..1 encoding.
-// returns clamped ranged value
-//-----------------------------------------------------------------------------
-
-float Studio_SetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float flValue, float &ctlValue )
-{
- if (iParameter < 0 || iParameter >= pStudioHdr->GetNumPoseParameters())
- {
- return 0;
- }
-
- const mstudioposeparamdesc_t &PoseParam = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iParameter );
-
- Assert( IsFinite( flValue ) );
-
- if (PoseParam.loop)
- {
- float wrap = (PoseParam.start + PoseParam.end) / 2.0 + PoseParam.loop / 2.0;
- float shift = PoseParam.loop - wrap;
-
- flValue = flValue - PoseParam.loop * floor((flValue + shift) / PoseParam.loop);
- }
-
- ctlValue = (flValue - PoseParam.start) / (PoseParam.end - PoseParam.start);
-
- if (ctlValue < 0) ctlValue = 0;
- if (ctlValue > 1) ctlValue = 1;
-
- Assert( IsFinite( ctlValue ) );
-
- return ctlValue * (PoseParam.end - PoseParam.start) + PoseParam.start;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: converts a 0..1 encoded pose parameter value into a ranged value
-// Output: returns ranged value
-//-----------------------------------------------------------------------------
-
-float Studio_GetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float ctlValue )
-{
- if (iParameter < 0 || iParameter >= pStudioHdr->GetNumPoseParameters())
- {
- return 0;
- }
-
- const mstudioposeparamdesc_t &PoseParam = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iParameter );
-
- return ctlValue * (PoseParam.end - PoseParam.start) + PoseParam.start;
-}
-
-
-#pragma warning (disable : 4701)
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-static int ClipRayToHitbox( const Ray_t &ray, mstudiobbox_t *pbox, matrix3x4_t& matrix, trace_t &tr )
-{
- const float flProjEpsilon = 0.01f;
- // scale by current t so hits shorten the ray and increase the likelihood of early outs
- Vector delta2;
- VectorScale( ray.m_Delta, (0.5f * tr.fraction), delta2 );
-
- // OPTIMIZE: Store this in the box instead of computing it here
- // compute center in local space
- Vector boxextents;
- boxextents.x = (pbox->bbmin.x + pbox->bbmax.x) * 0.5;
- boxextents.y = (pbox->bbmin.y + pbox->bbmax.y) * 0.5;
- boxextents.z = (pbox->bbmin.z + pbox->bbmax.z) * 0.5;
- Vector boxCenter;
- // transform to world space
- VectorTransform( boxextents, matrix, boxCenter );
- // calc extents from local center
- boxextents.x = pbox->bbmax.x - boxextents.x;
- boxextents.y = pbox->bbmax.y - boxextents.y;
- boxextents.z = pbox->bbmax.z - boxextents.z;
- // OPTIMIZE: This is optimized for world space. If the transform is fast enough, it may make more
- // sense to just xform and call UTIL_ClipToBox() instead. MEASURE THIS.
-
- // save the extents of the ray along
- Vector extent, uextent;
- Vector segmentCenter;
- segmentCenter.x = ray.m_Start.x + delta2.x - boxCenter.x;
- segmentCenter.y = ray.m_Start.y + delta2.y - boxCenter.y;
- segmentCenter.z = ray.m_Start.z + delta2.z - boxCenter.z;
-
- extent.Init();
-
- // check box axes for separation
- for ( int j = 0; j < 3; j++ )
- {
- extent[j] = delta2.x * matrix[0][j] + delta2.y * matrix[1][j] + delta2.z * matrix[2][j];
- uextent[j] = fabsf(extent[j]);
- float coord = segmentCenter.x * matrix[0][j] + segmentCenter.y * matrix[1][j] + segmentCenter.z * matrix[2][j];
- coord = fabsf(coord);
-
- if ( coord > (boxextents[j] + uextent[j]) )
- return -1;
- }
-
- // now check cross axes for separation
- float tmp, tmpfix, cextent;
- Vector cross;
- CrossProduct( delta2, segmentCenter, cross );
- cextent = cross.x * matrix[0][0] + cross.y * matrix[1][0] + cross.z * matrix[2][0];
- cextent = fabsf(cextent);
- tmp = boxextents[1]*uextent[2] + boxextents[2]*uextent[1];
- tmpfix = MAX(tmp, flProjEpsilon);
- if ( cextent > tmpfix )
- return -1;
-
-// if ( cextent > tmp && cextent <= tmpfix )
-// DevWarning( "ClipRayToHitbox trace precision error case\n" );
-
- cextent = cross.x * matrix[0][1] + cross.y * matrix[1][1] + cross.z * matrix[2][1];
- cextent = fabsf(cextent);
- tmp = boxextents[0]*uextent[2] + boxextents[2]*uextent[0];
- tmpfix = MAX(tmp, flProjEpsilon);
- if ( cextent > tmpfix )
- return -1;
-
-// if ( cextent > tmp && cextent <= tmpfix )
-// DevWarning( "ClipRayToHitbox trace precision error case\n" );
-
- cextent = cross.x * matrix[0][2] + cross.y * matrix[1][2] + cross.z * matrix[2][2];
- cextent = fabsf(cextent);
- tmp = boxextents[0]*uextent[1] + boxextents[1]*uextent[0];
- tmpfix = MAX(tmp, flProjEpsilon);
- if ( cextent > tmpfix )
- return -1;
-
-// if ( cextent > tmp && cextent <= tmpfix )
-// DevWarning( "ClipRayToHitbox trace precision error case\n" );
-
- // !!! We hit this box !!! compute intersection point and return
- Vector start;
-
- // Compute ray start in bone space
- VectorITransform( ray.m_Start, matrix, start );
- // extent is delta2 in bone space, recompute delta in bone space
- VectorScale( extent, 2, extent );
-
- // delta was prescaled by the current t, so no need to see if this intersection
- // is closer
- trace_t boxTrace;
- if ( !IntersectRayWithBox( start, extent, pbox->bbmin, pbox->bbmax, 0.0f, &boxTrace ) )
- return -1;
-
- Assert( IsFinite(boxTrace.fraction) );
- tr.fraction *= boxTrace.fraction;
- tr.startsolid = boxTrace.startsolid;
- int hitside = boxTrace.plane.type;
- if ( boxTrace.plane.normal[hitside] >= 0 )
- {
- hitside += 3;
- }
- return hitside;
-}
-
-#pragma warning (default : 4701)
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool SweepBoxToStudio( IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set,
- matrix3x4_t **hitboxbones, int fContentsMask, trace_t &tr )
-{
- tr.fraction = 1.0;
- tr.startsolid = false;
-
- // OPTIMIZE: Partition these?
- Ray_t clippedRay = ray;
- int hitbox = -1;
- for ( int i = 0; i < set->numhitboxes; i++ )
- {
- mstudiobbox_t *pbox = set->pHitbox(i);
-
- // Filter based on contents mask
- int fBoneContents = pStudioHdr->pBone( pbox->bone )->contents;
- if ( ( fBoneContents & fContentsMask ) == 0 )
- continue;
-
- //FIXME: Won't work with scaling!
- trace_t obbTrace;
- if ( IntersectRayWithOBB( clippedRay, *hitboxbones[pbox->bone], pbox->bbmin, pbox->bbmax, 0.0f, &obbTrace ) )
- {
- tr.startpos = obbTrace.startpos;
- tr.endpos = obbTrace.endpos;
- tr.plane = obbTrace.plane;
- tr.startsolid = obbTrace.startsolid;
- tr.allsolid = obbTrace.allsolid;
-
- // This logic here is to shorten the ray each time to get more early outs
- tr.fraction *= obbTrace.fraction;
- clippedRay.m_Delta *= obbTrace.fraction;
- hitbox = i;
- if (tr.startsolid)
- break;
- }
- }
-
- if ( hitbox >= 0 )
- {
- tr.hitgroup = set->pHitbox(hitbox)->group;
- tr.hitbox = hitbox;
- const mstudiobone_t *pBone = pStudioHdr->pBone( set->pHitbox(hitbox)->bone );
- tr.contents = pBone->contents | CONTENTS_HITBOX;
- tr.physicsbone = pBone->physicsbone;
- tr.surface.name = "**studio**";
- tr.surface.flags = SURF_HITBOX;
- tr.surface.surfaceProps = pProps->GetSurfaceIndex( pBone->pszSurfaceProp() );
-
- Assert( tr.physicsbone >= 0 );
- return true;
- }
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-bool TraceToStudio( IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set,
- matrix3x4_t **hitboxbones, int fContentsMask, const Vector &vecOrigin, float flScale, trace_t &tr )
-{
- if ( !ray.m_IsRay )
- {
- return SweepBoxToStudio( pProps, ray, pStudioHdr, set, hitboxbones, fContentsMask, tr );
- }
-
- tr.fraction = 1.0;
- tr.startsolid = false;
-
- // no hit yet
- int hitbox = -1;
- int hitside = -1;
-
- // OPTIMIZE: Partition these?
- for ( int i = 0; i < set->numhitboxes; i++ )
- {
- mstudiobbox_t *pbox = set->pHitbox(i);
-
- // Filter based on contents mask
- int fBoneContents = pStudioHdr->pBone( pbox->bone )->contents;
- if ( ( fBoneContents & fContentsMask ) == 0 )
- continue;
-
- // columns are axes of the bones in world space, translation is in world space
- matrix3x4_t& matrix = *hitboxbones[pbox->bone];
-
- // Because we're sending in a matrix with scale data, and because the matrix inversion in the hitbox
- // code does not handle that case, we pre-scale the bones and ray down here and do our collision checks
- // in unscaled space. We can then rescale the results afterwards.
-
- int side = -1;
- if ( flScale < 1.0f-FLT_EPSILON || flScale > 1.0f+FLT_EPSILON )
- {
- matrix3x4_t matScaled;
- MatrixCopy( matrix, matScaled );
-
- float invScale = 1.0f / flScale;
-
- Vector vecBoneOrigin;
- MatrixGetColumn( matScaled, 3, vecBoneOrigin );
-
- // Pre-scale the origin down
- Vector vecNewOrigin = vecBoneOrigin - vecOrigin;
- vecNewOrigin *= invScale;
- vecNewOrigin += vecOrigin;
- MatrixSetColumn( vecNewOrigin, 3, matScaled );
-
- // Scale it uniformly
- VectorScale( matScaled[0], invScale, matScaled[0] );
- VectorScale( matScaled[1], invScale, matScaled[1] );
- VectorScale( matScaled[2], invScale, matScaled[2] );
-
- // Pre-scale our ray as well
- Vector vecRayStart = ray.m_Start - vecOrigin;
- vecRayStart *= invScale;
- vecRayStart += vecOrigin;
-
- Vector vecRayDelta = ray.m_Delta * invScale;
-
- Ray_t newRay;
- newRay.Init( vecRayStart, vecRayStart + vecRayDelta );
-
- side = ClipRayToHitbox( newRay, pbox, matScaled, tr );
- }
- else
- {
- side = ClipRayToHitbox( ray, pbox, matrix, tr );
- }
-
- if ( side >= 0 )
- {
- hitbox = i;
- hitside = side;
- }
- }
-
- if ( hitbox >= 0 )
- {
- mstudiobbox_t *pbox = set->pHitbox(hitbox);
- VectorMA( ray.m_Start, tr.fraction, ray.m_Delta, tr.endpos );
- tr.hitgroup = set->pHitbox(hitbox)->group;
- tr.hitbox = hitbox;
- const mstudiobone_t *pBone = pStudioHdr->pBone( pbox->bone );
- tr.contents = pBone->contents | CONTENTS_HITBOX;
- tr.physicsbone = pBone->physicsbone;
- tr.surface.name = "**studio**";
- tr.surface.flags = SURF_HITBOX;
- tr.surface.surfaceProps = pProps->GetSurfaceIndex( pBone->pszSurfaceProp() );
-
- Assert( tr.physicsbone >= 0 );
- matrix3x4_t& matrix = *hitboxbones[pbox->bone];
- if ( hitside >= 3 )
- {
- hitside -= 3;
- tr.plane.normal[0] = matrix[0][hitside];
- tr.plane.normal[1] = matrix[1][hitside];
- tr.plane.normal[2] = matrix[2][hitside];
- //tr.plane.dist = DotProduct( tr.plane.normal, Vector(matrix[0][3], matrix[1][3], matrix[2][3] ) ) + pbox->bbmax[hitside];
- }
- else
- {
- tr.plane.normal[0] = -matrix[0][hitside];
- tr.plane.normal[1] = -matrix[1][hitside];
- tr.plane.normal[2] = -matrix[2][hitside];
- //tr.plane.dist = DotProduct( tr.plane.normal, Vector(matrix[0][3], matrix[1][3], matrix[2][3] ) ) - pbox->bbmin[hitside];
- }
- // simpler plane constant equation
- tr.plane.dist = DotProduct( tr.endpos, tr.plane.normal );
- tr.plane.type = 3;
- return true;
- }
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: returns array of animations and weightings for a sequence based on current pose parameters
-//-----------------------------------------------------------------------------
-
-void Studio_SeqAnims( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[], mstudioanimdesc_t *panim[4], float *weight )
-{
-#if _DEBUG
- VPROF_INCREMENT_COUNTER("SEQ_ANIMS",1);
-#endif
- if (!pStudioHdr || iSequence >= pStudioHdr->GetNumSeq())
- {
- weight[0] = weight[1] = weight[2] = weight[3] = 0.0;
- return;
- }
-
- int i0 = 0, i1 = 0;
- float s0 = 0, s1 = 0;
-
- Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, iSequence, 0, s0, i0 );
- Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, iSequence, 1, s1, i1 );
-
- panim[0] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0 , i1 ) ) );
- weight[0] = (1 - s0) * (1 - s1);
-
- panim[1] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0+1, i1 ) ) );
- weight[1] = (s0) * (1 - s1);
-
- panim[2] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0 , i1+1 ) ) );
- weight[2] = (1 - s0) * (s1);
-
- panim[3] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0+1, i1+1 ) ) );
- weight[3] = (s0) * (s1);
-
- Assert( weight[0] >= 0.0f && weight[1] >= 0.0f && weight[2] >= 0.0f && weight[3] >= 0.0f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: returns max frame number for a sequence
-//-----------------------------------------------------------------------------
-
-int Studio_MaxFrame( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] )
-{
- mstudioanimdesc_t *panim[4];
- float weight[4];
-
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
- Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
-
- float maxFrame = 0;
- for (int i = 0; i < 4; i++)
- {
- if (weight[i] > 0)
- {
- maxFrame += panim[i]->numframes * weight[i];
- }
- }
-
- if ( maxFrame > 1 )
- maxFrame -= 1;
-
-
- // FIXME: why does the weights sometimes not exactly add it 1.0 and this sometimes rounds down?
- return (maxFrame + 0.01);
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: returns frames per second of a sequence
-//-----------------------------------------------------------------------------
-
-float Studio_FPS( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] )
-{
- mstudioanimdesc_t *panim[4];
- float weight[4];
-
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
- Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
-
- float t = 0;
-
- for (int i = 0; i < 4; i++)
- {
- if (weight[i] > 0)
- {
- t += panim[i]->fps * weight[i];
- }
- }
- return t;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: returns cycles per second of a sequence (cycles/second)
-//-----------------------------------------------------------------------------
-
-float Studio_CPS( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[] )
-{
- mstudioanimdesc_t *panim[4];
- float weight[4];
-
- Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
-
- float t = 0;
-
- for (int i = 0; i < 4; i++)
- {
- if (weight[i] > 0 && panim[i]->numframes > 1)
- {
- t += (panim[i]->fps / (panim[i]->numframes - 1)) * weight[i];
- }
- }
- return t;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: returns length (in seconds) of a sequence (seconds/cycle)
-//-----------------------------------------------------------------------------
-
-float Studio_Duration( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] )
-{
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
- float cps = Studio_CPS( pStudioHdr, seqdesc, iSequence, poseParameter );
-
- if( cps == 0 )
- return 0.0f;
-
- return 1.0f/cps;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: calculate changes in position and angle relative to the start of an animations cycle
-// Output: updated position and angle, relative to the origin
-// returns false if animation is not a movement animation
-//-----------------------------------------------------------------------------
-
-bool Studio_AnimPosition( mstudioanimdesc_t *panim, float flCycle, Vector &vecPos, QAngle &vecAngle )
-{
- float prevframe = 0;
- vecPos.Init( );
- vecAngle.Init( );
-
- if (panim->nummovements == 0)
- return false;
-
- int iLoops = 0;
- if (flCycle > 1.0)
- {
- iLoops = (int)flCycle;
- }
- else if (flCycle < 0.0)
- {
- iLoops = (int)flCycle - 1;
- }
- flCycle = flCycle - iLoops;
-
- float flFrame = flCycle * (panim->numframes - 1);
-
- for (int i = 0; i < panim->nummovements; i++)
- {
- mstudiomovement_t *pmove = panim->pMovement( i );
-
- if (pmove->endframe >= flFrame)
- {
- float f = (flFrame - prevframe) / (pmove->endframe - prevframe);
-
- float d = pmove->v0 * f + 0.5 * (pmove->v1 - pmove->v0) * f * f;
-
- vecPos = vecPos + d * pmove->vector;
- vecAngle.y = vecAngle.y * (1 - f) + pmove->angle * f;
- if (iLoops != 0)
- {
- mstudiomovement_t *pmove = panim->pMovement( panim->nummovements - 1 );
- vecPos = vecPos + iLoops * pmove->position;
- vecAngle.y = vecAngle.y + iLoops * pmove->angle;
- }
- return true;
- }
- else
- {
- prevframe = pmove->endframe;
- vecPos = pmove->position;
- vecAngle.y = pmove->angle;
- }
- }
-
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: calculate instantaneous velocity in ips at a given point
-// in the animations cycle
-// Output: velocity vector, relative to identity orientation
-// returns false if animation is not a movement animation
-//-----------------------------------------------------------------------------
-
-bool Studio_AnimVelocity( mstudioanimdesc_t *panim, float flCycle, Vector &vecVelocity )
-{
- float prevframe = 0;
-
- float flFrame = flCycle * (panim->numframes - 1);
- flFrame = flFrame - (int)(flFrame / (panim->numframes - 1));
-
- for (int i = 0; i < panim->nummovements; i++)
- {
- mstudiomovement_t *pmove = panim->pMovement( i );
-
- if (pmove->endframe >= flFrame)
- {
- float f = (flFrame - prevframe) / (pmove->endframe - prevframe);
-
- float vel = pmove->v0 * (1 - f) + pmove->v1 * f;
- // scale from per block to per sec velocity
- vel = vel * panim->fps / (pmove->endframe - prevframe);
-
- vecVelocity = pmove->vector * vel;
- return true;
- }
- else
- {
- prevframe = pmove->endframe;
- }
- }
- return false;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: calculate changes in position and angle between two points in an animation cycle
-// Output: updated position and angle, relative to CycleFrom being at the origin
-// returns false if animation is not a movement animation
-//-----------------------------------------------------------------------------
-
-bool Studio_AnimMovement( mstudioanimdesc_t *panim, float flCycleFrom, float flCycleTo, Vector &deltaPos, QAngle &deltaAngle )
-{
- if (panim->nummovements == 0)
- return false;
-
- Vector startPos;
- QAngle startA;
- Studio_AnimPosition( panim, flCycleFrom, startPos, startA );
-
- Vector endPos;
- QAngle endA;
- Studio_AnimPosition( panim, flCycleTo, endPos, endA );
-
- Vector tmp = endPos - startPos;
- deltaAngle.y = endA.y - startA.y;
- VectorYawRotate( tmp, -startA.y, deltaPos );
-
- return true;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: finds how much of an animation to play to move given linear distance
-//-----------------------------------------------------------------------------
-
-float Studio_FindAnimDistance( mstudioanimdesc_t *panim, float flDist )
-{
- float prevframe = 0;
-
- if (flDist <= 0)
- return 0.0;
-
- for (int i = 0; i < panim->nummovements; i++)
- {
- mstudiomovement_t *pmove = panim->pMovement( i );
-
- float flMove = (pmove->v0 + pmove->v1) * 0.5;
-
- if (flMove >= flDist)
- {
- float root1, root2;
-
- // d = V0 * t + 1/2 (V1-V0) * t^2
- if (SolveQuadratic( 0.5 * (pmove->v1 - pmove->v0), pmove->v0, -flDist, root1, root2 ))
- {
- float cpf = 1.0 / (panim->numframes - 1); // cycles per frame
-
- return (prevframe + root1 * (pmove->endframe - prevframe)) * cpf;
- }
- return 0.0;
- }
- else
- {
- flDist -= flMove;
- prevframe = pmove->endframe;
- }
- }
- return 1.0;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: calculate changes in position and angle between two points in a sequences cycle
-// Output: updated position and angle, relative to CycleFrom being at the origin
-// returns false if sequence is not a movement sequence
-//-----------------------------------------------------------------------------
-
-bool Studio_SeqMovement( const CStudioHdr *pStudioHdr, int iSequence, float flCycleFrom, float flCycleTo, const float poseParameter[], Vector &deltaPos, QAngle &deltaAngles )
-{
- mstudioanimdesc_t *panim[4];
- float weight[4];
-
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
-
- Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
-
- deltaPos.Init( );
- deltaAngles.Init( );
-
- bool found = false;
-
- for (int i = 0; i < 4; i++)
- {
- if (weight[i])
- {
- Vector localPos;
- QAngle localAngles;
-
- localPos.Init();
- localAngles.Init();
-
- if (Studio_AnimMovement( panim[i], flCycleFrom, flCycleTo, localPos, localAngles ))
- {
- found = true;
- deltaPos = deltaPos + localPos * weight[i];
- // FIXME: this makes no sense
- deltaAngles = deltaAngles + localAngles * weight[i];
- }
- else if (!(panim[i]->flags & STUDIO_DELTA) && panim[i]->nummovements == 0 && seqdesc.weight(0) > 0.0)
- {
- found = true;
- }
- }
- }
- return found;
-}
-
-
-//-----------------------------------------------------------------------------
-// Purpose: calculate instantaneous velocity in ips at a given point in the sequence's cycle
-// Output: velocity vector, relative to identity orientation
-// returns false if sequence is not a movement sequence
-//-----------------------------------------------------------------------------
-
-bool Studio_SeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, float flCycle, const float poseParameter[], Vector &vecVelocity )
-{
- mstudioanimdesc_t *panim[4];
- float weight[4];
-
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
- Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
-
- vecVelocity.Init( );
-
- bool found = false;
-
- for (int i = 0; i < 4; i++)
- {
- if (weight[i])
- {
- Vector vecLocalVelocity;
-
- if (Studio_AnimVelocity( panim[i], flCycle, vecLocalVelocity ))
- {
- vecVelocity = vecVelocity + vecLocalVelocity * weight[i];
- found = true;
- }
- }
- }
- return found;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: finds how much of an sequence to play to move given linear distance
-//-----------------------------------------------------------------------------
-
-float Studio_FindSeqDistance( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flDist )
-{
- mstudioanimdesc_t *panim[4];
- float weight[4];
-
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
- Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
-
- float flCycle = 0;
-
- for (int i = 0; i < 4; i++)
- {
- if (weight[i])
- {
- float flLocalCycle = Studio_FindAnimDistance( panim[i], flDist );
- flCycle = flCycle + flLocalCycle * weight[i];
- }
- }
- return flCycle;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: lookup attachment by name
-//-----------------------------------------------------------------------------
-
-int Studio_FindAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName )
-{
- if ( pStudioHdr && pStudioHdr->SequencesAvailable() )
- {
- // Extract the bone index from the name
- for (int i = 0; i < pStudioHdr->GetNumAttachments(); i++)
- {
- if (!V_stricmp(pAttachmentName,((CStudioHdr *)pStudioHdr)->pAttachment(i).pszName( )))
- {
- return i;
- }
- }
- }
-
- return -1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: lookup attachments by substring. Randomly return one of the matching attachments.
-//-----------------------------------------------------------------------------
-
-int Studio_FindRandomAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName )
-{
- if ( pStudioHdr )
- {
- // First move them all matching attachments into a list
- CUtlVector<int> matchingAttachments;
-
- // Extract the bone index from the name
- for (int i = 0; i < pStudioHdr->GetNumAttachments(); i++)
- {
- if ( strstr( ((CStudioHdr *)pStudioHdr)->pAttachment(i).pszName(), pAttachmentName ) )
- {
- matchingAttachments.AddToTail(i);
- }
- }
-
- // Then randomly return one of the attachments
- if ( matchingAttachments.Size() > 0 )
- return matchingAttachments[ RandomInt( 0, matchingAttachments.Size()-1 ) ];
- }
-
- return -1;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: lookup bone by name
-//-----------------------------------------------------------------------------
-
-int Studio_BoneIndexByName( const CStudioHdr *pStudioHdr, const char *pName )
-{
- // binary search for the bone matching pName
- int start = 0, end = pStudioHdr->numbones()-1;
- const byte *pBoneTable = pStudioHdr->GetBoneTableSortedByName();
- mstudiobone_t *pbones = pStudioHdr->pBone( 0 );
- while (start <= end)
- {
- int mid = (start + end) >> 1;
- int cmp = Q_stricmp( pbones[pBoneTable[mid]].pszName(), pName );
-
- if ( cmp < 0 )
- {
- start = mid + 1;
- }
- else if ( cmp > 0 )
- {
- end = mid - 1;
- }
- else
- {
- return pBoneTable[mid];
- }
- }
- return -1;
-}
-
-const char *Studio_GetDefaultSurfaceProps( CStudioHdr *pstudiohdr )
-{
- return pstudiohdr->pszSurfaceProp();
-}
-
-float Studio_GetMass( CStudioHdr *pstudiohdr )
-{
- return pstudiohdr->mass();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: return pointer to sequence key value buffer
-//-----------------------------------------------------------------------------
-
-const char *Studio_GetKeyValueText( const CStudioHdr *pStudioHdr, int iSequence )
-{
- if (pStudioHdr && pStudioHdr->SequencesAvailable())
- {
- if (iSequence >= 0 && iSequence < pStudioHdr->GetNumSeq())
- {
- return ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence ).KeyValueText();
- }
- }
- return NULL;
-}
-
-bool Studio_PrefetchSequence( const CStudioHdr *pStudioHdr, int iSequence )
-{
- bool pendingload = false;
- mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
- int size0 = seqdesc.groupsize[ 0 ];
- int size1 = seqdesc.groupsize[ 1 ];
- for ( int i = 0; i < size0; ++i )
- {
- for ( int j = 0; j < size1; ++j )
- {
- mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( seqdesc.anim( i, j ) );
- int iFrame = 0;
- mstudioanim_t *panim = animdesc.pAnim( &iFrame );
- if ( !panim )
- {
- pendingload = true;
- }
- }
- }
-
- // Everything for this sequence is resident?
- return !pendingload;
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//===========================================================================//
+
+#include "tier0/dbg.h"
+#include "mathlib/mathlib.h"
+#include "bone_setup.h"
+#include <string.h>
+
+#include "collisionutils.h"
+#include "vstdlib/random.h"
+#include "tier0/vprof.h"
+#include "bone_accessor.h"
+#include "mathlib/ssequaternion.h"
+#include "bitvec.h"
+#include "datamanager.h"
+#include "convar.h"
+#include "tier0/tslist.h"
+#include "vphysics_interface.h"
+#ifdef CLIENT_DLL
+ #include "posedebugger.h"
+#endif
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+class CBoneSetup
+{
+public:
+ CBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger = NULL );
+ void InitPose( Vector pos[], Quaternion q[] );
+ void AccumulatePose( Vector pos[], Quaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext );
+ void CalcAutoplaySequences( Vector pos[], Quaternion q[], float flRealTime, CIKContext *pIKContext );
+private:
+ void AddSequenceLayers( Vector pos[], Quaternion q[], mstudioseqdesc_t &seqdesc, int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext );
+ void AddLocalLayers( Vector pos[], Quaternion q[], mstudioseqdesc_t &seqdesc, int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext );
+public:
+ const CStudioHdr *m_pStudioHdr;
+ int m_boneMask;
+ const float *m_flPoseParameter;
+ IPoseDebugger *m_pPoseDebugger;
+};
+
+// -----------------------------------------------------------------
+template <typename T>
+class CBoneSetupMemoryPool
+{
+public:
+ T *Alloc()
+ {
+ T *p = (T *)m_FreeBlocks.Pop();
+ if ( !p )
+ {
+ p = new T[MAXSTUDIOBONES];
+ if ( ((size_t)p) % TSLIST_NODE_ALIGNMENT != 0 )
+ {
+ DebuggerBreak();
+ }
+ }
+
+ return p;
+ }
+
+ void Free( T *p )
+ {
+ m_FreeBlocks.Push( (TSLNodeBase_t *)p );
+ }
+
+private:
+ CTSListBase m_FreeBlocks;
+};
+
+CBoneSetupMemoryPool<Quaternion> g_QaternionPool;
+CBoneSetupMemoryPool<Vector> g_VectorPool;
+CBoneSetupMemoryPool<matrix3x4_t> g_MatrixPool;
+
+// -----------------------------------------------------------------
+CBoneCache *CBoneCache::CreateResource( const bonecacheparams_t &params )
+{
+ short studioToCachedIndex[MAXSTUDIOBONES];
+ short cachedToStudioIndex[MAXSTUDIOBONES];
+ int cachedBoneCount = 0;
+ for ( int i = 0; i < params.pStudioHdr->numbones(); i++ )
+ {
+ // skip bones that aren't part of the boneMask (and aren't the root bone)
+ if (i != 0 && !(params.pStudioHdr->boneFlags(i) & params.boneMask))
+ {
+ studioToCachedIndex[i] = -1;
+ continue;
+ }
+ studioToCachedIndex[i] = cachedBoneCount;
+ cachedToStudioIndex[cachedBoneCount] = i;
+ cachedBoneCount++;
+ }
+ int tableSizeStudio = sizeof(short) * params.pStudioHdr->numbones();
+ int tableSizeCached = sizeof(short) * cachedBoneCount;
+ int matrixSize = sizeof(matrix3x4_t) * cachedBoneCount;
+ int size = ( sizeof(CBoneCache) + tableSizeStudio + tableSizeCached + matrixSize + 3 ) & ~3;
+
+ CBoneCache *pMem = (CBoneCache *)malloc( size );
+ Construct( pMem );
+ pMem->Init( params, size, studioToCachedIndex, cachedToStudioIndex, cachedBoneCount );
+ return pMem;
+}
+
+unsigned int CBoneCache::EstimatedSize( const bonecacheparams_t &params )
+{
+ // conservative estimate - max size
+ return ( params.pStudioHdr->numbones() * (sizeof(short) + sizeof(short) + sizeof(matrix3x4_t)) + 3 ) & ~3;
+}
+
+void CBoneCache::DestroyResource()
+{
+ free( this );
+}
+
+
+CBoneCache::CBoneCache()
+{
+ m_size = 0;
+ m_cachedBoneCount = 0;
+}
+
+void CBoneCache::Init( const bonecacheparams_t &params, unsigned int size, short *pStudioToCached, short *pCachedToStudio, int cachedBoneCount )
+{
+ m_cachedBoneCount = cachedBoneCount;
+ m_size = size;
+ m_timeValid = params.curtime;
+ m_boneMask = params.boneMask;
+
+ int studioTableSize = params.pStudioHdr->numbones() * sizeof(short);
+ m_cachedToStudioOffset = studioTableSize;
+ memcpy( StudioToCached(), pStudioToCached, studioTableSize );
+
+ int cachedTableSize = cachedBoneCount * sizeof(short);
+ memcpy( CachedToStudio(), pCachedToStudio, cachedTableSize );
+
+ m_matrixOffset = ( m_cachedToStudioOffset + cachedTableSize + 3 ) & ~3;
+
+ UpdateBones( params.pBoneToWorld, params.pStudioHdr->numbones(), params.curtime );
+}
+
+void CBoneCache::UpdateBones( const matrix3x4_t *pBoneToWorld, int numbones, float curtime )
+{
+ matrix3x4_t *pBones = BoneArray();
+ const short *pCachedToStudio = CachedToStudio();
+
+ for ( int i = 0; i < m_cachedBoneCount; i++ )
+ {
+ int index = pCachedToStudio[i];
+ MatrixCopy( pBoneToWorld[index], pBones[i] );
+ }
+ m_timeValid = curtime;
+}
+
+matrix3x4_t *CBoneCache::GetCachedBone( int studioIndex )
+{
+ int cachedIndex = StudioToCached()[studioIndex];
+ if ( cachedIndex >= 0 )
+ {
+ return BoneArray() + cachedIndex;
+ }
+ return NULL;
+}
+
+void CBoneCache::ReadCachedBones( matrix3x4_t *pBoneToWorld )
+{
+ matrix3x4_t *pBones = BoneArray();
+ const short *pCachedToStudio = CachedToStudio();
+ for ( int i = 0; i < m_cachedBoneCount; i++ )
+ {
+ MatrixCopy( pBones[i], pBoneToWorld[pCachedToStudio[i]] );
+ }
+}
+
+void CBoneCache::ReadCachedBonePointers( matrix3x4_t **bones, int numbones )
+{
+ memset( bones, 0, sizeof(matrix3x4_t *) * numbones );
+ matrix3x4_t *pBones = BoneArray();
+ const short *pCachedToStudio = CachedToStudio();
+ for ( int i = 0; i < m_cachedBoneCount; i++ )
+ {
+ bones[pCachedToStudio[i]] = pBones + i;
+ }
+}
+
+bool CBoneCache::IsValid( float curtime, float dt )
+{
+ if ( curtime - m_timeValid <= dt )
+ return true;
+ return false;
+}
+
+
+// private functions
+matrix3x4_t *CBoneCache::BoneArray()
+{
+ return (matrix3x4_t *)( (char *)(this+1) + m_matrixOffset );
+}
+
+short *CBoneCache::StudioToCached()
+{
+ return (short *)( (char *)(this+1) );
+}
+
+short *CBoneCache::CachedToStudio()
+{
+ return (short *)( (char *)(this+1) + m_cachedToStudioOffset );
+}
+
+// Construct a singleton
+static CDataManager<CBoneCache, bonecacheparams_t, CBoneCache *, CThreadFastMutex> g_StudioBoneCache( 128 * 1024L );
+
+CBoneCache *Studio_GetBoneCache( memhandle_t cacheHandle )
+{
+ AUTO_LOCK( g_StudioBoneCache.AccessMutex() );
+ return g_StudioBoneCache.GetResource_NoLock( cacheHandle );
+}
+
+memhandle_t Studio_CreateBoneCache( bonecacheparams_t &params )
+{
+ AUTO_LOCK( g_StudioBoneCache.AccessMutex() );
+ return g_StudioBoneCache.CreateResource( params );
+}
+
+void Studio_DestroyBoneCache( memhandle_t cacheHandle )
+{
+ AUTO_LOCK( g_StudioBoneCache.AccessMutex() );
+ g_StudioBoneCache.DestroyResource( cacheHandle );
+}
+
+void Studio_InvalidateBoneCache( memhandle_t cacheHandle )
+{
+ AUTO_LOCK( g_StudioBoneCache.AccessMutex() );
+ CBoneCache *pCache = g_StudioBoneCache.GetResource_NoLock( cacheHandle );
+ if ( pCache )
+ {
+ pCache->m_timeValid = -1.0f;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void BuildBoneChain(
+ const CStudioHdr *pStudioHdr,
+ const matrix3x4_t &rootxform,
+ const Vector pos[],
+ const Quaternion q[],
+ int iBone,
+ matrix3x4_t *pBoneToWorld )
+{
+ CBoneBitList boneComputed;
+ BuildBoneChain( pStudioHdr, rootxform, pos, q, iBone, pBoneToWorld, boneComputed );
+ return;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: return a sub frame rotation for a single bone
+//-----------------------------------------------------------------------------
+void ExtractAnimValue( int frame, mstudioanimvalue_t *panimvalue, float scale, float &v1, float &v2 )
+{
+ if ( !panimvalue )
+ {
+ v1 = v2 = 0;
+ return;
+ }
+
+ // Avoids a crash reading off the end of the data
+ // There is probably a better long-term solution; Ken is going to look into it.
+ if ( ( panimvalue->num.total == 1 ) && ( panimvalue->num.valid == 1 ) )
+ {
+ v1 = v2 = panimvalue[1].value * scale;
+ return;
+ }
+
+ int k = frame;
+
+ // find the data list that has the frame
+ while (panimvalue->num.total <= k)
+ {
+ k -= panimvalue->num.total;
+ panimvalue += panimvalue->num.valid + 1;
+ if ( panimvalue->num.total == 0 )
+ {
+ Assert( 0 ); // running off the end of the animation stream is bad
+ v1 = v2 = 0;
+ return;
+ }
+ }
+ if (panimvalue->num.valid > k)
+ {
+ // has valid animation data
+ v1 = panimvalue[k+1].value * scale;
+
+ if (panimvalue->num.valid > k + 1)
+ {
+ // has valid animation blend data
+ v2 = panimvalue[k+2].value * scale;
+ }
+ else
+ {
+ if (panimvalue->num.total > k + 1)
+ {
+ // data repeats, no blend
+ v2 = v1;
+ }
+ else
+ {
+ // pull blend from first data block in next list
+ v2 = panimvalue[panimvalue->num.valid+2].value * scale;
+ }
+ }
+ }
+ else
+ {
+ // get last valid data block
+ v1 = panimvalue[panimvalue->num.valid].value * scale;
+ if (panimvalue->num.total > k + 1)
+ {
+ // data repeats, no blend
+ v2 = v1;
+ }
+ else
+ {
+ // pull blend from first data block in next list
+ v2 = panimvalue[panimvalue->num.valid + 2].value * scale;
+ }
+ }
+}
+
+
+void ExtractAnimValue( int frame, mstudioanimvalue_t *panimvalue, float scale, float &v1 )
+{
+ if ( !panimvalue )
+ {
+ v1 = 0;
+ return;
+ }
+
+ int k = frame;
+
+ while (panimvalue->num.total <= k)
+ {
+ k -= panimvalue->num.total;
+ panimvalue += panimvalue->num.valid + 1;
+ if ( panimvalue->num.total == 0 )
+ {
+ Assert( 0 ); // running off the end of the animation stream is bad
+ v1 = 0;
+ return;
+ }
+ }
+ if (panimvalue->num.valid > k)
+ {
+ v1 = panimvalue[k+1].value * scale;
+ }
+ else
+ {
+ // get last valid data block
+ v1 = panimvalue[panimvalue->num.valid].value * scale;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: return a sub frame rotation for a single bone
+//-----------------------------------------------------------------------------
+void CalcBoneQuaternion( int frame, float s,
+ const Quaternion &baseQuat, const RadianEuler &baseRot, const Vector &baseRotScale,
+ int iBaseFlags, const Quaternion &baseAlignment,
+ const mstudioanim_t *panim, Quaternion &q )
+{
+ if ( panim->flags & STUDIO_ANIM_RAWROT )
+ {
+ q = *(panim->pQuat48());
+ Assert( q.IsValid() );
+ return;
+ }
+
+ if ( panim->flags & STUDIO_ANIM_RAWROT2 )
+ {
+ q = *(panim->pQuat64());
+ Assert( q.IsValid() );
+ return;
+ }
+
+ if ( !(panim->flags & STUDIO_ANIM_ANIMROT) )
+ {
+ if (panim->flags & STUDIO_ANIM_DELTA)
+ {
+ q.Init( 0.0f, 0.0f, 0.0f, 1.0f );
+ }
+ else
+ {
+ q = baseQuat;
+ }
+ return;
+ }
+
+ mstudioanim_valueptr_t *pValuesPtr = panim->pRotV();
+
+ if (s > 0.001f)
+ {
+ QuaternionAligned q1, q2;
+ RadianEuler angle1, angle2;
+
+ ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 0 ), baseRotScale.x, angle1.x, angle2.x );
+ ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 1 ), baseRotScale.y, angle1.y, angle2.y );
+ ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 2 ), baseRotScale.z, angle1.z, angle2.z );
+
+ if (!(panim->flags & STUDIO_ANIM_DELTA))
+ {
+ angle1.x = angle1.x + baseRot.x;
+ angle1.y = angle1.y + baseRot.y;
+ angle1.z = angle1.z + baseRot.z;
+ angle2.x = angle2.x + baseRot.x;
+ angle2.y = angle2.y + baseRot.y;
+ angle2.z = angle2.z + baseRot.z;
+ }
+
+ Assert( angle1.IsValid() && angle2.IsValid() );
+ if (angle1.x != angle2.x || angle1.y != angle2.y || angle1.z != angle2.z)
+ {
+ AngleQuaternion( angle1, q1 );
+ AngleQuaternion( angle2, q2 );
+
+ #ifdef _X360
+ fltx4 q1simd, q2simd, qsimd;
+ q1simd = LoadAlignedSIMD( q1 );
+ q2simd = LoadAlignedSIMD( q2 );
+ qsimd = QuaternionBlendSIMD( q1simd, q2simd, s );
+ StoreUnalignedSIMD( q.Base(), qsimd );
+ #else
+ QuaternionBlend( q1, q2, s, q );
+ #endif
+ }
+ else
+ {
+ AngleQuaternion( angle1, q );
+ }
+ }
+ else
+ {
+ RadianEuler angle;
+
+ ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 0 ), baseRotScale.x, angle.x );
+ ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 1 ), baseRotScale.y, angle.y );
+ ExtractAnimValue( frame, pValuesPtr->pAnimvalue( 2 ), baseRotScale.z, angle.z );
+
+ if (!(panim->flags & STUDIO_ANIM_DELTA))
+ {
+ angle.x = angle.x + baseRot.x;
+ angle.y = angle.y + baseRot.y;
+ angle.z = angle.z + baseRot.z;
+ }
+
+ Assert( angle.IsValid() );
+ AngleQuaternion( angle, q );
+ }
+
+ Assert( q.IsValid() );
+
+ // align to unified bone
+ if (!(panim->flags & STUDIO_ANIM_DELTA) && (iBaseFlags & BONE_FIXED_ALIGNMENT))
+ {
+ QuaternionAlign( baseAlignment, q, q );
+ }
+}
+
+inline void CalcBoneQuaternion( int frame, float s,
+ const mstudiobone_t *pBone,
+ const mstudiolinearbone_t *pLinearBones,
+ const mstudioanim_t *panim, Quaternion &q )
+{
+ if (pLinearBones)
+ {
+ CalcBoneQuaternion( frame, s, pLinearBones->quat(panim->bone), pLinearBones->rot(panim->bone), pLinearBones->rotscale(panim->bone), pLinearBones->flags(panim->bone), pLinearBones->qalignment(panim->bone), panim, q );
+ }
+ else
+ {
+ CalcBoneQuaternion( frame, s, pBone->quat, pBone->rot, pBone->rotscale, pBone->flags, pBone->qAlignment, panim, q );
+ }
+}
+
+
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: return a sub frame position for a single bone
+//-----------------------------------------------------------------------------
+void CalcBonePosition( int frame, float s,
+ const Vector &basePos, const Vector &baseBoneScale,
+ const mstudioanim_t *panim, Vector &pos )
+{
+ if (panim->flags & STUDIO_ANIM_RAWPOS)
+ {
+ pos = *(panim->pPos());
+ Assert( pos.IsValid() );
+
+ return;
+ }
+ else if (!(panim->flags & STUDIO_ANIM_ANIMPOS))
+ {
+ if (panim->flags & STUDIO_ANIM_DELTA)
+ {
+ pos.Init( 0.0f, 0.0f, 0.0f );
+ }
+ else
+ {
+ pos = basePos;
+ }
+ return;
+ }
+
+ mstudioanim_valueptr_t *pPosV = panim->pPosV();
+ int j;
+
+ if (s > 0.001f)
+ {
+ float v1, v2;
+ for (j = 0; j < 3; j++)
+ {
+ ExtractAnimValue( frame, pPosV->pAnimvalue( j ), baseBoneScale[j], v1, v2 );
+ pos[j] = v1 * (1.0 - s) + v2 * s;
+ }
+ }
+ else
+ {
+ for (j = 0; j < 3; j++)
+ {
+ ExtractAnimValue( frame, pPosV->pAnimvalue( j ), baseBoneScale[j], pos[j] );
+ }
+ }
+
+ if (!(panim->flags & STUDIO_ANIM_DELTA))
+ {
+ pos.x = pos.x + basePos.x;
+ pos.y = pos.y + basePos.y;
+ pos.z = pos.z + basePos.z;
+ }
+
+ Assert( pos.IsValid() );
+}
+
+
+inline void CalcBonePosition( int frame, float s,
+ const mstudiobone_t *pBone,
+ const mstudiolinearbone_t *pLinearBones,
+ const mstudioanim_t *panim, Vector &pos )
+{
+ if (pLinearBones)
+ {
+ CalcBonePosition( frame, s, pLinearBones->pos(panim->bone), pLinearBones->posscale(panim->bone), panim, pos );
+ }
+ else
+ {
+ CalcBonePosition( frame, s, pBone->pos, pBone->posscale, panim, pos );
+ }
+}
+
+
+
+void SetupSingleBoneMatrix(
+ CStudioHdr *pOwnerHdr,
+ int nSequence,
+ int iFrame,
+ int iBone,
+ matrix3x4_t &mBoneLocal )
+{
+ mstudioseqdesc_t &seqdesc = pOwnerHdr->pSeqdesc( nSequence );
+ mstudioanimdesc_t &animdesc = pOwnerHdr->pAnimdesc( seqdesc.anim( 0, 0 ) );
+ int iLocalFrame = iFrame;
+ mstudioanim_t *panim = animdesc.pAnim( &iLocalFrame );
+ float s = 0;
+ mstudiobone_t *pbone = pOwnerHdr->pBone( iBone );
+
+ Quaternion boneQuat;
+ Vector bonePos;
+
+ // search for bone
+ while (panim && panim->bone != iBone)
+ {
+ panim = panim->pNext();
+ }
+
+ // look up animation if found, if not, initialize
+ if (panim && seqdesc.weight(iBone) > 0)
+ {
+ CalcBoneQuaternion( iLocalFrame, s, pbone, NULL, panim, boneQuat );
+ CalcBonePosition ( iLocalFrame, s, pbone, NULL, panim, bonePos );
+ }
+ else if (animdesc.flags & STUDIO_DELTA)
+ {
+ boneQuat.Init( 0.0f, 0.0f, 0.0f, 1.0f );
+ bonePos.Init( 0.0f, 0.0f, 0.0f );
+ }
+ else
+ {
+ boneQuat = pbone->quat;
+ bonePos = pbone->pos;
+ }
+
+ QuaternionMatrix( boneQuat, bonePos, mBoneLocal );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+static void CalcDecompressedAnimation( const mstudiocompressedikerror_t *pCompressed, int iFrame, float fraq, Vector &pos, Quaternion &q )
+{
+ if (fraq > 0.0001f)
+ {
+ Vector p1, p2;
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 0 ), pCompressed->scale[0], p1.x, p2.x );
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 1 ), pCompressed->scale[1], p1.y, p2.y );
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 2 ), pCompressed->scale[2], p1.z, p2.z );
+ pos = p1 * (1 - fraq) + p2 * fraq;
+
+ Quaternion q1, q2;
+ RadianEuler angle1, angle2;
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 3 ), pCompressed->scale[3], angle1.x, angle2.x );
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 4 ), pCompressed->scale[4], angle1.y, angle2.y );
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 5 ), pCompressed->scale[5], angle1.z, angle2.z );
+
+ if (angle1.x != angle2.x || angle1.y != angle2.y || angle1.z != angle2.z)
+ {
+ AngleQuaternion( angle1, q1 );
+ AngleQuaternion( angle2, q2 );
+ QuaternionBlend( q1, q2, fraq, q );
+ }
+ else
+ {
+ AngleQuaternion( angle1, q );
+ }
+ }
+ else
+ {
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 0 ), pCompressed->scale[0], pos.x );
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 1 ), pCompressed->scale[1], pos.y );
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 2 ), pCompressed->scale[2], pos.z );
+
+ RadianEuler angle;
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 3 ), pCompressed->scale[3], angle.x );
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 4 ), pCompressed->scale[4], angle.y );
+ ExtractAnimValue( iFrame, pCompressed->pAnimvalue( 5 ), pCompressed->scale[5], angle.z );
+
+ AngleQuaternion( angle, q );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: translate animations done in a non-standard parent space
+//-----------------------------------------------------------------------------
+static void CalcLocalHierarchyAnimation(
+ const CStudioHdr *pStudioHdr,
+ matrix3x4_t *boneToWorld,
+ CBoneBitList &boneComputed,
+ Vector *pos,
+ Quaternion *q,
+ //const mstudioanimdesc_t &animdesc,
+ const mstudiobone_t *pbone,
+ mstudiolocalhierarchy_t *pHierarchy,
+ int iBone,
+ int iNewParent,
+ float cycle,
+ int iFrame,
+ float flFraq,
+ int boneMask
+ )
+{
+ Vector localPos;
+ Quaternion localQ;
+
+ // make fake root transform
+ static ALIGN16 matrix3x4_t rootXform ALIGN16_POST ( 1.0f, 0, 0, 0, 0, 1.0f, 0, 0, 0, 0, 1.0f, 0 );
+
+ // FIXME: missing check to see if seq has a weight for this bone
+ float weight = 1.0f;
+
+ // check to see if there's a ramp on the influence
+ if ( pHierarchy->tail - pHierarchy->peak < 1.0f )
+ {
+ float index = cycle;
+
+ if (pHierarchy->end > 1.0f && index < pHierarchy->start)
+ index += 1.0f;
+
+ if (index < pHierarchy->start)
+ return;
+ if (index >= pHierarchy->end)
+ return;
+
+ if (index < pHierarchy->peak && pHierarchy->start != pHierarchy->peak)
+ {
+ weight = (index - pHierarchy->start) / (pHierarchy->peak - pHierarchy->start);
+ }
+ else if (index > pHierarchy->tail && pHierarchy->end != pHierarchy->tail)
+ {
+ weight = (pHierarchy->end - index) / (pHierarchy->end - pHierarchy->tail);
+ }
+
+ weight = SimpleSpline( weight );
+ }
+
+ CalcDecompressedAnimation( pHierarchy->pLocalAnim(), iFrame - pHierarchy->iStart, flFraq, localPos, localQ );
+
+ BuildBoneChain( pStudioHdr, rootXform, pos, q, iBone, boneToWorld, boneComputed );
+ BuildBoneChain( pStudioHdr, rootXform, pos, q, iNewParent, boneToWorld, boneComputed );
+
+ matrix3x4_t localXform;
+ AngleMatrix( localQ, localPos, localXform );
+
+ ConcatTransforms( boneToWorld[iNewParent], localXform, boneToWorld[iBone] );
+
+ // back solve
+ Vector p1;
+ Quaternion q1;
+ int n = pbone[iBone].parent;
+ if (n == -1)
+ {
+ if (weight == 1.0f)
+ {
+ MatrixAngles( boneToWorld[iBone], q[iBone], pos[iBone] );
+ }
+ else
+ {
+ MatrixAngles( boneToWorld[iBone], q1, p1 );
+ QuaternionSlerp( q[iBone], q1, weight, q[iBone] );
+ pos[iBone] = Lerp( weight, p1, pos[iBone] );
+ }
+ }
+ else
+ {
+ matrix3x4_t worldToBone;
+ MatrixInvert( boneToWorld[n], worldToBone );
+
+ matrix3x4_t local;
+ ConcatTransforms( worldToBone, boneToWorld[iBone], local );
+ if (weight == 1.0f)
+ {
+ MatrixAngles( local, q[iBone], pos[iBone] );
+ }
+ else
+ {
+ MatrixAngles( local, q1, p1 );
+ QuaternionSlerp( q[iBone], q1, weight, q[iBone] );
+ pos[iBone] = Lerp( weight, p1, pos[iBone] );
+ }
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Calc Zeroframe Data
+//-----------------------------------------------------------------------------
+
+static void CalcZeroframeData( const CStudioHdr *pStudioHdr, const studiohdr_t *pAnimStudioHdr, const virtualgroup_t *pAnimGroup, const mstudiobone_t *pAnimbone, mstudioanimdesc_t &animdesc, float fFrame, Vector *pos, Quaternion *q, int boneMask, float flWeight )
+{
+ byte *pData = animdesc.pZeroFrameData();
+
+ if (!pData)
+ return;
+
+ int i, j;
+
+ // Msg("zeroframe %s\n", animdesc.pszName() );
+ if (animdesc.zeroframecount == 1)
+ {
+ for (j = 0; j < pAnimStudioHdr->numbones; j++)
+ {
+ if (pAnimGroup)
+ i = pAnimGroup->masterBone[j];
+ else
+ i = j;
+
+ if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_POS)
+ {
+ if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask))
+ {
+ Vector p = *(Vector48 *)pData;
+ pos[i] = pos[i] * (1.0f - flWeight) + p * flWeight;
+ Assert( pos[i].IsValid() );
+ }
+ pData += sizeof( Vector48 );
+ }
+ if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT)
+ {
+ if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask))
+ {
+ Quaternion q0 = *(Quaternion64 *)pData;
+ QuaternionBlend( q[i], q0, flWeight, q[i] );
+ Assert( q[i].IsValid() );
+ }
+ pData += sizeof( Quaternion64 );
+ }
+ }
+ }
+ else
+ {
+ float s1;
+ int index = fFrame / animdesc.zeroframespan;
+ if (index >= animdesc.zeroframecount - 1)
+ {
+ index = animdesc.zeroframecount - 2;
+ s1 = 1.0f;
+ }
+ else
+ {
+ s1 = clamp( (fFrame - index * animdesc.zeroframespan) / animdesc.zeroframespan, 0.0f, 1.0f );
+ }
+ int i0 = max( index - 1, 0 );
+ int i1 = index;
+ int i2 = min( index + 1, animdesc.zeroframecount - 1 );
+ for (j = 0; j < pAnimStudioHdr->numbones; j++)
+ {
+ if (pAnimGroup)
+ i = pAnimGroup->masterBone[j];
+ else
+ i = j;
+
+ if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_POS)
+ {
+ if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask))
+ {
+ Vector p0 = *(((Vector48 *)pData) + i0);
+ Vector p1 = *(((Vector48 *)pData) + i1);
+ Vector p2 = *(((Vector48 *)pData) + i2);
+ Vector p3;
+ Hermite_Spline( p0, p1, p2, s1, p3 );
+ pos[i] = pos[i] * (1.0f - flWeight) + p3 * flWeight;
+ Assert( pos[i].IsValid() );
+ }
+ pData += sizeof( Vector48 ) * animdesc.zeroframecount;
+ }
+ if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT)
+ {
+ if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask))
+ {
+ Quaternion q0 = *(((Quaternion64 *)pData) + i0);
+ Quaternion q1 = *(((Quaternion64 *)pData) + i1);
+ Quaternion q2 = *(((Quaternion64 *)pData) + i2);
+ if (flWeight == 1.0f)
+ {
+ Hermite_Spline( q0, q1, q2, s1, q[i] );
+ }
+ else
+ {
+ Quaternion q3;
+ Hermite_Spline( q0, q1, q2, s1, q3 );
+ QuaternionBlend( q[i], q3, flWeight, q[i] );
+ }
+ Assert( q[i].IsValid() );
+ }
+ pData += sizeof( Quaternion64 ) * animdesc.zeroframecount;
+ }
+ }
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Find and decode a sub-frame of animation, remapping the skeleton bone indexes
+//-----------------------------------------------------------------------------
+static void CalcVirtualAnimation( virtualmodel_t *pVModel, const CStudioHdr *pStudioHdr, Vector *pos, Quaternion *q,
+ mstudioseqdesc_t &seqdesc, int sequence, int animation,
+ float cycle, int boneMask )
+{
+ int i, j, k;
+
+ const mstudiobone_t *pbone;
+ const virtualgroup_t *pSeqGroup;
+ const studiohdr_t *pSeqStudioHdr;
+ const mstudiolinearbone_t *pSeqLinearBones;
+ const mstudiobone_t *pSeqbone;
+ const mstudioanim_t *panim;
+ const studiohdr_t *pAnimStudioHdr;
+ const mstudiolinearbone_t *pAnimLinearBones;
+ const mstudiobone_t *pAnimbone;
+ const virtualgroup_t *pAnimGroup;
+
+ pSeqGroup = pVModel->pSeqGroup( sequence );
+ int baseanimation = pStudioHdr->iRelativeAnim( sequence, animation );
+ mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( baseanimation );
+ pSeqStudioHdr = ((CStudioHdr *)pStudioHdr)->pSeqStudioHdr( sequence );
+ pSeqLinearBones = pSeqStudioHdr->pLinearBones();
+ pSeqbone = pSeqStudioHdr->pBone( 0 );
+ pAnimGroup = pVModel->pAnimGroup( baseanimation );
+ pAnimStudioHdr = ((CStudioHdr *)pStudioHdr)->pAnimStudioHdr( baseanimation );
+ pAnimLinearBones = pAnimStudioHdr->pLinearBones();
+ pAnimbone = pAnimStudioHdr->pBone( 0 );
+
+ int iFrame;
+ float s;
+
+ float fFrame = cycle * (animdesc.numframes - 1);
+
+ iFrame = (int)fFrame;
+ s = (fFrame - iFrame);
+
+ int iLocalFrame = iFrame;
+ float flStall;
+ panim = animdesc.pAnim( &iLocalFrame, flStall );
+
+ float *pweight = seqdesc.pBoneweight( 0 );
+ pbone = pStudioHdr->pBone( 0 );
+
+ for (i = 0; i < pStudioHdr->numbones(); i++)
+ {
+ if (pStudioHdr->boneFlags(i) & boneMask)
+ {
+ int j = pSeqGroup->boneMap[i];
+ if (j >= 0 && pweight[j] > 0.0f)
+ {
+ if (animdesc.flags & STUDIO_DELTA)
+ {
+ q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f );
+ pos[i].Init( 0.0f, 0.0f, 0.0f );
+ }
+ else if (pSeqLinearBones)
+ {
+ q[i] = pSeqLinearBones->quat(j);
+ pos[i] = pSeqLinearBones->pos(j);
+ }
+ else
+ {
+ q[i] = pSeqbone[j].quat;
+ pos[i] = pSeqbone[j].pos;
+ }
+#ifdef STUDIO_ENABLE_PERF_COUNTERS
+ pStudioHdr->m_nPerfUsedBones++;
+#endif
+ }
+ }
+ }
+
+ // if the animation isn't available, look for the zero frame cache
+ if (!panim)
+ {
+ CalcZeroframeData( ((CStudioHdr *)pStudioHdr), pAnimStudioHdr, pAnimGroup, pAnimbone, animdesc, fFrame, pos, q, boneMask, 1.0 );
+ return;
+ }
+
+ // FIXME: change encoding so that bone -1 is never the case
+ while (panim && panim->bone < 255)
+ {
+ j = pAnimGroup->masterBone[panim->bone];
+ if ( j >= 0 && ( pStudioHdr->boneFlags(j) & boneMask ) )
+ {
+ k = pSeqGroup->boneMap[j];
+
+ if (k >= 0 && pweight[k] > 0.0f)
+ {
+ CalcBoneQuaternion( iLocalFrame, s, &pAnimbone[panim->bone], pAnimLinearBones, panim, q[j] );
+ CalcBonePosition ( iLocalFrame, s, &pAnimbone[panim->bone], pAnimLinearBones, panim, pos[j] );
+#ifdef STUDIO_ENABLE_PERF_COUNTERS
+ pStudioHdr->m_nPerfAnimatedBones++;
+#endif
+ }
+ }
+ panim = panim->pNext();
+ }
+
+ // cross fade in previous zeroframe data
+ if (flStall > 0.0f)
+ {
+ CalcZeroframeData( pStudioHdr, pAnimStudioHdr, pAnimGroup, pAnimbone, animdesc, fFrame, pos, q, boneMask, flStall );
+ }
+
+ // calculate a local hierarchy override
+ if (animdesc.numlocalhierarchy)
+ {
+ matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList boneComputed;
+
+ int i;
+ for (i = 0; i < animdesc.numlocalhierarchy; i++)
+ {
+ mstudiolocalhierarchy_t *pHierarchy = animdesc.pHierarchy( i );
+
+ if ( !pHierarchy )
+ break;
+
+ int iBone = pAnimGroup->masterBone[pHierarchy->iBone];
+ if (iBone >= 0 && (pStudioHdr->boneFlags(iBone) & boneMask))
+ {
+ int iNewParent = pAnimGroup->masterBone[pHierarchy->iNewParent];
+ if (iNewParent >= 0 && (pStudioHdr->boneFlags(iNewParent) & boneMask))
+ {
+ CalcLocalHierarchyAnimation( pStudioHdr, boneToWorld, boneComputed, pos, q, pbone, pHierarchy, iBone, iNewParent, cycle, iFrame, s, boneMask );
+ }
+ }
+ }
+
+ g_MatrixPool.Free( boneToWorld );
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Find and decode a sub-frame of animation
+//-----------------------------------------------------------------------------
+
+static void CalcAnimation( const CStudioHdr *pStudioHdr, Vector *pos, Quaternion *q,
+ mstudioseqdesc_t &seqdesc,
+ int sequence, int animation,
+ float cycle, int boneMask )
+{
+#ifdef STUDIO_ENABLE_PERF_COUNTERS
+ pStudioHdr->m_nPerfAnimationLayers++;
+#endif
+
+ virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
+
+ if (pVModel)
+ {
+ CalcVirtualAnimation( pVModel, pStudioHdr, pos, q, seqdesc, sequence, animation, cycle, boneMask );
+ return;
+ }
+
+ mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( animation );
+ mstudiobone_t *pbone = pStudioHdr->pBone( 0 );
+ const mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones();
+
+ int i;
+ int iFrame;
+ float s;
+
+ float fFrame = cycle * (animdesc.numframes - 1);
+
+ iFrame = (int)fFrame;
+ s = (fFrame - iFrame);
+
+ int iLocalFrame = iFrame;
+ float flStall;
+ mstudioanim_t *panim = animdesc.pAnim( &iLocalFrame, flStall );
+
+ float *pweight = seqdesc.pBoneweight( 0 );
+
+ // if the animation isn't available, look for the zero frame cache
+ if (!panim)
+ {
+ // Msg("zeroframe %s\n", animdesc.pszName() );
+ // pre initialize
+ for (i = 0; i < pStudioHdr->numbones(); i++, pbone++, pweight++)
+ {
+ if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask))
+ {
+ if (animdesc.flags & STUDIO_DELTA)
+ {
+ q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f );
+ pos[i].Init( 0.0f, 0.0f, 0.0f );
+ }
+ else
+ {
+ q[i] = pbone->quat;
+ pos[i] = pbone->pos;
+ }
+ }
+ }
+
+ CalcZeroframeData( pStudioHdr, pStudioHdr->GetRenderHdr(), NULL, pStudioHdr->pBone( 0 ), animdesc, fFrame, pos, q, boneMask, 1.0 );
+
+ return;
+ }
+
+ // BUGBUG: the sequence, the anim, and the model can have all different bone mappings.
+ for (i = 0; i < pStudioHdr->numbones(); i++, pbone++, pweight++)
+ {
+ if (panim && panim->bone == i)
+ {
+ if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask))
+ {
+ CalcBoneQuaternion( iLocalFrame, s, pbone, pLinearBones, panim, q[i] );
+ CalcBonePosition ( iLocalFrame, s, pbone, pLinearBones, panim, pos[i] );
+#ifdef STUDIO_ENABLE_PERF_COUNTERS
+ pStudioHdr->m_nPerfAnimatedBones++;
+ pStudioHdr->m_nPerfUsedBones++;
+#endif
+ }
+ panim = panim->pNext();
+ }
+ else if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask))
+ {
+ if (animdesc.flags & STUDIO_DELTA)
+ {
+ q[i].Init( 0.0f, 0.0f, 0.0f, 1.0f );
+ pos[i].Init( 0.0f, 0.0f, 0.0f );
+ }
+ else
+ {
+ q[i] = pbone->quat;
+ pos[i] = pbone->pos;
+ }
+#ifdef STUDIO_ENABLE_PERF_COUNTERS
+ pStudioHdr->m_nPerfUsedBones++;
+#endif
+ }
+ }
+
+ // cross fade in previous zeroframe data
+ if (flStall > 0.0f)
+ {
+ CalcZeroframeData( pStudioHdr, pStudioHdr->GetRenderHdr(), NULL, pStudioHdr->pBone( 0 ), animdesc, fFrame, pos, q, boneMask, flStall );
+ }
+
+ if (animdesc.numlocalhierarchy)
+ {
+ matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList boneComputed;
+
+ int i;
+ for (i = 0; i < animdesc.numlocalhierarchy; i++)
+ {
+ mstudiolocalhierarchy_t *pHierarchy = animdesc.pHierarchy( i );
+
+ if ( !pHierarchy )
+ break;
+
+ if (pStudioHdr->boneFlags(pHierarchy->iBone) & boneMask)
+ {
+ if (pStudioHdr->boneFlags(pHierarchy->iNewParent) & boneMask)
+ {
+ CalcLocalHierarchyAnimation( pStudioHdr, boneToWorld, boneComputed, pos, q, pbone, pHierarchy, pHierarchy->iBone, pHierarchy->iNewParent, cycle, iFrame, s, boneMask );
+ }
+ }
+ }
+
+ g_MatrixPool.Free( boneToWorld );
+ }
+
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: qt = ( s * p ) * q
+//-----------------------------------------------------------------------------
+void QuaternionSM( float s, const Quaternion &p, const Quaternion &q, Quaternion &qt )
+{
+ Quaternion p1, q1;
+
+ QuaternionScale( p, s, p1 );
+ QuaternionMult( p1, q, q1 );
+ QuaternionNormalize( q1 );
+ qt[0] = q1[0];
+ qt[1] = q1[1];
+ qt[2] = q1[2];
+ qt[3] = q1[3];
+}
+
+#if ALLOW_SIMD_QUATERNION_MATH
+FORCEINLINE fltx4 QuaternionSMSIMD( float s, const fltx4 &p, const fltx4 &q )
+{
+ fltx4 p1, q1, result;
+ p1 = QuaternionScaleSIMD( p, s );
+ q1 = QuaternionMultSIMD( p1, q );
+ result = QuaternionNormalizeSIMD( q1 );
+ return result;
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: qt = p * ( s * q )
+//-----------------------------------------------------------------------------
+void QuaternionMA( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt )
+{
+ Quaternion p1, q1;
+
+ QuaternionScale( q, s, q1 );
+ QuaternionMult( p, q1, p1 );
+ QuaternionNormalize( p1 );
+ qt[0] = p1[0];
+ qt[1] = p1[1];
+ qt[2] = p1[2];
+ qt[3] = p1[3];
+}
+
+#if ALLOW_SIMD_QUATERNION_MATH
+FORCEINLINE fltx4 QuaternionMASIMD( const fltx4 &p, float s, const fltx4 &q )
+{
+ fltx4 p1, q1, result;
+ q1 = QuaternionScaleSIMD( q, s );
+ p1 = QuaternionMultSIMD( p, q1 );
+ result = QuaternionNormalizeSIMD( p1 );
+ return result;
+}
+#endif
+
+
+//-----------------------------------------------------------------------------
+// Purpose: qt = p + s * q
+//-----------------------------------------------------------------------------
+void QuaternionAccumulate( const Quaternion &p, float s, const Quaternion &q, Quaternion &qt )
+{
+ Quaternion q2;
+ QuaternionAlign( p, q, q2 );
+
+ qt[0] = p[0] + s * q2[0];
+ qt[1] = p[1] + s * q2[1];
+ qt[2] = p[2] + s * q2[2];
+ qt[3] = p[3] + s * q2[3];
+}
+
+#if ALLOW_SIMD_QUATERNION_MATH
+FORCEINLINE fltx4 QuaternionAccumulateSIMD( const fltx4 &p, float s, const fltx4 &q )
+{
+ fltx4 q2, s4, result;
+ q2 = QuaternionAlignSIMD( p, q );
+ s4 = ReplicateX4( s );
+ result = MaddSIMD( s4, q2, p );
+ return result;
+}
+#endif
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: blend together in world space q1,pos1 with q2,pos2. Return result in q1,pos1.
+// 0 returns q1, pos1. 1 returns q2, pos2
+//-----------------------------------------------------------------------------
+
+void WorldSpaceSlerp(
+ const CStudioHdr *pStudioHdr,
+ Quaternion q1[MAXSTUDIOBONES],
+ Vector pos1[MAXSTUDIOBONES],
+ mstudioseqdesc_t &seqdesc,
+ int sequence,
+ const Quaternion q2[MAXSTUDIOBONES],
+ const Vector pos2[MAXSTUDIOBONES],
+ float s,
+ int boneMask )
+{
+ int i, j;
+ float s1; // weight of parent for q2, pos2
+ float s2; // weight for q2, pos2
+
+ // make fake root transform
+ matrix3x4_t rootXform;
+ SetIdentityMatrix( rootXform );
+
+ // matrices for q2, pos2
+ matrix3x4_t *srcBoneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList srcBoneComputed;
+
+ matrix3x4_t *destBoneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList destBoneComputed;
+
+ matrix3x4_t *targetBoneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList targetBoneComputed;
+
+ virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
+ const virtualgroup_t *pSeqGroup = NULL;
+ if (pVModel)
+ {
+ pSeqGroup = pVModel->pSeqGroup( sequence );
+ }
+
+ mstudiobone_t *pbone = pStudioHdr->pBone( 0 );
+
+ for (i = 0; i < pStudioHdr->numbones(); i++)
+ {
+ // skip unused bones
+ if (!(pStudioHdr->boneFlags(i) & boneMask))
+ {
+ continue;
+ }
+
+ int n = pbone[i].parent;
+ s1 = 0.0;
+ if (pSeqGroup)
+ {
+ j = pSeqGroup->boneMap[i];
+ if (j >= 0)
+ {
+ s2 = s * seqdesc.weight( j ); // blend in based on this bones weight
+ if (n != -1)
+ {
+ s1 = s * seqdesc.weight( pSeqGroup->boneMap[n] );
+ }
+ }
+ else
+ {
+ s2 = 0.0;
+ }
+ }
+ else
+ {
+ s2 = s * seqdesc.weight( i ); // blend in based on this bones weight
+ if (n != -1)
+ {
+ s1 = s * seqdesc.weight( n );
+ }
+ }
+
+ if (s1 == 1.0 && s2 == 1.0)
+ {
+ pos1[i] = pos2[i];
+ q1[i] = q2[i];
+ }
+ else if (s2 > 0.0)
+ {
+ Quaternion srcQ, destQ;
+ Vector srcPos, destPos;
+ Quaternion targetQ;
+ Vector targetPos;
+ Vector tmp;
+
+ BuildBoneChain( pStudioHdr, rootXform, pos1, q1, i, destBoneToWorld, destBoneComputed );
+ BuildBoneChain( pStudioHdr, rootXform, pos2, q2, i, srcBoneToWorld, srcBoneComputed );
+
+ MatrixAngles( destBoneToWorld[i], destQ, destPos );
+ MatrixAngles( srcBoneToWorld[i], srcQ, srcPos );
+
+ QuaternionSlerp( destQ, srcQ, s2, targetQ );
+ AngleMatrix( targetQ, destPos, targetBoneToWorld[i] );
+
+ // back solve
+ if (n == -1)
+ {
+ MatrixAngles( targetBoneToWorld[i], q1[i], tmp );
+ }
+ else
+ {
+ matrix3x4_t worldToBone;
+ MatrixInvert( targetBoneToWorld[n], worldToBone );
+
+ matrix3x4_t local;
+ ConcatTransforms( worldToBone, targetBoneToWorld[i], local );
+ MatrixAngles( local, q1[i], tmp );
+
+ // blend bone lengths (local space)
+ pos1[i] = Lerp( s2, pos1[i], pos2[i] );
+ }
+ }
+ }
+ g_MatrixPool.Free( srcBoneToWorld );
+ g_MatrixPool.Free( destBoneToWorld );
+ g_MatrixPool.Free( targetBoneToWorld );
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: blend together q1,pos1 with q2,pos2. Return result in q1,pos1.
+// 0 returns q1, pos1. 1 returns q2, pos2
+//-----------------------------------------------------------------------------
+void SlerpBones(
+ const CStudioHdr *pStudioHdr,
+ Quaternion q1[MAXSTUDIOBONES],
+ Vector pos1[MAXSTUDIOBONES],
+ mstudioseqdesc_t &seqdesc, // source of q2 and pos2
+ int sequence,
+ const QuaternionAligned q2[MAXSTUDIOBONES],
+ const Vector pos2[MAXSTUDIOBONES],
+ float s,
+ int boneMask )
+{
+ if (s <= 0.0f)
+ return;
+ if (s > 1.0f)
+ {
+ s = 1.0f;
+ }
+
+ if (seqdesc.flags & STUDIO_WORLD)
+ {
+ WorldSpaceSlerp( pStudioHdr, q1, pos1, seqdesc, sequence, q2, pos2, s, boneMask );
+ return;
+ }
+
+ int i, j;
+ virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
+ const virtualgroup_t *pSeqGroup = NULL;
+ if (pVModel)
+ {
+ pSeqGroup = pVModel->pSeqGroup( sequence );
+ }
+
+ // Build weightlist for all bones
+ int nBoneCount = pStudioHdr->numbones();
+ float *pS2 = (float*)stackalloc( nBoneCount * sizeof(float) );
+ for (i = 0; i < nBoneCount; i++)
+ {
+ // skip unused bones
+ if (!(pStudioHdr->boneFlags(i) & boneMask))
+ {
+ pS2[i] = 0.0f;
+ continue;
+ }
+
+ if ( !pSeqGroup )
+ {
+ pS2[i] = s * seqdesc.weight( i ); // blend in based on this bones weight
+ continue;
+ }
+
+ j = pSeqGroup->boneMap[i];
+ if ( j >= 0 )
+ {
+ pS2[i] = s * seqdesc.weight( j ); // blend in based on this bones weight
+ }
+ else
+ {
+ pS2[i] = 0.0;
+ }
+ }
+
+ float s1, s2;
+ if ( seqdesc.flags & STUDIO_DELTA )
+ {
+ for ( i = 0; i < nBoneCount; i++ )
+ {
+ s2 = pS2[i];
+ if ( s2 <= 0.0f )
+ continue;
+
+ if ( seqdesc.flags & STUDIO_POST )
+ {
+#ifndef _X360
+ QuaternionMA( q1[i], s2, q2[i], q1[i] );
+#else
+ fltx4 q1simd = LoadUnalignedSIMD( q1[i].Base() );
+ fltx4 q2simd = LoadAlignedSIMD( q2[i] );
+ fltx4 result = QuaternionMASIMD( q1simd, s2, q2simd );
+ StoreUnalignedSIMD( q1[i].Base(), result );
+#endif
+ // 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
+ {
+#ifndef _X360
+ QuaternionSM( s2, q2[i], q1[i], q1[i] );
+#else
+ fltx4 q1simd = LoadUnalignedSIMD( q1[i].Base() );
+ fltx4 q2simd = LoadAlignedSIMD( q2[i] );
+ fltx4 result = QuaternionSMSIMD( s2, q2simd, q1simd );
+ StoreUnalignedSIMD( q1[i].Base(), result );
+#endif
+
+ // 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;
+ }
+ }
+ return;
+ }
+
+ QuaternionAligned q3;
+ for (i = 0; i < nBoneCount; i++)
+ {
+ s2 = pS2[i];
+ if ( s2 <= 0.0f )
+ continue;
+
+ s1 = 1.0 - s2;
+
+#ifdef _X360
+ fltx4 q1simd, q2simd, result;
+ q1simd = LoadUnalignedSIMD( q1[i].Base() );
+ q2simd = LoadAlignedSIMD( q2[i] );
+#endif
+ if ( pStudioHdr->boneFlags(i) & BONE_FIXED_ALIGNMENT )
+ {
+#ifndef _X360
+ QuaternionSlerpNoAlign( q2[i], q1[i], s1, q3 );
+#else
+ result = QuaternionSlerpNoAlignSIMD( q2simd, q1simd, s1 );
+#endif
+ }
+ else
+ {
+#ifndef _X360
+ QuaternionSlerp( q2[i], q1[i], s1, q3 );
+#else
+ result = QuaternionSlerpSIMD( q2simd, q1simd, s1 );
+#endif
+ }
+
+#ifndef _X360
+ q1[i][0] = q3[0];
+ q1[i][1] = q3[1];
+ q1[i][2] = q3[2];
+ q1[i][3] = q3[3];
+#else
+ StoreUnalignedSIMD( q1[i].Base(), result );
+#endif
+
+ 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;
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Inter-animation blend. Assumes both types are identical.
+// blend together q1,pos1 with q2,pos2. Return result in q1,pos1.
+// 0 returns q1, pos1. 1 returns q2, pos2
+//-----------------------------------------------------------------------------
+void BlendBones(
+ const CStudioHdr *pStudioHdr,
+ Quaternion q1[MAXSTUDIOBONES],
+ Vector pos1[MAXSTUDIOBONES],
+ mstudioseqdesc_t &seqdesc,
+ int sequence,
+ const Quaternion q2[MAXSTUDIOBONES],
+ const Vector pos2[MAXSTUDIOBONES],
+ float s,
+ int boneMask )
+{
+ int i, j;
+ Quaternion q3;
+
+ virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
+ const virtualgroup_t *pSeqGroup = NULL;
+ if (pVModel)
+ {
+ pSeqGroup = pVModel->pSeqGroup( sequence );
+ }
+
+ if (s <= 0)
+ {
+ Assert(0); // shouldn't have been called
+ return;
+ }
+ else if (s >= 1.0)
+ {
+ Assert(0); // shouldn't have been called
+ for (i = 0; i < pStudioHdr->numbones(); i++)
+ {
+ // skip unused bones
+ if (!(pStudioHdr->boneFlags(i) & boneMask))
+ {
+ continue;
+ }
+
+ if (pSeqGroup)
+ {
+ j = pSeqGroup->boneMap[i];
+ }
+ else
+ {
+ j = i;
+ }
+
+ if (j >= 0 && seqdesc.weight( j ) > 0.0)
+ {
+ q1[i] = q2[i];
+ pos1[i] = pos2[i];
+ }
+ }
+ return;
+ }
+
+ float s2 = s;
+ float s1 = 1.0 - s2;
+
+ for (i = 0; i < pStudioHdr->numbones(); i++)
+ {
+ // skip unused bones
+ if (!(pStudioHdr->boneFlags(i) & boneMask))
+ {
+ continue;
+ }
+
+ if (pSeqGroup)
+ {
+ j = pSeqGroup->boneMap[i];
+ }
+ else
+ {
+ j = i;
+ }
+
+ if (j >= 0 && seqdesc.weight( j ) > 0.0)
+ {
+ if (pStudioHdr->boneFlags(i) & BONE_FIXED_ALIGNMENT)
+ {
+ QuaternionBlendNoAlign( q2[i], q1[i], s1, q3 );
+ }
+ else
+ {
+ QuaternionBlend( 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;
+ }
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Scale a set of bones. Must be of type delta
+//-----------------------------------------------------------------------------
+void ScaleBones(
+ const CStudioHdr *pStudioHdr,
+ Quaternion q1[MAXSTUDIOBONES],
+ Vector pos1[MAXSTUDIOBONES],
+ int sequence,
+ float s,
+ int boneMask )
+{
+ int i, j;
+ Quaternion q3;
+
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( sequence );
+
+ virtualmodel_t *pVModel = pStudioHdr->GetVirtualModel();
+ const virtualgroup_t *pSeqGroup = NULL;
+ if (pVModel)
+ {
+ pSeqGroup = pVModel->pSeqGroup( sequence );
+ }
+
+ float s2 = s;
+ float s1 = 1.0 - s2;
+
+ for (i = 0; i < pStudioHdr->numbones(); i++)
+ {
+ // skip unused bones
+ if (!(pStudioHdr->boneFlags(i) & boneMask))
+ {
+ continue;
+ }
+
+ if (pSeqGroup)
+ {
+ j = pSeqGroup->boneMap[i];
+ }
+ else
+ {
+ j = i;
+ }
+
+ if (j >= 0 && seqdesc.weight( j ) > 0.0)
+ {
+ QuaternionIdentityBlend( q1[i], s1, q1[i] );
+ VectorScale( pos1[i], s2, pos1[i] );
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: resolve a global pose parameter to the specific setting for this sequence
+//-----------------------------------------------------------------------------
+void Studio_LocalPoseParameter( const CStudioHdr *pStudioHdr, const float poseParameter[], mstudioseqdesc_t &seqdesc, int iSequence, int iLocalIndex, float &flSetting, int &index )
+{
+ int iPose = pStudioHdr->GetSharedPoseParameter( iSequence, seqdesc.paramindex[iLocalIndex] );
+
+ if (iPose == -1)
+ {
+ flSetting = 0;
+ index = 0;
+ return;
+ }
+
+ const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iPose );
+
+ float flValue = poseParameter[iPose];
+
+ if (Pose.loop)
+ {
+ float wrap = (Pose.start + Pose.end) / 2.0 + Pose.loop / 2.0;
+ float shift = Pose.loop - wrap;
+
+ flValue = flValue - Pose.loop * floor((flValue + shift) / Pose.loop);
+ }
+
+ if (seqdesc.posekeyindex == 0)
+ {
+ float flLocalStart = ((float)seqdesc.paramstart[iLocalIndex] - Pose.start) / (Pose.end - Pose.start);
+ float flLocalEnd = ((float)seqdesc.paramend[iLocalIndex] - Pose.start) / (Pose.end - Pose.start);
+
+ // convert into local range
+ flSetting = (flValue - flLocalStart) / (flLocalEnd - flLocalStart);
+
+ // clamp. This shouldn't ever need to happen if it's looping.
+ if (flSetting < 0)
+ flSetting = 0;
+ if (flSetting > 1)
+ flSetting = 1;
+
+ index = 0;
+ if (seqdesc.groupsize[iLocalIndex] > 2 )
+ {
+ // estimate index
+ index = (int)(flSetting * (seqdesc.groupsize[iLocalIndex] - 1));
+ if (index == seqdesc.groupsize[iLocalIndex] - 1) index = seqdesc.groupsize[iLocalIndex] - 2;
+ flSetting = flSetting * (seqdesc.groupsize[iLocalIndex] - 1) - index;
+ }
+ }
+ else
+ {
+ flValue = flValue * (Pose.end - Pose.start) + Pose.start;
+ index = 0;
+
+ // FIXME: this needs to be 2D
+ // FIXME: this shouldn't be a linear search
+
+ while (1)
+ {
+ flSetting = (flValue - seqdesc.poseKey( iLocalIndex, index )) / (seqdesc.poseKey( iLocalIndex, index + 1 ) - seqdesc.poseKey( iLocalIndex, index ));
+ /*
+ if (index > 0 && flSetting < 0.0)
+ {
+ index--;
+ continue;
+ }
+ else
+ */
+ if (index < seqdesc.groupsize[iLocalIndex] - 2 && flSetting > 1.0)
+ {
+ index++;
+ continue;
+ }
+ break;
+ }
+
+ // clamp.
+ if (flSetting < 0.0f)
+ flSetting = 0.0f;
+ if (flSetting > 1.0f)
+ flSetting = 1.0f;
+ }
+}
+
+void Studio_CalcBoneToBoneTransform( const CStudioHdr *pStudioHdr, int inputBoneIndex, int outputBoneIndex, matrix3x4_t& matrixOut )
+{
+ mstudiobone_t *pbone = pStudioHdr->pBone( inputBoneIndex );
+
+ matrix3x4_t inputToPose;
+ MatrixInvert( pbone->poseToBone, inputToPose );
+ ConcatTransforms( pStudioHdr->pBone( outputBoneIndex )->poseToBone, inputToPose, matrixOut );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate a pose for a single sequence
+//-----------------------------------------------------------------------------
+void InitPose(
+ const CStudioHdr *pStudioHdr,
+ Vector pos[],
+ Quaternion q[],
+ int boneMask
+ )
+{
+ if (!pStudioHdr->pLinearBones())
+ {
+ for (int i = 0; i < pStudioHdr->numbones(); i++)
+ {
+ if (pStudioHdr->boneFlags( i ) & boneMask )
+ {
+ mstudiobone_t *pbone = pStudioHdr->pBone( i );
+ pos[i] = pbone->pos;
+ q[i] = pbone->quat;
+ }
+ }
+ }
+ else
+ {
+ mstudiolinearbone_t *pLinearBones = pStudioHdr->pLinearBones();
+ for (int i = 0; i < pStudioHdr->numbones(); i++)
+ {
+ if (pStudioHdr->boneFlags( i ) & boneMask )
+ {
+ pos[i] = pLinearBones->pos(i);
+ q[i] = pLinearBones->quat(i);
+ }
+ }
+ }
+}
+
+
+inline bool PoseIsAllZeros(
+ const CStudioHdr *pStudioHdr,
+ int sequence,
+ mstudioseqdesc_t &seqdesc,
+ int i0,
+ int i1
+ )
+{
+ int baseanim;
+
+ // remove "zero" positional blends
+ baseanim = pStudioHdr->iRelativeAnim( sequence, seqdesc.anim(i0 ,i1 ) );
+ mstudioanimdesc_t &anim = ((CStudioHdr *)pStudioHdr)->pAnimdesc( baseanim );
+ return (anim.flags & STUDIO_ALLZEROS) != 0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: turn a 2x2 blend into a 3 way triangle blend
+// Returns: returns the animination indices and barycentric coordinates of a triangle
+// the triangle is a right triangle, and the diagonal is between elements [0] and [2]
+//-----------------------------------------------------------------------------
+
+static ConVar anim_3wayblend( "anim_3wayblend", "1", FCVAR_REPLICATED, "Toggle the 3-way animation blending code." );
+
+void Calc3WayBlendIndices( int i0, int i1, float s0, float s1, const mstudioseqdesc_t &seqdesc, int *pAnimIndices, float *pWeight )
+{
+ // Figure out which bi-section direction we are using to make triangles.
+ bool bEven = ( ( ( i0 + i1 ) & 0x1 ) == 0 );
+
+ int x1, y1;
+ int x2, y2;
+ int x3, y3;
+
+ // diagonal is between elements 1 & 3
+ // TL to BR
+ if ( bEven )
+ {
+ if ( s0 > s1 )
+ {
+ // B
+ x1 = 0; y1 = 0;
+ x2 = 1; y2 = 0;
+ x3 = 1; y3 = 1;
+ pWeight[0] = (1.0f - s0);
+ pWeight[1] = s0 - s1;
+ }
+ else
+ {
+ // C
+ x1 = 1; y1 = 1;
+ x2 = 0; y2 = 1;
+ x3 = 0; y3 = 0;
+ pWeight[0] = s0;
+ pWeight[1] = s1 - s0;
+ }
+ }
+ // BL to TR
+ else
+ {
+ float flTotal = s0 + s1;
+
+ if( flTotal > 1.0f )
+ {
+ // D
+ x1 = 1; y1 = 0;
+ x2 = 1; y2 = 1;
+ x3 = 0; y3 = 1;
+ pWeight[0] = (1.0f - s1);
+ pWeight[1] = s0 - 1.0f + s1;
+ }
+ else
+ {
+ // A
+ x1 = 0; y1 = 1;
+ x2 = 0; y2 = 0;
+ x3 = 1; y3 = 0;
+ pWeight[0] = s1;
+ pWeight[1] = 1.0f - s0 - s1;
+ }
+ }
+
+ pAnimIndices[0] = seqdesc.anim( i0 + x1, i1 + y1 );
+ pAnimIndices[1] = seqdesc.anim( i0 + x2, i1 + y2 );
+ pAnimIndices[2] = seqdesc.anim( i0 + x3, i1 + y3 );
+
+ /*
+ float w0 = ((x2-x3)*(y3-s1) - (x3-s0)*(y2-y3)) / ((x1-x3)*(y2-y3) - (x2-x3)*(y1-y3));
+ float w1 = ((x1-x3)*(y3-s1) - (x3-s0)*(y1-y3)) / ((x2-x3)*(y1-y3) - (x1-x3)*(y2-y3));
+ Assert( pWeight[0] == w0 && pWeight[1] == w1 );
+ */
+
+ // clamp the diagonal
+ if (pWeight[1] < 0.001f)
+ pWeight[1] = 0.0f;
+ pWeight[2] = 1.0f - pWeight[0] - pWeight[1];
+
+ Assert( pWeight[0] >= 0.0f && pWeight[0] <= 1.0f );
+ Assert( pWeight[1] >= 0.0f && pWeight[1] <= 1.0f );
+ Assert( pWeight[2] >= 0.0f && pWeight[2] <= 1.0f );
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate a pose for a single sequence
+//-----------------------------------------------------------------------------
+bool CalcPoseSingle(
+ const CStudioHdr *pStudioHdr,
+ Vector pos[],
+ Quaternion q[],
+ mstudioseqdesc_t &seqdesc,
+ int sequence,
+ float cycle,
+ const float poseParameter[],
+ int boneMask,
+ float flTime
+ )
+{
+ bool bResult = true;
+
+ Vector *pos2 = g_VectorPool.Alloc();
+ Quaternion *q2 = g_QaternionPool.Alloc();
+ Vector *pos3= g_VectorPool.Alloc();
+ Quaternion *q3 = g_QaternionPool.Alloc();
+
+ if (sequence >= pStudioHdr->GetNumSeq())
+ {
+ sequence = 0;
+ seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( sequence );
+ }
+
+
+ int i0 = 0, i1 = 0;
+ float s0 = 0, s1 = 0;
+
+ Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, sequence, 0, s0, i0 );
+ Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, sequence, 1, s1, i1 );
+
+
+ if (seqdesc.flags & STUDIO_REALTIME)
+ {
+ float cps = Studio_CPS( pStudioHdr, seqdesc, sequence, poseParameter );
+ cycle = flTime * cps;
+ cycle = cycle - (int)cycle;
+ }
+ else if (seqdesc.flags & STUDIO_CYCLEPOSE)
+ {
+ int iPose = pStudioHdr->GetSharedPoseParameter( sequence, seqdesc.cycleposeindex );
+ if (iPose != -1)
+ {
+ /*
+ const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iPose );
+ cycle = poseParameter[ iPose ] * (Pose.end - Pose.start) + Pose.start;
+ */
+ cycle = poseParameter[ iPose ];
+ }
+ else
+ {
+ cycle = 0.0f;
+ }
+ }
+ else if (cycle < 0 || cycle >= 1)
+ {
+ if (seqdesc.flags & STUDIO_LOOPING)
+ {
+ cycle = cycle - (int)cycle;
+ if (cycle < 0) cycle += 1;
+ }
+ else
+ {
+ cycle = clamp( cycle, 0.0f, 1.0f );
+ }
+ }
+
+ if (s0 < 0.001)
+ {
+ if (s1 < 0.001)
+ {
+ if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0, i1 ))
+ {
+ bResult = false;
+ }
+ else
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 , i1 ), cycle, boneMask );
+ }
+ }
+ else if (s1 > 0.999)
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 , i1+1 ), cycle, boneMask );
+ }
+ else
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 , i1 ), cycle, boneMask );
+ CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0 , i1+1 ), cycle, boneMask );
+ BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s1, boneMask );
+ }
+ }
+ else if (s0 > 0.999)
+ {
+ if (s1 < 0.001)
+ {
+ if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0+1, i1 ))
+ {
+ bResult = false;
+ }
+ else
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1, i1 ), cycle, boneMask );
+ }
+ }
+ else if (s1 > 0.999)
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1, i1+1 ), cycle, boneMask );
+ }
+ else
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1, i1 ), cycle, boneMask );
+ CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1, i1+1 ), cycle, boneMask );
+ BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s1, boneMask );
+ }
+ }
+ else
+ {
+ if (s1 < 0.001)
+ {
+ if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0+1, i1 ))
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1 ), cycle, boneMask );
+ ScaleBones( pStudioHdr, q, pos, sequence, 1.0 - s0, boneMask );
+ }
+ else if (PoseIsAllZeros( pStudioHdr, sequence, seqdesc, i0, i1 ))
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0+1 ,i1 ), cycle, boneMask );
+ ScaleBones( pStudioHdr, q, pos, sequence, s0, boneMask );
+ }
+ else
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1 ), cycle, boneMask );
+ CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1,i1 ), cycle, boneMask );
+
+ BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s0, boneMask );
+ }
+ }
+ else if (s1 > 0.999)
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1+1 ), cycle, boneMask );
+ CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1,i1+1 ), cycle, boneMask );
+ BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s0, boneMask );
+ }
+ else if ( !anim_3wayblend.GetBool() )
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, seqdesc.anim( i0 ,i1 ), cycle, boneMask );
+ CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0+1,i1 ), cycle, boneMask );
+ BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s0, boneMask );
+
+ CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, seqdesc.anim( i0 , i1+1), cycle, boneMask );
+ CalcAnimation( pStudioHdr, pos3, q3, seqdesc, sequence, seqdesc.anim( i0+1, i1+1), cycle, boneMask );
+ BlendBones( pStudioHdr, q2, pos2, seqdesc, sequence, q3, pos3, s0, boneMask );
+
+ BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, s1, boneMask );
+ }
+ else
+ {
+ int iAnimIndices[3];
+ float weight[3];
+
+ Calc3WayBlendIndices( i0, i1, s0, s1, seqdesc, iAnimIndices, weight );
+
+ /*
+ char buf[256];
+ sprintf( buf, "%d %6.2f %d %6.2f : %6.2f %6.2f %6.2f\n", i0, s0, i1, s1, weight[0], weight[1], weight[2] );
+ OutputDebugString( buf );
+ */
+
+ if (weight[1] < 0.001)
+ {
+ // on diagonal
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, iAnimIndices[0], cycle, boneMask );
+ CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, iAnimIndices[2], cycle, boneMask );
+ BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, weight[2] / (weight[0] + weight[2]), boneMask );
+ }
+ else
+ {
+ CalcAnimation( pStudioHdr, pos, q, seqdesc, sequence, iAnimIndices[0], cycle, boneMask );
+ CalcAnimation( pStudioHdr, pos2, q2, seqdesc, sequence, iAnimIndices[1], cycle, boneMask );
+ BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, weight[1] / (weight[0] + weight[1]), boneMask );
+
+ CalcAnimation( pStudioHdr, pos3, q3, seqdesc, sequence, iAnimIndices[2], cycle, boneMask );
+ BlendBones( pStudioHdr, q, pos, seqdesc, sequence, q3, pos3, weight[2], boneMask );
+ }
+ }
+ }
+
+ g_VectorPool.Free( pos2 );
+ g_QaternionPool.Free( q2 );
+ g_VectorPool.Free( pos3 );
+ g_QaternionPool.Free( q3 );
+
+ return bResult;
+}
+
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate a pose for a single sequence
+// adds autolayers, runs local ik rukes
+//-----------------------------------------------------------------------------
+void CBoneSetup::AddSequenceLayers(
+ Vector pos[],
+ Quaternion q[],
+ mstudioseqdesc_t &seqdesc,
+ int sequence,
+ float cycle,
+ float flWeight,
+ float flTime,
+ CIKContext *pIKContext
+ )
+{
+ for (int i = 0; i < seqdesc.numautolayers; i++)
+ {
+ mstudioautolayer_t *pLayer = seqdesc.pAutolayer( i );
+
+ if (pLayer->flags & STUDIO_AL_LOCAL)
+ continue;
+
+ float layerCycle = cycle;
+ float layerWeight = flWeight;
+
+ if (pLayer->start != pLayer->end)
+ {
+ float s = 1.0;
+ float index;
+
+ if (!(pLayer->flags & STUDIO_AL_POSE))
+ {
+ index = cycle;
+ }
+ else
+ {
+ int iSequence = m_pStudioHdr->iRelativeSeq( sequence, pLayer->iSequence );
+ int iPose = m_pStudioHdr->GetSharedPoseParameter( iSequence, pLayer->iPose );
+ if (iPose != -1)
+ {
+ const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)m_pStudioHdr)->pPoseParameter( iPose );
+ index = m_flPoseParameter[ iPose ] * (Pose.end - Pose.start) + Pose.start;
+ }
+ 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 = SimpleSpline( s );
+ }
+
+ if ((pLayer->flags & STUDIO_AL_XFADE) && (index > 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))
+ {
+ layerCycle = (cycle - pLayer->start) / (pLayer->end - pLayer->start);
+ }
+ }
+
+ int iSequence = m_pStudioHdr->iRelativeSeq( sequence, pLayer->iSequence );
+ AccumulatePose( pos, q, iSequence, layerCycle, layerWeight, flTime, pIKContext );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate a pose for a single sequence
+// adds autolayers, runs local ik rukes
+//-----------------------------------------------------------------------------
+void CBoneSetup::AddLocalLayers(
+ Vector pos[],
+ Quaternion q[],
+ mstudioseqdesc_t &seqdesc,
+ int sequence,
+ float cycle,
+ float flWeight,
+ float flTime,
+ CIKContext *pIKContext
+ )
+{
+ if (!(seqdesc.flags & STUDIO_LOCAL))
+ {
+ return;
+ }
+
+ for (int i = 0; i < seqdesc.numautolayers; i++)
+ {
+ mstudioautolayer_t *pLayer = seqdesc.pAutolayer( i );
+
+ if (!(pLayer->flags & STUDIO_AL_LOCAL))
+ continue;
+
+ float layerCycle = cycle;
+ float layerWeight = flWeight;
+
+ if (pLayer->start != pLayer->end)
+ {
+ float s = 1.0;
+
+ if (cycle < pLayer->start)
+ continue;
+ if (cycle >= pLayer->end)
+ continue;
+
+ if (cycle < pLayer->peak && pLayer->start != pLayer->peak)
+ {
+ s = (cycle - pLayer->start) / (pLayer->peak - pLayer->start);
+ }
+ else if (cycle > pLayer->tail && pLayer->end != pLayer->tail)
+ {
+ s = (pLayer->end - cycle) / (pLayer->end - pLayer->tail);
+ }
+
+ if (pLayer->flags & STUDIO_AL_SPLINE)
+ {
+ s = SimpleSpline( s );
+ }
+
+ if ((pLayer->flags & STUDIO_AL_XFADE) && (cycle > pLayer->tail))
+ {
+ layerWeight = ( s * flWeight ) / ( 1 - flWeight + s * flWeight );
+ }
+ else if (pLayer->flags & STUDIO_AL_NOBLEND)
+ {
+ layerWeight = s;
+ }
+ else
+ {
+ layerWeight = flWeight * s;
+ }
+
+ layerCycle = (cycle - pLayer->start) / (pLayer->end - pLayer->start);
+ }
+
+ int iSequence = m_pStudioHdr->iRelativeSeq( sequence, pLayer->iSequence );
+ AccumulatePose( pos, q, iSequence, layerCycle, layerWeight, flTime, pIKContext );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: my sleezy attempt at an interface only class
+//-----------------------------------------------------------------------------
+
+IBoneSetup::IBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger )
+{
+ m_pBoneSetup = new CBoneSetup( pStudioHdr, boneMask, poseParameter, pPoseDebugger );
+}
+
+IBoneSetup::~IBoneSetup( void )
+{
+ if ( m_pBoneSetup )
+ {
+ delete m_pBoneSetup;
+ }
+}
+
+void IBoneSetup::InitPose( Vector pos[], Quaternion q[] )
+{
+ ::InitPose( m_pBoneSetup->m_pStudioHdr, pos, q, m_pBoneSetup->m_boneMask );
+}
+
+void IBoneSetup::AccumulatePose( Vector pos[], Quaternion q[], int sequence, float cycle, float flWeight, float flTime, CIKContext *pIKContext )
+{
+ m_pBoneSetup->AccumulatePose( pos, q, sequence, cycle, flWeight, flTime, pIKContext );
+}
+
+void IBoneSetup::CalcAutoplaySequences( Vector pos[], Quaternion q[], float flRealTime, CIKContext *pIKContext )
+{
+ m_pBoneSetup->CalcAutoplaySequences( pos, q, flRealTime, pIKContext );
+}
+
+void CalcBoneAdj( const CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], const float controllers[], int boneMask );
+
+// takes a "controllers[]" array normalized to 0..1 and adds in the adjustments to pos[], and q[].
+void IBoneSetup::CalcBoneAdj( Vector pos[], Quaternion q[], const float controllers[] )
+{
+ ::CalcBoneAdj( m_pBoneSetup->m_pStudioHdr, pos, q, controllers, m_pBoneSetup->m_boneMask );
+}
+
+CStudioHdr *IBoneSetup::GetStudioHdr()
+{
+ return (CStudioHdr *)m_pBoneSetup->m_pStudioHdr;
+}
+
+CBoneSetup::CBoneSetup( const CStudioHdr *pStudioHdr, int boneMask, const float poseParameter[], IPoseDebugger *pPoseDebugger )
+{
+ m_pStudioHdr = pStudioHdr;
+ m_boneMask = boneMask;
+ m_flPoseParameter = poseParameter;
+ m_pPoseDebugger = pPoseDebugger;
+}
+
+#if 0
+//-----------------------------------------------------------------------------
+// Purpose: calculate a pose for a single sequence
+// adds autolayers, runs local ik rukes
+//-----------------------------------------------------------------------------
+void CalcPose(
+ const CStudioHdr *pStudioHdr,
+ CIKContext *pIKContext,
+ Vector pos[],
+ Quaternion q[],
+ int sequence,
+ float cycle,
+ const float poseParameter[],
+ int boneMask,
+ float flWeight,
+ float flTime
+ )
+{
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( sequence );
+
+ Assert( flWeight >= 0.0f && flWeight <= 1.0f );
+ // This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up
+ flWeight = clamp( flWeight, 0.0f, 1.0f );
+
+ // add any IK locks to prevent numautolayers from moving extremities
+ CIKContext seq_ik;
+ if (seqdesc.numiklocks)
+ {
+ seq_ik.Init( pStudioHdr, vec3_angle, vec3_origin, 0.0, 0, boneMask ); // local space relative so absolute position doesn't mater
+ seq_ik.AddSequenceLocks( seqdesc, pos, q );
+ }
+
+ CalcPoseSingle( pStudioHdr, pos, q, seqdesc, sequence, cycle, poseParameter, boneMask, flTime );
+
+ if ( pIKContext )
+ {
+ pIKContext->AddDependencies( seqdesc, sequence, cycle, poseParameter, flWeight );
+ }
+
+ AddSequenceLayers( pStudioHdr, pIKContext, pos, q, seqdesc, sequence, cycle, poseParameter, boneMask, flWeight, flTime );
+
+ if (seqdesc.numiklocks)
+ {
+ seq_ik.SolveSequenceLocks( seqdesc, pos, q );
+ }
+}
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: accumulate a pose for a single sequence on top of existing animation
+// adds autolayers, runs local ik rukes
+//-----------------------------------------------------------------------------
+void CBoneSetup::AccumulatePose(
+ Vector pos[],
+ Quaternion q[],
+ int sequence,
+ float cycle,
+ float flWeight,
+ float flTime,
+ CIKContext *pIKContext
+ )
+{
+ Vector pos2[MAXSTUDIOBONES];
+ QuaternionAligned q2[MAXSTUDIOBONES];
+
+ Assert( flWeight >= 0.0f && flWeight <= 1.0f );
+ // This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up
+ flWeight = clamp( flWeight, 0.0f, 1.0f );
+
+ if ( sequence < 0 )
+ return;
+
+#ifdef CLIENT_DLL
+ // Trigger pose debugger
+ if (m_pPoseDebugger)
+ {
+ m_pPoseDebugger->AccumulatePose( m_pStudioHdr, pIKContext, pos, q, sequence, cycle, m_flPoseParameter, m_boneMask, flWeight, flTime );
+ }
+#endif
+
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)m_pStudioHdr)->pSeqdesc( sequence );
+
+ // add any IK locks to prevent extremities from moving
+ CIKContext seq_ik;
+ if (seqdesc.numiklocks)
+ {
+ seq_ik.Init( m_pStudioHdr, vec3_angle, vec3_origin, 0.0, 0, m_boneMask ); // local space relative so absolute position doesn't mater
+ seq_ik.AddSequenceLocks( seqdesc, pos, q );
+ }
+
+ if (seqdesc.flags & STUDIO_LOCAL)
+ {
+ ::InitPose( m_pStudioHdr, pos2, q2, m_boneMask );
+ }
+
+ if (CalcPoseSingle( m_pStudioHdr, pos2, q2, seqdesc, sequence, cycle, m_flPoseParameter, m_boneMask, flTime ))
+ {
+ // this weight is wrong, the IK rules won't composite at the correct intensity
+ AddLocalLayers( pos2, q2, seqdesc, sequence, cycle, 1.0, flTime, pIKContext );
+ SlerpBones( m_pStudioHdr, q, pos, seqdesc, sequence, q2, pos2, flWeight, m_boneMask );
+ }
+
+
+ if ( pIKContext )
+ {
+ pIKContext->AddDependencies( seqdesc, sequence, cycle, m_flPoseParameter, flWeight );
+ }
+
+ AddSequenceLayers( pos, q, seqdesc, sequence, cycle, flWeight, flTime, pIKContext );
+
+ if (seqdesc.numiklocks)
+ {
+ seq_ik.SolveSequenceLocks( seqdesc, pos, q );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: blend together q1,pos1 with q2,pos2. Return result in q1,pos1.
+// 0 returns q1, pos1. 1 returns q2, pos2
+//-----------------------------------------------------------------------------
+void CalcBoneAdj(
+ const CStudioHdr *pStudioHdr,
+ Vector pos[],
+ Quaternion q[],
+ const float controllers[],
+ int boneMask
+ )
+{
+ int i, j, k;
+ float value;
+ mstudiobonecontroller_t *pbonecontroller;
+ Vector p0;
+ RadianEuler a0;
+ Quaternion q0;
+
+ for (j = 0; j < pStudioHdr->numbonecontrollers(); j++)
+ {
+ pbonecontroller = pStudioHdr->pBonecontroller( j );
+ k = pbonecontroller->bone;
+
+ if (pStudioHdr->boneFlags( k ) & boneMask)
+ {
+ i = pbonecontroller->inputfield;
+ value = controllers[i];
+ if (value < 0) value = 0;
+ if (value > 1.0) value = 1.0;
+ value = (1.0 - value) * pbonecontroller->start + value * pbonecontroller->end;
+
+ switch(pbonecontroller->type & STUDIO_TYPES)
+ {
+ case STUDIO_XR:
+ a0.Init( value * (M_PI / 180.0), 0, 0 );
+ AngleQuaternion( a0, q0 );
+ QuaternionSM( 1.0, q0, q[k], q[k] );
+ break;
+ case STUDIO_YR:
+ a0.Init( 0, value * (M_PI / 180.0), 0 );
+ AngleQuaternion( a0, q0 );
+ QuaternionSM( 1.0, q0, q[k], q[k] );
+ break;
+ case STUDIO_ZR:
+ a0.Init( 0, 0, value * (M_PI / 180.0) );
+ AngleQuaternion( a0, q0 );
+ QuaternionSM( 1.0, q0, q[k], q[k] );
+ break;
+ case STUDIO_X:
+ pos[k].x += value;
+ break;
+ case STUDIO_Y:
+ pos[k].y += value;
+ break;
+ case STUDIO_Z:
+ pos[k].z += value;
+ break;
+ }
+ }
+ }
+}
+
+
+void CalcBoneDerivatives( Vector &velocity, AngularImpulse &angVel, const matrix3x4_t &prev, const matrix3x4_t &current, float dt )
+{
+ float scale = 1.0;
+ if ( dt > 0 )
+ {
+ scale = 1.0 / dt;
+ }
+
+ Vector endPosition, startPosition, deltaAxis;
+ QAngle endAngles, startAngles;
+ float deltaAngle;
+
+ MatrixAngles( prev, startAngles, startPosition );
+ MatrixAngles( current, endAngles, endPosition );
+
+ velocity.x = (endPosition.x - startPosition.x) * scale;
+ velocity.y = (endPosition.y - startPosition.y) * scale;
+ velocity.z = (endPosition.z - startPosition.z) * scale;
+ RotationDeltaAxisAngle( startAngles, endAngles, deltaAxis, deltaAngle );
+ VectorScale( deltaAxis, (deltaAngle * scale), angVel );
+}
+
+void CalcBoneVelocityFromDerivative( const QAngle &vecAngles, Vector &velocity, AngularImpulse &angVel, const matrix3x4_t &current )
+{
+ Vector vecLocalVelocity;
+ AngularImpulse LocalAngVel;
+ Quaternion q;
+ float angle;
+ MatrixAngles( current, q, vecLocalVelocity );
+ QuaternionAxisAngle( q, LocalAngVel, angle );
+ LocalAngVel *= angle;
+
+ matrix3x4_t matAngles;
+ AngleMatrix( vecAngles, matAngles );
+ VectorTransform( vecLocalVelocity, matAngles, velocity );
+ VectorTransform( LocalAngVel, matAngles, angVel );
+}
+
+
+
+
+class CIKSolver
+{
+public:
+//-------- SOLVE TWO LINK INVERSE KINEMATICS -------------
+// Author: Ken Perlin
+//
+// Given a two link joint from [0,0,0] to end effector position P,
+// let link lengths be a and b, and let norm |P| = c. Clearly a+b <= c.
+//
+// Problem: find a "knee" position Q such that |Q| = a and |P-Q| = b.
+//
+// In the case of a point on the x axis R = [c,0,0], there is a
+// closed form solution S = [d,e,0], where |S| = a and |R-S| = b:
+//
+// d2+e2 = a2 -- because |S| = a
+// (c-d)2+e2 = b2 -- because |R-S| = b
+//
+// c2-2cd+d2+e2 = b2 -- combine the two equations
+// c2-2cd = b2 - a2
+// c-2d = (b2-a2)/c
+// d - c/2 = (a2-b2)/c / 2
+//
+// d = (c + (a2-b2/c) / 2 -- to solve for d and e.
+// e = sqrt(a2-d2)
+
+ static float findD(float a, float b, float c) {
+ return (c + (a*a-b*b)/c) / 2;
+ }
+ static float findE(float a, float d) { return sqrt(a*a-d*d); }
+
+// This leads to a solution to the more general problem:
+//
+// (1) R = Mfwd(P) -- rotate P onto the x axis
+// (2) Solve for S
+// (3) Q = Minv(S) -- rotate back again
+
+ float Mfwd[3][3];
+ float Minv[3][3];
+
+ bool solve(float A, float B, float const P[], float const D[], float Q[]) {
+ float R[3];
+ defineM(P,D);
+ rot(Minv,P,R);
+ float r = length(R);
+ float d = findD(A,B,r);
+ float e = findE(A,d);
+ float S[3] = {d,e,0};
+ rot(Mfwd,S,Q);
+ return d > (r - B) && d < A;
+ }
+
+// If "knee" position Q needs to be as close as possible to some point D,
+// then choose M such that M(D) is in the y>0 half of the z=0 plane.
+//
+// Given that constraint, define the forward and inverse of M as follows:
+
+ void defineM(float const P[], float const D[]) {
+ float *X = Minv[0], *Y = Minv[1], *Z = Minv[2];
+
+// Minv defines a coordinate system whose x axis contains P, so X = unit(P).
+ int i;
+ for (i = 0 ; i < 3 ; i++)
+ X[i] = P[i];
+ normalize(X);
+
+// Its y axis is perpendicular to P, so Y = unit( E - X(E�X) ).
+
+ float dDOTx = dot(D,X);
+ for (i = 0 ; i < 3 ; i++)
+ Y[i] = D[i] - dDOTx * X[i];
+ normalize(Y);
+
+// Its z axis is perpendicular to both X and Y, so Z = X�Y.
+
+ cross(X,Y,Z);
+
+// Mfwd = (Minv)T, since transposing inverts a rotation matrix.
+
+ for (i = 0 ; i < 3 ; i++) {
+ Mfwd[i][0] = Minv[0][i];
+ Mfwd[i][1] = Minv[1][i];
+ Mfwd[i][2] = Minv[2][i];
+ }
+ }
+
+//------------ GENERAL VECTOR MATH SUPPORT -----------
+
+ static float dot(float const a[], float const b[]) { return a[0]*b[0] + a[1]*b[1] + a[2]*b[2]; }
+
+ static float length(float const v[]) { return sqrt( dot(v,v) ); }
+
+ static void normalize(float v[]) {
+ float norm = length(v);
+ for (int i = 0 ; i < 3 ; i++)
+ v[i] /= norm;
+ }
+
+ static void cross(float const a[], float const b[], float c[]) {
+ c[0] = a[1] * b[2] - a[2] * b[1];
+ c[1] = a[2] * b[0] - a[0] * b[2];
+ c[2] = a[0] * b[1] - a[1] * b[0];
+ }
+
+ static void rot(float const M[3][3], float const src[], float dst[]) {
+ for (int i = 0 ; i < 3 ; i++)
+ dst[i] = dot(M[i],src);
+ }
+};
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: visual debugging code
+//-----------------------------------------------------------------------------
+#if 1
+inline void debugLine(const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest, float duration) { };
+#else
+extern void drawLine( const Vector &p1, const Vector &p2, int r = 0, int g = 0, int b = 1, bool noDepthTest = true, float duration = 0.1 );
+void debugLine(const Vector& origin, const Vector& dest, int r, int g, int b, bool noDepthTest, float duration)
+{
+ drawLine( origin, dest, r, g, b, noDepthTest, duration );
+}
+#endif
+
+
+//-----------------------------------------------------------------------------
+// Purpose: for a 2 bone chain, find the IK solution and reset the matrices
+//-----------------------------------------------------------------------------
+bool Studio_SolveIK( mstudioikchain_t *pikchain, Vector &targetFoot, matrix3x4_t *pBoneToWorld )
+{
+ if (pikchain->pLink(0)->kneeDir.LengthSqr() > 0.0)
+ {
+ Vector targetKneeDir, targetKneePos;
+ // FIXME: knee length should be as long as the legs
+ Vector tmp = pikchain->pLink( 0 )->kneeDir;
+ VectorRotate( tmp, pBoneToWorld[ pikchain->pLink( 0 )->bone ], targetKneeDir );
+ MatrixPosition( pBoneToWorld[ pikchain->pLink( 1 )->bone ], targetKneePos );
+ return Studio_SolveIK( pikchain->pLink( 0 )->bone, pikchain->pLink( 1 )->bone, pikchain->pLink( 2 )->bone, targetFoot, targetKneePos, targetKneeDir, pBoneToWorld );
+ }
+ else
+ {
+ return Studio_SolveIK( pikchain->pLink( 0 )->bone, pikchain->pLink( 1 )->bone, pikchain->pLink( 2 )->bone, targetFoot, pBoneToWorld );
+ }
+}
+
+
+#define KNEEMAX_EPSILON 0.9998 // (0.9998 is about 1 degree)
+
+//-----------------------------------------------------------------------------
+// Purpose: Solve Knee position for a known hip and foot location, but no specific knee direction preference
+//-----------------------------------------------------------------------------
+
+bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, matrix3x4_t *pBoneToWorld )
+{
+ Vector worldFoot, worldKnee, worldThigh;
+
+ MatrixPosition( pBoneToWorld[ iThigh ], worldThigh );
+ MatrixPosition( pBoneToWorld[ iKnee ], worldKnee );
+ MatrixPosition( pBoneToWorld[ iFoot ], worldFoot );
+
+ //debugLine( worldThigh, worldKnee, 0, 0, 255, true, 0 );
+ //debugLine( worldKnee, worldFoot, 0, 0, 255, true, 0 );
+
+ Vector ikFoot, ikKnee;
+
+ ikFoot = targetFoot - worldThigh;
+ ikKnee = worldKnee - worldThigh;
+
+ float l1 = (worldKnee-worldThigh).Length();
+ float l2 = (worldFoot-worldKnee).Length();
+ float l3 = (worldFoot-worldThigh).Length();
+
+ // leg too straight to figure out knee?
+ if (l3 > (l1 + l2) * KNEEMAX_EPSILON)
+ {
+ return false;
+ }
+
+ Vector ikHalf = (worldFoot-worldThigh) * (l1 / l3);
+
+ // FIXME: what to do when the knee completely straight?
+ Vector ikKneeDir = ikKnee - ikHalf;
+ VectorNormalize( ikKneeDir );
+
+ return Studio_SolveIK( iThigh, iKnee, iFoot, targetFoot, worldKnee, ikKneeDir, pBoneToWorld );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Realign the matrix so that its X axis points along the desired axis.
+//-----------------------------------------------------------------------------
+void Studio_AlignIKMatrix( matrix3x4_t &mMat, const Vector &vAlignTo )
+{
+ Vector tmp1, tmp2, tmp3;
+
+ // Column 0 (X) becomes the vector.
+ tmp1 = vAlignTo;
+ VectorNormalize( tmp1 );
+ MatrixSetColumn( tmp1, 0, mMat );
+
+ // Column 1 (Y) is the cross of the vector and column 2 (Z).
+ MatrixGetColumn( mMat, 2, tmp3 );
+ tmp2 = tmp3.Cross( tmp1 );
+ VectorNormalize( tmp2 );
+ // FIXME: check for X being too near to Z
+ MatrixSetColumn( tmp2, 1, mMat );
+
+ // Column 2 (Z) is the cross of columns 0 (X) and 1 (Y).
+ tmp3 = tmp1.Cross( tmp2 );
+ MatrixSetColumn( tmp3, 2, mMat );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Solve Knee position for a known hip and foot location, and a known knee direction
+//-----------------------------------------------------------------------------
+
+bool Studio_SolveIK( int iThigh, int iKnee, int iFoot, Vector &targetFoot, Vector &targetKneePos, Vector &targetKneeDir, matrix3x4_t *pBoneToWorld )
+{
+ Vector worldFoot, worldKnee, worldThigh;
+
+ MatrixPosition( pBoneToWorld[ iThigh ], worldThigh );
+ MatrixPosition( pBoneToWorld[ iKnee ], worldKnee );
+ MatrixPosition( pBoneToWorld[ iFoot ], worldFoot );
+
+ //debugLine( worldThigh, worldKnee, 0, 0, 255, true, 0 );
+ //debugLine( worldThigh, worldThigh + targetKneeDir, 0, 0, 255, true, 0 );
+ // debugLine( worldKnee, targetKnee, 0, 0, 255, true, 0 );
+
+ Vector ikFoot, ikTargetKnee, ikKnee;
+
+ ikFoot = targetFoot - worldThigh;
+ ikKnee = targetKneePos - worldThigh;
+
+ float l1 = (worldKnee-worldThigh).Length();
+ float l2 = (worldFoot-worldKnee).Length();
+
+ // exaggerate knee targets for legs that are nearly straight
+ // FIXME: should be configurable, and the ikKnee should be from the original animation, not modifed
+ float d = (targetFoot-worldThigh).Length() - min( l1, l2 );
+ d = max( l1 + l2, d );
+ // FIXME: too short knee directions cause trouble
+ d = d * 100;
+
+ ikTargetKnee = ikKnee + targetKneeDir * d;
+
+ // debugLine( worldKnee, worldThigh + ikTargetKnee, 0, 0, 255, true, 0 );
+
+ int color[3] = { 0, 255, 0 };
+
+ // too far away? (0.9998 is about 1 degree)
+ if (ikFoot.Length() > (l1 + l2) * KNEEMAX_EPSILON)
+ {
+ VectorNormalize( ikFoot );
+ VectorScale( ikFoot, (l1 + l2) * KNEEMAX_EPSILON, ikFoot );
+ color[0] = 255; color[1] = 0; color[2] = 0;
+ }
+
+ // too close?
+ // limit distance to about an 80 degree knee bend
+ float minDist = max( fabs(l1 - l2) * 1.15, min( l1, l2 ) * 0.15 );
+ if (ikFoot.Length() < minDist)
+ {
+ // too close to get an accurate vector, just use original vector
+ ikFoot = (worldFoot - worldThigh);
+ VectorNormalize( ikFoot );
+ VectorScale( ikFoot, minDist, ikFoot );
+ }
+
+ CIKSolver ik;
+ if (ik.solve( l1, l2, ikFoot.Base(), ikTargetKnee.Base(), ikKnee.Base() ))
+ {
+ matrix3x4_t& mWorldThigh = pBoneToWorld[ iThigh ];
+ matrix3x4_t& mWorldKnee = pBoneToWorld[ iKnee ];
+ matrix3x4_t& mWorldFoot = pBoneToWorld[ iFoot ];
+
+ //debugLine( worldThigh, ikKnee + worldThigh, 255, 0, 0, true, 0 );
+ //debugLine( ikKnee + worldThigh, ikFoot + worldThigh, 255, 0, 0, true,0 );
+
+ // debugLine( worldThigh, ikKnee + worldThigh, color[0], color[1], color[2], true, 0 );
+ // debugLine( ikKnee + worldThigh, ikFoot + worldThigh, color[0], color[1], color[2], true,0 );
+
+
+ // build transformation matrix for thigh
+ Studio_AlignIKMatrix( mWorldThigh, ikKnee );
+ Studio_AlignIKMatrix( mWorldKnee, ikFoot - ikKnee );
+
+
+ mWorldKnee[0][3] = ikKnee.x + worldThigh.x;
+ mWorldKnee[1][3] = ikKnee.y + worldThigh.y;
+ mWorldKnee[2][3] = ikKnee.z + worldThigh.z;
+
+ mWorldFoot[0][3] = ikFoot.x + worldThigh.x;
+ mWorldFoot[1][3] = ikFoot.y + worldThigh.y;
+ mWorldFoot[2][3] = ikFoot.z + worldThigh.z;
+
+ return true;
+ }
+ else
+ {
+ /*
+ debugLine( worldThigh, worldThigh + ikKnee, 255, 0, 0, true, 0 );
+ debugLine( worldThigh + ikKnee, worldThigh + ikFoot, 255, 0, 0, true, 0 );
+ debugLine( worldThigh + ikFoot, worldThigh, 255, 0, 0, true, 0 );
+ debugLine( worldThigh + ikKnee, worldThigh + ikTargetKnee, 255, 0, 0, true, 0 );
+ */
+ return false;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+float Studio_IKRuleWeight( mstudioikrule_t &ikRule, const mstudioanimdesc_t *panim, float flCycle, int &iFrame, float &fraq )
+{
+ if (ikRule.end > 1.0f && flCycle < ikRule.start)
+ {
+ flCycle = flCycle + 1.0f;
+ }
+
+ float value = 0.0f;
+ fraq = (panim->numframes - 1) * (flCycle - ikRule.start) + ikRule.iStart;
+ iFrame = (int)fraq;
+ fraq = fraq - iFrame;
+
+ if (flCycle < ikRule.start)
+ {
+ iFrame = ikRule.iStart;
+ fraq = 0.0f;
+ return 0.0f;
+ }
+ else if (flCycle < ikRule.peak )
+ {
+ value = (flCycle - ikRule.start) / (ikRule.peak - ikRule.start);
+ }
+ else if (flCycle < ikRule.tail )
+ {
+ return 1.0f;
+ }
+ else if (flCycle < ikRule.end )
+ {
+ value = 1.0f - ((flCycle - ikRule.tail) / (ikRule.end - ikRule.tail));
+ }
+ else
+ {
+ fraq = (panim->numframes - 1) * (ikRule.end - ikRule.start) + ikRule.iStart;
+ iFrame = (int)fraq;
+ fraq = fraq - iFrame;
+ }
+ return SimpleSpline( value );
+}
+
+
+float Studio_IKRuleWeight( ikcontextikrule_t &ikRule, float flCycle )
+{
+ if (ikRule.end > 1.0f && flCycle < ikRule.start)
+ {
+ flCycle = flCycle + 1.0f;
+ }
+
+ float value = 0.0f;
+ if (flCycle < ikRule.start)
+ {
+ return 0.0f;
+ }
+ else if (flCycle < ikRule.peak )
+ {
+ value = (flCycle - ikRule.start) / (ikRule.peak - ikRule.start);
+ }
+ else if (flCycle < ikRule.tail )
+ {
+ return 1.0f;
+ }
+ else if (flCycle < ikRule.end )
+ {
+ value = 1.0f - ((flCycle - ikRule.tail) / (ikRule.end - ikRule.tail));
+ }
+ return 3.0f * value * value - 2.0f * value * value * value;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+bool Studio_IKShouldLatch( ikcontextikrule_t &ikRule, float flCycle )
+{
+ if (ikRule.end > 1.0f && flCycle < ikRule.start)
+ {
+ flCycle = flCycle + 1.0f;
+ }
+
+ if (flCycle < ikRule.peak )
+ {
+ return false;
+ }
+ else if (flCycle < ikRule.end )
+ {
+ return true;
+ }
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+float Studio_IKTail( ikcontextikrule_t &ikRule, float flCycle )
+{
+ if (ikRule.end > 1.0f && flCycle < ikRule.start)
+ {
+ flCycle = flCycle + 1.0f;
+ }
+
+ if (flCycle <= ikRule.tail )
+ {
+ return 0.0f;
+ }
+ else if (flCycle < ikRule.end )
+ {
+ return ((flCycle - ikRule.tail) / (ikRule.end - ikRule.tail));
+ }
+ return 0.0;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+
+bool Studio_IKAnimationError( const CStudioHdr *pStudioHdr, mstudioikrule_t *pRule, const mstudioanimdesc_t *panim, float flCycle, Vector &pos, Quaternion &q, float &flWeight )
+{
+ float fraq;
+ int iFrame;
+
+ flWeight = Studio_IKRuleWeight( *pRule, panim, flCycle, iFrame, fraq );
+ Assert( fraq >= 0.0 && fraq < 1.0 );
+ Assert( flWeight >= 0.0f && flWeight <= 1.0f );
+
+ // This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up
+ flWeight = clamp( flWeight, 0.0f, 1.0f );
+
+ if (pRule->type != IK_GROUND && flWeight < 0.0001)
+ return false;
+
+ mstudioikerror_t *pError = pRule->pError( iFrame );
+ if (pError != NULL)
+ {
+ if (fraq < 0.001)
+ {
+ q = pError[0].q;
+ pos = pError[0].pos;
+ }
+ else
+ {
+ QuaternionBlend( pError[0].q, pError[1].q, fraq, q );
+ pos = pError[0].pos * (1.0f - fraq) + pError[1].pos * fraq;
+ }
+ return true;
+ }
+
+ mstudiocompressedikerror_t *pCompressed = pRule->pCompressedError();
+ if (pCompressed != NULL)
+ {
+ CalcDecompressedAnimation( pCompressed, iFrame - pRule->iStart, fraq, pos, q );
+ return true;
+ }
+ // no data, disable IK rule
+ Assert( 0 );
+ flWeight = 0.0f;
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: For a specific sequence:rule, find where it starts, stops, and what
+// the estimated offset from the connection point is.
+// return true if the rule is within bounds.
+//-----------------------------------------------------------------------------
+
+bool Studio_IKSequenceError( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, float flCycle, int iRule, const float poseParameter[], mstudioanimdesc_t *panim[4], float weight[4], ikcontextikrule_t &ikRule )
+{
+ int i;
+
+ memset( &ikRule, 0, sizeof(ikRule) );
+ ikRule.start = ikRule.peak = ikRule.tail = ikRule.end = 0;
+
+
+ mstudioikrule_t *prevRule = NULL;
+
+ // find overall influence
+ for (i = 0; i < 4; i++)
+ {
+ if (weight[i])
+ {
+ if (iRule >= panim[i]->numikrules || panim[i]->numikrules != panim[0]->numikrules)
+ {
+ Assert( 0 );
+ return false;
+ }
+
+ mstudioikrule_t *pRule = panim[i]->pIKRule( iRule );
+ if (pRule == NULL)
+ return false;
+
+ float dt = 0.0;
+ if (prevRule != NULL)
+ {
+ if (pRule->start - prevRule->start > 0.5)
+ {
+ dt = -1.0;
+ }
+ else if (pRule->start - prevRule->start < -0.5)
+ {
+ dt = 1.0;
+ }
+ }
+ else
+ {
+ prevRule = pRule;
+ }
+
+ ikRule.start += (pRule->start + dt) * weight[i];
+ ikRule.peak += (pRule->peak + dt) * weight[i];
+ ikRule.tail += (pRule->tail + dt) * weight[i];
+ ikRule.end += (pRule->end + dt) * weight[i];
+ }
+ }
+ if (ikRule.start > 1.0)
+ {
+ ikRule.start -= 1.0;
+ ikRule.peak -= 1.0;
+ ikRule.tail -= 1.0;
+ ikRule.end -= 1.0;
+ }
+ else if (ikRule.start < 0.0)
+ {
+ ikRule.start += 1.0;
+ ikRule.peak += 1.0;
+ ikRule.tail += 1.0;
+ ikRule.end += 1.0;
+ }
+
+ ikRule.flWeight = Studio_IKRuleWeight( ikRule, flCycle );
+ if (ikRule.flWeight <= 0.001f)
+ {
+ // go ahead and allow IK_GROUND rules a virtual looping section
+ if ( panim[0]->pIKRule( iRule ) == NULL )
+ return false;
+ if ((panim[0]->flags & STUDIO_LOOPING) && panim[0]->pIKRule( iRule )->type == IK_GROUND && ikRule.end - ikRule.start > 0.75 )
+ {
+ ikRule.flWeight = 0.001;
+ flCycle = ikRule.end - 0.001;
+ }
+ else
+ {
+ return false;
+ }
+ }
+
+ Assert( ikRule.flWeight > 0.0f );
+
+ ikRule.pos.Init();
+ ikRule.q.Init();
+
+ // find target error
+ float total = 0.0f;
+ for (i = 0; i < 4; i++)
+ {
+ if (weight[i])
+ {
+ Vector pos1;
+ Quaternion q1;
+ float w;
+
+ mstudioikrule_t *pRule = panim[i]->pIKRule( iRule );
+ if (pRule == NULL)
+ return false;
+
+ ikRule.chain = pRule->chain; // FIXME: this is anim local
+ ikRule.bone = pRule->bone; // FIXME: this is anim local
+ ikRule.type = pRule->type;
+ ikRule.slot = pRule->slot;
+
+ ikRule.height += pRule->height * weight[i];
+ ikRule.floor += pRule->floor * weight[i];
+ ikRule.radius += pRule->radius * weight[i];
+ ikRule.drop += pRule->drop * weight[i];
+ ikRule.top += pRule->top * weight[i];
+
+ // keep track of tail condition
+ ikRule.release += Studio_IKTail( ikRule, flCycle ) * weight[i];
+
+ // only check rules with error values
+ switch( ikRule.type )
+ {
+ case IK_SELF:
+ case IK_WORLD:
+ case IK_GROUND:
+ case IK_ATTACHMENT:
+ {
+ int bResult = Studio_IKAnimationError( pStudioHdr, pRule, panim[i], flCycle, pos1, q1, w );
+
+ if (bResult)
+ {
+ ikRule.pos = ikRule.pos + pos1 * weight[i];
+ QuaternionAccumulate( ikRule.q, weight[i], q1, ikRule.q );
+ total += weight[i];
+ }
+ }
+ break;
+ default:
+ total += weight[i];
+ break;
+ }
+
+ ikRule.latched = Studio_IKShouldLatch( ikRule, flCycle ) * ikRule.flWeight;
+
+ if (ikRule.type == IK_ATTACHMENT)
+ {
+ ikRule.szLabel = pRule->pszAttachment();
+ }
+ }
+ }
+
+ if (total <= 0.0001f)
+ {
+ return false;
+ }
+
+ if (total < 0.999f)
+ {
+ VectorScale( ikRule.pos, 1.0f / total, ikRule.pos );
+ QuaternionScale( ikRule.q, 1.0f / total, ikRule.q );
+ }
+
+ if (ikRule.type == IK_SELF && ikRule.bone != -1)
+ {
+ // FIXME: this is anim local, not seq local!
+ ikRule.bone = pStudioHdr->RemapSeqBone( iSequence, ikRule.bone );
+ if (ikRule.bone == -1)
+ return false;
+ }
+
+ QuaternionNormalize( ikRule.q );
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+
+CIKContext::CIKContext()
+{
+ m_target.EnsureCapacity( 12 ); // FIXME: this sucks, shouldn't it be grown?
+ m_iFramecounter = -1;
+ m_pStudioHdr = NULL;
+ m_flTime = -1.0f;
+ m_target.SetSize( 0 );
+}
+
+
+void CIKContext::Init( const CStudioHdr *pStudioHdr, const QAngle &angles, const Vector &pos, float flTime, int iFramecounter, int boneMask )
+{
+ m_pStudioHdr = pStudioHdr;
+ m_ikChainRule.RemoveAll(); // m_numikrules = 0;
+ if (pStudioHdr->numikchains())
+ {
+ m_ikChainRule.SetSize( pStudioHdr->numikchains() );
+
+ // FIXME: Brutal hackery to prevent a crash
+ if (m_target.Count() == 0)
+ {
+ m_target.SetSize(12);
+ memset( m_target.Base(), 0, sizeof(m_target[0])*m_target.Count() );
+ ClearTargets();
+ }
+
+ }
+ else
+ {
+ m_target.SetSize( 0 );
+ }
+ AngleMatrix( angles, pos, m_rootxform );
+ m_iFramecounter = iFramecounter;
+ m_flTime = flTime;
+ m_boneMask = boneMask;
+}
+
+void CIKContext::AddDependencies( mstudioseqdesc_t &seqdesc, int iSequence, float flCycle, const float poseParameters[], float flWeight )
+{
+ int i;
+
+ if ( m_pStudioHdr->numikchains() == 0)
+ return;
+
+ if (seqdesc.numikrules == 0)
+ return;
+
+ ikcontextikrule_t ikrule;
+
+ Assert( flWeight >= 0.0f && flWeight <= 1.0f );
+ // This shouldn't be necessary, but the Assert should help us catch whoever is screwing this up
+ flWeight = clamp( flWeight, 0.0f, 1.0f );
+
+ // unify this
+ if (seqdesc.flags & STUDIO_REALTIME)
+ {
+ float cps = Studio_CPS( m_pStudioHdr, seqdesc, iSequence, poseParameters );
+ flCycle = m_flTime * cps;
+ flCycle = flCycle - (int)flCycle;
+ }
+ else if (flCycle < 0 || flCycle >= 1)
+ {
+ if (seqdesc.flags & STUDIO_LOOPING)
+ {
+ flCycle = flCycle - (int)flCycle;
+ if (flCycle < 0) flCycle += 1;
+ }
+ else
+ {
+ flCycle = max( 0.0, min( flCycle, 0.9999 ) );
+ }
+ }
+
+ mstudioanimdesc_t *panim[4];
+ float weight[4];
+
+ Studio_SeqAnims( m_pStudioHdr, seqdesc, iSequence, poseParameters, panim, weight );
+
+ // FIXME: add proper number of rules!!!
+ for (i = 0; i < seqdesc.numikrules; i++)
+ {
+ if ( !Studio_IKSequenceError( m_pStudioHdr, seqdesc, iSequence, flCycle, i, poseParameters, panim, weight, ikrule ) )
+ continue;
+
+ // don't add rule if the bone isn't going to be calculated
+ int bone = m_pStudioHdr->pIKChain( ikrule.chain )->pLink( 2 )->bone;
+ if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
+ continue;
+
+ // or if its relative bone isn't going to be calculated
+ if ( ikrule.bone >= 0 && !(m_pStudioHdr->boneFlags( ikrule.bone ) & m_boneMask))
+ continue;
+
+ // FIXME: Brutal hackery to prevent a crash
+ if (m_target.Count() == 0)
+ {
+ m_target.SetSize(12);
+ memset( m_target.Base(), 0, sizeof(m_target[0])*m_target.Count() );
+ ClearTargets();
+ }
+
+ ikrule.flRuleWeight = flWeight;
+
+ if (ikrule.flRuleWeight * ikrule.flWeight > 0.999)
+ {
+ if ( ikrule.type != IK_UNLATCH)
+ {
+ // clear out chain if rule is 100%
+ m_ikChainRule.Element( ikrule.chain ).RemoveAll( );
+ if ( ikrule.type == IK_RELEASE)
+ {
+ continue;
+ }
+ }
+ }
+
+ int nIndex = m_ikChainRule.Element( ikrule.chain ).AddToTail( );
+ m_ikChainRule.Element( ikrule.chain ).Element( nIndex ) = ikrule;
+ }
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CIKContext::AddAutoplayLocks( Vector pos[], Quaternion q[] )
+{
+ // skip all array access if no autoplay locks.
+ if (m_pStudioHdr->GetNumIKAutoplayLocks() == 0)
+ {
+ return;
+ }
+
+ matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList boneComputed;
+
+ int ikOffset = m_ikLock.AddMultipleToTail( m_pStudioHdr->GetNumIKAutoplayLocks() );
+ memset( &m_ikLock[ikOffset], 0, sizeof(ikcontextikrule_t)*m_pStudioHdr->GetNumIKAutoplayLocks() );
+
+ for (int i = 0; i < m_pStudioHdr->GetNumIKAutoplayLocks(); i++)
+ {
+ const mstudioiklock_t &lock = ((CStudioHdr *)m_pStudioHdr)->pIKAutoplayLock( i );
+ mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( lock.chain );
+ int bone = pchain->pLink( 2 )->bone;
+
+ // don't bother with iklock if the bone isn't going to be calculated
+ if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
+ continue;
+
+ // eval current ik'd bone
+ BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
+
+ ikcontextikrule_t &ikrule = m_ikLock[ i + ikOffset ];
+
+ ikrule.chain = lock.chain;
+ ikrule.slot = i;
+ ikrule.type = IK_WORLD;
+
+ MatrixAngles( boneToWorld[bone], ikrule.q, ikrule.pos );
+
+ // save off current knee direction
+ if (pchain->pLink(0)->kneeDir.LengthSqr() > 0.0)
+ {
+ Vector tmp = pchain->pLink( 0 )->kneeDir;
+ VectorRotate( pchain->pLink( 0 )->kneeDir, boneToWorld[ pchain->pLink( 0 )->bone ], ikrule.kneeDir );
+ MatrixPosition( boneToWorld[ pchain->pLink( 1 )->bone ], ikrule.kneePos );
+ }
+ else
+ {
+ ikrule.kneeDir.Init( );
+ }
+ }
+ g_MatrixPool.Free( boneToWorld );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CIKContext::AddSequenceLocks( mstudioseqdesc_t &seqdesc, Vector pos[], Quaternion q[] )
+{
+ if ( m_pStudioHdr->numikchains() == 0)
+ {
+ return;
+ }
+
+ if ( seqdesc.numiklocks == 0 )
+ {
+ return;
+ }
+
+ matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList boneComputed;
+
+ int ikOffset = m_ikLock.AddMultipleToTail( seqdesc.numiklocks );
+ memset( &m_ikLock[ikOffset], 0, sizeof(ikcontextikrule_t) * seqdesc.numiklocks );
+
+ for (int i = 0; i < seqdesc.numiklocks; i++)
+ {
+ mstudioiklock_t *plock = seqdesc.pIKLock( i );
+ mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( plock->chain );
+ int bone = pchain->pLink( 2 )->bone;
+
+ // don't bother with iklock if the bone isn't going to be calculated
+ if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
+ continue;
+
+ // eval current ik'd bone
+ BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
+
+ ikcontextikrule_t &ikrule = m_ikLock[i+ikOffset];
+ ikrule.chain = i;
+ ikrule.slot = i;
+ ikrule.type = IK_WORLD;
+
+ MatrixAngles( boneToWorld[bone], ikrule.q, ikrule.pos );
+
+ // save off current knee direction
+ if (pchain->pLink(0)->kneeDir.LengthSqr() > 0.0)
+ {
+ VectorRotate( pchain->pLink( 0 )->kneeDir, boneToWorld[ pchain->pLink( 0 )->bone ], ikrule.kneeDir );
+ }
+ else
+ {
+ ikrule.kneeDir.Init( );
+ }
+ }
+ g_MatrixPool.Free( boneToWorld );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: build boneToWorld transforms for a specific bone
+//-----------------------------------------------------------------------------
+void CIKContext::BuildBoneChain(
+ const Vector pos[],
+ const Quaternion q[],
+ int iBone,
+ matrix3x4_t *pBoneToWorld,
+ CBoneBitList &boneComputed )
+{
+ Assert( m_pStudioHdr->boneFlags( iBone ) & m_boneMask );
+ ::BuildBoneChain( m_pStudioHdr, m_rootxform, pos, q, iBone, pBoneToWorld, boneComputed );
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: build boneToWorld transforms for a specific bone
+//-----------------------------------------------------------------------------
+void BuildBoneChain(
+ const CStudioHdr *pStudioHdr,
+ const matrix3x4_t &rootxform,
+ const Vector pos[],
+ const Quaternion q[],
+ int iBone,
+ matrix3x4_t *pBoneToWorld,
+ CBoneBitList &boneComputed )
+{
+ if ( boneComputed.IsBoneMarked(iBone) )
+ return;
+
+ matrix3x4_t bonematrix;
+ QuaternionMatrix( q[iBone], pos[iBone], bonematrix );
+
+ int parent = pStudioHdr->boneParent( iBone );
+ if (parent == -1)
+ {
+ ConcatTransforms( rootxform, bonematrix, pBoneToWorld[iBone] );
+ }
+ else
+ {
+ // evil recursive!!!
+ BuildBoneChain( pStudioHdr, rootxform, pos, q, parent, pBoneToWorld, boneComputed );
+ ConcatTransforms( pBoneToWorld[parent], bonematrix, pBoneToWorld[iBone]);
+ }
+ boneComputed.MarkBone(iBone);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: turn a specific bones boneToWorld transform into a pos and q in parents bonespace
+//-----------------------------------------------------------------------------
+void SolveBone(
+ const CStudioHdr *pStudioHdr,
+ int iBone,
+ matrix3x4_t *pBoneToWorld,
+ Vector pos[],
+ Quaternion q[]
+ )
+{
+ int iParent = pStudioHdr->boneParent( iBone );
+
+ matrix3x4_t worldToBone;
+ MatrixInvert( pBoneToWorld[iParent], worldToBone );
+
+ matrix3x4_t local;
+ ConcatTransforms( worldToBone, pBoneToWorld[iBone], local );
+
+ MatrixAngles( local, q[iBone], pos[iBone] );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CIKTarget::SetOwner( int entindex, const Vector &pos, const QAngle &angles )
+{
+ latched.owner = entindex;
+ latched.absOrigin = pos;
+ latched.absAngles = angles;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CIKTarget::ClearOwner( void )
+{
+ latched.owner = -1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+int CIKTarget::GetOwner( void )
+{
+ return latched.owner;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: update the latched IK values that are in a moving frame of reference
+//-----------------------------------------------------------------------------
+
+void CIKTarget::UpdateOwner( int entindex, const Vector &pos, const QAngle &angles )
+{
+ if (pos == latched.absOrigin && angles == latched.absAngles)
+ return;
+
+ matrix3x4_t in, out;
+ AngleMatrix( angles, pos, in );
+ AngleIMatrix( latched.absAngles, latched.absOrigin, out );
+
+ matrix3x4_t tmp1, tmp2;
+ QuaternionMatrix( latched.q, latched.pos, tmp1 );
+ ConcatTransforms( out, tmp1, tmp2 );
+ ConcatTransforms( in, tmp2, tmp1 );
+ MatrixAngles( tmp1, latched.q, latched.pos );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: sets the ground position of an ik target
+//-----------------------------------------------------------------------------
+
+void CIKTarget::SetPos( const Vector &pos )
+{
+ est.pos = pos;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: sets the ground "identity" orientation of an ik target
+//-----------------------------------------------------------------------------
+
+void CIKTarget::SetAngles( const QAngle &angles )
+{
+ AngleQuaternion( angles, est.q );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: sets the ground "identity" orientation of an ik target
+//-----------------------------------------------------------------------------
+
+void CIKTarget::SetQuaternion( const Quaternion &q )
+{
+ est.q = q;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: calculates a ground "identity" orientation based on the surface
+// normal of the ground and the desired ground identity orientation
+//-----------------------------------------------------------------------------
+
+void CIKTarget::SetNormal( const Vector &normal )
+{
+ // recalculate foot angle based on slope of surface
+ matrix3x4_t m1;
+ Vector forward, right;
+ QuaternionMatrix( est.q, m1 );
+
+ MatrixGetColumn( m1, 1, right );
+ forward = CrossProduct( right, normal );
+ right = CrossProduct( normal, forward );
+ MatrixSetColumn( forward, 0, m1 );
+ MatrixSetColumn( right, 1, m1 );
+ MatrixSetColumn( normal, 2, m1 );
+ QAngle a1;
+ Vector p1;
+ MatrixAngles( m1, est.q, p1 );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: estimates the ground impact at the center location assuming a the edge of
+// an Z axis aligned disc collided with it the surface.
+//-----------------------------------------------------------------------------
+
+void CIKTarget::SetPosWithNormalOffset( const Vector &pos, const Vector &normal )
+{
+ // assume it's a disc edge intersecting with the floor, so try to estimate the z location of the center
+ est.pos = pos;
+ if (normal.z > 0.9999)
+ {
+ return;
+ }
+ // clamp at 45 degrees
+ else if (normal.z > 0.707)
+ {
+ // tan == sin / cos
+ float tan = sqrt( 1 - normal.z * normal.z ) / normal.z;
+ est.pos.z = est.pos.z - est.radius * tan;
+ }
+ else
+ {
+ est.pos.z = est.pos.z - est.radius;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CIKTarget::SetOnWorld( bool bOnWorld )
+{
+ est.onWorld = bOnWorld;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+bool CIKTarget::IsActive()
+{
+ return (est.flWeight > 0.0f);
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CIKTarget::IKFailed( void )
+{
+ latched.deltaPos.Init();
+ latched.deltaQ.Init();
+ latched.pos = ideal.pos;
+ latched.q = ideal.q;
+ est.latched = 0.0;
+ est.flWeight = 0.0;
+ est.onWorld = false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CIKTarget::MoveReferenceFrame( Vector &deltaPos, QAngle &deltaAngles )
+{
+ est.pos -= deltaPos;
+ latched.pos -= deltaPos;
+ offset.pos -= deltaPos;
+ ideal.pos -= deltaPos;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Invalidate any IK locks.
+//-----------------------------------------------------------------------------
+
+void CIKContext::ClearTargets( void )
+{
+ int i;
+ for (i = 0; i < m_target.Count(); i++)
+ {
+ m_target[i].latched.iFramecounter = -9999;
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Run through the rules that survived and turn a specific bones boneToWorld
+// transform into a pos and q in parents bonespace
+//-----------------------------------------------------------------------------
+
+void CIKContext::UpdateTargets( Vector pos[], Quaternion q[], matrix3x4_t boneToWorld[], CBoneBitList &boneComputed )
+{
+ int i, j;
+
+ for (i = 0; i < m_target.Count(); i++)
+ {
+ m_target[i].est.flWeight = 0.0f;
+ m_target[i].est.latched = 1.0f;
+ m_target[i].est.release = 1.0f;
+ m_target[i].est.height = 0.0f;
+ m_target[i].est.floor = 0.0f;
+ m_target[i].est.radius = 0.0f;
+ m_target[i].offset.pos.Init();
+ m_target[i].offset.q.Init();
+ }
+
+ AutoIKRelease( );
+
+ for (j = 0; j < m_ikChainRule.Count(); j++)
+ {
+ for (i = 0; i < m_ikChainRule.Element( j ).Count(); i++)
+ {
+ ikcontextikrule_t *pRule = &m_ikChainRule.Element( j ).Element( i );
+
+ // ikchainresult_t *pChainRule = &chainRule[ m_ikRule[i].chain ];
+
+ switch( pRule->type )
+ {
+ case IK_ATTACHMENT:
+ case IK_GROUND:
+ // case IK_SELF:
+ {
+ matrix3x4_t footTarget;
+ CIKTarget *pTarget = &m_target[pRule->slot];
+ pTarget->chain = pRule->chain;
+ pTarget->type = pRule->type;
+
+ if (pRule->type == IK_ATTACHMENT)
+ {
+ pTarget->offset.pAttachmentName = pRule->szLabel;
+ }
+ else
+ {
+ pTarget->offset.pAttachmentName = NULL;
+ }
+
+ if (pRule->flRuleWeight == 1.0f || pTarget->est.flWeight == 0.0f)
+ {
+ pTarget->offset.q = pRule->q;
+ pTarget->offset.pos = pRule->pos;
+ pTarget->est.height = pRule->height;
+ pTarget->est.floor = pRule->floor;
+ pTarget->est.radius = pRule->radius;
+ pTarget->est.latched = pRule->latched * pRule->flRuleWeight;
+ pTarget->est.release = pRule->release;
+ pTarget->est.flWeight = pRule->flWeight * pRule->flRuleWeight;
+ }
+ else
+ {
+ QuaternionSlerp( pTarget->offset.q, pRule->q, pRule->flRuleWeight, pTarget->offset.q );
+ pTarget->offset.pos = Lerp( pRule->flRuleWeight, pTarget->offset.pos, pRule->pos );
+ pTarget->est.height = Lerp( pRule->flRuleWeight, pTarget->est.height, pRule->height );
+ pTarget->est.floor = Lerp( pRule->flRuleWeight, pTarget->est.floor, pRule->floor );
+ pTarget->est.radius = Lerp( pRule->flRuleWeight, pTarget->est.radius, pRule->radius );
+ //pTarget->est.latched = Lerp( pRule->flRuleWeight, pTarget->est.latched, pRule->latched );
+ pTarget->est.latched = min( pTarget->est.latched, pRule->latched );
+ pTarget->est.release = Lerp( pRule->flRuleWeight, pTarget->est.release, pRule->release );
+ pTarget->est.flWeight = Lerp( pRule->flRuleWeight, pTarget->est.flWeight, pRule->flWeight );
+ }
+
+ if ( pRule->type == IK_GROUND )
+ {
+ pTarget->latched.deltaPos.z = 0;
+ pTarget->est.pos.z = pTarget->est.floor + m_rootxform[2][3];
+ }
+ }
+ break;
+ case IK_UNLATCH:
+ {
+ CIKTarget *pTarget = &m_target[pRule->slot];
+ if (pRule->latched > 0.0)
+ pTarget->est.latched = 0.0;
+ else
+ pTarget->est.latched = min( pTarget->est.latched, 1.0f - pRule->flWeight );
+ }
+ break;
+ case IK_RELEASE:
+ {
+ CIKTarget *pTarget = &m_target[pRule->slot];
+ if (pRule->latched > 0.0)
+ pTarget->est.latched = 0.0;
+ else
+ pTarget->est.latched = min( pTarget->est.latched, 1.0f - pRule->flWeight );
+
+ pTarget->est.flWeight = (pTarget->est.flWeight) * (1 - pRule->flWeight * pRule->flRuleWeight);
+ }
+ break;
+ }
+ }
+ }
+
+ for (i = 0; i < m_target.Count(); i++)
+ {
+ CIKTarget *pTarget = &m_target[i];
+ if (pTarget->est.flWeight > 0.0)
+ {
+ mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( pTarget->chain );
+ // ikchainresult_t *pChainRule = &chainRule[ i ];
+ int bone = pchain->pLink( 2 )->bone;
+
+ // eval current ik'd bone
+ BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
+
+ // xform IK target error into world space
+ matrix3x4_t local;
+ matrix3x4_t worldFootpad;
+ QuaternionMatrix( pTarget->offset.q, pTarget->offset.pos, local );
+ MatrixInvert( local, local );
+ ConcatTransforms( boneToWorld[bone], local, worldFootpad );
+
+ if (pTarget->est.latched == 1.0)
+ {
+ pTarget->latched.bNeedsLatch = true;
+ }
+ else
+ {
+ pTarget->latched.bNeedsLatch = false;
+ }
+
+ // disable latched position if it looks invalid
+ if (m_iFramecounter < 0 || pTarget->latched.iFramecounter < m_iFramecounter - 1 || pTarget->latched.iFramecounter > m_iFramecounter)
+ {
+ pTarget->latched.bHasLatch = false;
+ pTarget->latched.influence = 0.0;
+ }
+ pTarget->latched.iFramecounter = m_iFramecounter;
+
+ // find ideal contact position
+ MatrixAngles( worldFootpad, pTarget->ideal.q, pTarget->ideal.pos );
+ pTarget->est.q = pTarget->ideal.q;
+ pTarget->est.pos = pTarget->ideal.pos;
+
+ float latched = pTarget->est.latched;
+
+ if (pTarget->latched.bHasLatch)
+ {
+ if (pTarget->est.latched == 1.0)
+ {
+ // keep track of latch position error from ideal contact position
+ pTarget->latched.deltaPos = pTarget->latched.pos - pTarget->est.pos;
+ QuaternionSM( -1, pTarget->est.q, pTarget->latched.q, pTarget->latched.deltaQ );
+ pTarget->est.q = pTarget->latched.q;
+ pTarget->est.pos = pTarget->latched.pos;
+ }
+ else if (pTarget->est.latched > 0.0)
+ {
+ // ramp out latch differences during decay phase of rule
+ if (latched > 0 && latched < pTarget->latched.influence)
+ {
+ // latching has decreased
+ float dt = pTarget->latched.influence - latched;
+ if (pTarget->latched.influence > 0.0)
+ dt = dt / pTarget->latched.influence;
+
+ VectorScale( pTarget->latched.deltaPos, (1-dt), pTarget->latched.deltaPos );
+ QuaternionScale( pTarget->latched.deltaQ, (1-dt), pTarget->latched.deltaQ );
+ }
+
+ // move ideal contact position by latched error factor
+ pTarget->est.pos = pTarget->est.pos + pTarget->latched.deltaPos;
+ QuaternionMA( pTarget->est.q, 1, pTarget->latched.deltaQ, pTarget->est.q );
+ pTarget->latched.q = pTarget->est.q;
+ pTarget->latched.pos = pTarget->est.pos;
+ }
+ else
+ {
+ pTarget->latched.bHasLatch = false;
+ pTarget->latched.q = pTarget->est.q;
+ pTarget->latched.pos = pTarget->est.pos;
+ pTarget->latched.deltaPos.Init();
+ pTarget->latched.deltaQ.Init();
+ }
+ pTarget->latched.influence = latched;
+ }
+
+ // check for illegal requests
+ Vector p1, p2, p3;
+ MatrixPosition( boneToWorld[pchain->pLink( 0 )->bone], p1 ); // hip
+ MatrixPosition( boneToWorld[pchain->pLink( 1 )->bone], p2 ); // knee
+ MatrixPosition( boneToWorld[pchain->pLink( 2 )->bone], p3 ); // foot
+
+ float d1 = (p2 - p1).Length();
+ float d2 = (p3 - p2).Length();
+
+ if (pTarget->latched.bHasLatch)
+ {
+ //float d3 = (p3 - p1).Length();
+ float d4 = (p3 + pTarget->latched.deltaPos - p1).Length();
+
+ // unstick feet when distance is too great
+ if ((d4 < fabs( d1 - d2 ) || d4 * 0.95 > d1 + d2) && pTarget->est.latched > 0.2)
+ {
+ pTarget->error.flTime = m_flTime;
+ }
+
+ // unstick feet when angle is too great
+ if (pTarget->est.latched > 0.2)
+ {
+ float d = fabs( pTarget->latched.deltaQ.w ) * 2.0f - 1.0f; // QuaternionDotProduct( pTarget->latched.q, pTarget->est.q );
+
+ // FIXME: cos(45), make property of chain
+ if (d < 0.707)
+ {
+ pTarget->error.flTime = m_flTime;
+ }
+ }
+ }
+
+ Vector dt = pTarget->est.pos - p1;
+ pTarget->trace.hipToFoot = VectorNormalize( dt );
+ pTarget->trace.hipToKnee = d1;
+ pTarget->trace.kneeToFoot = d2;
+ pTarget->trace.hip = p1;
+ pTarget->trace.knee = p2;
+ pTarget->trace.closest = p1 + dt * (fabs( d1 - d2 ) * 1.01);
+ pTarget->trace.farthest = p1 + dt * (d1 + d2) * 0.99;
+ pTarget->trace.lowest = p1 + Vector( 0, 0, -1 ) * (d1 + d2) * 0.99;
+ // pTarget->trace.endpos = pTarget->est.pos;
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: insert release rules if the ik rules were in error
+//-----------------------------------------------------------------------------
+
+void CIKContext::AutoIKRelease( void )
+{
+ int i;
+
+ for (i = 0; i < m_target.Count(); i++)
+ {
+ CIKTarget *pTarget = &m_target[i];
+
+ float dt = m_flTime - pTarget->error.flTime;
+ if (pTarget->error.bInError || dt < 0.5)
+ {
+ if (!pTarget->error.bInError)
+ {
+ pTarget->error.ramp = 0.0;
+ pTarget->error.flErrorTime = pTarget->error.flTime;
+ pTarget->error.bInError = true;
+ }
+
+ float ft = m_flTime - pTarget->error.flErrorTime;
+ if (dt < 0.25)
+ {
+ pTarget->error.ramp = min( pTarget->error.ramp + ft * 4.0, 1.0 );
+ }
+ else
+ {
+ pTarget->error.ramp = max( pTarget->error.ramp - ft * 4.0, 0.0 );
+ }
+ if (pTarget->error.ramp > 0.0)
+ {
+ ikcontextikrule_t ikrule;
+
+ ikrule.chain = pTarget->chain;
+ ikrule.bone = 0;
+ ikrule.type = IK_RELEASE;
+ ikrule.slot = i;
+ ikrule.flWeight = SimpleSpline( pTarget->error.ramp );
+ ikrule.flRuleWeight = 1.0;
+ ikrule.latched = dt < 0.25 ? 0.0 : ikrule.flWeight;
+
+ // don't bother with AutoIKRelease if the bone isn't going to be calculated
+ // this code is crashing for some unknown reason.
+ if ( pTarget->chain >= 0 && pTarget->chain < m_pStudioHdr->numikchains())
+ {
+ mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( pTarget->chain );
+ if (pchain != NULL)
+ {
+ int bone = pchain->pLink( 2 )->bone;
+ if (bone >= 0 && bone < m_pStudioHdr->numbones())
+ {
+ mstudiobone_t *pBone = m_pStudioHdr->pBone( bone );
+ if (pBone != NULL)
+ {
+ if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
+ {
+ pTarget->error.bInError = false;
+ continue;
+ }
+ /*
+ char buf[256];
+ sprintf( buf, "dt %.4f ft %.4f weight %.4f latched %.4f\n", dt, ft, ikrule.flWeight, ikrule.latched );
+ OutputDebugString( buf );
+ */
+
+ int nIndex = m_ikChainRule.Element( ikrule.chain ).AddToTail( );
+ m_ikChainRule.Element( ikrule.chain ).Element( nIndex ) = ikrule;
+ }
+ else
+ {
+ DevWarning( 1, "AutoIKRelease (%s) got a NULL pBone %d\n", m_pStudioHdr->pszName(), bone );
+ }
+ }
+ else
+ {
+ DevWarning( 1, "AutoIKRelease (%s) got an out of range bone %d (%d)\n", m_pStudioHdr->pszName(), bone, m_pStudioHdr->numbones() );
+ }
+ }
+ else
+ {
+ DevWarning( 1, "AutoIKRelease (%s) got a NULL pchain %d\n", m_pStudioHdr->pszName(), pTarget->chain );
+ }
+ }
+ else
+ {
+ DevWarning( 1, "AutoIKRelease (%s) got an out of range chain %d (%d)\n", m_pStudioHdr->pszName(), pTarget->chain, m_pStudioHdr->numikchains());
+ }
+ }
+ else
+ {
+ pTarget->error.bInError = false;
+ }
+ pTarget->error.flErrorTime = m_flTime;
+ }
+ }
+}
+
+
+
+void CIKContext::SolveDependencies( Vector pos[], Quaternion q[], matrix3x4_t boneToWorld[], CBoneBitList &boneComputed )
+{
+// ASSERT_NO_REENTRY();
+
+ matrix3x4_t worldTarget;
+ int i, j;
+
+ ikchainresult_t chainResult[32]; // allocate!!!
+
+ // init chain rules
+ for (i = 0; i < m_pStudioHdr->numikchains(); i++)
+ {
+ mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( i );
+ ikchainresult_t *pChainResult = &chainResult[ i ];
+ int bone = pchain->pLink( 2 )->bone;
+
+ pChainResult->target = -1;
+ pChainResult->flWeight = 0.0;
+
+ // don't bother with chain if the bone isn't going to be calculated
+ if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
+ continue;
+
+ // eval current ik'd bone
+ BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
+
+ MatrixAngles( boneToWorld[bone], pChainResult->q, pChainResult->pos );
+ }
+
+ for (j = 0; j < m_ikChainRule.Count(); j++)
+ {
+ for (i = 0; i < m_ikChainRule.Element( j ).Count(); i++)
+ {
+ ikcontextikrule_t *pRule = &m_ikChainRule.Element( j ).Element( i );
+ ikchainresult_t *pChainResult = &chainResult[ pRule->chain ];
+ pChainResult->target = -1;
+
+
+ switch( pRule->type )
+ {
+ case IK_SELF:
+ {
+ // xform IK target error into world space
+ matrix3x4_t local;
+ QuaternionMatrix( pRule->q, pRule->pos, local );
+ // eval target bone space
+ if (pRule->bone != -1)
+ {
+ BuildBoneChain( pos, q, pRule->bone, boneToWorld, boneComputed );
+ ConcatTransforms( boneToWorld[pRule->bone], local, worldTarget );
+ }
+ else
+ {
+ ConcatTransforms( m_rootxform, local, worldTarget );
+ }
+
+ float flWeight = pRule->flWeight * pRule->flRuleWeight;
+ pChainResult->flWeight = pChainResult->flWeight * (1 - flWeight) + flWeight;
+
+ Vector p2;
+ Quaternion q2;
+
+ // target p and q
+ MatrixAngles( worldTarget, q2, p2 );
+
+ // debugLine( pChainResult->pos, p2, 0, 0, 255, true, 0.1 );
+
+ // blend in position and angles
+ pChainResult->pos = pChainResult->pos * (1.0 - flWeight) + p2 * flWeight;
+ QuaternionSlerp( pChainResult->q, q2, flWeight, pChainResult->q );
+ }
+ break;
+ case IK_WORLD:
+ Assert( 0 );
+ break;
+
+ case IK_ATTACHMENT:
+ break;
+
+ case IK_GROUND:
+ break;
+
+ case IK_RELEASE:
+ {
+ // move target back towards original location
+ float flWeight = pRule->flWeight * pRule->flRuleWeight;
+ mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( pRule->chain );
+ int bone = pchain->pLink( 2 )->bone;
+
+ Vector p2;
+ Quaternion q2;
+
+ BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
+ MatrixAngles( boneToWorld[bone], q2, p2 );
+
+ // blend in position and angles
+ pChainResult->pos = pChainResult->pos * (1.0 - flWeight) + p2 * flWeight;
+ QuaternionSlerp( pChainResult->q, q2, flWeight, pChainResult->q );
+ }
+ break;
+ case IK_UNLATCH:
+ {
+ /*
+ pChainResult->flWeight = pChainResult->flWeight * (1 - pRule->flWeight) + pRule->flWeight;
+
+ pChainResult->pos = pChainResult->pos * (1.0 - pRule->flWeight ) + pChainResult->local.pos * pRule->flWeight;
+ QuaternionSlerp( pChainResult->q, pChainResult->local.q, pRule->flWeight, pChainResult->q );
+ */
+ }
+ break;
+ }
+ }
+ }
+
+ for (i = 0; i < m_target.Count(); i++)
+ {
+ CIKTarget *pTarget = &m_target[i];
+
+ if (m_target[i].est.flWeight > 0.0)
+ {
+ matrix3x4_t worldFootpad;
+ matrix3x4_t local;
+ //mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( m_target[i].chain );
+ ikchainresult_t *pChainResult = &chainResult[ pTarget->chain ];
+
+ AngleMatrix(pTarget->offset.q, pTarget->offset.pos, local );
+
+ AngleMatrix( pTarget->est.q, pTarget->est.pos, worldFootpad );
+
+ ConcatTransforms( worldFootpad, local, worldTarget );
+
+ Vector p2;
+ Quaternion q2;
+ // target p and q
+ MatrixAngles( worldTarget, q2, p2 );
+ // MatrixAngles( worldTarget, pChainResult->q, pChainResult->pos );
+
+ // blend in position and angles
+ pChainResult->flWeight = pTarget->est.flWeight;
+ pChainResult->pos = pChainResult->pos * (1.0 - pChainResult->flWeight ) + p2 * pChainResult->flWeight;
+ QuaternionSlerp( pChainResult->q, q2, pChainResult->flWeight, pChainResult->q );
+ }
+
+ if (pTarget->latched.bNeedsLatch)
+ {
+ // keep track of latch position
+ pTarget->latched.bHasLatch = true;
+ pTarget->latched.q = pTarget->est.q;
+ pTarget->latched.pos = pTarget->est.pos;
+ }
+ }
+
+ for (i = 0; i < m_pStudioHdr->numikchains(); i++)
+ {
+ ikchainresult_t *pChainResult = &chainResult[ i ];
+ mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( i );
+
+ if (pChainResult->flWeight > 0.0)
+ {
+ Vector tmp;
+ MatrixPosition( boneToWorld[pchain->pLink( 2 )->bone], tmp );
+ // debugLine( pChainResult->pos, tmp, 255, 255, 255, true, 0.1 );
+
+ // do exact IK solution
+ // FIXME: once per link!
+ if (Studio_SolveIK(pchain, pChainResult->pos, boneToWorld ))
+ {
+ Vector p3;
+ MatrixGetColumn( boneToWorld[pchain->pLink( 2 )->bone], 3, p3 );
+ QuaternionMatrix( pChainResult->q, p3, boneToWorld[pchain->pLink( 2 )->bone] );
+
+ // rebuild chain
+ // FIXME: is this needed if everyone past this uses the boneToWorld array?
+ SolveBone( m_pStudioHdr, pchain->pLink( 2 )->bone, boneToWorld, pos, q );
+ SolveBone( m_pStudioHdr, pchain->pLink( 1 )->bone, boneToWorld, pos, q );
+ SolveBone( m_pStudioHdr, pchain->pLink( 0 )->bone, boneToWorld, pos, q );
+ }
+ else
+ {
+ // FIXME: need to invalidate the targets that forced this...
+ if (pChainResult->target != -1)
+ {
+ CIKTarget *pTarget = &m_target[pChainResult->target];
+ VectorScale( pTarget->latched.deltaPos, 0.8, pTarget->latched.deltaPos );
+ QuaternionScale( pTarget->latched.deltaQ, 0.8, pTarget->latched.deltaQ );
+ }
+ }
+ }
+ }
+
+#if 0
+ Vector p1, p2, p3;
+ Quaternion q1, q2, q3;
+
+ // current p and q
+ MatrixAngles( boneToWorld[bone], q1, p1 );
+
+
+ // target p and q
+ MatrixAngles( worldTarget, q2, p2 );
+
+ // blend in position and angles
+ p3 = p1 * (1.0 - m_ikRule[i].flWeight ) + p2 * m_ikRule[i].flWeight;
+
+ // do exact IK solution
+ // FIXME: once per link!
+ Studio_SolveIK(pchain, p3, boneToWorld );
+
+ // force angle (bad?)
+ QuaternionSlerp( q1, q2, m_ikRule[i].flWeight, q3 );
+ MatrixGetColumn( boneToWorld[bone], 3, p3 );
+ QuaternionMatrix( q3, p3, boneToWorld[bone] );
+
+ // rebuild chain
+ SolveBone( m_pStudioHdr, pchain->pLink( 2 )->bone, boneToWorld, pos, q );
+ SolveBone( m_pStudioHdr, pchain->pLink( 1 )->bone, boneToWorld, pos, q );
+ SolveBone( m_pStudioHdr, pchain->pLink( 0 )->bone, boneToWorld, pos, q );
+#endif
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CIKContext::SolveAutoplayLocks(
+ Vector pos[],
+ Quaternion q[]
+ )
+{
+ matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList boneComputed;
+ int i;
+
+ for (i = 0; i < m_ikLock.Count(); i++)
+ {
+ const mstudioiklock_t &lock = ((CStudioHdr *)m_pStudioHdr)->pIKAutoplayLock( i );
+ SolveLock( &lock, i, pos, q, boneToWorld, boneComputed );
+ }
+ g_MatrixPool.Free( boneToWorld );
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CIKContext::SolveSequenceLocks(
+ mstudioseqdesc_t &seqdesc,
+ Vector pos[],
+ Quaternion q[]
+ )
+{
+ matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList boneComputed;
+ int i;
+
+ for (i = 0; i < m_ikLock.Count(); i++)
+ {
+ mstudioiklock_t *plock = seqdesc.pIKLock( i );
+ SolveLock( plock, i, pos, q, boneToWorld, boneComputed );
+ }
+ g_MatrixPool.Free( boneToWorld );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+void CIKContext::AddAllLocks( Vector pos[], Quaternion q[] )
+{
+ // skip all array access if no autoplay locks.
+ if (m_pStudioHdr->GetNumIKChains() == 0)
+ {
+ return;
+ }
+
+ matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList boneComputed;
+
+ int ikOffset = m_ikLock.AddMultipleToTail( m_pStudioHdr->GetNumIKChains() );
+ memset( &m_ikLock[ikOffset], 0, sizeof(ikcontextikrule_t)*m_pStudioHdr->GetNumIKChains() );
+
+ for (int i = 0; i < m_pStudioHdr->GetNumIKChains(); i++)
+ {
+ mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( i );
+ int bone = pchain->pLink( 2 )->bone;
+
+ // don't bother with iklock if the bone isn't going to be calculated
+ if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
+ continue;
+
+ // eval current ik'd bone
+ BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
+
+ ikcontextikrule_t &ikrule = m_ikLock[ i + ikOffset ];
+
+ ikrule.chain = i;
+ ikrule.slot = i;
+ ikrule.type = IK_WORLD;
+
+ MatrixAngles( boneToWorld[bone], ikrule.q, ikrule.pos );
+
+ // save off current knee direction
+ if (pchain->pLink(0)->kneeDir.LengthSqr() > 0.0)
+ {
+ Vector tmp = pchain->pLink( 0 )->kneeDir;
+ VectorRotate( pchain->pLink( 0 )->kneeDir, boneToWorld[ pchain->pLink( 0 )->bone ], ikrule.kneeDir );
+ MatrixPosition( boneToWorld[ pchain->pLink( 1 )->bone ], ikrule.kneePos );
+ }
+ else
+ {
+ ikrule.kneeDir.Init( );
+ }
+ }
+ g_MatrixPool.Free( boneToWorld );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+
+void CIKContext::SolveAllLocks(
+ Vector pos[],
+ Quaternion q[]
+ )
+{
+ matrix3x4_t *boneToWorld = g_MatrixPool.Alloc();
+ CBoneBitList boneComputed;
+ int i;
+
+ mstudioiklock_t lock;
+
+ for (i = 0; i < m_ikLock.Count(); i++)
+ {
+ lock.chain = i;
+ lock.flPosWeight = 1.0;
+ lock.flLocalQWeight = 0.0;
+ lock.flags = 0;
+
+ SolveLock( &lock, i, pos, q, boneToWorld, boneComputed );
+ }
+ g_MatrixPool.Free( boneToWorld );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+
+void CIKContext::SolveLock(
+ const mstudioiklock_t *plock,
+ int i,
+ Vector pos[],
+ Quaternion q[],
+ matrix3x4_t boneToWorld[],
+ CBoneBitList &boneComputed
+ )
+{
+ mstudioikchain_t *pchain = m_pStudioHdr->pIKChain( plock->chain );
+ int bone = pchain->pLink( 2 )->bone;
+
+ // don't bother with iklock if the bone isn't going to be calculated
+ if ( !(m_pStudioHdr->boneFlags( bone ) & m_boneMask))
+ return;
+
+ // eval current ik'd bone
+ BuildBoneChain( pos, q, bone, boneToWorld, boneComputed );
+
+ Vector p1, p2, p3;
+ Quaternion q2, q3;
+
+ // current p and q
+ MatrixPosition( boneToWorld[bone], p1 );
+
+ // blend in position
+ p3 = p1 * (1.0 - plock->flPosWeight ) + m_ikLock[i].pos * plock->flPosWeight;
+
+ // do exact IK solution
+ if (m_ikLock[i].kneeDir.LengthSqr() > 0)
+ {
+ Studio_SolveIK(pchain->pLink( 0 )->bone, pchain->pLink( 1 )->bone, pchain->pLink( 2 )->bone, p3, m_ikLock[i].kneePos, m_ikLock[i].kneeDir, boneToWorld );
+ }
+ else
+ {
+ Studio_SolveIK(pchain, p3, boneToWorld );
+ }
+
+ // slam orientation
+ MatrixPosition( boneToWorld[bone], p3 );
+ QuaternionMatrix( m_ikLock[i].q, p3, boneToWorld[bone] );
+
+ // rebuild chain
+ q2 = q[ bone ];
+ SolveBone( m_pStudioHdr, pchain->pLink( 2 )->bone, boneToWorld, pos, q );
+ QuaternionSlerp( q[bone], q2, plock->flLocalQWeight, q[bone] );
+
+ SolveBone( m_pStudioHdr, pchain->pLink( 1 )->bone, boneToWorld, pos, q );
+ SolveBone( m_pStudioHdr, pchain->pLink( 0 )->bone, boneToWorld, pos, q );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: run all animations that automatically play and are driven off of poseParameters
+//-----------------------------------------------------------------------------
+void CBoneSetup::CalcAutoplaySequences(
+ Vector pos[],
+ Quaternion q[],
+ float flRealTime,
+ CIKContext *pIKContext
+ )
+{
+ // ASSERT_NO_REENTRY();
+
+ int i;
+ if ( pIKContext )
+ {
+ pIKContext->AddAutoplayLocks( pos, q );
+ }
+
+ unsigned short *pList = NULL;
+ int count = m_pStudioHdr->GetAutoplayList( &pList );
+ for (i = 0; i < count; i++)
+ {
+ int sequenceIndex = pList[i];
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)m_pStudioHdr)->pSeqdesc( sequenceIndex );
+ if (seqdesc.flags & STUDIO_AUTOPLAY)
+ {
+ float cycle = 0;
+ float cps = Studio_CPS( m_pStudioHdr, seqdesc, sequenceIndex, m_flPoseParameter );
+ cycle = flRealTime * cps;
+ cycle = cycle - (int)cycle;
+
+ AccumulatePose( pos, q, sequenceIndex, cycle, 1.0, flRealTime, pIKContext );
+ }
+ }
+
+ if ( pIKContext )
+ {
+ pIKContext->SolveAutoplayLocks( pos, q );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void Studio_BuildMatrices(
+ const CStudioHdr *pStudioHdr,
+ const QAngle& angles,
+ const Vector& origin,
+ const Vector pos[],
+ const Quaternion q[],
+ int iBone,
+ float flScale,
+ matrix3x4_t bonetoworld[MAXSTUDIOBONES],
+ int boneMask
+ )
+{
+ int i, j;
+
+ int chain[MAXSTUDIOBONES] = {};
+ int chainlength = 0;
+
+ if (iBone < -1 || iBone >= pStudioHdr->numbones())
+ iBone = 0;
+
+ // build list of what bones to use
+ if (iBone == -1)
+ {
+ // all bones
+ chainlength = pStudioHdr->numbones();
+ for (i = 0; i < pStudioHdr->numbones(); i++)
+ {
+ chain[chainlength - i - 1] = i;
+ }
+ }
+ else
+ {
+ // only the parent bones
+ i = iBone;
+ while (i != -1)
+ {
+ chain[chainlength++] = i;
+ i = pStudioHdr->boneParent( i );
+ }
+ }
+
+ matrix3x4_t bonematrix;
+ matrix3x4_t rotationmatrix; // model to world transformation
+ AngleMatrix( angles, origin, rotationmatrix );
+
+ // Account for a change in scale
+ if ( flScale < 1.0f-FLT_EPSILON || flScale > 1.0f+FLT_EPSILON )
+ {
+ Vector vecOffset;
+ MatrixGetColumn( rotationmatrix, 3, vecOffset );
+ vecOffset -= origin;
+ vecOffset *= flScale;
+ vecOffset += origin;
+ MatrixSetColumn( vecOffset, 3, rotationmatrix );
+
+ // Scale it uniformly
+ VectorScale( rotationmatrix[0], flScale, rotationmatrix[0] );
+ VectorScale( rotationmatrix[1], flScale, rotationmatrix[1] );
+ VectorScale( rotationmatrix[2], flScale, rotationmatrix[2] );
+ }
+
+ for (j = chainlength - 1; j >= 0; j--)
+ {
+ i = chain[j];
+ if (pStudioHdr->boneFlags(i) & boneMask)
+ {
+ QuaternionMatrix( q[i], pos[i], bonematrix );
+
+ if (pStudioHdr->boneParent(i) == -1)
+ {
+ ConcatTransforms (rotationmatrix, bonematrix, bonetoworld[i]);
+ }
+ else
+ {
+ ConcatTransforms (bonetoworld[pStudioHdr->boneParent(i)], bonematrix, bonetoworld[i]);
+ }
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: look at single column vector of another bones local transformation
+// and generate a procedural transformation based on how that column
+// points down the 6 cardinal axis (all negative weights are clamped to 0).
+//-----------------------------------------------------------------------------
+
+void DoAxisInterpBone(
+ mstudiobone_t *pbones,
+ int ibone,
+ CBoneAccessor &bonetoworld
+ )
+{
+ matrix3x4_t bonematrix;
+ Vector control;
+
+ mstudioaxisinterpbone_t *pProc = (mstudioaxisinterpbone_t *)pbones[ibone].pProcedure( );
+ const matrix3x4_t &controlBone = bonetoworld.GetBone( pProc->control );
+ if (pProc && pbones[pProc->control].parent != -1)
+ {
+ Vector tmp;
+ // pull out the control column
+ tmp.x = controlBone[0][pProc->axis];
+ tmp.y = controlBone[1][pProc->axis];
+ tmp.z = controlBone[2][pProc->axis];
+
+ // invert it back into parent's space.
+ VectorIRotate( tmp, bonetoworld.GetBone( pbones[pProc->control].parent ), control );
+#if 0
+ matrix3x4_t tmpmatrix;
+ matrix3x4_t controlmatrix;
+ MatrixInvert( bonetoworld.GetBone( pbones[pProc->control].parent ), tmpmatrix );
+ ConcatTransforms( tmpmatrix, bonetoworld.GetBone( pProc->control ), controlmatrix );
+
+ // pull out the control column
+ control.x = controlmatrix[0][pProc->axis];
+ control.y = controlmatrix[1][pProc->axis];
+ control.z = controlmatrix[2][pProc->axis];
+#endif
+ }
+ else
+ {
+ // pull out the control column
+ control.x = controlBone[0][pProc->axis];
+ control.y = controlBone[1][pProc->axis];
+ control.z = controlBone[2][pProc->axis];
+ }
+
+ Quaternion *q1, *q2, *q3;
+ Vector *p1, *p2, *p3;
+
+ // find axial control inputs
+ float a1 = control.x;
+ float a2 = control.y;
+ float a3 = control.z;
+ if (a1 >= 0)
+ {
+ q1 = &pProc->quat[0];
+ p1 = &pProc->pos[0];
+ }
+ else
+ {
+ a1 = -a1;
+ q1 = &pProc->quat[1];
+ p1 = &pProc->pos[1];
+ }
+
+ if (a2 >= 0)
+ {
+ q2 = &pProc->quat[2];
+ p2 = &pProc->pos[2];
+ }
+ else
+ {
+ a2 = -a2;
+ q2 = &pProc->quat[3];
+ p2 = &pProc->pos[3];
+ }
+
+ if (a3 >= 0)
+ {
+ q3 = &pProc->quat[4];
+ p3 = &pProc->pos[4];
+ }
+ else
+ {
+ a3 = -a3;
+ q3 = &pProc->quat[5];
+ p3 = &pProc->pos[5];
+ }
+
+ // do a three-way blend
+ Vector p;
+ Quaternion v, tmp;
+ if (a1 + a2 > 0)
+ {
+ float t = 1.0 / (a1 + a2 + a3);
+ // FIXME: do a proper 3-way Quat blend!
+ QuaternionSlerp( *q2, *q1, a1 / (a1 + a2), tmp );
+ QuaternionSlerp( tmp, *q3, a3 * t, v );
+ VectorScale( *p1, a1 * t, p );
+ VectorMA( p, a2 * t, *p2, p );
+ VectorMA( p, a3 * t, *p3, p );
+ }
+ else
+ {
+ QuaternionSlerp( *q3, *q3, 0, v ); // ??? no quat copy?
+ p = *p3;
+ }
+
+ QuaternionMatrix( v, p, bonematrix );
+
+ ConcatTransforms (bonetoworld.GetBone( pbones[ibone].parent ), bonematrix, bonetoworld.GetBoneForWrite( ibone ));
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Generate a procedural transformation based on how that another bones
+// local transformation matches a set of target orientations.
+//-----------------------------------------------------------------------------
+void DoQuatInterpBone(
+ mstudiobone_t *pbones,
+ int ibone,
+ CBoneAccessor &bonetoworld
+ )
+{
+ matrix3x4_t bonematrix;
+ Vector control;
+
+ mstudioquatinterpbone_t *pProc = (mstudioquatinterpbone_t *)pbones[ibone].pProcedure( );
+ if (pProc && pbones[pProc->control].parent != -1)
+ {
+ Quaternion src;
+ float weight[32];
+ float scale = 0.0;
+ Quaternion quat;
+ Vector pos;
+
+ matrix3x4_t tmpmatrix;
+ matrix3x4_t controlmatrix;
+ MatrixInvert( bonetoworld.GetBone( pbones[pProc->control].parent), tmpmatrix );
+ ConcatTransforms( tmpmatrix, bonetoworld.GetBone( pProc->control ), controlmatrix );
+
+ MatrixAngles( controlmatrix, src, pos ); // FIXME: make a version without pos
+
+ int i;
+ for (i = 0; i < pProc->numtriggers; i++)
+ {
+ float dot = fabs( QuaternionDotProduct( pProc->pTrigger( i )->trigger, src ) );
+ // FIXME: a fast acos should be acceptable
+ dot = clamp( dot, -1.f, 1.f );
+ weight[i] = 1 - (2 * acos( dot ) * pProc->pTrigger( i )->inv_tolerance );
+ weight[i] = max( 0, weight[i] );
+ scale += weight[i];
+ }
+
+ if (scale <= 0.001) // EPSILON?
+ {
+ AngleMatrix( pProc->pTrigger( 0 )->quat, pProc->pTrigger( 0 )->pos, bonematrix );
+ ConcatTransforms ( bonetoworld.GetBone( pbones[ibone].parent ), bonematrix, bonetoworld.GetBoneForWrite( ibone ) );
+ return;
+ }
+
+ scale = 1.0 / scale;
+
+ quat.Init( 0, 0, 0, 0);
+ pos.Init( );
+
+ for (i = 0; i < pProc->numtriggers; i++)
+ {
+ if (weight[i])
+ {
+ float s = weight[i] * scale;
+ mstudioquatinterpinfo_t *pTrigger = pProc->pTrigger( i );
+
+ QuaternionAlign( pTrigger->quat, quat, quat );
+
+ quat.x = quat.x + s * pTrigger->quat.x;
+ quat.y = quat.y + s * pTrigger->quat.y;
+ quat.z = quat.z + s * pTrigger->quat.z;
+ quat.w = quat.w + s * pTrigger->quat.w;
+ pos.x = pos.x + s * pTrigger->pos.x;
+ pos.y = pos.y + s * pTrigger->pos.y;
+ pos.z = pos.z + s * pTrigger->pos.z;
+ }
+ }
+ Assert( QuaternionNormalize( quat ) != 0);
+ QuaternionMatrix( quat, pos, bonematrix );
+ }
+
+ ConcatTransforms (bonetoworld.GetBone( pbones[ibone].parent ), bonematrix, bonetoworld.GetBoneForWrite( ibone ));
+}
+
+/*
+ * This is for DoAimAtBone below, was just for testing, not needed in general
+ * but to turn it back on, uncomment this and the section in DoAimAtBone() below
+ *
+
+static ConVar aim_constraint( "aim_constraint", "1", FCVAR_REPLICATED, "Toggle <aimconstraint> Helper Bones" );
+
+*/
+
+//-----------------------------------------------------------------------------
+// Purpose: Generate a procedural transformation so that one bone points at
+// another point on the model
+//-----------------------------------------------------------------------------
+void DoAimAtBone(
+ mstudiobone_t *pBones,
+ int iBone,
+ CBoneAccessor &bonetoworld,
+ const CStudioHdr *pStudioHdr
+ )
+{
+ mstudioaimatbone_t *pProc = (mstudioaimatbone_t *)pBones[iBone].pProcedure();
+
+ if ( !pProc )
+ {
+ return;
+ }
+
+ /*
+ * Uncomment this if the ConVar above is uncommented
+ *
+
+ if ( !aim_constraint.GetBool() )
+ {
+ // If the aim constraint is turned off then just copy the parent transform
+ // plus the offset value
+
+ matrix3x4_t boneToWorldSpace;
+ MatrixCopy ( bonetoworld.GetBone( pProc->parent ), boneToWorldSpace );
+ Vector boneWorldPosition;
+ VectorTransform( pProc->basepos, boneToWorldSpace, boneWorldPosition );
+ MatrixSetColumn( boneWorldPosition, 3, boneToWorldSpace );
+ MatrixCopy( boneToWorldSpace, bonetoworld.GetBoneForWrite( iBone ) );
+
+ return;
+ }
+
+ */
+
+ // The world matrix of the bone to change
+ matrix3x4_t boneMatrix;
+
+ // Guaranteed to be unit length
+ const Vector &userAimVector( pProc->aimvector );
+
+ // Guaranteed to be unit length
+ const Vector &userUpVector( pProc->upvector );
+
+ // Get to get position of bone but also for up reference
+ matrix3x4_t parentSpace;
+ MatrixCopy ( bonetoworld.GetBone( pProc->parent ), parentSpace );
+
+ // World space position of the bone to aim
+ Vector aimWorldPosition;
+ VectorTransform( pProc->basepos, parentSpace, aimWorldPosition );
+
+ // The worldspace matrix of the bone to aim at
+ matrix3x4_t aimAtSpace;
+ if ( pStudioHdr )
+ {
+ // This means it's AIMATATTACH
+ const mstudioattachment_t &attachment( ((CStudioHdr *)pStudioHdr)->pAttachment( pProc->aim ) );
+ ConcatTransforms(
+ bonetoworld.GetBone( attachment.localbone ),
+ attachment.local,
+ aimAtSpace );
+ }
+ else
+ {
+ MatrixCopy( bonetoworld.GetBone( pProc->aim ), aimAtSpace );
+ }
+
+ Vector aimAtWorldPosition;
+ MatrixGetColumn( aimAtSpace, 3, aimAtWorldPosition );
+
+ // make sure the redundant parent info is correct
+ Assert( pProc->parent == pBones[iBone].parent );
+ // make sure the redundant position info is correct
+ Assert( pProc->basepos.DistToSqr( pBones[iBone].pos ) < 0.1 );
+
+ // The aim and up data is relative to this bone, not the parent bone
+ matrix3x4_t bonematrix, boneLocalToWorld;
+ AngleMatrix( pBones[iBone].quat, pProc->basepos, bonematrix );
+ ConcatTransforms( bonetoworld.GetBone( pProc->parent ), bonematrix, boneLocalToWorld );
+
+ Vector aimVector;
+ VectorSubtract( aimAtWorldPosition, aimWorldPosition, aimVector );
+ VectorNormalizeFast( aimVector );
+
+ Vector axis;
+ CrossProduct( userAimVector, aimVector, axis );
+ VectorNormalizeFast( axis );
+ Assert( 1.0f - fabs( DotProduct( userAimVector, aimVector ) ) > FLT_EPSILON );
+ float angle( acosf( DotProduct( userAimVector, aimVector ) ) );
+ Quaternion aimRotation;
+ AxisAngleQuaternion( axis, RAD2DEG( angle ), aimRotation );
+
+ if ( ( 1.0f - fabs( DotProduct( userUpVector, userAimVector ) ) ) > FLT_EPSILON )
+ {
+ matrix3x4_t aimRotationMatrix;
+ QuaternionMatrix( aimRotation, aimRotationMatrix );
+
+ Vector tmpV;
+
+ Vector tmp_pUp;
+ VectorRotate( userUpVector, aimRotationMatrix, tmp_pUp );
+ VectorScale( aimVector, DotProduct( aimVector, tmp_pUp ), tmpV );
+ Vector pUp;
+ VectorSubtract( tmp_pUp, tmpV, pUp );
+ VectorNormalizeFast( pUp );
+
+ Vector tmp_pParentUp;
+ VectorRotate( userUpVector, boneLocalToWorld, tmp_pParentUp );
+ VectorScale( aimVector, DotProduct( aimVector, tmp_pParentUp ), tmpV );
+ Vector pParentUp;
+ VectorSubtract( tmp_pParentUp, tmpV, pParentUp );
+ VectorNormalizeFast( pParentUp );
+
+ Quaternion upRotation;
+ //Assert( 1.0f - fabs( DotProduct( pUp, pParentUp ) ) > FLT_EPSILON );
+ if( 1.0f - fabs( DotProduct( pUp, pParentUp ) ) > FLT_EPSILON )
+ {
+ angle = acos( DotProduct( pUp, pParentUp ) );
+ CrossProduct( pUp, pParentUp, axis );
+ }
+ else
+ {
+ angle = 0;
+ axis = pUp;
+ }
+
+ VectorNormalizeFast( axis );
+ AxisAngleQuaternion( axis, RAD2DEG( angle ), upRotation );
+
+ Quaternion boneRotation;
+ QuaternionMult( upRotation, aimRotation, boneRotation );
+ QuaternionMatrix( boneRotation, aimWorldPosition, boneMatrix );
+ }
+ else
+ {
+ QuaternionMatrix( aimRotation, aimWorldPosition, boneMatrix );
+ }
+
+ MatrixCopy( boneMatrix, bonetoworld.GetBoneForWrite( iBone ) );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+
+bool CalcProceduralBone(
+ const CStudioHdr *pStudioHdr,
+ int iBone,
+ CBoneAccessor &bonetoworld
+ )
+{
+ mstudiobone_t *pbones = pStudioHdr->pBone( 0 );
+
+ if ( pStudioHdr->boneFlags(iBone) & BONE_ALWAYS_PROCEDURAL )
+ {
+ switch( pbones[iBone].proctype )
+ {
+ case STUDIO_PROC_AXISINTERP:
+ DoAxisInterpBone( pbones, iBone, bonetoworld );
+ return true;
+
+ case STUDIO_PROC_QUATINTERP:
+ DoQuatInterpBone( pbones, iBone, bonetoworld );
+ return true;
+
+ case STUDIO_PROC_AIMATBONE:
+ DoAimAtBone( pbones, iBone, bonetoworld, NULL );
+ return true;
+
+ case STUDIO_PROC_AIMATATTACH:
+ DoAimAtBone( pbones, iBone, bonetoworld, pStudioHdr );
+ return true;
+
+ default:
+ return false;
+ }
+ }
+ return false;
+}
+
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Lookup a bone controller
+//-----------------------------------------------------------------------------
+
+
+
+static mstudiobonecontroller_t* FindController( const CStudioHdr *pStudioHdr, int iController)
+{
+ // find first controller that matches the index
+ for (int i = 0; i < pStudioHdr->numbonecontrollers(); i++)
+ {
+ if (pStudioHdr->pBonecontroller( i )->inputfield == iController)
+ return pStudioHdr->pBonecontroller( i );
+ }
+
+ return NULL;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: converts a ranged bone controller value into a 0..1 encoded value
+// Output: ctlValue contains 0..1 encoding.
+// returns clamped ranged value
+//-----------------------------------------------------------------------------
+
+float Studio_SetController( const CStudioHdr *pStudioHdr, int iController, float flValue, float &ctlValue )
+{
+ if (! pStudioHdr)
+ return flValue;
+
+ mstudiobonecontroller_t *pbonecontroller = FindController(pStudioHdr, iController);
+ if(!pbonecontroller)
+ {
+ ctlValue = 0;
+ return flValue;
+ }
+
+ // wrap 0..360 if it's a rotational controller
+ if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
+ {
+ // ugly hack, invert value if end < start
+ if (pbonecontroller->end < pbonecontroller->start)
+ flValue = -flValue;
+
+ // does the controller not wrap?
+ if (pbonecontroller->start + 359.0 >= pbonecontroller->end)
+ {
+ if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180)
+ flValue = flValue - 360;
+ if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180)
+ flValue = flValue + 360;
+ }
+ else
+ {
+ if (flValue > 360)
+ flValue = flValue - (int)(flValue / 360.0) * 360.0;
+ else if (flValue < 0)
+ flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0;
+ }
+ }
+
+ ctlValue = (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start);
+ if (ctlValue < 0) ctlValue = 0;
+ if (ctlValue > 1) ctlValue = 1;
+
+ float flReturnVal = ((1.0 - ctlValue)*pbonecontroller->start + ctlValue *pbonecontroller->end);
+
+ // ugly hack, invert value if a rotational controller and end < start
+ if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR) &&
+ pbonecontroller->end < pbonecontroller->start )
+ {
+ flReturnVal *= -1;
+ }
+
+ return flReturnVal;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: converts a 0..1 encoded bone controller value into a ranged value
+// Output: returns ranged value
+//-----------------------------------------------------------------------------
+
+float Studio_GetController( const CStudioHdr *pStudioHdr, int iController, float ctlValue )
+{
+ if (!pStudioHdr)
+ return 0.0;
+
+ mstudiobonecontroller_t *pbonecontroller = FindController(pStudioHdr, iController);
+ if(!pbonecontroller)
+ return 0;
+
+ return ctlValue * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Calculates default values for the pose parameters
+// Output: fills in an array
+//-----------------------------------------------------------------------------
+
+void Studio_CalcDefaultPoseParameters( const CStudioHdr *pStudioHdr, float flPoseParameter[], int nCount )
+{
+ int nPoseCount = pStudioHdr->GetNumPoseParameters();
+ int nNumParams = MIN( nCount, MAXSTUDIOPOSEPARAM );
+
+ for ( int i = 0; i < nNumParams; ++i )
+ {
+ // Default to middle of the pose parameter range
+ flPoseParameter[ i ] = 0.5f;
+ if ( i < nPoseCount )
+ {
+ const mstudioposeparamdesc_t &Pose = ((CStudioHdr *)pStudioHdr)->pPoseParameter( i );
+
+ // Want to try for a zero state. If one doesn't exist set it to .5 by default.
+ if ( Pose.start < 0.0f && Pose.end > 0.0f )
+ {
+ float flPoseDelta = Pose.end - Pose.start;
+ flPoseParameter[i] = -Pose.start / flPoseDelta;
+ }
+ }
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: converts a ranged pose parameter value into a 0..1 encoded value
+// Output: ctlValue contains 0..1 encoding.
+// returns clamped ranged value
+//-----------------------------------------------------------------------------
+
+float Studio_SetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float flValue, float &ctlValue )
+{
+ if (iParameter < 0 || iParameter >= pStudioHdr->GetNumPoseParameters())
+ {
+ return 0;
+ }
+
+ const mstudioposeparamdesc_t &PoseParam = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iParameter );
+
+ Assert( IsFinite( flValue ) );
+
+ if (PoseParam.loop)
+ {
+ float wrap = (PoseParam.start + PoseParam.end) / 2.0 + PoseParam.loop / 2.0;
+ float shift = PoseParam.loop - wrap;
+
+ flValue = flValue - PoseParam.loop * floor((flValue + shift) / PoseParam.loop);
+ }
+
+ ctlValue = (flValue - PoseParam.start) / (PoseParam.end - PoseParam.start);
+
+ if (ctlValue < 0) ctlValue = 0;
+ if (ctlValue > 1) ctlValue = 1;
+
+ Assert( IsFinite( ctlValue ) );
+
+ return ctlValue * (PoseParam.end - PoseParam.start) + PoseParam.start;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: converts a 0..1 encoded pose parameter value into a ranged value
+// Output: returns ranged value
+//-----------------------------------------------------------------------------
+
+float Studio_GetPoseParameter( const CStudioHdr *pStudioHdr, int iParameter, float ctlValue )
+{
+ if (iParameter < 0 || iParameter >= pStudioHdr->GetNumPoseParameters())
+ {
+ return 0;
+ }
+
+ const mstudioposeparamdesc_t &PoseParam = ((CStudioHdr *)pStudioHdr)->pPoseParameter( iParameter );
+
+ return ctlValue * (PoseParam.end - PoseParam.start) + PoseParam.start;
+}
+
+
+#pragma warning (disable : 4701)
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+static int ClipRayToHitbox( const Ray_t &ray, mstudiobbox_t *pbox, matrix3x4_t& matrix, trace_t &tr )
+{
+ const float flProjEpsilon = 0.01f;
+ // scale by current t so hits shorten the ray and increase the likelihood of early outs
+ Vector delta2;
+ VectorScale( ray.m_Delta, (0.5f * tr.fraction), delta2 );
+
+ // OPTIMIZE: Store this in the box instead of computing it here
+ // compute center in local space
+ Vector boxextents;
+ boxextents.x = (pbox->bbmin.x + pbox->bbmax.x) * 0.5;
+ boxextents.y = (pbox->bbmin.y + pbox->bbmax.y) * 0.5;
+ boxextents.z = (pbox->bbmin.z + pbox->bbmax.z) * 0.5;
+ Vector boxCenter;
+ // transform to world space
+ VectorTransform( boxextents, matrix, boxCenter );
+ // calc extents from local center
+ boxextents.x = pbox->bbmax.x - boxextents.x;
+ boxextents.y = pbox->bbmax.y - boxextents.y;
+ boxextents.z = pbox->bbmax.z - boxextents.z;
+ // OPTIMIZE: This is optimized for world space. If the transform is fast enough, it may make more
+ // sense to just xform and call UTIL_ClipToBox() instead. MEASURE THIS.
+
+ // save the extents of the ray along
+ Vector extent, uextent;
+ Vector segmentCenter;
+ segmentCenter.x = ray.m_Start.x + delta2.x - boxCenter.x;
+ segmentCenter.y = ray.m_Start.y + delta2.y - boxCenter.y;
+ segmentCenter.z = ray.m_Start.z + delta2.z - boxCenter.z;
+
+ extent.Init();
+
+ // check box axes for separation
+ for ( int j = 0; j < 3; j++ )
+ {
+ extent[j] = delta2.x * matrix[0][j] + delta2.y * matrix[1][j] + delta2.z * matrix[2][j];
+ uextent[j] = fabsf(extent[j]);
+ float coord = segmentCenter.x * matrix[0][j] + segmentCenter.y * matrix[1][j] + segmentCenter.z * matrix[2][j];
+ coord = fabsf(coord);
+
+ if ( coord > (boxextents[j] + uextent[j]) )
+ return -1;
+ }
+
+ // now check cross axes for separation
+ float tmp, tmpfix, cextent;
+ Vector cross;
+ CrossProduct( delta2, segmentCenter, cross );
+ cextent = cross.x * matrix[0][0] + cross.y * matrix[1][0] + cross.z * matrix[2][0];
+ cextent = fabsf(cextent);
+ tmp = boxextents[1]*uextent[2] + boxextents[2]*uextent[1];
+ tmpfix = MAX(tmp, flProjEpsilon);
+ if ( cextent > tmpfix )
+ return -1;
+
+// if ( cextent > tmp && cextent <= tmpfix )
+// DevWarning( "ClipRayToHitbox trace precision error case\n" );
+
+ cextent = cross.x * matrix[0][1] + cross.y * matrix[1][1] + cross.z * matrix[2][1];
+ cextent = fabsf(cextent);
+ tmp = boxextents[0]*uextent[2] + boxextents[2]*uextent[0];
+ tmpfix = MAX(tmp, flProjEpsilon);
+ if ( cextent > tmpfix )
+ return -1;
+
+// if ( cextent > tmp && cextent <= tmpfix )
+// DevWarning( "ClipRayToHitbox trace precision error case\n" );
+
+ cextent = cross.x * matrix[0][2] + cross.y * matrix[1][2] + cross.z * matrix[2][2];
+ cextent = fabsf(cextent);
+ tmp = boxextents[0]*uextent[1] + boxextents[1]*uextent[0];
+ tmpfix = MAX(tmp, flProjEpsilon);
+ if ( cextent > tmpfix )
+ return -1;
+
+// if ( cextent > tmp && cextent <= tmpfix )
+// DevWarning( "ClipRayToHitbox trace precision error case\n" );
+
+ // !!! We hit this box !!! compute intersection point and return
+ Vector start;
+
+ // Compute ray start in bone space
+ VectorITransform( ray.m_Start, matrix, start );
+ // extent is delta2 in bone space, recompute delta in bone space
+ VectorScale( extent, 2, extent );
+
+ // delta was prescaled by the current t, so no need to see if this intersection
+ // is closer
+ trace_t boxTrace;
+ if ( !IntersectRayWithBox( start, extent, pbox->bbmin, pbox->bbmax, 0.0f, &boxTrace ) )
+ return -1;
+
+ Assert( IsFinite(boxTrace.fraction) );
+ tr.fraction *= boxTrace.fraction;
+ tr.startsolid = boxTrace.startsolid;
+ int hitside = boxTrace.plane.type;
+ if ( boxTrace.plane.normal[hitside] >= 0 )
+ {
+ hitside += 3;
+ }
+ return hitside;
+}
+
+#pragma warning (default : 4701)
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool SweepBoxToStudio( IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set,
+ matrix3x4_t **hitboxbones, int fContentsMask, trace_t &tr )
+{
+ tr.fraction = 1.0;
+ tr.startsolid = false;
+
+ // OPTIMIZE: Partition these?
+ Ray_t clippedRay = ray;
+ int hitbox = -1;
+ for ( int i = 0; i < set->numhitboxes; i++ )
+ {
+ mstudiobbox_t *pbox = set->pHitbox(i);
+
+ // Filter based on contents mask
+ int fBoneContents = pStudioHdr->pBone( pbox->bone )->contents;
+ if ( ( fBoneContents & fContentsMask ) == 0 )
+ continue;
+
+ //FIXME: Won't work with scaling!
+ trace_t obbTrace;
+ if ( IntersectRayWithOBB( clippedRay, *hitboxbones[pbox->bone], pbox->bbmin, pbox->bbmax, 0.0f, &obbTrace ) )
+ {
+ tr.startpos = obbTrace.startpos;
+ tr.endpos = obbTrace.endpos;
+ tr.plane = obbTrace.plane;
+ tr.startsolid = obbTrace.startsolid;
+ tr.allsolid = obbTrace.allsolid;
+
+ // This logic here is to shorten the ray each time to get more early outs
+ tr.fraction *= obbTrace.fraction;
+ clippedRay.m_Delta *= obbTrace.fraction;
+ hitbox = i;
+ if (tr.startsolid)
+ break;
+ }
+ }
+
+ if ( hitbox >= 0 )
+ {
+ tr.hitgroup = set->pHitbox(hitbox)->group;
+ tr.hitbox = hitbox;
+ const mstudiobone_t *pBone = pStudioHdr->pBone( set->pHitbox(hitbox)->bone );
+ tr.contents = pBone->contents | CONTENTS_HITBOX;
+ tr.physicsbone = pBone->physicsbone;
+ tr.surface.name = "**studio**";
+ tr.surface.flags = SURF_HITBOX;
+ tr.surface.surfaceProps = pProps->GetSurfaceIndex( pBone->pszSurfaceProp() );
+
+ Assert( tr.physicsbone >= 0 );
+ return true;
+ }
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+bool TraceToStudio( IPhysicsSurfaceProps *pProps, const Ray_t& ray, CStudioHdr *pStudioHdr, mstudiohitboxset_t *set,
+ matrix3x4_t **hitboxbones, int fContentsMask, const Vector &vecOrigin, float flScale, trace_t &tr )
+{
+ if ( !ray.m_IsRay )
+ {
+ return SweepBoxToStudio( pProps, ray, pStudioHdr, set, hitboxbones, fContentsMask, tr );
+ }
+
+ tr.fraction = 1.0;
+ tr.startsolid = false;
+
+ // no hit yet
+ int hitbox = -1;
+ int hitside = -1;
+
+ // OPTIMIZE: Partition these?
+ for ( int i = 0; i < set->numhitboxes; i++ )
+ {
+ mstudiobbox_t *pbox = set->pHitbox(i);
+
+ // Filter based on contents mask
+ int fBoneContents = pStudioHdr->pBone( pbox->bone )->contents;
+ if ( ( fBoneContents & fContentsMask ) == 0 )
+ continue;
+
+ // columns are axes of the bones in world space, translation is in world space
+ matrix3x4_t& matrix = *hitboxbones[pbox->bone];
+
+ // Because we're sending in a matrix with scale data, and because the matrix inversion in the hitbox
+ // code does not handle that case, we pre-scale the bones and ray down here and do our collision checks
+ // in unscaled space. We can then rescale the results afterwards.
+
+ int side = -1;
+ if ( flScale < 1.0f-FLT_EPSILON || flScale > 1.0f+FLT_EPSILON )
+ {
+ matrix3x4_t matScaled;
+ MatrixCopy( matrix, matScaled );
+
+ float invScale = 1.0f / flScale;
+
+ Vector vecBoneOrigin;
+ MatrixGetColumn( matScaled, 3, vecBoneOrigin );
+
+ // Pre-scale the origin down
+ Vector vecNewOrigin = vecBoneOrigin - vecOrigin;
+ vecNewOrigin *= invScale;
+ vecNewOrigin += vecOrigin;
+ MatrixSetColumn( vecNewOrigin, 3, matScaled );
+
+ // Scale it uniformly
+ VectorScale( matScaled[0], invScale, matScaled[0] );
+ VectorScale( matScaled[1], invScale, matScaled[1] );
+ VectorScale( matScaled[2], invScale, matScaled[2] );
+
+ // Pre-scale our ray as well
+ Vector vecRayStart = ray.m_Start - vecOrigin;
+ vecRayStart *= invScale;
+ vecRayStart += vecOrigin;
+
+ Vector vecRayDelta = ray.m_Delta * invScale;
+
+ Ray_t newRay;
+ newRay.Init( vecRayStart, vecRayStart + vecRayDelta );
+
+ side = ClipRayToHitbox( newRay, pbox, matScaled, tr );
+ }
+ else
+ {
+ side = ClipRayToHitbox( ray, pbox, matrix, tr );
+ }
+
+ if ( side >= 0 )
+ {
+ hitbox = i;
+ hitside = side;
+ }
+ }
+
+ if ( hitbox >= 0 )
+ {
+ mstudiobbox_t *pbox = set->pHitbox(hitbox);
+ VectorMA( ray.m_Start, tr.fraction, ray.m_Delta, tr.endpos );
+ tr.hitgroup = set->pHitbox(hitbox)->group;
+ tr.hitbox = hitbox;
+ const mstudiobone_t *pBone = pStudioHdr->pBone( pbox->bone );
+ tr.contents = pBone->contents | CONTENTS_HITBOX;
+ tr.physicsbone = pBone->physicsbone;
+ tr.surface.name = "**studio**";
+ tr.surface.flags = SURF_HITBOX;
+ tr.surface.surfaceProps = pProps->GetSurfaceIndex( pBone->pszSurfaceProp() );
+
+ Assert( tr.physicsbone >= 0 );
+ matrix3x4_t& matrix = *hitboxbones[pbox->bone];
+ if ( hitside >= 3 )
+ {
+ hitside -= 3;
+ tr.plane.normal[0] = matrix[0][hitside];
+ tr.plane.normal[1] = matrix[1][hitside];
+ tr.plane.normal[2] = matrix[2][hitside];
+ //tr.plane.dist = DotProduct( tr.plane.normal, Vector(matrix[0][3], matrix[1][3], matrix[2][3] ) ) + pbox->bbmax[hitside];
+ }
+ else
+ {
+ tr.plane.normal[0] = -matrix[0][hitside];
+ tr.plane.normal[1] = -matrix[1][hitside];
+ tr.plane.normal[2] = -matrix[2][hitside];
+ //tr.plane.dist = DotProduct( tr.plane.normal, Vector(matrix[0][3], matrix[1][3], matrix[2][3] ) ) - pbox->bbmin[hitside];
+ }
+ // simpler plane constant equation
+ tr.plane.dist = DotProduct( tr.endpos, tr.plane.normal );
+ tr.plane.type = 3;
+ return true;
+ }
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: returns array of animations and weightings for a sequence based on current pose parameters
+//-----------------------------------------------------------------------------
+
+void Studio_SeqAnims( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[], mstudioanimdesc_t *panim[4], float *weight )
+{
+#if _DEBUG
+ VPROF_INCREMENT_COUNTER("SEQ_ANIMS",1);
+#endif
+ if (!pStudioHdr || iSequence >= pStudioHdr->GetNumSeq())
+ {
+ weight[0] = weight[1] = weight[2] = weight[3] = 0.0;
+ return;
+ }
+
+ int i0 = 0, i1 = 0;
+ float s0 = 0, s1 = 0;
+
+ Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, iSequence, 0, s0, i0 );
+ Studio_LocalPoseParameter( pStudioHdr, poseParameter, seqdesc, iSequence, 1, s1, i1 );
+
+ panim[0] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0 , i1 ) ) );
+ weight[0] = (1 - s0) * (1 - s1);
+
+ panim[1] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0+1, i1 ) ) );
+ weight[1] = (s0) * (1 - s1);
+
+ panim[2] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0 , i1+1 ) ) );
+ weight[2] = (1 - s0) * (s1);
+
+ panim[3] = &((CStudioHdr *)pStudioHdr)->pAnimdesc( pStudioHdr->iRelativeAnim( iSequence, seqdesc.anim( i0+1, i1+1 ) ) );
+ weight[3] = (s0) * (s1);
+
+ Assert( weight[0] >= 0.0f && weight[1] >= 0.0f && weight[2] >= 0.0f && weight[3] >= 0.0f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns max frame number for a sequence
+//-----------------------------------------------------------------------------
+
+int Studio_MaxFrame( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] )
+{
+ mstudioanimdesc_t *panim[4];
+ float weight[4];
+
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
+ Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
+
+ float maxFrame = 0;
+ for (int i = 0; i < 4; i++)
+ {
+ if (weight[i] > 0)
+ {
+ maxFrame += panim[i]->numframes * weight[i];
+ }
+ }
+
+ if ( maxFrame > 1 )
+ maxFrame -= 1;
+
+
+ // FIXME: why does the weights sometimes not exactly add it 1.0 and this sometimes rounds down?
+ return (maxFrame + 0.01);
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: returns frames per second of a sequence
+//-----------------------------------------------------------------------------
+
+float Studio_FPS( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] )
+{
+ mstudioanimdesc_t *panim[4];
+ float weight[4];
+
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
+ Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
+
+ float t = 0;
+
+ for (int i = 0; i < 4; i++)
+ {
+ if (weight[i] > 0)
+ {
+ t += panim[i]->fps * weight[i];
+ }
+ }
+ return t;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: returns cycles per second of a sequence (cycles/second)
+//-----------------------------------------------------------------------------
+
+float Studio_CPS( const CStudioHdr *pStudioHdr, mstudioseqdesc_t &seqdesc, int iSequence, const float poseParameter[] )
+{
+ mstudioanimdesc_t *panim[4];
+ float weight[4];
+
+ Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
+
+ float t = 0;
+
+ for (int i = 0; i < 4; i++)
+ {
+ if (weight[i] > 0 && panim[i]->numframes > 1)
+ {
+ t += (panim[i]->fps / (panim[i]->numframes - 1)) * weight[i];
+ }
+ }
+ return t;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: returns length (in seconds) of a sequence (seconds/cycle)
+//-----------------------------------------------------------------------------
+
+float Studio_Duration( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[] )
+{
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
+ float cps = Studio_CPS( pStudioHdr, seqdesc, iSequence, poseParameter );
+
+ if( cps == 0 )
+ return 0.0f;
+
+ return 1.0f/cps;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate changes in position and angle relative to the start of an animations cycle
+// Output: updated position and angle, relative to the origin
+// returns false if animation is not a movement animation
+//-----------------------------------------------------------------------------
+
+bool Studio_AnimPosition( mstudioanimdesc_t *panim, float flCycle, Vector &vecPos, QAngle &vecAngle )
+{
+ float prevframe = 0;
+ vecPos.Init( );
+ vecAngle.Init( );
+
+ if (panim->nummovements == 0)
+ return false;
+
+ int iLoops = 0;
+ if (flCycle > 1.0)
+ {
+ iLoops = (int)flCycle;
+ }
+ else if (flCycle < 0.0)
+ {
+ iLoops = (int)flCycle - 1;
+ }
+ flCycle = flCycle - iLoops;
+
+ float flFrame = flCycle * (panim->numframes - 1);
+
+ for (int i = 0; i < panim->nummovements; i++)
+ {
+ mstudiomovement_t *pmove = panim->pMovement( i );
+
+ if (pmove->endframe >= flFrame)
+ {
+ float f = (flFrame - prevframe) / (pmove->endframe - prevframe);
+
+ float d = pmove->v0 * f + 0.5 * (pmove->v1 - pmove->v0) * f * f;
+
+ vecPos = vecPos + d * pmove->vector;
+ vecAngle.y = vecAngle.y * (1 - f) + pmove->angle * f;
+ if (iLoops != 0)
+ {
+ mstudiomovement_t *pmove = panim->pMovement( panim->nummovements - 1 );
+ vecPos = vecPos + iLoops * pmove->position;
+ vecAngle.y = vecAngle.y + iLoops * pmove->angle;
+ }
+ return true;
+ }
+ else
+ {
+ prevframe = pmove->endframe;
+ vecPos = pmove->position;
+ vecAngle.y = pmove->angle;
+ }
+ }
+
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate instantaneous velocity in ips at a given point
+// in the animations cycle
+// Output: velocity vector, relative to identity orientation
+// returns false if animation is not a movement animation
+//-----------------------------------------------------------------------------
+
+bool Studio_AnimVelocity( mstudioanimdesc_t *panim, float flCycle, Vector &vecVelocity )
+{
+ float prevframe = 0;
+
+ float flFrame = flCycle * (panim->numframes - 1);
+ flFrame = flFrame - (int)(flFrame / (panim->numframes - 1));
+
+ for (int i = 0; i < panim->nummovements; i++)
+ {
+ mstudiomovement_t *pmove = panim->pMovement( i );
+
+ if (pmove->endframe >= flFrame)
+ {
+ float f = (flFrame - prevframe) / (pmove->endframe - prevframe);
+
+ float vel = pmove->v0 * (1 - f) + pmove->v1 * f;
+ // scale from per block to per sec velocity
+ vel = vel * panim->fps / (pmove->endframe - prevframe);
+
+ vecVelocity = pmove->vector * vel;
+ return true;
+ }
+ else
+ {
+ prevframe = pmove->endframe;
+ }
+ }
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate changes in position and angle between two points in an animation cycle
+// Output: updated position and angle, relative to CycleFrom being at the origin
+// returns false if animation is not a movement animation
+//-----------------------------------------------------------------------------
+
+bool Studio_AnimMovement( mstudioanimdesc_t *panim, float flCycleFrom, float flCycleTo, Vector &deltaPos, QAngle &deltaAngle )
+{
+ if (panim->nummovements == 0)
+ return false;
+
+ Vector startPos;
+ QAngle startA;
+ Studio_AnimPosition( panim, flCycleFrom, startPos, startA );
+
+ Vector endPos;
+ QAngle endA;
+ Studio_AnimPosition( panim, flCycleTo, endPos, endA );
+
+ Vector tmp = endPos - startPos;
+ deltaAngle.y = endA.y - startA.y;
+ VectorYawRotate( tmp, -startA.y, deltaPos );
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: finds how much of an animation to play to move given linear distance
+//-----------------------------------------------------------------------------
+
+float Studio_FindAnimDistance( mstudioanimdesc_t *panim, float flDist )
+{
+ float prevframe = 0;
+
+ if (flDist <= 0)
+ return 0.0;
+
+ for (int i = 0; i < panim->nummovements; i++)
+ {
+ mstudiomovement_t *pmove = panim->pMovement( i );
+
+ float flMove = (pmove->v0 + pmove->v1) * 0.5;
+
+ if (flMove >= flDist)
+ {
+ float root1, root2;
+
+ // d = V0 * t + 1/2 (V1-V0) * t^2
+ if (SolveQuadratic( 0.5 * (pmove->v1 - pmove->v0), pmove->v0, -flDist, root1, root2 ))
+ {
+ float cpf = 1.0 / (panim->numframes - 1); // cycles per frame
+
+ return (prevframe + root1 * (pmove->endframe - prevframe)) * cpf;
+ }
+ return 0.0;
+ }
+ else
+ {
+ flDist -= flMove;
+ prevframe = pmove->endframe;
+ }
+ }
+ return 1.0;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate changes in position and angle between two points in a sequences cycle
+// Output: updated position and angle, relative to CycleFrom being at the origin
+// returns false if sequence is not a movement sequence
+//-----------------------------------------------------------------------------
+
+bool Studio_SeqMovement( const CStudioHdr *pStudioHdr, int iSequence, float flCycleFrom, float flCycleTo, const float poseParameter[], Vector &deltaPos, QAngle &deltaAngles )
+{
+ mstudioanimdesc_t *panim[4];
+ float weight[4];
+
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
+
+ Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
+
+ deltaPos.Init( );
+ deltaAngles.Init( );
+
+ bool found = false;
+
+ for (int i = 0; i < 4; i++)
+ {
+ if (weight[i])
+ {
+ Vector localPos;
+ QAngle localAngles;
+
+ localPos.Init();
+ localAngles.Init();
+
+ if (Studio_AnimMovement( panim[i], flCycleFrom, flCycleTo, localPos, localAngles ))
+ {
+ found = true;
+ deltaPos = deltaPos + localPos * weight[i];
+ // FIXME: this makes no sense
+ deltaAngles = deltaAngles + localAngles * weight[i];
+ }
+ else if (!(panim[i]->flags & STUDIO_DELTA) && panim[i]->nummovements == 0 && seqdesc.weight(0) > 0.0)
+ {
+ found = true;
+ }
+ }
+ }
+ return found;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: calculate instantaneous velocity in ips at a given point in the sequence's cycle
+// Output: velocity vector, relative to identity orientation
+// returns false if sequence is not a movement sequence
+//-----------------------------------------------------------------------------
+
+bool Studio_SeqVelocity( const CStudioHdr *pStudioHdr, int iSequence, float flCycle, const float poseParameter[], Vector &vecVelocity )
+{
+ mstudioanimdesc_t *panim[4];
+ float weight[4];
+
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
+ Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
+
+ vecVelocity.Init( );
+
+ bool found = false;
+
+ for (int i = 0; i < 4; i++)
+ {
+ if (weight[i])
+ {
+ Vector vecLocalVelocity;
+
+ if (Studio_AnimVelocity( panim[i], flCycle, vecLocalVelocity ))
+ {
+ vecVelocity = vecVelocity + vecLocalVelocity * weight[i];
+ found = true;
+ }
+ }
+ }
+ return found;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: finds how much of an sequence to play to move given linear distance
+//-----------------------------------------------------------------------------
+
+float Studio_FindSeqDistance( const CStudioHdr *pStudioHdr, int iSequence, const float poseParameter[], float flDist )
+{
+ mstudioanimdesc_t *panim[4];
+ float weight[4];
+
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
+ Studio_SeqAnims( pStudioHdr, seqdesc, iSequence, poseParameter, panim, weight );
+
+ float flCycle = 0;
+
+ for (int i = 0; i < 4; i++)
+ {
+ if (weight[i])
+ {
+ float flLocalCycle = Studio_FindAnimDistance( panim[i], flDist );
+ flCycle = flCycle + flLocalCycle * weight[i];
+ }
+ }
+ return flCycle;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: lookup attachment by name
+//-----------------------------------------------------------------------------
+
+int Studio_FindAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName )
+{
+ if ( pStudioHdr && pStudioHdr->SequencesAvailable() )
+ {
+ // Extract the bone index from the name
+ for (int i = 0; i < pStudioHdr->GetNumAttachments(); i++)
+ {
+ if (!V_stricmp(pAttachmentName,((CStudioHdr *)pStudioHdr)->pAttachment(i).pszName( )))
+ {
+ return i;
+ }
+ }
+ }
+
+ return -1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: lookup attachments by substring. Randomly return one of the matching attachments.
+//-----------------------------------------------------------------------------
+
+int Studio_FindRandomAttachment( const CStudioHdr *pStudioHdr, const char *pAttachmentName )
+{
+ if ( pStudioHdr )
+ {
+ // First move them all matching attachments into a list
+ CUtlVector<int> matchingAttachments;
+
+ // Extract the bone index from the name
+ for (int i = 0; i < pStudioHdr->GetNumAttachments(); i++)
+ {
+ if ( strstr( ((CStudioHdr *)pStudioHdr)->pAttachment(i).pszName(), pAttachmentName ) )
+ {
+ matchingAttachments.AddToTail(i);
+ }
+ }
+
+ // Then randomly return one of the attachments
+ if ( matchingAttachments.Size() > 0 )
+ return matchingAttachments[ RandomInt( 0, matchingAttachments.Size()-1 ) ];
+ }
+
+ return -1;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: lookup bone by name
+//-----------------------------------------------------------------------------
+
+int Studio_BoneIndexByName( const CStudioHdr *pStudioHdr, const char *pName )
+{
+ // binary search for the bone matching pName
+ int start = 0, end = pStudioHdr->numbones()-1;
+ const byte *pBoneTable = pStudioHdr->GetBoneTableSortedByName();
+ mstudiobone_t *pbones = pStudioHdr->pBone( 0 );
+ while (start <= end)
+ {
+ int mid = (start + end) >> 1;
+ int cmp = Q_stricmp( pbones[pBoneTable[mid]].pszName(), pName );
+
+ if ( cmp < 0 )
+ {
+ start = mid + 1;
+ }
+ else if ( cmp > 0 )
+ {
+ end = mid - 1;
+ }
+ else
+ {
+ return pBoneTable[mid];
+ }
+ }
+ return -1;
+}
+
+const char *Studio_GetDefaultSurfaceProps( CStudioHdr *pstudiohdr )
+{
+ return pstudiohdr->pszSurfaceProp();
+}
+
+float Studio_GetMass( CStudioHdr *pstudiohdr )
+{
+ return pstudiohdr->mass();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: return pointer to sequence key value buffer
+//-----------------------------------------------------------------------------
+
+const char *Studio_GetKeyValueText( const CStudioHdr *pStudioHdr, int iSequence )
+{
+ if (pStudioHdr && pStudioHdr->SequencesAvailable())
+ {
+ if (iSequence >= 0 && iSequence < pStudioHdr->GetNumSeq())
+ {
+ return ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence ).KeyValueText();
+ }
+ }
+ return NULL;
+}
+
+bool Studio_PrefetchSequence( const CStudioHdr *pStudioHdr, int iSequence )
+{
+ bool pendingload = false;
+ mstudioseqdesc_t &seqdesc = ((CStudioHdr *)pStudioHdr)->pSeqdesc( iSequence );
+ int size0 = seqdesc.groupsize[ 0 ];
+ int size1 = seqdesc.groupsize[ 1 ];
+ for ( int i = 0; i < size0; ++i )
+ {
+ for ( int j = 0; j < size1; ++j )
+ {
+ mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( seqdesc.anim( i, j ) );
+ int iFrame = 0;
+ mstudioanim_t *panim = animdesc.pAnim( &iFrame );
+ if ( !panim )
+ {
+ pendingload = true;
+ }
+ }
+ }
+
+ // Everything for this sequence is resident?
+ return !pendingload;
+}