#include "precompiled.h" /* * Globals initialization */ #ifndef HOOK_GAMEDLL void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t *angles, const vec_t *origin, const byte *pcontroller, const byte *pblending, int iBone, const edict_t *pEdict); sv_blending_interface_t svBlending = { SV_BLENDING_INTERFACE_VERSION, SV_StudioSetupBones }; #endif server_studio_api_t IEngineStudio; studiohdr_t *g_pstudiohdr; float (*g_pRotationMatrix)[3][4]; float (*g_pBoneTransform)[128][3][4]; int ExtractBbox(void *pmodel, int sequence, float *mins, float *maxs) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) { return 0; } mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); mins[0] = pseqdesc[sequence].bbmin[0]; mins[1] = pseqdesc[sequence].bbmin[1]; mins[2] = pseqdesc[sequence].bbmin[2]; maxs[0] = pseqdesc[sequence].bbmax[0]; maxs[1] = pseqdesc[sequence].bbmax[1]; maxs[2] = pseqdesc[sequence].bbmax[2]; return 1; } int LookupActivity(void *pmodel, entvars_t *pev, int activity) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) { return 0; } mstudioseqdesc_t *pseqdesc; int i; int weightTotal = 0; int activitySequenceCount = 0; int weight = 0; int select; pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); for (i = 0; i < pstudiohdr->numseq; ++i) { if (pseqdesc[i].activity == activity) { weightTotal += pseqdesc[i].actweight; ++activitySequenceCount; } } if (activitySequenceCount > 0) { if (weightTotal) { int which = RANDOM_LONG(0, weightTotal - 1); for (i = 0; i < pstudiohdr->numseq; ++i) { if (pseqdesc[i].activity == activity) { weight += pseqdesc[i].actweight; if (weight > which) { return i; } } } } else { select = RANDOM_LONG(0, activitySequenceCount - 1); for (i = 0; i < pstudiohdr->numseq; ++i) { if (pseqdesc[i].activity == activity) { if (select == 0) { return i; } --select; } } } } return ACT_INVALID; } int LookupActivityHeaviest(void *pmodel, entvars_t *pev, int activity) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) { return 0; } mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); int weight = 0; int seq = ACT_INVALID; for (int i = 0; i < pstudiohdr->numseq; ++i) { if (pseqdesc[i].activity == activity) { if (pseqdesc[i].actweight > weight) { weight = pseqdesc[i].actweight; seq = i; } } } return seq; } NOXREF void GetEyePosition(void *pmodel, float *vecEyePosition) { studiohdr_t *pstudiohdr; pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) { ALERT(at_console, "GetEyePosition() Can't get pstudiohdr ptr!\n"); return; } vecEyePosition[0] = pstudiohdr->eyeposition[0]; vecEyePosition[1] = pstudiohdr->eyeposition[1]; vecEyePosition[2] = pstudiohdr->eyeposition[2]; } int LookupSequence(void *pmodel, const char *label) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) { return 0; } // Look up by sequence name. mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); for (int i = 0; i < pstudiohdr->numseq; ++i) { if (!Q_stricmp(pseqdesc[i].label, label)) return i; } // Not found return ACT_INVALID; } int IsSoundEvent(int eventNumber) { if (eventNumber == SCRIPT_EVENT_SOUND || eventNumber == SCRIPT_EVENT_SOUND_VOICE) { return 1; } return 0; } NOXREF void SequencePrecache(void *pmodel, const char *pSequenceName) { int index = LookupSequence(pmodel, pSequenceName); if (index >= 0) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr || index >= pstudiohdr->numseq) { return; } mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + index; mstudioevent_t *pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex); for (int i = 0; i < pseqdesc->numevents; ++i) { // Don't send client-side events to the server AI if (pevent[i].event >= EVENT_CLIENT) continue; // UNDONE: Add a callback to check to see if a sound is precached yet and don't allocate a copy // of it's name if it is. if (IsSoundEvent(pevent[i].event)) { if (!Q_strlen(pevent[i].options)) { ALERT(at_error, "Bad sound event %d in sequence %s :: %s (sound is \"%s\")\n", pevent[i].event, pstudiohdr->name, pSequenceName, pevent[i].options); } PRECACHE_SOUND((char *)(gpGlobals->pStringBase + ALLOC_STRING(pevent[i].options))); } } } } void GetSequenceInfo(void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) { return; } if (pev->sequence >= pstudiohdr->numseq) { *pflFrameRate = 0; *pflGroundSpeed = 0; return; } mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + int(pev->sequence); if (pseqdesc->numframes <= 1) { *pflFrameRate = 256.0f; *pflGroundSpeed = 0.0f; return; } *pflFrameRate = pseqdesc->fps * 256.0f / (pseqdesc->numframes - 1); *pflGroundSpeed = Q_sqrt(pseqdesc->linearmovement[0] * pseqdesc->linearmovement[0] + pseqdesc->linearmovement[1] * pseqdesc->linearmovement[1] + pseqdesc->linearmovement[2] * pseqdesc->linearmovement[2]); *pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1); } int GetSequenceFlags(void *pmodel, entvars_t *pev) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr || pev->sequence >= pstudiohdr->numseq) { return 0; } mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + int(pev->sequence); return pseqdesc->flags; } int GetAnimationEvent(void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr || pev->sequence >= pstudiohdr->numseq || !pMonsterEvent) { return 0; } mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + int(pev->sequence); mstudioevent_t *pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex); if (pseqdesc->numevents == 0 || index > pseqdesc->numevents) { return 0; } if (pseqdesc->numframes > 1) { flStart *= (pseqdesc->numframes - 1) / 256.0; flEnd *= (pseqdesc->numframes - 1) / 256.0; } else { flStart = 0; flEnd = 1.0; } for (; index < pseqdesc->numevents; index++) { // Don't send client-side events to the server AI if (pevent[index].event >= EVENT_CLIENT) continue; if ((pevent[index].frame >= flStart && pevent[index].frame < flEnd) || ((pseqdesc->flags & STUDIO_LOOPING) && flEnd >= pseqdesc->numframes - 1 && pevent[index].frame < flEnd - pseqdesc->numframes + 1)) { pMonsterEvent->event = pevent[index].event; pMonsterEvent->options = pevent[index].options; return index + 1; } } return 0; } float SetController(void *pmodel, entvars_t *pev, int iController, float flValue) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) { return flValue; } int i; mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex); for (i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++) { if (pbonecontroller->index == iController) break; } if (i >= pstudiohdr->numbonecontrollers) return flValue; if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR)) { if (pbonecontroller->end < pbonecontroller->start) flValue = -flValue; if (pbonecontroller->end > pbonecontroller->start + 359.0) { if (flValue > 360.0) flValue = flValue - int64(flValue / 360.0) * 360.0; else if (flValue < 0.0) flValue = flValue + int64((flValue / -360.0) + 1) * 360.0; } else { if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2) + 180) flValue -= 360; if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2) - 180) flValue += 360; } } int setting = int64(255.0f * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start)); if (setting < 0) setting = 0; if (setting > 255) setting = 255; pev->controller[ iController ] = setting; return setting * (1.0f / 255.0f) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start; } float SetBlending(void *pmodel, entvars_t *pev, int iBlender, float flValue) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) { return flValue; } mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + int(pev->sequence); if (pseqdesc->blendtype[iBlender] == 0) { return flValue; } if (pseqdesc->blendtype[iBlender] & (STUDIO_XR | STUDIO_YR | STUDIO_ZR)) { // ugly hack, invert value if end < start if (pseqdesc->blendend[iBlender] < pseqdesc->blendstart[iBlender]) flValue = -flValue; // does the controller not wrap? if (pseqdesc->blendstart[iBlender] + 359.0 >= pseqdesc->blendend[iBlender]) { if (flValue > ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) + 180) { flValue = flValue - 360; } if (flValue < ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) - 180) { flValue = flValue + 360; } } } int setting = int64(255.0f * (flValue - pseqdesc->blendstart[iBlender]) / (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender])); if (setting < 0) setting = 0; if (setting > 255) setting = 255; pev->blending[iBlender] = setting; return setting * (1.0 / 255.0) * (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]) + pseqdesc->blendstart[iBlender]; } int FindTransition(void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) { return iGoalAnim; } mstudioseqdesc_t *pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex); // bail if we're going to or from a node 0 if (pseqdesc[iEndingAnim].entrynode == 0 || pseqdesc[iGoalAnim].entrynode == 0) { return iGoalAnim; } int iEndNode; if (*piDir > 0) { iEndNode = pseqdesc[iEndingAnim].exitnode; } else { iEndNode = pseqdesc[iEndingAnim].entrynode; } if (iEndNode == pseqdesc[iGoalAnim].entrynode) { *piDir = 1; return iGoalAnim; } byte *pTransition = ((byte *)pstudiohdr + pstudiohdr->transitionindex); int iInternNode = pTransition[(iEndNode - 1)*pstudiohdr->numtransitions + (pseqdesc[iGoalAnim].entrynode - 1)]; if (iInternNode == 0) { return iGoalAnim; } // look for someone going for (int i = 0; i < pstudiohdr->numseq; ++i) { if (pseqdesc[i].entrynode == iEndNode && pseqdesc[i].exitnode == iInternNode) { *piDir = 1; return i; } if (pseqdesc[i].nodeflags) { if (pseqdesc[i].exitnode == iEndNode && pseqdesc[i].entrynode == iInternNode) { *piDir = -1; return i; } } } ALERT(at_console, "error in transition graph"); return iGoalAnim; } void SetBodygroup(void *pmodel, entvars_t *pev, int iGroup, int iValue) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr) { return; } if (iGroup > pstudiohdr->numbodyparts) { return; } mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup; if (iValue >= pbodypart->nummodels) { return; } int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels; pev->body += (iValue - iCurrent) * pbodypart->base; } int GetBodygroup(void *pmodel, entvars_t *pev, int iGroup) { studiohdr_t *pstudiohdr = (studiohdr_t *)pmodel; if (!pstudiohdr || iGroup > pstudiohdr->numbodyparts) { return 0; } mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup; if (pbodypart->nummodels <= 1) return 0; int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels; return iCurrent; } C_DLLEXPORT int Server_GetBlendingInterface(int version, struct sv_blending_interface_s **ppinterface, struct engine_studio_api_s *pstudio, float *rotationmatrix, float *bonetransform) { if (version != SV_BLENDING_INTERFACE_VERSION) return 0; *ppinterface = &svBlending; IEngineStudio.Mem_Calloc = pstudio->Mem_Calloc; IEngineStudio.Cache_Check = pstudio->Cache_Check; IEngineStudio.LoadCacheFile = pstudio->LoadCacheFile; IEngineStudio.Mod_Extradata = ((struct server_studio_api_s *)pstudio)->Mod_Extradata; g_pRotationMatrix = (float (*)[3][4])rotationmatrix; g_pBoneTransform = (float (*)[128][3][4])bonetransform; return 1; } #ifdef REGAMEDLL_FIXES // SSE2 version void AngleQuaternion(vec_t *angles, vec_t *quaternion) { static const ALIGN16_BEG int ps_signmask[4] ALIGN16_END = { 0x80000000, 0, 0x80000000, 0 }; __m128 a = _mm_loadu_ps(angles); a = _mm_mul_ps(a, _mm_load_ps(_ps_0p5)); //a *= 0.5 __m128 s, c; sincos_ps(a, &s, &c); __m128 im1 = _mm_shuffle_ps(s, c, _MM_SHUFFLE(1, 0, 1, 0)); //im1 = {sin[0], sin[1], cos[0], cos[1] } __m128 im2 = _mm_shuffle_ps(c, s, _MM_SHUFFLE(2, 2, 2, 2)); //im2 = {cos[2], cos[2], sin[2], sin[2] } __m128 part1 = _mm_mul_ps( _mm_shuffle_ps(im1, im1, _MM_SHUFFLE(1, 2, 2, 0)), _mm_shuffle_ps(im1, im1, _MM_SHUFFLE(0, 3, 1, 3)) ); part1 = _mm_mul_ps(part1, im2); __m128 part2 = _mm_mul_ps( _mm_shuffle_ps(im1, im1, _MM_SHUFFLE(2, 1, 0, 2)), _mm_shuffle_ps(im1, im1, _MM_SHUFFLE(3, 0, 3, 1)) ); part2 = _mm_mul_ps(part2, _mm_shuffle_ps(im2, im2, _MM_SHUFFLE(0, 0, 2, 2))); __m128 signmask = _mm_load_ps((float*)ps_signmask); part2 = _mm_xor_ps(part2, signmask); __m128 res = _mm_add_ps(part1, part2); _mm_storeu_ps(quaternion, res); } #else // REGAMEDLL_FIXES void AngleQuaternion(vec_t *angles, vec_t *quaternion) { float_precision sy, cy, sp_, cp; float_precision angle; float sr, cr; float ftmp0; float ftmp1; float ftmp2; angle = angles[ROLL] * 0.5; sy = Q_sin(angle); cy = Q_cos(angle); angle = angles[YAW] * 0.5; sp_ = Q_sin(angle); cp = Q_cos(angle); angle = angles[PITCH] * 0.5; sr = Q_sin(angle); cr = Q_cos(angle); ftmp0 = sr * cp; ftmp1 = cr * sp_; *quaternion = ftmp0 * cy - ftmp1 * sy; quaternion[1] = ftmp1 * cy + ftmp0 * sy; ftmp2 = cr * cp; quaternion[2] = ftmp2 * sy - sp_ * sr * cy; quaternion[3] = sp_ * sr * sy + ftmp2 * cy; } #endif // REGAMEDLL_FIXES void QuaternionSlerp(vec_t *p, vec_t *q, float t, vec_t *qt) { int i; float_precision a = 0; float_precision b = 0; for (i = 0; i < 4; ++i) { a += (p[i] - q[i]) * (p[i] - q[i]); b += (p[i] + q[i]) * (p[i] + q[i]); } if (a > b) { for (i = 0; i < 4; ++i) q[i] = -q[i]; } float sclp, sclq; float cosom = (p[0] * q[0] + p[1] * q[1] + p[2] * q[2] + p[3] * q[3]); if ((1.0 + cosom) > 0.00000001) { if ((1.0 - cosom) > 0.00000001) { float_precision cosomega = Q_acos(float_precision(cosom)); float omega = cosomega; float sinom = Q_sin(cosomega); sclp = Q_sin((1.0 - t) * omega) / sinom; sclq = Q_sin(float_precision(omega * t)) / sinom; } else { sclq = t; sclp = 1.0 - t; } for (i = 0; i < 4; ++i) qt[i] = sclp * p[i] + sclq * q[i]; } else { qt[0] = -q[1]; qt[1] = q[0]; qt[2] = -q[3]; qt[3] = q[2]; sclp = Q_sin((1.0 - t) * 0.5 * M_PI); sclq = Q_sin(t * 0.5 * M_PI); for (i = 0; i < 3; ++i) qt[i] = sclp * p[i] + sclq * qt[i]; } } void QuaternionMatrix(vec_t *quaternion, float (*matrix)[4]) { matrix[0][0] = 1.0 - 2.0 * quaternion[1] * quaternion[1] - 2.0 * quaternion[2] * quaternion[2]; matrix[1][0] = 2.0 * quaternion[0] * quaternion[1] + 2.0 * quaternion[3] * quaternion[2]; matrix[2][0] = 2.0 * quaternion[0] * quaternion[2] - 2.0 * quaternion[3] * quaternion[1]; matrix[0][1] = 2.0 * quaternion[0] * quaternion[1] - 2.0 * quaternion[3] * quaternion[2]; matrix[1][1] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[2] * quaternion[2]; matrix[2][1] = 2.0 * quaternion[1] * quaternion[2] + 2.0 * quaternion[3] * quaternion[0]; matrix[0][2] = 2.0 * quaternion[0] * quaternion[2] + 2.0 * quaternion[3] * quaternion[1]; matrix[1][2] = 2.0 * quaternion[1] * quaternion[2] - 2.0 * quaternion[3] * quaternion[0]; matrix[2][2] = 1.0 - 2.0 * quaternion[0] * quaternion[0] - 2.0 * quaternion[1] * quaternion[1]; } mstudioanim_t *StudioGetAnim(model_t *m_pSubModel, mstudioseqdesc_t *pseqdesc) { mstudioseqgroup_t *pseqgroup; cache_user_t *paSequences; pseqgroup = (mstudioseqgroup_t *)((byte *)g_pstudiohdr + g_pstudiohdr->seqgroupindex) + pseqdesc->seqgroup; if (pseqdesc->seqgroup == 0) { return (mstudioanim_t *)((byte *)g_pstudiohdr + pseqdesc->animindex); } paSequences = (cache_user_t *)m_pSubModel->submodels; if (paSequences == NULL) { paSequences = (cache_user_t *)IEngineStudio.Mem_Calloc(16, sizeof(cache_user_t)); // UNDONE: leak! m_pSubModel->submodels = (dmodel_t *)paSequences; } if (!IEngineStudio.Cache_Check((struct cache_user_s *)&(paSequences[ pseqdesc->seqgroup ]))) { IEngineStudio.LoadCacheFile(pseqgroup->name, (struct cache_user_s *)&paSequences[ pseqdesc->seqgroup ]); } return (mstudioanim_t *)((byte *)paSequences[ pseqdesc->seqgroup ].data + pseqdesc->animindex); } mstudioanim_t *LookupAnimation(model_t *model, mstudioseqdesc_t *pseqdesc, int index) { mstudioanim_t *panim = StudioGetAnim(model, pseqdesc); if (index >= 0 && index <= (pseqdesc->numblends - 1)) panim += index * g_pstudiohdr->numbones; return panim; } void StudioCalcBoneAdj(float dadt, float *adj, const byte *pcontroller1, const byte *pcontroller2, byte mouthopen) { int i, j; float value; mstudiobonecontroller_t *pbonecontroller; pbonecontroller = (mstudiobonecontroller_t *)((byte *)g_pstudiohdr + g_pstudiohdr->bonecontrollerindex); for (j = 0; j < g_pstudiohdr->numbonecontrollers; j++) { i = pbonecontroller[j].index; if (i <= 3) { // check for 360% wrapping if (pbonecontroller[j].type & STUDIO_RLOOP) { if (Q_abs(pcontroller1[i] - pcontroller2[i]) > 128) { int a, b; a = (pcontroller1[j] + 128) % 256; b = (pcontroller2[j] + 128) % 256; value = ((a * dadt) + (b * (1 - dadt)) - 128) * (360.0 / 256.0) + pbonecontroller[j].start; } else { value = (pcontroller1[i] * dadt + (pcontroller2[i]) * (1.0 - dadt)) * (360.0 / 256.0) + pbonecontroller[j].start; } } else { value = (pcontroller1[i] * dadt + pcontroller2[i] * (1.0 - dadt)) / 255.0; if (value < 0) value = 0; if (value > 1.0) value = 1.0; value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; } } else { value = mouthopen / 64.0; if (value > 1.0) value = 1.0; value = (1.0 - value) * pbonecontroller[j].start + value * pbonecontroller[j].end; } switch (pbonecontroller[j].type & STUDIO_TYPES) { case STUDIO_XR: case STUDIO_YR: case STUDIO_ZR: adj[j] = value * (M_PI / 180.0); break; case STUDIO_X: case STUDIO_Y: case STUDIO_Z: adj[j] = value; break; } } } void StudioCalcBoneQuaterion(int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *q) { int j, k; vec4_t q1, q2; vec3_t angle1, angle2; mstudioanimvalue_t *panimvalue; for (j = 0; j < 3; j++) { if (panim->offset[j + 3] == 0) { // default; angle2[j] = angle1[j] = pbone->value[j + 3]; } else { panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j + 3]); k = frame; if (panimvalue->num.total < panimvalue->num.valid) k = 0; while (panimvalue->num.total <= k) { k -= panimvalue->num.total; panimvalue += panimvalue->num.valid + 1; if (panimvalue->num.total < panimvalue->num.valid) k = 0; } // Bah, missing blend! if (panimvalue->num.valid > k) { angle1[j] = panimvalue[k + 1].value; if (panimvalue->num.valid > k + 1) { angle2[j] = panimvalue[k + 2].value; } else { if (panimvalue->num.total > k + 1) angle2[j] = angle1[j]; else angle2[j] = panimvalue[panimvalue->num.valid + 2].value; } } else { angle1[j] = panimvalue[panimvalue->num.valid].value; if (panimvalue->num.total > k + 1) { angle2[j] = angle1[j]; } else { angle2[j] = panimvalue[panimvalue->num.valid + 2].value; } } angle1[j] = pbone->value[j + 3] + angle1[j] * pbone->scale[j + 3]; angle2[j] = pbone->value[j + 3] + angle2[j] * pbone->scale[j + 3]; } if (pbone->bonecontroller[j + 3] != -1) { angle1[j] += adj[pbone->bonecontroller[j + 3]]; angle2[j] += adj[pbone->bonecontroller[j + 3]]; } } if (!VectorCompare(angle1, angle2)) { AngleQuaternion(angle1, q1); AngleQuaternion(angle2, q2); QuaternionSlerp(q1, q2, s, q); } else AngleQuaternion(angle1, q); } void StudioCalcBonePosition(int frame, float s, mstudiobone_t *pbone, mstudioanim_t *panim, float *adj, float *pos) { int j, k; mstudioanimvalue_t *panimvalue; for (j = 0; j < 3; j++) { // default; pos[j] = pbone->value[j]; if (panim->offset[j] != 0) { panimvalue = (mstudioanimvalue_t *)((byte *)panim + panim->offset[j]); k = frame; if (panimvalue->num.total < panimvalue->num.valid) k = 0; // find span of values that includes the frame we want while (panimvalue->num.total <= k) { k -= panimvalue->num.total; panimvalue += panimvalue->num.valid + 1; if (panimvalue->num.total < panimvalue->num.valid) k = 0; } // if we're inside the span if (panimvalue->num.valid > k) { // and there's more data in the span if (panimvalue->num.valid > k + 1) pos[j] += (panimvalue[k + 1].value * (1.0 - s) + s * panimvalue[k + 2].value) * pbone->scale[j]; else pos[j] += panimvalue[k + 1].value * pbone->scale[j]; } else { // are we at the end of the repeating values section and there's another section with data? if (panimvalue->num.total <= k + 1) pos[j] += (panimvalue[panimvalue->num.valid].value * (1.0 - s) + s * panimvalue[panimvalue->num.valid + 2].value) * pbone->scale[j]; else pos[j] += panimvalue[panimvalue->num.valid].value * pbone->scale[j]; } } if (pbone->bonecontroller[j] != -1 && adj) { pos[j] += adj[pbone->bonecontroller[j]]; } } } void StudioSlerpBones(vec4_t *q1, float pos1[][3], vec4_t *q2, float pos2[][3], float s) { int i; vec4_t q3; float s1; if (s < 0) s = 0; else if (s > 1.0) s = 1.0; s1 = 1.0 - s; for (i = 0; i < g_pstudiohdr->numbones; ++i) { QuaternionSlerp(q1[i], q2[i], s, 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] * s; pos1[i][1] = pos1[i][1] * s1 + pos2[i][1] * s; pos1[i][2] = pos1[i][2] * s1 + pos2[i][2] * s; } } void StudioCalcRotations(mstudiobone_t *pbones, int *chain, int chainlength, float *adj, float pos[128][3], vec4_t *q, mstudioseqdesc_t *pseqdesc, mstudioanim_t *panim, float f, float s) { int i; int j; for (i = chainlength - 1; i >= 0; i--) { j = chain[i]; StudioCalcBoneQuaterion(int(f), s, &pbones[j], &panim[j], adj, q[j]); StudioCalcBonePosition(int(f), s, &pbones[j], &panim[j], adj, pos[j]); } } void ConcatTransforms(float in1[3][4], float in2[3][4], float out[3][4]) { out[0][0] = in1[0][0] * in2[0][0] + in1[0][1] * in2[1][0] + in1[0][2] * in2[2][0]; out[0][1] = in1[0][0] * in2[0][1] + in1[0][1] * in2[1][1] + in1[0][2] * in2[2][1]; out[0][2] = in1[0][0] * in2[0][2] + in1[0][1] * in2[1][2] + in1[0][2] * in2[2][2]; out[0][3] = in1[0][0] * in2[0][3] + in1[0][1] * in2[1][3] + in1[0][2] * in2[2][3] + in1[0][3]; out[1][0] = in1[1][0] * in2[0][0] + in1[1][1] * in2[1][0] + in1[1][2] * in2[2][0]; out[1][1] = in1[1][0] * in2[0][1] + in1[1][1] * in2[1][1] + in1[1][2] * in2[2][1]; out[1][2] = in1[1][0] * in2[0][2] + in1[1][1] * in2[1][2] + in1[1][2] * in2[2][2]; out[1][3] = in1[1][0] * in2[0][3] + in1[1][1] * in2[1][3] + in1[1][2] * in2[2][3] + in1[1][3]; out[2][0] = in1[2][0] * in2[0][0] + in1[2][1] * in2[1][0] + in1[2][2] * in2[2][0]; out[2][1] = in1[2][0] * in2[0][1] + in1[2][1] * in2[1][1] + in1[2][2] * in2[2][1]; out[2][2] = in1[2][0] * in2[0][2] + in1[2][1] * in2[1][2] + in1[2][2] * in2[2][2]; out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3]; } float_precision StudioEstimateFrame(float frame, mstudioseqdesc_t *pseqdesc) { if (pseqdesc->numframes <= 1) return 0; return float_precision(pseqdesc->numframes - 1) * frame / 256; } void SV_StudioSetupBones(model_t *pModel, float frame, int sequence, const vec_t *angles, const vec_t *origin, const byte *pcontroller, const byte *pblending, int iBone, const edict_t *pEdict) { int i, j; float_precision f; float subframe; float adj[MAXSTUDIOCONTROLLERS]; mstudiobone_t *pbones; mstudioseqdesc_t *pseqdesc; mstudioanim_t *panim; float bonematrix[3][4]; int chain[MAXSTUDIOBONES]; int chainlength; vec3_t temp_angles; /*static */float pos[MAXSTUDIOBONES][3], pos2[MAXSTUDIOBONES][3]; /*static */float q[MAXSTUDIOBONES][4], q2[MAXSTUDIOBONES][4]; g_pstudiohdr = (studiohdr_t *)IEngineStudio.Mod_Extradata(pModel); // Bound sequence number if (sequence < 0 || sequence >= g_pstudiohdr->numseq) sequence = 0; pbones = (mstudiobone_t *)((byte *)g_pstudiohdr + g_pstudiohdr->boneindex); pseqdesc = (mstudioseqdesc_t *)((byte *)g_pstudiohdr + g_pstudiohdr->seqindex) + sequence; panim = StudioGetAnim(pModel, pseqdesc); if (iBone < -1 || iBone >= g_pstudiohdr->numbones) iBone = 0; if (iBone == -1) { chainlength = g_pstudiohdr->numbones; for (i = 0; i < chainlength; ++i) chain[(chainlength - i) - 1] = i; } else { chainlength = 0; for (i = iBone; i != -1; i = pbones[i].parent) chain[chainlength++] = i; } f = StudioEstimateFrame(frame, pseqdesc); subframe = int(f); f -= subframe; StudioCalcBoneAdj(0, adj, pcontroller, pcontroller, 0); StudioCalcRotations(pbones, chain, chainlength, adj, pos, q, pseqdesc, panim, subframe, f); if (pseqdesc->numblends != NUM_BLENDING) { if (pseqdesc->numblends > 1) { float b = float_precision(pblending[0]) / 255.0f; pseqdesc = (mstudioseqdesc_t *)((byte *)g_pstudiohdr + g_pstudiohdr->seqindex) + sequence; panim = StudioGetAnim(pModel, pseqdesc); panim += g_pstudiohdr->numbones; StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, subframe, f); StudioSlerpBones(q, pos, q2, pos2, b); } } // This game knows how to do nine way blending else { /*static */float pos3[MAXSTUDIOBONES][3], pos4[MAXSTUDIOBONES][3]; /*static */float q3[MAXSTUDIOBONES][4], q4[MAXSTUDIOBONES][4]; float_precision s, t; s = GetPlayerYaw(pEdict); t = GetPlayerPitch(pEdict); // Blending is 0-127 == Left to Middle, 128 to 255 == Middle to right if (s <= 127.0f) { // Scale 0-127 blending up to 0-255 s = (s * 2.0f); if (t <= 127.0f) { t = (t * 2.0f); StudioCalcRotations(pbones, chain, chainlength, adj, pos, q, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 1); StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 3); StudioCalcRotations(pbones, chain, chainlength, adj, pos3, q3, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 4); StudioCalcRotations(pbones, chain, chainlength, adj, pos4, q4, pseqdesc, panim, subframe, f); } else { t = 2.0f * (t - 127.0f); panim = LookupAnimation(pModel, pseqdesc, 3); StudioCalcRotations(pbones, chain, chainlength, adj, pos, q, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 4); StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 6); StudioCalcRotations(pbones, chain, chainlength, adj, pos3, q3, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 7); StudioCalcRotations(pbones, chain, chainlength, adj, pos4, q4, pseqdesc, panim, subframe, f); } } else { // Scale 127-255 blending up to 0-255 s = 2.0f * (s - 127.0f); if (t <= 127.0f) { t = (t * 2.0f); panim = LookupAnimation(pModel, pseqdesc, 1); StudioCalcRotations(pbones, chain, chainlength, adj, pos, q, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 2); StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 4); StudioCalcRotations(pbones, chain, chainlength, adj, pos3, q3, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 5); StudioCalcRotations(pbones, chain, chainlength, adj, pos4, q4, pseqdesc, panim, subframe, f); } else { t = 2.0f * (t - 127.0f); panim = LookupAnimation(pModel, pseqdesc, 4); StudioCalcRotations(pbones, chain, chainlength, adj, pos, q, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 5); StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 7); StudioCalcRotations(pbones, chain, chainlength, adj, pos3, q3, pseqdesc, panim, subframe, f); panim = LookupAnimation(pModel, pseqdesc, 8); StudioCalcRotations(pbones, chain, chainlength, adj, pos4, q4, pseqdesc, panim, subframe, f); } } // Normalize interpolant s /= 255.0f; t /= 255.0f; // Spherically interpolate the bones StudioSlerpBones(q, pos, q2, pos2, s); StudioSlerpBones(q3, pos3, q4, pos4, s); StudioSlerpBones(q, pos, q3, pos3, t); } if (pseqdesc->numblends == 9 && sequence < ANIM_FIRST_DEATH_SEQUENCE && sequence != ANIM_SWIM_1 && sequence != ANIM_SWIM_2) { int copy = 1; int gaitsequence = GetPlayerGaitsequence(pEdict); // calc gait animation if (gaitsequence < 0 || gaitsequence >= g_pstudiohdr->numseq) gaitsequence = 0; pseqdesc = (mstudioseqdesc_t *)((byte *)g_pstudiohdr + g_pstudiohdr->seqindex) + gaitsequence; panim = StudioGetAnim(pModel, pseqdesc); StudioCalcRotations(pbones, chain, chainlength, adj, pos2, q2, pseqdesc, panim, 0, 0); for (i = 0; i < g_pstudiohdr->numbones; ++i) { if (!Q_strcmp(pbones[i].name, "Bip01 Spine")) { copy = 0; } else if (!Q_strcmp(pbones[pbones[i].parent].name, "Bip01 Pelvis")) { copy = 1; } if (copy) { Q_memcpy(pos[i], pos2[i], sizeof(pos[i])); Q_memcpy(q[i], q2[i], sizeof(q[i])); } } } VectorCopy(angles, temp_angles); #ifndef REGAMEDLL_FIXES if (pEdict != NULL) #else if (pEdict != NULL && CBaseEntity::Instance(const_cast(pEdict))->IsPlayer()) #endif { temp_angles[1] = UTIL_GetPlayerGaitYaw(ENTINDEX(pEdict)); if (temp_angles[1] < 0) temp_angles[1] += 360.0f; } AngleMatrix(temp_angles, (*g_pRotationMatrix)); (*g_pRotationMatrix)[0][3] = origin[0]; (*g_pRotationMatrix)[1][3] = origin[1]; (*g_pRotationMatrix)[2][3] = origin[2]; for (i = chainlength - 1; i >= 0; i--) { j = chain[i]; QuaternionMatrix(q[j], bonematrix); bonematrix[0][3] = pos[j][0]; bonematrix[1][3] = pos[j][1]; bonematrix[2][3] = pos[j][2]; if (pbones[j].parent == -1) ConcatTransforms((*g_pRotationMatrix), bonematrix, (*g_pBoneTransform)[j]); else ConcatTransforms((*g_pBoneTransform)[pbones[j].parent], bonematrix, (*g_pBoneTransform)[j]); } }