Files
itgmania212121/stepmania/src/Model.cpp
T

1018 lines
28 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: Model
Desc: Types defined in msLib.h.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Model.h"
#include "ModelTypes.h"
#include "RageMath.h"
#include "RageDisplay.h"
#include "RageUtil.h"
#include "RageTextureManager.h"
#include "IniFile.h"
#include "RageFile.h"
#include "RageLog.h"
#include "ActorUtil.h"
#include <errno.h>
const float FRAMES_PER_SECOND = 30;
const CString DEFAULT_ANIMATION_NAME = "default";
Model::Model ()
{
m_pBones = NULL;
m_bTextureWrapping = true;
SetUseZBuffer( true );
m_pCurAnimation = NULL;
m_bRevertToDefaultAnimation = false;
m_fDefaultAnimationRate = 1;
m_fCurAnimationRate = 1;
}
Model::~Model ()
{
Clear ();
}
void Model::Clear ()
{
delete[] m_pBones;
m_pBones = NULL;
m_Meshes.clear();
m_Materials.clear();
m_mapNameToAnimation.clear();
m_pCurAnimation = NULL;
}
bool Model::LoadMilkshapeAscii( CString sPath )
{
FixSlashesInPlace(sPath);
const CString sDir = Dirname( sPath );
RageFile f;
if( !f.Open( sPath ) )
RageException::Throw( "Model::LoadMilkshapeAscii Could not open \"%s\": %s", sPath.c_str(), f.GetError().c_str() );
Clear ();
bool bError = false;
CString szLine;
char szName[MS_MAX_NAME];
int nFlags, nIndex, i, j;
RageVec3ClearBounds( m_vMins, m_vMaxs );
while( f.GetLine( szLine ) > 0 && !bError )
{
if (!strncmp (szLine, "//", 2))
continue;
int nFrame;
if (sscanf (szLine, "Frames: %d", &nFrame) == 1)
{
// ignore
// m_pModel->nTotalFrames = nFrame;
}
if (sscanf (szLine, "Frame: %d", &nFrame) == 1)
{
// ignore
// m_pModel->nFrame = nFrame;
}
int nNumMeshes = 0;
if (sscanf (szLine, "Meshes: %d", &nNumMeshes) == 1)
{
m_Meshes.resize( nNumMeshes );
for (i = 0; i < nNumMeshes && !bError; i++)
{
msMesh& mesh = m_Meshes[i];
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
// mesh: name, flags, material index
if (sscanf (szLine, "\"%[^\"]\" %d %d",szName, &nFlags, &nIndex) != 3)
{
bError = true;
break;
}
strcpy( mesh.szName, szName );
// mesh.nFlags = nFlags;
mesh.nMaterialIndex = (byte)nIndex;
//
// vertices
//
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
int nNumVertices = 0;
if (sscanf (szLine, "%d", &nNumVertices) != 1)
{
bError = true;
break;
}
mesh.Vertices.resize( nNumVertices );
for (j = 0; j < nNumVertices; j++)
{
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
RageVector3 Vertex;
RageVector2 uv;
if (sscanf (szLine, "%d %f %f %f %f %f %d",
&nFlags,
&Vertex[0], &Vertex[1], &Vertex[2],
&uv[0], &uv[1],
&nIndex
) != 7)
{
bError = true;
break;
}
msVertex& vertex = mesh.Vertices[j];
// vertex.nFlags = nFlags;
memcpy( vertex.Vertex, Vertex, sizeof(vertex.Vertex) );
memcpy( vertex.uv, uv, sizeof(vertex.uv) );
vertex.nBoneIndex = (byte)nIndex;
RageVec3AddToBounds( RageVector3(Vertex), m_vMins, m_vMaxs );
}
//
// normals
//
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
int nNumNormals = 0;
if (sscanf (szLine, "%d", &nNumNormals) != 1)
{
bError = true;
break;
}
vector<RageVector3> Normals;
Normals.resize( nNumNormals );
for (j = 0; j < nNumNormals; j++)
{
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
RageVector3 Normal;
if (sscanf (szLine, "%f %f %f", &Normal[0], &Normal[1], &Normal[2]) != 3)
{
bError = true;
break;
}
RageVec3Normalize( (RageVector3*)&Normal, (RageVector3*)&Normal );
Normals[j] = Normal;
}
//
// triangles
//
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
int nNumTriangles = 0;
if (sscanf (szLine, "%d", &nNumTriangles) != 1)
{
bError = true;
break;
}
mesh.Triangles.resize( nNumTriangles );
for (j = 0; j < nNumTriangles; j++)
{
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
word nIndices[3];
word nNormalIndices[3];
if (sscanf (szLine, "%d %hd %hd %hd %hd %hd %hd %d",
&nFlags,
&nIndices[0], &nIndices[1], &nIndices[2],
&nNormalIndices[0], &nNormalIndices[1], &nNormalIndices[2],
&nIndex
) != 8)
{
bError = true;
break;
}
// deflate the normals into vertices
for( int k=0; k<3; k++ )
{
msVertex& Vertex = mesh.Vertices[ nIndices[k] ];
RageVector3& Normal = Normals[ nNormalIndices[k] ];
Vertex.Normal = Normal;
}
msTriangle& Triangle = mesh.Triangles[j];
// Triangle.nFlags = nFlags;
memcpy( &Triangle.nVertexIndices, nIndices, sizeof(Triangle.nVertexIndices) );
// Triangle.nSmoothingGroup = nIndex;
}
}
}
//
// materials
//
int nNumMaterials = 0;
if (sscanf (szLine, "Materials: %d", &nNumMaterials) == 1)
{
m_Materials.resize( nNumMaterials );
int i;
char szName[256];
for (i = 0; i < nNumMaterials && !bError; i++)
{
msMaterial& Material = m_Materials[i];
// name
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
if (sscanf (szLine, "\"%[^\"]\"", szName) != 1)
{
bError = true;
break;
}
strcpy( Material.szName, szName );
Material.bSphereMapped = ((CString)Material.szName).Find("sphere") != -1;
// ambient
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
RageVector4 Ambient;
if (sscanf (szLine, "%f %f %f %f", &Ambient[0], &Ambient[1], &Ambient[2], &Ambient[3]) != 4)
{
bError = true;
break;
}
memcpy( &Material.Ambient, &Ambient, sizeof(Material.Ambient) );
// diffuse
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
RageVector4 Diffuse;
if (sscanf (szLine, "%f %f %f %f", &Diffuse[0], &Diffuse[1], &Diffuse[2], &Diffuse[3]) != 4)
{
bError = true;
break;
}
memcpy( &Material.Diffuse, &Diffuse, sizeof(Material.Diffuse) );
// specular
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
RageVector4 Specular;
if (sscanf (szLine, "%f %f %f %f", &Specular[0], &Specular[1], &Specular[2], &Specular[3]) != 4)
{
bError = true;
break;
}
memcpy( &Material.Specular, &Specular, sizeof(Material.Specular) );
// emissive
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
RageVector4 Emissive;
if (sscanf (szLine, "%f %f %f %f", &Emissive[0], &Emissive[1], &Emissive[2], &Emissive[3]) != 4)
{
bError = true;
break;
}
memcpy( &Material.Emissive, &Emissive, sizeof(Material.Emissive) );
// shininess
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
float fShininess;
if (sscanf (szLine, "%f", &fShininess) != 1)
{
bError = true;
break;
}
Material.fShininess = fShininess;
// transparency
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
float fTransparency;
if (sscanf (szLine, "%f", &fTransparency) != 1)
{
bError = true;
break;
}
Material.fTransparency = fTransparency;
// diffuse texture
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
strcpy (szName, "");
sscanf (szLine, "\"%[^\"]\"", szName);
strcpy( Material.szDiffuseTexture, szName );
if( strcmp(Material.szDiffuseTexture, "")!=0 )
{
CString sTexturePath = sDir + Material.szDiffuseTexture;
FixSlashesInPlace( sTexturePath );
CollapsePath( sTexturePath );
if( IsAFile(sTexturePath) )
Material.aniTexture.Load( sTexturePath );
else
LOG->Warn( "\"%s\" references a texture \"%s\" that does not exist",
sPath.c_str(), sTexturePath.c_str() );
}
// alpha texture
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
strcpy (szName, "");
sscanf (szLine, "\"%[^\"]\"", szName);
strcpy( Material.szAlphaTexture, szName );
}
}
}
f.Close();
LoadMilkshapeAsciiBones( DEFAULT_ANIMATION_NAME, sPath );
// Setup temp vertices
m_vTempVerticesByBone.resize( m_Meshes.size() );
for (i = 0; i < (int)m_Meshes.size(); i++)
{
msMesh& Mesh = m_Meshes[i];
m_vTempVerticesByBone[i].resize( Mesh.Vertices.size() );
}
return true;
}
bool Model::LoadMilkshapeAsciiBones( CString sAniName, CString sPath )
{
FixSlashesInPlace(sPath);
const CString sDir = Dirname( sPath );
RageFile f;
if ( !f.Open(sPath) )
RageException::Throw( "Model:: Could not open \"%s\": %s", sPath.c_str(), f.GetError().c_str() );
bool bError = false;
CString szLine;
int nFlags, j;
while( f.GetLine( szLine ) > 0 && !bError )
{
if (!strncmp (szLine, "//", 2))
continue;
//
// bones
//
int nNumBones = 0;
if (sscanf (szLine, "Bones: %d", &nNumBones) == 1)
{
m_mapNameToAnimation[sAniName] = msAnimation();
msAnimation &Animation = m_mapNameToAnimation[sAniName];
int i;
char szName[MS_MAX_NAME];
Animation.Bones.resize( nNumBones );
for (i = 0; i < nNumBones && !bError; i++)
{
msBone& Bone = Animation.Bones[i];
// name
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
if (sscanf (szLine, "\"%[^\"]\"", szName) != 1)
{
bError = true;
break;
}
strcpy( Bone.szName, szName );
// parent
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
strcpy (szName, "");
sscanf (szLine, "\"%[^\"]\"", szName);
strcpy( Bone.szParentName, szName );
// flags, position, rotation
RageVector3 Position, Rotation;
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
if (sscanf (szLine, "%d %f %f %f %f %f %f",
&nFlags,
&Position[0], &Position[1], &Position[2],
&Rotation[0], &Rotation[1], &Rotation[2]) != 7)
{
bError = true;
break;
}
Bone.nFlags = nFlags;
memcpy( &Bone.Position, &Position, sizeof(Bone.Position) );
memcpy( &Bone.Rotation, &Rotation, sizeof(Bone.Rotation) );
float fTime;
// position key count
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
int nNumPositionKeys = 0;
if (sscanf (szLine, "%d", &nNumPositionKeys) != 1)
{
bError = true;
break;
}
Bone.PositionKeys.resize( nNumPositionKeys );
for (j = 0; j < nNumPositionKeys; j++)
{
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
if (sscanf (szLine, "%f %f %f %f", &fTime, &Position[0], &Position[1], &Position[2]) != 4)
{
bError = true;
break;
}
msPositionKey key;
key.fTime = fTime;
key.Position = RageVector3( Position[0], Position[1], Position[2] );
Bone.PositionKeys[j] = key;
}
// rotation key count
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
int nNumRotationKeys = 0;
if (sscanf (szLine, "%d", &nNumRotationKeys) != 1)
{
bError = true;
break;
}
Bone.RotationKeys.resize( nNumRotationKeys );
for (j = 0; j < nNumRotationKeys; j++)
{
if( f.GetLine( szLine ) <= 0 )
{
bError = true;
break;
}
if (sscanf (szLine, "%f %f %f %f", &fTime, &Rotation[0], &Rotation[1], &Rotation[2]) != 4)
{
bError = true;
break;
}
msRotationKey key;
key.fTime = fTime;
key.Rotation = RageVector3( Rotation[0], Rotation[1], Rotation[2] );
Bone.RotationKeys[j] = key;
}
}
// Ignore "Frames:" in file. Calculate it ourself
Animation.nTotalFrames = 0;
for ( i = 0; i < (int)Animation.Bones.size(); i++)
{
msBone& Bone = Animation.Bones[i];
for( int j=0; j<(int)Bone.PositionKeys.size(); j++ )
{
Animation.nTotalFrames = max( Animation.nTotalFrames, (int)Bone.PositionKeys[j].fTime+1 );
Animation.nTotalFrames = max( Animation.nTotalFrames, (int)Bone.RotationKeys[j].fTime+1 );
}
}
PlayAnimation( sAniName );
}
}
return true;
}
void Model::DrawPrimitives()
{
if(m_Meshes.empty())
return; // bail early
/* Don't if we're fully transparent */
if( m_pTempState->diffuse[0].a < 0.001f && m_pTempState->glow.a < 0.001f )
return;
Actor::SetRenderStates(); // set Actor-specified render states
DISPLAY->Scale( 1, -1, 1 ); // flip Y so positive is up
//
// process vertices
//
for (int i = 0; i < (int)m_Meshes.size(); i++)
{
msMesh *pMesh = &m_Meshes[i];
RageModelVertexVector& TempVertices = m_vTempVerticesByBone[i];
for (int j = 0; j < (int)pMesh->Vertices.size(); j++)
{
RageModelVertex& tempVert = TempVertices[j];
msVertex& originalVert = pMesh->Vertices[j];
memcpy( &tempVert.t, originalVert.uv, sizeof(originalVert.uv) );
if( originalVert.nBoneIndex == -1 )
{
memcpy( &tempVert.n, originalVert.Normal, sizeof(originalVert.Normal) );
memcpy( &tempVert.p, originalVert.Vertex, sizeof(originalVert.Vertex) );
}
else
{
int bone = originalVert.nBoneIndex;
RageVec3TransformNormal( &tempVert.n, &originalVert.Normal, &m_pBones[bone].mFinal );
RageVec3TransformCoord( &tempVert.p, &originalVert.Vertex, &m_pBones[bone].mFinal );
}
}
}
//////////////////////
// render the diffuse pass
//////////////////////
if( m_pTempState->diffuse[0].a > 0 )
{
DISPLAY->SetTextureModeModulate();
for (int i = 0; i < (int)m_Meshes.size(); i++)
{
msMesh *pMesh = &m_Meshes[i];
RageModelVertexVector& TempVertices = m_vTempVerticesByBone[i];
// apply material
if( pMesh->nMaterialIndex != -1 )
{
msMaterial& mat = m_Materials[ pMesh->nMaterialIndex ];
RageColor Emissive = mat.Emissive;
RageColor Ambient = mat.Ambient;
RageColor Diffuse = mat.Diffuse;
Emissive *= m_pTempState->diffuse[0];
Ambient *= m_pTempState->diffuse[0];
Diffuse *= m_pTempState->diffuse[0];
DISPLAY->SetMaterial(
Emissive,
Ambient,
Diffuse,
mat.Specular,
mat.fShininess );
DISPLAY->SetTexture( mat.aniTexture.GetCurrentTexture() );
DISPLAY->SetSphereEnironmentMapping( mat.bSphereMapped );
}
else
{
RageColor emissive( 0,0,0,0 );
RageColor ambient( 0.2f,0.2f,0.2f,1 );
RageColor diffuse( 0.7f,0.7f,0.7f,1 );
RageColor specular( 0.2f,0.2f,0.2f,1 );
float shininess = 1;
DISPLAY->SetMaterial(
emissive,
ambient,
diffuse,
specular,
shininess );
DISPLAY->SetTexture( NULL );
DISPLAY->SetSphereEnironmentMapping( false );
}
DISPLAY->DrawIndexedTriangles( &TempVertices[0], pMesh->Vertices.size(), (Uint16*)&pMesh->Triangles[0], pMesh->Triangles.size()*3 );
DISPLAY->SetSphereEnironmentMapping( false );
}
}
//////////////////////
// render the glow pass
//////////////////////
if( m_pTempState->glow.a > 0.0001f )
{
DISPLAY->SetTextureModeGlow();
for (int i = 0; i < (int)m_Meshes.size(); i++)
{
msMesh *pMesh = &m_Meshes[i];
RageModelVertexVector& TempVertices = m_vTempVerticesByBone[i];
// apply material
if( pMesh->nMaterialIndex != -1 )
{
msMaterial& mat = m_Materials[ pMesh->nMaterialIndex ];
RageColor Emissive = mat.Emissive;
RageColor Ambient = mat.Ambient;
RageColor Diffuse = mat.Diffuse;
Emissive = m_pTempState->glow;
Ambient = m_pTempState->glow;
Diffuse = m_pTempState->glow;
DISPLAY->SetMaterial(
Emissive,
Ambient,
Diffuse,
mat.Specular,
mat.fShininess );
DISPLAY->SetTexture( mat.aniTexture.GetCurrentTexture() );
}
else
{
RageColor emissive = m_pTempState->glow;
RageColor ambient = m_pTempState->glow;
RageColor diffuse = m_pTempState->glow;
RageColor specular = m_pTempState->glow;
float shininess = 1;
DISPLAY->SetMaterial(
emissive,
ambient,
diffuse,
specular,
shininess );
DISPLAY->SetTexture( NULL );
}
DISPLAY->DrawIndexedTriangles( &TempVertices[0], pMesh->Vertices.size(), (Uint16*)&pMesh->Triangles[0], pMesh->Triangles.size()*3 );
}
}
}
void Model::SetDefaultAnimation( CString sAnimation, float fPlayRate )
{
m_sDefaultAnimation = sAnimation;
m_fDefaultAnimationRate = fPlayRate;
}
void Model::PlayAnimation( CString sAniName, float fPlayRate )
{
msAnimation *pNewAnimation = NULL;
if( m_mapNameToAnimation.find(sAniName) == m_mapNameToAnimation.end() )
return;
else
pNewAnimation = &m_mapNameToAnimation[sAniName];
m_fCurrFrame = 0;
m_fCurAnimationRate = fPlayRate;
if ( m_pCurAnimation == pNewAnimation )
return;
m_pCurAnimation = pNewAnimation;
// setup bones
int nBoneCount = (int)m_pCurAnimation->Bones.size();
if (!m_pBones)
{
m_pBones = new myBone_t[nBoneCount];
}
int i, j;
for (i = 0; i < nBoneCount; i++)
{
msBone *pBone = &m_pCurAnimation->Bones[i];
RageVector3 vRot;
vRot[0] = pBone->Rotation[0] * 180 / (float) PI;
vRot[1] = pBone->Rotation[1] * 180 / (float) PI;
vRot[2] = pBone->Rotation[2] * 180 / (float) PI;
RageMatrixAngles( &m_pBones[i].mRelative, vRot );
m_pBones[i].mRelative.m[3][0] = pBone->Position[0];
m_pBones[i].mRelative.m[3][1] = pBone->Position[1];
m_pBones[i].mRelative.m[3][2] = pBone->Position[2];
int nParentBone = m_pCurAnimation->FindBoneByName( pBone->szParentName );
if (nParentBone != -1)
{
RageMatrixMultiply( &m_pBones[i].mAbsolute, &m_pBones[nParentBone].mAbsolute, &m_pBones[i].mRelative );
m_pBones[i].mFinal = m_pBones[i].mAbsolute;
}
else
{
m_pBones[i].mAbsolute = m_pBones[i].mRelative;
m_pBones[i].mFinal = m_pBones[i].mRelative;
}
}
for (i = 0; i < (int)m_Meshes.size(); i++)
{
msMesh *pMesh = &m_Meshes[i];
for (j = 0; j < (int)pMesh->Vertices.size(); j++)
{
msVertex *pVertex = &pMesh->Vertices[j];
if (pVertex->nBoneIndex != -1)
{
pVertex->Vertex[0] -= m_pBones[pVertex->nBoneIndex].mAbsolute.m[3][0];
pVertex->Vertex[1] -= m_pBones[pVertex->nBoneIndex].mAbsolute.m[3][1];
pVertex->Vertex[2] -= m_pBones[pVertex->nBoneIndex].mAbsolute.m[3][2];
RageVector3 vTmp;
RageMatrix inverse;
RageMatrixTranspose( &inverse, &m_pBones[pVertex->nBoneIndex].mAbsolute ); // transpose = inverse for rotation matrices
RageVec3TransformNormal( &vTmp, &pVertex->Vertex, &inverse );
pVertex->Vertex = vTmp;
}
}
}
}
float Model::GetCurFrame() { return m_fCurrFrame; };
void Model::SetFrame( float fNewFrame )
{
m_fCurrFrame = fNewFrame;
}
void
Model::AdvanceFrame (float dt)
{
if( m_Meshes.empty() || !m_pCurAnimation )
return; // bail early
m_fCurrFrame += FRAMES_PER_SECOND * dt * m_fCurAnimationRate;
if (m_fCurrFrame >= (float)m_pCurAnimation->nTotalFrames)
{
if( (m_bRevertToDefaultAnimation) && (m_sDefaultAnimation != "") )
{
this->PlayAnimation( m_sDefaultAnimation, m_fDefaultAnimationRate );
}
else
{
m_fCurrFrame = 0.0f;
}
}
int nBoneCount = (int)m_pCurAnimation->Bones.size();
int i, j;
for (i = 0; i < nBoneCount; i++)
{
msBone *pBone = &m_pCurAnimation->Bones[i];
int nPositionKeyCount = pBone->PositionKeys.size();
int nRotationKeyCount = pBone->RotationKeys.size();
if (nPositionKeyCount == 0 && nRotationKeyCount == 0)
{
m_pBones[i].mFinal = m_pBones[i].mAbsolute;
}
else
{
RageVector3 vPos;
RageVector3 vRot;
//
// search for the adjacent position keys
//
msPositionKey *pLastPositionKey = 0, *pThisPositionKey = 0;
for (j = 0; j < nPositionKeyCount; j++)
{
msPositionKey *pPositionKey = &pBone->PositionKeys[j];
if (pPositionKey->fTime >= m_fCurrFrame)
{
pThisPositionKey = pPositionKey;
break;
}
pLastPositionKey = pPositionKey;
}
if (pLastPositionKey != 0 && pThisPositionKey != 0)
{
float d = pThisPositionKey->fTime - pLastPositionKey->fTime;
float s = (m_fCurrFrame - pLastPositionKey->fTime) / d;
vPos[0] = pLastPositionKey->Position[0] + (pThisPositionKey->Position[0] - pLastPositionKey->Position[0]) * s;
vPos[1] = pLastPositionKey->Position[1] + (pThisPositionKey->Position[1] - pLastPositionKey->Position[1]) * s;
vPos[2] = pLastPositionKey->Position[2] + (pThisPositionKey->Position[2] - pLastPositionKey->Position[2]) * s;
}
else if (pLastPositionKey == 0)
{
vPos = pThisPositionKey->Position;
}
else if (pThisPositionKey == 0)
{
vPos = pLastPositionKey->Position;
}
//
// search for the adjacent rotation keys
//
RageMatrix m;
RageMatrixIdentity( &m );
msRotationKey *pLastRotationKey = 0, *pThisRotationKey = 0;
for (j = 0; j < nRotationKeyCount; j++)
{
msRotationKey *pRotationKey = &pBone->RotationKeys[j];
if (pRotationKey->fTime >= m_fCurrFrame)
{
pThisRotationKey = pRotationKey;
break;
}
pLastRotationKey = pRotationKey;
}
if (pLastRotationKey != 0 && pThisRotationKey != 0)
{
const float s = SCALE( m_fCurrFrame, pLastRotationKey->fTime, pThisRotationKey->fTime, 0, 1 );
RageVector4 q1, q2, q;
RageQuatFromHPR( &q1, RageVector3(pLastRotationKey->Rotation) * (180 / PI) );
RageQuatFromHPR( &q2, RageVector3(pThisRotationKey->Rotation) * (180 / PI) );
RageQuatSlerp( &q, q1, q2, s );
RageMatrixFromQuat( &m, q );
}
else if (pLastRotationKey == 0)
{
vRot[0] = pThisRotationKey->Rotation[0] * 180 / (float) PI;
vRot[1] = pThisRotationKey->Rotation[1] * 180 / (float) PI;
vRot[2] = pThisRotationKey->Rotation[2] * 180 / (float) PI;
RageMatrixAngles( &m, vRot );
}
else if (pThisRotationKey == 0)
{
vRot[0] = pLastRotationKey->Rotation[0] * 180 / (float) PI;
vRot[1] = pLastRotationKey->Rotation[1] * 180 / (float) PI;
vRot[2] = pLastRotationKey->Rotation[2] * 180 / (float) PI;
RageMatrixAngles( &m, vRot );
}
m.m[3][0] = vPos[0];
m.m[3][1] = vPos[1];
m.m[3][2] = vPos[2];
RageMatrixMultiply( &m_pBones[i].mRelativeFinal, &m_pBones[i].mRelative, &m );
int nParentBone = m_pCurAnimation->FindBoneByName( pBone->szParentName );
if (nParentBone == -1)
{
m_pBones[i].mFinal = m_pBones[i].mRelativeFinal;
}
else
{
RageMatrixMultiply( &m_pBones[i].mFinal, &m_pBones[nParentBone].mFinal, &m_pBones[i].mRelativeFinal );
}
}
}
}
void Model::Update( float fDelta )
{
Actor::Update( fDelta );
AdvanceFrame( fDelta );
for( int i=0; i<(int)m_Materials.size(); i++ )
m_Materials[i].aniTexture.Update( fDelta );
}
void Model::SetState( int iNewState )
{
for( int i=0; i<(int)m_Materials.size(); i++ )
m_Materials[i].aniTexture.SetState( iNewState );
}
int Model::GetNumStates()
{
int iMaxStates = 0;
for( int i=0; i<(int)m_Materials.size(); i++ )
iMaxStates = max( iMaxStates, m_Materials[i].aniTexture.GetNumStates() );
return iMaxStates;
}
void Model::HandleCommand( const ParsedCommand &command )
{
HandleParams;
/* XXX: It would be very useful to be able to tween animations, eg:
*
* play,Dance,1;sleep,2;linear,.5;play,Collapse,1
*
* to play "Dance" for two seconds, then tween to playing "Collapse" over half
* a second, with the tween percentage weighting the animations.
*
* Also, being able to queue animations cleanly without knowing the exact duration
* of the animation, eg:
*
* play,Dance,1;finishanim;play,Collapse,1
*
* to play "Dance", and then play "Collapse" when "Dance" finishes. (In this case,
* Dance would presumably end on the same keyframe that Collapse begins on, since
* it isn't queuing a tween.)
*
* We need more architecture for this, so we can put custom items in the Actor
* tween queue.
*/
const CString& sName = sParam(0);
if( sName=="play" )
PlayAnimation( sParam(1),fParam(2) );
else
{
Actor::HandleCommand( command );
return;
}
CheckHandledParams;
}