csgo-2018-source/bonesetup/bone_decode.cpp

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2021-07-25 12:11:47 +08:00
//===== Copyright <20> 1996-2005, 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"
#include "datacache/idatacache.h"
#include "tier0/miniprofiler.h"
#ifdef CLIENT_DLL
#include "posedebugger.h"
#endif
#include "bone_utils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: return a sub frame rotation for a single bone
//-----------------------------------------------------------------------------
void ExtractAnimValue( int frame, mstudioanimvalue_t *panimvalue, float scale, float &v1, float &v2 )
{
BONE_PROFILE_FUNC();
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 )
{
BONE_PROFILE_FUNC();
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 mstudio_rle_anim_t *panim, Quaternion &q )
{
BONE_PROFILE_FUNC();
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 mstudio_rle_anim_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 mstudio_rle_anim_t *panim, BoneVector &pos )
{
BONE_PROFILE_FUNC();
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 mstudio_rle_anim_t *panim, BoneVector &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 );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CalcDecompressedAnimation( const mstudiocompressedikerror_t *pCompressed, int iFrame, float fraq, BoneVector &pos, BoneQuaternion &q )
{
BONE_PROFILE_FUNC();
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,
matrix3x4a_t *boneToWorld,
CBoneBitList &boneComputed,
BoneVector *pos,
BoneQuaternion *q,
//const mstudioanimdesc_t &animdesc,
const mstudiobone_t *pbone,
mstudiolocalhierarchy_t *pHierarchy,
int iBone,
int iNewParent,
float cycle,
int iFrame,
float flFraq,
int boneMask
)
{
BONE_PROFILE_FUNC();
BoneVector localPos;
BoneQuaternion localQ;
// make fake root transform
static matrix3x4a_t rootXform;
SetIdentityMatrix( rootXform );
// 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 );
// find first common root bone
int iRoot1 = iBone;
int iRoot2 = iNewParent;
while (iRoot1 != iRoot2 && iRoot1 != -1)
{
if (iRoot1 > iRoot2)
iRoot1 = pStudioHdr->boneParent( iRoot1 );
else
iRoot2 = pStudioHdr->boneParent( iRoot2 );
}
// BUGBUG: pos and q only valid if local weight
BuildBoneChainPartial( pStudioHdr, rootXform, pos, q, iBone, boneToWorld, boneComputed, iRoot1 );
BuildBoneChainPartial( pStudioHdr, rootXform, pos, q, iNewParent, boneToWorld, boneComputed, iRoot1 );
matrix3x4a_t localXform;
AngleMatrix( RadianEuler(localQ), localPos, localXform );
ConcatTransforms_Aligned( boneToWorld[iNewParent], localXform, boneToWorld[iBone] );
// back solve
BoneVector p1;
BoneQuaternion 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] );
pos[iBone] = p1 + (pos[iBone] - p1) * weight;
}
}
else
{
matrix3x4a_t worldToBone;
MatrixInvert( boneToWorld[n], worldToBone );
matrix3x4a_t local;
ConcatTransforms_Aligned( 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] );
pos[iBone] = p1 + (pos[iBone] - p1) * weight;
}
}
}
//-----------------------------------------------------------------------------
// 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, BoneVector *pos, BoneQuaternion *q, int boneMask, float flWeight )
{
BONE_PROFILE_FUNC();
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_ROT64)
{
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 if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT32)
{
if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask))
{
Quaternion q0 = *(Quaternion32 *)pData;
QuaternionBlend( q[i], q0, flWeight, q[i] );
Assert( q[i].IsValid() );
}
pData += sizeof( Quaternion32 );
}
}
}
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);
if (flWeight == 1.0f)
{
// don't blend into an uninitialized value
Hermite_Spline( p0, p1, p2, s1, pos[i] );
}
else
{
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_ROT64)
{
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)
{
// don't blend into an uninitialized value
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;
}
else if (pAnimbone[j].flags & BONE_HAS_SAVEFRAME_ROT32)
{
if ((i >= 0) && (pStudioHdr->boneFlags(i) & boneMask))
{
Quaternion q0 = *(((Quaternion32 *)pData) + i0);
Quaternion q1 = *(((Quaternion32 *)pData) + i1);
Quaternion q2 = *(((Quaternion32 *)pData) + i2);
if (flWeight == 1.0f)
{
// don't blend into an uninitialized value
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( Quaternion32 ) * animdesc.zeroframecount;
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Extract and blend two frames from a mstudio_frame_anim_t block of data
//-----------------------------------------------------------------------------
inline byte *ExtractTwoFrames( byte flags, float s, byte *RESTRICT pFrameData, byte *&pConstantData, int framelength, BoneQuaternion &q, BoneVector &pos, bool bIsDelta = false, const mstudiolinearbone_t *pLinearBones = NULL, int bone = 0 )
{
BONE_PROFILE_FUNC();
#ifdef _GAMECONSOLE
if (flags & STUDIO_FRAME_ANIM_ROT)
{
fltx4 q1 = UnpackQuaternion48SIMD( (Quaternion48 *)(pFrameData) );
fltx4 q2 = UnpackQuaternion48SIMD( (Quaternion48 *)(pFrameData + framelength) );
fltx4 qBlend = QuaternionBlendSIMD( q1, q2, s );
StoreAlignedSIMD( (QuaternionAligned*)&q, qBlend );
pFrameData += sizeof( Quaternion48 );
}
else if (flags & STUDIO_FRAME_ANIM_ROT2)
{
if ( false ) // slow/naive
{
Quaternion q1;
Quaternion q2;
q1 = *((Quaternion48S *)(pFrameData));
q2 = *((Quaternion48S *)(pFrameData + framelength));
QuaternionBlend( q1, q2, s, q );
Assert( q.IsValid() );
pFrameData += sizeof( Quaternion48S );
}
else // simd
{
fltx4 q1;
fltx4 q2;
q1 = *((Quaternion48S *)(pFrameData));
q2 = *((Quaternion48S *)(pFrameData + framelength));
StoreUnalignedSIMD( q.Base(), QuaternionBlendSIMD( q1, q2, s ) );
Assert( q.IsValid() );
pFrameData += sizeof( Quaternion48S );
}
}
else if (flags & STUDIO_FRAME_CONST_ROT)
{
fltx4 flt = UnpackQuaternion48SIMD( (Quaternion48 *)(pConstantData) );
StoreAlignedSIMD( (QuaternionAligned*)&q, flt );
pConstantData += sizeof( Quaternion48 );
}
else if (flags & STUDIO_FRAME_CONST_ROT2)
{
if ( false ) // slow/naive
{
q = *((Quaternion48S *)(pConstantData));
Assert( q.IsValid() );
pConstantData += sizeof( Quaternion48S );
}
else
{
// q = *((Quaternion48S *)(pConstantData));
StoreUnalignedSIMD( q.Base(), (fltx4) *((Quaternion48S *)(pConstantData)) );
Assert( q.IsValid() );
pConstantData += sizeof( Quaternion48S );
}
}
// the non-virtual version needs initializers for no-animation
else if (pLinearBones)
{
if (bIsDelta)
{
q.Init( 0.0f, 0.0f, 0.0f, 1.0f );
}
else
{
q = pLinearBones->quat( bone );
}
}
if (flags & STUDIO_FRAME_ANIM_POS)
{
fltx4 p1 = UnpackVector48SIMD( (Vector48 *)(pFrameData) );
fltx4 p2 = UnpackVector48SIMD( (Vector48 *)(pFrameData + framelength) );
fltx4 f2 = ReplicateX4( s );
fltx4 f1 = SubSIMD( Four_Ones, f2 );
p2 = MulSIMD( p2, f2 );
p1 = MaddSIMD( p1, f1, p2 );
StoreUnaligned3SIMD( pos.Base(), p1 );
pFrameData += sizeof( Vector48 );
}
else if (flags & STUDIO_FRAME_CONST_POS)
{
fltx4 flt = UnpackVector48SIMD( (Vector48 *)(pConstantData) );
StoreUnaligned3SIMD( pos.Base(), flt );
pConstantData += sizeof( Vector48 );
}
else if (flags & STUDIO_FRAME_ANIM_POS2)
{
fltx4 p1 = LoadUnaligned3SIMD( (float *)(pFrameData) );
fltx4 p2 = LoadUnaligned3SIMD( (float *)(pFrameData + framelength) );
fltx4 f2 = ReplicateX4( s );
fltx4 f1 = SubSIMD( Four_Ones, f2 );
p2 = MulSIMD( p2, f2 );
p1 = MaddSIMD( p1, f1, p2 );
StoreUnaligned3SIMD( pos.Base(), p1 );
pFrameData += sizeof( Vector );
}
else if (flags & STUDIO_FRAME_CONST_POS2)
{
fltx4 flt = LoadUnaligned3SIMD( (float *)(pConstantData) );
StoreUnaligned3SIMD( pos.Base(), flt );
pConstantData += sizeof( Vector );
}
// the non-virtual version needs initializers for no-animation
else if (pLinearBones)
{
if (bIsDelta)
{
pos.Init( 0.0f, 0.0f, 0.0f );
}
else
{
pos = pLinearBones->pos( bone );
}
}
#else
Quaternion q1, q2;
// Making these aligned. Could be VectorAligned instead, but I don't want to change the behavior of this code.
ALIGN16 Vector p1;
ALIGN16 Vector p2;
if (flags & STUDIO_FRAME_ANIM_ROT)
{
q1 = *((Quaternion48 *)(pFrameData));
q2 = *((Quaternion48 *)(pFrameData + framelength));
QuaternionBlend( q1, q2, s, q );
Assert( q.IsValid() );
pFrameData += sizeof( Quaternion48 );
}
else if (flags & STUDIO_FRAME_ANIM_ROT2)
{
q1 = *((Quaternion48S *)(pFrameData));
q2 = *((Quaternion48S *)(pFrameData + framelength));
QuaternionBlend( q1, q2, s, q );
Assert( q.IsValid() );
pFrameData += sizeof( Quaternion48S );
}
else if (flags & STUDIO_FRAME_CONST_ROT)
{
q = *((Quaternion48 *)(pConstantData));
Assert( q.IsValid() );
pConstantData += sizeof( Quaternion48 );
}
else if (flags & STUDIO_FRAME_CONST_ROT2)
{
q = *((Quaternion48S *)(pConstantData));
Assert( q.IsValid() );
pConstantData += sizeof( Quaternion48S );
}
// the non-virtual version needs initializers for no-animation
else if (pLinearBones)
{
if (bIsDelta)
{
q.Init( 0.0f, 0.0f, 0.0f, 1.0f );
}
else
{
q = pLinearBones->quat( bone );
}
}
if (flags & STUDIO_FRAME_ANIM_POS)
{
p1 = *((Vector48 *)(pFrameData));
p2 = *((Vector48 *)(pFrameData + framelength));
pos = p1 * (1.0 - s) + p2 * s;
Assert( pos.IsValid() );
pFrameData += sizeof( Vector48 );
}
else if (flags & STUDIO_FRAME_CONST_POS)
{
pos = *((Vector48 *)(pConstantData));
Assert( pos.IsValid() );
pConstantData += sizeof( Vector48 );
}
else if (flags & STUDIO_FRAME_ANIM_POS2)
{
// pFrameData has no alignment guarantees, so using V_memcpy.
V_memcpy( &p1, pFrameData, sizeof( p1 ) );
V_memcpy( &p2, pFrameData + framelength, sizeof( p2 ) );
pos = p1 * (1.0 - s) + p2 * s;
Assert( pos.IsValid() );
pFrameData += sizeof( Vector );
}
else if (flags & STUDIO_FRAME_CONST_POS2)
{
// pFrameData has no alignment guarantees, so using V_memcpy.
V_memcpy( &pos, pConstantData, sizeof( pos ) );
Assert( pos.IsValid() );
pConstantData += sizeof( Vector );
}
// the non-virtual version needs initializers for no-animation
else if (pLinearBones)
{
if (bIsDelta)
{
pos.Init( 0.0f, 0.0f, 0.0f );
}
else
{
pos = pLinearBones->pos( bone );
}
}
#endif
return pFrameData;
}
//-----------------------------------------------------------------------------
// Purpose: Extract one frame from a mstudio_frame_anim_t block of data
//-----------------------------------------------------------------------------
inline byte *ExtractSingleFrame( byte flags, byte *pFrameData, byte *&pConstantData, BoneQuaternion &q, BoneVector &pos, bool bIsDelta = false, const mstudiolinearbone_t *pLinearBones = NULL, int bone = 0 )
{
BONE_PROFILE_FUNC();
#ifdef _GAMECONSOLE
if (flags & STUDIO_FRAME_ANIM_ROT)
{
fltx4 flt = UnpackQuaternion48SIMD( (Quaternion48 *)(pFrameData) );
StoreAlignedSIMD( (QuaternionAligned*)&q, flt );
// FIXME: If this path needs to work on PS3, this might be the right line to replace the 360-specific code above.
// StoreAlignedSIMD( ( QuaternionAligned * )&q, flt );
pFrameData += sizeof( Quaternion48 );
}
else if (flags & STUDIO_FRAME_ANIM_ROT2)
{
if ( false ) // slow/naive
{
q = *((Quaternion48S *)(pFrameData));
Assert( q.IsValid() );
pFrameData += sizeof( Quaternion48S );
}
else
{
StoreUnalignedSIMD( q.Base(), (fltx4) *((Quaternion48S *)(pFrameData)) );
Assert( q.IsValid() );
Assert( QuaternionsAreEqual( q, (Quaternion) *((Quaternion48S *)(pFrameData)), 0.001f ) );
pFrameData += sizeof( Quaternion48S );
}
}
else if (flags & STUDIO_FRAME_CONST_ROT)
{
fltx4 flt = UnpackQuaternion48SIMD( (Quaternion48 *)(pConstantData) );
StoreAlignedSIMD( (QuaternionAligned*)&q, flt );
// FIXME: If this path needs to work on PS3, this might be the right line to replace the 360-specific code above.
// StoreAlignedSIMD( ( QuaternionAligned * )&q, flt );
pConstantData += sizeof( Quaternion48 );
}
else if (flags & STUDIO_FRAME_CONST_ROT2)
{
if ( false ) // slow/naive
{
q = *((Quaternion48S *)(pConstantData));
Assert( q.IsValid() );
pConstantData += sizeof( Quaternion48S );
}
else
{
StoreUnalignedSIMD( q.Base(), (fltx4) *((Quaternion48S *)(pConstantData)) );
Assert( q.IsValid() );
Assert( QuaternionsAreEqual( q, (Quaternion) *((Quaternion48S *)(pConstantData)), 0.001f ) );
pConstantData += sizeof( Quaternion48S );
}
}
// the non-virtual version needs initializers for no-animation
else if (pLinearBones)
{
if (bIsDelta)
{
q.Init( 0.0f, 0.0f, 0.0f, 1.0f );
}
else
{
q = pLinearBones->quat( bone );
}
}
if (flags & STUDIO_FRAME_ANIM_POS)
{
fltx4 flt = UnpackVector48SIMD( (Vector48 *)(pFrameData) );
StoreUnaligned3SIMD( pos.Base(), flt );
pFrameData += sizeof( Vector48 );
}
else if (flags & STUDIO_FRAME_CONST_POS)
{
fltx4 flt = UnpackVector48SIMD( (Vector48 *)(pConstantData) );
StoreUnaligned3SIMD( pos.Base(), flt );
pConstantData += sizeof( Vector48 );
}
else if (flags & STUDIO_FRAME_ANIM_POS2)
{
fltx4 flt = LoadUnaligned3SIMD( (float *)(pFrameData) );
StoreUnaligned3SIMD( pos.Base(), flt );
pFrameData += sizeof( Vector );
}
else if (flags & STUDIO_FRAME_CONST_POS2)
{
fltx4 flt = LoadUnaligned3SIMD( (float *)(pConstantData) );
StoreUnaligned3SIMD( pos.Base(), flt );
pConstantData += sizeof( Vector );
}
// the non-virtual version needs initializers for no-animation
else if (pLinearBones)
{
if (bIsDelta)
{
pos.Init( 0.0f, 0.0f, 0.0f );
}
else
{
pos = pLinearBones->pos( bone );
}
}
#else
if (flags & STUDIO_FRAME_ANIM_ROT)
{
q = *((Quaternion48 *)(pFrameData));
Assert( q.IsValid() );
pFrameData += sizeof( Quaternion48 );
}
else if (flags & STUDIO_FRAME_ANIM_ROT2)
{
q = *((Quaternion48S *)(pFrameData));
Assert( q.IsValid() );
pFrameData += sizeof( Quaternion48S );
}
else if (flags & STUDIO_FRAME_CONST_ROT)
{
q = *((Quaternion48 *)(pConstantData));
Assert( q.IsValid() );
pConstantData += sizeof( Quaternion48 );
}
else if (flags & STUDIO_FRAME_CONST_ROT2)
{
q = *((Quaternion48S *)(pConstantData));
Assert( q.IsValid() );
pConstantData += sizeof( Quaternion48S );
}
// the non-virtual version needs initializers for no-animation
else if (pLinearBones)
{
if (bIsDelta)
{
q.Init( 0.0f, 0.0f, 0.0f, 1.0f );
}
else
{
q = pLinearBones->quat( bone );
}
}
if (flags & STUDIO_FRAME_ANIM_POS)
{
pos = *((Vector48 *)(pFrameData));
Assert( pos.IsValid() );
pFrameData += sizeof( Vector48 );
}
else if (flags & STUDIO_FRAME_CONST_POS)
{
pos = *((Vector48 *)(pConstantData));
Assert( pos.IsValid() );
pConstantData += sizeof( Vector48 );
}
else if (flags & STUDIO_FRAME_ANIM_POS2)
{
// pFrameData has no guarantee on alignment, so using V_memcpy.
V_memcpy( &pos, pFrameData, sizeof( Vector ) );
Assert( pos.IsValid() );
pFrameData += sizeof( Vector );
}
else if (flags & STUDIO_FRAME_CONST_POS2)
{
// pFrameData has no guarantee on alignment, so using V_memcpy.
V_memcpy( &pos, pConstantData, sizeof( Vector ) );
Assert( pos.IsValid() );
pConstantData += sizeof( Vector );
}
// the non-virtual version needs initializers for no-animation
else if (pLinearBones)
{
if (bIsDelta)
{
pos.Init( 0.0f, 0.0f, 0.0f );
}
else
{
pos = pLinearBones->pos( bone );
}
}
#endif
return pFrameData;
}
//-----------------------------------------------------------------------------
// Purpose: Skip forward to the next bone in a mstudio_frame_anim_t block of data
//-----------------------------------------------------------------------------
inline byte *SkipBoneFrame( byte flags, byte * RESTRICT pFrameData, byte *&pConstantData )
{
BONE_PROFILE_FUNC();
if (flags & STUDIO_FRAME_ANIM_ROT)
{
pFrameData += sizeof( Quaternion48 );
}
else if (flags & STUDIO_FRAME_ANIM_ROT2)
{
pFrameData += sizeof( Quaternion48S );
}
else if (flags & STUDIO_FRAME_CONST_ROT)
{
pConstantData += sizeof( Quaternion48 );
}
else if (flags & STUDIO_FRAME_CONST_ROT2)
{
pConstantData += sizeof( Quaternion48S );
}
if (flags & STUDIO_FRAME_ANIM_POS)
{
pFrameData += sizeof( Vector48 );
}
else if (flags & STUDIO_FRAME_CONST_POS)
{
pConstantData += sizeof( Vector48 );
}
else if (flags & STUDIO_FRAME_ANIM_POS2)
{
pFrameData += sizeof( Vector );
}
else if (flags & STUDIO_FRAME_CONST_POS2)
{
pConstantData += sizeof( Vector );
}
return pFrameData;
}
//-----------------------------------------------------------------------------
// Purpose: Extract a single bone of animation
//-----------------------------------------------------------------------------
void SetupSingleBoneMatrix(
CStudioHdr *pOwnerHdr,
int nSequence,
int iFrame,
int iBone,
matrix3x4_t &mBoneLocal )
{
BONE_PROFILE_FUNC();
// FIXME: why does anyone call this instead of just looking up that entities cached animation?
// Reading the callers, I don't see how what it returns is of any use
mstudioseqdesc_t &seqdesc = pOwnerHdr->pSeqdesc( nSequence );
mstudioanimdesc_t &animdesc = pOwnerHdr->pAnimdesc( seqdesc.anim( 0, 0 ) );
int iLocalFrame = iFrame;
float s = 0;
const mstudiobone_t *pbone = pOwnerHdr->pBone( iBone );
BoneQuaternion boneQuat;
BoneVector bonePos;
bool bFound = false;
if (animdesc.flags & STUDIO_FRAMEANIM)
{
/*
mstudio_frame_anim_t *pFrameanim = (mstudio_frame_anim_t *)animdesc.pAnim( &iLocalFrame );
if (pFrameanim)
{
byte *pBoneFlags = pFrameanim->pBoneFlags( );
byte *pConstantData = pFrameanim->pConstantData( );
byte *pFrameData = pFrameanim->pFrameData( iLocalFrame );
// FIXME: this is the local bone index, not the global bone index
for (int i = 0; i < iBone; i++, pBoneFlags++)
{
pFrameData = SkipBoneFrame( *pBoneFlags, pFrameData, pConstantData );
}
pFrameData = ExtractSingleFrame( *pBoneFlags, pFrameData, pConstantData, boneQuat, bonePos );
bFound = true;
}
*/
}
else
{
mstudio_rle_anim_t *panim = (mstudio_rle_anim_t *)animdesc.pAnim( &iLocalFrame );
// search for bone
// FIXME: this is the local bone index, not the global bone index
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 );
bFound = true;
}
}
if (!bFound)
{
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: Find and decode a sub-frame of animation, remapping the skeleton bone indexes
//-----------------------------------------------------------------------------
static void CalcVirtualAnimation( virtualmodel_t *pVModel, const CStudioHdr *pStudioHdr, BoneVector *pos, BoneQuaternion *q,
mstudioseqdesc_t &seqdesc, int sequence, int animation,
float cycle, int boneMask )
{
BONE_PROFILE_FUNC(); // ex: x360: up to 1.4ms
SNPROF_ANIM("CalcVirtualAnimation");
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 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 );
#if _DEBUG
extern IDataCache *g_pDataCache;
#ifndef _GAMECONSOLE
// Consoles don't need to lock the modeldata cache since it never flushes
static IDataCacheSection *pModelCache = g_pDataCache->FindSection( "ModelData" );
AssertOnce( pModelCache->IsFrameLocking() );
#endif
static IDataCacheSection *pAnimblockCache = g_pDataCache->FindSection( "AnimBlock" );
AssertOnce( pAnimblockCache->IsFrameLocking() );
#endif
int iFrame;
float s;
float fFrame = cycle * (animdesc.numframes - 1);
iFrame = (int)fFrame;
s = (fFrame - iFrame);
int iLocalFrame = iFrame;
float flStall;
const mstudio_rle_anim_t *panim = NULL;
const mstudio_frame_anim_t *pFrameanim = NULL;
byte *pBoneFlags = NULL;
byte *pConstantData = NULL;
byte *pFrameData = NULL;
byte *pFrameDataNext = NULL;
int framelength = 0;
if (animdesc.flags & STUDIO_FRAMEANIM)
{
pFrameanim = (mstudio_frame_anim_t *)animdesc.pAnim( &iLocalFrame, flStall );
if ( pFrameanim )
{
pBoneFlags = pFrameanim->pBoneFlags( );
pConstantData = pFrameanim->pConstantData( );
pFrameData = pFrameanim->pFrameData( iLocalFrame );
framelength = pFrameanim->framelength;
pFrameDataNext = pFrameData + framelength;
PREFETCH360( pBoneFlags, 0 );
PREFETCH360( pFrameData, 0 );
PREFETCH360( pConstantData, 0 );
PREFETCH360( pFrameDataNext, 0 );
}
}
else
{
panim = (mstudio_rle_anim_t *)animdesc.pAnim( &iLocalFrame, flStall );
}
float *pweight = seqdesc.pBoneweight( 0 );
pbone = pStudioHdr->pBone( 0 );
int nBoneList[MAXSTUDIOBONES];
int nBoneListCount = 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)
{
nBoneList[nBoneListCount++] = i;
}
}
}
if ( animdesc.flags & STUDIO_DELTA )
{
for ( i = 0; i < nBoneListCount; i++ )
{
int nBone = nBoneList[i];
q[nBone].Init( 0.0f, 0.0f, 0.0f, 1.0f );
pos[nBone].Init( 0.0f, 0.0f, 0.0f );
}
}
else if (pSeqLinearBones)
{
const Quaternion *pLinearQuat = &pSeqLinearBones->quat( 0 );
const Vector *pLinearPos = &pSeqLinearBones->pos( 0 );
for ( i = 0; i < nBoneListCount; i++ )
{
int nBone = nBoneList[i];
int j = pSeqGroup->boneMap[nBone];
q[nBone] = pLinearQuat[j];
pos[nBone] = pLinearPos[j];
}
}
else
{
for ( i = 0; i < nBoneListCount; i++ )
{
int nBone = nBoneList[i];
int j = pSeqGroup->boneMap[nBone];
q[nBone] = pSeqbone[j].quat;
pos[nBone] = pSeqbone[j].pos;
}
}
#ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfUsedBones += nBoneListCount;
#endif
// decode frame animation
if (pFrameanim)
{
// byte *pBoneFlags = pFrameanim->pBoneFlags( );
// byte *pConstantData = pFrameanim->pConstantData( );
// byte *pFrameData = pFrameanim->pFrameData( iLocalFrame );
// int framelength = pFrameanim->framelength;
if (s > 0.0)
{
for (i = 0; i < pAnimStudioHdr->numbones; i++)
{
j = pAnimGroup->masterBone[i];
if ( j >= 0 && ( pStudioHdr->boneFlags(j) & boneMask ) )
{
pFrameData = ExtractTwoFrames( *pBoneFlags, s, pFrameData, pConstantData, framelength, q[j], pos[j] );
#ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimatedBones++;
#endif
}
else
{
pFrameData = SkipBoneFrame( *pBoneFlags, pFrameData, pConstantData );
}
pBoneFlags++;
}
}
else
{
for (i = 0; i < pAnimStudioHdr->numbones; i++)
{
j = pAnimGroup->masterBone[i];
if ( j >= 0 && ( pStudioHdr->boneFlags(j) & boneMask ) )
{
pFrameData = ExtractSingleFrame( *pBoneFlags, pFrameData, pConstantData, q[j], pos[j] );
#ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimatedBones++;
#endif
}
else
{
pFrameData = SkipBoneFrame( *pBoneFlags, pFrameData, pConstantData );
}
pBoneFlags++;
}
}
}
else if (panim)
{
// 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();
}
}
else
{
CalcZeroframeData( pStudioHdr, pAnimStudioHdr, pAnimGroup, pAnimbone, animdesc, fFrame, pos, q, boneMask, 1.0 );
return;
}
// 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)
{
matrix3x4a_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
//-----------------------------------------------------------------------------
void CalcAnimation( const CStudioHdr *pStudioHdr, BoneVector *pos, BoneQuaternion *q,
mstudioseqdesc_t &seqdesc,
int sequence, int animation,
float cycle, int boneMask )
{
BONE_PROFILE_FUNC();
#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;
}
SNPROF_ANIM("CalcAnimation");
#if _DEBUG
extern IDataCache *g_pDataCache;
#ifndef _GAMECONSOLE
// Consoles don't need to lock the modeldata cache since it never flushes
static IDataCacheSection *pModelCache = g_pDataCache->FindSection( "ModelData" );
AssertOnce( pModelCache->IsFrameLocking() );
#endif
static IDataCacheSection *pAnimblockCache = g_pDataCache->FindSection( "AnimBlock" );
AssertOnce( pAnimblockCache->IsFrameLocking() );
#endif
mstudioanimdesc_t &animdesc = ((CStudioHdr *)pStudioHdr)->pAnimdesc( animation );
const 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 = 0.0f;
const mstudio_rle_anim_t *panim = NULL;
const mstudio_frame_anim_t *pFrameanim = NULL;
byte *pBoneFlags = NULL;
byte *pConstantData = NULL;
byte *pFrameData = NULL;
byte *pFrameDataNext = NULL;
int framelength = NULL;
if (animdesc.flags & STUDIO_FRAMEANIM)
{
pFrameanim = (mstudio_frame_anim_t *)animdesc.pAnim( &iLocalFrame, flStall );
if ( pFrameanim )
{
pBoneFlags = pFrameanim->pBoneFlags( );
pConstantData = pFrameanim->pConstantData( );
pFrameData = pFrameanim->pFrameData( iLocalFrame );
framelength = pFrameanim->framelength;
pFrameDataNext = pFrameData + framelength;
PREFETCH360( pBoneFlags, 0 );
PREFETCH360( pFrameData, 0 );
PREFETCH360( pConstantData, 0 );
PREFETCH360( pFrameDataNext, 0 );
}
}
else
{
panim = (mstudio_rle_anim_t *)animdesc.pAnim( &iLocalFrame, flStall );
}
float *pweight = seqdesc.pBoneweight( 0 );
bool bIsDelta = (animdesc.flags & STUDIO_DELTA) != 0;
// if the animation isn't available, look for the zero frame cache
if (!panim && !pFrameanim)
{
// 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 (bIsDelta)
{
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;
}
// decode frame animation
if (pFrameanim)
{
// byte *pBoneFlags = pFrameanim->pBoneFlags( );
// byte *pConstantData = pFrameanim->pConstantData( );
// byte *pFrameData = pFrameanim->pFrameData( iLocalFrame );
// int framelength = pFrameanim->framelength;
if (s > 0.0)
{
for (i = 0; i < pStudioHdr->numbones(); i++, pBoneFlags++, pweight++)
{
if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask))
{
pFrameData = ExtractTwoFrames( *pBoneFlags, s, pFrameData, pConstantData, framelength, q[i], pos[i], bIsDelta, pLinearBones, i );
#ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimatedBones++;
#endif
}
else
{
pFrameData = SkipBoneFrame( *pBoneFlags, pFrameData, pConstantData );
}
pStudioHdr->m_nPerfUsedBones++;
}
}
else
{
for (i = 0; i < pStudioHdr->numbones(); i++, pBoneFlags++, pweight++)
{
if (*pweight > 0 && (pStudioHdr->boneFlags(i) & boneMask))
{
pFrameData = ExtractSingleFrame( *pBoneFlags, pFrameData, pConstantData, q[i], pos[i], bIsDelta, pLinearBones, i );
#ifdef STUDIO_ENABLE_PERF_COUNTERS
pStudioHdr->m_nPerfAnimatedBones++;
#endif
}
else
{
pFrameData = SkipBoneFrame( *pBoneFlags, pFrameData, pConstantData );
}
pStudioHdr->m_nPerfUsedBones++;
}
}
}
else
{
// 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 (bIsDelta)
{
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)
{
matrix3x4a_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 );
}
}