/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2009 Darklegion Development This file is part of Tremulous. Tremulous is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Tremulous is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Tremulous; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #include "cg_local.h" /* =============== CG_RunLerpFrame Sets cg.snap, cg.oldFrame, and cg.backlerp cg.time should be between oldFrameTime and frameTime after exit =============== */ void CG_RunLerpFrame( lerpFrame_t *lf, float scale ) { int f, numFrames; animation_t *anim; // debugging tool to get no animations if( cg_animSpeed.integer == 0 ) { lf->oldFrame = lf->frame = lf->backlerp = 0; return; } // if we have passed the current frame, move it to // oldFrame and calculate a new frame if( cg.time >= lf->frameTime ) { lf->oldFrame = lf->frame; lf->oldFrameTime = lf->frameTime; // get the next frame based on the animation anim = lf->animation; if( !anim->frameLerp ) return; // shouldn't happen if( cg.time < lf->animationTime ) lf->frameTime = lf->animationTime; // initial lerp else lf->frameTime = lf->oldFrameTime + anim->frameLerp; f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp; f *= scale; numFrames = anim->numFrames; if( anim->flipflop ) numFrames *= 2; if( f >= numFrames ) { f -= numFrames; if( anim->loopFrames ) { f %= anim->loopFrames; f += anim->numFrames - anim->loopFrames; } else { f = numFrames - 1; // the animation is stuck at the end, so it // can immediately transition to another sequence lf->frameTime = cg.time; } } if( anim->reversed ) lf->frame = anim->firstFrame + anim->numFrames - 1 - f; else if( anim->flipflop && f >= anim->numFrames ) lf->frame = anim->firstFrame + anim->numFrames - 1 - ( f % anim->numFrames ); else lf->frame = anim->firstFrame + f; if( cg.time > lf->frameTime ) { lf->frameTime = cg.time; if( cg_debugAnim.integer ) CG_Printf( "Clamp lf->frameTime\n" ); } } if( lf->frameTime > cg.time + 200 ) lf->frameTime = cg.time; if( lf->oldFrameTime > cg.time ) lf->oldFrameTime = cg.time; // calculate current lerp value if( lf->frameTime == lf->oldFrameTime ) lf->backlerp = 0; else lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime ); }