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/*
===========================================================================
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 );
}
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