diff options
author | Tim Angus <tim@ngus.net> | 2005-12-10 03:23:37 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2005-12-10 03:23:37 +0000 |
commit | bf23ecf17f432cf8e47302ef7464612c17be9bbe (patch) | |
tree | 6e3d28ecaa038199d6ba63830e81f05270b199c3 /src/cgame/cg_animation.c | |
parent | 22f322884cf7715c01500ef0b4579b87b1cb1973 (diff) |
* Move the game source from mod/src/ to src/
Diffstat (limited to 'src/cgame/cg_animation.c')
-rw-r--r-- | src/cgame/cg_animation.c | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/src/cgame/cg_animation.c b/src/cgame/cg_animation.c new file mode 100644 index 00000000..5295998e --- /dev/null +++ b/src/cgame/cg_animation.c @@ -0,0 +1,101 @@ +/* + * Portions Copyright (C) 2000-2001 Tim Angus + * + * This program is free software; you can redistribute it and/or modify it + * under the terms of the OSML - Open Source Modification License v1.0 as + * described in the file COPYING which is distributed with this source + * code. + * + * This program 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. + */ + +#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 ) +{ + 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; + 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 ); +} |