/* * 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_RunAMOLerpFrame Sets cg.snap, cg.oldFrame, and cg.backlerp cg.time should be between oldFrameTime and frameTime after exit =============== */ static void CG_RunAMOLerpFrame( 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 ); } /* =============== CG_DoorAnimation =============== */ static void CG_DoorAnimation( centity_t *cent, int *old, int *now, float *backLerp ) { CG_RunAMOLerpFrame( ¢->lerpFrame ); *old = cent->lerpFrame.oldFrame; *now = cent->lerpFrame.frame; *backLerp = cent->lerpFrame.backlerp; } /* =============== CG_ModelDoor =============== */ void CG_ModelDoor( centity_t *cent ) { refEntity_t ent; entityState_t *es; vec3_t mins, maxs, size, rotSize; vec3_t cMins, cMaxs, displacement; vec3_t bMaxs, scale; animation_t anim; lerpFrame_t *lf = ¢->lerpFrame; float temp; es = ¢->currentState; if( !es->modelindex ) return; //create the render entity memset( &ent, 0, sizeof( ent ) ); VectorCopy( cent->lerpOrigin, ent.origin ); VectorCopy( cent->lerpOrigin, ent.oldorigin ); AnglesToAxis( cent->lerpAngles, ent.axis ); ent.renderfx = RF_NOSHADOW; //add the door model ent.skinNum = 0; ent.hModel = cgs.gameModels[ es->modelindex ]; //scale the door VectorScale( ent.axis[ 0 ], es->origin2[ 0 ], ent.axis[ 0 ] ); VectorScale( ent.axis[ 1 ], es->origin2[ 1 ], ent.axis[ 1 ] ); VectorScale( ent.axis[ 2 ], es->origin2[ 2 ], ent.axis[ 2 ] ); ent.nonNormalizedAxes = qtrue; //setup animation anim.firstFrame = es->powerups; anim.numFrames = es->weapon; anim.reversed = !es->legsAnim; anim.flipflop = qfalse; anim.loopFrames = 0; anim.frameLerp = 1000 / es->torsoAnim; anim.initialLerp = 1000 / es->torsoAnim; //door changed state if( es->legsAnim != cent->doorState ) { lf->animationTime = lf->frameTime + anim.initialLerp; cent->doorState = es->legsAnim; } lf->animation = &anim; //run animation CG_DoorAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); trap_R_AddRefEntityToScene( &ent ); } /* =============== CG_AMOAnimation =============== */ static void CG_AMOAnimation( centity_t *cent, int *old, int *now, float *backLerp ) { if( !( cent->currentState.eFlags & EF_MOVER_STOP ) ) { int delta = cg.time - cent->miscTime; //hack to prevent "pausing" mucking up the lerping if( delta > 900 ) { cent->lerpFrame.oldFrameTime += delta; cent->lerpFrame.frameTime += delta; } CG_RunAMOLerpFrame( ¢->lerpFrame ); cent->miscTime = cg.time; } *old = cent->lerpFrame.oldFrame; *now = cent->lerpFrame.frame; *backLerp = cent->lerpFrame.backlerp; } /* ================== CG_animMapObj ================== */ void CG_animMapObj( centity_t *cent ) { refEntity_t ent; entityState_t *es; float scale; animation_t anim; es = ¢->currentState; // if set to invisible, skip if( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) return; memset( &ent, 0, sizeof( ent ) ); VectorCopy( es->angles, cent->lerpAngles ); AnglesToAxis( cent->lerpAngles, ent.axis ); ent.hModel = cgs.gameModels[ es->modelindex ]; VectorCopy( cent->lerpOrigin, ent.origin); VectorCopy( cent->lerpOrigin, ent.oldorigin); ent.nonNormalizedAxes = qfalse; //scale the model if( es->angles2[ 0 ] ) { scale = es->angles2[ 0 ]; VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] ); VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] ); VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] ); ent.nonNormalizedAxes = qtrue; } //setup animation anim.firstFrame = es->powerups; anim.numFrames = es->weapon; anim.reversed = qfalse; anim.flipflop = qfalse; // if numFrames is negative the animation is reversed if( anim.numFrames < 0 ) { anim.numFrames = -anim.numFrames; anim.reversed = qtrue; } anim.loopFrames = es->torsoAnim; if( !es->legsAnim ) { anim.frameLerp = 1000; anim.initialLerp = 1000; } else { anim.frameLerp = 1000 / es->legsAnim; anim.initialLerp = 1000 / es->legsAnim; } cent->lerpFrame.animation = &anim; //run animation CG_AMOAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); // add to refresh list trap_R_AddRefEntityToScene(&ent); }