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/*
* 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;
animation_t anim;
lerpFrame_t *lf = ¢->lerpFrame;
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);
}
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