Files
assaultcube-/source/src/vertmodel.h
T
Lee Salzman e203e13c82 *** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@551 e016b1c5-ed68-44aa-a2f7-31cac88cffde
2006-11-09 21:05:15 +00:00

399 lines
12 KiB
C

struct vertmodel : model
{
struct anpos
{
int fr1, fr2;
float t;
void setframes(const animstate &as)
{
int time = lastmillis-as.basetime;
fr1 = (int)(time/as.speed); // round to full frames
t = (time-fr1*as.speed)/as.speed; // progress of the frame, value from 0.0f to 1.0f
if(as.anim&ANIM_LOOP)
{
fr1 = fr1%as.range+as.frame;
fr2 = fr1+1;
if(fr2>=as.frame+as.range) fr2 = as.frame;
}
else
{
fr1 = min(fr1, as.range-1)+as.frame;
fr2 = min(fr1+1, as.frame+as.range-1);
};
if(as.anim&ANIM_REVERSE)
{
fr1 = (as.frame+as.range-1)-(fr1-as.frame);
fr2 = (as.frame+as.range-1)-(fr2-as.frame);
};
};
};
struct tcvert { float u, v; ushort index; };
struct tri { ushort vert[3]; };
struct mesh
{
char *name;
vec *verts;
tcvert *tcverts;
tri *tris;
int numverts, numtcverts, numtris;
Texture *skin;
int tex;
vec *dynbuf;
ushort *dynidx;
int dynframe, dynlen;
GLuint statlist;
int statlen;
mesh() : name(0), verts(0), tcverts(0), tris(0), skin(crosshair), tex(0), dynbuf(0), dynidx(0), dynframe(-1), statlist(0) {};
~mesh()
{
DELETEA(name);
DELETEA(verts);
DELETEA(tcverts);
DELETEA(tris);
if(statlist) glDeleteLists(statlist, 1);
DELETEA(dynidx);
DELETEA(dynbuf);
};
void gendyn()
{
tristrip ts;
ts.addtriangles(tris->vert, numtris);
vector<ushort> idxs;
ts.buildstrips(idxs);
dynbuf = new vec[numverts];
dynidx = new ushort[idxs.length()];
memcpy(dynidx, idxs.getbuf(), idxs.length()*sizeof(ushort));
dynlen = idxs.length();
};
void gendynverts(anpos &cur, anpos *prev, float ai_t)
{
vec *vert1 = &verts[cur.fr1 * numverts],
*vert2 = &verts[cur.fr2 * numverts],
*pvert1 = NULL, *pvert2 = NULL;
if(prev)
{
pvert1 = &verts[prev->fr1 * numverts];
pvert2 = &verts[prev->fr2 * numverts];
dynframe = -1;
}
else if(cur.fr1==cur.fr2)
{
if(cur.fr1==dynframe) return;
dynframe = cur.fr1;
}
else dynframe = -1;
loopi(numverts) // vertices
{
vec &v = dynbuf[i];
#define ip(p1, p2, t) (p1+t*(p2-p1))
#define ip_v(p, c, t) ip(p##1[i].c, p##2[i].c, t)
if(prev)
{
#define ip_v_ai(c) ip( ip_v(pvert, c, prev->t), ip_v(vert, c, cur.t), ai_t)
v = vec(ip_v_ai(x), ip_v_ai(y), ip_v_ai(z));
#undef ip_v_ai
}
else
{
v = vec(ip_v(vert, x, cur.t), ip_v(vert, y, cur.t), ip_v(vert, z, cur.t));
};
#undef ip
#undef ip_v
};
};
void render(animstate &as, anpos &cur, anpos *prev, float ai_t)
{
if(!dynbuf) return;
int id = skin->id;
if(tex)
{
int xs, ys;
id = lookuptexture(tex, xs, ys);
};
glBindTexture(GL_TEXTURE_2D, id);
bool isstat = as.frame==0 && as.range==1;
if(isstat && statlist)
{
glCallList(statlist);
xtraverts += statlen;
}
else
{
if(isstat) glNewList(statlist = glGenLists(1), GL_COMPILE);
gendynverts(cur, prev, ai_t);
loopj(dynlen)
{
ushort index = dynidx[j];
if(index>=tristrip::RESTART || !j)
{
if(j) glEnd();
glBegin(index==tristrip::LIST ? GL_TRIANGLES : GL_TRIANGLE_STRIP);
if(index>=tristrip::RESTART) continue;
};
tcvert &tc = tcverts[index];
glTexCoord2f(tc.u, tc.v);
glVertex3fv(&dynbuf[tc.index].x);
};
glEnd();
if(isstat)
{
glEndList();
glCallList(statlist);
statlen = dynlen;
};
xtraverts += dynlen;
};
};
};
struct animinfo
{
int frame, range;
float speed;
};
struct tag
{
char *name;
vec pos;
float transform[3][3];
tag() : name(NULL) {};
~tag() { DELETEA(name); };
};
struct part
{
bool loaded;
vertmodel *model;
int index, numframes;
vector<mesh *> meshes;
vector<animinfo> *anims;
part **links;
tag *tags;
int numtags;
part() : loaded(false), anims(NULL), links(NULL), tags(NULL), numtags(0) {};
virtual ~part()
{
meshes.deletecontentsp();
DELETEA(anims);
DELETEA(links);
DELETEA(tags);
};
bool link(part *link, const char *tag)
{
loopi(numtags) if(!strcmp(tags[i].name, tag))
{
links[i] = link;
return true;
};
return false;
};
void scaleverts(const float scale, const vec &translate)
{
loopv(meshes)
{
mesh &m = *meshes[i];
loopj(numframes*m.numverts)
{
vec &v = m.verts[j];
if(!index) v.add(translate);
v.mul(scale);
};
};
loopi(numframes*numtags)
{
vec &v = tags[i].pos;
if(!index) v.add(translate);
v.mul(scale);
};
};
void gendyn()
{
loopv(meshes) meshes[i]->gendyn();
};
virtual void getdefaultanim(animstate &as, int anim, int varseed, float speed)
{
as.frame = 0;
as.range = 1;
as.speed = speed;
};
bool calcanimstate(int anim, int varseed, float speed, int basetime, dynent *d, animstate &as)
{
as.anim = anim;
as.basetime = basetime;
if((anim&ANIM_INDEX)==ANIM_ALL)
{
as.frame = 0;
as.range = numframes;
}
else if(anims)
{
vector<animinfo> &ais = anims[anim&ANIM_INDEX];
if(ais.length())
{
animinfo &ai = ais[varseed%ais.length()];
as.frame = ai.frame;
as.range = ai.range;
as.speed = speed*100.0f/ai.speed;
}
else
{
as.frame = 0;
as.range = 1;
as.speed = speed;
};
}
else getdefaultanim(as, anim&ANIM_INDEX, varseed, speed);
if(anim&(ANIM_START|ANIM_END))
{
if(anim&ANIM_END) as.frame += as.range-1;
as.range = 1;
};
if(as.frame+as.range>numframes)
{
if(as.frame>=numframes) return false;
as.range = numframes-as.frame;
};
if(d && index<2)
{
if(d->lastmodel[index]!=this || d->lastanimswitchtime[index]==-1)
{
d->current[index] = as;
d->lastanimswitchtime[index] = lastmillis-animationinterpolationtime*2;
}
else if(d->current[index] != as)
{
if(lastmillis-d->lastanimswitchtime[index]>animationinterpolationtime/2) d->prev[index] = d->current[index];
d->current[index] = as;
d->lastanimswitchtime[index] = lastmillis;
};
d->lastmodel[index] = this;
};
return true;
};
void render(int anim, int varseed, float speed, int basetime, dynent *d)
{
if(meshes.length() <= 0) return;
animstate as;
if(!calcanimstate(anim, varseed, speed, basetime, d, as)) return;
if(!meshes[0]->dynbuf) gendyn();
anpos prev, cur;
cur.setframes(d && index<2 ? d->current[index] : as);
float ai_t = 0;
bool doai = !(anim&ANIM_NOINTERP) && d && index<2 && lastmillis-d->lastanimswitchtime[index]<animationinterpolationtime;
if(doai)
{
prev.setframes(d->prev[index]);
ai_t = (lastmillis-d->lastanimswitchtime[index])/(float)animationinterpolationtime;
};
loopv(meshes) meshes[i]->render(as, cur, doai ? &prev : NULL, ai_t);
loopi(numtags) if(links[i]) // render the linked models - interpolate rotation and position of the 'link-tags'
{
part *link = links[i];
GLfloat matrix[16];
tag *tag1 = &tags[cur.fr1*numtags+i];
tag *tag2 = &tags[cur.fr2*numtags+i];
#define ip(p1, p2, t) (p1+t*(p2-p1))
#define ip_ai_tag(c) ip( ip( tag1p->c, tag2p->c, prev.t), ip( tag1->c, tag2->c, cur.t), ai_t)
if(doai)
{
tag *tag1p = &tags[prev.fr1 * numtags + i];
tag *tag2p = &tags[prev.fr2 * numtags + i];
loopj(3) matrix[j] = ip_ai_tag(transform[0][j]); // transform
loopj(3) matrix[4 + j] = ip_ai_tag(transform[1][j]);
loopj(3) matrix[8 + j] = ip_ai_tag(transform[2][j]);
loopj(3) matrix[12 + j] = ip_ai_tag(pos[j]); // position
}
else
{
loopj(3) matrix[j] = ip(tag1->transform[0][j], tag2->transform[0][j], cur.t); // transform
loopj(3) matrix[4 + j] = ip(tag1->transform[1][j], tag2->transform[1][j], cur.t);
loopj(3) matrix[8 + j] = ip(tag1->transform[2][j], tag2->transform[2][j], cur.t);
loopj(3) matrix[12 + j] = ip(tag1->pos[j], tag2->pos[j], cur.t); // position
};
#undef ip_ai_tag
#undef ip
matrix[3] = matrix[7] = matrix[11] = 0.0f;
matrix[15] = 1.0f;
glPushMatrix();
glMultMatrixf(matrix);
link->render(anim, varseed, speed, basetime, d);
glPopMatrix();
};
};
void setanim(int num, int frame, int range, float speed)
{
if(frame<0 || frame>=numframes || range<=0 || frame+range>numframes)
{
conoutf("invalid frame %d, range %d in model %s", frame, range, model->loadname);
return;
};
if(!anims) anims = new vector<animinfo>[NUMANIMS];
animinfo &ai = anims[num].add();
ai.frame = frame;
ai.range = range;
ai.speed = speed;
};
};
bool loaded;
char *loadname;
vector<part *> parts;
vertmodel(const char *name) : loaded(false)
{
loadname = newstring(name);
};
~vertmodel()
{
delete[] loadname;
parts.deletecontentsp();
};
char *name() { return loadname; };
bool link(part *link, const char *tag)
{
loopv(parts) if(parts[i]->link(link, tag)) return true;
return false;
};
void setskin(int tex)
{
if(parts.length()!=1 || parts[0]->meshes.length()!=1) return;
mesh &m = *parts[0]->meshes[0];
m.tex = tex;
};
};