// Copyright (C) 2004 Id Software, Inc. // #ifndef __ANIM_H__ #define __ANIM_H__ // // animation channels // these can be changed by modmakers and licensees to be whatever they need. const int ANIM_NumAnimChannels = 5; const int ANIM_MaxAnimsPerChannel = 3; const int ANIM_MaxSyncedAnims = 3; // // animation channels. make sure to change script/doom_defs.script if you add any channels, or change their order // const int ANIMCHANNEL_ALL = 0; const int ANIMCHANNEL_TORSO = 1; const int ANIMCHANNEL_LEGS = 2; const int ANIMCHANNEL_HEAD = 3; const int ANIMCHANNEL_EYELIDS = 4; // for converting from 24 frames per second to milliseconds ID_INLINE int FRAME2MS( int framenum ) { return ( framenum * 1000 ) / 24; } class idRenderModel; class idAnimator; class idAnimBlend; class function_t; class idEntity; class idSaveGame; class idRestoreGame; class idEventDef; // HUMANHEAD JRM class hhAnimator; // HUMANHEAD nla typedef struct { int cycleCount; // how many times the anim has wrapped to the begining (0 for clamped anims) int frame1; int frame2; float frontlerp; float backlerp; } frameBlend_t; typedef struct { int nameIndex; int parentNum; int animBits; int firstComponent; } jointAnimInfo_t; typedef struct { jointHandle_t num; jointHandle_t parentNum; int channel; } jointInfo_t; // // joint modifier modes. make sure to change script/doom_defs.script if you add any, or change their order. // typedef enum { JOINTMOD_NONE, // no modification JOINTMOD_LOCAL, // modifies the joint's position or orientation in joint local space JOINTMOD_LOCAL_OVERRIDE, // sets the joint's position or orientation in joint local space JOINTMOD_WORLD, // modifies joint's position or orientation in model space JOINTMOD_WORLD_OVERRIDE // sets the joint's position or orientation in model space } jointModTransform_t; typedef struct { jointHandle_t jointnum; idMat3 mat; idVec3 pos; jointModTransform_t transform_pos; jointModTransform_t transform_axis; } jointMod_t; #define ANIM_TX BIT( 0 ) #define ANIM_TY BIT( 1 ) #define ANIM_TZ BIT( 2 ) #define ANIM_QX BIT( 3 ) #define ANIM_QY BIT( 4 ) #define ANIM_QZ BIT( 5 ) typedef enum { FC_SCRIPTFUNCTION, FC_SCRIPTFUNCTIONOBJECT, FC_EVENTFUNCTION, FC_SOUND, FC_SOUND_VOICE, FC_SOUND_VOICE2, FC_SOUND_BODY, FC_SOUND_BODY2, FC_SOUND_BODY3, FC_SOUND_WEAPON, FC_SOUND_ITEM, FC_SOUND_GLOBAL, FC_SOUND_CHATTER, FC_SKIN, FC_TRIGGER, FC_TRIGGER_SMOKE_PARTICLE, //HUMANHEAD FC_STOPSND, FC_STOPSND_VOICE, FC_STOPSND_VOICE2, FC_STOPSND_BODY, FC_STOPSND_BODY2, FC_STOPSND_BODY3, FC_STOPSND_WEAPON, FC_STOPSND_ITEM, FC_EVENT_ARGS, // nla FC_MOOD, // JRM FC_LAUNCHALTMISSILE, // aob FC_LAUNCHMISSILE_BONEDIR, FC_RIGHTFOOTPRINT, FC_LEFTFOOTPRINT, FC_KICK_OBSTACLE, FC_TRIGGER_ANIM_ENT, FC_HIDE, FC_SETKEY, // mdc //HUMANHEAD END FC_MELEE, FC_DIRECTDAMAGE, FC_BEGINATTACK, FC_ENDATTACK, FC_MUZZLEFLASH, FC_CREATEMISSILE, FC_LAUNCHMISSILE, FC_FIREMISSILEATTARGET, FC_FOOTSTEP, FC_LEFTFOOT, FC_RIGHTFOOT, FC_ENABLE_EYE_FOCUS, FC_DISABLE_EYE_FOCUS, FC_FX, FC_DISABLE_GRAVITY, FC_ENABLE_GRAVITY, FC_JUMP, FC_ENABLE_CLIP, FC_DISABLE_CLIP, FC_ENABLE_WALK_IK, FC_DISABLE_WALK_IK, FC_ENABLE_LEG_IK, FC_DISABLE_LEG_IK, FC_RECORDDEMO, FC_AVIGAME } frameCommandType_t; typedef struct { int num; int firstCommand; } frameLookup_t; typedef struct { frameCommandType_t type; idStr *string; //HUMANHEAD: aob - cache for event_arg parms idList *parmList; //HUMANHEAD END union { const idSoundShader *soundShader; const function_t *function; const idDeclSkin *skin; int index; }; } frameCommand_t; typedef struct { bool prevent_idle_override : 1; bool random_cycle_start : 1; bool ai_no_turn : 1; bool anim_turn : 1; } animFlags_t; /* ============================================================================================== idModelExport ============================================================================================== */ class idModelExport { private: void Reset( void ); bool ParseOptions( idLexer &lex ); int ParseExportSection( idParser &parser ); static bool CheckMayaInstall( void ); static void LoadMayaDll( void ); bool ConvertMayaToMD5( void ); static bool initialized; public: idStr commandLine; idStr src; idStr dest; bool force; idModelExport(); static void Shutdown( void ); int ExportDefFile( const char *filename ); bool ExportModel( const char *model ); bool ExportAnim( const char *anim ); int ExportModels( const char *pathname, const char *extension ); }; /* ============================================================================================== idMD5Anim ============================================================================================== */ class idMD5Anim { private: // HUMANHEAD nla - Needed for access in hhBaseAnim protected: // HUMANHEAD END int numFrames; int frameRate; int animLength; int numJoints; int numAnimatedComponents; idList bounds; idList jointInfo; idList baseFrame; idList componentFrames; idStr name; idVec3 totaldelta; mutable int ref_count; public: idMD5Anim(); ~idMD5Anim(); void Free( void ); bool Reload( void ); size_t Allocated( void ) const; size_t Size( void ) const { return sizeof( *this ) + Allocated(); }; bool LoadAnim( const char *filename ); void IncreaseRefs( void ) const; void DecreaseRefs( void ) const; int NumRefs( void ) const; void CheckModelHierarchy( const idRenderModel *model ) const; void GetInterpolatedFrame( frameBlend_t &frame, idJointQuat *joints, const int *index, int numIndexes ) const; void GetSingleFrame( int framenum, idJointQuat *joints, const int *index, int numIndexes ) const; virtual // HUMANHEAD nla - virtual for hhBaseAnim int Length( void ) const; int NumFrames( void ) const; int NumJoints( void ) const; const idVec3 &TotalMovementDelta( void ) const; const char *Name( void ) const; void GetFrameBlend( int framenum, frameBlend_t &frame ) const; // frame 1 is first frame virtual // HUMANHEAD nla - virtual to be overriden void ConvertTimeToFrame( int time, int cyclecount, frameBlend_t &frame ) const; // HUMANHEAD nla - Added to allow partial anims. Overridden in hhMD5Anim virtual void SetLimits( float start, float end ) const {}; // HUMANHEAD END void GetOrigin( idVec3 &offset, int currentTime, int cyclecount ) const; void GetOriginRotation( idQuat &rotation, int time, int cyclecount ) const; void GetBounds( idBounds &bounds, int currentTime, int cyclecount ) const; }; /* ============================================================================================== idAnim ============================================================================================== */ class idAnim { protected: // HUMANHEAD nla - needed to override class const class idDeclModelDef *modelDef; const idMD5Anim *anims[ ANIM_MaxSyncedAnims ]; int numAnims; idStr name; idStr realname; idList frameLookup; idList frameCommands; animFlags_t flags; public: // HUMANHEAD nla // To allowed extra frame commands is derived classes. Returns true if other commands found virtual bool AddFrameCommandExtra( idToken &token, frameCommand_t &fc, idLexer &src, idStr &errorText ) { return( false ); }; virtual bool CallFrameCommandsExtra( const frameCommand_t &command, idEntity *ent ) const { return( false ); }; // HUMANHEAD END idAnim(); idAnim( const idDeclModelDef *modelDef, const idAnim *anim ); ~idAnim(); void SetAnim( const idDeclModelDef *modelDef, const char *sourcename, const char *animname, int num, const idMD5Anim *md5anims[ ANIM_MaxSyncedAnims ] ); const char *Name( void ) const; const char *FullName( void ) const; const idMD5Anim *MD5Anim( int num ) const; const idDeclModelDef *ModelDef( void ) const; int Length( void ) const; int NumFrames( void ) const; int NumAnims( void ) const; const idVec3 &TotalMovementDelta( void ) const; bool GetOrigin( idVec3 &offset, int animNum, int time, int cyclecount ) const; bool GetOriginRotation( idQuat &rotation, int animNum, int currentTime, int cyclecount ) const; bool GetBounds( idBounds &bounds, int animNum, int time, int cyclecount ) const; const char *AddFrameCommand( const class idDeclModelDef *modelDef, int framenum, idLexer &src, const idDict *def ); void CallFrameCommands( idEntity *ent, int from, int to ) const; bool HasFrameCommands( void ) const; // returns first frame (zero based) that command occurs. returns -1 if not found. int FindFrameForFrameCommand( frameCommandType_t framecommand, const frameCommand_t **command ) const; void SetAnimFlags( const animFlags_t &animflags ); const animFlags_t &GetAnimFlags( void ) const; }; /* ============================================================================================== idDeclModelDef ============================================================================================== */ class idDeclModelDef : public idDecl { public: idDeclModelDef(); ~idDeclModelDef(); virtual size_t Size( void ) const; virtual const char * DefaultDefinition( void ) const; virtual bool Parse( const char *text, const int textLength ); virtual void FreeData( void ); void Touch( void ) const; const idDeclSkin * GetDefaultSkin( void ) const; const idJointQuat * GetDefaultPose( void ) const; void SetupJoints( int *numJoints, idJointMat **jointList, idBounds &frameBounds, bool removeOriginOffset ) const; idRenderModel * ModelHandle( void ) const; void GetJointList( const char *jointnames, idList &jointList ) const; const jointInfo_t * FindJoint( const char *name ) const; int NumAnims( void ) const; const idAnim * GetAnim( int index ) const; int GetSpecificAnim( const char *name ) const; int GetAnim( const char *name ) const; bool HasAnim( const char *name ) const; const idDeclSkin * GetSkin( void ) const; const char * GetModelName( void ) const; const idList & Joints( void ) const; const int * JointParents( void ) const; int NumJoints( void ) const; const jointInfo_t * GetJoint( int jointHandle ) const; const char * GetJointName( int jointHandle ) const; int NumJointsOnChannel( int channel ) const; const int * GetChannelJoints( int channel ) const; const idVec3 & GetVisualOffset( void ) const; // HUMANHEAD nla idDict channelDict; // HUMANHEAD END private: void CopyDecl( const idDeclModelDef *decl ); bool ParseAnim( idLexer &src, int numDefaultAnims ); private: idVec3 offset; idList joints; idList jointParents; idList channelJoints[ ANIM_NumAnimChannels ]; idRenderModel * modelHandle; idList anims; const idDeclSkin * skin; }; /* ============================================================================================== idAnimBlend ============================================================================================== */ class idAnimBlend { protected: // HUMANHEAD nla - Used to access vars in hhAnimBlend const class idDeclModelDef *modelDef; mutable // HUMANHEAD nla - Hack to get around const for calls to UpdateFreezeTime int starttime; mutable // HUMANHEAD nla - Hack to get around const for calls to UpdateFreezeTime int endtime; int timeOffset; float rate; int blendStartTime; int blendDuration; float blendStartValue; float blendEndValue; float animWeights[ ANIM_MaxSyncedAnims ]; short cycle; short frame; short animNum; bool allowMove; bool allowFrameCommands; // HUMANHEAD nla - All data members need to be in idAnimBlend, due to the pointer math done. (See idAnimator::GetBounds) bool frozen; int freezeStart; mutable // HUMANHEAD nla - Hack to get around const for calls to UpdateFreezeTime int freezeCurrent; int freezeEnd; int rotateTime; const idEventDef * rotateEvent; friend class hhAnimator; // HUMANHEAD END friend class idAnimator; void Reset( const idDeclModelDef *_modelDef ); virtual // HUMANHEAD nla void CallFrameCommands( idEntity *ent, int fromtime, int totime ) const; void SetFrame( const idDeclModelDef *modelDef, int animnum, int frame, int currenttime, int blendtime ); void CycleAnim( const idDeclModelDef *modelDef, int animnum, int currenttime, int blendtime ); void PlayAnim( const idDeclModelDef *modelDef, int animnum, int currenttime, int blendtime ); virtual // HUMANHEAD nla bool BlendAnim( int currentTime, int channel, int numJoints, idJointQuat *blendFrame, float &blendWeight, bool removeOrigin, bool overrideBlend, bool printInfo ) const; virtual // HUMANHEAD nla void BlendOrigin( int currentTime, idVec3 &blendPos, float &blendWeight, bool removeOriginOffset ) const; virtual // HUMANHEAD nla void BlendDelta( int fromtime, int totime, idVec3 &blendDelta, float &blendWeight ) const; void BlendDeltaRotation( int fromtime, int totime, idQuat &blendDelta, float &blendWeight ) const; virtual // HUMANHEAD nla bool AddBounds( int currentTime, idBounds &bounds, bool removeOriginOffset ) const; public: idAnimBlend(); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile, const idDeclModelDef *modelDef ); const char *AnimName( void ) const; const char *AnimFullName( void ) const; float GetWeight( int currenttime ) const; float GetFinalWeight( void ) const; void SetWeight( float newweight, int currenttime, int blendtime ); int NumSyncedAnims( void ) const; bool SetSyncedAnimWeight( int num, float weight ); void Clear( int currentTime, int clearTime ); bool IsDone( int currentTime ) const; virtual // HUMANHEAD nla bool FrameHasChanged( int currentTime ) const; int GetCycleCount( void ) const; void SetCycleCount( int count ); void SetPlaybackRate( int currentTime, float newRate ); float GetPlaybackRate( void ) const; void SetStartTime( int startTime ); int GetStartTime( void ) const; int GetEndTime( void ) const; virtual // HUMANHEAD nla int GetFrameNumber( int currenttime ) const; virtual // HUMANHEAD nla int AnimTime( int currenttime ) const; int NumFrames( void ) const; int Length( void ) const; int PlayLength( void ) const; void AllowMovement( bool allow ); void AllowFrameCommands( bool allow ); const idAnim *Anim( void ) const; int AnimNum( void ) const; }; // HUMANHEAD nla - Stupid C++ forces me to put this here! Else I can't use it below in idAnimator due to it not being defined class hhAnimBlend : public idAnimBlend { public: hhAnimBlend(); friend class hhAnimator; friend class idAnimator; // Overridden Methods bool FrameHasChanged( int currentTime ) const; int AnimTime( int currenttime ) const; int GetFrameNumber( int currenttime ) const; protected: // Overridden Methods void CallFrameCommands( idEntity *ent, int fromtime, int totime ) const; bool BlendAnim( int currentTime, int channel, int numJoints, idJointQuat *blendFrame, float &blendWeight, bool removeOrigin, bool overrideBlend, bool printInfo ) const; void BlendOrigin( int currentTime, idVec3 &blendPos, float &blendWeight, bool removeOriginOffset ) const; void BlendDelta( int fromtime, int totime, idVec3 &blendDelta, float &blendWeight ) const; bool AddBounds( int currentTime, idBounds &bounds, bool removeOriginOffset ) const; // Original Methods void UpdateFreezeTime( int currentTime ) const; bool Freeze( int currentTime, idEntity *owner ); bool Freeze( int currentTime, idEntity *owner, int durationMS ); bool Thaw( int currentTime ); bool ThawIfTime( int currentTime ); bool IsFrozen() const { return( frozen ); }; }; // HUMANHEAD END /* ============================================================================================== idAFPoseJointMod ============================================================================================== */ typedef enum { AF_JOINTMOD_AXIS, AF_JOINTMOD_ORIGIN, AF_JOINTMOD_BOTH } AFJointModType_t; class idAFPoseJointMod { public: idAFPoseJointMod( void ); AFJointModType_t mod; idMat3 axis; idVec3 origin; }; ID_INLINE idAFPoseJointMod::idAFPoseJointMod( void ) { mod = AF_JOINTMOD_AXIS; axis.Identity(); origin.Zero(); } /* ============================================================================================== idAnimator ============================================================================================== */ class idAnimator { public: idAnimator(); ~idAnimator(); size_t Allocated( void ) const; size_t Size( void ) const; void Save( idSaveGame *savefile ) const; // archives object for save game file void Restore( idRestoreGame *savefile ); // unarchives object from save game file void SetEntity( idEntity *ent ); idEntity *GetEntity( void ) const ; void RemoveOriginOffset( bool remove ); bool RemoveOrigin( void ) const; void GetJointList( const char *jointnames, idList &jointList ) const; int NumAnims( void ) const; const idAnim *GetAnim( int index ) const; int GetAnim( const char *name ) const; bool HasAnim( const char *name ) const; // HUMANHEAD nla - Convenience bool GetJointTransform( const char* name, int currenttime, idVec3 &offset, idMat3 &axis ) { return GetJointTransform( GetJointHandle(name), currenttime, offset, axis ); } bool GetJointLocalTransform( const char* name, int currenttime, idVec3 &offset, idMat3 &axis ) { return GetJointLocalTransform( GetJointHandle(name), currenttime, offset, axis ); } // HUMANHEAD END void ServiceAnims( int fromtime, int totime ); virtual // HUMANHEAD nla bool IsAnimating( int currentTime ) const; void GetJoints( int *numJoints, idJointMat **jointsPtr ); int NumJoints( void ) const; jointHandle_t GetFirstChild( jointHandle_t jointnum ) const; jointHandle_t GetFirstChild( const char *name ) const; idRenderModel *SetModel( const char *modelname ); idRenderModel *ModelHandle( void ) const; const idDeclModelDef *ModelDef( void ) const; void ForceUpdate( void ); void ClearForceUpdate( void ); bool CreateFrame( int animtime, bool force ); virtual // HUMANHEAD nla bool FrameHasChanged( int animtime ) const; void GetDelta( int fromtime, int totime, idVec3 &delta ) const; bool GetDeltaRotation( int fromtime, int totime, idMat3 &delta ) const; void GetOrigin( int currentTime, idVec3 &pos ) const; bool GetBounds( int currentTime, idBounds &bounds ); idAnimBlend *CurrentAnim( int channelNum ); void Clear( int channelNum, int currentTime, int cleartime ); void SetFrame( int channelNum, int animnum, int frame, int currenttime, int blendtime ); void CycleAnim( int channelNum, int animnum, int currenttime, int blendtime ); void PlayAnim( int channelNum, int animnum, int currenttime, int blendTime ); // copies the current anim from fromChannelNum to channelNum. // the copied anim will have frame commands disabled to avoid executing them twice. void SyncAnimChannels( int channelNum, int fromChannelNum, int currenttime, int blendTime ); void SetJointPos( jointHandle_t jointnum, jointModTransform_t transform_type, const idVec3 &pos ); void SetJointAxis( jointHandle_t jointnum, jointModTransform_t transform_type, const idMat3 &mat ); void ClearJoint( jointHandle_t jointnum ); void ClearAllJoints( void ); void InitAFPose( void ); void SetAFPoseJointMod( const jointHandle_t jointNum, const AFJointModType_t mod, const idMat3 &axis, const idVec3 &origin ); void FinishAFPose( int animnum, const idBounds &bounds, const int time ); void SetAFPoseBlendWeight( float blendWeight ); bool BlendAFPose( idJointQuat *blendFrame ) const; void ClearAFPose( void ); void ClearAllAnims( int currentTime, int cleartime ); jointHandle_t GetJointHandle( const char *name ) const; const char * GetJointName( jointHandle_t handle ) const; int GetChannelForJoint( jointHandle_t joint ) const; bool GetJointTransform( jointHandle_t jointHandle, int currenttime, idVec3 &offset, idMat3 &axis ); bool GetJointLocalTransform( jointHandle_t jointHandle, int currentTime, idVec3 &offset, idMat3 &axis ); const animFlags_t GetAnimFlags( int animnum ) const; int NumFrames( int animnum ) const; int NumSyncedAnims( int animnum ) const; const char *AnimName( int animnum ) const; const char *AnimFullName( int animnum ) const; int AnimLength( int animnum ) const; const idVec3 &TotalMovementDelta( int animnum ) const; private: void FreeData( void ); void PushAnims( int channel, int currentTime, int blendTime ); protected: // HUMANEAD nla - For access in hhAnimator const idDeclModelDef * modelDef; idEntity * entity; #ifdef HUMANHEAD hhAnimBlend channels[ ANIM_NumAnimChannels ][ ANIM_MaxAnimsPerChannel ]; #else idAnimBlend channels[ ANIM_NumAnimChannels ][ ANIM_MaxAnimsPerChannel ]; #endif idList jointMods; int numJoints; idJointMat * joints; mutable int lastTransformTime; // mutable because the value is updated in CreateFrame mutable bool stoppedAnimatingUpdate; bool removeOriginOffset; bool forceUpdate; idBounds frameBounds; float AFPoseBlendWeight; idList AFPoseJoints; idList AFPoseJointMods; idList AFPoseJointFrame; idBounds AFPoseBounds; int AFPoseTime; }; /* ============================================================================================== idAnimManager ============================================================================================== */ class idAnimManager { public: idAnimManager(); ~idAnimManager(); static bool forceExport; void Shutdown( void ); idMD5Anim * GetAnim( const char *name ); void ReloadAnims( void ); void ListAnims( void ) const; int JointIndex( const char *name ); const char * JointName( int index ) const; void ClearAnimsInUse( void ); void FlushUnusedAnims( void ); void PrintMemInfo( MemInfo_t *mi ); // HUMANHEAD pdm private: idHashTable animations; idStrList jointnames; idHashIndex jointnamesHash; }; #endif /* !__ANIM_H__ */