mirror of
https://github.com/jmarshall23/DoomRTX.git
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710 lines
23 KiB
C++
710 lines
23 KiB
C++
// Copyright (C) 2004 Id Software, Inc.
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//
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#ifndef __ANIM_H__
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#define __ANIM_H__
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//
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// animation channels
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// these can be changed by modmakers and licensees to be whatever they need.
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const int ANIM_NumAnimChannels = 5;
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const int ANIM_MaxAnimsPerChannel = 3;
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const int ANIM_MaxSyncedAnims = 3;
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//
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// animation channels. make sure to change script/doom_defs.script if you add any channels, or change their order
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//
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const int ANIMCHANNEL_ALL = 0;
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const int ANIMCHANNEL_TORSO = 1;
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const int ANIMCHANNEL_LEGS = 2;
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const int ANIMCHANNEL_HEAD = 3;
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const int ANIMCHANNEL_EYELIDS = 4;
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// for converting from 24 frames per second to milliseconds
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ID_INLINE int FRAME2MS( int framenum ) {
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return ( framenum * 1000 ) / 24;
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}
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class idRenderModel;
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class idAnimator;
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class idAnimBlend;
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class function_t;
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class idEntity;
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class idSaveGame;
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class idRestoreGame;
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class idEventDef; // HUMANHEAD JRM
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class hhAnimator; // HUMANHEAD nla
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typedef struct {
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int cycleCount; // how many times the anim has wrapped to the begining (0 for clamped anims)
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int frame1;
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int frame2;
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float frontlerp;
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float backlerp;
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} frameBlend_t;
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typedef struct {
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int nameIndex;
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int parentNum;
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int animBits;
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int firstComponent;
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} jointAnimInfo_t;
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typedef struct {
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jointHandle_t num;
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jointHandle_t parentNum;
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int channel;
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} jointInfo_t;
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//
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// joint modifier modes. make sure to change script/doom_defs.script if you add any, or change their order.
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//
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typedef enum {
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JOINTMOD_NONE, // no modification
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JOINTMOD_LOCAL, // modifies the joint's position or orientation in joint local space
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JOINTMOD_LOCAL_OVERRIDE, // sets the joint's position or orientation in joint local space
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JOINTMOD_WORLD, // modifies joint's position or orientation in model space
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JOINTMOD_WORLD_OVERRIDE // sets the joint's position or orientation in model space
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} jointModTransform_t;
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typedef struct {
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jointHandle_t jointnum;
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idMat3 mat;
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idVec3 pos;
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jointModTransform_t transform_pos;
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jointModTransform_t transform_axis;
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} jointMod_t;
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#define ANIM_TX BIT( 0 )
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#define ANIM_TY BIT( 1 )
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#define ANIM_TZ BIT( 2 )
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#define ANIM_QX BIT( 3 )
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#define ANIM_QY BIT( 4 )
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#define ANIM_QZ BIT( 5 )
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typedef enum {
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FC_SCRIPTFUNCTION,
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FC_SCRIPTFUNCTIONOBJECT,
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FC_EVENTFUNCTION,
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FC_SOUND,
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FC_SOUND_VOICE,
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FC_SOUND_VOICE2,
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FC_SOUND_BODY,
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FC_SOUND_BODY2,
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FC_SOUND_BODY3,
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FC_SOUND_WEAPON,
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FC_SOUND_ITEM,
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FC_SOUND_GLOBAL,
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FC_SOUND_CHATTER,
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FC_SKIN,
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FC_TRIGGER,
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FC_TRIGGER_SMOKE_PARTICLE,
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//HUMANHEAD
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FC_STOPSND,
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FC_STOPSND_VOICE,
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FC_STOPSND_VOICE2,
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FC_STOPSND_BODY,
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FC_STOPSND_BODY2,
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FC_STOPSND_BODY3,
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FC_STOPSND_WEAPON,
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FC_STOPSND_ITEM,
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FC_EVENT_ARGS, // nla
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FC_MOOD, // JRM
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FC_LAUNCHALTMISSILE, // aob
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FC_LAUNCHMISSILE_BONEDIR,
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FC_RIGHTFOOTPRINT,
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FC_LEFTFOOTPRINT,
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FC_KICK_OBSTACLE,
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FC_TRIGGER_ANIM_ENT,
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FC_HIDE,
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FC_SETKEY, // mdc
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//HUMANHEAD END
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FC_MELEE,
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FC_DIRECTDAMAGE,
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FC_BEGINATTACK,
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FC_ENDATTACK,
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FC_MUZZLEFLASH,
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FC_CREATEMISSILE,
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FC_LAUNCHMISSILE,
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FC_FIREMISSILEATTARGET,
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FC_FOOTSTEP,
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FC_LEFTFOOT,
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FC_RIGHTFOOT,
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FC_ENABLE_EYE_FOCUS,
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FC_DISABLE_EYE_FOCUS,
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FC_FX,
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FC_DISABLE_GRAVITY,
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FC_ENABLE_GRAVITY,
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FC_JUMP,
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FC_ENABLE_CLIP,
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FC_DISABLE_CLIP,
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FC_ENABLE_WALK_IK,
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FC_DISABLE_WALK_IK,
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FC_ENABLE_LEG_IK,
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FC_DISABLE_LEG_IK,
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FC_RECORDDEMO,
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FC_AVIGAME
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} frameCommandType_t;
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typedef struct {
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int num;
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int firstCommand;
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} frameLookup_t;
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typedef struct {
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frameCommandType_t type;
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idStr *string;
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//HUMANHEAD: aob - cache for event_arg parms
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idList<idStr> *parmList;
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//HUMANHEAD END
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union {
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const idSoundShader *soundShader;
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const function_t *function;
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const idDeclSkin *skin;
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int index;
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};
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} frameCommand_t;
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typedef struct {
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bool prevent_idle_override : 1;
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bool random_cycle_start : 1;
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bool ai_no_turn : 1;
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bool anim_turn : 1;
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} animFlags_t;
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/*
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==============================================================================================
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idModelExport
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==============================================================================================
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*/
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class idModelExport {
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private:
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void Reset( void );
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bool ParseOptions( idLexer &lex );
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int ParseExportSection( idParser &parser );
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static bool CheckMayaInstall( void );
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static void LoadMayaDll( void );
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bool ConvertMayaToMD5( void );
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static bool initialized;
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public:
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idStr commandLine;
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idStr src;
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idStr dest;
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bool force;
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idModelExport();
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static void Shutdown( void );
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int ExportDefFile( const char *filename );
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bool ExportModel( const char *model );
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bool ExportAnim( const char *anim );
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int ExportModels( const char *pathname, const char *extension );
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};
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/*
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==============================================================================================
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idMD5Anim
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==============================================================================================
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*/
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class idMD5Anim {
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private:
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// HUMANHEAD nla - Needed for access in hhBaseAnim
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protected:
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// HUMANHEAD END
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int numFrames;
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int frameRate;
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int animLength;
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int numJoints;
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int numAnimatedComponents;
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idList<idBounds> bounds;
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idList<jointAnimInfo_t> jointInfo;
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idList<idJointQuat> baseFrame;
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idList<float> componentFrames;
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idStr name;
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idVec3 totaldelta;
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mutable int ref_count;
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public:
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idMD5Anim();
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~idMD5Anim();
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void Free( void );
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bool Reload( void );
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size_t Allocated( void ) const;
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size_t Size( void ) const { return sizeof( *this ) + Allocated(); };
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bool LoadAnim( const char *filename );
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void IncreaseRefs( void ) const;
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void DecreaseRefs( void ) const;
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int NumRefs( void ) const;
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void CheckModelHierarchy( const idRenderModel *model ) const;
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void GetInterpolatedFrame( frameBlend_t &frame, idJointQuat *joints, const int *index, int numIndexes ) const;
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void GetSingleFrame( int framenum, idJointQuat *joints, const int *index, int numIndexes ) const;
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virtual // HUMANHEAD nla - virtual for hhBaseAnim
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int Length( void ) const;
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int NumFrames( void ) const;
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int NumJoints( void ) const;
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const idVec3 &TotalMovementDelta( void ) const;
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const char *Name( void ) const;
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void GetFrameBlend( int framenum, frameBlend_t &frame ) const; // frame 1 is first frame
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virtual // HUMANHEAD nla - virtual to be overriden
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void ConvertTimeToFrame( int time, int cyclecount, frameBlend_t &frame ) const;
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// HUMANHEAD nla - Added to allow partial anims. Overridden in hhMD5Anim
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virtual void SetLimits( float start, float end ) const {};
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// HUMANHEAD END
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void GetOrigin( idVec3 &offset, int currentTime, int cyclecount ) const;
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void GetOriginRotation( idQuat &rotation, int time, int cyclecount ) const;
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void GetBounds( idBounds &bounds, int currentTime, int cyclecount ) const;
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};
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/*
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==============================================================================================
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idAnim
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==============================================================================================
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*/
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class idAnim {
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protected: // HUMANHEAD nla - needed to override class
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const class idDeclModelDef *modelDef;
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const idMD5Anim *anims[ ANIM_MaxSyncedAnims ];
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int numAnims;
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idStr name;
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idStr realname;
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idList<frameLookup_t> frameLookup;
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idList<frameCommand_t> frameCommands;
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animFlags_t flags;
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public:
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// HUMANHEAD nla
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// To allowed extra frame commands is derived classes. Returns true if other commands found
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virtual bool AddFrameCommandExtra( idToken &token, frameCommand_t &fc, idLexer &src, idStr &errorText ) { return( false ); };
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virtual bool CallFrameCommandsExtra( const frameCommand_t &command, idEntity *ent ) const { return( false ); };
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// HUMANHEAD END
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idAnim();
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idAnim( const idDeclModelDef *modelDef, const idAnim *anim );
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~idAnim();
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void SetAnim( const idDeclModelDef *modelDef, const char *sourcename, const char *animname, int num, const idMD5Anim *md5anims[ ANIM_MaxSyncedAnims ] );
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const char *Name( void ) const;
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const char *FullName( void ) const;
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const idMD5Anim *MD5Anim( int num ) const;
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const idDeclModelDef *ModelDef( void ) const;
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int Length( void ) const;
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int NumFrames( void ) const;
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int NumAnims( void ) const;
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const idVec3 &TotalMovementDelta( void ) const;
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bool GetOrigin( idVec3 &offset, int animNum, int time, int cyclecount ) const;
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bool GetOriginRotation( idQuat &rotation, int animNum, int currentTime, int cyclecount ) const;
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bool GetBounds( idBounds &bounds, int animNum, int time, int cyclecount ) const;
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const char *AddFrameCommand( const class idDeclModelDef *modelDef, int framenum, idLexer &src, const idDict *def );
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void CallFrameCommands( idEntity *ent, int from, int to ) const;
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bool HasFrameCommands( void ) const;
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// returns first frame (zero based) that command occurs. returns -1 if not found.
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int FindFrameForFrameCommand( frameCommandType_t framecommand, const frameCommand_t **command ) const;
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void SetAnimFlags( const animFlags_t &animflags );
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const animFlags_t &GetAnimFlags( void ) const;
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};
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/*
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==============================================================================================
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idDeclModelDef
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==============================================================================================
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*/
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class idDeclModelDef : public idDecl {
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public:
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idDeclModelDef();
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~idDeclModelDef();
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virtual size_t Size( void ) const;
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virtual const char * DefaultDefinition( void ) const;
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virtual bool Parse( const char *text, const int textLength );
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virtual void FreeData( void );
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void Touch( void ) const;
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const idDeclSkin * GetDefaultSkin( void ) const;
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const idJointQuat * GetDefaultPose( void ) const;
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void SetupJoints( int *numJoints, idJointMat **jointList, idBounds &frameBounds, bool removeOriginOffset ) const;
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idRenderModel * ModelHandle( void ) const;
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void GetJointList( const char *jointnames, idList<jointHandle_t> &jointList ) const;
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const jointInfo_t * FindJoint( const char *name ) const;
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int NumAnims( void ) const;
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const idAnim * GetAnim( int index ) const;
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int GetSpecificAnim( const char *name ) const;
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int GetAnim( const char *name ) const;
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bool HasAnim( const char *name ) const;
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const idDeclSkin * GetSkin( void ) const;
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const char * GetModelName( void ) const;
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const idList<jointInfo_t> & Joints( void ) const;
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const int * JointParents( void ) const;
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int NumJoints( void ) const;
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const jointInfo_t * GetJoint( int jointHandle ) const;
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const char * GetJointName( int jointHandle ) const;
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int NumJointsOnChannel( int channel ) const;
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const int * GetChannelJoints( int channel ) const;
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const idVec3 & GetVisualOffset( void ) const;
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// HUMANHEAD nla
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idDict channelDict;
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// HUMANHEAD END
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private:
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void CopyDecl( const idDeclModelDef *decl );
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bool ParseAnim( idLexer &src, int numDefaultAnims );
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private:
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idVec3 offset;
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idList<jointInfo_t> joints;
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idList<int> jointParents;
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idList<int> channelJoints[ ANIM_NumAnimChannels ];
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idRenderModel * modelHandle;
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idList<idAnim *> anims;
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const idDeclSkin * skin;
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};
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/*
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==============================================================================================
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idAnimBlend
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==============================================================================================
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*/
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class idAnimBlend {
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protected: // HUMANHEAD nla - Used to access vars in hhAnimBlend
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const class idDeclModelDef *modelDef;
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mutable // HUMANHEAD nla - Hack to get around const for calls to UpdateFreezeTime
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int starttime;
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mutable // HUMANHEAD nla - Hack to get around const for calls to UpdateFreezeTime
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int endtime;
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int timeOffset;
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float rate;
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int blendStartTime;
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int blendDuration;
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float blendStartValue;
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float blendEndValue;
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float animWeights[ ANIM_MaxSyncedAnims ];
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short cycle;
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short frame;
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short animNum;
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bool allowMove;
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bool allowFrameCommands;
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// HUMANHEAD nla - All data members need to be in idAnimBlend, due to the pointer math done. (See idAnimator::GetBounds)
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bool frozen;
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int freezeStart;
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mutable // HUMANHEAD nla - Hack to get around const for calls to UpdateFreezeTime
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int freezeCurrent;
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int freezeEnd;
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int rotateTime;
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const idEventDef * rotateEvent;
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friend class hhAnimator;
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// HUMANHEAD END
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friend class idAnimator;
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void Reset( const idDeclModelDef *_modelDef );
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virtual // HUMANHEAD nla
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void CallFrameCommands( idEntity *ent, int fromtime, int totime ) const;
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void SetFrame( const idDeclModelDef *modelDef, int animnum, int frame, int currenttime, int blendtime );
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void CycleAnim( const idDeclModelDef *modelDef, int animnum, int currenttime, int blendtime );
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void PlayAnim( const idDeclModelDef *modelDef, int animnum, int currenttime, int blendtime );
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virtual // HUMANHEAD nla
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bool BlendAnim( int currentTime, int channel, int numJoints, idJointQuat *blendFrame, float &blendWeight, bool removeOrigin, bool overrideBlend, bool printInfo ) const;
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virtual // HUMANHEAD nla
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void BlendOrigin( int currentTime, idVec3 &blendPos, float &blendWeight, bool removeOriginOffset ) const;
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virtual // HUMANHEAD nla
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void BlendDelta( int fromtime, int totime, idVec3 &blendDelta, float &blendWeight ) const;
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void BlendDeltaRotation( int fromtime, int totime, idQuat &blendDelta, float &blendWeight ) const;
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virtual // HUMANHEAD nla
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bool AddBounds( int currentTime, idBounds &bounds, bool removeOriginOffset ) const;
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public:
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idAnimBlend();
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile, const idDeclModelDef *modelDef );
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const char *AnimName( void ) const;
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const char *AnimFullName( void ) const;
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float GetWeight( int currenttime ) const;
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float GetFinalWeight( void ) const;
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void SetWeight( float newweight, int currenttime, int blendtime );
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int NumSyncedAnims( void ) const;
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bool SetSyncedAnimWeight( int num, float weight );
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void Clear( int currentTime, int clearTime );
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bool IsDone( int currentTime ) const;
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virtual // HUMANHEAD nla
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bool FrameHasChanged( int currentTime ) const;
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int GetCycleCount( void ) const;
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void SetCycleCount( int count );
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void SetPlaybackRate( int currentTime, float newRate );
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float GetPlaybackRate( void ) const;
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void SetStartTime( int startTime );
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int GetStartTime( void ) const;
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int GetEndTime( void ) const;
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virtual // HUMANHEAD nla
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int GetFrameNumber( int currenttime ) const;
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virtual // HUMANHEAD nla
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int AnimTime( int currenttime ) const;
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int NumFrames( void ) const;
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int Length( void ) const;
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int PlayLength( void ) const;
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void AllowMovement( bool allow );
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void AllowFrameCommands( bool allow );
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const idAnim *Anim( void ) const;
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int AnimNum( void ) const;
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};
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// 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
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class hhAnimBlend : public idAnimBlend {
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public:
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hhAnimBlend();
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friend class hhAnimator;
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friend class idAnimator;
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// Overridden Methods
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bool FrameHasChanged( int currentTime ) const;
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int AnimTime( int currenttime ) const;
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int GetFrameNumber( int currenttime ) const;
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protected:
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// Overridden Methods
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void CallFrameCommands( idEntity *ent, int fromtime, int totime ) const;
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bool BlendAnim( int currentTime, int channel, int numJoints, idJointQuat *blendFrame, float &blendWeight, bool removeOrigin, bool overrideBlend, bool printInfo ) const;
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void BlendOrigin( int currentTime, idVec3 &blendPos, float &blendWeight, bool removeOriginOffset ) const;
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void BlendDelta( int fromtime, int totime, idVec3 &blendDelta, float &blendWeight ) const;
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bool AddBounds( int currentTime, idBounds &bounds, bool removeOriginOffset ) const;
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// Original Methods
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void UpdateFreezeTime( int currentTime ) const;
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bool Freeze( int currentTime, idEntity *owner );
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bool Freeze( int currentTime, idEntity *owner, int durationMS );
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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<jointHandle_t> &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<jointMod_t *> 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<int> AFPoseJoints;
|
|
idList<idAFPoseJointMod> AFPoseJointMods;
|
|
idList<idJointQuat> 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<idMD5Anim *> animations;
|
|
idStrList jointnames;
|
|
idHashIndex jointnamesHash;
|
|
};
|
|
|
|
#endif /* !__ANIM_H__ */
|