added animation system (with skin support for now)
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170
src/animation/AnimBlendNode.cpp
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170
src/animation/AnimBlendNode.cpp
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#include "common.h"
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#include "patcher.h"
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#include "AnimBlendAssociation.h"
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#include "AnimBlendNode.h"
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void
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CAnimBlendNode::Init(void)
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{
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frameA = 0;
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frameB = 0;
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remainingTime = 0.0f;
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sequence = nil;
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association = nil;
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}
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bool
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CAnimBlendNode::Update(CVector &trans, CQuaternion &rot, float weight)
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{
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bool looped = false;
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trans = CVector(0.0f, 0.0f, 0.0f);
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rot = CQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
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if(association->IsRunning()){
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remainingTime -= association->timeStep;
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if(remainingTime <= 0.0f)
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looped = NextKeyFrame();
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}
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float blend = association->GetBlendAmount(weight);
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if(blend > 0.0f){
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KeyFrameTrans *kfA = (KeyFrameTrans*)sequence->GetKeyFrame(frameA);
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KeyFrameTrans *kfB = (KeyFrameTrans*)sequence->GetKeyFrame(frameB);
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float t = kfA->deltaTime == 0.0f ? 0.0f : (kfA->deltaTime - remainingTime)/kfA->deltaTime;
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if(sequence->type & CAnimBlendSequence::KF_TRANS){
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trans = kfB->translation + t*(kfA->translation - kfB->translation);
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trans *= blend;
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}
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if(sequence->type & CAnimBlendSequence::KF_ROT){
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rot.Slerp(kfB->rotation, kfA->rotation, theta, invSin, t);
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rot *= blend;
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}
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}
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return looped;
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}
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bool
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CAnimBlendNode::NextKeyFrame(void)
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{
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bool looped;
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if(sequence->numFrames <= 1)
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return false;
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looped = false;
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frameB = frameA;
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// Advance as long as we have to
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while(remainingTime <= 0.0f){
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frameA++;
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if(frameA >= sequence->numFrames){
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// reached end of animation
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if(!association->IsRepeating()){
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frameA--;
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remainingTime = 0.0f;
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return false;
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}
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looped = true;
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frameA = 0;
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}
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remainingTime += sequence->GetKeyFrame(frameA)->deltaTime;
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}
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frameB = frameA - 1;
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if(frameB < 0)
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frameB += sequence->numFrames;
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CalcDeltas();
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return looped;
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}
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// Set animation to time t
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bool
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CAnimBlendNode::FindKeyFrame(float t)
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{
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if(sequence->numFrames < 1)
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return false;
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frameA = 0;
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frameB = frameA;
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if(sequence->numFrames >= 2){
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frameA++;
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// advance until t is between frameB and frameA
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while(t > sequence->GetKeyFrame(frameA)->deltaTime){
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t -= sequence->GetKeyFrame(frameA)->deltaTime;
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frameB = frameA++;
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if(frameA >= sequence->numFrames){
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// reached end of animation
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if(!association->IsRepeating())
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return false;
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frameA = 0;
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frameB = 0;
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}
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}
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remainingTime = sequence->GetKeyFrame(frameA)->deltaTime - t;
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}
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CalcDeltas();
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return true;
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}
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void
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CAnimBlendNode::CalcDeltas(void)
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{
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if((sequence->type & CAnimBlendSequence::KF_ROT) == 0)
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return;
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KeyFrame *kfA = sequence->GetKeyFrame(frameA);
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KeyFrame *kfB = sequence->GetKeyFrame(frameB);
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float cos = DotProduct(kfA->rotation, kfB->rotation);
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if(cos > 1.0f)
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cos = 1.0f;
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theta = acos(cos);
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invSin = theta == 0.0f ? 0.0f : 1.0f/sin(theta);
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}
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void
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CAnimBlendNode::GetCurrentTranslation(CVector &trans, float weight)
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{
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trans = CVector(0.0f, 0.0f, 0.0f);
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float blend = association->GetBlendAmount(weight);
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if(blend > 0.0f){
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KeyFrameTrans *kfA = (KeyFrameTrans*)sequence->GetKeyFrame(frameA);
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KeyFrameTrans *kfB = (KeyFrameTrans*)sequence->GetKeyFrame(frameB);
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float t = (kfA->deltaTime - remainingTime)/kfA->deltaTime;
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if(sequence->type & CAnimBlendSequence::KF_TRANS){
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trans = kfB->translation + t*(kfA->translation - kfB->translation);
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trans *= blend;
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}
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}
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}
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void
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CAnimBlendNode::GetEndTranslation(CVector &trans, float weight)
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{
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trans = CVector(0.0f, 0.0f, 0.0f);
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float blend = association->GetBlendAmount(weight);
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if(blend > 0.0f){
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KeyFrameTrans *kf = (KeyFrameTrans*)sequence->GetKeyFrame(sequence->numFrames-1);
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if(sequence->type & CAnimBlendSequence::KF_TRANS)
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trans = kf->translation * blend;
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}
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}
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STARTPATCHES
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InjectHook(0x401B10, &CAnimBlendNode::Init, PATCH_JUMP);
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InjectHook(0x401B30, &CAnimBlendNode::Update, PATCH_JUMP);
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InjectHook(0x401DC0, &CAnimBlendNode::NextKeyFrame, PATCH_JUMP);
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InjectHook(0x4021B0, &CAnimBlendNode::FindKeyFrame, PATCH_JUMP);
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InjectHook(0x401E70, &CAnimBlendNode::CalcDeltas, PATCH_JUMP);
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InjectHook(0x401FE0, &CAnimBlendNode::GetCurrentTranslation, PATCH_JUMP);
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InjectHook(0x402110, &CAnimBlendNode::GetEndTranslation, PATCH_JUMP);
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ENDPATCHES
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