mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 21:57:57 +03:00

This fixes an issue when culling static models as it uses the radius and the radius wasn't initialized
739 lines
29 KiB
C++
739 lines
29 KiB
C++
/*
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===========================================================================
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Copyright (C) 2024 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// skeletor_loadanimation.cpp : Responsible of loading animations
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#include "q_shared.h"
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#include "qcommon.h"
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#include "skeletor.h"
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qboolean Compress(skelAnimGameFrame_t *current, skelAnimGameFrame_t *last, int channelIndex, int numChannels)
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{
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float tolerance;
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float difference;
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int i;
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// high-end PC don't need to compress...
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return false;
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for (i = 0; i < numChannels; i++) {
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tolerance = current->pChannels[channelIndex][i];
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if (tolerance > -0.000001 && tolerance < 0.000001) {
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current->pChannels[channelIndex][i] = 0.0f;
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}
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}
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if (last) {
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for (i = 0; i < numChannels; i++) {
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difference = last->pChannels[channelIndex][i] - current->pChannels[channelIndex][i];
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if (difference < -0.001f || difference >= 0.001f) {
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return false;
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}
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}
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}
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return true;
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}
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skelAnimDataGameHeader_t *EncodeFrames(
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skelAnimDataGameHeader_t *enAnim,
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skelAnimGameFrame_t *m_frame,
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qboolean bLog,
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skelChannelList_c *channelList,
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ChannelNameTable *channelNames
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)
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{
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int endFrameCap;
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skanChannelHdr *pChannel;
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int i, j;
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int frameCnt;
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skelAnimGameFrame_t *pCurrFrame;
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skelAnimGameFrame_t *pLastFrame;
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skanGameFrame *pFrame;
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size_t frameSize;
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int indexLastFrameAdded;
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channelType_t channelType;
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pChannel = enAnim->ary_channels;
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endFrameCap = enAnim->numFrames - 2;
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for (i = 0; i < enAnim->nTotalChannels; i++, pChannel++) {
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pLastFrame = NULL;
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pCurrFrame = m_frame;
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channelType = GetBoneChannelType(enAnim->channelList.ChannelName(channelNames, i));
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switch (channelType) {
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case CHANNEL_ROTATION:
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frameSize = (sizeof(skanGameFrame) - sizeof(skanGameFrame::pChannelData) + sizeof(vec4_t));
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frameCnt = 0;
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for (j = 0; j < enAnim->numFrames; j++) {
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if (!Compress(pCurrFrame, pLastFrame, i, 4) || j >= endFrameCap) {
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frameCnt++;
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pLastFrame = pCurrFrame;
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}
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pCurrFrame++;
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}
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pChannel->ary_frames = (skanGameFrame *)Skel_Alloc(frameSize * frameCnt);
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pChannel->nFramesInChannel = frameCnt;
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enAnim->nBytesUsed += frameSize * frameCnt;
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pLastFrame = NULL;
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indexLastFrameAdded = 0;
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pCurrFrame = m_frame;
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pFrame = pChannel->ary_frames;
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for (j = 0; j < enAnim->numFrames; j++) {
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if (!Compress(pCurrFrame, pLastFrame, i, 4) || j >= endFrameCap) {
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pFrame = (skanGameFrame *)((byte *)pChannel->ary_frames + j * frameSize);
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pFrame->nFrameNum = j;
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pFrame->nPrevFrameIndex = indexLastFrameAdded;
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if (j > 0) {
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indexLastFrameAdded++;
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}
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pFrame->pChannelData[0] = pCurrFrame->pChannels[i][0];
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pFrame->pChannelData[1] = pCurrFrame->pChannels[i][1];
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pFrame->pChannelData[2] = pCurrFrame->pChannels[i][2];
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pFrame->pChannelData[3] = pCurrFrame->pChannels[i][3];
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pLastFrame = pCurrFrame;
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}
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pCurrFrame++;
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}
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break;
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case CHANNEL_POSITION:
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frameSize = (sizeof(skanGameFrame) - sizeof(skanGameFrame::pChannelData) + sizeof(vec3_t));
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frameCnt = 0;
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for (j = 0; j < enAnim->numFrames; j++) {
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if (!Compress(pCurrFrame, pLastFrame, i, 3) || j >= endFrameCap) {
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frameCnt++;
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pLastFrame = pCurrFrame;
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}
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pCurrFrame++;
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}
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pChannel->ary_frames = (skanGameFrame *)Skel_Alloc(frameSize * frameCnt);
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pChannel->nFramesInChannel = frameCnt;
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enAnim->nBytesUsed += frameSize * frameCnt;
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pLastFrame = NULL;
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indexLastFrameAdded = 0;
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pCurrFrame = m_frame;
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pFrame = pChannel->ary_frames;
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for (j = 0; j < enAnim->numFrames; j++) {
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if (!Compress(pCurrFrame, pLastFrame, i, 1) || j >= endFrameCap) {
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pFrame = (skanGameFrame *)((byte *)pChannel->ary_frames + j * frameSize);
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pFrame->nFrameNum = j;
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pFrame->nPrevFrameIndex = indexLastFrameAdded;
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if (j > 0) {
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indexLastFrameAdded++;
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}
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pFrame->pChannelData[0] = pCurrFrame->pChannels[i][0];
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pFrame->pChannelData[1] = pCurrFrame->pChannels[i][1];
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pFrame->pChannelData[2] = pCurrFrame->pChannels[i][2];
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pLastFrame = pCurrFrame;
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}
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pCurrFrame++;
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}
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break;
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case CHANNEL_NONE:
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pChannel->ary_frames = NULL;
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pChannel->nFramesInChannel = 0;
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break;
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case CHANNEL_VALUE:
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default:
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frameSize = (sizeof(skanGameFrame) - sizeof(skanGameFrame::pChannelData) + sizeof(float));
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frameCnt = 0;
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for (j = 0; j < enAnim->numFrames; j++) {
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if (!Compress(pCurrFrame, pLastFrame, i, 1) || j >= endFrameCap) {
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frameCnt++;
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pLastFrame = pCurrFrame;
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}
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pCurrFrame++;
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}
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pChannel->ary_frames = (skanGameFrame *)Skel_Alloc(frameSize * frameCnt);
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pChannel->nFramesInChannel = frameCnt;
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enAnim->nBytesUsed += frameSize * frameCnt;
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pLastFrame = NULL;
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indexLastFrameAdded = 0;
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pCurrFrame = m_frame;
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pFrame = pChannel->ary_frames;
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for (j = 0; j < enAnim->numFrames; j++) {
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if (!Compress(pCurrFrame, pLastFrame, i, 3) || j >= endFrameCap) {
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pFrame = (skanGameFrame *)((byte *)pChannel->ary_frames + j * frameSize);
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pFrame->nFrameNum = j;
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pFrame->nPrevFrameIndex = indexLastFrameAdded;
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if (j > 0) {
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indexLastFrameAdded++;
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}
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pFrame->pChannelData[0] = pCurrFrame->pChannels[i][0];
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pLastFrame = pCurrFrame;
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}
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pCurrFrame++;
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}
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break;
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}
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}
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return enAnim;
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}
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skelAnimDataGameHeader_t *
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skeletor_c::ConvertSkelFileToGame(skelAnimDataFileHeader_t *pHeader, int iBuffLength, const char *path)
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{
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int i, j;
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skelAnimFileFrame_t *pFileFrame;
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skelAnimGameFrame_t *pGameFrame;
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skelChannelName_t *pChannelNames;
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skelAnimDataGameHeader_t *enAnim;
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skelAnimGameFrame_t *oldFrame;
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skelAnimGameFrame_t *newFrame;
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int channelIndex;
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static_assert(sizeof(skelAnimDataFileHeader_t) == 96, "Skeletor anim header size doesn't match!");
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static_assert(sizeof(skelAnimFileFrame_t) == 48, "Skeletor anim file frame size doesn't match!");
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if (pHeader->numFrames <= 0) {
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return NULL;
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}
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pGameFrame = new skelAnimGameFrame_t[pHeader->numFrames];
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pFileFrame = pHeader->frame;
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newFrame = pGameFrame;
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for (i = 0; i < pHeader->numFrames; i++) {
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vec4_t* pChannels;
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newFrame->bounds[0][0] = LittleFloat(pFileFrame->bounds[0][0]);
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newFrame->bounds[0][1] = LittleFloat(pFileFrame->bounds[0][1]);
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newFrame->bounds[0][2] = LittleFloat(pFileFrame->bounds[0][2]);
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newFrame->bounds[1][0] = LittleFloat(pFileFrame->bounds[1][0]);
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newFrame->bounds[1][1] = LittleFloat(pFileFrame->bounds[1][1]);
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newFrame->bounds[1][2] = LittleFloat(pFileFrame->bounds[1][2]);
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newFrame->radius = LittleFloat(pFileFrame->radius);
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newFrame->delta[0] = LittleFloat(pFileFrame->delta[0]);
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newFrame->delta[1] = LittleFloat(pFileFrame->delta[1]);
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newFrame->delta[2] = LittleFloat(pFileFrame->delta[2]);
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newFrame->angleDelta = LittleFloat(pFileFrame->angleDelta);
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//
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// Load channels
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//
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newFrame->pChannels = new vec4_t[pHeader->numChannels];
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pChannels = (vec4_t*)((byte*)pHeader + (sizeof(skelAnimDataFileHeader_t) + sizeof(skelAnimFileFrame_t) * (pHeader->numFrames - 1) + sizeof(vec4_t) * pHeader->numChannels * i));
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for (j = 0; j < pHeader->numChannels; j++) {
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newFrame->pChannels[j][0] = LittleFloat(pChannels[j][0]);
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newFrame->pChannels[j][1] = LittleFloat(pChannels[j][1]);
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newFrame->pChannels[j][2] = LittleFloat(pChannels[j][2]);
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newFrame->pChannels[j][3] = LittleFloat(pChannels[j][3]);
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}
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AddToBounds(newFrame->bounds, pFileFrame->bounds);
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pFileFrame++;
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newFrame++;
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}
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enAnim = skelAnimDataGameHeader_t::AllocRLEChannelData(pHeader->numChannels);
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enAnim->flags = pHeader->flags;
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enAnim->frameTime = pHeader->frameTime;
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enAnim->totalDelta = pHeader->totalDelta;
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enAnim->totalAngleDelta = pHeader->totalAngleDelta;
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enAnim->numFrames = pHeader->numFrames;
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enAnim->nTotalChannels = pHeader->numChannels;
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ClearBounds(enAnim->bounds[0], enAnim->bounds[1]);
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enAnim->m_frame = (skelAnimGameFrame_t *)Skel_Alloc(pHeader->numFrames * sizeof(skelAnimGameFrame_t));
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oldFrame = pGameFrame;
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newFrame = enAnim->m_frame;
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for (i = 0; i < pHeader->numFrames; i++) {
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newFrame->bounds[0] = oldFrame->bounds[0];
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newFrame->bounds[1] = oldFrame->bounds[1];
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newFrame->radius = oldFrame->radius;
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newFrame->delta = oldFrame->delta;
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newFrame->angleDelta = oldFrame->angleDelta;
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newFrame->pChannels = NULL;
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AddToBounds(enAnim->bounds, oldFrame->bounds);
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oldFrame++;
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newFrame++;
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}
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enAnim->channelList.ZeroChannels();
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pChannelNames = (skelChannelName_t *)((char *)pHeader + pHeader->ofsChannelNames);
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for (i = 0; i < pHeader->numChannels; i++) {
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channelIndex = m_channelNames.RegisterChannel(*pChannelNames);
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enAnim->channelList.AddChannel(channelIndex);
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pChannelNames++;
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}
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enAnim->channelList.PackChannels();
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EncodeFrames(enAnim, pGameFrame, qfalse, &enAnim->channelList, &m_channelNames);
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if (enAnim->channelList.HasChannel(&m_channelNames, "Bip01 pos")
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&& enAnim->channelList.HasChannel(&m_channelNames, "Bip01 R Foot pos")
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&& enAnim->channelList.HasChannel(&m_channelNames, "Bip01 L Foot pos")) {
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enAnim->bHasDelta = true;
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} else {
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enAnim->bHasDelta = false;
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}
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if (enAnim->channelList.HasChannel(&m_channelNames, "Bip01 Spine rot")
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&& enAnim->channelList.HasChannel(&m_channelNames, "Bip01 Spine1 rot")) {
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enAnim->bHasUpper = true;
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} else {
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enAnim->bHasUpper = false;
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}
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if (enAnim->channelList.HasChannel(&m_channelNames, "VISEME_Bump")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Cage_")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Earth")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Fave")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_If")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_New")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Ox")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Roar")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Size")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Though")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Told")
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|| enAnim->channelList.HasChannel(&m_channelNames, "VISME_Wet")
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|| enAnim->channelList.HasChannel(&m_channelNames, "BROW_frown")
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|| enAnim->channelList.HasChannel(&m_channelNames, "BROW_R_lift")
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|| enAnim->channelList.HasChannel(&m_channelNames, "BROW_lift")
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|| enAnim->channelList.HasChannel(&m_channelNames, "BROW_worry")
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|| enAnim->channelList.HasChannel(&m_channelNames, "EYE_blink")
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|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_Excited__")
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|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_L_squint")
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|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_narrow__")
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|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_down")
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|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_left")
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|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_right")
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|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_smile")
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|| enAnim->channelList.HasChannel(&m_channelNames, "EYES_up__")
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|| enAnim->channelList.HasChannel(&m_channelNames, "JAW_open-closed")
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|| enAnim->channelList.HasChannel(&m_channelNames, "JAW_open-open")
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|| enAnim->channelList.HasChannel(&m_channelNames, "LIPS_compressed")
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|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_L_smile_closed")
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|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_L_smile_open")
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|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_L_snarl_closed_")
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|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_L_snarl_open")
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|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_grimace")
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|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_smile_closed")
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|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_smile_open")
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|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_Snarl_closed")
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|| enAnim->channelList.HasChannel(&m_channelNames, "MOUTH_Snarl_open")) {
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enAnim->bHasMorph = true;
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} else {
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enAnim->bHasMorph = false;
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}
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for (i = 0; i < pHeader->numFrames; i++) {
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if (pGameFrame[i].pChannels) {
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delete[] pGameFrame[i].pChannels;
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}
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}
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delete[] pGameFrame;
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return enAnim;
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}
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void WriteEncodedFrames(msg_t *msg, skelAnimDataGameHeader_t *enAnim)
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{
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skanChannelHdr *pChannel;
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skanGameFrame *pFrame;
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int i, j;
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MSG_WriteLong(msg, enAnim->numFrames);
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MSG_WriteShort(msg, enAnim->nTotalChannels);
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for (i = 0; i < enAnim->nTotalChannels; i++) {
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pChannel = &enAnim->ary_channels[i];
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MSG_WriteShort(msg, pChannel->nFramesInChannel);
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for (j = 0; j < pChannel->nFramesInChannel; j++) {
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vec4_t channelData;
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pFrame = &pChannel->ary_frames[i];
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MSG_WriteShort(msg, pFrame->nFrameNum);
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MSG_WriteShort(msg, pFrame->nPrevFrameIndex);
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channelData[0] = LittleFloat(pFrame->pChannelData[0]);
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channelData[1] = LittleFloat(pFrame->pChannelData[1]);
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channelData[2] = LittleFloat(pFrame->pChannelData[2]);
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channelData[3] = LittleFloat(pFrame->pChannelData[3]);
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MSG_WriteData(msg, channelData, sizeof(vec4_t));
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}
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}
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MSG_WriteLong(msg, enAnim->nBytesUsed);
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}
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void skeletor_c::SaveProcessedAnim(
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skelAnimDataGameHeader_t *enAnim, const char *path, skelAnimDataFileHeader_t *pHeader
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)
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{
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/*
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int i;
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skelChannelName_t *pChannelNames;
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msg_t msg;
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skelAnimGameFrame_t *newFrame;
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char npath[ 128 ];
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unsigned char buf[ 2000000 ];
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// FIXME:
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// Write animation
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*/
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}
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void ReadEncodedFrames(msg_t *msg, skelAnimDataGameHeader_t *enAnim)
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{
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skanChannelHdr *pChannel;
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skanGameFrame *pFrame;
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size_t frameSize;
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int frameCnt;
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int i, j;
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channelType_t channelType;
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vec4_t channelData;
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for (i = 0; i < enAnim->nTotalChannels; i++) {
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pChannel = &enAnim->ary_channels[i];
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channelType = GetBoneChannelType(enAnim->channelList.ChannelName(&skeletor_c::m_channelNames, i));
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frameCnt = MSG_ReadShort(msg);
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switch (channelType) {
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case CHANNEL_ROTATION:
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frameSize = (sizeof(skanGameFrame) - sizeof(skanGameFrame::pChannelData) + sizeof(vec4_t));
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pFrame = (skanGameFrame *)Skel_Alloc(frameSize * frameCnt);
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pChannel->ary_frames = pFrame;
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pChannel->nFramesInChannel = frameCnt;
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|
|
for (j = 0; j < frameCnt; j++) {
|
|
pFrame = (skanGameFrame *)((byte *)pChannel->ary_frames + j * frameSize);
|
|
pFrame->nFrameNum = MSG_ReadShort(msg);
|
|
pFrame->nPrevFrameIndex = MSG_ReadShort(msg);
|
|
MSG_ReadData(msg, channelData, sizeof(vec4_t));
|
|
|
|
pFrame->pChannelData[0] = LittleFloat(channelData[0]);
|
|
pFrame->pChannelData[1] = LittleFloat(channelData[1]);
|
|
pFrame->pChannelData[2] = LittleFloat(channelData[2]);
|
|
pFrame->pChannelData[3] = LittleFloat(channelData[3]);
|
|
}
|
|
break;
|
|
case CHANNEL_POSITION:
|
|
frameSize = (sizeof(skanGameFrame) - sizeof(skanGameFrame::pChannelData) + sizeof(vec3_t));
|
|
|
|
pFrame = (skanGameFrame *)Skel_Alloc(frameSize * frameCnt);
|
|
pChannel->ary_frames = pFrame;
|
|
pChannel->nFramesInChannel = frameCnt;
|
|
|
|
for (j = 0; j < frameCnt; j++) {
|
|
pFrame = (skanGameFrame *)((byte *)pChannel->ary_frames + j * frameSize);
|
|
pFrame->nFrameNum = MSG_ReadShort(msg);
|
|
pFrame->nPrevFrameIndex = MSG_ReadShort(msg);
|
|
MSG_ReadData(msg, channelData, sizeof(vec4_t));
|
|
|
|
pFrame->pChannelData[0] = LittleFloat(channelData[0]);
|
|
pFrame->pChannelData[1] = LittleFloat(channelData[1]);
|
|
pFrame->pChannelData[2] = LittleFloat(channelData[2]);
|
|
}
|
|
break;
|
|
case CHANNEL_NONE:
|
|
pChannel->ary_frames = NULL;
|
|
pChannel->nFramesInChannel = 0;
|
|
|
|
for (j = 0; j < frameCnt; j++) {
|
|
MSG_ReadShort(msg);
|
|
MSG_ReadShort(msg);
|
|
MSG_ReadData(msg, channelData, sizeof(vec4_t));
|
|
}
|
|
break;
|
|
case CHANNEL_VALUE:
|
|
default:
|
|
frameSize = (sizeof(skanGameFrame) - sizeof(skanGameFrame::pChannelData) + sizeof(float));
|
|
|
|
pFrame = (skanGameFrame *)Skel_Alloc(frameSize * frameCnt);
|
|
pChannel->ary_frames = pFrame;
|
|
pChannel->nFramesInChannel = frameCnt;
|
|
|
|
for (j = 0; j < frameCnt; j++) {
|
|
pFrame = (skanGameFrame *)((byte *)pChannel->ary_frames + j * frameSize);
|
|
pFrame->nFrameNum = MSG_ReadShort(msg);
|
|
pFrame->nPrevFrameIndex = MSG_ReadShort(msg);
|
|
MSG_ReadData(msg, channelData, sizeof(vec4_t));
|
|
|
|
pFrame->pChannelData[0] = LittleFloat(channelData[0]);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
enAnim->nBytesUsed = MSG_ReadLong(msg);
|
|
}
|
|
|
|
void ReadEncodedFramesEx(msg_t *msg, skelAnimDataGameHeader_t *enAnim)
|
|
{
|
|
skanChannelHdr *pChannel;
|
|
skanGameFrame *pFrame;
|
|
size_t frameSize;
|
|
int frameCnt;
|
|
int i, j;
|
|
const char *name;
|
|
channelType_t type;
|
|
|
|
for (i = 0; i < enAnim->nTotalChannels; i++) {
|
|
pChannel = &enAnim->ary_channels[i];
|
|
|
|
name = enAnim->channelList.ChannelName(&skeletor_c::m_channelNames, i);
|
|
type = GetBoneChannelType(name);
|
|
frameCnt = MSG_ReadShort(msg);
|
|
|
|
switch (type) {
|
|
//
|
|
// 4 channels (Quat)
|
|
//
|
|
case CHANNEL_ROTATION:
|
|
frameSize = (sizeof(skanGameFrame) - sizeof(skanGameFrame::pChannelData) + sizeof(vec4_t));
|
|
pFrame = (skanGameFrame *)Skel_Alloc(frameSize * frameCnt);
|
|
pChannel->ary_frames = pFrame;
|
|
pChannel->nFramesInChannel = frameCnt;
|
|
|
|
for (j = 0; j < pChannel->nFramesInChannel; j++) {
|
|
pFrame = (skanGameFrame *)((byte *)pChannel->ary_frames + j * frameSize);
|
|
pFrame->nFrameNum = MSG_ReadShort(msg);
|
|
pFrame->nPrevFrameIndex = MSG_ReadShort(msg);
|
|
pFrame->pChannelData[0] = MSG_ReadFloat(msg);
|
|
pFrame->pChannelData[1] = MSG_ReadFloat(msg);
|
|
pFrame->pChannelData[2] = MSG_ReadFloat(msg);
|
|
pFrame->pChannelData[3] = MSG_ReadFloat(msg);
|
|
}
|
|
break;
|
|
//
|
|
// 3 channels (Position)
|
|
//
|
|
case CHANNEL_POSITION:
|
|
frameSize = (sizeof(skanGameFrame) - sizeof(skanGameFrame::pChannelData) + sizeof(vec3_t));
|
|
pFrame = (skanGameFrame *)Skel_Alloc(frameSize * frameCnt);
|
|
pChannel->ary_frames = pFrame;
|
|
pChannel->nFramesInChannel = frameCnt;
|
|
|
|
for (j = 0; j < pChannel->nFramesInChannel; j++) {
|
|
pFrame = (skanGameFrame *)((byte *)pChannel->ary_frames + j * frameSize);
|
|
pFrame->nFrameNum = MSG_ReadShort(msg);
|
|
pFrame->nPrevFrameIndex = MSG_ReadShort(msg);
|
|
pFrame->pChannelData[0] = MSG_ReadFloat(msg);
|
|
pFrame->pChannelData[1] = MSG_ReadFloat(msg);
|
|
pFrame->pChannelData[2] = MSG_ReadFloat(msg);
|
|
}
|
|
break;
|
|
//
|
|
// 1 channel (frame)
|
|
//
|
|
case CHANNEL_VALUE:
|
|
frameSize = (sizeof(skanGameFrame) - sizeof(skanGameFrame::pChannelData) + sizeof(float) * 1);
|
|
pFrame = (skanGameFrame *)Skel_Alloc(frameSize * frameCnt);
|
|
pChannel->ary_frames = pFrame;
|
|
pChannel->nFramesInChannel = frameCnt;
|
|
|
|
for (j = 0; j < pChannel->nFramesInChannel; j++) {
|
|
pFrame = (skanGameFrame *)((byte *)pChannel->ary_frames + j * frameSize);
|
|
pFrame->nFrameNum = MSG_ReadShort(msg);
|
|
pFrame->nPrevFrameIndex = MSG_ReadShort(msg);
|
|
pFrame->pChannelData[0] = MSG_ReadFloat(msg);
|
|
}
|
|
break;
|
|
case CHANNEL_NONE:
|
|
// Nothing to do
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
skelAnimDataGameHeader_t *skeletor_c::LoadProcessedAnim(const char *path, void *buffer, int len, const char *name)
|
|
{
|
|
skelAnimDataGameHeader_t *enAnim;
|
|
int i, j;
|
|
msg_t msg;
|
|
msg_t msgForAnim;
|
|
int numChannels;
|
|
skelAnimGameFrame_t *newFrame;
|
|
|
|
MSG_Init(&msg, (byte *)buffer, len);
|
|
msg.cursize = len;
|
|
MSG_BeginReading(&msg);
|
|
|
|
numChannels = MSG_ReadLong(&msg);
|
|
enAnim = skelAnimDataGameHeader_t::AllocRLEChannelData(numChannels);
|
|
enAnim->flags = MSG_ReadLong(&msg);
|
|
enAnim->frameTime = MSG_ReadFloat(&msg);
|
|
enAnim->totalDelta[0] = MSG_ReadFloat(&msg);
|
|
enAnim->totalDelta[1] = MSG_ReadFloat(&msg);
|
|
enAnim->totalDelta[2] = MSG_ReadFloat(&msg);
|
|
enAnim->totalAngleDelta = MSG_ReadFloat(&msg);
|
|
enAnim->numFrames = MSG_ReadLong(&msg);
|
|
enAnim->nTotalChannels = MSG_ReadShort(&msg);
|
|
enAnim->bHasDelta = MSG_ReadByte(&msg) != 0;
|
|
enAnim->bHasUpper = MSG_ReadByte(&msg) != 0;
|
|
enAnim->bHasMorph = MSG_ReadByte(&msg) != 0;
|
|
|
|
newFrame = (skelAnimGameFrame_t *)Skel_Alloc(enAnim->numFrames * sizeof(skelAnimGameFrame_t));
|
|
enAnim->m_frame = newFrame;
|
|
|
|
for (i = 0; i < enAnim->numFrames; i++) {
|
|
newFrame->bounds[0][0] = MSG_ReadFloat(&msg);
|
|
newFrame->bounds[0][1] = MSG_ReadFloat(&msg);
|
|
newFrame->bounds[0][2] = MSG_ReadFloat(&msg);
|
|
newFrame->bounds[1][0] = MSG_ReadFloat(&msg);
|
|
newFrame->bounds[1][1] = MSG_ReadFloat(&msg);
|
|
newFrame->bounds[1][2] = MSG_ReadFloat(&msg);
|
|
newFrame->radius = MSG_ReadFloat(&msg);
|
|
newFrame->delta[0] = MSG_ReadFloat(&msg);
|
|
newFrame->delta[1] = MSG_ReadFloat(&msg);
|
|
newFrame->delta[2] = MSG_ReadFloat(&msg);
|
|
newFrame->angleDelta = MSG_ReadFloat(&msg);
|
|
newFrame->pChannels = NULL;
|
|
newFrame++;
|
|
}
|
|
|
|
enAnim->bounds[0][0] = MSG_ReadFloat(&msg);
|
|
enAnim->bounds[0][1] = MSG_ReadFloat(&msg);
|
|
enAnim->bounds[0][2] = MSG_ReadFloat(&msg);
|
|
enAnim->bounds[1][0] = MSG_ReadFloat(&msg);
|
|
enAnim->bounds[1][1] = MSG_ReadFloat(&msg);
|
|
enAnim->bounds[1][2] = MSG_ReadFloat(&msg);
|
|
|
|
enAnim->numFrames = MSG_ReadLong(&msg);
|
|
enAnim->nTotalChannels = MSG_ReadShort(&msg);
|
|
|
|
msgForAnim = msg;
|
|
|
|
for (i = 0; i < enAnim->nTotalChannels; i++) {
|
|
int frameCnt = MSG_ReadShort(&msgForAnim);
|
|
vec4_t channelData;
|
|
|
|
for (j = 0; j < frameCnt; j++) {
|
|
MSG_ReadShort(&msgForAnim);
|
|
MSG_ReadShort(&msgForAnim);
|
|
MSG_ReadData(&msgForAnim, channelData, sizeof(vec4_t));
|
|
}
|
|
}
|
|
|
|
enAnim->nBytesUsed = MSG_ReadLong(&msgForAnim);
|
|
|
|
numChannels = MSG_ReadLong(&msgForAnim);
|
|
enAnim->channelList.ZeroChannels();
|
|
|
|
for (i = 0; i < numChannels; i++) {
|
|
const char *name = MSG_ReadString(&msgForAnim);
|
|
|
|
if (enAnim->channelList.AddChannel(m_channelNames.RegisterChannel(name)) != i) {
|
|
Com_Printf("^~^~^ Animation '%s' has duplicate channel '%s'\n", path, name);
|
|
}
|
|
}
|
|
|
|
ReadEncodedFrames(&msg, enAnim);
|
|
return enAnim;
|
|
}
|
|
|
|
skelAnimDataGameHeader_t *skeletor_c::LoadProcessedAnimEx(const char *path, void *buffer, int len, const char *name)
|
|
{
|
|
skelAnimDataGameHeader_t *enAnim;
|
|
int i;
|
|
msg_t msg;
|
|
int numChannels;
|
|
skelAnimGameFrame_t *newFrame;
|
|
|
|
MSG_Init(&msg, (byte *)buffer, len);
|
|
msg.cursize = len;
|
|
MSG_BeginReading(&msg);
|
|
|
|
numChannels = MSG_ReadShort(&msg);
|
|
enAnim = skelAnimDataGameHeader_t::AllocRLEChannelData(numChannels);
|
|
enAnim->channelList.ZeroChannels();
|
|
enAnim->flags = MSG_ReadLong(&msg);
|
|
enAnim->frameTime = MSG_ReadFloat(&msg);
|
|
enAnim->totalDelta[0] = MSG_ReadFloat(&msg);
|
|
enAnim->totalDelta[1] = MSG_ReadFloat(&msg);
|
|
enAnim->totalDelta[2] = MSG_ReadFloat(&msg);
|
|
enAnim->totalAngleDelta = MSG_ReadFloat(&msg);
|
|
enAnim->numFrames = MSG_ReadLong(&msg);
|
|
enAnim->bHasDelta = MSG_ReadByte(&msg) != 0;
|
|
enAnim->bHasUpper = MSG_ReadByte(&msg) != 0;
|
|
enAnim->bHasMorph = MSG_ReadByte(&msg) != 0;
|
|
|
|
for (i = 0; i < enAnim->nTotalChannels; i++) {
|
|
enAnim->channelList.AddChannel(m_channelNames.RegisterChannel(MSG_ReadString(&msg)));
|
|
}
|
|
|
|
newFrame = (skelAnimGameFrame_t *)Skel_Alloc(enAnim->numFrames * sizeof(skelAnimGameFrame_t));
|
|
enAnim->m_frame = newFrame;
|
|
|
|
for (i = 0; i < enAnim->numFrames; i++) {
|
|
newFrame->bounds[0][0] = MSG_ReadFloat(&msg);
|
|
newFrame->bounds[0][1] = MSG_ReadFloat(&msg);
|
|
newFrame->bounds[0][2] = MSG_ReadFloat(&msg);
|
|
newFrame->bounds[1][0] = MSG_ReadFloat(&msg);
|
|
newFrame->bounds[1][1] = MSG_ReadFloat(&msg);
|
|
newFrame->bounds[1][2] = MSG_ReadFloat(&msg);
|
|
newFrame->radius = MSG_ReadFloat(&msg);
|
|
newFrame->delta[0] = MSG_ReadFloat(&msg);
|
|
newFrame->delta[1] = MSG_ReadFloat(&msg);
|
|
newFrame->delta[2] = MSG_ReadFloat(&msg);
|
|
newFrame->angleDelta = MSG_ReadFloat(&msg);
|
|
newFrame->pChannels = NULL;
|
|
newFrame++;
|
|
}
|
|
|
|
enAnim->bounds[0][0] = MSG_ReadFloat(&msg);
|
|
enAnim->bounds[0][1] = MSG_ReadFloat(&msg);
|
|
enAnim->bounds[0][2] = MSG_ReadFloat(&msg);
|
|
enAnim->bounds[1][0] = MSG_ReadFloat(&msg);
|
|
enAnim->bounds[1][1] = MSG_ReadFloat(&msg);
|
|
enAnim->bounds[1][2] = MSG_ReadFloat(&msg);
|
|
ReadEncodedFramesEx(&msg, enAnim);
|
|
|
|
return enAnim;
|
|
}
|