From e7ed4d009636804d5dbe05aae9e7ab23b80fdd37 Mon Sep 17 00:00:00 2001 From: aap Date: Tue, 11 Jun 2019 08:59:28 +0200 Subject: added animation system (with skin support for now) --- src/animation/FrameUpdate.cpp | 228 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 228 insertions(+) create mode 100644 src/animation/FrameUpdate.cpp (limited to 'src/animation/FrameUpdate.cpp') diff --git a/src/animation/FrameUpdate.cpp b/src/animation/FrameUpdate.cpp new file mode 100644 index 00000000..1533897e --- /dev/null +++ b/src/animation/FrameUpdate.cpp @@ -0,0 +1,228 @@ +#include "common.h" +#include "patcher.h" +#include "NodeName.h" +#include "VisibilityPlugins.h" +#include "AnimBlendClumpData.h" +#include "AnimBlendAssociation.h" +#include "RpAnimBlend.h" + +CAnimBlendClumpData *&gpAnimBlendClump = *(CAnimBlendClumpData**)0x621000; + +void FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg); +void FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg); +void FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg); + +void +FrameUpdateCallBack(AnimBlendFrameData *frame, void *arg) +{ + CVector vec, pos(0.0f, 0.0f, 0.0f); + CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f); + float totalBlendAmount = 0.0f; + RwMatrix *mat = RwFrameGetMatrix(frame->frame); + CAnimBlendNode **node; + AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg; + + if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION && + gpAnimBlendClump->pedPosition){ + if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION_3D) + FrameUpdateCallBackWith3dVelocityExtraction(frame, arg); + else + FrameUpdateCallBackWithVelocityExtraction(frame, arg); + return; + } + + if(updateData->foobar) + for(node = updateData->nodes; *node; node++) + if((*node)->sequence && (*node)->association->IsPartial()) + totalBlendAmount += (*node)->association->blendAmount; + + for(node = updateData->nodes; *node; node++){ + if((*node)->sequence){ + (*node)->Update(vec, q, 1.0f-totalBlendAmount); + if((*node)->sequence->HasTranslation()) + pos += vec; + rot += q; + } + ++*node; + } + + if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){ + RwMatrixSetIdentity(mat); + + float norm = rot.MagnitudeSqr(); + if(norm == 0.0f) + rot.w = 1.0f; + else + rot *= 1.0f/sqrt(norm); + rot.Get(mat); + } + + if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){ + mat->pos.x = pos.x; + mat->pos.y = pos.y; + mat->pos.z = pos.z; + mat->pos.x += frame->resetPos.x; + mat->pos.y += frame->resetPos.y; + mat->pos.z += frame->resetPos.z; + } + RwMatrixUpdate(mat); +} + +void +FrameUpdateCallBackWithVelocityExtraction(AnimBlendFrameData *frame, void *arg) +{ + CVector vec, pos(0.0f, 0.0f, 0.0f); + CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f); + float totalBlendAmount = 0.0f; + float transx = 0.0f, transy = 0.0f; + float curx = 0.0f, cury = 0.0f; + float endx = 0.0f, endy = 0.0f; + bool looped = false; + RwMatrix *mat = RwFrameGetMatrix(frame->frame); + CAnimBlendNode **node; + AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg; + + if(updateData->foobar) + for(node = updateData->nodes; *node; node++) + if((*node)->sequence && (*node)->association->IsPartial()) + totalBlendAmount += (*node)->association->blendAmount; + + for(node = updateData->nodes; *node; node++) + if((*node)->sequence && (*node)->sequence->HasTranslation()){ + if((*node)->association->HasTranslation()){ + (*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount); + cury += vec.y; + if((*node)->association->HasXTranslation()) + curx += vec.x; + } + } + + for(node = updateData->nodes; *node; node++){ + if((*node)->sequence){ + bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount); + rot += q; + if((*node)->sequence->HasTranslation()){ + pos += vec; + if((*node)->association->HasTranslation()){ + transy += vec.y; + if((*node)->association->HasXTranslation()) + transx += vec.x; + looped |= nodelooped; + if(nodelooped){ + (*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount); + endy += vec.y; + if((*node)->association->HasXTranslation()) + endx += vec.x; + } + } + } + } + ++*node; + } + + if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){ + RwMatrixSetIdentity(mat); + + float norm = rot.MagnitudeSqr(); + if(norm == 0.0f) + rot.w = 1.0f; + else + rot *= 1.0f/sqrt(norm); + rot.Get(mat); + } + + if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){ + gpAnimBlendClump->pedPosition->x = transx - curx; + gpAnimBlendClump->pedPosition->y = transy - cury; + if(looped){ + gpAnimBlendClump->pedPosition->x += endx; + gpAnimBlendClump->pedPosition->y += endy; + } + mat->pos.x = pos.x - transx; + mat->pos.y = pos.y - transy; + mat->pos.z = pos.z; + if(mat->pos.z >= -0.8f) + if(mat->pos.z < -0.4f) + mat->pos.z += (2.5f * mat->pos.z + 2.0f) * frame->resetPos.z; + else + mat->pos.z += frame->resetPos.z; + mat->pos.x += frame->resetPos.x; + mat->pos.y += frame->resetPos.y; + } + RwMatrixUpdate(mat); +} + +// original code uses do loops? +void +FrameUpdateCallBackWith3dVelocityExtraction(AnimBlendFrameData *frame, void *arg) +{ + CVector vec, pos(0.0f, 0.0f, 0.0f); + CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f); + float totalBlendAmount = 0.0f; + CVector trans(0.0f, 0.0f, 0.0f); + CVector cur(0.0f, 0.0f, 0.0f); + CVector end(0.0f, 0.0f, 0.0f); + bool looped = false; + RwMatrix *mat = RwFrameGetMatrix(frame->frame); + CAnimBlendNode **node; + AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg; + + if(updateData->foobar) + for(node = updateData->nodes; *node; node++) + if((*node)->sequence && (*node)->association->IsPartial()) + totalBlendAmount += (*node)->association->blendAmount; + + for(node = updateData->nodes; *node; node++) + if((*node)->sequence && (*node)->sequence->HasTranslation()){ + if((*node)->association->HasTranslation()){ + (*node)->GetCurrentTranslation(vec, 1.0f-totalBlendAmount); + cur += vec; + } + } + + for(node = updateData->nodes; *node; node++){ + if((*node)->sequence){ + bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount); + rot += q; + if((*node)->sequence->HasTranslation()){ + pos += vec; + if((*node)->association->HasTranslation()){ + trans += vec; + looped |= nodelooped; + if(nodelooped){ + (*node)->GetEndTranslation(vec, 1.0f-totalBlendAmount); + end += vec; + } + } + } + } + ++*node; + } + + if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){ + RwMatrixSetIdentity(mat); + + float norm = rot.MagnitudeSqr(); + if(norm == 0.0f) + rot.w = 1.0f; + else + rot *= 1.0f/sqrt(norm); + rot.Get(mat); + } + + if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){ + *gpAnimBlendClump->pedPosition = trans - cur; + if(looped) + *gpAnimBlendClump->pedPosition += end; + mat->pos.x = (pos - trans).x + frame->resetPos.x; + mat->pos.y = (pos - trans).y + frame->resetPos.y; + mat->pos.z = (pos - trans).z + frame->resetPos.z; + } + RwMatrixUpdate(mat); +} + +STARTPATCHES + InjectHook(0x4025F0, FrameUpdateCallBack, PATCH_JUMP); + InjectHook(0x4028B0, FrameUpdateCallBackWithVelocityExtraction, PATCH_JUMP); + InjectHook(0x402D40, FrameUpdateCallBackWith3dVelocityExtraction, PATCH_JUMP); +ENDPATCHES -- cgit v1.2.3