/*! * \file src/SkeletalModel.cpp * \brief This is the factored out skeletal model class * * \author Mongoose * \author xythobuz */ #include "global.h" #include "Log.h" #include "Render.h" #include "SkeletalModel.h" #include "World.h" BoneTag::BoneTag(TombRaider &tr, unsigned int index, unsigned int i, unsigned int *l, unsigned int frame_offset) { tr2_moveable_t *moveable = tr.Moveable(); tr2_meshtree_t *meshtree = tr.MeshTree(); unsigned short *frame = tr.Frame(); off[0] = 0.0f; off[1] = 0.0f; off[2] = 0.0f; flag = 0x00; rot[0] = 0.0f; rot[1] = 0.0f; rot[2] = 0.0f; mesh = moveable[index].starting_mesh + i; // Setup offsets to produce skeleton if (i == 0) { // Always push tag[0], this isn't really used either flag = 0x02; } else { // Nonprimary tag - position relative to first tag // Hack: moveable[index].mesh_tree is a byte offset // into mesh_tree[], so we have to convert to index int *tree = (int *)(void *)meshtree; tr2_meshtree_t *mesh_tree = (tr2_meshtree_t *)(tree + moveable[index].mesh_tree + ((i - 1) * 4)); off[0] = mesh_tree->x; off[1] = mesh_tree->y; off[2] = mesh_tree->z; flag = (char)mesh_tree->flags; } // Setup tag rotations tr.computeRotationAngles(&frame, &frame_offset, l, rot, rot + 1, rot + 2); } void BoneTag::display() { getWorld().getStaticMesh(mesh).display(); } void BoneTag::getOffset(float o[3]) { o[0] = off[0]; o[1] = off[1]; o[2] = off[2]; } void BoneTag::getRotation(float r[3]) { r[0] = rot[0]; r[1] = rot[1]; r[2] = rot[2]; } char BoneTag::getFlag() { return flag; } BoneFrame::BoneFrame(TombRaider &tr, unsigned int index, unsigned int frame_offset) { tr2_moveable_t *moveable = tr.Moveable(); unsigned short *frame = tr.Frame(); pos[0] = (short)frame[frame_offset + 6]; pos[1] = (short)frame[frame_offset + 7]; pos[2] = (short)frame[frame_offset + 8]; unsigned int l = 9; // First angle offset in this Frame for (unsigned int i = 0; i < moveable[index].num_meshes; i++) tag.push_back(new BoneTag(tr, index, i, &l, frame_offset)); } BoneFrame::~BoneFrame() { for (unsigned long i = 0; i < tag.size(); i++) delete tag[i]; } unsigned long BoneFrame::size() { return tag.size(); } BoneTag &BoneFrame::get(unsigned long i) { assert(i < tag.size()); return *tag.at(i); } void BoneFrame::getPosition(float p[3]) { p[0] = pos[0]; p[1] = pos[1]; p[2] = pos[2]; } AnimationFrame::AnimationFrame(TombRaider &tr, unsigned int index, int a, unsigned int *frame_offset, int frame_step) { tr2_moveable_t *moveable = tr.Moveable(); tr2_animation_t *animation = tr.Animation(); unsigned int frame_count = (animation[a].frame_end - animation[a].frame_start) + 1; rate = animation[a].frame_rate; for (unsigned int f = 0; f < frame_count; f++, *frame_offset += frame_step) { // HACK: Lara's ObjectID is 315, but her meshes start at 0, so make a // quick substitution (so she doesn't appear as a bunch of thighs) if ((index == 0) && (tr.Engine() == TR_VERSION_3)) { for (int j = 0; (j < (int)tr.NumMoveables()) && (index == 0); j++) { if (moveable[j].object_id == 315) index = j; } } // Fix Lara in TR4 // Body is ItemID 8, joints are ItemID 9 // (TR4 demo: body is ItemID 10, joints are ItemID 11) if ((index == 0) && (tr.Engine() == TR_VERSION_4)) { for (int j = 0; (j < (int)tr.NumMoveables()) && (index == 0); j++) { if (moveable[j].object_id == 8) index = j; } } else if ((moveable[index].object_id == 8) && (tr.Engine() == TR_VERSION_4)) { // KLUDGE to do "skinning" index = 0; for (int j = 0; (j < (int)tr.NumMoveables()) && (index == 0); j++) { if (moveable[j].object_id == 9) index = j; } } if (*frame_offset > tr.NumFrames()) { getLog() << "WARNING: Bad animation frame " << *frame_offset << " > " << tr.NumFrames() << " (" << index << "." << a << ")" << Log::endl; return; } frame.push_back(new BoneFrame(tr, index, *frame_offset)); } } AnimationFrame::~AnimationFrame() { for (unsigned long i = 0; i < frame.size(); i++) delete frame[i]; } unsigned long AnimationFrame::size() { return frame.size(); } BoneFrame &AnimationFrame::get(unsigned long i) { assert(i < frame.size()); return *frame.at(i); } SkeletalModel::SkeletalModel(TombRaider &tr, unsigned int index, int objectId) { tr2_moveable_t *moveable = tr.Moveable(); tr2_animation_t *anim = tr.Animation(); tr2_mesh_t *mesh = tr.Mesh(); id = objectId; // Gather more info if this is lara if (id == 0) { // Only TR4 lara has 2 layer bone tags/meshes per bone frame tr4Overlay = (tr.Engine() == TR_VERSION_4); ponytailId = 0; } else { tr4Overlay = false; ponytailId = -1; } switch (tr.Engine()) { case TR_VERSION_4: if (moveable[index].object_id == 30) { ponytailId = getWorld().sizeSkeletalModel(); //! \fixme Why is this even needed? ponytailMeshId = moveable[index].starting_mesh; ponytailNumMeshes = ((moveable[index].num_meshes > 0) ? moveable[index].num_meshes : 0); ponytailAngle = -90.0f; ponytail[0] = -3; ponytail[1] = -22; ponytail[2] = -20; ponyOff = 40; ponyOff2 = 32; pigtails = false; // Try to guess pigtails by looking for certian num verts in head if (mesh[moveable[0].starting_mesh].num_vertices > 80) { pigtails = true; ponyOff -= 20; ponytail[1] -= 32; } getRender().setFlags(Render::fRenderPonytail); getLog() << "Found known ponytail" << Log::endl; } break; case TR_VERSION_1: case TR_VERSION_2: case TR_VERSION_3: case TR_VERSION_5: case TR_VERSION_UNKNOWN: if (moveable[index].object_id == 2) { ponytailId = getWorld().sizeSkeletalModel(); //! \fixme Why is this even needed? ponytailMeshId = moveable[index].starting_mesh; ponytailNumMeshes = ((moveable[index].num_meshes > 0) ? moveable[index].num_meshes : 0); ponytailAngle = -90.0f; ponytail[0] = 0; ponytail[1] = -20; ponytail[2] = -20; ponyOff = 40; ponyOff2 = 0; getRender().setFlags(Render::fRenderPonytail); getLog() << "Found ponytail?" << Log::endl; } break; } // Animations int a = moveable[index].animation; unsigned int frame_offset = anim[a].frame_offset / 2; int frame_step = anim[a].frame_size; int frame_cycle = 0; if (a >= (int)tr.NumAnimations()) a = tr.NumFrames() - frame_offset; //! \fixme Couldn't a be already used out of range?! else a = (anim[a].frame_offset / 2) - frame_offset; //! \fixme Same as a = 0; ?? if (frame_step != 0) // prevent divide-by-zero errors a /= frame_step; if (a != 0) frame_offset += frame_step * (frame_cycle % a); if (a < 0) { getLog() << "Invalid animation data for model " << index << ". Skip!" << Log::endl; return; } else { for (; a < tr.getNumAnimsForMoveable(index); a++) { animation.push_back(new AnimationFrame(tr, index, a, &frame_offset, frame_step)); if (frame_offset > tr.NumFrames()) return; frame_offset = anim[a].frame_offset / 2; frame_step = anim[a].frame_size; } } } SkeletalModel::~SkeletalModel() { for (unsigned long i = 0; i < animation.size(); i++) delete animation[i]; } void SkeletalModel::display(unsigned long aframe, unsigned long bframe) { assert(aframe < size()); assert(bframe < get(aframe).size()); AnimationFrame &anim = get(aframe); BoneFrame &boneframe = anim.get(bframe); float pos[3]; boneframe.getPosition(pos); glTranslatef(pos[0], pos[1], pos[2]); for (unsigned int a = 0; a < boneframe.size(); a++) { BoneTag &tag = boneframe.get(a); float rot[3], off[3]; tag.getRotation(rot); tag.getOffset(off); if (a == 0) { glRotatef(rot[1], 0, 1, 0); glRotatef(rot[0], 1, 0, 0); glRotatef(rot[2], 0, 0, 1); } else { if (tag.getFlag() & 0x01) glPopMatrix(); if (tag.getFlag() & 0x02) glPushMatrix(); glTranslatef(off[0], off[1], off[2]); glRotatef(rot[1], 0, 1, 0); glRotatef(rot[0], 1, 0, 0); glRotatef(rot[2], 0, 0, 1); } // Draw layered lara in TR4 (2 meshes per tag) if (tr4Overlay) { BoneFrame &boneframe2 = get(0).get(0); //! \fixme Woot? if (a < boneframe2.size()) boneframe2.get(a).display(); } if (getRender().getFlags() & Render::fRenderPonytail) { if ((ponytailId > 0) && (a == 14)) { glPushMatrix(); // Mongoose 2002.08.30, TEST to align offset glTranslatef(ponytail[0], ponytail[1], ponytail[2]); glRotatef(ponytailAngle, 1, 0, 0); // HACK: To fill TR4 void between ponytail/head // since no vertex welds are implemented yet if (tr4Overlay) glScalef(1.20f, 1.20f, 1.20f); #ifdef EXPERIMENTAL_NON_ITEM_RENDER getWorld().getSkeletalModel(ponytail).display(0, 0); #else for (unsigned int i = 0; i < ponytailNumMeshes; i++) { glPushMatrix(); if (i > 0) { glRotatef(randomNum(-8.0f, -10.0f), 1, 0, 0); glRotatef(randomNum(-5.0f, 5.0f), 0, 1, 0); glRotatef(randomNum(-5.0f, 5.0f), 0, 0, 1); glTranslatef(0.0, 0.0, ponyOff); } if (pigtails) { glPushMatrix(); glTranslatef(ponyOff2, 0.0, 0.0); getWorld().getStaticMesh(ponytailMeshId + i).display(); glPopMatrix(); glPushMatrix(); glTranslatef(-ponyOff2, 0.0, 0.0); getWorld().getStaticMesh(ponytailMeshId + i).display(); glPopMatrix(); } else { getWorld().getStaticMesh(ponytailMeshId + i).display(); } } for (unsigned int i = 0; i < ponytailNumMeshes; i++) glPopMatrix(); #endif glPopMatrix(); } } tag.display(); } } int SkeletalModel::getId() { return id; } void SkeletalModel::setPigTail(bool b) { pigtails = b; if (b) { ponyOff -= 20; ponytail[1] -= 32; } else { ponyOff += 20; ponytail[1] += 32; } } void SkeletalModel::setPonyPos(float x, float y, float z, float angle) { ponytail[0] = x; ponytail[1] = y; ponytail[2] = z; ponytailAngle = angle; } unsigned long SkeletalModel::size() { return animation.size(); } AnimationFrame &SkeletalModel::get(unsigned long i) { assert(i < animation.size()); return *animation.at(i); }