Decoupled IQM Model Animations
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14 changed files with 515 additions and 75 deletions
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@ -253,13 +253,88 @@ void RenderHUDModel(FModelRenderer *renderer, DPSprite *psp, FVector3 translatio
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renderer->EndDrawHUDModel(playermo->RenderStyle, smf);
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}
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double getCurrentFrame(const AnimOverride &anim, double tic)
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{
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if(anim.framerate <= 0) return anim.startFrame;
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double duration = double(anim.lastFrame - anim.firstFrame) / double(anim.framerate); // duration in seconds
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double startPos = double(anim.startFrame - anim.firstFrame) / double(anim.framerate);
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double pos = startPos + ((tic - anim.startTic) / GameTicRate); // position in seconds
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return (((anim.flags & ANIMOVERRIDE_LOOP) ? fmod(pos, duration) : min(pos, duration)) * anim.framerate) + anim.firstFrame;
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}
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static void calcFrame(const AnimOverride &anim, double tic, double &inter, int &prev, int &next)
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{
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double frame = getCurrentFrame(anim, tic);
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prev = int(floor(frame));
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inter = frame - prev;
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if(frame > anim.lastFrame)
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{
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if(anim.flags & ANIMOVERRIDE_LOOP)
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{
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next = anim.loopFrame + (prev - anim.lastFrame);
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}
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else
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{
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inter = 0;
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prev = next = anim.lastFrame;
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}
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}
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else
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{
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next = int(ceil(frame));
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}
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}
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void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, FTranslationID translation, AActor* actor)
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{
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// [BB] Frame interpolation: Find the FSpriteModelFrame smfNext which follows after smf in the animation
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// and the scalar value inter ( element of [0,1) ), both necessary to determine the interpolated frame.
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FSpriteModelFrame * smfNext = nullptr;
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const FSpriteModelFrame * smfNext = nullptr;
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double inter = 0.;
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if (gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION))
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double inter_main = -1.f;
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double inter_next = -1.f;
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bool is_decoupled = (actor->flags9 & MF9_DECOUPLEDANIMATIONS);
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int decoupled_main_prev_frame = -1;
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int decoupled_next_prev_frame = -1;
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int decoupled_main_frame = -1;
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int decoupled_next_frame = -1;
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// if prev_frame == -1: interpolate(main_frame, next_frame, inter), else: interpolate(interpolate(main_prev_frame, main_frame, inter_main), interpolate(next_prev_frame, next_frame, inter_next), inter)
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// 4-way interpolation is needed to interpolate animation switches between animations that aren't 35hz
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if(is_decoupled)
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{
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smfNext = smf = &BaseSpriteModelFrames[actor->GetClass()];
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if(actor->modelData && !(actor->modelData->curAnim.flags & ANIMOVERRIDE_NONE))
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{
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double tic = actor->Level->totaltime;
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if ((ConsoleState == c_up || ConsoleState == c_rising) && (menuactive == MENU_Off || menuactive == MENU_OnNoPause) && !Level->isFrozen())
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{
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tic += I_GetTimeFrac();
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}
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if(actor->modelData->curAnim.startTic > tic)
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{
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inter = (tic - actor->modelData->curAnim.switchTic) / (actor->modelData->curAnim.startTic - actor->modelData->curAnim.switchTic);
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calcFrame(actor->modelData->curAnim, actor->modelData->curAnim.startTic, inter_next, decoupled_next_prev_frame, decoupled_next_frame);
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calcFrame(actor->modelData->prevAnim, actor->modelData->curAnim.switchTic, inter_main, decoupled_main_prev_frame, decoupled_main_frame);
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}
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else
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{
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calcFrame(actor->modelData->curAnim, tic, inter, decoupled_main_frame, decoupled_next_frame);
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}
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}
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}
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else if (gl_interpolate_model_frames && !(smf->flags & MDL_NOINTERPOLATION))
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{
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FState *nextState = curState->GetNextState();
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if (curState != nextState && nextState)
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@ -267,7 +342,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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// [BB] To interpolate at more than 35 fps we take tic fractions into account.
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float ticFraction = 0.;
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// [BB] In case the tic counter is frozen we have to leave ticFraction at zero.
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if (ConsoleState == c_up && menuactive != MENU_On && !Level->isFrozen())
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if ((ConsoleState == c_up || ConsoleState == c_rising) && (menuactive == MENU_Off || menuactive == MENU_OnNoPause) && !Level->isFrozen())
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{
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ticFraction = I_GetTimeFrac();
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}
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@ -311,7 +386,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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TArray<FTextureID> surfaceskinids;
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TArray<VSMatrix> boneData = TArray<VSMatrix>();
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TArray<VSMatrix> boneData;
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int boneStartingPosition = 0;
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bool evaluatedSingle = false;
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@ -321,7 +396,7 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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int animationid = -1;
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int modelframe = -1;
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int modelframenext = -1;
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FTextureID skinid; skinid.SetNull();
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FTextureID skinid(nullptr);
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surfaceskinids.Clear();
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@ -350,30 +425,32 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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{
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animationid = smf->animationIDs[i];
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}
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if(!is_decoupled)
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{
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//modelFrame
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if (actor->modelData->modelFrameGenerators.Size() > i
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&& (unsigned)actor->modelData->modelFrameGenerators[i] < modelsamount
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&& smf->modelframes[actor->modelData->modelFrameGenerators[i]] >= 0
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) {
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modelframe = smf->modelframes[actor->modelData->modelFrameGenerators[i]];
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//modelFrame
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if (actor->modelData->modelFrameGenerators.Size() > i
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&& (unsigned)actor->modelData->modelFrameGenerators[i] < modelsamount
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&& smf->modelframes[actor->modelData->modelFrameGenerators[i]] >= 0
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) {
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modelframe = smf->modelframes[actor->modelData->modelFrameGenerators[i]];
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if (smfNext)
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{
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if(smfNext->modelframes[actor->modelData->modelFrameGenerators[i]] >= 0)
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if (smfNext)
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{
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modelframenext = smfNext->modelframes[actor->modelData->modelFrameGenerators[i]];
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}
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else
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{
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modelframenext = smfNext->modelframes[i];
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if(smfNext->modelframes[actor->modelData->modelFrameGenerators[i]] >= 0)
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{
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modelframenext = smfNext->modelframes[actor->modelData->modelFrameGenerators[i]];
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}
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else
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{
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modelframenext = smfNext->modelframes[i];
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}
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}
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}
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}
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else if(smf->modelsAmount > i)
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{
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modelframe = smf->modelframes[i];
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if (smfNext) modelframenext = smfNext->modelframes[i];
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else if(smf->modelsAmount > i)
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{
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modelframe = smf->modelframes[i];
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if (smfNext) modelframenext = smfNext->modelframes[i];
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}
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}
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//skinID
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@ -444,29 +521,47 @@ void RenderFrameModels(FModelRenderer *renderer, FLevelLocals *Level, const FSpr
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GC::WriteBarrier(actor, ptr);
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}
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if (animationid >= 0)
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// [RL0] while per-model animations aren't done, DECOUPLEDANIMATIONS does the same as MODELSAREATTACHMENTS
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if ((!(smf->flags & MDL_MODELSAREATTACHMENTS) && !is_decoupled) || !evaluatedSingle)
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{
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FModel* animation = Models[animationid];
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const TArray<TRS>* animationData = animation->AttachAnimationData();
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if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
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if (animationid >= 0)
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{
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boneData = animation->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, animationData, actor->boneComponentData, i);
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FModel* animation = Models[animationid];
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const TArray<TRS>* animationData = animation->AttachAnimationData();
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if(is_decoupled)
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{
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if(decoupled_main_frame != -1)
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{
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boneData = animation->CalculateBones(decoupled_main_frame, decoupled_next_frame, inter, decoupled_main_prev_frame, inter_main, decoupled_next_prev_frame, inter_next, animationData, actor->boneComponentData, i);
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}
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}
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else
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{
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boneData = animation->CalculateBones(modelframe, modelframenext, nextFrame ? inter : -1.f, 0, -1.f, 0, -1.f, animationData, actor->boneComponentData, i);
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}
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boneStartingPosition = renderer->SetupFrame(animation, 0, 0, 0, boneData, -1);
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evaluatedSingle = true;
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}
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}
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else
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{
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if (!(smf->flags & MDL_MODELSAREATTACHMENTS) || evaluatedSingle == false)
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else
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{
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boneData = mdl->CalculateBones(modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, nullptr, actor->boneComponentData, i);
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if(is_decoupled)
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{
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if(decoupled_main_frame != -1)
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{
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boneData = mdl->CalculateBones(decoupled_main_frame, decoupled_next_frame, inter, decoupled_main_prev_frame, inter_main, decoupled_next_prev_frame, inter_next, nullptr, actor->boneComponentData, i);
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}
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}
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else
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{
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boneData = mdl->CalculateBones(modelframe, modelframenext, nextFrame ? inter : -1.f, 0, -1.f, 0, -1.f, nullptr, actor->boneComponentData, i);
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}
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boneStartingPosition = renderer->SetupFrame(mdl, 0, 0, 0, boneData, -1);
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evaluatedSingle = true;
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}
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}
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mdl->RenderFrame(renderer, tex, modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : 0.f, translation, ssidp, boneData, boneStartingPosition);
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mdl->RenderFrame(renderer, tex, modelframe, nextFrame ? modelframenext : modelframe, nextFrame ? inter : -1.f, translation, ssidp, boneData, boneStartingPosition);
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}
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}
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}
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@ -849,6 +944,16 @@ static void ParseModelDefLump(int Lump)
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}
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}
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}
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else if (sc.Compare("baseframe"))
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{
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FSpriteModelFrame *smfp = &BaseSpriteModelFrames.Insert(type, smf);
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for(int modelID : smf.modelIDs)
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{
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if(modelID >= 0)
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Models[modelID]->baseFrame = smfp;
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}
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GetDefaultByType(type)->hasmodel = true;
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}
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else if (sc.Compare("frameindex") || sc.Compare("frame"))
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{
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bool isframe=!!sc.Compare("frame");
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@ -1008,7 +1113,16 @@ FSpriteModelFrame * FindModelFrameRaw(const PClass * ti, int sprite, int frame,
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FSpriteModelFrame * FindModelFrame(const AActor * thing, int sprite, int frame, bool dropped)
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{
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return FindModelFrameRaw((thing->modelData != nullptr && thing->modelData->modelDef != NAME_None) ? PClass::FindActor(thing->modelData->modelDef) : thing->GetClass(), sprite, frame, dropped);
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if(!thing) return nullptr;
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if(thing->flags9 & MF9_DECOUPLEDANIMATIONS)
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{
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return &BaseSpriteModelFrames[thing->GetClass()];
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}
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else
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{
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return FindModelFrameRaw((thing->modelData != nullptr && thing->modelData->modelDef != NAME_None) ? PClass::FindActor(thing->modelData->modelDef) : thing->GetClass(), sprite, frame, dropped);
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}
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}
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//===========================================================================
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@ -1025,8 +1139,7 @@ bool IsHUDModelForPlayerAvailable (player_t * player)
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// [MK] check that at least one psprite uses models
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for (DPSprite *psp = player->psprites; psp != nullptr && psp->GetID() < PSP_TARGETCENTER; psp = psp->GetNext())
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{
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FSpriteModelFrame *smf = psp->Caller != nullptr ? FindModelFrame(psp->Caller, psp->GetSprite(), psp->GetFrame(), false) : nullptr;
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if ( smf != nullptr ) return true;
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if ( FindModelFrame(psp->Caller, psp->GetSprite(), psp->GetFrame(), false) != nullptr ) return true;
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}
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return false;
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}
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