mkjs/Code/Render/nitroAnimator.js

244 lines
6.1 KiB
JavaScript

//
// nitroAnimator.js
//--------------------
// Runs nsbca animations and provides matrix stacks that can be used with nitroRender to draw them.
// by RHY3756547
//
// includes: gl-matrix.js (glMatrix 2.0)
// /formats/*
//
window.nitroAnimator = function(bmd, bca) {
var t = this;
t.bmd = bmd;
t.bca = bca;
var bmd = bmd;
var bca = bca;
t.setFrame = setFrame;
t.setAnim = setAnim;
t.getLength = getLength;
var matBufEmpty = new Float32Array(31*16);
var workingMat = mat4.create();
var temp = mat4.create();
var off=0;
var objMats = [];
for (var i=0; i<31; i++) {
matBufEmpty.set(temp, off);
objMats.push(mat4.create());
off += 16;
}
var matBuf = new Float32Array(31*16);
var matStack = {built: true, dat: matBuf};
function setAnim(b) {
bca = b;
t.bca = b;
}
function getLength(anim) {
return bca.animData.objectData[anim].frames;
}
function setFrame(anim, modelind, frame) {
var b = bca.animData.objectData[anim];
var fLow = Math.floor(frame);
var fHigh = Math.ceil(frame);
var iterp = frame%1;
var model = bmd.modelData.objectData[modelind];
var fallback = model.objects.objectData;
for (var i=0; i<b.trans.length; i++) {
var mat = objMats[i];
mat4.identity(mat);
var a = b.trans[i]; //animated transforms
var fa = fallback[i]; //fallback
var translate;
if (a.translate != null) {
translate = [];
if (a.tlExtra[0] != null) {
var f = frame * a.tlExtra[0].speed;
var fLow = Math.floor(f)%a.translate[0].length;
var fHigh = Math.ceil(f)%a.translate[0].length;
var p = f%1;
translate[0] = a.translate[0][fHigh]*(p) + a.translate[0][fLow]*(1-p);
} else translate[0] = a.translate[0][0];
if (a.tlExtra[1] != null) {
var f = frame * a.tlExtra[1].speed;
var fLow = Math.floor(f)%a.translate[1].length;
var fHigh = Math.ceil(f)%a.translate[1].length;
var p = f%1;
translate[1] = a.translate[1][fHigh]*(p) + a.translate[1][fLow]*(1-p);
} else translate[1] = a.translate[1][0];
if (a.tlExtra[2] != null) {
var f = frame * a.tlExtra[2].speed;
var fLow = Math.floor(f)%a.translate[2].length;
var fHigh = Math.ceil(f)%a.translate[2].length;
var p = f%1;
translate[2] = a.translate[2][fHigh]*(p) + a.translate[2][fLow]*(1-p);
} else translate[2] = a.translate[2][0];
} else {
translate = fa.translate;
}
var rotate;
if (a.rotate != null) {
if (a.rotExtra != null) {
var f = frame * a.rotExtra.speed;
var fLow = Math.floor(f)%a.rotate.length;
var fHigh = Math.ceil(f)%a.rotate.length;
var p = f%1;
var r1 = parseRotation(a.rotate[fLow]);
var r2 = parseRotation(a.rotate[fHigh]);
rotate = lerpMat3(r1, r2, p);
} else {
rotate = parseRotation(a.rotate[0]);
}
} else {
rotate = fa.pivot;
}
var scale;
if (a.scale != null) {
scale = [];
if (a.scExtra[0] != null) {
var f = frame * a.scExtra[0].speed;
var fLow = Math.floor(f)%a.scale[0].length;
var fHigh = Math.ceil(f)%a.scale[0].length;
var p = f%1;
scale[0] = a.scale[0][fHigh].s1*(p) + a.scale[0][fLow].s1*(1-p);
} else scale[0] = a.scale[0][0].s1;
if (a.scExtra[1] != null) {
var f = frame * a.scExtra[1].speed;
var fLow = Math.floor(f)%a.scale[1].length;
var fHigh = Math.ceil(f)%a.scale[1].length;
var p = f%1;
scale[1] = a.scale[1][fHigh].s1*(p) + a.scale[1][fLow].s1*(1-p);
} else scale[1] = a.scale[1][0].s1;
if (a.scExtra[2] != null) {
var f = frame * a.scExtra[2].speed;
var fLow = Math.floor(f)%a.scale[2].length;
var fHigh = Math.ceil(f)%a.scale[2].length;
var p = f%1;
scale[2] = a.scale[2][fHigh].s1*(p) + a.scale[2][fLow].s1*(1-p);
} else scale[2] = a.scale[2][0].s1;
} else {
scale = fa.scale;
}
mat4.translate(mat, mat, translate);
mat4.multiply(mat, mat, mat4FromMat3(rotate));
mat4.scale(mat, mat, scale);
}
generateMatrixStack(model, matBuf)
return matStack;
}
function generateMatrixStack(model, targ) {
var matrices = []
var objs = model.objects.objectData;
var cmds = model.commands;
var curMat = mat4.create();
var lastStackID = 0;
for (var i=0; i<cmds.length; i++) {
var cmd = cmds[i];
if (cmd.restoreID != null) curMat = mat4.clone(matrices[cmd.restoreID]);
var o = objs[cmd.obj];
mat4.multiply(curMat, curMat, objMats[cmd.obj]);
if (o.billboardMode == 1) mat4.multiply(curMat, curMat, nitroRender.billboardMat);
if (o.billboardMode == 2) mat4.multiply(curMat, curMat, nitroRender.yBillboardMat);
if (cmd.stackID != null) {
matrices[cmd.stackID] = mat4.clone(curMat);
lastStackID = cmd.stackID;
} else {
matrices[lastStackID] = mat4.clone(curMat);
}
}
model.lastStackID = lastStackID;
targ.set(matBufEmpty);
var off=0;
for (var i=0; i<31; i++) {
if (matrices[i] != null) targ.set(matrices[i], off);
off += 16;
}
return targ;
}
function mat4FromMat3(mat) {
dest = mat4.create();
dest[0] = mat[0];
dest[1] = mat[1];
dest[2] = mat[2];
dest[3] = 0;
dest[4] = mat[3];
dest[5] = mat[4];
dest[6] = mat[5];
dest[7] = 0;
dest[8] = mat[6];
dest[9] = mat[7];
dest[10] = mat[8];
dest[11] = 0;
dest[12] = 0;
dest[13] = 0;
dest[14] = 0;
dest[15] = 1;
return dest;
}
function parseRotation(rot) {
if (rot.pivot) {
var flag = rot.param;
var pivot = [0,0,0,0,0,0,0,0,0];
var mode = flag&15;
var neg = (flag>>4)&15;
var A = rot.a;
var B = rot.b;
pivot[mode] = (neg&1)?-1:1;
var horiz = mode%3;
var vert = Math.floor(mode/3)
var left = (horiz==0)?1:0; var top = ((vert==0)?1:0)*3;
var right = (horiz==2)?1:2; var btm = ((vert==2)?1:2)*3;
pivot[left+top] = A;
pivot[right+top] = B;
pivot[left+btm] = (neg&2)?-B:B;
pivot[right+btm] = (neg&4)?-A:A;
return pivot;
} else {
return rot.mat;
}
}
function lerpMat3(m1, m2, p) { //this is probably a dumb idea, but it's not the worst thing i've come up with...
var q = 1-p;
return [
m1[0]*q+m2[0]*p, m1[1]*q+m2[1]*p, m1[2]*q+m2[2]*p,
m1[3]*q+m2[3]*p, m1[4]*q+m2[4]*p, m1[5]*q+m2[5]*p,
m1[6]*q+m2[6]*p, m1[7]*q+m2[7]*p, m1[8]*q+m2[8]*p,
]
}
}