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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Combat *
- * *
- * $Archive:: /Commando/Code/Combat/dynamicspeechanim.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 1/16/02 7:15p $*
- * *
- * $Revision:: 7 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "dynamicspeechanim.h"
- #include "assetmgr.h"
- #include "crandom.h"
- ////////////////////////////////////////////////////////////////
- // Static member initialization
- ////////////////////////////////////////////////////////////////
- VisemeManager DynamicSpeechAnimClass::VisemeLookupMgr;
- ////////////////////////////////////////////////////////////////
- // Constants
- ////////////////////////////////////////////////////////////////
- enum
- {
- CHANNEL0 = 0,
- CHANNEL1,
- CHANNEL_MAX
- };
- static const int EYEBROW_POSES[] =
- {
- 1, 3, 4, 5, 6, 7
- };
- static const int EYEBROW_POSE_COUNT = sizeof (EYEBROW_POSES) / sizeof (int);
- typedef enum
- {
- NORMAL = 0,
- NORMAL_EYELIDS_HALF,
- NORMAL_EYELIDS_DOWN,
- EYEBROWS_DOWN,
- SPOCK_EYEBROW_L,
- SPOCK_EYEBROW_R,
- EYEBROWS_UP,
- EYEBROWS_DOWN_EYELIDS_HALF,
- EYEBROWS_DOWN_EYELIDS_DOWN
- } EYEBROW_POSE_INDICES;
- ////////////////////////////////////////////////////////////////
- //
- // DynamicSpeechAnimClass
- //
- ////////////////////////////////////////////////////////////////
- DynamicSpeechAnimClass::DynamicSpeechAnimClass (const char *skeleton_name)
- {
- StringClass anim0_name;
- StringClass anim1_name;
- //
- // Determine which animations to load
- //
- StringClass upper_skel_name = skeleton_name;
- ::strupr (upper_skel_name.Peek_Buffer ());
- if (::strstr (upper_skel_name, "S_A_") != NULL) {
- anim0_name.Format ("%s.S_A_MOUTH", skeleton_name);
- anim1_name.Format ("%s.S_A_EXPRESSION", skeleton_name);
- } else {
- anim0_name.Format ("%s.S_B_MOUTH", skeleton_name);
- anim1_name.Format ("%s.S_B_EXPRESSION", skeleton_name);
- }
- //
- // Load the animations for each channel
- //
- HAnimClass *animations[CHANNEL_MAX] = { 0 };
- animations[CHANNEL0] = WW3DAssetManager::Get_Instance ()->Get_HAnim (anim0_name);
- animations[CHANNEL1] = WW3DAssetManager::Get_Instance ()->Get_HAnim (anim1_name);
- //
- // Did we successfully load all the animations?
- //
- bool is_valid = true;
- for (int index = 0; index < CHANNEL_MAX; index ++) {
- if (animations[index] == NULL) {
- is_valid = false;
- break;
- }
- }
- //
- // If valid, create the morph animation from the channel information
- //
- if (is_valid) {
- Create_New_Morph (CHANNEL_MAX, animations);
- } else {
- //
- // Release our hold on the animations
- //
- for (int index = 0; index < CHANNEL_MAX; index ++) {
- REF_PTR_RELEASE (animations[index]);
- }
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // ~DynamicSpeechAnimClass
- //
- ////////////////////////////////////////////////////////////////
- DynamicSpeechAnimClass::~DynamicSpeechAnimClass (void)
- {
- Free_Morph ();
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Generate_Animation
- //
- ////////////////////////////////////////////////////////////////
- bool
- DynamicSpeechAnimClass::Generate_Animation (const char *text, float duration)
- {
- if (ChannelCount <= 0) {
- return false;
- }
- //
- // Start fresh
- //
- Release_Keys ();
- //
- // Get the list of mouth poses based on the phrase through the viseme manager
- //
- bool retval = false;
- int pose_table[256] = { 0 };
- int pose_count = VisemeLookupMgr.Get_Visemes (text, pose_table);
- if (pose_count > 0) {
- retval = true;
- //
- // Determine how much time each pose should take
- //
- float time_per_pose = duration / float(pose_count + 1);
- float frame_inc = time_per_pose * Get_Frame_Rate ();
- float curr_frame = 0;
- //
- // Always start the animation with the closed mouth
- //
- Insert_Morph_Key (CHANNEL0, 0, 0);
- curr_frame += frame_inc;
- //
- // Now add all the poses to the animation
- //
- for (int index = 0; index < pose_count; index ++) {
- Insert_Morph_Key (CHANNEL0, uint32(curr_frame + 0.5F), pose_table[index] + 1);
- curr_frame += frame_inc;
- }
- //
- // Always end the mouth sentence with a closed mouth
- //
- Insert_Morph_Key (CHANNEL0, uint32(curr_frame + (frame_inc * 2) + 0.5F), 0);
- //
- // Add in some eyebrow animation
- //
- Generate_Eyebrows (duration);
- }
- return retval;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Generate_Eyebrows
- //
- ////////////////////////////////////////////////////////////////
- void
- DynamicSpeechAnimClass::Generate_Eyebrows (float duration, float frequency)
- {
- if (ChannelCount <= 0) {
- return ;
- }
- //
- // Start with the eyebrows in the "normal" position
- //
- Insert_Morph_Key (CHANNEL1, 0, 0);
- //
- // Calculate how many frames are in the animation
- //
- int max_frames = int(duration * Get_Frame_Rate ());
- int min_blink_delay = int(0.5F * Get_Frame_Rate ());
- int max_blink_delay = int(3.0F * Get_Frame_Rate ());
- int current_frame = 0;
- int current_pose = NORMAL;
- while (current_frame < max_frames) {
-
- //
- // Wait a random amount of time before we blink
- //
- current_frame += FreeRandom.Get_Int (min_blink_delay, max_blink_delay);
- //
- // Blink
- //
- if (current_frame < max_frames) {
- current_frame = Insert_Blink (current_frame, EYEBROW_POSES[current_pose]);
- }
- //
- // Randomly change eyebrow position
- //
- if (current_frame < max_frames && FreeRandom.Get_Int (6) == 2) {
- //
- // Lock the last pose at this frame
- //
- Insert_Morph_Key (CHANNEL1, current_frame, EYEBROW_POSES[current_pose]);
- //
- // Wait a small random amount of time
- //
- float delay = WWMath::Random_Float (0.2F, 0.4F);
- current_frame += int(delay * Get_Frame_Rate ());
- //
- // Choose a random eyebrow pose
- //
- current_pose = FreeRandom.Get_Int (EYEBROW_POSE_COUNT);
- Insert_Morph_Key (CHANNEL1, current_frame, EYEBROW_POSES[current_pose]);
- }
- }
- //
- // End with the eyebrows in the "normal" position
- //
- Insert_Morph_Key (CHANNEL1, max_frames, 0);
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Generate_Idle_Animation
- //
- ////////////////////////////////////////////////////////////////
- void
- DynamicSpeechAnimClass::Generate_Idle_Animation (float duration, float frequency)
- {
- if (ChannelCount <= 0) {
- return ;
- }
- //
- // Start fresh
- //
- Release_Keys ();
- //
- // Make the mouth closed
- //
- Insert_Morph_Key (CHANNEL0, 0, 0);
- //
- // Generate 20 seconds worth of animation data for the eyebrows
- //
- Generate_Eyebrows (duration, frequency);
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Insert_Blink
- //
- ////////////////////////////////////////////////////////////////
- int
- DynamicSpeechAnimClass::Insert_Blink (int current_frame, int current_pose)
- {
- //
- // Insert a placeholder key so we don't "slow-mo" blink
- //
- Insert_Morph_Key (CHANNEL1, current_frame, current_pose);
-
- //
- // Wait a small amount of time
- //
- current_frame += int(0.05F * Get_Frame_Rate ());
- //
- // Determine which pose to use for "eyes-closed"
- //
- int closed_pose = EYEBROWS_DOWN_EYELIDS_DOWN;
- if ( current_pose == NORMAL ||
- current_pose == NORMAL_EYELIDS_HALF ||
- current_pose == EYEBROWS_UP)
- {
- closed_pose = NORMAL_EYELIDS_DOWN;
- }
- //
- // Close the eyes
- //
- Insert_Morph_Key (CHANNEL1, current_frame, closed_pose);
- //
- // Wait a small random amount of time
- //
- float blink_delay = WWMath::Random_Float (0.1F, 0.3F);
- current_frame += int(blink_delay * Get_Frame_Rate ());
- //
- // Restore the last pose (open-eyed)
- //
- Insert_Morph_Key (CHANNEL1, current_frame, current_pose);
- return current_frame;
- }
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