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