1 #include "mod_skeletal_animatevertices_generic.h"
9 void Mod_Skeletal_AnimateVertices_Generic(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f)
11 // vertex weighted skeletal
15 float12_t *boneposerelative;
17 const blendweights_t * RESTRICT weights;
19 //unsigned long long ts = rdtsc();
20 bonepose = (float12_t *) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float12_t) * (model->num_bones*2 + model->surfmesh.num_blends));
21 boneposerelative = bonepose + model->num_bones;
23 if (skeleton && !skeleton->relativetransforms)
26 // interpolate matrices
29 for (i = 0;i < model->num_bones;i++)
31 Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
32 if (model->data_bones[i].parent >= 0)
33 R_ConcatTransforms(bonepose[model->data_bones[i].parent].f, m, bonepose[i].f);
35 memcpy(bonepose[i].f, m, sizeof(m));
37 // create a relative deformation matrix to describe displacement
38 // from the base mesh, which is used by the actual weighting
39 R_ConcatTransforms(bonepose[i].f, model->data_baseboneposeinverse + i * 12, boneposerelative[i].f);
44 for (i = 0;i < model->num_bones;i++)
46 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
47 float lerp = frameblend[0].lerp,
48 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
49 rx = pose7s[3] * lerp,
50 ry = pose7s[4] * lerp,
51 rz = pose7s[5] * lerp,
52 rw = pose7s[6] * lerp,
53 dx = tx*rw + ty*rz - tz*ry,
54 dy = -tx*rz + ty*rw + tz*rx,
55 dz = tx*ry - ty*rx + tz*rw,
56 dw = -tx*rx - ty*ry - tz*rz,
57 scale, sx, sy, sz, sw;
58 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
60 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
61 float lerp = frameblend[blends].lerp,
62 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
63 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
64 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
73 dx += tx*qw + ty*qz - tz*qy;
74 dy += -tx*qz + ty*qw + tz*qx;
75 dz += tx*qy - ty*qx + tz*qw;
76 dw += -tx*qx - ty*qy - tz*qz;
78 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
83 m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
84 m[1] = 2*(sx*ry - sw*rz);
85 m[2] = 2*(sx*rz + sw*ry);
86 m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
87 m[4] = 2*(sx*ry + sw*rz);
88 m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
89 m[6] = 2*(sy*rz - sw*rx);
90 m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
91 m[8] = 2*(sx*rz - sw*ry);
92 m[9] = 2*(sy*rz + sw*rx);
93 m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
94 m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
95 if (i == r_skeletal_debugbone.integer)
96 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
97 m[3] *= r_skeletal_debugtranslatex.value;
98 m[7] *= r_skeletal_debugtranslatey.value;
99 m[11] *= r_skeletal_debugtranslatez.value;
100 if (model->data_bones[i].parent >= 0)
101 R_ConcatTransforms(bonepose[model->data_bones[i].parent].f, m, bonepose[i].f);
103 memcpy(bonepose[i].f, m, sizeof(m));
104 // create a relative deformation matrix to describe displacement
105 // from the base mesh, which is used by the actual weighting
106 R_ConcatTransforms(bonepose[i].f, model->data_baseboneposeinverse + i * 12, boneposerelative[i].f);
110 // generate matrices for all blend combinations
111 weights = model->surfmesh.data_blendweights;
112 for (i = 0;i < model->surfmesh.num_blends;i++, weights++)
114 float * RESTRICT b = boneposerelative[model->num_bones + i].f;
115 const float * RESTRICT m = boneposerelative[weights->index[0]].f;
116 float f = weights->influence[0] * (1.0f / 255.0f);
117 b[ 0] = f*m[ 0]; b[ 1] = f*m[ 1]; b[ 2] = f*m[ 2]; b[ 3] = f*m[ 3];
118 b[ 4] = f*m[ 4]; b[ 5] = f*m[ 5]; b[ 6] = f*m[ 6]; b[ 7] = f*m[ 7];
119 b[ 8] = f*m[ 8]; b[ 9] = f*m[ 9]; b[10] = f*m[10]; b[11] = f*m[11];
120 for (k = 1;k < 4 && weights->influence[k];k++)
122 m = boneposerelative[weights->index[k]].f;
123 f = weights->influence[k] * (1.0f / 255.0f);
124 b[ 0] += f*m[ 0]; b[ 1] += f*m[ 1]; b[ 2] += f*m[ 2]; b[ 3] += f*m[ 3];
125 b[ 4] += f*m[ 4]; b[ 5] += f*m[ 5]; b[ 6] += f*m[ 6]; b[ 7] += f*m[ 7];
126 b[ 8] += f*m[ 8]; b[ 9] += f*m[ 9]; b[10] += f*m[10]; b[11] += f*m[11];
130 #define LOAD_MATRIX_SCALAR() const float * RESTRICT m = boneposerelative[*b].f
132 #define LOAD_MATRIX3() \
134 #define LOAD_MATRIX4() \
137 #define TRANSFORM_POSITION_SCALAR(in, out) \
138 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2] + m[3]); \
139 (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6] + m[7]); \
140 (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10] + m[11]);
141 #define TRANSFORM_VECTOR_SCALAR(in, out) \
142 (out)[0] = ((in)[0] * m[0] + (in)[1] * m[1] + (in)[2] * m[ 2]); \
143 (out)[1] = ((in)[0] * m[4] + (in)[1] * m[5] + (in)[2] * m[ 6]); \
144 (out)[2] = ((in)[0] * m[8] + (in)[1] * m[9] + (in)[2] * m[10]);
146 #define TRANSFORM_POSITION(in, out) \
147 TRANSFORM_POSITION_SCALAR(in, out)
148 #define TRANSFORM_VECTOR(in, out) \
149 TRANSFORM_VECTOR_SCALAR(in, out)
151 // transform vertex attributes by blended matrices
154 const float * RESTRICT v = model->surfmesh.data_vertex3f;
155 const unsigned short * RESTRICT b = model->surfmesh.blends;
156 // special case common combinations of attributes to avoid repeated loading of matrices
159 const float * RESTRICT n = model->surfmesh.data_normal3f;
160 if (svector3f && tvector3f)
162 const float * RESTRICT sv = model->surfmesh.data_svector3f;
163 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
165 // Note that for SSE each iteration stores one element past end, so we break one vertex short
166 // and handle that with scalars in that case
167 for (i = 0; i < model->surfmesh.num_vertices; i++, v += 3, n += 3, sv += 3, tv += 3, b++,
168 vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
171 TRANSFORM_POSITION(v, vertex3f);
172 TRANSFORM_VECTOR(n, normal3f);
173 TRANSFORM_VECTOR(sv, svector3f);
174 TRANSFORM_VECTOR(tv, tvector3f);
180 for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, n += 3, b++, vertex3f += 3, normal3f += 3)
183 TRANSFORM_POSITION(v, vertex3f);
184 TRANSFORM_VECTOR(n, normal3f);
189 for (i = 0;i < model->surfmesh.num_vertices; i++, v += 3, b++, vertex3f += 3)
192 TRANSFORM_POSITION(v, vertex3f);
199 const float * RESTRICT n = model->surfmesh.data_normal3f;
200 const unsigned short * RESTRICT b = model->surfmesh.blends;
201 for (i = 0; i < model->surfmesh.num_vertices; i++, n += 3, b++, normal3f += 3)
204 TRANSFORM_VECTOR(n, normal3f);
210 const float * RESTRICT sv = model->surfmesh.data_svector3f;
211 const unsigned short * RESTRICT b = model->surfmesh.blends;
212 for (i = 0; i < model->surfmesh.num_vertices; i++, sv += 3, b++, svector3f += 3)
215 TRANSFORM_VECTOR(sv, svector3f);
221 const float * RESTRICT tv = model->surfmesh.data_tvector3f;
222 const unsigned short * RESTRICT b = model->surfmesh.blends;
223 for (i = 0; i < model->surfmesh.num_vertices; i++, tv += 3, b++, tvector3f += 3)
226 TRANSFORM_VECTOR(tv, tvector3f);