+ int i, blends;
+ float m[12];
+
+ if (!bonepose)
+ bonepose = (float * RESTRICT) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * model->num_bones);
+
+ if (skeleton && !skeleton->relativetransforms)
+ skeleton = NULL;
+
+ // interpolate matrices
+ if (skeleton)
+ {
+ for (i = 0;i < model->num_bones;i++)
+ {
+ Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
+ if (model->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12);
+ else
+ memcpy(bonepose + i * 12, m, sizeof(m));
+
+ // create a relative deformation matrix to describe displacement
+ // from the base mesh, which is used by the actual weighting
+ R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+ }
+ }
+ else
+ {
+ for (i = 0;i < model->num_bones;i++)
+ {
+ // blend by transform each quaternion/translation into a dual-quaternion first, then blending
+ const short * RESTRICT firstpose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
+ float firstlerp = frameblend[0].lerp,
+ firsttx = firstpose7s[0], firstty = firstpose7s[1], firsttz = firstpose7s[2],
+ rx = firstpose7s[3] * firstlerp,
+ ry = firstpose7s[4] * firstlerp,
+ rz = firstpose7s[5] * firstlerp,
+ rw = firstpose7s[6] * firstlerp,
+ dx = firsttx*rw + firstty*rz - firsttz*ry,
+ dy = -firsttx*rz + firstty*rw + firsttz*rx,
+ dz = firsttx*ry - firstty*rx + firsttz*rw,
+ dw = -firsttx*rx - firstty*ry - firsttz*rz,
+ scale, sx, sy, sz, sw;
+ for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
+ {
+ const short * RESTRICT blendpose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
+ float blendlerp = frameblend[blends].lerp,
+ blendtx = blendpose7s[0], blendty = blendpose7s[1], blendtz = blendpose7s[2],
+ qx = blendpose7s[3], qy = blendpose7s[4], qz = blendpose7s[5], qw = blendpose7s[6];
+ if(rx*qx + ry*qy + rz*qz + rw*qw < 0) blendlerp = -blendlerp;
+ qx *= blendlerp;
+ qy *= blendlerp;
+ qz *= blendlerp;
+ qw *= blendlerp;
+ rx += qx;
+ ry += qy;
+ rz += qz;
+ rw += qw;
+ dx += blendtx*qw + blendty*qz - blendtz*qy;
+ dy += -blendtx*qz + blendty*qw + blendtz*qx;
+ dz += blendtx*qy - blendty*qx + blendtz*qw;
+ dw += -blendtx*qx - blendty*qy - blendtz*qz;
+ }
+ // generate a matrix from the dual-quaternion, implicitly normalizing it in the process
+ scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
+ sx = rx * scale;
+ sy = ry * scale;
+ sz = rz * scale;
+ sw = rw * scale;
+ m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
+ m[1] = 2*(sx*ry - sw*rz);
+ m[2] = 2*(sx*rz + sw*ry);
+ m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
+ m[4] = 2*(sx*ry + sw*rz);
+ m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
+ m[6] = 2*(sy*rz - sw*rx);
+ m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
+ m[8] = 2*(sx*rz - sw*ry);
+ m[9] = 2*(sy*rz + sw*rx);
+ m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
+ m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
+ if (i == r_skeletal_debugbone.integer)
+ m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
+ m[3] *= r_skeletal_debugtranslatex.value;
+ m[7] *= r_skeletal_debugtranslatey.value;
+ m[11] *= r_skeletal_debugtranslatez.value;
+ if (model->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12);
+ else
+ memcpy(bonepose + i * 12, m, sizeof(m));
+ // create a relative deformation matrix to describe displacement
+ // from the base mesh, which is used by the actual weighting
+ R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
+ }
+ }
+}
+
+static void Mod_Skeletal_AnimateVertices(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)
+{
+
+ if (!model->surfmesh.num_vertices)
+ return;
+
+ if (!model->num_bones)
+ {
+ if (vertex3f) memcpy(vertex3f, model->surfmesh.data_vertex3f, model->surfmesh.num_vertices*sizeof(float[3]));
+ if (normal3f) memcpy(normal3f, model->surfmesh.data_normal3f, model->surfmesh.num_vertices*sizeof(float[3]));
+ if (svector3f) memcpy(svector3f, model->surfmesh.data_svector3f, model->surfmesh.num_vertices*sizeof(float[3]));
+ if (tvector3f) memcpy(tvector3f, model->surfmesh.data_tvector3f, model->surfmesh.num_vertices*sizeof(float[3]));
+ return;
+ }
+