cvar_t r_skeletal_debugtranslatey = {0, "r_skeletal_debugtranslatey", "1", "development cvar for testing skeletal model code"};
cvar_t r_skeletal_debugtranslatez = {0, "r_skeletal_debugtranslatez", "1", "development cvar for testing skeletal model code"};
+float mod_md3_sin[320];
+
void Mod_AliasInit (void)
{
+ int i;
Cvar_RegisterVariable(&r_skeletal_debugbone);
Cvar_RegisterVariable(&r_skeletal_debugbonecomponent);
Cvar_RegisterVariable(&r_skeletal_debugbonevalue);
Cvar_RegisterVariable(&r_skeletal_debugtranslatex);
Cvar_RegisterVariable(&r_skeletal_debugtranslatey);
Cvar_RegisterVariable(&r_skeletal_debugtranslatez);
+ for (i = 0;i < 320;i++)
+ mod_md3_sin[i] = sin(i * M_PI * 2.0f / 256.0);
}
-void Mod_Alias_GetMesh_Vertex3f(const model_t *model, const frameblend_t *frameblend, const surfmesh_t *mesh, float *out3f)
+void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
{
- if (mesh->num_vertexboneweights)
+#define MAX_BONES 256
+ if (model->surfmesh.data_vertexweightindex4i)
{
- int i, k, blends;
- surfmeshvertexboneweight_t *v;
- float *out, *matrix, m[12], bonepose[256][12];
// vertex weighted skeletal
+ int i, k;
+ float boneposerelative[MAX_BONES][12];
// interpolate matrices and concatenate them to their parents
for (i = 0;i < model->num_bones;i++)
{
+ int blends;
+ float *matrix, m[12], bonepose[MAX_BONES][12];
for (k = 0;k < 12;k++)
m[k] = 0;
for (blends = 0;blends < 4 && frameblend[blends].lerp > 0;blends++)
else
for (k = 0;k < 12;k++)
bonepose[i][k] = m[k];
+ // create a relative deformation matrix to describe displacement
+ // from the base mesh, which is used by the actual weighting
+ R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
}
// blend the vertex bone weights
- memset(out3f, 0, mesh->num_vertices * sizeof(float[3]));
- v = mesh->data_vertexboneweights;
- for (i = 0;i < mesh->num_vertexboneweights;i++, v++)
+ // special case for the extremely common wf[0] == 1 because it saves 3 multiplies per array when compared to the other case (w[0] is always 1 if only one bone controls this vertex, artists only use multiple bones for certain special cases)
+ // special case for the first bone because it avoids the need to memset the arrays before filling
+ {
+ const float *v = model->surfmesh.data_vertex3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
+ {
+ if (wf[0] == 1)
+ {
+ const float *m = boneposerelative[wi[0]];
+ vertex3f[0] = (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+ vertex3f[1] = (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+ vertex3f[2] = (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+ }
+ else
+ {
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ vertex3f[0] = f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+ vertex3f[1] = f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+ vertex3f[2] = f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+ for (k = 1;k < 4 && wf[k];k++)
+ {
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ vertex3f[0] += f * (v[0] * m[0] + v[1] * m[1] + v[2] * m[ 2] + m[ 3]);
+ vertex3f[1] += f * (v[0] * m[4] + v[1] * m[5] + v[2] * m[ 6] + m[ 7]);
+ vertex3f[2] += f * (v[0] * m[8] + v[1] * m[9] + v[2] * m[10] + m[11]);
+ }
+ }
+ }
+ }
+ if (normal3f)
+ {
+ const float *n = model->surfmesh.data_normal3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ for (i = 0;i < model->surfmesh.num_vertices;i++, n += 3, wi += 4, wf += 4, normal3f += 3)
+ {
+ if (wf[0] == 1)
+ {
+ const float *m = boneposerelative[wi[0]];
+ normal3f[0] = (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+ normal3f[1] = (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+ normal3f[2] = (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+ }
+ else
+ {
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ normal3f[0] = f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+ normal3f[1] = f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+ normal3f[2] = f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+ for (k = 1;k < 4 && wf[k];k++)
+ {
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ normal3f[0] += f * (n[0] * m[0] + n[1] * m[1] + n[2] * m[ 2]);
+ normal3f[1] += f * (n[0] * m[4] + n[1] * m[5] + n[2] * m[ 6]);
+ normal3f[2] += f * (n[0] * m[8] + n[1] * m[9] + n[2] * m[10]);
+ }
+ }
+ }
+ }
+ if (svector3f)
+ {
+ const float *sv = model->surfmesh.data_svector3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ for (i = 0;i < model->surfmesh.num_vertices;i++, sv += 3, wi += 4, wf += 4, svector3f += 3)
+ {
+ if (wf[0] == 1)
+ {
+ const float *m = boneposerelative[wi[0]];
+ svector3f[0] = (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+ svector3f[1] = (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+ svector3f[2] = (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+ }
+ else
+ {
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ svector3f[0] = f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+ svector3f[1] = f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+ svector3f[2] = f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+ for (k = 1;k < 4 && wf[k];k++)
+ {
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ svector3f[0] += f * (sv[0] * m[0] + sv[1] * m[1] + sv[2] * m[ 2]);
+ svector3f[1] += f * (sv[0] * m[4] + sv[1] * m[5] + sv[2] * m[ 6]);
+ svector3f[2] += f * (sv[0] * m[8] + sv[1] * m[9] + sv[2] * m[10]);
+ }
+ }
+ }
+ }
+ if (tvector3f)
{
- out = out3f + v->vertexindex * 3;
- matrix = bonepose[v->boneindex];
- // FIXME: this can very easily be optimized with SSE or 3DNow
- out[0] += v->origin[0] * matrix[0] + v->origin[1] * matrix[1] + v->origin[2] * matrix[ 2] + v->origin[3] * matrix[ 3];
- out[1] += v->origin[0] * matrix[4] + v->origin[1] * matrix[5] + v->origin[2] * matrix[ 6] + v->origin[3] * matrix[ 7];
- out[2] += v->origin[0] * matrix[8] + v->origin[1] * matrix[9] + v->origin[2] * matrix[10] + v->origin[3] * matrix[11];
+ const float *tv = model->surfmesh.data_tvector3f;
+ const int *wi = model->surfmesh.data_vertexweightindex4i;
+ const float *wf = model->surfmesh.data_vertexweightinfluence4f;
+ for (i = 0;i < model->surfmesh.num_vertices;i++, tv += 3, wi += 4, wf += 4, tvector3f += 3)
+ {
+ if (wf[0] == 1)
+ {
+ const float *m = boneposerelative[wi[0]];
+ tvector3f[0] = (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+ tvector3f[1] = (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+ tvector3f[2] = (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+ }
+ else
+ {
+ const float *m = boneposerelative[wi[0]];
+ float f = wf[0];
+ tvector3f[0] = f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+ tvector3f[1] = f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+ tvector3f[2] = f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+ for (k = 1;k < 4 && wf[k];k++)
+ {
+ const float *m = boneposerelative[wi[k]];
+ float f = wf[k];
+ tvector3f[0] += f * (tv[0] * m[0] + tv[1] * m[1] + tv[2] * m[ 2]);
+ tvector3f[1] += f * (tv[0] * m[4] + tv[1] * m[5] + tv[2] * m[ 6]);
+ tvector3f[2] += f * (tv[0] * m[8] + tv[1] * m[9] + tv[2] * m[10]);
+ }
+ }
+ }
}
}
- else
+ else if (model->surfmesh.data_morphmd3vertex)
{
- int i, vertcount;
- float lerp1, lerp2, lerp3, lerp4;
- const float *vertsbase, *verts1, *verts2, *verts3, *verts4;
// vertex morph
- if (!mesh->data_morphvertex3f)
- Host_Error("model %s has no skeletal or vertex morph animation data", model->name);
- vertsbase = mesh->data_morphvertex3f;
- vertcount = mesh->num_vertices;
- verts1 = vertsbase + frameblend[0].frame * vertcount * 3;
- lerp1 = frameblend[0].lerp;
- if (frameblend[1].lerp)
+ int i, numblends, blendnum;
+ int numverts = model->surfmesh.num_vertices;
+ numblends = 0;
+ for (blendnum = 0;blendnum < 4;blendnum++)
+ {
+ //VectorMA(translate, model->surfmesh.num_morphmdlframetranslate, frameblend[blendnum].lerp, translate);
+ if (frameblend[blendnum].lerp > 0)
+ numblends = blendnum + 1;
+ }
+ // special case for the first blend because it avoids some adds and the need to memset the arrays first
+ for (blendnum = 0;blendnum < numblends;blendnum++)
{
- verts2 = vertsbase + frameblend[1].frame * vertcount * 3;
- lerp2 = frameblend[1].lerp;
- if (frameblend[2].lerp)
+ const md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
+ float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
+ if (blendnum == 0)
{
- verts3 = vertsbase + frameblend[2].frame * vertcount * 3;
- lerp3 = frameblend[2].lerp;
- if (frameblend[3].lerp)
+ for (i = 0;i < numverts;i++)
{
- verts4 = vertsbase + frameblend[3].frame * vertcount * 3;
- lerp4 = frameblend[3].lerp;
- for (i = 0;i < vertcount * 3;i++)
- VectorMAMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, lerp4, verts4 + i, out3f + i);
+ vertex3f[i * 3 + 0] = verts[i].origin[0] * scale;
+ vertex3f[i * 3 + 1] = verts[i].origin[1] * scale;
+ vertex3f[i * 3 + 2] = verts[i].origin[2] * scale;
+ }
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ vertex3f[i * 3 + 0] += verts[i].origin[0] * scale;
+ vertex3f[i * 3 + 1] += verts[i].origin[1] * scale;
+ vertex3f[i * 3 + 2] += verts[i].origin[2] * scale;
+ }
+ }
+ // the yaw and pitch stored in md3 models are 8bit quantized angles
+ // (0-255), and as such a lookup table is very well suited to
+ // decoding them, and since cosine is equivilant to sine with an
+ // extra 45 degree rotation, this uses one lookup table for both
+ // sine and cosine with a +64 bias to get cosine.
+ if (normal3f)
+ {
+ float lerp = frameblend[blendnum].lerp;
+ if (blendnum == 0)
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ normal3f[i * 3 + 0] = mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 1] = mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 2] = mod_md3_sin[verts[i].pitch + 64] * lerp;
+ }
}
else
- for (i = 0;i < vertcount * 3;i++)
- VectorMAMAM(lerp1, verts1 + i, lerp2, verts2 + i, lerp3, verts3 + i, out3f + i);
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ normal3f[i * 3 + 0] += mod_md3_sin[verts[i].yaw + 64] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 1] += mod_md3_sin[verts[i].yaw ] * mod_md3_sin[verts[i].pitch ] * lerp;
+ normal3f[i * 3 + 2] += mod_md3_sin[verts[i].pitch + 64] * lerp;
+ }
+ }
}
+ }
+ // md3 model vertices do not include tangents, so we have to generate them (extremely slow)
+ if (normal3f)
+ if (svector3f)
+ Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer);
+ }
+ else if (model->surfmesh.data_morphmdlvertex)
+ {
+ // vertex morph
+ int i, numblends, blendnum;
+ int numverts = model->surfmesh.num_vertices;
+ float translate[3];
+ VectorClear(translate);
+ numblends = 0;
+ // blend the frame translates to avoid redundantly doing so on each vertex
+ // (a bit of a brain twister but it works)
+ for (blendnum = 0;blendnum < 4;blendnum++)
+ {
+ if (model->surfmesh.data_morphmd2framesize6f)
+ VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6 + 3, translate);
else
- for (i = 0;i < vertcount * 3;i++)
- VectorMAM(lerp1, verts1 + i, lerp2, verts2 + i, out3f + i);
+ VectorMA(translate, frameblend[blendnum].lerp, model->surfmesh.num_morphmdlframetranslate, translate);
+ if (frameblend[blendnum].lerp > 0)
+ numblends = blendnum + 1;
}
- else
- memcpy(out3f, verts1, vertcount * sizeof(float[3]));
+ // special case for the first blend because it avoids some adds and the need to memset the arrays first
+ for (blendnum = 0;blendnum < numblends;blendnum++)
+ {
+ const trivertx_t *verts = model->surfmesh.data_morphmdlvertex + numverts * frameblend[blendnum].frame;
+ float scale[3];
+ if (model->surfmesh.data_morphmd2framesize6f)
+ VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6, frameblend[blendnum].lerp, scale);
+ else
+ VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
+ if (blendnum == 0)
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ vertex3f[i * 3 + 0] = translate[0] + verts[i].v[0] * scale[0];
+ vertex3f[i * 3 + 1] = translate[1] + verts[i].v[1] * scale[1];
+ vertex3f[i * 3 + 2] = translate[2] + verts[i].v[2] * scale[2];
+ }
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ vertex3f[i * 3 + 0] += verts[i].v[0] * scale[0];
+ vertex3f[i * 3 + 1] += verts[i].v[1] * scale[1];
+ vertex3f[i * 3 + 2] += verts[i].v[2] * scale[2];
+ }
+ }
+ // the vertex normals in mdl models are an index into a table of
+ // 162 unique values, this very crude quantization reduces the
+ // vertex normal to only one byte, which saves a lot of space but
+ // also makes lighting pretty coarse
+ if (normal3f)
+ {
+ float lerp = frameblend[blendnum].lerp;
+ if (blendnum == 0)
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ const float *vn = m_bytenormals[verts[i].lightnormalindex];
+ VectorScale(vn, lerp, normal3f + i*3);
+ }
+ }
+ else
+ {
+ for (i = 0;i < numverts;i++)
+ {
+ const float *vn = m_bytenormals[verts[i].lightnormalindex];
+ VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
+ }
+ }
+ }
+ }
+ if (normal3f)
+ if (svector3f)
+ Mod_BuildTextureVectorsFromNormals(0, model->surfmesh.num_vertices, model->surfmesh.num_triangles, vertex3f, model->surfmesh.data_texcoordtexture2f, normal3f, model->surfmesh.data_element3i, svector3f, tvector3f, r_smoothnormals_areaweighting.integer);
}
+ else
+ Host_Error("model %s has no skeletal or vertex morph animation data", model->name);
}
int Mod_Alias_GetTagMatrix(const model_t *model, int poseframe, int tagindex, matrix4x4_t *outmatrix)
R_ConcatTransforms(boneframe + model->data_bones[tagindex].parent * 12, tempbonematrix, bonematrix);
tagindex = model->data_bones[tagindex].parent;
}
- outmatrix->m[0][0] = bonematrix[0];
- outmatrix->m[0][1] = bonematrix[1];
- outmatrix->m[0][2] = bonematrix[2];
- outmatrix->m[0][3] = bonematrix[3];
- outmatrix->m[1][0] = bonematrix[4];
- outmatrix->m[1][1] = bonematrix[5];
- outmatrix->m[1][2] = bonematrix[6];
- outmatrix->m[1][3] = bonematrix[7];
- outmatrix->m[2][0] = bonematrix[8];
- outmatrix->m[2][1] = bonematrix[9];
- outmatrix->m[2][2] = bonematrix[10];
- outmatrix->m[2][3] = bonematrix[11];
- outmatrix->m[3][0] = 0;
- outmatrix->m[3][1] = 0;
- outmatrix->m[3][2] = 0;
- outmatrix->m[3][3] = 1;
+ Matrix4x4_FromArray12FloatD3D(outmatrix, bonematrix);
}
else if (model->num_tags)
{
return 4;
if (poseframe >= model->num_tagframes)
return 6;
- *outmatrix = model->data_tags[poseframe * model->num_tags + tagindex].matrix;
+ Matrix4x4_FromArray12FloatGL(outmatrix, model->data_tags[poseframe * model->num_tags + tagindex].matrixgl);
}
return 0;
}
return 0;
}
-static void Mod_Alias_Mesh_CompileFrameZero(surfmesh_t *mesh)
+static void Mod_BuildBaseBonePoses(void)
+{
+ int i, k;
+ double scale;
+ float *in12f = loadmodel->data_poses;
+ float *out12f = loadmodel->data_basebonepose;
+ float *outinv12f = loadmodel->data_baseboneposeinverse;
+ for (i = 0;i < loadmodel->num_bones;i++, in12f += 12, out12f += 12, outinv12f += 12)
+ {
+ if (loadmodel->data_bones[i].parent >= 0)
+ R_ConcatTransforms(loadmodel->data_basebonepose + 12 * loadmodel->data_bones[i].parent, in12f, out12f);
+ else
+ for (k = 0;k < 12;k++)
+ out12f[k] = in12f[k];
+
+ // invert The Matrix
+
+ // we only support uniform scaling, so assume the first row is enough
+ // (note the lack of sqrt here, because we're trying to undo the scaling,
+ // this means multiplying by the inverse scale twice - squaring it, which
+ // makes the sqrt a waste of time)
+ scale = 1.0 / (out12f[ 0] * out12f[ 0] + out12f[ 1] * out12f[ 1] + out12f[ 2] * out12f[ 2]);
+
+ // invert the rotation by transposing and multiplying by the squared
+ // recipricol of the input matrix scale as described above
+ outinv12f[ 0] = (float)(out12f[ 0] * scale);
+ outinv12f[ 1] = (float)(out12f[ 4] * scale);
+ outinv12f[ 2] = (float)(out12f[ 8] * scale);
+ outinv12f[ 4] = (float)(out12f[ 1] * scale);
+ outinv12f[ 5] = (float)(out12f[ 5] * scale);
+ outinv12f[ 6] = (float)(out12f[ 9] * scale);
+ outinv12f[ 8] = (float)(out12f[ 2] * scale);
+ outinv12f[ 9] = (float)(out12f[ 6] * scale);
+ outinv12f[10] = (float)(out12f[10] * scale);
+
+ // invert the translate
+ outinv12f[ 3] = -(out12f[ 3] * outinv12f[ 0] + out12f[ 7] * outinv12f[ 1] + out12f[11] * outinv12f[ 2]);
+ outinv12f[ 7] = -(out12f[ 3] * outinv12f[ 4] + out12f[ 7] * outinv12f[ 5] + out12f[11] * outinv12f[ 6]);
+ outinv12f[11] = -(out12f[ 3] * outinv12f[ 8] + out12f[ 7] * outinv12f[ 9] + out12f[11] * outinv12f[10]);
+ }
+}
+
+static void Mod_Alias_CalculateBoundingBox(void)
+{
+ int i, j;
+ int vnum;
+ qboolean firstvertex = true;
+ float dist, yawradius, radius;
+ float *v;
+ float *vertex3f;
+ frameblend_t frameblend[4];
+ memset(frameblend, 0, sizeof(frameblend));
+ frameblend[0].lerp = 1;
+ vertex3f = Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3]));
+ VectorClear(loadmodel->normalmins);
+ VectorClear(loadmodel->normalmaxs);
+ yawradius = 0;
+ radius = 0;
+ for (i = 0;i < loadmodel->numframes;i++)
+ {
+ for (j = 0, frameblend[0].frame = loadmodel->animscenes[i].firstframe;j < loadmodel->animscenes[i].framecount;j++, frameblend[0].frame++)
+ {
+ Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, vertex3f, NULL, NULL, NULL);
+ for (vnum = 0, v = vertex3f;vnum < loadmodel->surfmesh.num_vertices;vnum++, v += 3)
+ {
+ if (firstvertex)
+ {
+ firstvertex = false;
+ VectorCopy(v, loadmodel->normalmins);
+ VectorCopy(v, loadmodel->normalmaxs);
+ }
+ else
+ {
+ if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
+ if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
+ if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
+ if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
+ if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
+ if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
+ }
+ dist = v[0] * v[0] + v[1] * v[1];
+ if (yawradius < dist)
+ yawradius = dist;
+ dist += v[2] * v[2];
+ if (radius < dist)
+ radius = dist;
+ }
+ }
+ }
+ Mem_Free(vertex3f);
+ radius = sqrt(radius);
+ yawradius = sqrt(yawradius);
+ loadmodel->yawmins[0] = loadmodel->yawmins[1] = -yawradius;
+ loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = yawradius;
+ loadmodel->yawmins[2] = loadmodel->normalmins[2];
+ loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
+ loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -radius;
+ loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius;
+ loadmodel->radius = radius;
+ loadmodel->radius2 = radius * radius;
+}
+
+static void Mod_Alias_Mesh_CompileFrameZero(void)
{
frameblend_t frameblend[4] = {{0, 1}, {0, 0}, {0, 0}, {0, 0}};
- mesh->data_vertex3f = (float *)Mem_Alloc(loadmodel->mempool, mesh->num_vertices * sizeof(float[3][4]));
- mesh->data_svector3f = mesh->data_vertex3f + mesh->num_vertices * 3;
- mesh->data_tvector3f = mesh->data_vertex3f + mesh->num_vertices * 6;
- mesh->data_normal3f = mesh->data_vertex3f + mesh->num_vertices * 9;
- Mod_Alias_GetMesh_Vertex3f(loadmodel, frameblend, mesh, mesh->data_vertex3f);
- Mod_BuildTextureVectorsAndNormals(0, mesh->num_vertices, mesh->num_triangles, mesh->data_vertex3f, mesh->data_texcoordtexture2f, mesh->data_element3i, mesh->data_svector3f, mesh->data_tvector3f, mesh->data_normal3f, true);
+ loadmodel->surfmesh.data_vertex3f = (float *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[3][4]));
+ loadmodel->surfmesh.data_svector3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 3;
+ loadmodel->surfmesh.data_tvector3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 6;
+ loadmodel->surfmesh.data_normal3f = loadmodel->surfmesh.data_vertex3f + loadmodel->surfmesh.num_vertices * 9;
+ Mod_Alias_GetMesh_Vertices(loadmodel, frameblend, loadmodel->surfmesh.data_vertex3f, NULL, NULL, NULL);
+ Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
+ Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
}
static void Mod_MDLMD2MD3_TraceBox(model_t *model, int frame, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask)
float segmentmins[3], segmentmaxs[3];
frameblend_t frameblend[4];
msurface_t *surface;
- surfmesh_t *mesh;
static int maxvertices = 0;
static float *vertex3f = NULL;
memset(trace, 0, sizeof(*trace));
memset(frameblend, 0, sizeof(frameblend));
frameblend[0].frame = frame;
frameblend[0].lerp = 1;
+ if (maxvertices < model->surfmesh.num_vertices)
+ {
+ if (vertex3f)
+ Z_Free(vertex3f);
+ maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
+ vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
+ }
if (VectorLength2(boxmins) + VectorLength2(boxmaxs) == 0)
{
// line trace
segmentmaxs[2] = max(start[2], end[2]) + 1;
for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
{
- mesh = surface->groupmesh;
- if (maxvertices < mesh->num_vertices)
- {
- if (vertex3f)
- Z_Free(vertex3f);
- maxvertices = (mesh->num_vertices + 255) & ~255;
- vertex3f = Z_Malloc(maxvertices * sizeof(float[3]));
- }
- Mod_Alias_GetMesh_Vertex3f(model, frameblend, mesh, vertex3f);
- Collision_TraceLineTriangleMeshFloat(trace, start, end, mesh->num_triangles, mesh->data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
+ Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
+ Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
}
}
else
thisbrush_end = Collision_BrushForBox(&identitymatrix, boxendmins, boxendmaxs, 0, 0, NULL);
for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++)
{
- mesh = surface->groupmesh;
- if (maxvertices < mesh->num_vertices)
+ if (maxvertices < model->surfmesh.num_vertices)
{
if (vertex3f)
Z_Free(vertex3f);
- maxvertices = (mesh->num_vertices + 255) & ~255;
- vertex3f = Z_Malloc(maxvertices * sizeof(float[3]));
+ maxvertices = (model->surfmesh.num_vertices + 255) & ~255;
+ vertex3f = (float *)Z_Malloc(maxvertices * sizeof(float[3]));
}
- Mod_Alias_GetMesh_Vertex3f(model, frameblend, mesh, vertex3f);
- Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, mesh->num_triangles, mesh->data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
+ Mod_Alias_GetMesh_Vertices(model, frameblend, vertex3f, NULL, NULL, NULL);
+ Collision_TraceBrushTriangleMeshFloat(trace, thisbrush_start, thisbrush_end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, SUPERCONTENTS_SOLID, 0, surface->texture, segmentmins, segmentmaxs);
}
}
}
-static void Mod_CalcAliasModelBBoxes (void)
-{
- int vnum, meshnum;
- float dist, yawradius, radius;
- surfmesh_t *mesh;
- float *v;
- VectorClear(loadmodel->normalmins);
- VectorClear(loadmodel->normalmaxs);
- yawradius = 0;
- radius = 0;
- for (meshnum = 0;meshnum < loadmodel->nummeshes;meshnum++)
- {
- mesh = loadmodel->meshlist[meshnum];
- for (vnum = 0, v = mesh->data_morphvertex3f;vnum < mesh->num_vertices * mesh->num_morphframes;vnum++, v += 3)
- {
- if (loadmodel->normalmins[0] > v[0]) loadmodel->normalmins[0] = v[0];
- if (loadmodel->normalmins[1] > v[1]) loadmodel->normalmins[1] = v[1];
- if (loadmodel->normalmins[2] > v[2]) loadmodel->normalmins[2] = v[2];
- if (loadmodel->normalmaxs[0] < v[0]) loadmodel->normalmaxs[0] = v[0];
- if (loadmodel->normalmaxs[1] < v[1]) loadmodel->normalmaxs[1] = v[1];
- if (loadmodel->normalmaxs[2] < v[2]) loadmodel->normalmaxs[2] = v[2];
- dist = v[0] * v[0] + v[1] * v[1];
- if (yawradius < dist)
- yawradius = dist;
- dist += v[2] * v[2];
- if (radius < dist)
- radius = dist;
- }
- }
- radius = sqrt(radius);
- yawradius = sqrt(yawradius);
- loadmodel->yawmins[0] = loadmodel->yawmins[1] = -yawradius;
- loadmodel->yawmaxs[0] = loadmodel->yawmaxs[1] = yawradius;
- loadmodel->yawmins[2] = loadmodel->normalmins[2];
- loadmodel->yawmaxs[2] = loadmodel->normalmaxs[2];
- loadmodel->rotatedmins[0] = loadmodel->rotatedmins[1] = loadmodel->rotatedmins[2] = -radius;
- loadmodel->rotatedmaxs[0] = loadmodel->rotatedmaxs[1] = loadmodel->rotatedmaxs[2] = radius;
- loadmodel->radius = radius;
- loadmodel->radius2 = radius * radius;
-}
-
-static void Mod_ConvertAliasVerts (int inverts, vec3_t scale, vec3_t translate, trivertx_t *v, float *out3f, int *vertremap)
+static void Mod_ConvertAliasVerts (int inverts, trivertx_t *v, trivertx_t *out, int *vertremap)
{
int i, j;
- vec3_t temp;
for (i = 0;i < inverts;i++)
{
if (vertremap[i] < 0 && vertremap[i+inverts] < 0) // only used vertices need apply...
continue;
- temp[0] = v[i].v[0] * scale[0] + translate[0];
- temp[1] = v[i].v[1] * scale[1] + translate[1];
- temp[2] = v[i].v[2] * scale[2] + translate[2];
j = vertremap[i]; // not onseam
if (j >= 0)
- VectorCopy(temp, out3f + j * 3);
+ out[j] = v[i];
j = vertremap[i+inverts]; // onseam
if (j >= 0)
- VectorCopy(temp, out3f + j * 3);
+ out[j] = v[i];
}
}
-static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, vec3_t scale, vec3_t translate, int *vertremap)
+static void Mod_MDL_LoadFrames (unsigned char* datapointer, int inverts, int *vertremap)
{
int i, f, pose, groupframes;
float interval;
// get scene name from first frame
pinframe = (daliasframe_t *)datapointer;
- strcpy(scene->name, pinframe->name);
+ strlcpy(scene->name, pinframe->name, sizeof(scene->name));
scene->firstframe = pose;
scene->framecount = groupframes;
scene->framerate = 1.0f / interval;
{
pinframe = (daliasframe_t *)datapointer;
datapointer += sizeof(daliasframe_t);
- Mod_ConvertAliasVerts(inverts, scale, translate, (trivertx_t *)datapointer, loadmodel->meshlist[0]->data_morphvertex3f + pose * loadmodel->meshlist[0]->num_vertices * 3, vertremap);
+ Mod_ConvertAliasVerts(inverts, (trivertx_t *)datapointer, loadmodel->surfmesh.data_morphmdlvertex + pose * loadmodel->surfmesh.num_vertices, vertremap);
datapointer += sizeof(trivertx_t) * inverts;
pose++;
}
}
}
-static skinframe_t missingskinframe;
-static void Mod_BuildAliasSkinFromSkinFrame(texture_t *skin, skinframe_t *skinframe)
+static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *skinframe)
{
- // hack
- if (skinframe == NULL)
+ texture->currentframe = texture;
+ texture->numskinframes = 1;
+ texture->skinframerate = 1;
+ texture->currentskinframe = texture->skinframes + 0;
+ if (skinframe)
+ texture->skinframes[0] = *skinframe;
+ else
{
- skinframe = &missingskinframe;
- memset(skinframe, 0, sizeof(*skinframe));
- skinframe->base = r_texture_notexture;
+ // hack
+ memset(texture->skinframes, 0, sizeof(texture->skinframes));
+ texture->skinframes[0].base = r_texture_notexture;
}
- skin->skin = *skinframe;
- skin->currentframe = skin;
- skin->basematerialflags = MATERIALFLAG_WALL;
- if (skin->skin.fog)
- skin->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
- skin->currentmaterialflags = skin->basematerialflags;
+ texture->basematerialflags = MATERIALFLAG_WALL;
+ if (texture->currentskinframe->fog)
+ texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ texture->currentmaterialflags = texture->basematerialflags;
}
static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, char *meshname, char *shadername)
for (i = 0;skinfile;skinfile = skinfile->next, i++, skin += loadmodel->num_surfaces)
{
memset(skin, 0, sizeof(*skin));
+ Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
+ // don't render unmentioned meshes
+ skin->basematerialflags = skin->currentmaterialflags = 0;
+ // see if a mesh
for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = skinfileitem->next)
{
// leave the skin unitialized (nodraw) if the replacement is "common/nodraw" or "textures/common/nodraw"
if (!strcmp(skinfileitem->name, meshname) && strcmp(skinfileitem->replacement, "common/nodraw") && strcmp(skinfileitem->replacement, "textures/common/nodraw"))
{
- memset(&tempskinframe, 0, sizeof(tempskinframe));
- if (Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
- else
- {
+ if (!Mod_LoadSkinFrame(&tempskinframe, skinfileitem->replacement, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
if (cls.state != ca_dedicated)
- Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\", falling back to mesh's internal shader name \"%s\"\n", meshname, i, skinfileitem->replacement, shadername);
- if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
- else
- {
- if (cls.state != ca_dedicated)
- Con_Printf("failed to load skin \"%s\"\n", shadername);
- Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
- }
- }
+ Con_Printf("mesh \"%s\": failed to load skin #%i \"%s\"\n", meshname, i, skinfileitem->replacement);
+ Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
+ break;
}
}
}
}
else
{
- memset(&tempskinframe, 0, sizeof(tempskinframe));
- if (Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
- else
- {
+ if (!Mod_LoadSkinFrame(&tempskinframe, shadername, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
if (cls.state != ca_dedicated)
Con_Printf("Can't find texture \"%s\" for mesh \"%s\", using grey checkerboard\n", shadername, meshname);
- Mod_BuildAliasSkinFromSkinFrame(skin, NULL);
- }
+ Mod_BuildAliasSkinFromSkinFrame(skin, &tempskinframe);
}
}
void Mod_IDP0_Load(model_t *mod, void *buffer, void *bufferend)
{
int i, j, version, totalskins, skinwidth, skinheight, groupframes, groupskins, numverts;
- float scales, scalet, scale[3], translate[3], interval;
+ float scales, scalet, interval;
msurface_t *surface;
unsigned char *data;
mdl_t *pinmodel;
loadmodel->num_surfaces = 1;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
- loadmodel->nummeshes = 1;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + sizeof(surfmesh_t *) + sizeof(surfmesh_t));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
- loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *);
- loadmodel->meshlist[0] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
loadmodel->surfacelist[0] = 0;
loadmodel->numskins = LittleLong(pinmodel->numskins);
BOUNDI(skinheight,0,65536);
numverts = LittleLong(pinmodel->numverts);
BOUNDI(numverts,0,65536);
- loadmodel->meshlist[0]->num_triangles = LittleLong(pinmodel->numtris);
- BOUNDI(loadmodel->meshlist[0]->num_triangles,0,65536);
+ loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->numtris);
+ BOUNDI(loadmodel->surfmesh.num_triangles,0,65536);
loadmodel->numframes = LittleLong(pinmodel->numframes);
BOUNDI(loadmodel->numframes,0,65536);
loadmodel->synctype = (synctype_t)LittleLong (pinmodel->synctype);
for (i = 0;i < 3;i++)
{
- scale[i] = LittleFloat (pinmodel->scale[i]);
- translate[i] = LittleFloat (pinmodel->scale_origin[i]);
+ loadmodel->surfmesh.num_morphmdlframescale[i] = LittleFloat (pinmodel->scale[i]);
+ loadmodel->surfmesh.num_morphmdlframetranslate[i] = LittleFloat (pinmodel->scale_origin[i]);
}
startskins = datapointer;
datapointer += sizeof(stvert_t) * numverts;
pintriangles = (dtriangle_t *)datapointer;
- datapointer += sizeof(dtriangle_t) * loadmodel->meshlist[0]->num_triangles;
+ datapointer += sizeof(dtriangle_t) * loadmodel->surfmesh.num_triangles;
startframes = datapointer;
- loadmodel->meshlist[0]->num_morphframes = 0;
+ loadmodel->surfmesh.num_morphframes = 0;
for (i = 0;i < loadmodel->numframes;i++)
{
pinframetype = (daliasframetype_t *)datapointer;
{
datapointer += sizeof(daliasframe_t);
datapointer += sizeof(trivertx_t) * numverts;
- loadmodel->meshlist[0]->num_morphframes++;
+ loadmodel->surfmesh.num_morphframes++;
}
}
}
// load triangle data
- loadmodel->meshlist[0]->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->meshlist[0]->num_triangles);
+ loadmodel->surfmesh.data_element3i = (int *)Mem_Alloc(loadmodel->mempool, sizeof(int[3]) * loadmodel->surfmesh.num_triangles);
// read the triangle elements
- for (i = 0;i < loadmodel->meshlist[0]->num_triangles;i++)
+ for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
for (j = 0;j < 3;j++)
- loadmodel->meshlist[0]->data_element3i[i*3+j] = LittleLong(pintriangles[i].vertindex[j]);
+ loadmodel->surfmesh.data_element3i[i*3+j] = LittleLong(pintriangles[i].vertindex[j]);
// validate (note numverts is used because this is the original data)
- Mod_ValidateElements(loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles, 0, numverts, __FILE__, __LINE__);
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, numverts, __FILE__, __LINE__);
// now butcher the elements according to vertonseam and tri->facesfront
// and then compact the vertex set to remove duplicates
- for (i = 0;i < loadmodel->meshlist[0]->num_triangles;i++)
+ for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
if (!LittleLong(pintriangles[i].facesfront)) // backface
for (j = 0;j < 3;j++)
- if (vertonseam[loadmodel->meshlist[0]->data_element3i[i*3+j]])
- loadmodel->meshlist[0]->data_element3i[i*3+j] += numverts;
+ if (vertonseam[loadmodel->surfmesh.data_element3i[i*3+j]])
+ loadmodel->surfmesh.data_element3i[i*3+j] += numverts;
// count the usage
// (this uses vertremap to count usage to save some memory)
for (i = 0;i < numverts*2;i++)
vertremap[i] = 0;
- for (i = 0;i < loadmodel->meshlist[0]->num_triangles*3;i++)
- vertremap[loadmodel->meshlist[0]->data_element3i[i]]++;
+ for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+ vertremap[loadmodel->surfmesh.data_element3i[i]]++;
// build remapping table and compact array
- loadmodel->meshlist[0]->num_vertices = 0;
+ loadmodel->surfmesh.num_vertices = 0;
for (i = 0;i < numverts*2;i++)
{
if (vertremap[i])
{
- vertremap[i] = loadmodel->meshlist[0]->num_vertices;
- vertst[loadmodel->meshlist[0]->num_vertices*2+0] = vertst[i*2+0];
- vertst[loadmodel->meshlist[0]->num_vertices*2+1] = vertst[i*2+1];
- loadmodel->meshlist[0]->num_vertices++;
+ vertremap[i] = loadmodel->surfmesh.num_vertices;
+ vertst[loadmodel->surfmesh.num_vertices*2+0] = vertst[i*2+0];
+ vertst[loadmodel->surfmesh.num_vertices*2+1] = vertst[i*2+1];
+ loadmodel->surfmesh.num_vertices++;
}
else
vertremap[i] = -1; // not used at all
}
// remap the elements to the new vertex set
- for (i = 0;i < loadmodel->meshlist[0]->num_triangles * 3;i++)
- loadmodel->meshlist[0]->data_element3i[i] = vertremap[loadmodel->meshlist[0]->data_element3i[i]];
+ for (i = 0;i < loadmodel->surfmesh.num_triangles * 3;i++)
+ loadmodel->surfmesh.data_element3i[i] = vertremap[loadmodel->surfmesh.data_element3i[i]];
// store the texture coordinates
- loadmodel->meshlist[0]->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[2]) * loadmodel->meshlist[0]->num_vertices);
- for (i = 0;i < loadmodel->meshlist[0]->num_vertices;i++)
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[2]) * loadmodel->surfmesh.num_vertices);
+ for (i = 0;i < loadmodel->surfmesh.num_vertices;i++)
{
- loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+0] = vertst[i*2+0];
- loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+1] = vertst[i*2+1];
+ loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = vertst[i*2+0];
+ loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = vertst[i*2+1];
}
// load the frames
loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, sizeof(animscene_t) * loadmodel->numframes);
- loadmodel->meshlist[0]->data_morphvertex3f = (float *)Mem_Alloc(loadmodel->mempool, sizeof(float[3]) * loadmodel->meshlist[0]->num_morphframes * loadmodel->meshlist[0]->num_vertices);
- loadmodel->meshlist[0]->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->meshlist[0]->num_triangles * sizeof(int[3]));
- Mod_MDL_LoadFrames (startframes, numverts, scale, translate, vertremap);
- Mod_BuildTriangleNeighbors(loadmodel->meshlist[0]->data_neighbor3i, loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles);
- Mod_CalcAliasModelBBoxes();
- Mod_Alias_Mesh_CompileFrameZero(loadmodel->meshlist[0]);
+ loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)Mem_Alloc(loadmodel->mempool, sizeof(trivertx_t) * loadmodel->surfmesh.num_morphframes * loadmodel->surfmesh.num_vertices);
+ loadmodel->surfmesh.data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
+ Mod_MDL_LoadFrames (startframes, numverts, vertremap);
+ Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ Mod_Alias_CalculateBoundingBox();
+ Mod_Alias_Mesh_CompileFrameZero();
Mem_Free(vertst);
Mem_Free(vertremap);
// store the info about the new skin
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + totalskins * loadmodel->num_surfaces, &tempskinframe);
- strcpy(loadmodel->skinscenes[loadmodel->numskins].name, name);
+ strlcpy(loadmodel->skinscenes[loadmodel->numskins].name, name, sizeof(loadmodel->skinscenes[loadmodel->numskins].name));
loadmodel->skinscenes[loadmodel->numskins].firstframe = totalskins;
loadmodel->skinscenes[loadmodel->numskins].framecount = 1;
loadmodel->skinscenes[loadmodel->numskins].framerate = 10.0f;
surface = loadmodel->data_surfaces;
surface->texture = loadmodel->data_textures;
- surface->groupmesh = loadmodel->meshlist[0];
surface->num_firsttriangle = 0;
- surface->num_triangles = surface->groupmesh->num_triangles;
+ surface->num_triangles = loadmodel->surfmesh.num_triangles;
surface->num_firstvertex = 0;
- surface->num_vertices = surface->groupmesh->num_vertices;
-}
+ surface->num_vertices = loadmodel->surfmesh.num_vertices;
-static void Mod_MD2_ConvertVerts (vec3_t scale, vec3_t translate, trivertx_t *v, float *out3f, int numverts, int *vertremap)
-{
- int i;
- trivertx_t *in;
- for (i = 0;i < numverts;i++, out3f += 3)
- {
- in = v + vertremap[i];
- out3f[0] = in->v[0] * scale[0] + translate[0];
- out3f[1] = in->v[1] * scale[1] + translate[1];
- out3f[2] = in->v[2] * scale[2] + translate[2];
- }
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
}
void Mod_IDP2_Load(model_t *mod, void *buffer, void *bufferend)
{
- int i, j, k, hashindex, num, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end, numverts;
- float *stverts, s, t, scale[3], translate[3];
+ int i, j, hashindex, numxyz, numst, xyz, st, skinwidth, skinheight, *vertremap, version, end;
+ float iskinwidth, iskinheight;
unsigned char *data;
msurface_t *surface;
md2_t *pinmodel;
struct md2verthash_s
{
struct md2verthash_s *next;
- int xyz;
- float st[2];
+ unsigned short xyz;
+ unsigned short st;
}
*hash, **md2verthash, *md2verthashdata;
skinframe_t tempskinframe;
if (LittleLong(pinmodel->ofs_glcmds) <= 0 || LittleLong(pinmodel->ofs_glcmds) >= end)
Host_Error ("%s is not a valid model", loadmodel->name);
+ loadmodel->numskins = LittleLong(pinmodel->num_skins);
+ numxyz = LittleLong(pinmodel->num_xyz);
+ numst = LittleLong(pinmodel->num_st);
+ loadmodel->surfmesh.num_triangles = LittleLong(pinmodel->num_tris);
+ loadmodel->numframes = LittleLong(pinmodel->num_frames);
+ loadmodel->surfmesh.num_morphframes = loadmodel->numframes;
+ skinwidth = LittleLong(pinmodel->skinwidth);
+ skinheight = LittleLong(pinmodel->skinheight);
+ iskinwidth = 1.0f / skinwidth;
+ iskinheight = 1.0f / skinheight;
+
loadmodel->num_surfaces = 1;
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
- loadmodel->nummeshes = 1;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + sizeof(surfmesh_t *) + sizeof(surfmesh_t));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->numframes * sizeof(animscene_t) + loadmodel->numframes * sizeof(float[6]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]) + loadmodel->surfmesh.num_triangles * sizeof(int[3]));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
- loadmodel->meshlist = (surfmesh_t **)data;data += loadmodel->num_surfaces * sizeof(surfmesh_t *);
- loadmodel->meshlist[0] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
loadmodel->surfacelist[0] = 0;
-
- loadmodel->numskins = LittleLong(pinmodel->num_skins);
- numxyz = LittleLong(pinmodel->num_xyz);
- numst = LittleLong(pinmodel->num_st);
- loadmodel->meshlist[0]->num_triangles = LittleLong(pinmodel->num_tris);
- loadmodel->numframes = LittleLong(pinmodel->num_frames);
- loadmodel->meshlist[0]->num_morphframes = loadmodel->numframes;
- loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
+ loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
+ loadmodel->surfmesh.data_morphmd2framesize6f = (float *)data;data += loadmodel->numframes * sizeof(float[6]);
+ loadmodel->surfmesh.data_element3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_neighbor3i = (int *)data;data += loadmodel->surfmesh.num_triangles * sizeof(int[3]);
loadmodel->flags = 0; // there are no MD2 flags
loadmodel->synctype = ST_RAND;
loadmodel->data_textures = (texture_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t));
for (i = 0;i < loadmodel->numskins;i++, inskin += MD2_SKINNAME)
{
- if (Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, &tempskinframe);
- else
- {
+ if (!Mod_LoadSkinFrame(&tempskinframe, inskin, (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, true, true))
Con_Printf("%s is missing skin \"%s\"\n", loadmodel->name, inskin);
- Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, NULL);
- }
+ Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i * loadmodel->num_surfaces, &tempskinframe);
}
}
else
// load the triangles and stvert data
inst = (unsigned short *)(base + LittleLong(pinmodel->ofs_st));
intri = (md2triangle_t *)(base + LittleLong(pinmodel->ofs_tris));
- skinwidth = LittleLong(pinmodel->skinwidth);
- skinheight = LittleLong(pinmodel->skinheight);
-
- stverts = (float *)Mem_Alloc(tempmempool, numst * sizeof(float[2]));
- s = 1.0f / skinwidth;
- t = 1.0f / skinheight;
- for (i = 0;i < numst;i++)
- {
- j = (unsigned short) LittleShort(inst[i*2+0]);
- k = (unsigned short) LittleShort(inst[i*2+1]);
- if (j >= skinwidth || k >= skinheight)
- {
- Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, j, k, i);
- j = 0;
- k = 0;
- }
- stverts[i*2+0] = j * s;
- stverts[i*2+1] = k * t;
- }
-
- md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 256 * sizeof(hash));
- md2verthashdata = (struct md2verthash_s *)Mem_Alloc(tempmempool, loadmodel->meshlist[0]->num_triangles * 3 * sizeof(*hash));
+ md2verthash = (struct md2verthash_s **)Mem_Alloc(tempmempool, 65536 * sizeof(hash));
+ md2verthashdata = (struct md2verthash_s *)Mem_Alloc(tempmempool, loadmodel->surfmesh.num_triangles * 3 * sizeof(*hash));
// swap the triangle list
- num = 0;
- loadmodel->meshlist[0]->data_element3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->meshlist[0]->num_triangles * sizeof(int[3]));
- for (i = 0;i < loadmodel->meshlist[0]->num_triangles;i++)
+ loadmodel->surfmesh.num_vertices = 0;
+ for (i = 0;i < loadmodel->surfmesh.num_triangles;i++)
{
for (j = 0;j < 3;j++)
{
Con_Printf("%s has an invalid st index (%i) on triangle %i, resetting to 0\n", loadmodel->name, st, i);
st = 0;
}
- s = stverts[st*2+0];
- t = stverts[st*2+1];
- hashindex = (xyz * 17 + st) & 255;
+ hashindex = (xyz * 256 + st) & 65535;
for (hash = md2verthash[hashindex];hash;hash = hash->next)
- if (hash->xyz == xyz && hash->st[0] == s && hash->st[1] == t)
+ if (hash->xyz == xyz && hash->st == st)
break;
if (hash == NULL)
{
- hash = md2verthashdata + num++;
+ hash = md2verthashdata + loadmodel->surfmesh.num_vertices++;
hash->xyz = xyz;
- hash->st[0] = s;
- hash->st[1] = t;
+ hash->st = st;
hash->next = md2verthash[hashindex];
md2verthash[hashindex] = hash;
}
- loadmodel->meshlist[0]->data_element3i[i*3+j] = (hash - md2verthashdata);
+ loadmodel->surfmesh.data_element3i[i*3+j] = (hash - md2verthashdata);
}
}
- Mem_Free(stverts);
-
- numverts = num;
- loadmodel->meshlist[0]->num_vertices = numverts;
- vertremap = (int *)Mem_Alloc(loadmodel->mempool, num * sizeof(int));
- loadmodel->meshlist[0]->data_texcoordtexture2f = (float *)Mem_Alloc(loadmodel->mempool, num * sizeof(float[2]));
- for (i = 0;i < num;i++)
+ vertremap = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(int));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->surfmesh.num_vertices * sizeof(float[2]) + loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t));
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
+ loadmodel->surfmesh.data_morphmdlvertex = (trivertx_t *)data;data += loadmodel->surfmesh.num_vertices * loadmodel->surfmesh.num_morphframes * sizeof(trivertx_t);
+ for (i = 0;i < loadmodel->surfmesh.num_vertices;i++)
{
+ int sts, stt;
hash = md2verthashdata + i;
vertremap[i] = hash->xyz;
- loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+0] = hash->st[0];
- loadmodel->meshlist[0]->data_texcoordtexture2f[i*2+1] = hash->st[1];
+ sts = LittleShort(inst[hash->st*2+0]);
+ stt = LittleShort(inst[hash->st*2+1]);
+ if (sts < 0 || sts >= skinwidth || stt < 0 || stt >= skinheight)
+ {
+ Con_Printf("%s has an invalid skin coordinate (%i %i) on vert %i, changing to 0 0\n", loadmodel->name, sts, stt, i);
+ sts = 0;
+ stt = 0;
+ }
+ loadmodel->surfmesh.data_texcoordtexture2f[i*2+0] = sts * iskinwidth;
+ loadmodel->surfmesh.data_texcoordtexture2f[i*2+1] = stt * iskinheight;
}
Mem_Free(md2verthash);
// load the frames
datapointer = (base + LittleLong(pinmodel->ofs_frames));
- loadmodel->meshlist[0]->data_morphvertex3f = (float *)Mem_Alloc(loadmodel->mempool, numverts * loadmodel->meshlist[0]->num_morphframes * sizeof(float[3]));
- for (i = 0;i < loadmodel->meshlist[0]->num_morphframes;i++)
+ for (i = 0;i < loadmodel->surfmesh.num_morphframes;i++)
{
+ int k;
+ trivertx_t *v;
+ trivertx_t *out;
pinframe = (md2frame_t *)datapointer;
datapointer += sizeof(md2frame_t);
+ // store the frame scale/translate into the appropriate array
for (j = 0;j < 3;j++)
{
- scale[j] = LittleFloat(pinframe->scale[j]);
- translate[j] = LittleFloat(pinframe->translate[j]);
+ loadmodel->surfmesh.data_morphmd2framesize6f[i*6+j] = LittleFloat(pinframe->scale[j]);
+ loadmodel->surfmesh.data_morphmd2framesize6f[i*6+3+j] = LittleFloat(pinframe->translate[j]);
}
- Mod_MD2_ConvertVerts(scale, translate, (trivertx_t *)datapointer, loadmodel->meshlist[0]->data_morphvertex3f + i * numverts * 3, numverts, vertremap);
+ // convert the vertices
+ v = (trivertx_t *)datapointer;
+ out = loadmodel->surfmesh.data_morphmdlvertex + i * loadmodel->surfmesh.num_vertices;
+ for (k = 0;k < loadmodel->surfmesh.num_vertices;k++)
+ out[k] = v[vertremap[k]];
datapointer += numxyz * sizeof(trivertx_t);
- strcpy(loadmodel->animscenes[i].name, pinframe->name);
+ strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
loadmodel->animscenes[i].firstframe = i;
loadmodel->animscenes[i].framecount = 1;
loadmodel->animscenes[i].framerate = 10;
Mem_Free(vertremap);
- loadmodel->meshlist[0]->data_neighbor3i = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->meshlist[0]->num_triangles * sizeof(int[3]));
- Mod_BuildTriangleNeighbors(loadmodel->meshlist[0]->data_neighbor3i, loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles);
- Mod_CalcAliasModelBBoxes();
- Mod_Alias_Mesh_CompileFrameZero(loadmodel->meshlist[0]);
+ Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ Mod_Alias_CalculateBoundingBox();
+ Mod_Alias_Mesh_CompileFrameZero();
surface = loadmodel->data_surfaces;
- surface->groupmesh = loadmodel->meshlist[0];
surface->texture = loadmodel->data_textures;
surface->num_firsttriangle = 0;
- surface->num_triangles = surface->groupmesh->num_triangles;
+ surface->num_triangles = loadmodel->surfmesh.num_triangles;
surface->num_firstvertex = 0;
- surface->num_vertices = surface->groupmesh->num_vertices;
+ surface->num_vertices = loadmodel->surfmesh.num_vertices;
+
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
}
void Mod_IDP3_Load(model_t *mod, void *buffer, void *bufferend)
loadmodel->animscenes = (animscene_t *)Mem_Alloc(loadmodel->mempool, loadmodel->numframes * sizeof(animscene_t));
for (i = 0, pinframe = (md3frameinfo_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_frameinfo));i < loadmodel->numframes;i++, pinframe++)
{
- strcpy(loadmodel->animscenes[i].name, pinframe->name);
+ strlcpy(loadmodel->animscenes[i].name, pinframe->name, sizeof(loadmodel->animscenes[i].name));
loadmodel->animscenes[i].firstframe = i;
loadmodel->animscenes[i].framecount = 1;
loadmodel->animscenes[i].framerate = 10;
loadmodel->data_tags = (aliastag_t *)Mem_Alloc(loadmodel->mempool, loadmodel->num_tagframes * loadmodel->num_tags * sizeof(aliastag_t));
for (i = 0, pintag = (md3tag_t *)((unsigned char *)pinmodel + LittleLong(pinmodel->lump_tags));i < loadmodel->num_tagframes * loadmodel->num_tags;i++, pintag++)
{
- strcpy(loadmodel->data_tags[i].name, pintag->name);
- loadmodel->data_tags[i].matrix = identitymatrix;
+ strlcpy(loadmodel->data_tags[i].name, pintag->name, sizeof(loadmodel->data_tags[i].name));
+ for (j = 0;j < 9;j++)
+ loadmodel->data_tags[i].matrixgl[j] = LittleFloat(pintag->rotationmatrix[j]);
for (j = 0;j < 3;j++)
- {
- for (k = 0;k < 3;k++)
- loadmodel->data_tags[i].matrix.m[j][k] = LittleFloat(pintag->rotationmatrix[k * 3 + j]);
- loadmodel->data_tags[i].matrix.m[j][3] = LittleFloat(pintag->origin[j]);
- }
+ loadmodel->data_tags[i].matrixgl[9+j] = LittleFloat(pintag->origin[j]);
//Con_Printf("model \"%s\" frame #%i tag #%i \"%s\"\n", loadmodel->name, i / loadmodel->num_tags, i % loadmodel->num_tags, loadmodel->data_tags[i].name);
}
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
loadmodel->num_textures = loadmodel->num_surfaces;
- loadmodel->nummeshes = 1;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + sizeof(surfmesh_t *) + sizeof(surfmesh_t) + meshtriangles * sizeof(int[6]) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(float[3]));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[2]) + meshvertices * loadmodel->numframes * sizeof(md3vertex_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
- loadmodel->meshlist = (surfmesh_t **)data;data += sizeof(surfmesh_t *);
- loadmodel->meshlist[0] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
- loadmodel->meshlist[0]->num_vertices = meshvertices;
- loadmodel->meshlist[0]->num_triangles = meshtriangles;
- loadmodel->meshlist[0]->num_morphframes = loadmodel->numframes; // TODO: remove?
- loadmodel->meshlist[0]->data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
- loadmodel->meshlist[0]->data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
- loadmodel->meshlist[0]->data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
- loadmodel->meshlist[0]->data_morphvertex3f = (float *)data;data += meshvertices * loadmodel->numframes * sizeof(float[3]);
+ loadmodel->surfmesh.num_vertices = meshvertices;
+ loadmodel->surfmesh.num_triangles = meshtriangles;
+ loadmodel->surfmesh.num_morphframes = loadmodel->numframes; // TODO: remove?
+ loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ loadmodel->surfmesh.data_morphmd3vertex = (md3vertex_t *)data;data += meshvertices * loadmodel->numframes * sizeof(md3vertex_t);
meshvertices = 0;
meshtriangles = 0;
Host_Error("Mod_IDP3_Load: invalid mesh identifier (not IDP3)");
loadmodel->surfacelist[i] = i;
surface = loadmodel->data_surfaces + i;
- surface->groupmesh = loadmodel->meshlist[0];
surface->texture = loadmodel->data_textures + i;
surface->num_firsttriangle = meshtriangles;
surface->num_triangles = LittleLong(pinmesh->num_triangles);
meshtriangles += surface->num_triangles;
for (j = 0;j < surface->num_triangles * 3;j++)
- surface->groupmesh->data_element3i[j + surface->num_firsttriangle * 3] = surface->num_firstvertex + LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]);
+ loadmodel->surfmesh.data_element3i[j + surface->num_firsttriangle * 3] = surface->num_firstvertex + LittleLong(((int *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_elements)))[j]);
for (j = 0;j < surface->num_vertices;j++)
{
- surface->groupmesh->data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 0] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 0]);
- surface->groupmesh->data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 1] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 1]);
+ loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 0] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 0]);
+ loadmodel->surfmesh.data_texcoordtexture2f[(j + surface->num_firstvertex) * 2 + 1] = LittleFloat(((float *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_texcoords)))[j * 2 + 1]);
}
- for (j = 0;j < surface->num_vertices * loadmodel->numframes;j++)
+ for (j = 0;j < loadmodel->numframes;j++)
{
- surface->groupmesh->data_morphvertex3f[(j + surface->num_firstvertex) * 3 + 0] = LittleShort(((short *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 0]) * (1.0f / 64.0f);
- surface->groupmesh->data_morphvertex3f[(j + surface->num_firstvertex) * 3 + 1] = LittleShort(((short *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 1]) * (1.0f / 64.0f);
- surface->groupmesh->data_morphvertex3f[(j + surface->num_firstvertex) * 3 + 2] = LittleShort(((short *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)))[j * 4 + 2]) * (1.0f / 64.0f);
+ const md3vertex_t *in = (md3vertex_t *)((unsigned char *)pinmesh + LittleLong(pinmesh->lump_framevertices)) + j * surface->num_vertices;
+ md3vertex_t *out = loadmodel->surfmesh.data_morphmd3vertex + surface->num_firstvertex + j * loadmodel->surfmesh.num_vertices;
+ for (k = 0;k < surface->num_vertices;k++, in++, out++)
+ {
+ out->origin[0] = LittleShort(in->origin[0]);
+ out->origin[1] = LittleShort(in->origin[1]);
+ out->origin[2] = LittleShort(in->origin[2]);
+ out->pitch = in->pitch;
+ out->yaw = in->yaw;
+ }
}
if (LittleLong(pinmesh->num_shaders) >= 1)
for (j = 0;j < loadmodel->numskins;j++)
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
- Mod_ValidateElements(surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
}
- Mod_BuildTriangleNeighbors(loadmodel->meshlist[0]->data_neighbor3i, loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles);
- Mod_Alias_Mesh_CompileFrameZero(loadmodel->meshlist[0]);
- Mod_CalcAliasModelBBoxes();
+ Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ Mod_Alias_Mesh_CompileFrameZero();
+ Mod_Alias_CalculateBoundingBox();
Mod_FreeSkinFiles(skinfiles);
+
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
}
void Mod_ZYMOTICMODEL_Load(model_t *mod, void *buffer, void *bufferend)
{
zymtype1header_t *pinmodel, *pheader;
unsigned char *pbase;
- int i, j, k, l, numposes, meshvertices, meshtriangles, numvertexboneweights, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements;
- float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f;
+ int i, j, k, numposes, meshvertices, meshtriangles, *bonecount, *vertbonecounts, count, *renderlist, *renderlistend, *outelements;
+ float modelradius, corner[2], *poses, *intexcoord2f, *outtexcoord2f, *bonepose;
zymvertex_t *verts, *vertdata;
zymscene_t *scene;
zymbone_t *bone;
pinmodel = (zymtype1header_t *)buffer;
pbase = (unsigned char *)buffer;
if (memcmp(pinmodel->id, "ZYMOTICMODEL", 12))
- Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model");
+ Host_Error ("Mod_ZYMOTICMODEL_Load: %s is not a zymotic model", loadmodel->name);
if (BigLong(pinmodel->type) != 1)
Host_Error ("Mod_ZYMOTICMODEL_Load: only type 1 (skeletal pose) models are currently supported (name = %s)", loadmodel->name);
if (pheader->numtris < 1 || pheader->numverts < 3 || pheader->numshaders < 1)
{
- Con_Printf("%s has no geometry\n");
+ Con_Printf("%s has no geometry\n", loadmodel->name);
return;
}
if (pheader->numscenes < 1 || pheader->lump_poses.length < (int)sizeof(float[3][4]))
{
- Con_Printf("%s has no animations\n");
+ Con_Printf("%s has no animations\n", loadmodel->name);
return;
}
for (i = 0;i < pheader->numverts;i++)
{
vertbonecounts[i] = BigLong(bonecount[i]);
- if (vertbonecounts[i] < 1)
- Host_Error("%s bonecount[%i] < 1", loadmodel->name, i);
+ if (vertbonecounts[i] != 1)
+ Host_Error("%s bonecount[%i] != 1 (vertex weight support is impossible in this format)", loadmodel->name, i);
}
loadmodel->num_poses = pheader->lump_poses.length / sizeof(float[3][4]);
meshvertices = pheader->numverts;
meshtriangles = pheader->numtris;
- numvertexboneweights = pheader->lump_verts.length / sizeof(zymvertex_t);
loadmodel->nummodelsurfaces = loadmodel->num_surfaces;
loadmodel->num_textures = loadmodel->num_surfaces;
- loadmodel->nummeshes = 1;
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + sizeof(surfmesh_t *) + sizeof(surfmesh_t) + meshtriangles * sizeof(int[6]) + meshvertices * sizeof(float[2]) + numvertexboneweights * sizeof(surfmeshvertexboneweight_t) + loadmodel->num_poses * sizeof(float[3][4]));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[14]) + meshvertices * sizeof(int[4]) + meshvertices * sizeof(float[4]) + loadmodel->num_poses * sizeof(float[36]));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
- loadmodel->meshlist = (surfmesh_t **)data;data += sizeof(surfmesh_t *);
- loadmodel->meshlist[0] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
- loadmodel->meshlist[0]->num_vertices = meshvertices;
- loadmodel->meshlist[0]->num_triangles = meshtriangles;
- loadmodel->meshlist[0]->num_vertexboneweights = numvertexboneweights;
- loadmodel->meshlist[0]->data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
- loadmodel->meshlist[0]->data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
- loadmodel->meshlist[0]->data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
- loadmodel->meshlist[0]->data_vertexboneweights = (surfmeshvertexboneweight_t *)data;data += numvertexboneweights * sizeof(surfmeshvertexboneweight_t);
- loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[3][4]);
+ loadmodel->surfmesh.num_vertices = meshvertices;
+ loadmodel->surfmesh.num_triangles = meshtriangles;
+ loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
+ loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
+ loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ loadmodel->data_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
//zymlump_t lump_poses; // float pose[numposes][numbones][3][4]; // animation data
poses = (float *) (pheader->lump_poses.start + pbase);
//zymlump_t lump_verts; // zymvertex_t vert[numvertices]; // see vertex struct
verts = (zymvertex_t *)Mem_Alloc(loadmodel->mempool, pheader->lump_verts.length);
vertdata = (zymvertex_t *) (pheader->lump_verts.start + pbase);
- l = 0;
- for (j = 0;j < pheader->numverts;j++)
+ // reconstruct frame 0 matrices to allow reconstruction of the base mesh
+ // (converting from weight-blending skeletal animation to
+ // deformation-based skeletal animation)
+ bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+ for (i = 0;i < loadmodel->num_bones;i++)
{
- for (k = 0;k < vertbonecounts[j];k++, l++)
- {
- // this format really should have had a per vertexweight weight value...
- float influence = 1.0f / vertbonecounts[j];
- loadmodel->meshlist[0]->data_vertexboneweights[l].vertexindex = j;
- loadmodel->meshlist[0]->data_vertexboneweights[l].boneindex = BigLong(vertdata[l].bonenum);
- loadmodel->meshlist[0]->data_vertexboneweights[l].origin[0] = BigFloat(vertdata[l].origin[0]) * influence;
- loadmodel->meshlist[0]->data_vertexboneweights[l].origin[1] = BigFloat(vertdata[l].origin[1]) * influence;
- loadmodel->meshlist[0]->data_vertexboneweights[l].origin[2] = BigFloat(vertdata[l].origin[2]) * influence;
- loadmodel->meshlist[0]->data_vertexboneweights[l].origin[3] = influence;
- }
+ const float *m = loadmodel->data_poses + i * 12;
+ if (loadmodel->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i);
+ else
+ for (k = 0;k < 12;k++)
+ bonepose[12*i+k] = m[k];
}
+ for (j = 0;j < pheader->numverts;j++)
+ {
+ // this format really should have had a per vertexweight weight value...
+ // but since it does not, the weighting is completely ignored and
+ // only one weight is allowed per vertex
+ int boneindex = BigLong(vertdata[j].bonenum);
+ const float *m = bonepose + 12 * boneindex;
+ float relativeorigin[3];
+ relativeorigin[0] = BigFloat(vertdata[j].origin[0]);
+ relativeorigin[1] = BigFloat(vertdata[j].origin[1]);
+ relativeorigin[2] = BigFloat(vertdata[j].origin[2]);
+ // transform the vertex bone weight into the base mesh
+ loadmodel->surfmesh.data_vertex3f[j*3+0] = relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + m[ 3];
+ loadmodel->surfmesh.data_vertex3f[j*3+1] = relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + m[ 7];
+ loadmodel->surfmesh.data_vertex3f[j*3+2] = relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + m[11];
+ // store the weight as the primary weight on this vertex
+ loadmodel->surfmesh.data_vertexweightindex4i[j*4+0] = boneindex;
+ loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+0] = 1;
+ }
+ Z_Free(bonepose);
+ // normals and tangents are calculated after elements are loaded
//zymlump_t lump_texcoords; // float texcoords[numvertices][2];
- outtexcoord2f = loadmodel->meshlist[0]->data_texcoordtexture2f;
+ outtexcoord2f = loadmodel->surfmesh.data_texcoordtexture2f;
intexcoord2f = (float *) (pheader->lump_texcoords.start + pbase);
for (i = 0;i < pheader->numverts;i++)
{
meshtriangles = 0;
for (i = 0;i < loadmodel->num_surfaces;i++)
{
- int lastvertex;
+ int firstvertex, lastvertex;
if (renderlist >= renderlistend)
Host_Error("%s corrupt renderlist (wrong size)", loadmodel->name);
count = BigLong(*renderlist);renderlist++;
loadmodel->surfacelist[i] = i;
surface = loadmodel->data_surfaces + i;
- surface->groupmesh = loadmodel->meshlist[0];
surface->texture = loadmodel->data_textures + i;
surface->num_firsttriangle = meshtriangles;
surface->num_triangles = count;
- surface->num_firstvertex = meshvertices;
- surface->num_vertices = meshvertices;
+ meshtriangles += surface->num_triangles;
- // load the elements and find the used vertex range
+ // load the elements
+ outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
+ for (j = 0;j < surface->num_triangles;j++, renderlist += 3)
+ {
+ outelements[j*3+2] = BigLong(renderlist[0]);
+ outelements[j*3+1] = BigLong(renderlist[1]);
+ outelements[j*3+0] = BigLong(renderlist[2]);
+ }
+ // validate the elements and find the used vertex range
+ firstvertex = meshvertices;
lastvertex = 0;
- outelements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
- for (j = 0;j < surface->num_triangles;j++)
+ for (j = 0;j < surface->num_triangles * 3;j++)
{
- outelements[2] = BigLong(renderlist[0]);
- outelements[1] = BigLong(renderlist[1]);
- outelements[0] = BigLong(renderlist[2]);
- if ((unsigned int)outelements[0] >= (unsigned int)pheader->numverts
- || (unsigned int)outelements[1] >= (unsigned int)pheader->numverts
- || (unsigned int)outelements[2] >= (unsigned int)pheader->numverts)
+ if ((unsigned int)outelements[j] >= (unsigned int)meshvertices)
Host_Error("%s corrupt renderlist (out of bounds index)", loadmodel->name);
- if (vertbonecounts[outelements[0]] == 0 || vertbonecounts[outelements[1]] == 0 || vertbonecounts[outelements[2]] == 0)
- Host_Error("%s corrupt renderlist (references vertex with no bone weights", loadmodel->name);
- surface->num_firstvertex = min(surface->num_firstvertex, outelements[0]);
- surface->num_firstvertex = min(surface->num_firstvertex, outelements[1]);
- surface->num_firstvertex = min(surface->num_firstvertex, outelements[2]);
- lastvertex = max(lastvertex, outelements[0]);
- lastvertex = max(lastvertex, outelements[1]);
- lastvertex = max(lastvertex, outelements[2]);
- renderlist += 3;
- outelements += 3;
+ firstvertex = min(firstvertex, outelements[j]);
+ lastvertex = max(lastvertex, outelements[j]);
}
- surface->num_vertices = lastvertex + 1 - surface->num_firstvertex;
+ surface->num_firstvertex = firstvertex;
+ surface->num_vertices = lastvertex + 1 - firstvertex;
// since zym models do not have named sections, reuse their shader
// name as the section name
else
for (j = 0;j < loadmodel->numskins;j++)
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
-
- Mod_ValidateElements(surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
}
- Mod_BuildTriangleNeighbors(loadmodel->meshlist[0]->data_neighbor3i, loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles);
- Mod_Alias_Mesh_CompileFrameZero(loadmodel->meshlist[0]);
Mod_FreeSkinFiles(skinfiles);
Mem_Free(vertbonecounts);
Mem_Free(verts);
+
+ // compute all the mesh information that was not loaded from the file
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+ Mod_BuildBaseBonePoses();
+ Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
+ Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+ Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
}
void Mod_DARKPLACESMODEL_Load(model_t *mod, void *buffer, void *bufferend)
dpmbone_t *bone;
dpmmesh_t *dpmmesh;
unsigned char *pbase;
- int i, j, k, meshvertices, meshtriangles, numvertexboneweights;
+ int i, j, k, meshvertices, meshtriangles;
skinfile_t *skinfiles;
unsigned char *data;
+ float *bonepose;
pheader = (dpmheader_t *)buffer;
pbase = (unsigned char *)buffer;
if (memcmp(pheader->id, "DARKPLACESMODEL\0", 16))
- Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model");
+ Host_Error ("Mod_DARKPLACESMODEL_Load: %s is not a darkplaces model", loadmodel->name);
if (BigLong(pheader->type) != 2)
Host_Error ("Mod_DARKPLACESMODEL_Load: only type 2 (hierarchical skeletal pose) models are currently supported (name = %s)", loadmodel->name);
if (pheader->num_bones < 1 || pheader->num_meshs < 1)
{
- Con_Printf("%s has no geometry\n");
+ Con_Printf("%s has no geometry\n", loadmodel->name);
return;
}
if (pheader->num_frames < 1)
{
- Con_Printf("%s has no frames\n");
+ Con_Printf("%s has no frames\n", loadmodel->name);
return;
}
meshvertices = 0;
meshtriangles = 0;
- numvertexboneweights = 0;
- // load the meshes now
+ // gather combined statistics from the meshes
dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs);
- for (i = 0;i < loadmodel->num_surfaces;i++)
+ for (i = 0;i < (int)pheader->num_meshs;i++)
{
int numverts = BigLong(dpmmesh->num_verts);
meshvertices += numverts;;
meshtriangles += BigLong(dpmmesh->num_tris);
-
- // to find out how many weights exist we two a two-stage load...
- data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts));
- for (j = 0;j < numverts;j++)
- {
- int numweights = BigLong(((dpmvertex_t *)data)->numbones);
- numvertexboneweights += numweights;
- data += sizeof(dpmvertex_t);
- data += numweights * sizeof(dpmbonevert_t);
- }
dpmmesh++;
}
loadmodel->num_bones = pheader->num_bones;
loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
loadmodel->num_textures = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = pheader->num_meshs;
- loadmodel->nummeshes = 1;
// do most allocations as one merged chunk
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + sizeof(surfmesh_t *) + sizeof(surfmesh_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[2]) + numvertexboneweights * sizeof(surfmeshvertexboneweight_t) + loadmodel->num_poses * sizeof(float[3][4]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[36]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
- loadmodel->meshlist = (surfmesh_t **)data;data += sizeof(surfmesh_t *);
- loadmodel->meshlist[0] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
- loadmodel->meshlist[0]->num_vertices = meshvertices;
- loadmodel->meshlist[0]->num_triangles = meshtriangles;
- loadmodel->meshlist[0]->num_vertexboneweights = numvertexboneweights;
- loadmodel->meshlist[0]->data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
- loadmodel->meshlist[0]->data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
- loadmodel->meshlist[0]->data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
- loadmodel->meshlist[0]->data_vertexboneweights = (surfmeshvertexboneweight_t *)data;data += numvertexboneweights * sizeof(surfmeshvertexboneweight_t);
- loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[3][4]);
+ loadmodel->surfmesh.num_vertices = meshvertices;
+ loadmodel->surfmesh.num_triangles = meshtriangles;
+ loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
+ loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
+ loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ loadmodel->data_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs);
meshvertices = 0;
meshtriangles = 0;
- numvertexboneweights = 0;
+ // reconstruct frame 0 matrices to allow reconstruction of the base mesh
+ // (converting from weight-blending skeletal animation to
+ // deformation-based skeletal animation)
+ bonepose = (float *)Z_Malloc(loadmodel->num_bones * sizeof(float[12]));
+ for (i = 0;i < loadmodel->num_bones;i++)
+ {
+ const float *m = loadmodel->data_poses + i * 12;
+ if (loadmodel->data_bones[i].parent >= 0)
+ R_ConcatTransforms(bonepose + 12 * loadmodel->data_bones[i].parent, m, bonepose + 12 * i);
+ else
+ for (k = 0;k < 12;k++)
+ bonepose[12*i+k] = m[k];
+ }
for (i = 0;i < loadmodel->num_surfaces;i++, dpmmesh++)
{
const int *inelements;
loadmodel->surfacelist[i] = i;
surface = loadmodel->data_surfaces + i;
- surface->groupmesh = loadmodel->meshlist[0];
surface->texture = loadmodel->data_textures + i;
surface->num_firsttriangle = meshtriangles;
surface->num_triangles = BigLong(dpmmesh->num_tris);
meshtriangles += surface->num_triangles;
inelements = (int *) (pbase + BigLong(dpmmesh->ofs_indices));
- outelements = surface->groupmesh->data_element3i + surface->num_firsttriangle * 3;
+ outelements = loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3;
for (j = 0;j < surface->num_triangles;j++)
{
// swap element order to flip triangles, because Quake uses clockwise (rare) and dpm uses counterclockwise (standard)
intexcoord = (float *) (pbase + BigLong(dpmmesh->ofs_texcoords));
for (j = 0;j < surface->num_vertices*2;j++)
- surface->groupmesh->data_texcoordtexture2f[j + surface->num_firstvertex * 2] = BigFloat(intexcoord[j]);
+ loadmodel->surfmesh.data_texcoordtexture2f[j + surface->num_firstvertex * 2] = BigFloat(intexcoord[j]);
data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts));
- for (j = 0;j < surface->num_vertices;j++)
+ for (j = surface->num_firstvertex;j < surface->num_firstvertex + surface->num_vertices;j++)
{
+ float sum;
+ int l;
int numweights = BigLong(((dpmvertex_t *)data)->numbones);
data += sizeof(dpmvertex_t);
for (k = 0;k < numweights;k++)
{
const dpmbonevert_t *vert = (dpmbonevert_t *) data;
- // stuff not processed here: normal
- surface->groupmesh->data_vertexboneweights[numvertexboneweights].vertexindex = j;
- surface->groupmesh->data_vertexboneweights[numvertexboneweights].boneindex = BigLong(vert->bonenum);
- surface->groupmesh->data_vertexboneweights[numvertexboneweights].origin[0] = BigFloat(vert->origin[0]);
- surface->groupmesh->data_vertexboneweights[numvertexboneweights].origin[1] = BigFloat(vert->origin[1]);
- surface->groupmesh->data_vertexboneweights[numvertexboneweights].origin[2] = BigFloat(vert->origin[2]);
- surface->groupmesh->data_vertexboneweights[numvertexboneweights].origin[3] = BigFloat(vert->influence);
- numvertexboneweights++;
+ int boneindex = BigLong(vert->bonenum);
+ const float *m = bonepose + 12 * boneindex;
+ float influence = BigFloat(vert->influence);
+ float relativeorigin[3], relativenormal[3];
+ relativeorigin[0] = BigFloat(vert->origin[0]);
+ relativeorigin[1] = BigFloat(vert->origin[1]);
+ relativeorigin[2] = BigFloat(vert->origin[2]);
+ relativenormal[0] = BigFloat(vert->normal[0]);
+ relativenormal[1] = BigFloat(vert->normal[1]);
+ relativenormal[2] = BigFloat(vert->normal[2]);
+ // blend the vertex bone weights into the base mesh
+ loadmodel->surfmesh.data_vertex3f[j*3+0] += relativeorigin[0] * m[0] + relativeorigin[1] * m[1] + relativeorigin[2] * m[ 2] + influence * m[ 3];
+ loadmodel->surfmesh.data_vertex3f[j*3+1] += relativeorigin[0] * m[4] + relativeorigin[1] * m[5] + relativeorigin[2] * m[ 6] + influence * m[ 7];
+ loadmodel->surfmesh.data_vertex3f[j*3+2] += relativeorigin[0] * m[8] + relativeorigin[1] * m[9] + relativeorigin[2] * m[10] + influence * m[11];
+ loadmodel->surfmesh.data_normal3f[j*3+0] += relativenormal[0] * m[0] + relativenormal[1] * m[1] + relativenormal[2] * m[ 2];
+ loadmodel->surfmesh.data_normal3f[j*3+1] += relativenormal[0] * m[4] + relativenormal[1] * m[5] + relativenormal[2] * m[ 6];
+ loadmodel->surfmesh.data_normal3f[j*3+2] += relativenormal[0] * m[8] + relativenormal[1] * m[9] + relativenormal[2] * m[10];
+ if (!k)
+ {
+ // store the first (and often only) weight
+ loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+0] = influence;
+ loadmodel->surfmesh.data_vertexweightindex4i[j*4+0] = boneindex;
+ }
+ else
+ {
+ // sort the new weight into this vertex's weight table
+ // (which only accepts up to 4 bones per vertex)
+ for (l = 0;l < 4;l++)
+ {
+ if (loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] < influence)
+ {
+ // move weaker influence weights out of the way first
+ int l2;
+ for (l2 = 3;l2 > l;l2--)
+ {
+ loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l2] = loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l2-1];
+ loadmodel->surfmesh.data_vertexweightindex4i[j*4+l2] = loadmodel->surfmesh.data_vertexweightindex4i[j*4+l2-1];
+ }
+ // store the new weight
+ loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] = influence;
+ loadmodel->surfmesh.data_vertexweightindex4i[j*4+l] = boneindex;
+ break;
+ }
+ }
+ }
data += sizeof(dpmbonevert_t);
}
+ sum = 0;
+ for (l = 0;l < 4;l++)
+ sum += loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l];
+ if (sum && fabs(sum - 1) > (1.0f / 256.0f))
+ {
+ float f = 1.0f / sum;
+ for (l = 0;l < 4;l++)
+ loadmodel->surfmesh.data_vertexweightinfluence4f[j*4+l] *= f;
+ }
}
// since dpm models do not have named sections, reuse their shader name as the section name
for (j = 0;j < loadmodel->numskins;j++)
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + i + j * loadmodel->num_surfaces, NULL);
- Mod_ValidateElements(surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i + surface->num_firsttriangle * 3, surface->num_triangles, surface->num_firstvertex, surface->num_vertices, __FILE__, __LINE__);
}
- Mod_BuildTriangleNeighbors(loadmodel->meshlist[0]->data_neighbor3i, loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles);
- Mod_Alias_Mesh_CompileFrameZero(loadmodel->meshlist[0]);
+ Z_Free(bonepose);
Mod_FreeSkinFiles(skinfiles);
-}
-static void Mod_PSKMODEL_AnimKeyToMatrix(float *origin, float *quat, matrix4x4_t *m)
-{
- float x = quat[0], y = quat[1], z = quat[2], w = quat[3];
- m->m[0][0]=1-2*(y*y+z*z);m->m[0][1]= 2*(x*y-z*w);m->m[0][2]= 2*(x*z+y*w);m->m[0][3]=origin[0];
- m->m[1][0]= 2*(x*y+z*w);m->m[1][1]=1-2*(x*x+z*z);m->m[1][2]= 2*(y*z-x*w);m->m[1][3]=origin[1];
- m->m[2][0]= 2*(x*z-y*w);m->m[2][1]= 2*(y*z+x*w);m->m[2][2]=1-2*(x*x+y*y);m->m[2][3]=origin[2];
- m->m[3][0]= 0 ;m->m[3][1]= 0 ;m->m[3][2]= 0 ;m->m[3][3]=1;
+ // compute all the mesh information that was not loaded from the file
+ Mod_BuildBaseBonePoses();
+ Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+ Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
}
// no idea why PSK/PSA files contain weird quaternions but they do...
#define PSKQUATNEGATIONS
void Mod_PSKMODEL_Load(model_t *mod, void *buffer, void *bufferend)
{
- int i, j, index, version, recordsize, numrecords, meshvertices, meshtriangles, numvertexboneweights;
+ int i, j, index, version, recordsize, numrecords, meshvertices, meshtriangles;
int numpnts, numvtxw, numfaces, nummatts, numbones, numrawweights, numanimbones, numanims, numanimkeys;
fs_offset_t filesize;
pskpnts_t *pnts;
pchunk = (pskchunk_t *)buffer;
if (strcmp(pchunk->id, "ACTRHEAD"))
- Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model");
+ Host_Error ("Mod_PSKMODEL_Load: %s is not an Unreal Engine ActorX (.psk + .psa) model", loadmodel->name);
loadmodel->type = mod_alias;
loadmodel->DrawSky = NULL;
matts = (pskmatt_t *)buffer;
for (index = 0, p = (pskmatt_t *)buffer;index < numrecords;index++, p++)
{
+ // nothing to do
}
buffer = p;
}
// positions from the psk, but this is hard for me to implement
// and people can easily make animations that match.
if (numanimbones != numbones)
- Host_Error("%s: this loader only supports animations with the same bones as the mesh");
+ Host_Error("%s: this loader only supports animations with the same bones as the mesh", loadmodel->name);
for (index = 0, p = (pskboneinfo_t *)animbuffer;index < numrecords;index++, p++)
{
p->numchildren = LittleLong(p->numchildren);
p->firstframe = LittleLong(p->firstframe);
p->numframes = LittleLong(p->numframes);
if (p->numbones != numbones)
- {
Con_Printf("%s: animinfo->numbones != numbones, trying to load anyway!\n", animname);
- }
}
animbuffer = p;
}
if (!numpnts || !pnts || !numvtxw || !vtxw || !numfaces || !faces || !nummatts || !matts || !numbones || !bones || !numrawweights || !rawweights || !numanims || !anims || !numanimkeys || !animkeys)
Host_Error("%s: missing required chunks", loadmodel->name);
- // FIXME: model bbox
- // model bbox
- for (i = 0;i < 3;i++)
- {
- loadmodel->normalmins[i] = -128;
- loadmodel->normalmaxs[i] = 128;
- loadmodel->yawmins[i] = -128;
- loadmodel->yawmaxs[i] = 128;
- loadmodel->rotatedmins[i] = -128;
- loadmodel->rotatedmaxs[i] = 128;
- }
- loadmodel->radius = 128;
- loadmodel->radius2 = loadmodel->radius * loadmodel->radius;
-
loadmodel->numframes = 0;
for (index = 0;index < numanims;index++)
loadmodel->numframes += anims[index].numframes;
meshvertices = numvtxw;
meshtriangles = numfaces;
- numvertexboneweights = 0;
- for (index = 0;index < numvtxw;index++)
- for (j = 0;j < numrawweights;j++)
- if (rawweights[j].pntsindex == vtxw[index].pntsindex)
- numvertexboneweights++;
// load external .skin files if present
skinfiles = Mod_LoadSkinFiles();
loadmodel->num_bones = numbones;
loadmodel->num_poses = loadmodel->num_bones * loadmodel->numframes;
loadmodel->num_textures = loadmodel->nummodelsurfaces = loadmodel->num_surfaces = nummatts;
- loadmodel->nummeshes = 1;
// do most allocations as one merged chunk
- data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + sizeof(surfmesh_t *) + sizeof(surfmesh_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * sizeof(float[2]) + numvertexboneweights * sizeof(surfmeshvertexboneweight_t) + loadmodel->num_poses * sizeof(float[3][4]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
+ data = (unsigned char *)Mem_Alloc(loadmodel->mempool, loadmodel->num_surfaces * sizeof(msurface_t) + loadmodel->num_surfaces * sizeof(int) + loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t) + meshtriangles * sizeof(int[3]) + meshtriangles * sizeof(int[3]) + meshvertices * (sizeof(float[14]) + sizeof(int[4]) + sizeof(float[4])) + loadmodel->num_poses * sizeof(float[36]) + loadmodel->numskins * sizeof(animscene_t) + loadmodel->num_bones * sizeof(aliasbone_t) + loadmodel->numframes * sizeof(animscene_t));
loadmodel->data_surfaces = (msurface_t *)data;data += loadmodel->num_surfaces * sizeof(msurface_t);
loadmodel->surfacelist = (int *)data;data += loadmodel->num_surfaces * sizeof(int);
loadmodel->data_textures = (texture_t *)data;data += loadmodel->num_surfaces * loadmodel->numskins * sizeof(texture_t);
- loadmodel->meshlist = (surfmesh_t **)data;data += sizeof(surfmesh_t *);
- loadmodel->meshlist[0] = (surfmesh_t *)data;data += sizeof(surfmesh_t);
- loadmodel->meshlist[0]->num_vertices = meshvertices;
- loadmodel->meshlist[0]->num_triangles = meshtriangles;
- loadmodel->meshlist[0]->num_vertexboneweights = numvertexboneweights;
- loadmodel->meshlist[0]->data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
- loadmodel->meshlist[0]->data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
- loadmodel->meshlist[0]->data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
- loadmodel->meshlist[0]->data_vertexboneweights = (surfmeshvertexboneweight_t *)data;data += numvertexboneweights * sizeof(surfmeshvertexboneweight_t);
- loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[3][4]);
+ loadmodel->surfmesh.num_vertices = meshvertices;
+ loadmodel->surfmesh.num_triangles = meshtriangles;
+ loadmodel->surfmesh.data_element3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_neighbor3i = (int *)data;data += meshtriangles * sizeof(int[3]);
+ loadmodel->surfmesh.data_vertex3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_svector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_tvector3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_normal3f = (float *)data;data += meshvertices * sizeof(float[3]);
+ loadmodel->surfmesh.data_texcoordtexture2f = (float *)data;data += meshvertices * sizeof(float[2]);
+ loadmodel->surfmesh.data_vertexweightindex4i = (int *)data;data += meshvertices * sizeof(int[4]);
+ loadmodel->surfmesh.data_vertexweightinfluence4f = (float *)data;data += meshvertices * sizeof(float[4]);
+ loadmodel->data_poses = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ loadmodel->data_basebonepose = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
+ loadmodel->data_baseboneposeinverse = (float *)data;data += loadmodel->num_poses * sizeof(float[12]);
loadmodel->skinscenes = (animscene_t *)data;data += loadmodel->numskins * sizeof(animscene_t);
loadmodel->data_bones = (aliasbone_t *)data;data += loadmodel->num_bones * sizeof(aliasbone_t);
loadmodel->animscenes = (animscene_t *)data;data += loadmodel->numframes * sizeof(animscene_t);
for (j = 0;j < loadmodel->numskins;j++)
Mod_BuildAliasSkinFromSkinFrame(loadmodel->data_textures + index + j * loadmodel->num_surfaces, NULL);
loadmodel->surfacelist[index] = index;
- loadmodel->data_surfaces[index].groupmesh = loadmodel->meshlist[0];
loadmodel->data_surfaces[index].texture = loadmodel->data_textures + index;
loadmodel->data_surfaces[index].num_firstvertex = 0;
- loadmodel->data_surfaces[index].num_vertices = loadmodel->meshlist[0]->num_vertices;
+ loadmodel->data_surfaces[index].num_vertices = loadmodel->surfmesh.num_vertices;
}
- // copy over the texcoords
+ // copy over the vertex locations and texcoords
for (index = 0;index < numvtxw;index++)
{
- loadmodel->meshlist[0]->data_texcoordtexture2f[index*2+0] = vtxw[index].texcoord[0];
- loadmodel->meshlist[0]->data_texcoordtexture2f[index*2+1] = vtxw[index].texcoord[1];
+ loadmodel->surfmesh.data_vertex3f[index*3+0] = pnts[vtxw[index].pntsindex].origin[0];
+ loadmodel->surfmesh.data_vertex3f[index*3+1] = pnts[vtxw[index].pntsindex].origin[1];
+ loadmodel->surfmesh.data_vertex3f[index*3+2] = pnts[vtxw[index].pntsindex].origin[2];
+ loadmodel->surfmesh.data_texcoordtexture2f[index*2+0] = vtxw[index].texcoord[0];
+ loadmodel->surfmesh.data_texcoordtexture2f[index*2+1] = vtxw[index].texcoord[1];
}
// loading the faces is complicated because we need to sort them into surfaces by mattindex
for (index = 0;index < numfaces;index++)
{
i = (loadmodel->data_surfaces[faces[index].mattindex].num_firsttriangle + loadmodel->data_surfaces[faces[index].mattindex].num_triangles++)*3;
- loadmodel->meshlist[0]->data_element3i[i+0] = faces[index].vtxwindex[0];
- loadmodel->meshlist[0]->data_element3i[i+1] = faces[index].vtxwindex[1];
- loadmodel->meshlist[0]->data_element3i[i+2] = faces[index].vtxwindex[2];
+ loadmodel->surfmesh.data_element3i[i+0] = faces[index].vtxwindex[0];
+ loadmodel->surfmesh.data_element3i[i+1] = faces[index].vtxwindex[1];
+ loadmodel->surfmesh.data_element3i[i+2] = faces[index].vtxwindex[2];
}
// copy over the bones
Host_Error("%s bone[%i].parent >= %i", loadmodel->name, index, index);
}
- // build bone-relative vertex weights from the psk point weights
- numvertexboneweights = 0;
+ // sort the psk point weights into the vertex weight tables
+ // (which only accept up to 4 bones per vertex)
for (index = 0;index < numvtxw;index++)
{
+ int l;
+ float sum;
for (j = 0;j < numrawweights;j++)
{
if (rawweights[j].pntsindex == vtxw[index].pntsindex)
{
- matrix4x4_t matrix, inversematrix;
- loadmodel->meshlist[0]->data_vertexboneweights[numvertexboneweights].vertexindex = index;
- loadmodel->meshlist[0]->data_vertexboneweights[numvertexboneweights].boneindex = rawweights[j].boneindex;
- loadmodel->meshlist[0]->data_vertexboneweights[numvertexboneweights].weight = rawweights[j].weight;
- matrix = identitymatrix;
- for (i = rawweights[j].boneindex;i >= 0;i = loadmodel->data_bones[i].parent)
+ int boneindex = rawweights[j].boneindex;
+ float influence = rawweights[j].weight;
+ for (l = 0;l < 4;l++)
{
- matrix4x4_t childmatrix, tempmatrix;
- Mod_PSKMODEL_AnimKeyToMatrix(bones[i].basepose.origin, bones[i].basepose.quat, &tempmatrix);
- childmatrix = matrix;
- Matrix4x4_Concat(&matrix, &tempmatrix, &childmatrix);
+ if (loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] < influence)
+ {
+ // move lower influence weights out of the way first
+ int l2;
+ for (l2 = 3;l2 > l;l2--)
+ {
+ loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l2] = loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l2-1];
+ loadmodel->surfmesh.data_vertexweightindex4i[index*4+l2] = loadmodel->surfmesh.data_vertexweightindex4i[index*4+l2-1];
+ }
+ // store the new weight
+ loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] = influence;
+ loadmodel->surfmesh.data_vertexweightindex4i[index*4+l] = boneindex;
+ break;
+ }
}
- Matrix4x4_Invert_Simple(&inversematrix, &matrix);
- Matrix4x4_Transform(&inversematrix, pnts[rawweights[j].pntsindex].origin, loadmodel->meshlist[0]->data_vertexboneweights[numvertexboneweights].origin);
- VectorScale(loadmodel->meshlist[0]->data_vertexboneweights[numvertexboneweights].origin, loadmodel->meshlist[0]->data_vertexboneweights[numvertexboneweights].weight, loadmodel->meshlist[0]->data_vertexboneweights[numvertexboneweights].origin);
- numvertexboneweights++;
}
}
+ sum = 0;
+ for (l = 0;l < 4;l++)
+ sum += loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l];
+ if (sum && fabs(sum - 1) > (1.0f / 256.0f))
+ {
+ float f = 1.0f / sum;
+ for (l = 0;l < 4;l++)
+ loadmodel->surfmesh.data_vertexweightinfluence4f[index*4+l] *= f;
+ }
}
// set up the animscenes based on the anims
// load the poses from the animkeys
for (index = 0;index < numanimkeys;index++)
{
+ pskanimkeys_t *k = animkeys + index;
matrix4x4_t matrix;
- Mod_PSKMODEL_AnimKeyToMatrix(animkeys[index].origin, animkeys[index].quat, &matrix);
- loadmodel->data_poses[index*12+0] = matrix.m[0][0];
- loadmodel->data_poses[index*12+1] = matrix.m[0][1];
- loadmodel->data_poses[index*12+2] = matrix.m[0][2];
- loadmodel->data_poses[index*12+3] = matrix.m[0][3];
- loadmodel->data_poses[index*12+4] = matrix.m[1][0];
- loadmodel->data_poses[index*12+5] = matrix.m[1][1];
- loadmodel->data_poses[index*12+6] = matrix.m[1][2];
- loadmodel->data_poses[index*12+7] = matrix.m[1][3];
- loadmodel->data_poses[index*12+8] = matrix.m[2][0];
- loadmodel->data_poses[index*12+9] = matrix.m[2][1];
- loadmodel->data_poses[index*12+10] = matrix.m[2][2];
- loadmodel->data_poses[index*12+11] = matrix.m[2][3];
- }
-
- // compile extra data we want
- Mod_ValidateElements(loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles, 0, loadmodel->meshlist[0]->num_vertices, __FILE__, __LINE__);
- Mod_BuildTriangleNeighbors(loadmodel->meshlist[0]->data_neighbor3i, loadmodel->meshlist[0]->data_element3i, loadmodel->meshlist[0]->num_triangles);
- Mod_Alias_Mesh_CompileFrameZero(loadmodel->meshlist[0]);
+ Matrix4x4_FromOriginQuat(&matrix, k->origin[0], k->origin[1], k->origin[2], k->quat[0], k->quat[1], k->quat[2], k->quat[3]);
+ Matrix4x4_ToArray12FloatD3D(&matrix, loadmodel->data_poses + index*12);
+ }
Mod_FreeSkinFiles(skinfiles);
-
Mem_Free(animfilebuffer);
+
+ // compute all the mesh information that was not loaded from the file
+ // TODO: honor smoothing groups somehow?
+ Mod_ValidateElements(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles, 0, loadmodel->surfmesh.num_vertices, __FILE__, __LINE__);
+ Mod_BuildBaseBonePoses();
+ Mod_BuildNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_normal3f, true);
+ Mod_BuildTextureVectorsFromNormals(0, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, true);
+ Mod_BuildTriangleNeighbors(loadmodel->surfmesh.data_neighbor3i, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles);
+ Mod_Alias_CalculateBoundingBox();
+
+ loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
}