void Mod_Alias_GetMesh_Vertices(const model_t *model, const frameblend_t *frameblend, float *vertex3f, float *normal3f, float *svector3f, float *tvector3f)
{
+#define MAX_BONES 256
if (model->surfmesh.data_vertexweightindex4i)
{
- int i, k, blends;
- const float *v = model->surfmesh.data_vertex3f;
- const float *n = model->surfmesh.data_normal3f;
- const float *sv = model->surfmesh.data_svector3f;
- const float *tv = model->surfmesh.data_tvector3f;
- const int *wi = model->surfmesh.data_vertexweightindex4i;
- const float *wf = model->surfmesh.data_vertexweightinfluence4f;
- float *matrix, m[12], bonepose[256][12], boneposerelative[256][12];
// vertex weighted skeletal
- memset(vertex3f, 0, model->surfmesh.num_vertices * sizeof(float[3]));
- if (normal3f)
- memset(normal3f, 0, model->surfmesh.num_vertices * sizeof(float[3]));
- if (svector3f)
- {
- memset(svector3f, 0, model->surfmesh.num_vertices * sizeof(float[3]));
- memset(tvector3f, 0, model->surfmesh.num_vertices * sizeof(float[3]));
- }
+ 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++)
R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative[i]);
}
// blend the vertex bone weights
- if (svector3f)
+ // 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
{
- for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, n += 3, sv += 3, tv += 3, wi += 4, wf += 4, vertex3f += 3, normal3f += 3, svector3f += 3, tvector3f += 3)
+ 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)
{
- for (k = 0;k < 4 && wf[k];k++)
+ if (wf[0] == 1)
{
- 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]);
- 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]);
- 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]);
- 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]);
+ 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]);
+ }
}
}
}
- else if (normal3f)
+ if (normal3f)
{
- for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, n += 3, wi += 4, wf += 4, vertex3f += 3, normal3f += 3)
+ 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)
{
- for (k = 0;k < 4 && wf[k];k++)
+ 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[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]);
- 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]);
+ 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]);
+ }
}
}
}
- else
+ if (svector3f)
{
- for (i = 0;i < model->surfmesh.num_vertices;i++, v += 3, wi += 4, wf += 4, vertex3f += 3)
+ 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)
{
- for (k = 0;k < 4 && wf[k];k++)
+ if (wf[0] == 1)
{
- 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]);
+ 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)
+ {
+ 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]);
+ }
}
}
}
if (frameblend[blendnum].lerp > 0)
numblends = blendnum + 1;
}
- memset(vertex3f, 0, numverts * sizeof(float[3]));
- if (normal3f)
- for (i = 0;i < numverts;i++)
- VectorClear(normal3f + i * 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 md3vertex_t *verts = model->surfmesh.data_morphmd3vertex + numverts * frameblend[blendnum].frame;
float scale = frameblend[blendnum].lerp * (1.0f / 64.0f);
- for (i = 0;i < numverts;i++)
+ if (blendnum == 0)
+ {
+ 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;
+ }
+ }
+ else
{
- 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;
+ 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
if (normal3f)
{
float lerp = frameblend[blendnum].lerp;
- for (i = 0;i < numverts;i++)
+ 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
{
- 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;
+ 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);
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)
if (frameblend[blendnum].lerp > 0)
numblends = blendnum + 1;
}
- for (i = 0;i < numverts;i++)
- VectorCopy(translate, vertex3f + i * 3);
- if (normal3f)
- for (i = 0;i < numverts;i++)
- VectorClear(normal3f + i * 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;
VectorScale(model->surfmesh.data_morphmd2framesize6f + frameblend[blendnum].frame * 6, frameblend[blendnum].lerp, scale);
else
VectorScale(model->surfmesh.num_morphmdlframescale, frameblend[blendnum].lerp, scale);
- for (i = 0;i < numverts;i++)
+ if (blendnum == 0)
{
- 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];
+ 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
if (normal3f)
{
float lerp = frameblend[blendnum].lerp;
- for (i = 0;i < numverts;i++)
+ if (blendnum == 0)
{
- const float *vn = m_bytenormals[verts[i].lightnormalindex];
- VectorMA(normal3f + i*3, lerp, vn, normal3f + i*3);
+ 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);
+ }
}
}
}
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;
}
// 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;
}
}
-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_BLENDED | MATERIALFLAG_TRANSPARENT;
- skin->currentmaterialflags = skin->basematerialflags;
+ texture->basematerialflags = MATERIALFLAG_WALL;
+ if (texture->currentskinframe->fog)
+ texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
+ texture->currentmaterialflags = texture->basematerialflags;
}
static void Mod_BuildAliasSkinsFromSkinFiles(texture_t *skin, skinfile_t *skinfile, char *meshname, char *shadername)
// 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;
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;
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);
}
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;
}
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;
}
loadmodel->surfmesh.isanimated = loadmodel->numframes > 1 || loadmodel->animscenes[0].framecount > 1;
}
-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;
-}
-
// 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)
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;
// 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);
// 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];
+ 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);