X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;ds=sidebyside;f=model_alias.c;h=e319582c5e3ee77c89d238adf2e650eeeba69810;hb=d949ada62429d7c3ce992580c430ebc1cd916abf;hp=ca4c88ef97d243565ddf7c1a75c88621fdade440;hpb=592e644fb95f476ad6ef4ec87420f7f440c0f156;p=xonotic%2Fdarkplaces.git diff --git a/model_alias.c b/model_alias.c index ca4c88ef..e319582c 100644 --- a/model_alias.c +++ b/model_alias.c @@ -94,37 +94,37 @@ void Mod_Skeletal_BuildTransforms(const dp_model_t * RESTRICT model, const frame for (i = 0;i < model->num_bones;i++) { // blend by transform each quaternion/translation into a dual-quaternion first, then blending - const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i); - float lerp = frameblend[0].lerp, - tx = pose7s[0], ty = pose7s[1], tz = pose7s[2], - rx = pose7s[3] * lerp, - ry = pose7s[4] * lerp, - rz = pose7s[5] * lerp, - rw = pose7s[6] * lerp, - dx = tx*rw + ty*rz - tz*ry, - dy = -tx*rz + ty*rw + tz*rx, - dz = tx*ry - ty*rx + tz*rw, - dw = -tx*rx - ty*ry - tz*rz, + const short * RESTRICT firstpose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i); + float firstlerp = frameblend[0].lerp, + firsttx = firstpose7s[0], firstty = firstpose7s[1], firsttz = firstpose7s[2], + rx = firstpose7s[3] * firstlerp, + ry = firstpose7s[4] * firstlerp, + rz = firstpose7s[5] * firstlerp, + rw = firstpose7s[6] * firstlerp, + dx = firsttx*rw + firstty*rz - firsttz*ry, + dy = -firsttx*rz + firstty*rw + firsttz*rx, + dz = firsttx*ry - firstty*rx + firsttz*rw, + dw = -firsttx*rx - firstty*ry - firsttz*rz, scale, sx, sy, sz, sw; for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++) { - const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i); - float lerp = frameblend[blends].lerp, - tx = pose7s[0], ty = pose7s[1], tz = pose7s[2], - qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6]; - if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp; - qx *= lerp; - qy *= lerp; - qz *= lerp; - qw *= lerp; + const short * RESTRICT blendpose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i); + float blendlerp = frameblend[blends].lerp, + blendtx = blendpose7s[0], blendty = blendpose7s[1], blendtz = blendpose7s[2], + qx = blendpose7s[3], qy = blendpose7s[4], qz = blendpose7s[5], qw = blendpose7s[6]; + if(rx*qx + ry*qy + rz*qz + rw*qw < 0) blendlerp = -blendlerp; + qx *= blendlerp; + qy *= blendlerp; + qz *= blendlerp; + qw *= blendlerp; rx += qx; ry += qy; rz += qz; rw += qw; - dx += tx*qw + ty*qz - tz*qy; - dy += -tx*qz + ty*qw + tz*qx; - dz += tx*qy - ty*qx + tz*qw; - dw += -tx*qx - ty*qy - tz*qz; + dx += blendtx*qw + blendty*qz - blendtz*qy; + dy += -blendtx*qz + blendty*qw + blendtz*qx; + dz += blendtx*qy - blendty*qx + blendtz*qw; + dw += -blendtx*qx - blendty*qy - blendtz*qz; } // generate a matrix from the dual-quaternion, implicitly normalizing it in the process scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw); @@ -752,32 +752,46 @@ static void Mod_Alias_MorphMesh_CompileFrames(void) } } -static void Mod_MDLMD2MD3_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask) +static void Mod_MDLMD2MD3_TraceLine(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask) { int i; float segmentmins[3], segmentmaxs[3]; msurface_t *surface; - float vertex3fbuf[1024*3]; + float vertex3fbuf[1024 * 3]; float *vertex3f = vertex3fbuf; + float *freevertex3f = NULL; + // for static cases we can just call CollisionBIH which is much faster + if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL)) + { + Mod_CollisionBIH_TraceLine(model, frameblend, skeleton, trace, start, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); + return; + } memset(trace, 0, sizeof(*trace)); trace->fraction = 1; trace->hitsupercontentsmask = hitsupercontentsmask; - if (model->surfmesh.num_vertices > 1024) - vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3])); + trace->skipsupercontentsmask = skipsupercontentsmask; + trace->skipmaterialflagsmask = skipmaterialflagsmask; segmentmins[0] = min(start[0], end[0]) - 1; segmentmins[1] = min(start[1], end[1]) - 1; segmentmins[2] = min(start[2], end[2]) - 1; segmentmaxs[0] = max(start[0], end[0]) + 1; segmentmaxs[1] = max(start[1], end[1]) + 1; segmentmaxs[2] = max(start[2], end[2]) + 1; - model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL); + if (frameblend == NULL || frameblend[0].subframe != 0 || frameblend[0].lerp != 0 || skeleton != NULL) + { + if (model->surfmesh.num_vertices > 1024) + vertex3f = freevertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3])); + model->AnimateVertices(model, frameblend, skeleton, vertex3f, NULL, NULL, NULL); + } + else + vertex3f = model->surfmesh.data_vertex3f; for (i = 0, surface = model->data_surfaces;i < model->num_surfaces;i++, surface++) Collision_TraceLineTriangleMeshFloat(trace, start, end, model->surfmesh.num_triangles, model->surfmesh.data_element3i, vertex3f, 0, NULL, SUPERCONTENTS_SOLID | (surface->texture->basematerialflags & MATERIALFLAGMASK_TRANSLUCENT ? 0 : SUPERCONTENTS_OPAQUE), 0, surface->texture, segmentmins, segmentmaxs); - if (vertex3f != vertex3fbuf) - Mem_Free(vertex3f); + if (freevertex3f) + Mem_Free(freevertex3f); } -static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask) +static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameblend, const skeleton_t *skeleton, trace_t *trace, const vec3_t start, const vec3_t boxmins, const vec3_t boxmaxs, const vec3_t end, int hitsupercontentsmask, int skipsupercontentsmask, int skipmaterialflagsmask) { int i; vec3_t shiftstart, shiftend; @@ -792,15 +806,24 @@ static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameb { VectorAdd(start, boxmins, shiftstart); VectorAdd(end, boxmins, shiftend); - Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask); + Mod_MDLMD2MD3_TraceLine(model, frameblend, skeleton, trace, shiftstart, shiftend, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); VectorSubtract(trace->endpos, boxmins, trace->endpos); return; } + // for static cases we can just call CollisionBIH which is much faster + if ((frameblend == NULL || (frameblend[0].subframe == 0 && frameblend[1].lerp == 0)) && (skeleton == NULL || skeleton->relativetransforms == NULL)) + { + Mod_CollisionBIH_TraceBox(model, frameblend, skeleton, trace, start, boxmins, boxmaxs, end, hitsupercontentsmask, skipsupercontentsmask, skipmaterialflagsmask); + return; + } + // box trace, performed as brush trace memset(trace, 0, sizeof(*trace)); trace->fraction = 1; trace->hitsupercontentsmask = hitsupercontentsmask; + trace->skipsupercontentsmask = skipsupercontentsmask; + trace->skipmaterialflagsmask = skipmaterialflagsmask; if (model->surfmesh.num_vertices > 1024) vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3])); segmentmins[0] = min(start[0], end[0]) + boxmins[0] - 1; @@ -909,9 +932,7 @@ static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *ski memset(texture, 0, sizeof(*texture)); texture->currentframe = texture; //texture->animated = false; - texture->numskinframes = 1; - texture->skinframerate = 1; - texture->skinframes[0] = skinframe; + texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(skinframe); texture->currentskinframe = skinframe; //texture->backgroundnumskinframes = 0; //texture->customblendfunc[0] = 0; @@ -1309,6 +1330,7 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend) loadmodel->skinscenes[loadmodel->numskins].loop = true; //increase skin counts + loadmodel->num_textures++; loadmodel->numskins++; totalskins++; @@ -1329,9 +1351,10 @@ void Mod_IDP0_Load(dp_model_t *mod, void *buffer, void *bufferend) if(mod_alias_force_animated.string[0]) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -1600,9 +1623,10 @@ void Mod_IDP2_Load(dp_model_t *mod, void *buffer, void *bufferend) surface->num_firstvertex = 0; surface->num_vertices = loadmodel->surfmesh.num_vertices; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -1795,9 +1819,10 @@ void Mod_IDP3_Load(dp_model_t *mod, void *buffer, void *bufferend) if(mod_alias_force_animated.string[0]) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -2195,9 +2220,10 @@ void Mod_ZYMOTICMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) if(mod_alias_force_animated.string[0]) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -2573,9 +2599,10 @@ void Mod_DARKPLACESMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) if(mod_alias_force_animated.string[0]) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -3251,9 +3278,10 @@ void Mod_PSKMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) if(mod_alias_force_animated.string[0]) loadmodel->surfmesh.isanimated = mod_alias_force_animated.integer != 0; + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine; @@ -4017,9 +4045,10 @@ void Mod_INTERQUAKEMODEL_Load(dp_model_t *mod, void *buffer, void *bufferend) if (!header.ofs_bounds) Mod_Alias_CalculateBoundingBox(); - if (!loadmodel->surfmesh.isanimated && loadmodel->surfmesh.num_triangles >= 1) + // Always make a BIH for the first frame, we can use it where possible. + Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); + if (!loadmodel->surfmesh.isanimated) { - Mod_MakeCollisionBIH(loadmodel, true, &loadmodel->collision_bih); loadmodel->TraceBox = Mod_CollisionBIH_TraceBox; loadmodel->TraceBrush = Mod_CollisionBIH_TraceBrush; loadmodel->TraceLine = Mod_CollisionBIH_TraceLine;