X-Git-Url: http://git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=model_alias.c;h=68f19b8db914fadc0cbe76128bb7c1131a2d44f6;hp=981188ea714dd1d16318ac652f6ed2693ed5a500;hb=f5e4d031fd609e6a6ab36559e599211aa9ac51c3;hpb=16d359cbcdd3bc5a77c7d17895cd436fa7a58a5d diff --git a/model_alias.c b/model_alias.c index 981188ea..68f19b8d 100644 --- a/model_alias.c +++ b/model_alias.c @@ -62,6 +62,104 @@ void *Mod_Skeletal_AnimateVertices_AllocBuffers(size_t nbytes) return Mod_Skeletal_AnimateVertices_bonepose; } +void Mod_Skeletal_BuildTransforms(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT bonepose, float * RESTRICT boneposerelative) +{ + int i, blends; + float m[12]; + + if (!bonepose) + bonepose = (float * RESTRICT) Mod_Skeletal_AnimateVertices_AllocBuffers(sizeof(float[12]) * model->num_bones); + + if (skeleton && !skeleton->relativetransforms) + skeleton = NULL; + + // interpolate matrices + if (skeleton) + { + for (i = 0;i < model->num_bones;i++) + { + Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m); + if (model->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12); + else + memcpy(bonepose + i * 12, m, sizeof(m)); + + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } + else + { + for (i = 0;i < model->num_bones;i++) + { + // blend by transform each quaternion/translation into a dual-quaternion first, then blending + const short * RESTRICT firstpose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i); + float firstlerp = frameblend[0].lerp, + firsttx = firstpose7s[0], firstty = firstpose7s[1], firsttz = firstpose7s[2], + rx = firstpose7s[3] * firstlerp, + ry = firstpose7s[4] * firstlerp, + rz = firstpose7s[5] * firstlerp, + rw = firstpose7s[6] * firstlerp, + dx = firsttx*rw + firstty*rz - firsttz*ry, + dy = -firsttx*rz + firstty*rw + firsttz*rx, + dz = firsttx*ry - firstty*rx + firsttz*rw, + dw = -firsttx*rx - firstty*ry - firsttz*rz, + scale, sx, sy, sz, sw; + for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++) + { + const short * RESTRICT blendpose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i); + float blendlerp = frameblend[blends].lerp, + blendtx = blendpose7s[0], blendty = blendpose7s[1], blendtz = blendpose7s[2], + qx = blendpose7s[3], qy = blendpose7s[4], qz = blendpose7s[5], qw = blendpose7s[6]; + if(rx*qx + ry*qy + rz*qz + rw*qw < 0) blendlerp = -blendlerp; + qx *= blendlerp; + qy *= blendlerp; + qz *= blendlerp; + qw *= blendlerp; + rx += qx; + ry += qy; + rz += qz; + rw += qw; + dx += blendtx*qw + blendty*qz - blendtz*qy; + dy += -blendtx*qz + blendty*qw + blendtz*qx; + dz += blendtx*qy - blendty*qx + blendtz*qw; + dw += -blendtx*qx - blendty*qy - blendtz*qz; + } + // generate a matrix from the dual-quaternion, implicitly normalizing it in the process + scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw); + sx = rx * scale; + sy = ry * scale; + sz = rz * scale; + sw = rw * scale; + m[0] = sw*rw + sx*rx - sy*ry - sz*rz; + m[1] = 2*(sx*ry - sw*rz); + m[2] = 2*(sx*rz + sw*ry); + m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx); + m[4] = 2*(sx*ry + sw*rz); + m[5] = sw*rw + sy*ry - sx*rx - sz*rz; + m[6] = 2*(sy*rz - sw*rx); + m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy); + m[8] = 2*(sx*rz - sw*ry); + m[9] = 2*(sy*rz + sw*rx); + m[10] = sw*rw + sz*rz - sx*rx - sy*ry; + m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz); + if (i == r_skeletal_debugbone.integer) + m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value; + m[3] *= r_skeletal_debugtranslatex.value; + m[7] *= r_skeletal_debugtranslatey.value; + m[11] *= r_skeletal_debugtranslatez.value; + if (model->data_bones[i].parent >= 0) + R_ConcatTransforms(bonepose + model->data_bones[i].parent * 12, m, bonepose + i * 12); + else + memcpy(bonepose + i * 12, m, sizeof(m)); + // create a relative deformation matrix to describe displacement + // from the base mesh, which is used by the actual weighting + R_ConcatTransforms(bonepose + i * 12, model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12); + } + } +} + static void Mod_Skeletal_AnimateVertices(const dp_model_t * RESTRICT model, const frameblend_t * RESTRICT frameblend, const skeleton_t *skeleton, float * RESTRICT vertex3f, float * RESTRICT normal3f, float * RESTRICT svector3f, float * RESTRICT tvector3f) { @@ -663,7 +761,6 @@ static void Mod_MDLMD2MD3_TraceLine(dp_model_t *model, const frameblend_t *frame float *vertex3f = vertex3fbuf; memset(trace, 0, sizeof(*trace)); trace->fraction = 1; - trace->realfraction = 1; trace->hitsupercontentsmask = hitsupercontentsmask; if (model->surfmesh.num_vertices > 1024) vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3])); @@ -703,7 +800,6 @@ static void Mod_MDLMD2MD3_TraceBox(dp_model_t *model, const frameblend_t *frameb // box trace, performed as brush trace memset(trace, 0, sizeof(*trace)); trace->fraction = 1; - trace->realfraction = 1; trace->hitsupercontentsmask = hitsupercontentsmask; if (model->surfmesh.num_vertices > 1024) vertex3f = (float *)Mem_Alloc(tempmempool, model->surfmesh.num_vertices * sizeof(float[3])); @@ -813,9 +909,7 @@ 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; @@ -826,6 +920,7 @@ static void Mod_BuildAliasSkinFromSkinFrame(texture_t *texture, skinframe_t *ski //texture->textureflags = 0; texture->basematerialflags = MATERIALFLAG_WALL; + texture->basealpha = 1.0f; if (texture->currentskinframe->hasalpha) texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; texture->currentmaterialflags = texture->basematerialflags;