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);
}
}
-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;
{
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;
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;
loadmodel->skinscenes[loadmodel->numskins].loop = true;
//increase skin counts
+ loadmodel->num_textures++;
loadmodel->numskins++;
totalskins++;
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;
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;
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;
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;
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;
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;
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;