dce284811e
Q3 clients can connect to q1 gamecode (sv_listen_q3). hacked support for SendFlags. It'll work compatibly, just not efficiently. Unified shared qc builtins. fteqcc supports int |= float, more params in macros, &~= operator. Additional recent DP QC extensions. Particle system abstraction. 'r_particlesystem classic' (vs null or script) will revert to truly classic particles. Nexuiz might run again. Network address revamp (sv_port and sv_port_ipv6 can both be used to specify an ipv4 address:port and both corrently accept clients). localhost now properly favours ipv4 (use ::1 for ipv6 localhost). Download system revamp. Numerous other changes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3051 fc73d0e0-1445-4013-8a0c-d673dee63da5
631 lines
22 KiB
C
631 lines
22 KiB
C
#include "quakedef.h"
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#ifdef HALFLIFEMODELS
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#include "glquake.h"
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/*
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Half-Life Model Renderer (Experimental) Copyright (C) 2001 James 'Ender' Brown [ender@quakesrc.org] This program is
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free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
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warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
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details. You should have received a copy of the GNU General Public License along with this program; if not, write
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to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. fromquake.h -
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render.c - apart from calculations (mostly range checking or value conversion code is a mix of standard Quake 1
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meshing, and vertex deforms. The rendering loop uses standard Quake 1 drawing, after SetupBones deforms the vertex.
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+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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Also, please note that it won't do all hl models....
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Nor will it work 100%
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*/
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#include "model_hl.h"
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void QuaternionGLMatrix(float x, float y, float z, float w, vec4_t *GLM)
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{
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GLM[0][0] = 1 - 2 * y * y - 2 * z * z;
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GLM[1][0] = 2 * x * y + 2 * w * z;
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GLM[2][0] = 2 * x * z - 2 * w * y;
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GLM[0][1] = 2 * x * y - 2 * w * z;
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GLM[1][1] = 1 - 2 * x * x - 2 * z * z;
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GLM[2][1] = 2 * y * z + 2 * w * x;
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GLM[0][2] = 2 * x * z + 2 * w * y;
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GLM[1][2] = 2 * y * z - 2 * w * x;
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GLM[2][2] = 1 - 2 * x * x - 2 * y * y;
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}
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/*
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=======================================================================================================================
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QuaternionGLAngle - Convert a GL angle to a quaternion matrix
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=======================================================================================================================
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*/
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void QuaternionGLAngle(const vec3_t angles, vec4_t quaternion)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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float yaw = angles[2] * 0.5;
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float pitch = angles[1] * 0.5;
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float roll = angles[0] * 0.5;
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float siny = sin(yaw);
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float cosy = cos(yaw);
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float sinp = sin(pitch);
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float cosp = cos(pitch);
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float sinr = sin(roll);
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float cosr = cos(roll);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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quaternion[0] = sinr * cosp * cosy - cosr * sinp * siny;
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quaternion[1] = cosr * sinp * cosy + sinr * cosp * siny;
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quaternion[2] = cosr * cosp * siny - sinr * sinp * cosy;
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quaternion[3] = cosr * cosp * cosy + sinr * sinp * siny;
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}
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matrix3x4 transform_matrix[128]; /* Vertex transformation matrix */
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void GL_Draw_HL_AliasFrame(short *order, vec3_t *transformed, float tex_w, float tex_h);
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/*
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=======================================================================================================================
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Mod_LoadHLModel - read in the model's constituent parts
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=======================================================================================================================
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*/
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extern char loadname[];
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qboolean Mod_LoadHLModel (model_t *mod, void *buffer)
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{
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/*~~*/
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int i;
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hlmodelcache_t *model;
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hlmdl_header_t *header;
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hlmdl_tex_t *tex;
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hlmdl_bone_t *bones;
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hlmdl_bonecontroller_t *bonectls;
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int start, end, total;
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/*~~*/
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//checksum the model
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if (mod->engineflags & MDLF_DOCRC)
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{
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unsigned short crc;
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qbyte *p;
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int len;
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char st[40];
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QCRC_Init(&crc);
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for (len = com_filesize, p = buffer; len; len--, p++)
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QCRC_ProcessByte(&crc, *p);
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sprintf(st, "%d", (int) crc);
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Info_SetValueForKey (cls.userinfo,
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(mod->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name,
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st, MAX_INFO_STRING);
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if (cls.state >= ca_connected)
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{
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CL_SendClientCommand(true, "setinfo %s %d",
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(mod->engineflags & MDLF_PLAYER) ? pmodel_name : emodel_name,
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(int)crc);
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}
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}
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start = Hunk_LowMark ();
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//load the model into hunk
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model = Hunk_Alloc(sizeof(hlmodelcache_t));
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header = Hunk_Alloc(com_filesize);
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memcpy(header, buffer, com_filesize);
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if (header->version != 10)
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{
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Con_Printf(CON_ERROR "Cannot load model %s - unknown version %i\n", mod->name, header->version);
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Hunk_FreeToLowMark(start);
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return false;
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}
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if (header->numcontrollers > MAX_BONE_CONTROLLERS)
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{
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Con_Printf(CON_ERROR "Cannot load model %s - too many controllers %i\n", mod->name, header->numcontrollers);
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Hunk_FreeToLowMark(start);
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return false;
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}
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tex = (hlmdl_tex_t *) ((qbyte *) header + header->textures);
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bones = (hlmdl_bone_t *) ((qbyte *) header + header->boneindex);
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bonectls = (hlmdl_bonecontroller_t *) ((qbyte *) header + header->controllerindex);
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/* won't work - doesn't know exact sizes.
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header = Hunk_Alloc(sizeof(hlmdl_header_t));
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memcpy(header, (hlmdl_header_t *) buffer, sizeof(hlmdl_header_t));
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tex = Hunk_Alloc(sizeof(hlmdl_tex_t)*header->numtextures);
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memcpy(tex, (hlmdl_tex_t *) buffer, sizeof(hlmdl_tex_t)*header->numtextures);
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bones = Hunk_Alloc(sizeof(hlmdl_bone_t)*header->numtextures);
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memcpy(bones, (hlmdl_bone_t *) buffer, sizeof(hlmdl_bone_t)*header->numbones);
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bonectls = Hunk_Alloc(sizeof(hlmdl_bonecontroller_t)*header->numcontrollers);
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memcpy(bonectls, (hlmdl_bonecontroller_t *) buffer, sizeof(hlmdl_bonecontroller_t)*header->numcontrollers);
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*/
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model->header = (char *)header - (char *)model;
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model->textures = (char *)tex - (char *)model;
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model->bones = (char *)bones - (char *)model;
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model->bonectls = (char *)bonectls - (char *)model;
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for(i = 0; i < header->numtextures; i++)
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{
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tex[i].i = GL_LoadTexture8Pal24("", tex[i].w, tex[i].h, (qbyte *) header + tex[i].i, (qbyte *) header + tex[i].w * tex[i].h + tex[i].i, true, false);
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}
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//
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// move the complete, relocatable alias model to the cache
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//
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end = Hunk_LowMark ();
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total = end - start;
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mod->type = mod_halflife;
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Cache_Alloc (&mod->cache, total, loadname);
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if (!mod->cache.data)
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return false;
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memcpy (mod->cache.data, model, total);
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Hunk_FreeToLowMark (start);
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return true;
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}
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/*
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=======================================================================================================================
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HL_CalculateBones - calculate bone positions - quaternion+vector in one function
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=======================================================================================================================
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note, while ender may be proud of this function, it lacks the fact that interpolating eular angles is not as acurate as interpolating quaternions.
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it is faster though.
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*/
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void HL_CalculateBones
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(
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int offset,
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int frame,
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float lerpfrac,
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vec4_t adjust,
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hlmdl_bone_t *bone,
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hlmdl_anim_t *animation,
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float *destination
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)
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{
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/*~~~~~~~~~~*/
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int i;
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vec3_t angle;
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float lerpifrac = 1-lerpfrac;
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float t;
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/*~~~~~~~~~~*/
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/* For each vector */
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for(i = 0; i < 3; i++)
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{
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/*~~~~~~~~~~~~~~~*/
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int o = i + offset; /* Take the value offset - allows quaternion & vector in one function */
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/*~~~~~~~~~~~~~~~*/
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angle[i] = bone->value[o]; /* Take the bone value */
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if(animation->offset[o] != 0)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int tempframe = frame;
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hlmdl_animvalue_t *animvalue = (hlmdl_animvalue_t *) ((qbyte *) animation + animation->offset[o]);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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/* find values including the required frame */
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while(animvalue->num.total <= tempframe)
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{
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tempframe -= animvalue->num.total;
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animvalue += animvalue->num.valid + 1;
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}
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if(animvalue->num.valid > tempframe)
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{
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if(animvalue->num.valid > (tempframe + 1))
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{
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//we can lerp that
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t = animvalue[tempframe + 1].value * lerpifrac + lerpfrac * animvalue[tempframe + 2].value;
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}
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else
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t = animvalue[animvalue->num.valid].value;
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angle[i] = bone->value[o] + t * bone->scale[o];
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}
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else
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{
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if(animvalue->num.total < tempframe + 1)
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{
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angle[i] +=
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(animvalue[animvalue->num.valid].value * lerpifrac +
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lerpfrac * animvalue[animvalue->num.valid + 2].value) *
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bone->scale[o];
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}
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else
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{
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angle[i] += animvalue[animvalue->num.valid].value * bone->scale[o];
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}
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}
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}
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if(bone->bonecontroller[o] != -1)
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{ /* Add the programmable offset. */
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angle[i] += adjust[bone->bonecontroller[o]];
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}
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}
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if(offset < 3)
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{
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VectorCopy(angle, destination); /* Just a standard vector */
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}
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else
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{
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QuaternionGLAngle(angle, destination); /* A quaternion */
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}
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}
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/*
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=======================================================================================================================
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HL_CalcBoneAdj - Calculate the adjustment values for the programmable controllers
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=======================================================================================================================
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*/
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void HL_CalcBoneAdj(hlmodel_t *model)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int i;
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float value;
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hlmdl_bonecontroller_t *control = (hlmdl_bonecontroller_t *)
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((qbyte *) model->header + model->header->controllerindex);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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for(i = 0; i < model->header->numcontrollers; i++)
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{
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/*~~~~~~~~~~~~~~~~~~~~~*/
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int j = control[i].index;
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/*~~~~~~~~~~~~~~~~~~~~~*/
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if(control[i].type & 0x8000)
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{
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value = model->controller[j] + control[i].start;
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}
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else
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{
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value = (model->controller[j]+1)*0.5; //shifted to give a valid range between -1 and 1, with 0 being mid-range.
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if(value < 0)
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value = 0;
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else if(value > 1.0)
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value = 1.0;
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value = (1.0 - value) * control[i].start + value * control[i].end;
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}
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/* Rotational controllers need their values converted */
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if(control[i].type >= 0x0008 && control[i].type <= 0x0020)
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model->adjust[i] = M_PI * value / 180;
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else
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model->adjust[i] = value;
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}
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}
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/*
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=======================================================================================================================
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HL_SetupBones - determine where vertex should be using bone movements
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=======================================================================================================================
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*/
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void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt );
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void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, float subblendfrac)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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int i;
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float matrix[3][4];
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static vec3_t positions[2];
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static vec4_t quaternions[2], blended;
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float frametime;
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int frame;
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hlmdl_sequencelist_t *sequence = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) +
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((unsigned int)seqnum>=model->header->numseq?0:seqnum);
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hlmdl_sequencedata_t *sequencedata = (hlmdl_sequencedata_t *)
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((qbyte *) model->header + model->header->seqgroups) +
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sequence->seqindex;
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hlmdl_anim_t *animation = (hlmdl_anim_t *)
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((qbyte *) model->header + sequencedata->data + sequence->index);
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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frametime = (cl.time - cl.lerpents[currententity->keynum].framechange)*sequence->timing;
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frame = (int)frametime;
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frametime -= frame;
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if (!sequence->numframes)
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return;
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if(frame >= sequence->numframes)
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{
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if (sequence->motiontype&1)
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frame = sequence->numframes-1;
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else
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frame %= sequence->numframes;
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}
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if (lastbone > model->header->numbones)
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lastbone = model->header->numbones;
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HL_CalcBoneAdj(model); /* Deal with programmable controllers */
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/*FIXME:this is useless*/
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/*
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if(sequence->motiontype & 0x0001)
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positions[sequence->motionbone][0] = 0.0;
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if(sequence->motiontype & 0x0002)
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positions[sequence->motionbone][1] = 0.0;
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if(sequence->motiontype & 0x0004)
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positions[sequence->motionbone][2] = 0.0;
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*/
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/*
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this is hellish.
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a hl model blends:
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4 controllers (on a player, it seems each one of them twists a separate bone in the chest)
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a mouth (not used on players)
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its a sequence (to be smooth we need to blend between two frames in the sequence)
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up to four source animations (ironically used to pitch up/down)
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alternate sequence (walking+firing)
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frame2 (quake expectations.)
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this is madness, quite frankly.
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luckily...
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controllers and mouth control the entire thing. they should be interpolated outside, and have no affect on blending here
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alternate sequences replace. we can just call this function twice (so long as bone ranges are incremental).
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autoanimating sequence is handled inside HL_CalculateBones (sequences are weird and it has to be handled there anyway)
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this means we only have sources and alternate frames left to cope with.
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FIXME: we don't handle frame2.
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*/
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if (sequence->hasblendseq>1)
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{
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if (subblendfrac < 0)
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subblendfrac = 0;
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if (subblendfrac > 1)
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subblendfrac = 1;
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for(i = firstbone; i < lastbone; i++)
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{
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HL_CalculateBones(0, frame, frametime, model->adjust, model->bones + i, animation + i, positions[0]);
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HL_CalculateBones(3, frame, frametime, model->adjust, model->bones + i, animation + i, quaternions[0]);
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HL_CalculateBones(3, frame, frametime, model->adjust, model->bones + i, animation + i + model->header->numbones, quaternions[1]);
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QuaternionSlerp(quaternions[0], quaternions[1], subblendfrac, blended);
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QuaternionGLMatrix(blended[0], blended[1], blended[2], blended[3], matrix);
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matrix[0][3] = positions[0][0];
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matrix[1][3] = positions[0][1];
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matrix[2][3] = positions[0][2];
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/* If we have a parent, take the addition. Otherwise just copy the values */
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if(model->bones[i].parent>=0)
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{
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R_ConcatTransforms(transform_matrix[model->bones[i].parent], matrix, transform_matrix[i]);
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}
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else
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{
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memcpy(transform_matrix[i], matrix, 12 * sizeof(float));
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}
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}
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}
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else
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{
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for(i = firstbone; i < lastbone; i++)
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{
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/*
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* There are two vector offsets in the structure. The first seems to be the
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* positions of the bones, the second the quats of the bone matrix itself. We
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* convert it inside the routine - Inconsistant, but hey.. so's the whole model
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* format.
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*/
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HL_CalculateBones(0, frame, frametime, model->adjust, model->bones + i, animation + i, positions[0]);
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HL_CalculateBones(3, frame, frametime, model->adjust, model->bones + i, animation + i, quaternions[0]);
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QuaternionGLMatrix(quaternions[0][0], quaternions[0][1], quaternions[0][2], quaternions[0][3], matrix);
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matrix[0][3] = positions[0][0];
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matrix[1][3] = positions[0][1];
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matrix[2][3] = positions[0][2];
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/* If we have a parent, take the addition. Otherwise just copy the values */
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if(model->bones[i].parent>=0)
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{
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R_ConcatTransforms(transform_matrix[model->bones[i].parent], matrix, transform_matrix[i]);
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}
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else
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{
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memcpy(transform_matrix[i], matrix, 12 * sizeof(float));
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}
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}
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}
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}
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/*
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=======================================================================================================================
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R_Draw_HL_AliasModel - main drawing function
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=======================================================================================================================
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*/
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void R_DrawHLModel(entity_t *curent)
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{
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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hlmodelcache_t *modelc = Mod_Extradata(curent->model);
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hlmodel_t model;
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int b, m, v;
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short *skins;
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/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
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//general model
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model.header = (hlmdl_header_t *) ((char *)modelc + modelc->header);
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model.textures = (hlmdl_tex_t *) ((char *)modelc + modelc->textures);
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model.bones = (hlmdl_bone_t *) ((char *)modelc + modelc->bones);
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model.bonectls = (hlmdl_bonecontroller_t *) ((char *)modelc + modelc->bonectls);
|
|
|
|
skins = (short *) ((qbyte *) model.header + model.header->skins);
|
|
|
|
for (b = 0; b < MAX_BONE_CONTROLLERS; b++)
|
|
model.controller[b] = curent->bonecontrols[b];
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
if (curent->shaderRGBAf[3]<1)
|
|
{
|
|
qglEnable(GL_BLEND);
|
|
}
|
|
else
|
|
{
|
|
qglDisable(GL_BLEND);
|
|
}
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
// Con_Printf("%s %i\n", sequence->name, sequence->unknown1[0]);
|
|
|
|
qglPushMatrix();
|
|
|
|
{
|
|
vec3_t difuse, ambient, ldir;
|
|
cl.worldmodel->funcs.LightPointValues(cl.worldmodel, curent->origin, difuse, ambient, ldir);
|
|
qglColor4f(difuse[0]/255+ambient[0]/255, difuse[1]/255+ambient[1]/255, difuse[2]/255+ambient[2]/255, curent->shaderRGBAf[3]);
|
|
}
|
|
|
|
R_RotateForEntity (curent);
|
|
|
|
HL_SetupBones(&model, curent->baseframe1, 0, curent->basebone, (curent->basesubblendfrac+1)*0.5); /* Setup the bones */
|
|
HL_SetupBones(&model, curent->frame1, curent->basebone, model.header->numbones, (curent->subblendfrac+1)*0.5); /* Setup the bones */
|
|
|
|
/* Manipulate each mesh directly */
|
|
for(b = 0; b < model.header->numbodyparts; b++)
|
|
{
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
hlmdl_bodypart_t *bodypart = (hlmdl_bodypart_t *) ((qbyte *) model.header + model.header->bodypartindex) +
|
|
b;
|
|
int bodyindex = (0 / bodypart->base) % bodypart->nummodels;
|
|
hlmdl_model_t *amodel = (hlmdl_model_t *) ((qbyte *) model.header + bodypart->modelindex) + bodyindex;
|
|
qbyte *bone = ((qbyte *) model.header + amodel->vertinfoindex);
|
|
vec3_t *verts = (vec3_t *) ((qbyte *) model.header + amodel->vertindex);
|
|
vec3_t transformed[2048];
|
|
|
|
// vec3_t *norms = (vec3_t *) ((qbyte *) model.header + amodel->unknown3[2]);
|
|
// vec3_t transformednorms[2048];
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
|
|
|
|
for(v = 0; v < amodel->numverts; v++) // Transform per the matrix
|
|
{
|
|
VectorTransform(verts[v], transform_matrix[bone[v]], transformed[v]);
|
|
// glVertex3fv(verts[v]);
|
|
// glVertex3f( verts[v][0]+10*verts[v][0],
|
|
// verts[v][1]+10*verts[v][1],
|
|
// verts[v][2]+10*verts[v][2]);
|
|
}
|
|
|
|
//Need to work out what we have!
|
|
//raw data appears to be unit vectors
|
|
//transformed gives some points on the skeleton.
|
|
//what's also weird is that the meshes use these up!
|
|
/* glDisable(GL_TEXTURE_2D);
|
|
glBegin(GL_LINES);
|
|
for(v = 0; v < amodel->unknown3[0]; v++) // Transform per the matrix
|
|
{
|
|
VectorTransform(norms[v], transform_matrix[bone[v]], transformednorms[v]);
|
|
glVertex3fv(transformednorms[v]);
|
|
glVertex3f( transformednorms[v][0]+10*transformednorms[v][0],
|
|
transformednorms[v][1]+10*transformednorms[v][1],
|
|
transformednorms[v][2]+10*transformednorms[v][2]);
|
|
}
|
|
glEnd();
|
|
glEnable(GL_TEXTURE_2D);
|
|
*/
|
|
|
|
|
|
/* Draw each mesh */
|
|
for(m = 0; m < amodel->nummesh; m++)
|
|
{
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
hlmdl_mesh_t *mesh = (hlmdl_mesh_t *) ((qbyte *) model.header + amodel->meshindex) + m;
|
|
float tex_w = 1.0f / model.textures[skins[mesh->skinindex]].w;
|
|
float tex_h = 1.0f / model.textures[skins[mesh->skinindex]].h;
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
|
|
GL_Bind(model.textures[skins[mesh->skinindex]].i);
|
|
GL_Draw_HL_AliasFrame((short *) ((qbyte *) model.header + mesh->index), transformed, tex_w, tex_h);
|
|
}
|
|
}
|
|
|
|
qglPopMatrix();
|
|
|
|
GL_TexEnv(GL_REPLACE);
|
|
}
|
|
|
|
/*
|
|
=======================================================================================================================
|
|
GL_Draw_HL_AliasFrame - clip and draw all triangles
|
|
=======================================================================================================================
|
|
*/
|
|
void GL_Draw_HL_AliasFrame(short *order, vec3_t *transformed, float tex_w, float tex_h)
|
|
{
|
|
/*~~~~~~~~~~*/
|
|
int count = 0;
|
|
/*~~~~~~~~~~*/
|
|
|
|
// int c_tris=0;
|
|
// int c_verts=0;
|
|
// int c_chains=0;
|
|
|
|
for(;;)
|
|
{
|
|
count = *order++; /* get the vertex count and primitive type */
|
|
if(!count) break; /* done */
|
|
|
|
if(count < 0)
|
|
{
|
|
count = -count;
|
|
qglBegin(GL_TRIANGLE_FAN);
|
|
}
|
|
else
|
|
{
|
|
qglBegin(GL_TRIANGLE_STRIP);
|
|
}
|
|
// c_tris += count-2;
|
|
// c_chains++;
|
|
|
|
do
|
|
{
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
float *verts = transformed[order[0]];
|
|
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
|
|
|
/* texture coordinates come from the draw list */
|
|
qglTexCoord2f(order[2] * tex_w, order[3] * tex_h);
|
|
order += 4;
|
|
|
|
qglVertex3fv(verts);
|
|
// c_verts++;
|
|
} while(--count);
|
|
|
|
qglEnd();
|
|
}
|
|
}
|
|
|
|
#endif
|