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Add mat3x3 utils
Add missing section of build_skeleton Lots of debug print cleanups
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1 changed files with 144 additions and 101 deletions
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@ -782,6 +782,61 @@ void Matrix3x4_scale_rotate_translate(mat3x4_t out, const vec3_t scale, const qu
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}
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const matrix3x3 matrix3x3_zero =
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{
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{ 0, 0, 0 },
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{ 0, 0, 0 },
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{ 0, 0, 0 },
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};
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const matrix3x3 matrix3x3_identity =
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{
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{ 1, 0, 0 },
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{ 0, 1, 0 },
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{ 0, 0, 1 },
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};
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#define Matrix3x3_Copy( out, in ) memcpy( out, in, sizeof( matrix3x3 ))
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#define Matrix3x3_LoadZero( mat ) Matrix3x3_Copy( mat, matrix3x3_zero )
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#define Matrix3x3_LoadIdentity( mat ) Matrix3x3_Copy( mat, matrix3x3_identity )
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//
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// Inverts and transposes the upper-left 3x3 matrix from a 3x4 matrix
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// https://stackoverflow.com/a/18504573
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//
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void Matrix3x3_Invert_Transposed_Matrix3x4(matrix3x3 out, const matrix3x4 in) {
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float det = in[0][0] * (in[1][1] * in[2][2] - in[1][2] * in[2][1]) -
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in[0][1] * (in[1][0] * in[2][2] - in[1][2] * in[2][0]) +
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in[0][2] * (in[1][0] * in[2][1] - in[1][1] * in[2][0]);
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// If determinant is close to 0, return 0 matrix:
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if(fabs(det) < 1e-5) {
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Matrix3x3_LoadZero(out);
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}
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float inv_det = 1.0f / det;
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// Normal inverse:
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// out[0][0] = (in[1][1] * in[2][2] - in[2][1] * in[1][2]) * inv_det;
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// out[1][0] = (in[2][0] * in[1][2] - in[1][0] * in[2][2]) * inv_det;
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// out[2][0] = (in[1][0] * in[2][1] - in[2][0] * in[1][1]) * inv_det;
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// out[0][1] = (in[2][1] * in[0][2] - in[0][1] * in[2][2]) * inv_det;
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// out[1][1] = (in[0][0] * in[2][2] - in[2][0] * in[0][2]) * inv_det;
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// out[2][1] = (in[2][0] * in[0][1] - in[0][0] * in[2][1]) * inv_det;
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// out[0][2] = (in[0][1] * in[1][2] - in[1][1] * in[0][2]) * inv_det;
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// out[1][2] = (in[1][0] * in[0][2] - in[0][0] * in[1][2]) * inv_det;
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// out[2][2] = (in[0][0] * in[1][1] - in[1][0] * in[0][1]) * inv_det;
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// Transposed inverse:
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out[0][0] = (in[1][1] * in[2][2] - in[2][1] * in[1][2]) * inv_det;
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out[0][1] = (in[2][0] * in[1][2] - in[1][0] * in[2][2]) * inv_det;
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out[0][2] = (in[1][0] * in[2][1] - in[2][0] * in[1][1]) * inv_det;
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out[1][0] = (in[2][1] * in[0][2] - in[0][1] * in[2][2]) * inv_det;
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out[1][1] = (in[0][0] * in[2][2] - in[2][0] * in[0][2]) * inv_det;
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out[1][2] = (in[2][0] * in[0][1] - in[0][0] * in[2][1]) * inv_det;
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out[2][0] = (in[0][1] * in[1][2] - in[1][1] * in[0][2]) * inv_det;
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out[2][1] = (in[1][0] * in[0][2] - in[0][0] * in[1][2]) * inv_det;
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out[2][2] = (in[0][0] * in[1][1] - in[1][0] * in[0][1]) * inv_det;
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}
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//
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// When vertex positions are quantized as int8 or int16s, vertices are only
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// allowed to span values in the range: [-1,1].
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@ -1169,7 +1224,7 @@ skeletal_model_t *load_iqm_file(void *iqm_data) {
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skel_model->bone_rest_scale[i][1] = iqm_joints[i].scale[1];
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skel_model->bone_rest_scale[i][2] = iqm_joints[i].scale[2];
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// --
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Con_Printf("Parsed bone: %i, \"%s\"\n", i, skel_model->bone_name[i]);
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Con_Printf("Parsed bone: %i, \"%s\" (parent bone: %d)\n", i, skel_model->bone_name[i], skel_model->bone_parent_idx[i]);
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Con_Printf("\tPos: (%.2f, %.2f, %.2f)\n", skel_model->bone_rest_pos[i][0], skel_model->bone_rest_pos[i][1], skel_model->bone_rest_pos[i][2]);
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Con_Printf("\tRot: (%.2f, %.2f, %.2f, %.2f)\n", skel_model->bone_rest_rot[i][0], skel_model->bone_rest_rot[i][1], skel_model->bone_rest_rot[i][2], skel_model->bone_rest_rot[i][3]);
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Con_Printf("\tScale: (%.2f, %.2f, %.2f)\n", skel_model->bone_rest_scale[i][0], skel_model->bone_rest_scale[i][1], skel_model->bone_rest_scale[i][2]);
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@ -1217,22 +1272,6 @@ skeletal_model_t *load_iqm_file(void *iqm_data) {
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for(uint32_t i = 0; i < skel_model->n_bones; i++) {
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Matrix3x4_Invert_Simple( skel_model->inv_bone_rest_transforms[i], skel_model->bone_rest_transforms[i]);
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}
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// Debug -- print cached bone rest transforms
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// Con_Printf("==============================================\n");
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// Con_Printf("Bone rest transform @ inverse bone rest transform\n");
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// Con_Printf("==============================================\n");
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// for(uint32_t i = 0; i < skel_model->n_bones; i++) {
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// mat3x4_t temp;
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// Matrix3x4_ConcatTransforms(temp, skel_model->inv_bone_rest_transforms[i], skel_model->bone_rest_transforms[i]);
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// Con_Printf("\tBone %d", i);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", temp[0][0], temp[0][1], temp[0][2], temp[0][3]);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", temp[1][0], temp[1][1], temp[1][2], temp[1][3]);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", temp[2][0], temp[2][1], temp[2][2], temp[2][3]);
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// }
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// Con_Printf("==============================================\n");
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// --------------------------------------------------
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@ -1690,6 +1729,92 @@ void Mod_LoadIQMModel (model_t *model, void *buffer) {
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}
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void build_skeleton(skeletal_skeleton_t *skeleton, skeletal_model_t *anim_model, int framegroup_idx, float frametime) {
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// ------------------------------------------------------------------------
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// Calculate skeleton bone -> animation bone mappings
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//
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// Skeletons can pull animation data from any animation file, and each
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// skeleton bone is matched to the animation bone by bone name
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//
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// ------------------------------------------------------------------------
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if(skeleton->model != anim_model) {
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// If we already have the mapping for this model, skip it
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if(skeleton->anim_model != anim_model) {
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skeleton->anim_model = anim_model;
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char **anim_model_bone_names = get_member_from_offset(anim_model->bone_name, anim_model);
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char **skel_model_bone_names = get_member_from_offset(skeleton->model->bone_name, skeleton->model);
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for(uint32_t i = 0; i < skeleton->model->n_bones; i++) {
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// Default to -1, indicating that this bone's corresponding animation bone has not yet been found
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skeleton->anim_bone_idx[i] = -1;
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char *skel_model_bone_name = get_member_from_offset(skel_model_bone_names[i], skeleton->model);
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for(uint32_t j = 0; j < anim_model->n_bones; j++) {
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char *anim_model_bone_name = get_member_from_offset(anim_model_bone_names[j], anim_model);
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if(!strcmp( skel_model_bone_name, anim_model_bone_name)) {
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skeleton->anim_bone_idx[i] = j;
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break;
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}
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}
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}
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}
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}
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else {
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// If we already have the mapping for this model, skip it
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if(skeleton->anim_model != anim_model) {
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skeleton->anim_model = anim_model;
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for(int32_t i = 0; i < skeleton->model->n_bones; i++) {
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skeleton->anim_bone_idx[i] = i;
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}
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}
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}
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// ------------------------------------------------------------------------
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if(framegroup_idx < 0 || framegroup_idx >= anim_model->n_framegroups) {
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return;
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}
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// FIXME - Watch for offsets...
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uint32_t *anim_model_framegroup_start_frame = get_member_from_offset(anim_model->framegroup_start_frame, anim_model);
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uint32_t *anim_model_framegroup_n_frames = get_member_from_offset(anim_model->framegroup_n_frames, anim_model);
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float *anim_model_framegroup_fps = get_member_from_offset(anim_model->framegroup_fps, anim_model);
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bool *anim_model_framegroup_loop = get_member_from_offset(anim_model->framegroup_loop, anim_model);
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// Find the two nearest frames to interpolate between
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int frame1_idx = (int) floor(frametime * anim_model_framegroup_fps[framegroup_idx]);
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int frame2_idx = frame1_idx + 1;
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// float delta_frametime = 1.0f / source_model->framegroup_fps[framegroup_idx];
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// float lerpfrac = fmod(frametime, delta_frametime) / delta_frametime;
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if(anim_model_framegroup_loop[framegroup_idx]) {
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frame1_idx = frame1_idx % anim_model_framegroup_n_frames[framegroup_idx];
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frame2_idx = frame2_idx % anim_model_framegroup_n_frames[framegroup_idx];
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}
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else {
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frame1_idx = std::min(std::max(0, frame1_idx), (int) anim_model_framegroup_n_frames[framegroup_idx] - 1);
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frame2_idx = std::min(std::max(0, frame2_idx), (int) anim_model_framegroup_n_frames[framegroup_idx] - 1);
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}
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float lerpfrac;
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if(frame1_idx == frame2_idx) {
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lerpfrac = 0.0f;
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}
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else {
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// FIXME - I suspect there's a simpler way to calculate this... that still relies on frame1_time
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float delta_frametime = 1.0f / anim_model_framegroup_fps[framegroup_idx];
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float anim_duration = delta_frametime * anim_model_framegroup_n_frames[framegroup_idx];
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float frame1_time = frame1_idx * delta_frametime;
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lerpfrac = (fmod(frametime,anim_duration) - frame1_time) / delta_frametime;
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// Floating point math can make it go slightly out of bounds:
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lerpfrac = std::min(std::max(0.0f, lerpfrac), 1.0f);
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}
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frame1_idx = anim_model_framegroup_start_frame[framegroup_idx] + frame1_idx;
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frame2_idx = anim_model_framegroup_start_frame[framegroup_idx] + frame2_idx;
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// TODO - If lerpfrac is 0.0 or 1.0, don't interpolate, just copy the bone poses
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Con_Printf("build_skel: framegroup %d frames lerp(%d,%d,%.2f) for t=%.2f\n", framegroup_idx, frame1_idx, frame2_idx, lerpfrac, frametime);
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int16_t *bone_parent_idx = get_member_from_offset(skeleton->model->bone_parent_idx, skeleton->model);
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mat3x4_t *bone_rest_transforms = get_member_from_offset(skeleton->model->bone_rest_transforms, skeleton->model);
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@ -1708,7 +1833,6 @@ void Mod_LoadIQMModel (model_t *model, void *buffer) {
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continue;
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}
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vec3_t *frame1_pos = &(anim_model_frames_bone_pos[anim_model->n_bones * frame1_idx + anim_bone_idx]);
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vec3_t *frame2_pos = &(anim_model_frames_bone_pos[anim_model->n_bones * frame2_idx + anim_bone_idx]);
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quat_t *frame1_rot = &(anim_model_frames_bone_rot[anim_model->n_bones * frame1_idx + anim_bone_idx]);
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@ -1741,35 +1865,14 @@ void Mod_LoadIQMModel (model_t *model, void *buffer) {
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// These transforms will take the vertices from model-space to each bone's local-space:
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for(uint32_t i = 0; i < anim_model->n_bones; i++) {
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Matrix3x4_ConcatTransforms( skeleton->bone_rest_to_pose_transforms[i], skeleton->bone_transforms[i], inv_bone_rest_transforms[i]);
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// Con_Printf("==============================================\n");
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// Con_Printf("Bone Rest to Pose transform after calc:\n");
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// Con_Printf("==============================================\n");
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// Con_Printf("\tBone %d", i);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", skeleton->bone_rest_to_pose_transforms[i][0][0], skeleton->bone_rest_to_pose_transforms[i][0][1], skeleton->bone_rest_to_pose_transforms[i][0][2], skeleton->bone_rest_to_pose_transforms[i][0][3]);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", skeleton->bone_rest_to_pose_transforms[i][1][0], skeleton->bone_rest_to_pose_transforms[i][1][1], skeleton->bone_rest_to_pose_transforms[i][1][2], skeleton->bone_rest_to_pose_transforms[i][1][3]);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", skeleton->bone_rest_to_pose_transforms[i][2][0], skeleton->bone_rest_to_pose_transforms[i][2][1], skeleton->bone_rest_to_pose_transforms[i][2][2], skeleton->bone_rest_to_pose_transforms[i][2][3]);
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// Invert-transpose the upper-left 3x3 matrix to get the transform that is applied to vertex normals
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Matrix3x3_Invert_Transposed_Matrix3x4(skeleton->bone_rest_to_pose_normal_transforms[i], skeleton->bone_rest_to_pose_transforms[i]);
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// Con_Printf("Bone Rest to Pose transform after invert_transposed calc:\n");
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// Con_Printf("\tBone %d", i);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", skeleton->bone_rest_to_pose_transforms[i][0][0], skeleton->bone_rest_to_pose_transforms[i][0][1], skeleton->bone_rest_to_pose_transforms[i][0][2], skeleton->bone_rest_to_pose_transforms[i][0][3]);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", skeleton->bone_rest_to_pose_transforms[i][1][0], skeleton->bone_rest_to_pose_transforms[i][1][1], skeleton->bone_rest_to_pose_transforms[i][1][2], skeleton->bone_rest_to_pose_transforms[i][1][3]);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", skeleton->bone_rest_to_pose_transforms[i][2][0], skeleton->bone_rest_to_pose_transforms[i][2][1], skeleton->bone_rest_to_pose_transforms[i][2][2], skeleton->bone_rest_to_pose_transforms[i][2][3]);
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// Con_Printf("==============================================\n");
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}
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}
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void bind_submesh_bones(skeletal_mesh_t *submesh, skeletal_skeleton_t *skeleton) {
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// Transform matrix that undoes int16 quantization scale + ofs
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// Transform matrix that undoes int16 / int8 quantization scale + ofs
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ScePspFMatrix4 undo_quantization;
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gumLoadIdentity(&undo_quantization);
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ScePspFVector3 undo_ofs = {submesh->verts_ofs[0],submesh->verts_ofs[1],submesh->verts_ofs[2]};
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gumTranslate(&undo_quantization, &undo_ofs);
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gumScale(&undo_quantization, &undo_scale);
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// // Transform matrix that reapplies int16 quantization scale + ofs
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// ScePspFMatrix4 redo_quantization;
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// gumLoadIdentity(&redo_quantization);
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// ScePspFVector3 redo_ofs = {-submesh->verts_ofs[0],-submesh->verts_ofs[1],-submesh->verts_ofs[2]};
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// ScePspFVector3 redo_scale = {1.0f/submesh->verts_scale[0],1.0f/submesh->verts_scale[1],1.0f/submesh->verts_scale[2]};
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// gumScale(&redo_quantization, &redo_scale);
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// gumTranslate(&redo_quantization, &redo_ofs);
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// Debug
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// mat3x4_t *bone_rest_transforms = get_member_from_offset(skeleton->model->bone_rest_transforms, skeleton->model);
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// Con_Printf("==============================================\n");
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// Con_Printf("Bone Rest transforms at draw\n");
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// Con_Printf("==============================================\n");
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// for(uint32_t i = 0; i < skeleton->model->n_bones; i++) {
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// Con_Printf("\tBone %d", i);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", bone_rest_transforms[i][0][0], bone_rest_transforms[i][0][1], bone_rest_transforms[i][0][2], bone_rest_transforms[i][0][3]);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", bone_rest_transforms[i][1][0], bone_rest_transforms[i][1][1], bone_rest_transforms[i][1][2], bone_rest_transforms[i][1][3]);
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// Con_Printf("\t\t[ %.2f %.2f %.2f %.2f ]\n", bone_rest_transforms[i][2][0], bone_rest_transforms[i][2][1], bone_rest_transforms[i][2][2], bone_rest_transforms[i][2][3]);
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// }
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// Con_Printf("==============================================\n");
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for(int submesh_bone_idx = 0; submesh_bone_idx < submesh->n_skinning_bones; submesh_bone_idx++) {
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// Get the index into the skeleton list of bones:
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int bone_idx = submesh->skinning_bone_idxs[submesh_bone_idx];
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@ -1812,9 +1893,8 @@ void bind_submesh_bones(skeletal_mesh_t *submesh, skeletal_skeleton_t *skeleton)
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bone_mat.x.z = (*bone_mat3x4)[2][0]; bone_mat.y.z = (*bone_mat3x4)[2][1]; bone_mat.z.z = (*bone_mat3x4)[2][2]; bone_mat.w.z = (*bone_mat3x4)[2][3];
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bone_mat.x.w = 0.0f; bone_mat.y.w = 0.0f; bone_mat.z.w = 0.0f; bone_mat.w.w = 1.0f;
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// bone_mat = redo_quantization * bone_mat * undo_quantization
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// bone_mat = bone_mat * undo_quantization
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gumMultMatrix(&bone_mat, &bone_mat, &undo_quantization);
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// gumMultMatrix(&bone_mat, &redo_quantization, &bone_mat);
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sceGuBoneMatrix(submesh_bone_idx, &bone_mat);
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}
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}
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@ -1835,10 +1915,6 @@ void R_DrawIQMModel(entity_t *ent) {
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cl_n_skeletons++;
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cl_skeletons[cl_skel_idx].model = skel_model;
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cl_skeletons[cl_skel_idx].anim_model = nullptr;
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// cl_skeletons[cl_skel_idx].bone_transforms = nullptr;
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// cl_skeletons[cl_skel_idx].bone_normal_transforms = nullptr;
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// cl_skeletons[cl_skel_idx].anim_bone_idx = nullptr;
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cl_skeletons[cl_skel_idx].bone_transforms = (mat3x4_t*) malloc(sizeof(mat3x4_t) * skel_model->n_bones);
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cl_skeletons[cl_skel_idx].bone_rest_to_pose_transforms = (mat3x4_t*) malloc(sizeof(mat3x4_t) * skel_model->n_bones);
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cl_skeletons[cl_skel_idx].bone_rest_to_pose_normal_transforms = (mat3x3_t*) malloc(sizeof(mat3x3_t) * skel_model->n_bones);
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@ -1877,13 +1953,6 @@ void R_DrawIQMModel(entity_t *ent) {
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for(int j = 0; j < mesh->n_submeshes; j++) {
|
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// Con_Printf("Drawing mesh %d submesh %d\n", i, j);
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skeletal_mesh_t *submesh = &submeshes[j];
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// sceGumPushMatrix();
|
||||
// ScePspFVector3 verts_ofs = {submesh->verts_ofs[0],submesh->verts_ofs[1],submesh->verts_ofs[2]};
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// ScePspFVector3 verts_scale = {submesh->verts_scale[0],submesh->verts_scale[1],submesh->verts_scale[2]};
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// sceGumTranslate(&verts_ofs);
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// sceGumScale(&verts_scale);
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||||
|
||||
skel_vertex_i8_t *vert8s = get_member_from_offset(submesh->vert8s, skel_model);
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||||
skel_vertex_i16_t *vert16s = get_member_from_offset(submesh->vert16s, skel_model);
|
||||
|
||||
|
@ -1916,24 +1985,7 @@ void R_DrawIQMModel(entity_t *ent) {
|
|||
// Draw bones
|
||||
// Con_Printf("------------------------------\n");
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||||
// char **bone_names = get_member_from_offset(skel_model->bone_name, skel_model);
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||||
|
||||
mat3x4_t *bone_transforms = cl_skeletons[cl_skel_idx].bone_transforms;
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||||
// FIXME - bone_rest_transforms now look good...
|
||||
mat3x4_t *bone_rest_transforms = get_member_from_offset(cl_skeletons[cl_skel_idx].model->bone_rest_transforms, cl_skeletons[cl_skel_idx].model);
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||||
// mat3x4_t debug_bone_rest_transforms[25];
|
||||
// vec3_t *bone_rest_pos = get_member_from_offset(skel_model->bone_rest_pos, skel_model);
|
||||
// quat_t *bone_rest_rot = get_member_from_offset(skel_model->bone_rest_rot, skel_model);
|
||||
// vec3_t *bone_rest_scale = get_member_from_offset(skel_model->bone_rest_scale, skel_model);
|
||||
// int16_t *bone_parent_idx = get_member_from_offset(skel_model->bone_parent_idx, skel_model);
|
||||
// for(int i = 0; i < skel_model->n_bones; i++) {
|
||||
// Matrix3x4_scale_rotate_translate( debug_bone_rest_transforms[i], bone_rest_scale[i], bone_rest_rot[i], bone_rest_pos[i]);
|
||||
// if(bone_parent_idx[i] >= 0) {
|
||||
// mat3x4_t temp;
|
||||
// Matrix3x4_ConcatTransforms( temp, debug_bone_rest_transforms[bone_parent_idx[i]], debug_bone_rest_transforms[i]);
|
||||
// Matrix3x4_Copy(debug_bone_rest_transforms[i], temp);
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
sceGuDisable(GU_DEPTH_TEST);
|
||||
sceGuDisable(GU_TEXTURE_2D);
|
||||
|
@ -1942,10 +1994,6 @@ void R_DrawIQMModel(entity_t *ent) {
|
|||
float line_verts_y[6] = {0,0,0, 0,1,0}; // Verts for y-axis
|
||||
float line_verts_z[6] = {0,0,0, 0,0,1}; // Verts for z-axis
|
||||
|
||||
// mat3x4_t *bone_transform = &cl_skeletons[cl_skel_idx].bone_transforms[i];
|
||||
// mat3x4_t *bone_transform = &bone_rest_transforms[i];
|
||||
// mat3x4_t *bone_transform = &debug_bone_rest_transforms[i];
|
||||
|
||||
ScePspFMatrix4 bone_mat;
|
||||
bone_mat.x.x = bone_transforms[i][0][0]; bone_mat.y.x = bone_transforms[i][0][1]; bone_mat.z.x = bone_transforms[i][0][2]; bone_mat.w.x = bone_transforms[i][0][3];
|
||||
bone_mat.x.y = bone_transforms[i][1][0]; bone_mat.y.y = bone_transforms[i][1][1]; bone_mat.z.y = bone_transforms[i][1][2]; bone_mat.w.y = bone_transforms[i][1][3];
|
||||
|
@ -1968,11 +2016,6 @@ void R_DrawIQMModel(entity_t *ent) {
|
|||
// for(int i = 0; i < skel_model->n_bones; i++) {
|
||||
// char *bone_name = (char*)((uint8_t*) skel_model + (int) bone_names[i]);
|
||||
// // Con_Printf("Drawing bone: %i, \"%s\"\n", i, bone_name);
|
||||
// // Con_Printf("\tParent bone: %d\n", bone_parent_idx[i]);
|
||||
// // Con_Printf("\tPos: (%.2f, %.2f, %.2f)\n", bone_rest_pos[i][0], bone_rest_pos[i][1], bone_rest_pos[i][2]);
|
||||
// // Con_Printf("\tRot: (%.2f, %.2f, %.2f, %.2f)\n", bone_rest_rot[i][0], bone_rest_rot[i][1], bone_rest_rot[i][2], bone_rest_rot[i][3]);
|
||||
// // Con_Printf("\tScale: (%.2f, %.2f, %.2f)\n", bone_rest_scale[i][0], bone_rest_scale[i][1], bone_rest_scale[i][2]);
|
||||
// // TODO - Draw a line from ... wait what? I guess we should just print it for now...
|
||||
// }
|
||||
sceGumPopMatrix();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue