try to lerp angles properly.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5028 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2016-12-05 13:35:10 +00:00
parent 732a89f7c1
commit 4925e5f842

View file

@ -248,80 +248,50 @@ int HLMod_BoneForName(model_t *mod, char *name)
======================================================================================================================= =======================================================================================================================
HL_CalculateBones - calculate bone positions - quaternion+vector in one function HL_CalculateBones - calculate bone positions - quaternion+vector in one function
======================================================================================================================= =======================================================================================================================
note, while ender may be proud of this function, it lacks the fact that interpolating eular angles is not as acurate as interpolating quaternions.
it is faster though.
*/ */
void HL_CalculateBones void HL_CalculateBones
( (
int offset, int frame,
int frame1, vec4_t adjust,
int frame2, hlmdl_bone_t *bone,
float lerpfrac, hlmdl_anim_t *animation,
vec4_t adjust, float *organg
hlmdl_bone_t *bone,
hlmdl_anim_t *animation,
float *destination
) )
{ {
/*~~~~~~~~~~*/ int i;
int i;
vec3_t angle;
float lerpifrac = 1-lerpfrac;
/*~~~~~~~~~~*/
/* For each vector */ /* For each vector */
for(i = 0; i < 3; i++) for(i = 0; i < 6; i++)
{ {
/*~~~~~~~~~~~~~~~*/ organg[i] = bone->value[i]; /* Take the bone value */
int o = i + offset; /* Take the value offset - allows quaternion & vector in one function */
/*~~~~~~~~~~~~~~~*/
angle[i] = bone->value[o]; /* Take the bone value */ if(animation->offset[i] != 0)
{
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int tempframe;
hlmdl_animvalue_t *animvalue = (hlmdl_animvalue_t *) ((qbyte *) animation + animation->offset[i]);
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
if(animation->offset[o] != 0) /* find values including the required frame */
{ tempframe = frame;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int tempframe;
hlmdl_animvalue_t *animvalue = (hlmdl_animvalue_t *) ((qbyte *) animation + animation->offset[o]);
short f1, f2;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
/* find values including the required frame */
tempframe = frame1;
while(animvalue->num.total <= tempframe)
{
tempframe -= animvalue->num.total;
animvalue += animvalue->num.valid + 1;
}
f1 = animvalue[min(animvalue->num.valid-1, tempframe)+1].value;
/* frame2 is always higher than frame1, so keep searching for it, if its in a different block */
tempframe += frame2-frame1;
while(animvalue->num.total <= tempframe) while(animvalue->num.total <= tempframe)
{ {
tempframe -= animvalue->num.total; tempframe -= animvalue->num.total;
animvalue += animvalue->num.valid + 1; animvalue += animvalue->num.valid + 1;
} }
f2 = animvalue[min(animvalue->num.valid-1, tempframe)+1].value; if (tempframe >= animvalue->num.valid)
tempframe = animvalue->num.valid;
else
tempframe += 1;
angle[i] += (f1 * lerpifrac + lerpfrac * f2) * bone->scale[o]; organg[i] += animvalue[tempframe].value * bone->scale[i];
} }
if(bone->bonecontroller[o] != -1) if(bone->bonecontroller[i] != -1)
{ /* Add the programmable offset. */ { /* Add the programmable offset. */
angle[i] += adjust[bone->bonecontroller[o]]; organg[i] += adjust[bone->bonecontroller[i]];
} }
} }
if(offset < 3)
{
VectorCopy(angle, destination); /* Just a standard vector */
}
else
{
QuaternionGLAngle(angle, destination); /* A quaternion */
}
} }
/* /*
@ -331,39 +301,39 @@ void HL_CalculateBones
*/ */
void HL_CalcBoneAdj(hlmodel_t *model) void HL_CalcBoneAdj(hlmodel_t *model)
{ {
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int i; int i;
float value; float value;
hlmdl_bonecontroller_t *control = (hlmdl_bonecontroller_t *) hlmdl_bonecontroller_t *control = (hlmdl_bonecontroller_t *)
((qbyte *) model->header + model->header->controllerindex); ((qbyte *) model->header + model->header->controllerindex);
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
for(i = 0; i < model->header->numcontrollers; i++) for(i = 0; i < model->header->numcontrollers; i++)
{ {
/*~~~~~~~~~~~~~~~~~~~~~*/ /*~~~~~~~~~~~~~~~~~~~~~*/
int j = control[i].index; int j = control[i].index;
/*~~~~~~~~~~~~~~~~~~~~~*/ /*~~~~~~~~~~~~~~~~~~~~~*/
if(control[i].type & 0x8000) if(control[i].type & 0x8000)
{ {
value = model->controller[j] + control[i].start; value = model->controller[j] + control[i].start;
} }
else else
{ {
value = (model->controller[j]+1)*0.5; //shifted to give a valid range between -1 and 1, with 0 being mid-range. value = (model->controller[j]+1)*0.5; //shifted to give a valid range between -1 and 1, with 0 being mid-range.
if(value < 0) if(value < 0)
value = 0; value = 0;
else if(value > 1.0) else if(value > 1.0)
value = 1.0; value = 1.0;
value = (1.0 - value) * control[i].start + value * control[i].end; value = (1.0 - value) * control[i].start + value * control[i].end;
} }
/* Rotational controllers need their values converted */ /* Rotational controllers need their values converted */
if(control[i].type >= 0x0008 && control[i].type <= 0x0020) if(control[i].type >= 0x0008 && control[i].type <= 0x0020)
model->adjust[i] = M_PI * value / 180; model->adjust[i] = M_PI * value / 180;
else else
model->adjust[i] = value; model->adjust[i] = value;
} }
} }
/* /*
@ -374,21 +344,23 @@ void HL_CalcBoneAdj(hlmodel_t *model)
void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt ); void QuaternionSlerp( const vec4_t p, vec4_t q, float t, vec4_t qt );
void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, float subblendfrac, float frametime) void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, float subblendfrac, float frametime)
{ {
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
int i; int i;
float matrix[3][4]; float matrix[3][4];
static vec3_t positions[2]; vec3_t organg1[2];
static vec4_t quaternions[2], blended; vec3_t organg2[2];
vec3_t organgb[2];
vec4_t quat1, quat2, quatb;
int frame1, frame2; int frame1, frame2;
hlmdl_sequencelist_t *sequence = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) + hlmdl_sequencelist_t *sequence = (hlmdl_sequencelist_t *) ((qbyte *) model->header + model->header->seqindex) +
((unsigned int)seqnum>=model->header->numseq?0:seqnum); ((unsigned int)seqnum>=model->header->numseq?0:seqnum);
hlmdl_sequencedata_t *sequencedata = (hlmdl_sequencedata_t *) hlmdl_sequencedata_t *sequencedata = (hlmdl_sequencedata_t *)
((qbyte *) model->header + model->header->seqgroups) + ((qbyte *) model->header + model->header->seqgroups) +
sequence->seqindex; sequence->seqindex;
hlmdl_anim_t *animation; hlmdl_anim_t *animation;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
if (sequencedata->name[32]) if (sequencedata->name[32])
{ {
@ -420,7 +392,7 @@ void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, fl
if (!sequence->numframes) if (!sequence->numframes)
return; return;
if(frame1 >= sequence->numframes) if(frame1 >= sequence->numframes)
{ {
if (sequence->loop) if (sequence->loop)
frame1 %= sequence->numframes; frame1 %= sequence->numframes;
@ -448,15 +420,15 @@ void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, fl
HL_CalcBoneAdj(model); /* Deal with programmable controllers */ HL_CalcBoneAdj(model); /* Deal with programmable controllers */
/*FIXME:this is useless*/ /*FIXME:this is useless*/
/* /*
if(sequence->motiontype & 0x0001) if(sequence->motiontype & 0x0001)
positions[sequence->motionbone][0] = 0.0; positions[sequence->motionbone][0] = 0.0;
if(sequence->motiontype & 0x0002) if(sequence->motiontype & 0x0002)
positions[sequence->motionbone][1] = 0.0; positions[sequence->motionbone][1] = 0.0;
if(sequence->motiontype & 0x0004) if(sequence->motiontype & 0x0004)
positions[sequence->motionbone][2] = 0.0; positions[sequence->motionbone][2] = 0.0;
*/ */
@ -490,16 +462,35 @@ void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, fl
subblendfrac = 1; subblendfrac = 1;
for(i = firstbone; i < lastbone; i++) for(i = firstbone; i < lastbone; i++)
{ {
HL_CalculateBones(0, frame1, frame2, frametime, model->adjust, model->bones + i, animation + i, positions[0]); //calc first blend (writes organgb+quatb)
HL_CalculateBones(3, frame1, frame2, frametime, model->adjust, model->bones + i, animation + i, quaternions[0]); HL_CalculateBones(frame1, model->adjust, model->bones + i, animation + i, organgb[0]);
QuaternionGLAngle(organgb[1], quatb); /* A quaternion */
if (frame1 != frame2)
{
HL_CalculateBones(frame2, model->adjust, model->bones + i, animation + i, organg2[0]);
QuaternionGLAngle(organg2[1], quat2); /* A quaternion */
HL_CalculateBones(3, frame1, frame2, frametime, model->adjust, model->bones + i, animation + i + model->header->numbones, quaternions[1]); QuaternionSlerp(quatb, quat2, frametime, quatb);
VectorInterpolate(organgb[0], frametime, organg2[0], organgb[0]);
}
QuaternionSlerp(quaternions[0], quaternions[1], subblendfrac, blended); //calc first blend (writes organg1+quat1)
QuaternionGLMatrix(blended[0], blended[1], blended[2], blended[3], matrix); HL_CalculateBones(frame1, model->adjust, model->bones + i, animation + i + model->header->numbones, organg1[0]);
matrix[0][3] = positions[0][0]; QuaternionGLAngle(organg1[1], quat1); /* A quaternion */
matrix[1][3] = positions[0][1]; if (frame1 != frame2)
matrix[2][3] = positions[0][2]; {
HL_CalculateBones(frame2, model->adjust, model->bones + i, animation + i + model->header->numbones, organg2[0]);
QuaternionGLAngle(organg2[1], quat2); /* A quaternion */
QuaternionSlerp(quat1, quat2, frametime, quat1);
VectorInterpolate(organg1[0], frametime, organg2[0], organg1[0]);
}
//blend the two
QuaternionSlerp(quatb, quat1, subblendfrac, quat1);
FloatInterpolate(organgb[0][0], subblendfrac, organg1[0][0], matrix[0][3]);
FloatInterpolate(organgb[0][0], subblendfrac, organg1[0][1], matrix[1][3]);
FloatInterpolate(organgb[0][0], subblendfrac, organg1[0][2], matrix[2][3]);
/* If we have a parent, take the addition. Otherwise just copy the values */ /* If we have a parent, take the addition. Otherwise just copy the values */
if(model->bones[i].parent>=0) if(model->bones[i].parent>=0)
@ -511,25 +502,28 @@ void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, fl
memcpy(transform_matrix[i], matrix, 12 * sizeof(float)); memcpy(transform_matrix[i], matrix, 12 * sizeof(float));
} }
} }
} }
else else
{ {
for(i = firstbone; i < lastbone; i++) for(i = firstbone; i < lastbone; i++)
{ {
/* HL_CalculateBones(frame1, model->adjust, model->bones + i, animation + i, organg1[0]);
* There are two vector offsets in the structure. The first seems to be the QuaternionGLAngle(organg1[1], quat1); /* A quaternion */
* positions of the bones, the second the quats of the bone matrix itself. We if (frame1 != frame2)
* convert it inside the routine - Inconsistant, but hey.. so's the whole model {
* format. HL_CalculateBones(frame2, model->adjust, model->bones + i, animation + i, organg2[0]);
*/ QuaternionGLAngle(organg2[1], quat2); /* A quaternion */
HL_CalculateBones(0, frame1, frame2, frametime, model->adjust, model->bones + i, animation + i, positions[0]);
HL_CalculateBones(3, frame1, frame2, frametime, model->adjust, model->bones + i, animation + i, quaternions[0]);
QuaternionGLMatrix(quaternions[0][0], quaternions[0][1], quaternions[0][2], quaternions[0][3], matrix); //lerp the quats properly rather than poorly lerping eular angles.
matrix[0][3] = positions[0][0]; QuaternionSlerp(quat1, quat2, frametime, quat1);
matrix[1][3] = positions[0][1]; VectorInterpolate(organg1[0], frametime, organg2[0], organg1[0]);
matrix[2][3] = positions[0][2]; }
//we probably ought to keep them as quats or something.
QuaternionGLMatrix(quat1[0], quat1[1], quat1[2], quat1[3], matrix);
matrix[0][3] = organg1[0][0];
matrix[1][3] = organg1[0][1];
matrix[2][3] = organg1[0][2];
/* If we have a parent, take the addition. Otherwise just copy the values */ /* If we have a parent, take the addition. Otherwise just copy the values */
if(model->bones[i].parent>=0) if(model->bones[i].parent>=0)
@ -649,6 +643,7 @@ void R_HL_BuildFrame(hlmodel_t *model, hlmdl_model_t *amodel, entity_t *curent,
st[vert][0] = order[2] * tex_s; st[vert][0] = order[2] * tex_s;
st[vert][1] = order[3] * tex_t; st[vert][1] = order[3] * tex_t;
/*fixme: build vertex normals in the base pose and transform them using the same bone matricies (just discard the origin part)*/
norm[vert][0] = 1; norm[vert][0] = 1;
norm[vert][1] = 1; norm[vert][1] = 1;
norm[vert][2] = 1; norm[vert][2] = 1;
@ -661,7 +656,7 @@ void R_HL_BuildFrame(hlmodel_t *model, hlmdl_model_t *amodel, entity_t *curent,
order += 4; order += 4;
vert++; vert++;
} while(--count); } while(--count);
} }
mesh->numindexes = idx; mesh->numindexes = idx;
mesh->numvertexes = vert; mesh->numvertexes = vert;
@ -690,23 +685,23 @@ void R_HalfLife_WalkMeshes(entity_t *rent, batch_t *b, batch_t **batches)
model.memgroup = &rent->model->memgroup; model.memgroup = &rent->model->memgroup;
for (body = 0; body < model.header->numbodyparts; body++) for (body = 0; body < model.header->numbodyparts; body++)
{ {
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
hlmdl_bodypart_t *bodypart = (hlmdl_bodypart_t *) ((qbyte *) model.header + model.header->bodypartindex) + body; hlmdl_bodypart_t *bodypart = (hlmdl_bodypart_t *) ((qbyte *) model.header + model.header->bodypartindex) + body;
int bodyindex = (0 / bodypart->base) % bodypart->nummodels; int bodyindex = (0 / bodypart->base) % bodypart->nummodels;
hlmdl_model_t *amodel = (hlmdl_model_t *) ((qbyte *) model.header + bodypart->modelindex) + bodyindex; hlmdl_model_t *amodel = (hlmdl_model_t *) ((qbyte *) model.header + bodypart->modelindex) + bodyindex;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
/* Draw each mesh */ /* Draw each mesh */
for(m = 0; m < amodel->nummesh; m++) for(m = 0; m < amodel->nummesh; m++)
{ {
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
hlmdl_mesh_t *mesh = (hlmdl_mesh_t *) ((qbyte *) model.header + amodel->meshindex) + m; hlmdl_mesh_t *mesh = (hlmdl_mesh_t *) ((qbyte *) model.header + amodel->meshindex) + m;
float tex_w; float tex_w;
float tex_h; float tex_h;
struct hlmodelshaders_s *s; struct hlmodelshaders_s *s;
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/ /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
if (mesh->skinindex >= modelc->numskins) if (mesh->skinindex >= modelc->numskins)
continue; continue;
@ -766,7 +761,7 @@ void R_HalfLife_WalkMeshes(entity_t *rent, batch_t *b, batch_t **batches)
b->next = batches[sort]; b->next = batches[sort];
batches[sort] = b; batches[sort] = b;
} }
else else
{ {
if (batchid == b->surf_first) if (batchid == b->surf_first)
{ {
@ -780,8 +775,8 @@ void R_HalfLife_WalkMeshes(entity_t *rent, batch_t *b, batch_t **batches)
} }
batchid++; batchid++;
} }
} }
} }
qboolean R_CalcModelLighting(entity_t *e, model_t *clmodel); qboolean R_CalcModelLighting(entity_t *e, model_t *clmodel);