mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-10 14:42:13 +00:00
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:
parent
732a89f7c1
commit
4925e5f842
1 changed files with 142 additions and 147 deletions
|
@ -248,79 +248,49 @@ int HLMod_BoneForName(model_t *mod, char *name)
|
|||
=======================================================================================================================
|
||||
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
|
||||
(
|
||||
int offset,
|
||||
int frame1,
|
||||
int frame2,
|
||||
float lerpfrac,
|
||||
int frame,
|
||||
vec4_t adjust,
|
||||
hlmdl_bone_t *bone,
|
||||
hlmdl_anim_t *animation,
|
||||
float *destination
|
||||
float *organg
|
||||
)
|
||||
{
|
||||
/*~~~~~~~~~~*/
|
||||
int i;
|
||||
vec3_t angle;
|
||||
float lerpifrac = 1-lerpfrac;
|
||||
/*~~~~~~~~~~*/
|
||||
|
||||
/* For each vector */
|
||||
for(i = 0; i < 3; i++)
|
||||
for(i = 0; i < 6; i++)
|
||||
{
|
||||
/*~~~~~~~~~~~~~~~*/
|
||||
int o = i + offset; /* Take the value offset - allows quaternion & vector in one function */
|
||||
/*~~~~~~~~~~~~~~~*/
|
||||
organg[i] = bone->value[i]; /* Take the bone value */
|
||||
|
||||
angle[i] = bone->value[o]; /* Take the bone value */
|
||||
|
||||
if(animation->offset[o] != 0)
|
||||
if(animation->offset[i] != 0)
|
||||
{
|
||||
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
||||
int tempframe;
|
||||
hlmdl_animvalue_t *animvalue = (hlmdl_animvalue_t *) ((qbyte *) animation + animation->offset[o]);
|
||||
short f1, f2;
|
||||
hlmdl_animvalue_t *animvalue = (hlmdl_animvalue_t *) ((qbyte *) animation + animation->offset[i]);
|
||||
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
||||
|
||||
/* find values including the required frame */
|
||||
tempframe = frame1;
|
||||
tempframe = frame;
|
||||
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)
|
||||
{
|
||||
tempframe -= animvalue->num.total;
|
||||
animvalue += animvalue->num.valid + 1;
|
||||
}
|
||||
f2 = animvalue[min(animvalue->num.valid-1, tempframe)+1].value;
|
||||
|
||||
angle[i] += (f1 * lerpifrac + lerpfrac * f2) * bone->scale[o];
|
||||
}
|
||||
|
||||
if(bone->bonecontroller[o] != -1)
|
||||
{ /* Add the programmable offset. */
|
||||
angle[i] += adjust[bone->bonecontroller[o]];
|
||||
}
|
||||
}
|
||||
|
||||
if(offset < 3)
|
||||
{
|
||||
VectorCopy(angle, destination); /* Just a standard vector */
|
||||
}
|
||||
if (tempframe >= animvalue->num.valid)
|
||||
tempframe = animvalue->num.valid;
|
||||
else
|
||||
{
|
||||
QuaternionGLAngle(angle, destination); /* A quaternion */
|
||||
tempframe += 1;
|
||||
|
||||
organg[i] += animvalue[tempframe].value * bone->scale[i];
|
||||
}
|
||||
|
||||
if(bone->bonecontroller[i] != -1)
|
||||
{ /* Add the programmable offset. */
|
||||
organg[i] += adjust[bone->bonecontroller[i]];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -377,8 +347,10 @@ void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, fl
|
|||
/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
|
||||
int i;
|
||||
float matrix[3][4];
|
||||
static vec3_t positions[2];
|
||||
static vec4_t quaternions[2], blended;
|
||||
vec3_t organg1[2];
|
||||
vec3_t organg2[2];
|
||||
vec3_t organgb[2];
|
||||
vec4_t quat1, quat2, quatb;
|
||||
|
||||
int frame1, frame2;
|
||||
|
||||
|
@ -490,16 +462,35 @@ void HL_SetupBones(hlmodel_t *model, int seqnum, int firstbone, int lastbone, fl
|
|||
subblendfrac = 1;
|
||||
for(i = firstbone; i < lastbone; i++)
|
||||
{
|
||||
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]);
|
||||
//calc first blend (writes organgb+quatb)
|
||||
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);
|
||||
QuaternionGLMatrix(blended[0], blended[1], blended[2], blended[3], matrix);
|
||||
matrix[0][3] = positions[0][0];
|
||||
matrix[1][3] = positions[0][1];
|
||||
matrix[2][3] = positions[0][2];
|
||||
//calc first blend (writes organg1+quat1)
|
||||
HL_CalculateBones(frame1, model->adjust, model->bones + i, animation + i + model->header->numbones, organg1[0]);
|
||||
QuaternionGLAngle(organg1[1], quat1); /* A quaternion */
|
||||
if (frame1 != frame2)
|
||||
{
|
||||
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(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));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
for(i = firstbone; i < lastbone; i++)
|
||||
{
|
||||
/*
|
||||
* There are two vector offsets in the structure. The first seems to be the
|
||||
* positions of the bones, the second the quats of the bone matrix itself. We
|
||||
* convert it inside the routine - Inconsistant, but hey.. so's the whole model
|
||||
* format.
|
||||
*/
|
||||
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]);
|
||||
HL_CalculateBones(frame1, model->adjust, model->bones + i, animation + i, organg1[0]);
|
||||
QuaternionGLAngle(organg1[1], quat1); /* A quaternion */
|
||||
if (frame1 != frame2)
|
||||
{
|
||||
HL_CalculateBones(frame2, model->adjust, model->bones + i, animation + i, organg2[0]);
|
||||
QuaternionGLAngle(organg2[1], quat2); /* A quaternion */
|
||||
|
||||
QuaternionGLMatrix(quaternions[0][0], quaternions[0][1], quaternions[0][2], quaternions[0][3], matrix);
|
||||
matrix[0][3] = positions[0][0];
|
||||
matrix[1][3] = positions[0][1];
|
||||
matrix[2][3] = positions[0][2];
|
||||
//lerp the quats properly rather than poorly lerping eular angles.
|
||||
QuaternionSlerp(quat1, quat2, frametime, quat1);
|
||||
VectorInterpolate(organg1[0], frametime, organg2[0], organg1[0]);
|
||||
}
|
||||
|
||||
//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(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][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][1] = 1;
|
||||
norm[vert][2] = 1;
|
||||
|
|
Loading…
Reference in a new issue